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MODERN ROLEPLAYING SYSTEM

Version 2 September 2012

Design: Russell Brown

Art: Joshua Zentner

Editing: Andrew Brown Playtesting: Nick Gubbins, Ryan Tuck, Kyle Holbach

D6Pool Rules Copyright 2011, 2012 Russell J. Brown Artwork copyright 2012 Joshua Zentner, All Rights Reserved Logo font Neou v1.0 designed by André Uenojo

Text = All text in this document is licensed under a Creative Commons Attribution 3.0 License See http://creativecommons.org/licenses/by/3.0/

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CHAPTER 1: INTRODUCTION TO ROLEPLAYINGD6Pool   is   a   relatively   simple   roleplaying  system   using   only   six-­‐sided   dice   (though  sometimes  quite  a  lot  of  them).     In   a   roleplaying   game,   you   and   the   other  players  take  the  role  of  a  character  while  one  person   acts   as   the   gamemaster.   The  gamemaster   tells   the   overall   story   while   you  decide   how   your   character   will   interact   with  other  characters  and  the  world.     Game   systems   like   D6Pool   help   you   define  your  character  and  provide  a  way  to  determine  the   results   of   your   character’s   actions.   The  rules   give   structure   to   the   collaborative  storytelling.  

THE GAMEMASTER Each   roleplaying   session   has   a   gamemaster.  The   gamemaster   controls   the   world   and   sets  the   basic   storyline   of   each   adventure.   If   each  roleplaying   session   is   like   an   episode   of   a  television   show,   then   the   gamemaster   is   the  scriptwriter.   However,   the   gamemaster   does  not   write   the   parts   of   the   major   characters   –  that  is  the  job  of  the  players.     If  you  choose  to  be  the  gamemaster  you  will  not  have  to  create  the  world  and  the  adventure  all   on  your  own.  There  are  plenty  of   ideas   for  settings   in   novels,   television   and   movies,   and  there   are   example   D6Pool   campaign   settings.  The  D6Pool  “Cast  of  Characters”  book  provides  dozens   of   people   and   creatures   to   populate  your  world.  

PLAYER CHARACTERS Each   player   in   D6Pool   creates   a   character   to  play,  defined  by  a  set  of  skills  and  abilities.  The  gamemaster  may   impose  some  restrictions  on  what   types   of   characters   you   can   create,   but  

otherwise   you   are   free   to   play   any   character  that   fits   the   setting   of   the   adventure.   Perhaps  you’d   like   to   play   a   successful   lawyer   who  discovers   he’d   rather   stop   crime   in   his   own  way,  or  a  kindergarten  teacher  who  does  some  work  for  the  CIA  on  the  side?     Once   you   have   a   basic   concept   for   your  character,   you   create   them   in   terms   of   the  game  system  as  described  in  Chapter  4.  

NON-PLAYER CHARACTERS The   world   is   full   of   people   (and   possibly  creatures)   that   may   interact   with   your  character.   All   of   these   other   characters   are  subject   to   the   same   rule   system   as   the   player  characters,  but  their  actions  are  determined  by  the   gamemaster.   They   are   referred   to   as   non-­‐player  characters,  or  NPCs.  

SCENES An   adventure   typically   consists   of   a   series   of  scenes.   These   could  be   combat   situations,   car  chases,  conversations  with  important  NPCs,  or  covert   operations.   It   is   important   for   the  gamemaster   to   determine   when   one   scene  ends  and  another  begins,  because  some  effects  and  abilities   in   the  game   last   for  one  scene  or  can  only  be  used  once  per  scene.  

CHALLENGES As  you  decide  how  your  character  will  react  to  the   world,   often   the   outcome   will   not   be  obvious.   Did   you   manage   to   bash   down   that  door,   or   wow   the   crowd   with   your   singing?  These   situations   result   in  challenges,   and   the  D6Pool   rule   system   is   used   to   determine   the  outcome.   The   next   chapter   describes   how  challenges  are  resolved.  

 

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CHAPTER 2: THE BASICSATTRIBUTES Your  character  in  D6Pool  is  defined,  in  part,  by  six   attributes:   Strength,   Dexterity,   Stamina,  Intelligence,   Charisma,   and   Perception.   The  value  of  each  of  these  attributes  is  measured  as  a   number   of   dice   (at   least   1   and   typically   not  more   than   3   or   4).   The   attribute   score  represents   the  number  of  dice   your   roll  when  using  that  attribute  during  a  challenge.      Strength:  You  use  this  attribute  for  challenges  requiring   raw   strength   such   as   lifting   heavy  objects  or  breaking  free  of  restraints.  You  also  use   it   to   determine   damage   dealt   in   close  combat  attacks.    Dexterity:  You  use  this  attribute  in  challenges  involving   speed.   It   may   also   apply   to   manual  tasks  requiring  precision,   like  attacking  with  a  weapon,  repairing  delicate  items,  or  surgery.    Stamina:  This  attribute  represents  your  ability  to   persevere   in   difficult   environments   and   to  resist  physical   threats   like  disease,  poison  and  damage  from  weapons.    Intelligence:   This   attribute   represents   your  general   knowledge   about   the   world.   It  determines   whether   you   already   know  something,   and   it   also   indicates   how  well   you  can  research  or  deduce  new  information.    Charisma:   This   attribute   is   a   combination   of  your   attractiveness,   self-­‐confidence   and   basic  ability   to   understand   and   influence   other  people.   It   is   used   in   challenges   to   persuade  someone   and   when   giving   a   public  performance.    Perception:   This   attribute   represents   your  awareness   and   alertness.   You   use   it   in  challenges   that   determine  whether   you  notice  something  subtle  in  the  environment.  

SETTINGS Each   D6Pool   setting   (for   example:   modern,  fantasy,   science   fiction,  horror,   etc.)   is  defined  by  a  set  of  available  skills  and  abilities.     The   skills   available   in   a   far   future   science  fiction  setting  may  be  very  different  from  those  in   a   medieval   fantasy   setting.   These   rules  assume  a  modern  day  setting.  

SKILLS Skills   are   specific   categories   of   knowledge   or  expertise.   Like   your   attributes,   your   skills   are  measured  by  a  number  of  dice   indicating  how  capable   you   are  with   that   skill.   Example   skills  in   a   modern   setting   include   Driving,   Surgery,  or   Finance.   The   set   of   available   skills   should  cover   almost   all   challenges   you   will   face   in   a  setting.   Your   character   will   have   zero   dice   in  most  skills.  

ABILITIES If   you   have   dice   in   a   skill,   you  may   also   have  specific   abilities   associated   with   that   skill.  Abilities  allow  you   to  stretch   the  game  rules  a  little.  For  example,   some  abilities  allow  you   to  take  extra  actions  before  other  characters  take  theirs,   grant   you   temporary   advantages,   or  allow   you   to   assist   another   character’s  challenges  in  unique  ways.    

ADVANTAGES AND DISADVANTAGES Your   character   has   a   set   of   advantages   and  disadvantages.   These   represent   inherent  properties   of   your   character   that   could   have  positive   or   negative   effects   during   play.  Example   advantages   include   Attractive,   Good  Luck,   Patron,   and   Wealthy.   Example  disadvantages   include   Bad   Eyesight,   Enemies,  Illiteracy,   and   Poverty.   The   effect   of   an  advantage  or  disadvantage  is  measured  in  dice  (1  die  of  Poverty,  2  dice  of  Attractive,  etc.).  

