eureka 0.1.2

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    Eureka - Ver 0.1.2

    Table of Contents:

    Heading PageChapter Core Mechanics 2

    Section On the Nature of Rules 2Section How We Roll 2Section Skill Tests 2

    Chapter Character Creation 4Section - Attributes 4Section - Qualities 5Section - Aspects 9Section The Starting Character 11Section Eureka Points 12

    Chapter - Combat 13Section - Noncombat 13Section Initial Moves 13Section Actions in Combat 14Section Melee Combat 15Section Ranged Combat 15Section - Spellcasting 17Section - Tactics 17Section Relative Movement 21Section Surface Movement 22Section Flanking 23Section Placing Tactics Features 23

    Section Other Maneuvers 23Chapter - Skills 24

    Sprinting 26Swimming 26Stealth 27Acrobatics 28Lockpicking 30Sleight of Hand 30Survival 31Tracking 32Riding 32Carriage Driving 33Persuasion 33Bluff 35Intimidate 36Socialize 38Negotiation 41Background Skills 42

    Chapter - Magic 44Section Gauging 44Section Casting a Spell 44

    Section Learning a Spell 45Section Spell Effects 46Section Building a Spell 50

    Chapter - Items 51Section Attacking Objects 51Section - Equipment 52Section Carrying Equipment 57

    Chapter Vehicles 58Section Maneuvering 58Section Escalation 61Section Components 62Section Functions 63Section Example Vehicles 65Section Collisions 66Section Falling Off 66Section Custom Vehicles 66

    Chapter - Infiltration 68Section Rooms 68Section Obstacles 69Section Infiltration Encounters 71Section Detection 72

    Section Facility Construction 72Chapter - Adjudication 73

    Section Recovering Routine Wounds 73Section Recovering Critical Wounds 74Section Volley Fire 77Section Exhaustion 78Section Hunger and Exposure 78Section - Falling 79Section Drowning 80Section Explosions 80

    Chapter Contacts 81Section Attributes 81Section Qualities 82

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    Section Request Factors 85Section Making a Request 86Section Receiving Requests 90Section Tasks 92

    Chapter - Organizations 93Section Personnel 96Section Facilities 97

    Section Policies 98Section Operations 102Section Intelligence 105Section Threats 108Section Patrols 110Section Warfare 110Section Strategy 111

    Chapter - World 111Section Lifestyle 111

    Chapter - Core Mechanics

    Section - On the Nature of Rules

    Over the course of the game, the players' characters will have to struggle against the circumstances and

    against other characters in order to fulfill their desires. These conflicts should always have outcomes

    that allow the game's story to progress, or failing that, at least bring it to a satisfying conclusion.

    However, a game in which events always proceed exactly as narratively appropriate restricts player

    freedom. If a player knows that his character's success has nothing to do with his capabilities,

    strategy, or methods, then he'll likely find it difficult and unfulfilling to make his character take

    actions that make sense within the game's world.

    Therefore, the conflict resolution mechanics in this book have been introduced to provide a common

    framework for determining the outcomes of characters' actions. GMs can use it to resolve the actions of

    characters within the world, and players can use it to know what to expect from their own actions. The

    use of a common set of rules helps prevent misunderstandings, as players and GMs both understand from a

    game-mechanical perspective what the possible outcomes of any given action are.

    For the sake of convenience, these rules emulate the way things work in the real world, so that players

    can use their common sense to figure out likely outcomes rather than refer to the rules every time they

    need to make sure that a plan will work. However, there are some situations the rules aren't designed to

    model. In these situations, the rules might prescribe a counterintuitive outcome that no one would

    reasonably expect, and so they can be ignored in favor of a more reasonable outcome picked by the GM.

    Common sense takes precedence over the rules as written.

    And playability takes precedence even over common sense. In situations where the continuation of the

    plot depends on a character succeeding or failing a specific roll, the GM is within his rights to declare

    that action a success or failure without even rolling, or else introduce a coincidental factor that

    happens to save or doom him. This is an option that should be used very sparingly. When used against

    the players, it creates a sense of "railroading," of the players being helpless before the GM's plot.

    When used for the players' benefit, it removes the consequences of their actions, again making their

    decisions seem meaningless. In any case, the Eureka point mechanic is meant to make such interventions

    unnecessary. However, if a player's character with a lovingly-crafted backstory fails a few unlucky

    rolls during his first session and finds himself unceremoniously cut down by the city watch, a good GM

    ought to be willing to rule that he makes a miraculous recovery and wakes up in the castle dungeon,

    requiring his friends to stage a daring rescue!

    Section - How We Roll

    This game uses a unique type of dice to resolve almost every action. The dice have ten sides each, andeach side is labeled with a number from 0 to 5. There are two marked 0, two marked 1, one marked 2, one

    marked 3, one marked 4, and three marked 5. Every time one of the faces showing "5" is thrown, the die

    is thrown again with 5 added onto the result. So, if a die is thrown and shows a 5, then is thrown again

    and shows another 5, then is thrown again and shows a 3, the die's result is considered to be 5+5+3=13.

    Thus, a single die may reach an arbitrarily high value.

    Whenever a rule in this book calls for dice to be thrown, it can be assumed that this is the die that is

    referred to. Most of the time, these dice will be rolled in groups. Each die's result is considered

    individually, but they may be rolled at the same time. For example, a character rolling a skill test in

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    which he has five levels would roll five dice. Suppose these come up 0, 3, 3, 5, 5. The fives are

    rerolled together and come up 0 and 4. So, his final roll would be considered 0, 3, 3, 5, 9.

    Section - Skill Tests

    A character's ability to succeed at any given type of task usually based on two factors. Firstly, thereis his innate aptitude at the task depending on which mental or physical abilities it requires,

    represented by his relevant attribute value. And there is usually also the factor of his learned skill

    at the task itself, represented by the number of skill levels he has. There are four basic types of

    skill test that the rules use to determine a character's performance at a task.

    Standard test:

    The most common type of roll is used when a character is attempting to complete a task with a difficulty

    represented by a number called its Base Difficulty, or Base DC. The relevant attribute to the test is

    then subtracted from the Base DC to get the Final DC. If the Final DC would be below 1, it is usually

    just treated as 1 unless the rules for the task specifically say otherwise. The player then rolls a

    number of dice equal to his number of skill levels for the task, and every die that has a result equal to

    or greater than the Final DC is considered a success. Usually, one success is enough for the character

    to get a satisfactory result, and more successes represent an even better result. Sometimes the number

    of dice rolled is determined by another factor, such as a species's natural sensory abilities for a

    Perception test.

    Opposed test:

    When two characters' efforts are directly opposing each other, both may individually make their skill

    tests as described above. The Base DCs will often involve the opponent's relevant attribute as well as

    any factors that give an advantage to one side or the other. Only the character with more successes is

    considered to have achieved a useful result, but every success rolled by the loser cancels out one of the

    winner's successes. If both characters get the same number of successes, then the result may be

    inconclusive or a second roll might be used to determine which one barely came out on top.

    Open test:

    When one character's effort is used to set the bar for anyone else to try and surpass, an open test is

    usually used. The character rolls a number of dice equal to his relevant skill levels, and the result of

    the single highest die is taken. To this number, the character adds his relevant attribute as well as

    other numbers based on the circumstances. The final number is often used as a Base DC for others

    attempting to beat his effort.

    Attribute test:

    When success or failure depends only on a character's raw ability, and there's no skill applicable to the

    task, then a raw attribute test is used. The Base DC is modified as normal based on the relevant

    attribute, but if this would bring the Final DC below 1, the task is considered an automatic success.

    Otherwise, a single die is rolled for the test against the Final DC.

    Teamwork:

    When it's reasonable, multiple characters can work together at a task, each rolling independently at the

    skill test, and all being considered to succeed if even one of them do. However, too many people working

    together increases the number of places where something can go wrong. Unless it's stated otherwise, each

    additional roller adds +2 to the DC faced by everyone. In some situations where teamwork is especially

    helpful (such as multiple surgeons working in an operating room equipped and designed for such a task),

    the additional DC might be just +1 per helper up to a certain limit. And for other tasks where only one

    person succeeding individually is enough for the team to succeed (such as listening for the sound of an

    intruder), everyone can simply roll in a cooperative attempt with no additional DC for other

    participants. However, in situations where even one failure is enough to have a negative effect (such as

    a group trying to sneak past a noise sensor), teamwork rolls are not possible.

    Multitasking:

    Performing two unrelated tasks at once is difficult. In general, when trying to make more than one skill

    test at the same time, the base DCs for all skill tests are increased by +4 for every extra action

    attempted. So, if a character tries to attack twice in one turn, he faces a +4 DC to each attack, and if

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    he tries to swim, fire a crossbow, and cast a spell all at once, then all three actions suffer a +8 DC

    penalty.