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RESOLVING CHALLENGES Roleplaying  will   result   in  situations  where   the  gamemaster  must   determine  whether   you   are  successful  in  an  action.  Any  such  action  with  an  uncertain  outcome  is  referred  to  in  these  rules  as  a  challenge.     To  determine  whether  you  are  successful  in  a   challenge,   the   gamemaster   chooses   which  attribute   and   skill   best   reflect   your   chance   of  success.   You   add   up   all   the   dice   in   these   two  traits  and  roll  that  many  six-­‐sided  dice.  Any  of  your   advantages   that   apply,   as   determined   by  the   gamemaster,   may   add   additional   dice   to  this  roll.     Any  5s  or  6s  you  roll  on  individual  dice  are  successes.   Only   1   success   is   required   for   a  relatively   simple   task,   2   for   a  difficult  task,  3  successes  for  a  very  difficult   task,   etc.   The   number   of  successes  required  is  the  difficulty  of  the  challenge.     You  also   roll   additional  dice   for  any   of   your   disadvantages   that  apply.  Any  5’s  or  6’s  you  roll  on  the  disadvantage   dice   are   considered  failures   and   are   subtracted   from  your   total   successes.   It’s   a   good  idea   to   use   different   color   dice   for  these.     From  here  on,   the  attribute  and  skill   dice   for   a   challenge   are  referred   to  as  challenge  dice.  Any  additional   dice   that   add   to   the  success   of   a   challenge,   such   as  advantage   dice,   are   referred   to   as  bonus   dice,   and   any   that   might   result   in  failures,  like  disadvantage  dice,  are  referred  to  as  penalty  dice.    

EXTENDED CHALLENGES Challenging  tasks  that  take  a  long  time  or  have  a   number   of   distinct   steps   are   extended  challenges.  Extended  challenges  require  many  separate  dice  rolls  and  a  large  number  of  total  successes,  as  well  as  a  difficulty  for  each  roll.     When   you   take   an   extended   challenge   you  must   make   successive   rolls,   each   taking   a   set  amount  of  time,  until  you  roll  the  required  total  

number  of  successes.  If  any  single  roll  does  not  meet  the  difficulty,  your  entire  task  fails.     For   example,   surgery   to   remove   a   bullet  lodged   near   a   patient’s   heart   might   be   an  extended   challenge   requiring   ten   total  successes  to  complete,  with  a  difficulty  of  2  and  each  roll   taking  an  hour.   If  you  attempted  this  surgery,   you   would   make   multiple   challenge  rolls   until   the   total   number   of   successes  reached  or  exceeded  ten.   If  any  single  roll  had  less  than  2  successes,  your  attempt  would  fail.     At   the   gamemaster’s   discretion,   you   may  take   time   between   each   successive   roll   to   do  other  things  -­‐  setting  the  task  aside  for  a  while.  This   might   make   sense   when   breaking   a  complex   code   but   wouldn’t   make   sense   for  open-­‐heart  surgery  or  a  race.  

OPPOSED CHALLENGES If   you   and   another   character   are   working  against   each   other   and   only   one   can   be  successful   in   a   given   situation,   you   each   take  appropriate   challenges   and   whoever   gets   the  most  successes  completes  the  task.       In  most  situations,  one  of  you  will  clearly  be  the   defender   and   the   other   the   attacker.   In  general,  the  attacker  is  the  one  trying  to  change  a   situation.   If   you’re   the   defender,   you   add   1  free  success  to  the  result  of  your  challenge.  The  resulting  total   is   the  difficulty   for  the  attacker.  

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The   attacker   succeeds   on   a   tie   in   this   case,  because  they  have  met  the  difficulty  of  the  task.       A   character   trying   to   harm   another  character   should   always   be   considered   the  attacker.     For  example,  you  try  to  convince  the  captain  of   a   ferry   that   the   ship   is   in   danger   and   he  should  head  back   to   port.   The   captain,  who   is  an   NPC   under   control   of   the   gamemaster,   is  already   running   late  and  argues   that   the   ferry  should   keep   going.   The   gamemaster   asks   you  to   take   a   challenge  of   [Wisdom  +  Persuasion],  and   since   this   is   an   opposed   challenge,   the  gamemaster   takes   the   same   challenge   on  behalf   of   the   captain.   You   roll   1   success.   The  stubborn  captain  also  rolls  1  success,  but  adds  the  1   free   success   for  being   the  defender.  You  fail  (you  needed  2  successes)  and  have  to  come  up  with  a  different  plan.     For   situations   where   there   is   no   clear  attacker   or   defender,   like   a   race   or   other   fair  competition,  a  tie  might  indicate  a  stalemate  or  joint  success,  or  the  gamemaster  might  require  another  roll  to  break  the  tie.  

CHALLENGE MODIFIERS There   are   two   ways   for   the   gamemaster   to  adjust   the   difficulty   of   your   challenges.   The  first   is   to   increase   or   decrease   the   number   of  successes  that  must  be  rolled  to  succeed  on  the  challenge.   This   reflects   a   change   in   the  inherent  difficulty  of  the  task,  no  matter  who  is  performing   it.   For   example,   picking   a   special  lock   or   shooting   at   a   target   behind   cover   are  inherently  more  difficult  tasks.     The   second  way   to   increase   difficulty   is   to  assign   penalty   dice.   This   reflects   difficulties  specific   to   your   character,   not   the   task   itself.  Penalty  dice  are  failure  dice,  and  work  just  like  the  dice  rolled  for  disadvantages.     For  example,  if  you  are  handcuffed  to  a  pipe  and  must  defuse  a  bomb  one-­‐handed,  you  may  have  to  roll  1  or  2  penalty  dice.     In  the  same  way,  if  you’re  in  a  situation  that  makes  a  task  easier,  perhaps  because  you  have  help   from   others   or   special   equipment,   you  may  get  to  roll  additional  bonus  dice.  

ASSISTING When  another  character  takes  a  challenge,   the  gamemaster   may   permit   you   to   assist   if   it  makes  sense  in  the  current  situation.  You  take  a   challenge   for   the   skill   used   to   assist,   and   if  you  get  at  least  1  success  die  (after  subtracting  failure   dice),   the   character   performing   the  actual  challenge  rolls  1  additional  bonus  die.     Note   that   the   assisting   challenge   and   the  actual  challenge  might  not  use  the  same  skill.     For   example,   Dr.   Marks   is   performing  surgery  after  a  plane  crash  on  a  desert   island.  He  asks  you,  another  survivor,  to  assist  him  by  handing   him   instruments   and   monitoring   the  patient’s  pulse.  The  gamemaster  allows  you  to  assist   with   a   [Perception   +   Self   Control]  challenge.   You   get   2   successes,   so   the   good  doctor  rolls  1  extra  bonus  die  on  his  [Dexterity  +  Surgery]  challenge.     The  gamemaster  always  has  the  final  say  on  whether   assisting   makes   sense   in   a   given  challenge.     Some   abilities   may   allow   you   to   contribute  more  than  1  bonus  die  as  part  of  an  assist.  

MULTIPLE ASSISTS When   multiple   characters   attempt   to   assist  another   character,   they   each   take   an   assist  challenge.   However,   the   character   taking   the  actual   challenge   can   only   use   the   bonus   from  one  of  the  assisting  characters.  

SITUATION CHALLENGES The  gamemaster   can  use  your  character   traits  to   determine   whether   a   specific   event   occurs  during   play.   For   example,   the   gamemaster  might   roll   [Intelligence   +   Pathology]   to  determine   whether   you’ve   ever   published   a  paper  in  a  medical  journal,  or  roll  dice  for  your  Enemy   disadvantage   to   see   if   your   enemy  appears  at  an  inopportune  time.  

CRITICAL SUCCESS If  you  roll  more  successes  than  the  difficulty  of  a   challenge,   the   additional   successes   are  critical   successes.   The   effects   of   critical  successes   vary   and   are   ultimately   up   to   the  discretion  of  the  gamemaster.     During   an   extended   challenge,   your   critical  successes   typically   just   add   to   the   your   total  

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successes,   shortening   the   entire   task.   When  you  physically  attack  another  character,  critical  successes  add  dice  to  your  damage  roll  or  lead  to  specific  types  of  damage.  See  Table  2.1  for  a  list  of  Critical  Success  effects.  

FUMBLE  If  you   take  a  challenge  and  end  up  with  more  failures   than  successes,  you   fumble.  Note   that  this  can  only  happen  if  you  are  rolling  at  least  1  penalty   die   (perhaps   from   a   disadvantage).   A  fumble   is   a   spectacular   failure   with   negative  consequences   beyond   a   normal   failure.   If   you  fumble   while   attacking,   you   could   drop   your  weapon   or   accidentally   attack   a   friend.   If   you  fumble   during   a   vehicle   chase,   you   probably  crash.   A   fumble   during   a   social   interaction  challenge  could  turn  a  neutral  NPC  into  an  your  enemy.     When  you  attempt  to  assist  a  challenge  and  fumble,   any  net   failure  dice  are  applied   to   the  challenge   you   are   assisting   as   penalty   dice,  even   though   the   other   character   doesn’t  choose  to  use  your  assistance.  

PERSONA POOL You   begin   play   with   2   dice   in   your   persona  pool.  These  dice  can  be  added  to  any  challenge  roll  as  bonus  dice,  but  once  used  they  are  lost.     The  persona  dice  in  your  persona  pool  can  be  replenished  by  the  gamemaster.  Any  time  the   gamemaster   feels   you   have   acted   in   line  with   one   of   your   personality   patterns   (see  Chapter  4),  you  may  receive  a  persona  die  as  a  reward.       In   the   same   way,   the   gamemaster   may  take  away  a  persona  pool  die  when  you  fail  to  act   in  accordance  with  a  personality  pattern.  If  you  have  no  dice  left  in  your  persona  pool,  the   gamemaster   can   force   you   to   act   in  accord  with  your  personality  patterns.     Persona   pools   work   best   if   your  gamemaster   has   a   set   of   dice   distinct   in  

appearance  from  everyone  else’s.  This  way  it  is  obvious   how   many   persona   pool   dice   each  player   has.   When   you   use   any   of   them,   you  simply  return  them  to  the  gamemaster.  

EASY CHALLENGES You   may   sometimes   face   challenges   that   are  very  easy,  but  not  a  sure  thing.  In  this  case,  the  gamemaster   can   set   the   difficulty   at   zero,   so  only  fumbles  are  failures.  This  is  the  case  with  normal   movement   actions   during   cinematic  scenes.  

PERCEPTION CHALLENGES Perception   challenges   are   used   to   determine  whether  you  notice  an  object,  sound  or  smell  of  interest  or  pick  up  on  nonverbal  queues.  They  are   generally   composed   of   your   Perception  attribute   and   a   skill   related   to   the   item   in  question.     For  example,  if  you  are  walking  through  the  jungle   and   are   stalked   by   a   puma,   the  gamemaster   might   require   an   opposed  challenge  between  your  [Perception  +  Zoology]  and   the   puma’s   [Dexterity   +   Stealth].   Noticing  computer   files   that   have   been   tampered   with  might   require   a   [Perception   +   Computers]  challenge  against  a  set  difficulty.  

Table 2.1: Critical Success Challenge Critical  Success  Results Movement Additional  distance  moved Attack Additional  damage  dice,  or  special  

damage  roll  for  bleeding,  etc. Damage Wounds Extended  Challenge

More  success  added  to  total

Assist Possible  additional  dice  for  assisted  challenge,  depending  on  abilities

Skill Exceptional  results

Table 2.2: Fumble Results Challenge Fumble  Result Movement Fall  prone  or  no  

movement  if  prone Attack Drop  weapon  or  strike  ally Skill  or  Extended  Challenge

Costly  failure

Assist Assisted  challenge  Penalty

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DISTRACTIONS Actions   that   require   mental   concentration  work  best  without  distractions.  When  there  are  distractions,   the   gamemaster   may   assign  penalty   dice   based   on   the   guidelines   in   Table  2.3:  Distraction  Penalties.     If   you’re  defusing  a  bomb   in   the  midst  of   a  gunfight,   you  would   add  2   penalty   dice   to   the  roll.   These   penalties   are   not   cumulative   -­‐   the  worst  one  applies.       Distraction   penalties   do   apply   to   combat  attacks,   defense   and   movement   actions,   so  Concentration   skill   and   the   Focus   ability   are  very  important  if  you  plan  to  be  in  combat.     If   the  gamemaster   feels   that   the  distraction  rules  make  the  game  too  difficult  or  not  heroic  enough,  these  rules  may  be  ignored  for  combat  actions.  

POWERS Some   game   settings   may   include   special  powers  that  only  a  subset  of  the  population  can  wield.  These  could  be  magic  spells  in  a  fantasy  setting   or   superpowers   in   a   world   of  superheroes.  Each  power  is  treated  like  a  skill,  with  its  own  abilities.     For   example,   Divination   might   be   a   magic  skill,   with   abilities   like   Clairvoyance,  Prescience,   or   Dowsing.   A   superpower   like  Enhanced   Strength   might   have   abilities   like  Super  Throw,  Super  Jump,  or  Toughness.  

SPECIAL PENALTY DICE You   may   want   to   use   different   color   or   size  dice   to   distinguish   challenge   and   bonus   dice  from   penalty   dice.   It   can   be   even   more  interesting   to  use  special  dice   for  each   type  of  penalty.     You  might  use  red  dice  to  represent  wound  penalties.   If   you   have   poor   vision   you   might  use   a   penalty   die   with   an   eyeball   icon  whenever   the   vision   penalty   applies.   Besides  adding   some   flavor   to   the   roles,   distinct  penalty   dice   can   also   help   the   gamemaster  decide  the  effects  of  a  fumble.  If  the  failure  dice  causing  your  bow  attack  to   fail  are  due  to  bad  eyesight,   you   may   have   hit   the   wrong   target,  but   if   they   were   penalty   dice   from   wounds,  perhaps  the  pain  caused  you  to  drop  your  bow.     If   you   succeed   in   an   assist,   you   could   give  the   other   player   your   own  distinct   die.   If   that  player   only   succeeds   in   the   challenge   because  of  the  assist  die,  you  get  some  bragging  rights.  