    Chapter - Character Creation

    Section - Attributes

    Every character has six attributes that describe his innate aptitude at a category of physically or

    mentally demanding tasks. The average level of aptitude for a healthy, adult human is an attribute value

    of 3. The magnitude of the difference represented by a one point of change in an attribute increases

    exponentially as attribute values go up. No matter the starting attribute value, going up by three

    points represents roughly a doubling of aptitude, while going down by three points represents cutting

    aptitude in half. Therefore, someone with a Strength of 4 is about twice as strong as someone with a

    Strength of 1, someone with Strength 5 is twice as strong as someone with Strength 2, Strength 6 is twice

    as strong as Strength 3, and Strength 7 is twice as strong as Strength 4 - and therefore four times as

    strong as Strength 1. Attribute values below 1 or above 6 are very rare among humans.

    There are three physical attributes - Strength, Dexterity, Fortitude - and three mental attributes -

    Intelligence, Awareness, Willpower. Each attribute's functions are as follow.

    Strength:

    This attribute represents one's ability to move one's own body with great force and control. High

    Strength lets one lift and push more, but it's not just limited to that. Someone with high Strength can

    punch harder, but can also punch exactly as hard as he intends to punch. High Strength lets a person run

    faster and jump higher, and also helps with various athletic tasks like climbing walls or riding a horse.

    Naturally, it also allows a character to use heavier, more powerful weapons with greater effect.

    Dexterity:

    This attribute represents one's ability to manipulate one's environment with speed and precision. A

    character with high Dexterity has quick reflexes that can serve him well in situations where lightning-

    fast reaction is vital. It helps with several skills that require physical precision, from lockpicking

    to balance to moving stealthily. High Dexterity also helps for using weapons at range, for hitting

    precisely with any weapon, and for dodging enemies' attacks as well.

    Fortitude:

    This attribute represents the durability of one's own body. This attribute is often used for a

    character's body's innate resistance to various things that can hinder it, from poison to disease to

    unconsciousness. It's also used in various situations involving pushing a body to its limit for an

    extended period of time, like sprinting and swimming. Fortitude also plays a large role in resisting

    physical injury, whether in battle or from other possible hazards.

    Intelligence:

    This attribute represents one's ability to analyze information, whether to deduce the past, predict the

    likely future, or determine how best to act in the present. High Intelligence lets a character analyze a

    situation both more deeply and more quickly than would otherwise be possible. This analysis also applies

    to other people, and so high Intelligence is very useful for socially manipulating others. It's also

    valuable for skills that require problem-solving ability, from medicine to surviving in the wilderness.

    Finally, it helps a character act more efficiently and resourcefully in combat, coming up with tactics

    and taking opportunities that others would miss.

    Awareness:

    This attribute represents one's ability to perceive the details of the world as they really are, even

    when distracted or unsuspecting. A character with high Awareness is better at detecting and interpreting

    the subtler details of perceptions in all five senses, and is also better able to pick out important

    passing details even when not consciously trying to do so. These gut feelings help in social situations

    as well, both for sensing the subconscious tells of deception and for taking stock of a social atmosphere

    in order to blend in seamlessly. In combat, high Awareness also makes a character quicker to pick up on

    threats and opportunities, giving him a critical fraction of a second edge over his opponents.

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    Willpower:

    This attribute represents the durability of one's own mind. It's used to resist factors that threaten to

    break a character's resolve, from pain to fear. It also determines how much magic a character can use

    before he reaches his limit. High Willpower is useful in social situations for resisting intimidation,

    and it can also be useful for putting on a fearless show of force in negotiations. In combat, Willpowerlets a character keep pushing himself to fight as hard as he can even when badly wounded.

    Section - Qualities

    In addition to attributes, every character also has a number of qualities that define his abilities.

    Some of these are derived from attributes, while others are based on the character's species and other

    factors.

    Health:

    This is a measure of how much serious damage a character can take before his wounds start to hinder him.

    A characters Health stat is written as a set of milestones. Circumstances that damage the character

    give him wound points, and when the wound points pass each of these milestones, he begins to take

    penalties. When his wound points equal the first milestone or higher, a character takes a +1 penalty to

    all DCs (aside from Armor DCs) and a -1 penalty to the result of all open tests. Upon the second

    milestone, these become +2 and -2, and upon the third milestone, they become +3 and -3. The fourth

    milestone represents taking too much damage to continue fighting. See the section on wounds and healing

    for the specific effects.

    Fortitude determines how much damage a characters body takes from any given threat, but Willpower

    determines how much damage a character can fight through. The wound penalty milestones are arranged as

    follow:

    2/ 3/ 4/ 6/ 8/ 11/ 16/ 23/ 32/ 45/ 64/ 91/ 128/ 181/ 256/ 362/ 512/ 724/ 1k/ 1k424/ 2k/ 3k/ 4k/ 6k/ etc.

    At Willpower 1, a characters HP milestones are 2/3/4/6. Each additional point of Willpower moves each

    milestone one spot to the right on this chart. So a character with Willpower 2 has HP 3/4/6/8, and a

    character with Willpower 6 has 11/16/23/32.

    Mana:

    This is a measure of how much magical energy the character has for casting spells. Every spell can take

    a certain number of Mana points (MP) to cast, depending on how strong it is and how well the charactermanages to resist the Drain of the spell. If a spell is cast that costs more MP than the character has

    in reserve, a number of HP are spent equal to the difference with no chance to use Armor to reduce the

    damage.

    A character's max MP is based on the attribute he uses to cast his spells. The max MP progression is as

    follows:

    6/ 8/ 11/ 16/ 23/ 32/ 45/ 64/ 91/ 128/ 181/ 256/ 362/ 512/ 724/ 1k/ 1k424/ 2k/ 3k/ 4k/ 6k/ 8k/ etc.

    At a casting attribute of 1, a character would have a max MP of 6, and every additional point moves the

    max MP one spot to the right, so a character with a casting attribute of 6 has a max MP of 32.

    Reaction pool:

    Reaction pool is a supply of extra dice that represent a character's ability to recognize possible combat

    opportunities, analyze how best to take advantage of them, and act quickly to seize the chance at thebest possible time. Reaction pool can be spent on dodge rolls and tactics rolls. A character's reaction

    pool is also automatically spent on initiative rolls. Reaction pool spent on a roll is considered "used

    up" until the pool refreshes, and so if a character with a reaction pool of 6 spends 3 of the dice on a

    tactics roll, then he can only use up to three more until the pool refreshes again. Maximum reaction

    pool is equal to Dexterity, Intelligence, and Awareness added together and then divided by two. A

    character's reaction pool usually refreshes at the start of his turn.

    Perception:

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    Whenever a character has a chance of noticing something significant, whether it's a whispered

    conversation through a doorway, a trap hidden in a wall, or a spy sneaking through the darkness, a

    Perception roll is used to determine whether the character detects it. The character simply rolls the

    listed number of Perception dice for his species, Awareness-based, against a DC depending on how

    difficult it is to pick out. The number of successes rolled determines the amount of information

    perceived. One success just reveals the presence of something strange, while five successes immediately

    reveals everything that could possibly be perceived. However, once even one success is rolled, a

    character might be able to take a closer look if time permits and get the full set of available

    information. A human has five Perception dice in all situations, while other species might have different

    numbers of Perception dice for each of the five senses.

    In situations where the players' characters are looking for something that they won't otherwise come

    across, the GM should roll Perception dice regardless of whether what's being looked for is there, and

    re-rolls should not be possible. When dealing with something that will make itself known even if the

    players fail to find it - such as a trap - Perception dice should only be rolled when a failure means the

    character triggers the trap. These guidelines are intended to make it unnecessary for players to

    constantly ask for Perception rolls.

    A new Perception roll can be made every time something hidden actively presents itself - for example,

    every time a hidden enemy shoots his crossbow at a group. However, when searching for something

    passively hidden, a new attempt cannot usually be made more than once in a day.

    A number of sample Perception DCs follow. Don't apply these to the test made to detect someone usingStealth or Sleight of Hand, or to find traps! Equivalent modifiers are already factored into the listed

    DCs for beating the open tests or finding a particular kind of trap or poison.

    Sights:

    Task/Circumstance DC (Awareness)

    Base 10

    Object size 5-Size

    =Movement=

    Movement visible -

    Immobile/Passes within a turn +3

    =Cover/Concealment=

    None -

    Partial +2

    Half +4

    Majority +6

    =Other sights=

    None -

    Subdued +2

    Many +4

    Abundant +6

    =Character state=

    Alert -

    Distracted +2

    Busy +4

    In combat +6

    =Instinctive significance=

    Deep (blood) -

    Great (animal) +2

    Some (weapon) +4

    None (text) +6

    =Range=

    10 meters away -Every doubling over 10 +6

    Every meter less than 10 -1

    Movement:

    An object that's moving is much easier to notice, as long as it doesn't move out of the

    character's field of view over the course of the turn.