SIMPLIFYING THE RULES Once  you   learn  the  rules  of  D6Pool,  you’ll   find  that   play   is   fast   and   fairly   easy,   but   there   are  quite   a   few   rules   to   get   used   to,   especially   in  combat  scenes.  If  you’d  like  to  simplify  things  a  little   to   start   out,   you   can   ignore   the   rules   for  distractions   and   opportunity   attacks.   Be   sure  all   the  players  know  which  rules  you  won’t  be  using   so   they   don’t   waste   skill   points   on  abilities  that  no  longer  have  any  effect.

Table 2.3: Distraction Penalties Loud  Noises,  Arguing   1  die  Combat  Nearby   2  dice  Under  Personal  Attack   3  dice  Other  Dangerous  Situation   2  dice  Nausea.  Sickness   1  die  

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CHAPTER 3: CINEMATIC ACTIONScenes  like  combat  and  car  chases,  when  action  is  fast  and  the  order  in  which  events  take  place  matters,   are   called   cinematic   scenes.   During  cinematic  scenes,  you  and  the  other  characters  take   turns   taking   a   single   action.   When   all  characters   have   completed   their   action,   a  round   has   elapsed.   A   new   round   then   begins  and   the   cycle   continues   until   the   cinematic  scene  is  over.  

INITIATIVE The  order  in  which  characters  take  their  turns  during   a   round   can   be   determined   by   the  gamemaster  or  by   an   appropriate   attribute  or  skill  roll.  If  a  potential  enemy  draws  a  weapon  during  a  non-­‐cinematic  scene,  the  gamemaster  may   declare   that   it   has   become   a   cinematic  scene.   The   gamemaster   may   then   have   each  character   take   a   [Perception]   challenge   and  take   turns   in   order   starting   with   the   player  with  the  most  successes.  If  you  fall  into  a  pit  of  hungry   lions,   the   gamemaster   may   have   you  roll   [Dexterity   +   Acrobatics]   to   see   who  recovers   from  the  fall   first.   If  you  are  attacked  while   sleeping,   a   [Stamina   +   Self   Control]  challenge  might   determine  who  wakes   up   the  fastest.     If   two   characters   roll   the   same   number   of  successes,   those   that   the   gamemaster  considers  attackers  in  the  encounter  go  before  defenders.     Generally  the  order  you  take  turns,  referred  to  as  the  initiative  order,  is  determined  at  the  start   of   a   cinematic   scene   and   remains   the  same  for  each  round  throughout  the  scene.    

SPECIAL ACTIONS

MULTIPLE  ACTIONS  You   can   normally   take   only   a   single   action  during  your  turn.  This  might  be  movement,  an  attack,   or   any   other   action   that   could  reasonably  take  place  in  a  few  seconds  of  time.     Some   abilities   allow   you   to   take   multiple  actions  in  a  turn.  For  example,  some  Rifle  skill  

abilities   let   you   to   take   more   than   one   shot  with  a  rifle,  or  shoot  while  moving.     If   you   take   multiple   actions,   you   must  determine   how   many   total   actions   you   will  take   during   your   turn   before   resolving   any   of  them.  You  add  penalty  dice  to  all  actions  in  the  turn  equal  to  the  total  number  of  actions  taken.     For  example,  if  you  plan  to  use  your  Multiple  Handgun   Shots   ability   to   take   three   shots   at  your  target,  you  add  three  penalty  dice  to  each  challenge.  

DELAYING  ACTION  You  may  delay  your   turn   in   a   round  until   just  after   the   turn   of   another   player   character   or  NPC.   You   might   do   this   to   allow   other  characters   to   take   assist   challenges   or   to   see  what  other  players  do  before  you  react.     Once   you   have   dropped   in   the   initiative  order  because  of  a  delayed  action,  you  remain  in   that   position   until   the   end   of   the   scene,   or  until  you  delay  again.  

FREE  ACTIONS  Some  simple  actions   like  dropping  a  held  item  or   shouting   a   quick   warning   don’t   take  much  time   or   thought   and   are   always   successful.  These  actions  do  not  count  as  an  action  and  do  not   count   as   extra   actions   when   determining  penalty  dice.  

ASSISTING  Where   appropriate,   you   may   assist   the  cinematic   action   of   another   character.   The  results   of   your   assist   challenge   apply   to   the  next  action  taken  by  the  assisted  character.  See  Assist  rules  in  Chapter  2.  

MOVEMENT Movement   actions   allow   your   character   to  move   around   the   cinematic   scene   area,  which  is  typically  represented  by  a  grid  of  squares  or  hexagons  5  feet  across.  Character  locations  are  noted  with  miniatures,   cardboard  markers,   or  dice.   Two   characters   generally   cannot   occupy  

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the   same   5-­‐foot   location   unless   they   are  grappling  with  each  other.  

MOVE  ACTIONS    For   most   move   actions   you   take   a   difficulty  zero  challenge  as  described  below.  Only  a  fumble  can  cause  you  to  fail.     Move   (action):   You   make   a   normal  move  action  to  travel  up  to  25  feet  plus  5  feet   for   each   critical   success   on   a  challenge   of   [Dexterity].   If,   for   example,  you   rolled   1   failure   and   3   successes   on  your   challenge,   you   could  move   up   to   35  feet.     Run   (action):   You   use   a   run   action   to  move  farther,  traveling  up  to  50  feet  plus  5  feet  for   each   critical   success   on   a   challenge   of  [Dexterity  +  Running].       Crawl   (action):   If   you   are   prone   you   can  crawl   10   feet   plus   5   feet   for   each   critical  success   on   a   challenge   of   [Dexterity   +  Acrobatics].   Crawling   reduces   any   movement  difficulty  (due  to  terrain,  etc.)  by  1.       Swim  (action):  You  can  swim  at  a  rate  of  10  feet   plus   5   feet   for   each   critical   success   on   a  challenge   of   [Dexterity   +   Swimming].   If   you  fumble   a   swimming   challenge,   you   make   no  progress  and  suffocate  for  a  round  (see  chapter  5).     Climb   (action):   You   can   climb   a   nearly  vertical  surface  at  a  rate  of  5  feet  plus  5  feet  for  each   critical   success   on   a   challenge   of  [Dexterity   +   Climbing].   The   gamemaster   may  assign   the  difficulty  of   this  challenge  based  on  the   nature   of   the   climb.   See   Table   3.1   for  guidelines.   If   you   fail   your   climbing   challenge,  you  fall.     You   can   move   the   minimum   distance   for  move,   run   and   crawl   actions   (for   example,   50  feet  while  running)  without  rolling  a  challenge.  

However,   if   penalty   dice   apply,   you  must   still  roll  the  challenge.     Table   3.2   presents   a   summary   of   all  movement   actions   and   their   associated  challenges.  

MOVING  CAREFULLY  You  may  limit  your  move  to  half  the  minimum  distance   (rounded  down)  and   then  reduce   the  difficulty  of  a  move  by  1.  This  could  be  useful  if  you’re   badly   wounded   or   crossing   rough  terrain.   If  you’re  moving  carefully,  you  receive  no  bonus  movement  for  critical  successes.  You  cannot  reduce  move  difficulty  below  zero.     Note  that  if  you  crawl  carefully  at  half  speed  (5   feet),   you  would   reduce   your  move   difficulty  by  a  total  of  2,    1  for  crawling  plus  1  for  moving  carefully.  