    Cover/Concealment:

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    This refers to anything that obstructs a clear view of the object, whether it's another object

    obstructing the character's line of sight or just an ambient condition like darkness or fog. A

    completely concealed object cannot be visually spotted.

    Other sights:

    This refers to other sights that might make it harder to pick out the object of interest among

    them. It depends on how well the object itself blends into its surroundings.

    Character state:

    This refers to how much attention the character is able to pay to his surroundings. The more

    distracted he is, the harder a time he'll have spotting anything out of the ordinary.

    Instinctive significance:

    This factor measures how sharply a character's subconscious will react to pull his attention

    toward the sight. Sights that are more disturbing or otherwise provoke someone's subconscious

    more are easier to spot. Pictures or other visual representations might trigger a reaction just

    as well as the real thing, but text is too abstract to have this effect.

    Range:

    The farther away something is, the harder it is to see. Distances that don't fall into a neat

    multiple of 10 should receive a DC between the two increments.

    Sounds:

    Task/Circumstance DC (Awareness)

    Base 10

    =Exposure=

    Constant -

    Momentary +3

    =Obstacles=

    None -

    Thin (wooden wall) +2

    Thick (multiple walls) +4

    Substantial (castle wall) +6

    =Relative volume=Higher than background -

    Equal +2

    Fainter +4

    Barely audible +6

    =Character state=

    Alert -

    Distracted +2

    Busy +4

    In combat +6

    =Instinctive significance=

    Deep (scream) -

    Great (combat) +2

    Some (conversation) +4

    None (machinery) +6

    =Range=

    10 meters away -

    Every doubling over 10 +6

    Every meter less than 10 -1

    Size:

    Size is a universal quality that every creature or object in the game has, acting as a rough measure of

    physical height and breadth. It functions like an attribute in that it's measured on an exponential

    scale, so that three points of Size difference is equal to a halving or doubling in dimension. However,

    almost all adult humans are considered to have a Size of 5 - variations in Size between humans are

    usually not significant enough to warrant a difference for the rules.

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    Size also plays a part in determining how easy something is to hit with a weapon, how easy it is to see,

    how heavy it is, and miscellaneous other things. Whenever a rule that is calibrated for dealing with

    other humans is applied to something else, such as in the rules for attacking an object, the Size of the

    object is usually directly factored into the DC, but individual rules may prescribe differently.

    A single object might have two different Sizes for different purposes. For example, the wall of abuilding might have a Size of 15 for the purpose of hitting it with something, due to its large surface,

    but only a Size of 1 for the purpose of breaking through it, since it's relatively thin.

    Speed:

    This quality measures how quickly a character can move across flat ground without sacrificing much of his

    ability to swing a sword, shoot a bow, or perform other combat actions. Every value of Speed has an

    associated walking and running speed, measured in meters per round.

    Speed Walking Running1 3 72 3 93 4 114 5 145 6 176 8 227 10 278 13 349 17 4310 21 5511 26 6912 33 87

    Note that the movement rates given are only the maximum allowed. A character may always choose to walk

    or run at a distance per turn lower than those listed, even if this results in running at lower than

    walking distance per turn. This might represent moving between two points in less time than the three

    second round, or it might represent taking a serpentine path, weaving and winding to better frustrate

    ranged attackers. A moving character may always choose to move in this sort of way in order to increase

    enemies ranged DCs to hit him, as long as he also takes all the associated penalties for that movement

    type as well.

    The base Speed for a human is the humans Strength score. Other creatures might have other methods for

    determining Speed.

    Armor:

    Armor is simply a measure of how well the character holds up against physical damage. It functions like

    a skill in that it's the number of dice that are rolled to resist most circumstances that threaten to

    cause immediate damage to a character's body. Humans have a base Armor of 5, and by wearing suits of

    armor, they can increase this value.

    Whenever a physical attack hits a character, he rolls his Armor, Fortitude-based, against a base DC that

    depends on the weapon used and how precisely the attack hit. Every success rolled cuts the damage of the

    attack in half, down to a minimum of 0. If the DC of the roll would be less than 1, then every point it

    would have been below 1 instead adds an extra Armor die to the roll.

    Resistance:

    This quality determines how well a character resists magical attempts to alter his body or mind. When

    resisting a spell, the character rolls his Resistance in dice. The DC and the attribute the roll is

    based upon depends on the spell and its caster, and every success rolled decreases the effect of the

    spell as described in the spell description.

    The base Resistance for a human is 5 dice, but spells, equipment, and other factors can change it.

    Reduction:

    This quality determines how efficiently a character can use his Mana. Every time the character casts a

    spell, he rolls his Reduction dice against the Drain DC of the spell, Willpower-based. Every success

    rolled cuts the mana cost in half, to a minimum of 0. A spell can be cast even if its base Mana cost is

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    more than the character's Mana reserve, but if too few successes are rolled to reduce the final Mana cost

    below that amount, then the difference is deducted from HP instead. A spell that's to be sustained for

    any length of time also deducts the resulting amount of Mana every turn.

    The base Reduction for a human is 5 dice, but other factors can change it.

    Section Aspects

    The division of a characters talents into six attributes is a useful abstraction, but an abstraction

    nonetheless. A character might have great strength but little athleticism, or a keen mind hampered by

    terrible social awkwardness. Similarly, a character with low strength might have deadly precision with a

    blade, or a character without much willpower might still have an impressive stubborn streak.

    Aspects are used to represent this kind of mental or physical quirk that sets a character apart from all

    others with the same attributes and skills. Theyre mostly meant for player characters to customize

    their talents to the players specifications, but they can also be useful in fleshing out important NPCs.

    Mental Aspects can say a lot about a characters personality, while physical Aspects can offer insight

    into his past natural talents shape a persons choice of lifestyle, while maimings and disabilities can

    offer challenges that most people never even face. Aspects are not mandatory, and a player may choose to

    skip them entirely, but its generally worth browsing through them in case any jump out as especially

    appropriate for a character.

    The unit of an Aspects value is called an Aspect Point. Positive Aspects cost Aspect Points, and

    negative Aspects are worth a certain number of Aspect Points. However, rather than calculating Aspect

    balance in terms of a characters total positive and negative Aspect Points, each positive Aspect must

    instead be balanced by a negative Aspect of equal or greater worth. So, a character with two 4-point

    negative Aspects wouldnt be able to buy a single 8-point positive Aspect. Instead, he could buy two

    positive Aspects each with an individual value no greater than 4 points. The positive and negative

    Aspects can come from the same origin, such as a characters poor eyesight leading him to develop a keen

    sense of hearing, but they dont necessarily have to be.

    Note that in the case of low Attributes bringing an Aspects cost below zero, a negative cost for a

    positive Aspect is not the same as a positive value for a negative Aspect. A positive Aspect with a

    negative cost must be paid for by a negative Aspect with a negative value.

    Some Aspects are designated as Combat Aspects. A positive Combat Aspect can only be paid for by a

    negative Combat Aspect, and a negative Combat Aspect can only buy a positive Combat Aspect. All other

    Aspects can be freely balanced by each other.

    Aspects are listed in the following format.

    Name: Aspect name

    Type: Positive or Negative

    Cost/Worth: Aspect cost/worth (+/-Additional value per additional time Aspect is taken by the character)

    Effect: A description of the Aspects meaning and gameplay effect.

    Skill Aspects:

    Skill Aspects all follow the same pattern. Any of the following skills may be chosen for a positive or

    negative Aspect, with a value depending on the listed Attribute.

    Strength: Acrobatics, Horseback Riding

    Dexterity: Stealth, Lockpicking, Disarming, Sleight of Hand, Carriage Driving

    Fortitude: Sprinting, (Swimming?)

    Intelligence: Medicine, (Survival?), Tracking, Persuasion, Bluff, Intimidate

    Awareness: Socialize

    Willpower: Negotiate

    Name: Good at [Skill]

    Type: Positive

    Cost: [Attribute] (+1)

    Effect: All rolls with this skill are at -1DC.

    Name: Bad at [Skill]

    Type: Negative

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    Worth: [Attribute]-2 (-1)

    Effect: All rolls with this skill are at +1DC.

    Combat Aspects:

    Name: Swift-footedType: Positive

    Cost: Strength (+1)

    Effect: The characters Speed is increased by 1.

    Name: Adroit Fighter

    Type: Positive

    Cost: Strength (+1)

    Effect: All melee attack rolls are at -1DC.

    Name: Defensive-minded

    Type: Positive

    Cost: Dexterity (+1)

    Effect: All Dodge rolls are at -1DC.

    Name: Precise Shooter

    Type: Positive

    Cost: Dexterity (+1)

    Effect: All ranged attack rolls are at -1DC.

    Name: Naturally Durable

    Type: Positive

    Cost: Fortitude+3 (+1)

    Effect: All Armor rolls are at -1DC.