JUMPING  You  can  jump  across  or  over  an  obstacle  with  a  [Dexterity   +   Acrobatics]   challenge.   The  difficulty  of  a  Jumping  challenge  is  1  per  5  feet  of   distance   jumped.   Jumps   occur   as   part   of  your   normal   movement   or   running   and   the  distance  jumped  counts  as  part  of  the  distance  you  move.  

MOVING  NEAR  ENEMIES  You  must  end  movement  when  you  first  move  within   the   reach   of   an   enemy’s   close   combat  weapon,   unless   that   enemy   is   already   within  reach  of  another  ally.     If   you   start   your  move   action  within   reach  of   an   enemy’s   weapon,   you   may   move   freely,  unless   you   leave   the   enemy’s   reach   and   step  back  in  or  enter  the  reach  of  a  different  enemy.  Your  movement  only   stops  when  entering   the  reach  of  a  new,  unengaged  enemy.  

Table 3.2: Movement Rates Rate Distance Challenge Move 25  ft  +  5  ft/  crit  success [Dex] Run 50  ft  +  5  ft/crit  success [Dex  +  Running] Crawl 10  ft  +  5ft/crit  success [Dex  +  Acrobatincs] Swim 10  ft  +  5ft/crit  success [Dex  +  Swimming] Climb 5  ft  +  5ft/crit  success [Dex  +  Climbing]

Table 3.1: Climbing Difficulty Slope/Terrain Difficulty

Ladder 0 Near  vertical,  handholds 0 Near  vertical,  smooth 2 Vertical,  handholds 1 Vertical,  smooth 3

Inverted/overhang,  handholds 2

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ROUGH  TERRAIN  When  you  move   over   rough   terrain,   either   on  foot,   mounted,   or   in   a   vehicle,   increase   the  difficulty  of   any  movement   related   challenges.  Rocky,   loose,   or   slippery   terrain   increases   the  difficulty   by   1.   Very   rough   terrain   could  increase  the  difficulty  by  2.  

ENCUMBRANCE  If   you   are   wearing   heavy   clothing   or   armor,  you   may   have   to   add   encumbrance   penalty  dice   to   your   movement   challenges.   These  penalties   also   apply   to   all   other   physical   skill  challenges,   like   close   combat   attacks,  acrobatics,   athletics,   etc.   See  Table  8.5:  Armor  for  specific  encumbrance  values.  

POSITION  CHANGES  You  can  drop  to  a  kneeling  or  prone  position  as  a  free  action,  or  stand  from  a  kneeling  position.  Rising   from   a   prone   position   to   a   kneeling  position  or  standing  position  is  a  move  action.    

CLOSE COMBAT ATTACK A   close   combat   attack   is   a   special   opposed  challenge  used   to  attack  someone  nearby.  You  take   a   challenge,   which   is   generally   Dexterity  plus   a   combat   skill,   for   example   [Dexterity   +  Knives].  The  defender  establishes  the  difficulty  with   a   defensive  challenge   of   [Dexterity]  plus   1   free   success   for  being   the   defender.   If  you   meet   the   difficulty,  the   attack   succeeds   and  you   take   a   damage  challenge   to   see   how  many  wounds  you  cause.  

REACH  Each   weapon   listed   in  Chapter   8   includes   a  reach   value.   This   is   the  maximum   distance  between   you   and   your  enemy      for  attacks  with  that  weapon.  

ACTIVE  DEFENSE  When  you  are  attacked  in  close  combat  you  can  always   defend   yourself   with   a   [Dexterity]  challenge.   However,   once   per   round   you   may  

actively  defend  with  a  skill   if  you  are  wielding  an   appropriate   weapon   or   shield,   adding   the  dice   from   the   skill   to   your   defense   challenge.  For   example,   if   you’re   wielding   a   club   and  shield,  you  could  actively  defend  with  either  a  [Dexterity  +  Clubs]  challenge,  or  a  [Dexterity  +  Shields]  challenge.     If   you  use  Unarmed   skill   for   active  defense  against  an  opponent  armed  with  a  weapon  for  which   they   have   at   least   one   die   of   skill,   you  add  2  penalty  dice  to  your  defensive  roll.  

VULNERABLE  DEFENDERS  If   you   are   permanently   or   temporarily   unable  to  actively  defend  yourself  (add  a  skill   to  your  defensive   challenge)   you   are   considered  vulnerable.   In   general,   you   are   vulnerable  until   your   next   turn   once   you   have   used   your  active  defense.     Other   states   that   make   you   vulnerable  include   being   prone,   physically   restrained  (grabbed,   for   example),   or   unaware   of   your  attacker.   During   cinematic   rounds,   you   are  considered  vulnerable  until  your  first  turn.     You   are   vulnerable   until   your   next   turn  after  actively  defending,  making  ranged  attacks  or   taking   non-­‐combat   actions   during   combat,  like  picking  a   lock  or  hacking  a  computer.  You  

are   also   vulnerable   if  you   are   mounted,   or   if  you   ran,   swam,   crawled  or   climbed   during   your  last   turn.   You   are   also  vulnerable   if   you   are  prone  or  kneeling.     Note   that   some  special  attacks  are  more  effective   against   targets  that  are  vulnerable.  

MULTIPLE  ATTACKERS  You  may  actively  defend  against   only   one   close  combat   attack   per  round  of  combat,  even  if  

attacked   by   multiple   enemies   or   attacked  multiple   times   by   a   single   enemy.   You   defend  against   all   other   attacks   with   just   your  [Dexterity]  challenge.    

Actions and Conditions That Make You Vulnerable Until Your Next Turn

Active Defense Charge

Ranged Attack Grabbed Running Climbing

Swimming Crawling Mounted

Non-combat Action Start of Cinematic Scene

Prone or Kneeling

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RANGED ATTACKS You   make   a   ranged   attack   when   firing   or  throwing   a   ranged   weapon   at   an   enemy.   You  take  a  skill  challenge,  for  example  [Dexterity  +  Rifle],  and  the  difficulty  is  based  on  the  size  of  the  target,  among  other  things.     Hitting   a   man-­‐sized   target   requires   1  success,   half   man-­‐sized   requires   2   successes,  and   one   quarter   man-­‐sized   (for   instance,   an  exposed   head)   requires   3   successes.   If   the  target  is  prone  or  used  a  Run  as  his  or  her  last  action,  add  1  to  the  difficulty.     Hitting  a  very  large  target  is  an  Easy  Action  requiring   zero   successes   –   only   failure   dice  could  cause  you  to  miss.  

COVER  When   you   shoot   at   a   target   behind   cover,  determine   how   much   of   the   target   is   visible  and   choose   the   appropriate   difficulty.   For  instance,   if   only   one   quarter   of   a   man   sized  target  is  exposed,  you  need  3  successes.  

RANGE  Each  ranged  weapon  has  multiple  ranges  listed  on   the   equipment   table   in   Chapter   8.   Beyond  the   closest   range,   the   difficulty   of   an   attack  increases   by   1.   Beyond   the   second   range,   the  difficulty   increases   by   2.  No   attack   is   possible  beyond  the  maximum  range.  

CRITICAL HITS When   the   number   of   successes   of   your   attack  challenge  (close  combat  or  ranged)  exceeds  the  difficulty,   any   additional   successes   are   critical  hits.   When   you   roll   for   damage,   roll   1  additional  bonus  die  for  each  critical  hit.    

SPECIAL  CRITICAL  HITS  Your   critical   hits   may   have   special   effects,  depending  on  your  weapon,  special  abilities,  or  specific  traits  of  the  defender.  If  this  is  the  case,  you   reroll   the   critical   hit   dice,   and   the   special  effect  occurs  if  any  of  them  result  in  a  success.  This  is  referred  to  as  confirming  the  critical  hit.     For  example,  some  weapons  cause  bleeding  if   any   critical   hit   dice   confirm.   As   another  example,   if   you   confirm   a   critical   hit   on   a  character   carrying   a   flamethrower,   you  might  cause   an   explosion.   If   multiple   critical   effects  

are  possible  based  on  the  situation,  you  choose  the  desired  effect  before  rolling  to  confirm.     Critical   hit   dice   rolled   to   confirm   special  effects   do   not   add   to   the   normal   damage   roll.  You   can   choose   to   forgo   special   critical   hit  effects  and   instead   just  add   the  critical  hits  as  bonus  dice  on  your  damage  roll  as  usual.  

BLEEDING  If   you   score   a   critical   hit   with   a   weapon   that  does  sharp  damage,  you  may  choose  to  roll  any  of  your   critical  dice   to   cause  a  die  of  bleeding.  Each   confirms   causes   one   die   of   bleeding.   A  character  afflicted  with  bleeding  dice  must  roll  those   dice   at   the   beginning   of   each   of   their  cinematic  turns.  Each  success  result  (5  or  6)  on  a   bleeding   die   causes   a   wound.   Bleeding   dice  remain   in   effect   until   another   character  successfully   uses   First   Aid   skill   to   remove  them.  

DAMAGE After  you  make  a  successful  attack,  you  roll   to  damage   the   target.   This   is   a   special   challenge  that  doesn’t   involve  your  or  your   target’s   skill  dice.  See  the  weapon  tables  in  chapter  8  for  the  number   of   damage   dice   rolled   for   each  weapon.       The  difficulty  of   this  challenge   is  1  because  the   target   is   defending.   If   your   damage   roll  succeeds,  the  target  takes  a  wound.  Any  critical  successes  result  in  additional  wounds.  

ARMOR  If  the  target  is  wearing  armor  or  heavy  clothes,  the   difficulty   of   the   damage   challenge   will  increase.  Check  the  type  of  damage  done  by  the  weapon  used  in  the  attack  (blunt  or  sharp)  and  determine  the  armors  defensive  bonus  for  that  type  of  damage.  Add   that  value   to   the  damage  challenge  difficulty.     For   example,   assume   you   are   shot   with   a  rifle,  which   does   6   dice   of   sharp   damage.   You  are  wearing  a   leather   jacket,  which  provides  1  point   of   sharp   armor   protection,   for   a   total  difficulty  of  2.  The  attacker  rolls  3  successes,  so  you   take   2   wounds   (1   because   the   challenge  succeeded,  plus  1  for  the  extra  success).  

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STUN  Some   weapons   cause   stun   damage.   Stun  damage  acts  just  like  a  normal  wound,  except  it  generally   heals   faster   and   isn’t   counted  when  determining  whether  a  character  dies.  

SPECIAL ATTACKS

GRAB  As   an   attack   action,   you   can   take   an   opposed  challenge   of   [Dexterity   +   Unarmed]   against   a  target  within  5  feet.   If  successful,  you  grab  the  target   and   they   cannot   move   and   are  vulnerable  until   they  escape.  Whether  you  are  successful  or  not,  you  are  vulnerable  until  your  next  turn  and  remain  vulnerable  as  long  as  you  hold  onto   the   target.  A  grab  can  be  made  as  a  close  combat  opportunity  attack.  

CHARGE  During   a   single   turn,   you  may  make   a   normal  move  action  or  a  run  move  action  followed  by  a  single   close   combat,   shove,   or   grab   attack  action.   Both   your   move   and   attack   actions  suffer  2  penalty  dice  (for  multiple  actions)  and  you   add   1   bonus   die   to   any   resulting   damage  roll.  You’re  vulnerable  while  charging  and  until  your  next  turn.  

DEFENSIVE  STANCE  You  may  choose  to  take  no  actions  during  your  turn   and   instead   defend   yourself   against   one  additional   attack   this   turn   using   an   active  defense.   In   addition,   you   receive   1   bonus   die  on   all   defensive   challenges   (even   while  vulnerable)  until  your  next  turn.  

DISARM  A  disarm  attack  is  a  special  close  combat  attack  against  an  enemy’s  weapon.  Resolve  the  attack  normally,   but   increase   the   difficulty   by   2.   A  successful   attack   means   the   weapon   was  struck   and   dislodged   from   the   enemy’s   grip.  The   gamemaster   may   decide   to   apply   critical  hit  damage  to  the  weapon  itself.  

ESCAPE  You   may   use   an   action   to   attempt   to   escape  from  a  grab  with  an  opposed  escape  challenge.  You   and   the   character   grabbing   you   roll  

[Strength   +   Unarmed   Combat]   and   you   are  considered  the  attacker.  

OPPORTUNITY  ATTACK  If   an   enemy   makes   a   ranged   attack   or   non-­‐combat  action  and  is  within  range  of  your  close  combat  weapon,  you  may  make  a  close  combat  attack   against   them   The   opportunity   attack  takes  place  before  the  defender’s  action,  and  if  it  causes  any  wounds  that  action  is  interrupted.     You   may   also   make   an   opportunity   attack  against   an   enemy   who   moves   while   within  reach  of  your  close  combat  weapon.  The  attack  occurs  at  any  point  of  your  choosing  along  the  enemy’s   path,   as   long   as   it   is   within   reach.   If  you   wound   a   moving   character   with   your  opportunity   attack,   the  movement   ends   at   the  location   of   the   attack.   If   the   attack   causes   no  wounds,  the  enemy  may  continue  movement.     You  may  make  only  one  opportunity  attack  per   round,   and   you   cannot   make   an  opportunity  attack  if  you  are  vulnerable.       You   can   actively   defend   against   a   close  combat  opportunity  attack  if  you  didn’t  use  an  active  defense  during  your  last  turn.  

RANGED  OPPORTUNITY  ATTACK  If  an  enemy  takes  a  move  action  and   is  within  range  of  your  ranged  attack  at  any  point  in  the  move,   you   may   make   an   opportunity   attack  against  the  moving  enemy.  Unlike  close  combat  opportunity   attacks,   enemies   wounded   by  ranged  opportunity  attacks  do  not  have  to  stop  their  movement  where  the  attack  occurred.     You   can  make   only   one   opportunity   attack  per   round,   whether   ranged   or   close   combat.  You   cannot  make   a   ranged  opportunity   attack  if  you  are  vulnerable.  

SHOVE  As   an   action,   you   can   take   an   opposed  challenge   against   a   character   within   5   feet  using   [Strength   +   Unarmed   Combat].   Your  opponent   may   use   an   active   defense   of  [Dexterity   +   Unarmed]   or   [Strength   +  Unarmed].   A   vulnerable   opponent   may   only  defend   with   Strength   or   Dexterity.   You   push  the   opponent   back   5   feet   if   successful,   plus   5  feet  for  each  critical  success.  You  end  up  in  the  last  location  vacated  by  your  opponent.  