    Name: Cunning Tactician

    Type: Positive

    Cost: Intelligence+3 (+1)

    Effect: All Tactics rolls are at -1DC.

    Name: Ready for Anything

    Type: Positive

    Cost: Awareness (+1)

    Effect: All Initiative rolls get +1 to the final result.

    Name: Careful Combatant

    Type: Positive

    Cost: Awareness (+1)

    Effect: All melee or cover-circumvention Tactics rolls against this character are at +1DC.

    Name: Stubbornly Tough

    Type: Positive

    Cost: Willpower+3 (+1)

    Effect: The characters Willpower is considered to be one point higher for the purpose of HP milestones

    and healing.

    Name: Lumbering Oaf

    Type: Negative

    Worth: Strength-2 (-1)

    Effect: The characters Speed is reduced by 1.

    Name: Hesitant Fighter

    Type: Negative

    Worth: Strength-2 (-1)

    Effect: All melee attack rolls are at +1DC.

    Name: Slow Dodger

    Type: Negative

    Worth: Dexterity-2 (-1)

    Effect: All Dodge rolls are at +1DC.

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    Name: Bad Shot

    Type: Negative

    Worth: Dexterity-2 (-1)

    Effect: All ranged attack rolls are at +1DC.

    Name: FragileType: Negative

    Worth: Fortitude+1 (-1)

    Effect: All Armor rolls are at +1DC.

    Name: Straightforward Fighter

    Type: Negative

    Worth: Intelligence+1 (-1)

    Effect: All Tactics rolls are at +1DC.

    Name: Slow to React

    Type: Negative

    Worth: Awareness-2 (-1)

    Effect: All Initiative rolls get -1 to their final result.

    Name: Single-minded

    Type: Negative

    Worth: Awareness-2 (-1)

    Effect: All melee or cover-circumvention Tactics rolls against this character are at -1DC.

    Name: Glass-jawed

    Type: Negative

    Worth: Willpower+1 (-1)

    Effect: The characters Willpower is considered to be one point lower for the purpose of HP milestones

    and healing.

    Unlike all other Aspects, multiple combat Aspects may be combined to pay for or be paid for by each

    other. However, the point values still arent simply added together. Instead, use the following table

    to determine the combined value of multiple Aspects. The combined Aspects can be used to pay for a

    single Aspect of the listed value, or they can be used to pay for another set of combined Aspects with

    equal total value. Any number of Aspects can be combined this way. When combining Aspects, start with

    the lowest two and work up from there, combining each Aspect with the previous combination Aspect.

    Higher Aspects cost/value is... Combined Aspects cost/value is...For Positive Aspects For Negative AspectsEqual to or 1 less than lower Aspects cost/value Higher Aspects cost +3 Higher Aspects value +32 to 5 less than lower Aspects cost/value Higher Aspects cost +2 Higher Aspects value +26 to 9 less than lower Aspects cost/value Higher Aspects cost +1 Higher Aspects value +1At least 10 less than lower Aspects cost/value Higher Aspects cost +1 No combination possible

    Section - The Starting Character

    The power a starting player character should have depends on the nature of the campaign that's to be run,

    but it helps to apply a set of impartial limitations to all created player characters so that each player

    gets his own time in the spotlight. Some example guidelines follow.

    First, the character's attributes should be determined. In most campaigns, these should be above the

    typical level of most NPCs, but not so great that the characters start off with sovereign power over

    everyone they come across. A good impartial way of setting all the player characters at the same general

    level of power is to have them each pick from among a set of arrays of six numbers, and let them arrange

    the six numbers into their attributes. The following arrays are suitable for starting characters in mostcampaigns:

    6/4/4/3/3/3

    6/4/4/4/2/2

    6/4/4/4/3/1

    6/5/3/3/3/2

    6/5/4/3/2/2

    6/5/4/3/3/1

    6/5/4/4/2/1

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    6/5/5/2/2/2

    6/6/3/2/2/2

    6/6/3/3/2/1

    6/6/4/2/2/1

    5/5/5/4/2/1

    5/5/5/3/3/2

    5/5/4/4/3/2

    5/5/4/3/3/3

    5/4/4/4/4/2

    Starting skills are simpler. A starting character gets 16 free skill levels to spread among his skills

    as he pleases. Remember that every character gets 1 level in every skill automatically, so these 16 free

    levels are on top of those. If the skill is at half price due to having a higher neighbor, it costs only

    half a level. If the character is left with half a starting skill level that he does not want to spend,

    he starts with 20 extra experience points instead.

    (Limit starting skills to no higher than 6 levels? But they cost the same after chargen. If starting

    with Blades 16 isnt allowed, then why is investing your first 500xp into Blades okay? And if it

    shouldnt be okay, then the balance issue should be addressed rather than just trying to prevent people

    from exploiting it past a certain point. Should combat be reliant on more different skills? Currently a

    combatant should arguably be good at both melee and range. Maybe make Acrobatics, Stealth, etc. more

    important in combat? But then theyd have to be weaker outside of combat to not be worth more than

    purely noncombat skills. How important is the combat/noncombat division?)

    Background skills are different. A character gets 15 Background points to be spent on Background skills.

    Every Background point is worth one level in a Background skill - higher levels do not cost more.

    However, note that no more dice can be rolled on a Background skill test than the value of the Attribute

    upon which the test is based. Also note that unlike standard skills, characters do not start with any

    automatic levels in Background skills. Most characters put 2 or 3 points each in the local geography and

    politics, with the other points allocated to career, hobbies, and social group.

    The character also starts with 1500 doux, of which he can spend as much as he likes on adventuring gear,

    and may also choose to have a lifestyle bought for free with a week's worth of living expenses already

    paid for.

    And finally, a starting character gets 3 Eureka points and 600 experience points that can only be spent

    on spells.

    Section - Eureka points

    Eureka points are a mechanic which exists half to represent the bursts of inspiration earned through

    experience that let one overcome adversity and improve oneself, and half as a way to let players avoid

    outcomes that would defeat their intentions for their characters and render the game less fun to play. A

    character that hoards his Eureka points will be safe from any sudden strings of misfortune - but he'll

    also be less powerful than his more adventurous companions until he spends them.

    If a player doesn't like the result of a particular roll - whether it was made by himself, by an ally, or

    even by an enemy - he can spend a Eureka point to reroll as many dice in that particular roll as he

    desires. So, for example, a player rolls eight dice on an attack and gets two successes, he could spend

    a Eureka point and reroll the six failed dice, keeping any successes rolled on those six and adding them

    to the two he already got. Alternately, if another player were on the receiving end of that attack, he

    could spend a Eureka point to make the attacker reroll the two dice that were successes - and if that

    roll didn't come up with any successes, then the attack would be considered a clean miss.

    Alternately, a player can spend a Eureka point after a roll to change the value of a single die by 3,

    either up or down. This has the same allowances and limitations as spending it on rerolling.

    The GM should grant his players Eureka points whenever they complete an adventure or overcome a major

    obstacle or opponent that had been hindering them. The number of Eureka points granted should generally

    be proportional to the amount of effort (both in-character and out-of-character) required to overcome

    that obstacle. Capturing a renowned pirate and smuggler in a seaside port the characters are passing

    through might be worth a Eureka point for each, while defeating an ambush by a footpad might not be worth

    any at all - but if said footpad murdered a character's friend in a robbery gone wrong and the last five

    sessions have been dedicated to tracking him down and getting revenge, it might be worth a full 3 Eureka

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    points. All players should generally be awarded the same amount of Eureka points, at least in the long

    run.

    GMs can give Eureka points to NPCs, but this should be extremely rare, reserved only for especially

    heroic (or villainous) characters meant to rival the player characters' own achievements. There's no

    limit to how many Eureka points can be spent on a single roll, so to go back to the above example, thedefender might spend a Eureka point to make the attacker reroll his two successes, and both might then

    end up as failures. The attacker could then spend a Eureka point to reroll all eight dice again, and

    come up with four successes. Then the defender could spend another Eureka point to make the attacker

    reroll those four successes, resulting in only one success, and then the defender could even spend yet

    another Eureka point to make him reroll that last success in hopes of it also becoming a failure.

    Either way, after a character's Eureka point is spent, the character gains 10 experience points and 1

    Background point. Spending Eureka points is usually the only way to get experience points, and a Eureka

    point does not grant any experience points until spent. Experience points can in turn be spent to

    increase attributes, learn skills, and gain and upgrade spells. The costs of spells are listed in the

    appropriate chapter, and the costs of attributes and skills are as follow. Note that the listed XP costs

    are the cost to go from the value immediately below the one listed up to the one listed - so if you have

    a Strength of 4, then it costs 50xp to increase it to 5.

    Attribute - XP cost

    2 25xp

    3 32xp4 40xp

    5 50xp

    6 63xp

    7 80xp

    8 100xp

    9 130xp

    10 165xp

    11 210xp

    12 260xp

    13 325xp

    14 445xp

    15 550xp

    Skills have a flat cost of 40xp per level.

    For faster advancement or more powerful characters, the number of XP gained per Eureka point spent may be

    increased, but 10xp per point is a good starting value.

    Background points are spent similarly to experience points, but the conversion factor from Background

    points to Background skills is constant. Every Background point spent increases the level of a chosen

    Background skill by 1. Note that learning Background skills which are rare, illegal, or otherwise hard

    to find training in might require extensive in-character searching and justification.

    Chapter - Combat

    Section - Noncombat

    For the sake of expedience, there is a sharp divide between in-combat and out-of-combat rules. Out of

    combat, time is measured in seconds, minutes, hours, and days, with the time taken to perform various

    actions being only vaguely defined as necessary. Within combat, time proceeds along in three-second

    chunks, called rounds. Out of combat, actions performed by different characters are considered to be

    essentially simultaneous. Within combat, each character gets his own turn to act in each three-second

    round, and the resolution of each turn immediately affects all turns after it.

    The decision for when to begin using combat rules is not always clear-cut. A good guideline is to begin

    using the combat rules whenever one character tries to directly harm another character or physically stop

    him from performing some action. Even if no character is actually trying to kill another, the combat

    rules can provide a good framework for determining who can take control. Similarly, combat can be said

    to end when no character is capable of or willing to fight any other character that's capable of or

    willing to fight.

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    Section - Initial Moves

    The first thing that must be done is determining in what order the characters will act. Every

    participating character rolls an open test with his full reaction pool dice, Awareness-based. If a

    character isn't expecting a fight to break out, then he gets -3 to his result, and if a character's

    position is unknown to all of his foes, then he gets a +3 to his result. The characters go in order fromthe one with the highest result to the one with the lowest result, with any ties between characters

    decided in favor of the one with the higher Awareness, or if they are tied, settled by a second roll

    between only them. Once the character with the lowest result has acted, the character with the highest

    result acts again, and the characters continue to go in the same order until combat ends.

    Before the first character takes his turn, the character or characters who got a higher result than all

    their enemies decide the initial conditions of combat. Since theyve gotten the drop on their foes, they

    have some leeway to determine how they approach the battle. The default assumption is that each side is

    in its own group, all the members in one group 1 meter from each other, with no cover, and there is a set

    distance between each group. For each character that got a higher initiative result than all foes,

    subtract the highest foe's initiative roll from their roll, and add these values together. The result is

    the number of points that may be spent on specifying the initial conditions of the battle, as follow.

    Condition Cost

    Double or halve range 3

    Enemy is flanked 5

    All combatants start in full cover 2One group of allies starts in partial cover 4

    One group of allies starts in half cover 6

    One group of allies starts in majority cover 8

    Double or halve range:

    The default range for a battle between combatants on foot is 16m. In the wilderness, it is

    doubled, and indoors, it is halved. This option may be bought multiple times to further double

    or halve the range between the two groups. Alternately, the option can be applied to only some

    allies, allowing for some allies to start closer to the enemy than others.

    Enemy is flanked:

    This option lets the character break his allies into two groups (who each start at the base

    distance from their foes), both of which flank the enemy (see the rules on tactical movement).

    This option may be taken multiple times in order to split up into even more groups, each ofwhich flanks the enemy. The distance of the groups from each other is half again the distance

    of the group from the enemy.

    All combatants start in full cover:

    If this option is taken, both sides are entirely out of sight of each other, behind some variety

    of obstructions. Characters on both sides can voluntarily downgrade their own cover to half,

    but this only gives them a clear shot at other characters who have voluntarily downgraded their

    cover. Otherwise, the standard methods for circumventing cover must be used.

    One group of allies starts in partial/half/majority cover:

    If this option is taken, a group of allies starts in cover, just as if they found it with a

    Tactics roll. If there are multiple groups of allies, this option must be taken separately for

    each group.

    On the first round of combat, every character's reaction pool is considered to be depleted until it

    refreshes on his first turn. Therefore, characters who haven't gone yet are more vulnerable than

    characters who have already begun to fight, and the element of surprise is important for seizing the

    advantage. If a character is hidden during combat, all his enemies get another Perception roll to

    attempt to spot him every time he takes a turn. Once someone has spotted a hidden enemy, he can alert

    everyone else in the battle of that enemy's location.

    On his turn, a character may choose to delay his action to go just before another combatant. After

    taking this option, the character will continue to take his following turns just before the combatant he

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    chose to go before. If two characters each wish to go after each other, then the one who would have

    otherwise gotten the first action may choose which he'd prefer.

    Section - Actions in Combat

    On his turn, a character can both move and act. A character must decide on his movement for the turnbefore he decides on his other actions, as movement can affect the DC of attacks. Movement of 1 meter or

    less requires no roll and imposes no penalty to other actions. To move further, the character decides

    whether he would prefer to walk or run. This sets the maximum number of meters he may move in that turn,

    and imposes bonuses and penalties to some actions.

    As long as the character does not end his movement in cover, the increase to attack DCs is applied to all

    ranged attacks against him until his next turn. For the purpose of cover, a character can perform his

    action at the start of his movement or at the end of his movement, but not at any point in between - so

    it's not allowed to walk to a window, fire a shot from your crossbow, then continue your movement to get

    completely behind the wall.

    A character may move even faster than his running speed by running and performing the Sprinting action

    (see the skills section).

    A character can take any number of actions in a turn, but every extra action taken adds +4DC to all

    actions that turn. So, for example, if three actions are taken, then all three take +8 to their DCs.

    Running is not considered to be an action, but using skills that involve movement such as Sprinting and

    Acrobatics is considered to be an action. Furthermore, if a character is using a skill that takes time

    to complete, such as Lockpicking, and he tries to perform combat actions during the attempt, then

    continuing to use the skill is considered to be a single action every turn, and the highest multiple-

    action penalty taken over the course of the attempt is added to the DC.

    The following is a list of rules for the various actions that are possible during combat.

    Section - Melee Combat

    If a character starts or ends his turn's movement within his melee weapon's range of an opponent, he can

    perform a melee attack against that opponent. This is resolved as a skill test, with a base DC depending

    on the weapon used.

    The attacker may voluntarily increase the DC of his attack in order to deal more damage. This is called

    a Vital Strike. For every 3 points by which the DC is increased in this way, the attacks damage is

    doubled. This may only be done against creatures against inanimate objects such as mechanicalcomponents of vehicles, a Vital Strike is not possible.

    If the attack test gets no successes, then the attack simply misses. Otherwise, the target then spends

    as many reaction pool dice as desired to attempt to dodge the attack. The dodge test uses only the

    reaction pool dice spent, and is at a DC of 6 plus the attacker's Dexterity, Dexterity-based. Every

    success on the dodge test subtracts one success from the attack test, and if this reduces the attack test

    to zero or fewer successes, then the target completely dodges the attack.

    If the target does not successfully dodge, he must make an Armor test to reduce the incoming damage. The

    roll uses a number of dice equal to the target's Armor, including any bonuses for worn armor, against a

    DC of the attack's final number of successes (after subtracting dodge successes) plus the weapon's Armor

    Piercing value, Fortitude-based. If the final DC would be less than 1, then for every point less than 1

    it would be, the target gets another Armor die against the attack. Every success cuts the attack's

    damage in half, and the resulting number of damage is dealt to the target's HP.

    Section - Ranged Combat

    If a character starts or ends his movement in sight of an enemy, he can target that enemy with a ranged

    weapon. This is resolved as a skill test, with a base DC depending on the weapon used, the range to the

    opponent compared to the weapon's range increment, the target's cover, and the combatants movement.

    The attacker can then choose to shoot for a more vulnerable part of the target, doubling the attack's

    base damage for every +3DC taken to the attack. As with using the Vital Strike option for melee attacks,

    this does not increase the base damage of the attack for the purpose of attacking inanimate objects.

    The shot DC modifiers are as follow:

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    Range modifiers

    Weapon base range

    4m 8m 16m 32m 64m Approximate scale

    Distance 4m - - - - - Across an alleyway.

    to 5m +1 - - - -

    target 6m +2 - - - -

    8m +3 - - - - Across a room.

    10m +4 +1 - - -

    12m +5 +2 - - -

    16m +6 +3 - - - Across the road.

    20m +7 +4 +1 - -

    26m +8 +5 +2 - -

    32m +9 +6 +3 - - Across a wide highway.

    42m +10 +7 +4 +1 -

    52m +11 +8 +5 +2 -

    64m +12 +9 +6 +3 - Across a city block.

    The bolded intervals are the important ones to remember - any distances that fall between them should

    just be estimated by the GM as falling between the two possible penalties. Micromanaged movements of

    distances insignificant compared to the total range of the shot should generally make no difference to

    the DC.