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TRIP  You  can  make  a  trip  attack  against  a  character  within   5   feet   by   taking   either   a   [Dexterity   +  Unarmed]   or   [Strength   +  Unarmed]   challenge.  The   defender   can   use   either   of   the   same   two  challenges   in   active   defense,   or   only   Strength  or   Dexterity   if   vulnerable.   If   your   attack   is  successful,  the  defender  drops  prone.  

INJURY AND DEATH

WOUNDS  Wounds  are  essentially  disadvantages  that  heal  over   time.   When   the   gamemaster   rules   that  being   wounded   would   affect   a   challenge   roll,  you   must   roll   1   penalty   die   for   each   wound.  This  includes  any  stun  damage.  

DYING  AND  DEATH  When   your   total   wounds,   including   stun  damage,   exceed   your   Stamina   score,   you   are  unconscious.   If   your   wounds,   excluding   stun  damage,  exceed   the   total  of  your  Strength  and  Stamina,  you  die.  

TOUGHNESS  CHALLENGES  At   the  beginning  of  a   scene,   if  you  are  already  wounded  or  have  taken  stun  damage,  you  take  

a  toughness  challenge  [Stamina  +  Self  Control]  to   ignore   the   penalty   dice   from   your   wounds  and   stun   damage   until   the   end   of   the   scene.  The  difficulty  of  this  challenge  is  the  number  of  wounds   you   have,   including   stun.   If   you   don’t  get   enough   successes,   you   still   suffer   the   full  penalty  for  all  wounds.  You  lose  the  benefits  of  a   successful   toughness   challenge   if   you   are  

wounded  again.     You   may   spend   a   full   round   during   a  cinematic   scene   (taking   no   other   actions)  to  take  a  toughness  challenge.     Note  that  wounds,  stun  and  distractions  never   add   penalty   dice   to   a   toughness  challenge,  and  you  cannot  take  a  toughness  challenge  if  you  are  unconscious.  

WOUND  HEALING  CHALLENGES  When  you’re  wounded,  you  make  a  weekly  Healing  challenge  [Stamina  +  Self  Control].  The  difficulty  of  this  challenge  is  your  total  number   of   wounds,   not   including   stun.   If  you’re   successful,   one   of   your   wounds   is  healed.   Critical   successes   do   not   heal  additional   wounds.   Other   characters   with  medical  skills  and  specialties  can  also  help  with   the   healing   process   as   described   in  Chapter   6.  Wounds,   stun   and   distractions  do   not   add   penalty   dice   to   healing  challenges.   If   you  avoid   strenuous  activity  and  have  sufficient  food,  water  and  shelter  

during  the  entire  week,  add  two  bonus  dice  to  your  recovery  challenge.  

STUN  HEALING  CHALLENGES  Your   stun   damage   heals   in   the   same   way   as  normal   wounds,   but   you   can   make   healing  challenges   for   stun   damage   once   every   10  minutes.   Your   stun   damage   does   not   count   in  the  difficulty  of  your  wound  healing  challenges,  nor   do  wounds   count   in   the   difficulty   of   stun  healing  challenges.     For  example,  if  you  have  2  stun  damage  and  1   wound,   you   would   take   stun   healing  challenges   every   10  minutes   at   difficulty   2   to  remove   stun   damage,   and   weekly   healing  challenges  at  difficulty  1  to  remove  the  wound.

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CHAPTER 4: CHARACTERSCHARACTER CREATION You   create   your   new   character   by   dividing   a  set   number   of   dice   among   your   character  traits.     Divide   12   dice   between   all   six   attributes.  Each  attribute  must  be  at   least  1  and  no  more  than  4.     Divide  12  additional  dice  between  skills.  No  skill   can  be   assigned  more   than  3  dice   or   less  than  zero.     You   may   use   skill   dice   to   obtain   abilities  instead   of   skills,   at   the   cost   of   1   skill   die   per  ability.  The  number  of  abilities  associated  with  a   specific   skill  may   not   exceed   the   number   of  dice  you  have  in  that  skill.     In  addition  to  choosing  attributes  and  skills,  you   choose   a   1   die   advantage,   and   a   1   die    disadvantage  for  each  character.     Available  skills  are  described  in  Chapter  Six,  and   advantages   and   disadvantages   in   Chapter  Seven.  

 EXAMPLE CHARACTER

PEG THANNIS, DEA SPECIAL AGENT (1) Strength-­‐2     Intelligence-­‐2  Stamina-­‐2     Charisma-­‐1  Dexterity-­‐2     Perception-­‐3  

 Enemies-­‐1  Law  Enforcement  Powers  -­‐1  

 Combat  Reflexes-­‐2    Zone  of  Control  Concentration-­‐2    Focus  Forensics-­‐1  Handgun-­‐1  Running-­‐1  Unarmed-­‐2    Multiple  Unarmed  Attacks  

 Bad  Temper  Curious  Must  find  missing  sister,  Janet.  

PERSONALITY PATTERNS Choose   three   personality   patterns   for   your  character.   Each   of   these   could   be   a   goal,   a  philosophy,   an   important  piece  of  background  information,   or   even   an   addiction   of   phobia   –  anything  that  drives  your  character’s  decisions.     Examples   include   family   before   everything,  curious,   or   lazy.   Patterns   should   be   fairly  simple,   so   a   goal   like   Peg   wants   to   make  connections  and  become  a  great  investigator  so  someday  she  can  find  out  what  happened  to  her  lost   sister   should   be   broken   up   into   multiple,  simpler  patterns.     Personality   patterns   help   you   create   a  compelling   character.   When   you   act   in  alignment   with   your   personality   patterns,   the  gamemaster   may   reward   you   with   a   die   for  your   persona   pool.   When   you   fail   to   act   in  accordance   with   these   patterns,   the  

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gamemaster   may   remove   a   die   from   your  persona  pool.    

 

CHARACTER LIFESTYLE AND WEALTH You   should   choose   a   profession   for   your  character,   and   based   on   that,   the   gamemaster  will  choose  the  attribute  and  skill  that  you  will  use   for   monthly   income   challenges   (See  Chapter  8).     To   determine   your   starting   lifestyle,   divide  the   total   dice   involved   in   your   income  challenge  by  3   (rounding  down).  For  example,  if   you   are   a   news   reporter  who  will   use   your  Intelligence   of   2   and   your   Writing   3   skill   as  your  income  challenge,  you  start  at  lifestyle  1.  

  After   determining   your   lifestyle,   you  immediately   make   your   first   monthly   income  challenge  and  apply  the  results  as  described  in  Chapter  8.     Note  that  is  is  possible  to  have  a  lifestyle  of  0  (zero),  but  not  less.  

EXPERIENCE AND ADVANCEMENT Your   character   starts   at   level   1,   but   will  advance   levels   after   gaining   experience.  Characters   gain   experience   by   successfully  taking   challenges   and   completing   adventures,  as  explained  below.  