    Concealment ModifiersCircumstance DC

    None (well-lit and no obstructions) -

    Light (moonlight or foliage) +1

    Heavy (overcast night or smoke) +2

    Full (indoors with no light, or behind total cover) +3 (and must know exact position)

    Cover Modifiers

    Circumstance DC

    None -

    Partial (over an overturned table) +2

    Half (around a pillar) +4

    Majority (through a window) +6

    Total None (but see below)

    Movement Modifiers

    Circumstance DC

    Up to 1m -Attacker Walking +1

    Attacker Running +4

    Defender Running +2

    Cover and concealment penalties stack together. An attacker can choose to ignore the cover penalty by

    shooting right through whatever object is giving cover, but this reduces the damage to whatever fraction

    is excessive to pierce the cover. This option can be used to hit a target hiding behind total cover, but

    the penalty for full concealment still applies, and the attacker must have some other way to know the

    location of the target.

    Additionally, if the target has attacked or been attacked in melee combat by someone the shooter wishes

    to avoid shooting since the shooter's last turn, the shooter must take a +2 DC penalty to his shot, or

    else he has a chance of hitting his ally instead. If he does not take this penalty, and the attack hits,

    then a single die is rolled. If this die comes up 2 or less, then the attack hits another combatant

    instead. However, doubled damage from taking a precise shot does not apply to attacks that hit an

    unintended target in this way.

    If the attack test results in no successes, then the shot is a clean miss. Otherwise, the target rolls

    as much of his reaction pool as he wishes to spend on a dodge. The DC for this test is 6 plus the

    Dexterity of the attacker, Dexterity-based. Every success subtracts one success from the attack test,

    and if this would bring the attack test to zero or fewer successes, the target moves out of the way of

    the attack.

    Otherwise, the target must make an Armor test to reduce the incoming damage. The roll uses a number of

    dice equal to the target's Armor, including any bonuses for worn armor, against a DC of the attack's

    final number of successes (after subtracting dodge successes) plus the weapon's Armor Piercing value,

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    Fortitude-based. If the final DC would be less than 1, then for every point less than 1 it would be, the

    target gets another Armor die against the attack. Every success cuts the attack's damage in half, and

    the resulting number of damage is dealt to the target's HP.

    Section - Spellcasting

    There are many, many different types of spells, each with their own customizable effects, but they all

    use a standardized system for being cast in the framework of combat. The following rules are the default

    for determining how spells are used, but individual spells might have their own options that supersede

    these, described in the appropriate chapter.

    Casting a spell in combat is considered an action, and is resolved as a test of the spellcasting skill of

    the appropriate category against a DC that depends on the options used and based on the caster's

    spellcasting attribute. If the test fails, the spell is not cast, but the caster still must roll against

    Mana Drain. If the test succeeds, then the spell works with an effect proportional to the number of

    successes, with the exact effects described in the section for the appropriate spell.

    The caster then makes a roll with Reduction dice against the Drain DC of the spell, Willpower-based.

    Every success cuts the Drain amount of the spell by half, and the resulting Drain amount is deducted from

    the caster's Mana immediately. If the spell is one that can be sustained, then the caster may then

    decide on the turn he casts the spell and every one of his turns thereafter whether he wishes to continue

    to sustain the spell through the following round. Every time he decides to sustain the spell another

    round, the same reduced Drain amount is again deducted from his Mana, but this does not use up his action

    for the turn and he does not need to make another spellcasting test to do so. Once he stops sustaining

    the spell, the effect can only be regained by casting it again with a separate action, skill test, and

    Drain test.

    However, when a caster casts a spell while sustaining other spells, the Drain quickly becomes more

    problematic. The Drain of every spell cast is doubled for every spell already sustained, and when a

    caster sustains a new spell, all the spells he is already sustaining have their Drain doubled - a spell

    that is being sustained for no Mana cost gains a Mana cost of 1 per turn. Conversely, when a caster

    stops sustaining a spell, all the other spells hes currently sustaining have their Drain halved, and

    spells whose current Drain is 1 are reduced to 0.

    A caster that runs out of Mana may still cast and sustain spells, but instead loses HP in place of Mana.

    Section - Tactics

    This combat system doesn't require a pre-drawn map grid to be played. Locations and distances areconsidered approximate, and the GM is given some leeway in determining which environmental modifiers

    apply to each fight. However, when searching for cover, escape routes, improvised weapons, or other

    useful features of the surroundings, a character's result should depend on how well he can think on his

    feet and improvise something that fits his needs.

    To this end, the Tactics roll is used. At the beginning of combat, the battlefield should usually have

    no useful features beyond the location of each combatant and his approximate range to the other

    combatants. Before making a Tactics roll, a character specifies what sort of detail he's looking for,

    and after making his roll, the result is compared to the appropriate table to determine what he finds.

    A character may make a Tactics roll at any time, even when it's not his turn, and he may call his allies'

    attention to the useful feature immediately. Making a Tactics roll is not considered to be an action, so

    it doesn't use up a character's turn and doesn't contribute to or suffer from multiple action penalties.

    Furthermore, a Tactics roll can be made by one character on behalf of another, to look for useful

    features near that character - when used in this way, the distance written on the table refers to the

    distance from that character. However, no single character can make two Tactics rolls without having a

    turn in between them. A character may always opt to take a lower result than the one he rolled.

    The result values are calibrated for a standard outdoors urban environment. Areas with more cluttered

    geometry and junk lying around will tend to receive a positive modifier, while areas that are more simply

    designed and more well-kept will tend to have a negative modifier, and modifiers can vary between

    different categories of feature.

    Furthermore, some results might be simply impossible and be ruled out by the GM as unreasonable. A wide-

    open desert is very unlikely to offer any cover beyond Partial, while a jail cell won't have any

    alternate escape routes by design.

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    Some tables for various categories of feature follow:

    Cover:

    Result Feature

    Less None5-6 Partial, 32m

    7 Half, 32m

    8 Partial, 16m

    9 Majority, 32m

    10 Half, 16m

    11 Partial, 8m

    12 Majority, 16m

    13 Half, 8m

    14 Partial, 4m

    15 Majority, 8m

    16-17 Half, 4m

    18+ Majority, 4m

    As always, a character may take a lower result in order to find a lower grade of cover closer at

    hand or better grade of cover further away. However, one tactics roll never actually results in

    more than one feature that can provide cover, and only one character at a time can effectively

    take cover behind each feature found in this way. The cover is only useful against attacks fromone direction, and foes who strike from a substantially different angle of attack might be able

    to ignore the cover.

    In general, a location with less open lines of sight over long distances is better for searching

    for cover, but as long as the ground isn't completely flat and uniform, some form of cover can

    usually be improvised. Some sample modifiers to the roll follow:

    Location Modifier

    Indoors +6

    Collapsed rubble +4

    City alleyways +2

    City main street -

    City rooftops -2

    Town main street -4

    Farmland -6

    Cover circumvention:

    Result Distance

    6 + Penalty 32m

    9 + Penalty 16m

    12 + Penalty 8m

    15 + Penalty 4m

    This allows a character to find a spot from which he can ignore an enemy's cover. The penalty

    referred to in the table is the penalty the cover imposes on incoming shots. So, the more

    complete the cover, the more difficult it is to circumvent. For the purpose of this

    calculation, full cover is considered to impose a penalty of +8.

    Improvised weapons:

    Result Weapon parameters11 or less None12 16 Damage, DC11, 8AP13 16 Damage, DC10, 7AP14 16 Damage, DC13, 10AP15 32 Damage, DC12, 6AP16 32 Damage, DC16, 10AP17 32 Damage, DC14, 9AP18 64 Damage, DC15, 8AP19 64 Damage, DC18, 12AP20 64 Damage, DC17, 11AP21 128 Damage, DC19, 11AP22 128 Dama e, DC22, 15AP

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    23 128 Damage, DC20, 13AP24 256 Damage, DC21, 12AP25 256 Damage, DC25, 16AP26 256 Damage, DC23, 15AP27 512 Damage, DC24, 14AP28 512 Damage, DC26, 17AP29 512 Damage, DC28, 19AP

    30 1k Damage, DC27, 17AP

    When an improvised weapon is found, it can be used immediately picking it up is not considered

    an action, and so does not impose a multiple action penalty.

    Most improvised weapons are tools of some sort or another, so it's easiest to find one where

    people live and work. Natural improvised weapons are usually rocks of just the right shape and

    size, and are harder to find. Some sample modifiers to the roll follow:

    Location Modifier

    Inside workshop +6

    Inside a store +4

    Inside a home +2

    City streets -

    City rooftops -2

    Farmland -4

    Wilderness -6

    When searching for an improvised weapon, the character declares what sort of proper weapon he

    wants it to resemble. The weapon type comes with the associated melee Tactics benefits, but it

    also must be used with the associated skill. The Brawling skill is the exception to this rule

    it may be used for all improvised weapons.

    There are two possible types of improvised weapon. A player may decide which type his character

    finds after the roll is made.

    Mobile:

    This represents something that can be picked up and swung at a foe, like a table or a handheld

    tool. However, its not built to withstand the stresses of combat, so using it as an improvised

    weapon quickly degrades it. Every time this type of improvised weapon is used in an attack,regardless of whether the attack hits or not, its Damage parameter is halved.

    Environmental:

    This type of improvised weapon just represents making use of a nearby feature to harm foes. It

    might be anything from the sharp corner of a nearby building to a hanging kettle of molten iron.

    This type doesnt degrade upon use, but it also cant be carried around. A character can only

    continue to use this type of weapon if he doesnt move from the spot where he found it.

    Escape routes:

    Result Feature

    5 32m, DC15

    6 32m, DC11

    7 32m, no test

    8 16m, DC15

    9 16m, DC11

    10 16m, no test

    11 8m, DC15

    12 8m, DC11

    13 8m, no test

    14 4m, DC15

    15 4m, DC11

    16 4m, no test

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    The DC referred to on the table is the Acrobatics DC required to get through the escape route,

    and might represent jumping, climbing, or other Acrobatics-linked tasks. A character can take a

    -3 to the roll to search for an escape route that uses another skill, as long as the GM agrees

    that it's reasonable. In any case, if the test is successful, the character is able to break

    the line of sight any foes have to him, and may hide or search for another escape route to put

    more distance between him and his pursuers. To regain line of sight, pursuers must travel to

    the location found by the Tactics roll.

    Melee openings:

    This option allows a character to use Tactics to gain the upper hand over a foe in melee. By

    exploiting the blind spots in a foes technique, the character can force him in a

    disadvantageous position. These tactics all require the target to be in melee combat, and they

    must be made in conjunction with a melee attack. Once the user commits to using his action on a

    melee attack, he first rolls as many of his reaction pool dice as desired against a DC starting

    at the targets Awareness and increasing depending on the tactics chosen. The tactics success

    is independent of the attacks success even if one fails, the other might still succeed.

    Whats important is that the threat of the attack is there.

    The user does not necessarily have to be the person in melee combat with the target by

    watching the battle carefully and calling out advice, he can influence the flow of battle

    without lifting a finger. A combatant in melee can choose to abide by one (and only one) allys

    melee openings Tactics roll in lieu of making one for himself, and thus allowing him to save hisreaction pool. The user in this case rolls at +3DC, and the ally gets the full effects of the

    Tactics roll as though he himself made it.

    Multiple options may be chosen, and a single option may be taken multiple times on the same

    roll, but this increases the DC. For most options, the number of successes rolled is the number

    of rounds the effect lasts. Any melee tactics effects created by a character should be kept

    track of, and every round after his turn the number of rounds remaining for each should be

    reduced by one. Melee tactics effects all add to each other if a character is taking a +1 to

    the DCs to attack everyone but one foe, and a +2 to the DCs to attack everyone but a second foe,

    then he takes a +2 to his DC against the first, a +1 to his DC against the second, and a +3 to

    his DCs against anyone else. Similarly, if a character gets a -1 bonus that lasts 3 rounds, and

    then another -1 bonus that lasts 2 rounds, then on the third round he has a -2 bonus.

    The list of possible melee openings to find are as follow.

    Option name DC modifierSeize Advantage +3Create Opening +2Interfere +2Crippling Blow +3Nonlethal Blow +1Block Escape +1Relocate +2Negate Modifier Variable

    Seize Advantage:

    This option allows the user to attack tactically to move his foe into a more vulnerable

    position. Starting on the users next turn (that is, it does not benefit the attack the tactic

    was made with), the user gets a -1 to his attack DC as long as this effect lasts.

    Create Opening:

    This option has the user fight with a mind to taking advantage of his allies. He positions

    himself in such a way that even if he cant take down the target alone, his presence gives his

    friends the opening they need. Anyone else attacking the target in melee gets a -1 to their DCs

    to hit the target.

    Interfere:

    By distracting the target with constant attacks, the user makes it difficult for him to turn his

    attention to the users allies. The target gets +1 to his DCs to attack anyone other than the

    user.

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    Crippling Blow:

    The user aims his strikes to leave lasting damage. If the target is not critically wounded

    after the attacks damage is dealt, this option has no special effect. If the target is

    critically wounded, then this option causes the weapon to be treated as if it dealt twice as

    much damage for the purpose of determining Impairment effects. The target also takes a +3 tohis DC to act while critically wounded.

    Nonlethal Blow:

    The user aims his strikes to bring the target down without dealing lasting harm. If the target

    is not critically wounded after the attacks damage is dealt, this option has no special effect.

    If the target is critically wounded, then this option causes the weapon to be treated as if it

    had dealt half as much damage for the purpose of determining Impairment effects. The target

    also takes +1 to his DC to act while critically wounded.

    Block Escape:

    The user tries to corner the target, positioning himself so his attacks block off any means of

    escape. If the target moves at all, the user gets a free attack against him outside the

    initiative order. If this option is taken multiple times, the user gets multiple free attacks.

    Relocate:

    This option allows the user to compel the target to move with bodily force. It makes the target

    use up an amount of his turns movement equal to the users walk speed. The user can attempt to

    make the target use that movement to go in a particular direction, or he can simply keep the

    target from using that movement at all. If the user goes with the former option, the target can

    opt to simply take the hit and refuse to move in that case, this option gives the user a

    number of automatic undodgeable successes on his attack equal to the successes on the Tactics

    roll. Alternately, the target can choose to drop prone and not move at all a prone target is

    never subject to automatic successes from this option. If the target does allow himself to be

    moved, then he moves immediately, even though its not his turn.

    The movement is subtracted from the targets allowed movement for his next turn. For the

    purpose of actions that depend on movement type, such as ranged attacks, the target is

    considered to be walking if his used up movement plus his turns movement is greater than 1m,

    and he is considered to be running if his used up movement plus his turns movement is greater

    than his walking speed. If the target is forced to use up more movement than his running speed,he falls prone before using up his entire running speed anyway.

    To use this option, the user must move within melee range of the targets initial position, and

    then to within melee range of the targets final position. This is an exception to the rule

    that an action cannot be performed in the middle of movement. If the user would not be able to

    reach within melee range of the final position, then he cannot even attempt to move the target

    to that final position, regardless of how many times this option is taken.

    Negate Modifier:

    This option seeks to turn the tables on a tactics-using foe and negate the effects he has

    created. The DC modifier for this option is equal to the sum of the modifiers of the effects

    the user wants to negate. Each success rolled shortens the duration of the effect by one round.

    If this would bring the remaining duration below zero, the effect ends immediately.

    Spotting:

    To a lesser degree, its possible for a character to use Tactics to help an ally make difficult

    ranged attacks. This works similarly to a Vital Strike in that the aided allys attack damage

    is doubled for one particular attack. The spotter must spend an action to make this Tactics

    roll. He delays his action so that he goes simultaneously with the character making the ranged

    attack, then he rolls as many reaction pool as desired against a DC of 10 plus the targets

    Awareness plus 3 for every attempted doubling he wishes to add. Alternately, he may add 4 to

    the DC in order to attempt to lower the ranged attackers attack DC for this attack by 1.

    Either way, the attacker still cannot benefit from more than one spotter at once, and he must

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    decide which spotter to accept the aid of before the spotter makes his Tactics roll. If

    targeting a vehicle, use the main pilots Awareness.

    Section Relative Movement

    In order to keep play fast and simple without requiring the use of a combat map, this game simplifiessome details of how characters are positioned relative to each other and to features of their

    environment. Rather than tracking angles and shapes in two- or even three-dimensional space, only the

    distance of every character from every other character is kept track of.

    In theory, this results in a common-sense reckoning of how each movement affects where a character is

    relative to everyone else, but in practice, its good to have the guidelines explicitly laid out so that

    players can know what to expect. You can usually go with your first instinct to determine the results of

    your movement, and only check these rules if theres disagreement over what should happen.

    Relative movement can be boiled down to four simple rules.

    1) Moving closer to X automatically moves you closer to every Y thats closer to X than to you.

    So, suppose Xavier and Yvonne are 8 meters from each other. Zack is 16 meters from Xavier and

    12 meters from Yvonne. Zack wants to move 10 meters closer to Xavier. For the first 4 meters,

    this brings Zack closer to both, until hes 12 meters from Xavier and 8 meters from Yvonne. But

    then Yvonne isnt any closer to Xavier than she is to Zack, so for the last 6 meters, Zack only

    gets closer to Xavier. Zacks final position is 6 meters from Xavier and 8 meters from Yvonne.

    2) Your maximum distance from any X is your distance from any Y plus Ys distance from X.

    Now suppose Zack had wanted to move 10 meters closer to Yvonne instead. By Rule 1, the first 4

    meters would bringhim closer to both, so that hes 12 meters from Xavier and 8 meters from

    Yvonne. The next 4 meters bring him closer only to Yvonne, so that hes 12 meters from Xavier

    and 4 meters from Yvonne. But then he runs into Rule 2, since 4+8=12. Moving the last 2 meters

    must also move him closer to Xavier in order to maintain the maximum distance, so he ends up 10

    meters from Xavier and 2 meters from Yvonne.

    3) Your minimum distance from any X is Xs distance from any Y minus your distance from Y.

    Xavier and Yvonne switch places. Theyre still 8 meters from each other, but now Zack is 2

    meters from Xavier and 10 meters from Yvonne. Zack wants to move 5 meters towards Yvonne. By

    Rule 1, the first 2 meters move him closer to both, so that hes 0 meters from Xavier (rightnext to him) and 8 meters from Yvonne. But now moving further towards Yvonne invokes Rule 3

    moving closer to Yvonne must move him further away from Xavier, or else their distances to Zack

    would somehow add up to less than 8 without bringing them closer than 8 meters apart. Zack ends

    up 3 meters from Xavier and 5 meters from Yvonne.

    4) A character may choose to make a movement that increases his distance from everyone else equally.

    Starting from the initial situation, with Zack 16 meters from Xavier and 12 meters from Yvonne,

    while Xavier and Yvonne are 8 meters from each other, suppose that Zack wants to get as close as

    he can to Xavier without getting any closer to Yvonne. To do this, he moves 16 meters towards

    Xavier, then 4 meters away from everyone. So, the first 4 meters towards Xavier also take him

    towards Yvonne by Rule 1 (hes 12 meters from Xavier and 8 from Yvonne), the next 12 meters of

    movement take him only towards Xavier (hes 0 meters from Xavier and 8 from Yvonne), and the

    last 4 meters of movement take him away from both (hes 4 meters from Xavier and back to 12

    meters from Yvonne). To get any closer to Xavier, Rule 2 would require him to also get closer

    to Yvonne. The total maneuver costs him 20 meters of movement.

    Put more intuitively, Rule 1 just says that when youre moving towards a target in a group, you also move

    towards the group, Rules 2 and 3 say that the distances between people have to add up in a way that makes

    sense, and Rule 4 says that by default you can always run away from everyone. There are some exceptions

    to these rules: for example, when someone is flanked, or when dealing with the location of very large

    objects.

    Section Surface Movement

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    Sometimes a battlefield is divided by a large plane, and each sides placement relative to the plane is

    tactically important. The two most common examples of this are people on foot fighting a flying enemy

    (those on foot are confined to the plane of the ground), and land bound units fighting an enemy at sea

    (the two sides are divided by the vertical plane of the coastline).

    In these cases, each character has a distance to that plane at any given moment in time. This distanceis treated a bit differently from the distances between characters. Use the following rules when dealing

    with planes.

    P5) When dealing with characters on the same side of the plane as you are, your maximum and minimum

    distance from the plane is determined by your distance to other characters and their distance

    from the plane, but your maximum and minimum distance from other characters is not determined by

    your distances to the plane.

    So, if Yvonne is 10 meters from the shore, and Xavier is 5 meters from Yvonne, Xavier must be

    from 5 to 15 meters from the shore. But if Yvonne is 10 meters from the shore and Xavier is 5

    meters from the shore, Xavier might have any distance at least 5 meters from Yvonne.

    P6) When dealing with characters on the opposite side of the plane as you are, your minimum distance

    from such a character is your distance from the plane plus their distance from the plane. The

    plane doesnt determine maximum distance.

    If Yvonne is in a boat 50 meters from the coast, and Xavier is 30 meters inland, then Xavier and

    Yvonne cant be less than 80 meters apart, but they could well be fa rther apart than that.

    P7) When moving towards or away from a character, your distance from the plane does not change. When

    moving towards or away from the plane, your distance from other characters does not change. The

    only exceptions are when this would conflict with the minimum and maximum distances in the two

    rules above.

    Section Flanking

    Several circumstances can cause a character to become flanked by other characters. When a character is

    flanked, his movement options are limited. Use the following two rules for moving a flanked character.

    F8) When youre being flanked by at least one other character, every meter of your movement must be to

    approach one of the characters flanking you.

    F9) A character ceases to flank you if the distance between you and the flanking character increases forany reason, or if you or the flanking character attack each other in melee.

    So, a flanked character cant use the option in Rule 4, but a flanking character also cant use the

    option in Rule 4 without ceasing to flank his target.

    Section Placing Tactics Features

    When a character uses a Tactics roll to find a useful feature some set distance away from him, its

    distance from every other character also needs to be determined. By default, every characters distance

    to the new feature is the same as that characters distance to the Tactics user. By taking a -3 to the

    rolls result (which may be decided after the roll is made), a character may choose one of the following

    options.

    Firstly, the feature can be in the same direction as some target. This is only allowed if the feature

    wont end up being closer to the target than it is to the Tactics user. It makes it so that the distance

    from the target to the feature is the minimum possible, and so if the Tactics user then moves towards thefeature, he also moves towards the target.

    Secondly, the feature can be in the opposite direction from some target. This puts the feature at its

    maximum possible distance from the target, which means that if the Tactics user moves towards the

    feature, he must also be moving away from the target.

    Section - Other Maneuvers

    Drawing a Weapon:

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    A character who wishes to use a weapon he doesn't have out and ready has to use an action to draw it.

    Drawing a weapon is a Dexterity attribute test, DC1, which suffers from and imposes the usual penalties

    for multiple actions in a single turn.

    Blocking:

    Instead of dodging out of the way of an incoming attack, a character can attempt to block it with

    something held. A blocking character will still take some damage from the force of the attack, but if he

    blocks well, it shouldnt do any more than bruise him.

    Every shield has a number it reduces the usual dodge DC by, as well as a damage and AP value its rated

    to beat. A character may freely choose whether to dodge an incoming attack or block it. If he opts to

    dodge, then his shield provides no benefit. If he opts to block, then he rolls as though making a dodge

    test, but reduces the DC by the shields rating. If his number of block successes isnt greater than or

    equal to the number of attack successes, then they simply reduce the Armor DC as normal, and the shield

    provides no additional benefit. However, if he does roll at least as many block successes as attack

    successes, then he successfully gets the shield between himself and the attack, which has the following

    effects.

    The damage and AP value of the weapon used is compared to the damage and AP value the shield is rated

    for. If both the shields damage and AP are greater than or equal to the enemys weapons values, then

    the defender gets two automatic successes on his Armor roll. If one of the shields rated damage or AP

    values is less than that of the attacking weapon, then the defender gets only one automatic success for

    his Armor roll. If both the shields rated damage and its AP value are less than the attacking weapons,

    then the defender gets no automatic Armor successes. However, any attack thats successfully blocked, as

    long as the shield is rated for at least one eighth of the incoming damage, does not impose any critical

    wound effects even if the defender takes more wound points than his HP value, he remains no worse off

    for it, and can continue fighting until he takes an attack that is not blocked.

    A character may also choose to block with a held weapon. Most weapons only apply a -1 to the dodge DC,

    and the damage and AP values a weapon is considered to be rated for are its own damage and AP when

    attacking. When comparing damage values for blocking, any damage increases from the use of the Vital

    Strike option are ignored. A character can never block with more than one item at once.

    Dropping Prone:

    A character may drop prone as part of his movement for the turn, laying himself flat on the ground and

    becoming harder to hit with ranged attacks. This doesn't require an action, but a character dropping

    prone is considered to be running for the purpose of the penalties he faces even if he does not actuallyuse any movement. The start of his movement is considered to be his starting position, standing up, and

    the end of his movement is considered to be his ending position, prone.

    A prone character is considered to be in cover one category higher than he would otherwise have. So a

    prone character in the open is considered to have Partial cover, while a prone character in Half cover is

    considered to have Majority cover. A prone character in Majority cover is considered to be in Total

    cover, so he usually can't shoot or see through what he's taking cover behind.

    If a character who begins his turn prone does not make any other movement, he may stand up from prone

    position without further penalty. If a character wishes to both stand up and move, this requires a

    Dexterity attribute test, DC1, which is considered an action and so imposes the standard penalties for

    multiple actions.

    Aiming:

    If attacking a motionless target, like an inanimate object or a sleeping person, a character can spend a

    turn aiming at his target. Note that this is not an action, and so it can not be done multiple times in

    one turn. Furthermore, if the character takes any other movement or action, or if he spends any reaction

    pool, all his accumulated aiming bonuses are lost afterwards.

    Every turn spent aiming reduces the DC of an attack to hit the motionless target by 1. This reduction

    cannot exceed t