CHALLENGE  EXPERIENCE  Every  time  you  are  successful  in  a  challenge  (or  an  assist)  and  at  least  half  of  the  dice  (including  penalty   dice)   come   up   as   5’s   or   6’s,   you   may  assign  1  experience  point  to  one  of  your  traits  (attributes,   skills,   advantages   or  disadvantages)   that   were   involved   in   that  challenge.  The  total  experience  points  assigned  to   a   single   trait   cannot   exceed   the   number   of  dice   in   that   trait.   For   example,   if   you   have   3  dice   in   Athletics   skill,   you   can   allocate   a  maximum   of   3   experience   points   to   that   skill.  Abilities   do   not   increase   the   maximum  experience  for  your  skills.     You  may  assign  only  1  challenge  experience  point   per   scene,   and   you   must   assign   it  immediately  after  the  challenge  that  generated  it.   You   may   choose   not   to   assign   an   earned  experience  point,  perhaps  because  you  hope  to  gain   an   experience   point   in   a   different   trait  later  in  the  same  scene.  

STORY  EXPERIENCE  When   you   complete   an   adventure   or   reach  some   important   milestone,   the   gamemaster  

Example Personality Patterns

Alcohol addiction

Apathetic Curious

Doesn't accept help Believes friendship is a burden

Frugal Generous

Gregarious Gullible

Knowledge is power Loves fishing and hunting

Perfectionist Poor hygiene

Romantic Sadistic

Scholarly Secretly tutors underprivileged kids

Sensitive Short temper

Shy Terrible sense of humor

My city is the best place in the world Thick-skinned

Wants to be a novelist Wants to play professional basketball

Wasteful Winning is everything

Table 4.1: Required Experience Points Advancement  to  

Level Experience  Points

2 12 3 13 4 14 5 15 6 16 7 17 8 18

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may   reward   you   with   story   experience   –  typically   1   or   2   experience   points.   These   are  just   like   challenge   experience,   except   you   are  free   to   assign   them   to   any   traits.   The  experience  assigned  to  each  trait  is  still  limited  to  the  total  dice  in  that  trait.     Note   that,   although   they   cost   a   skill   die,  abilities   do   not   count   when   determining   how  many   experience   points   can   be   assigned   to  their  associated  skill.

ADVANCEMENT  At   the   end   of   a   scene,   if   the   total   number   of  experience  points  assigned  to  all  of  your  traits  reaches   the   amount   listed   in   Table   4.1:  Required  Experience  Points  (which  happens  to  be   the   current   total   of   your   attributes),   you  advance  a  level.  When  you  advance  a  level,  you  lose   all   accumulated   experience   points,   and  may   assign   1   additional   die   to   any   attribute  and  2  additional  dice  to  any  skills  or  abilities.     No   attribute   or   skill   may   ever   be   higher  than   one   third   of   your   total   number   of  attribute  dice;  no  skill  may  be  higher  than  one  fourth  of  your  total  number  of  skill  dice.     You  may  not   add  or   remove   advantages   or  disadvantages  when   you   advance   in   this  way.  Advantages   and   disadvantages   are   always  

added   or   removed   at   the   discretion   of   the  gamemaster  during  play.     Maximum  values  for  attributes  and  skills,  by  level,  are  listed  in  Table  4.2.  

NON-PLAYER CHARACTERS Skilled  non-­‐player  characters  can  be  created  in  the   same   way   as   player   characters.   For  example,   the  gamemaster  may  decide   that   the  main   adversary   in   an   adventure   is   a   skilled  espionage  agent,  so  he  uses  the  point  system  above   to   create   a   level   6   character   with   17  attribute   dice,   22   skill   dice   and   a   few  interesting   advantages   and   disadvantages.   It  may   also   be   helpful   to   assign   one   or   two  personality  traits.     For   less   important   characters   -­‐   the  security   guards,   receptionists,   taxi   drivers  and   expendable   thugs   -­‐   the   gamemaster   can  use  level  zero  NPCs.  Creating  level  zero  NPCs  is   simple   because   all   of   their   attributes   are  assumed   to  be  1  die  unless  otherwise  noted,  and   they   have   very   few   skills   to   determine  (generally  about  6-­‐8  skill  points).  A  taxi  driver  might  just  be  described  as  follows:    

Barry Bigfellow, Taxi Driver (0) Strength-­‐2   Dexterity-­‐2  

 Poverty-­‐1  Acute  Vision-­‐1  

 Art-­‐1  Driving-­‐3  English-­‐2  Italian-­‐4(native)    More   example   NPCs   are   provided   in   the  D6Pool  “Cast  of  Characters”  book.  

Table 4.2: Maximum Attributes and Skills by Level

Level Attribute  Dice

Max  Attribute

Skill  Dice

Max  Skill

1 12 4 12 3 2 13 4 14 3 3 14 4 16 4 4 15 5 18 4 5 16 5 20 5 6 17 5 22 5 7 18 6 24 6 8 19 6 26 6

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CHAPTER 5: ENVIRONMENT The   world   is   a   dangerous   place.   This   chapter  provides  a  sampling  of  rules  which  should  give  the  gamemaster  a  good   idea  how   to  deal  with  most   environmental   situations   that   threaten  the  characters.  

ACID You  may  come   in  contact  with  acid  as  a  result  of   a   thrown   weapon   attack,   an   accident,   or  submersion  in  a  large  quantity  of  acid.  In  each  case,   the   acid   takes   a   damage  challenge   with   a   number   of  dice  based  on  the  strength  and  amount  of  the  acid.  Your  blunt  armor   value   provides   the  difficulty   for   the   attack   (plus  one   because   you   are   the  defender).     Acid   continues   to   cause  damage  in  subsequent  rounds  unless   it   is   neutralized   or  washed   off.   The   number   of  damage   dice   rolled   for   this  subsequent   damage   is   equal  to   the   number   of  wounds   the  acid  caused   in  the   first  round.  Your   armor   does   not   protect  against  subsequent  damage.       Note,   at   the   gamemaster’s  discretion,   confirmed   critical  hits  during  acid  attacks  may  damage  equipment  or  cause  permanent  disadvantages.  

ALCOHOL AND DRUGS Small   amounts   of   alcohol   and   recreational  drugs  have  no  negative  effect  on  you  and  may  even  add  a  bonus  die  to  social  skill  challenges  if  use   of   these   substances   is   part   of   the   culture.  Some   drugs   may   allow   you   to   ignore   pain,  temporarily   adding   bonus   dice   to   your  toughness  challenges.   Excessive   use   of   drugs  results  in  a  damage  challenge  opposed  by  your  Stamina.   Resulting   wounds   are   considered  stun  damage.  The  gamemaster  determines   the  frequency   and   strength   of   these   damage  challenges.  

  For   example,   each   time   you   have   another  alcoholic   drink,   you   may   have   to   defend  against   a   stun   damage   challenge   equal   to   the  total  number  of  drinks  you’ve  had.     The   effects,   and   therefore   the   damage  challenge,   of   some   drugs   may   be   delayed   by  minutes,  or  even  hours   from  the   time  you  use  the   drug.   For  most   drugs,   damage   taken   after  you   have   fallen   unconscious   will   cause   actual  wounds  instead  of  stun  damage.  

COLD In   cold   environments,   you   must   periodically  take  [Stamina  +  Survival]  challenges.  If  you  fail,  you  must  defend  against  a  damage  challenge.       Temperatures  around  freezing  result  in  skill  challenges   every   hour  with   5   dice   of   damage.  Arctic   conditions   results   in   skill   challenges  every  ten  minutes  with  7  dice  of  damage.  Cold  damage   is   considered   stun   damage,   but   will  not   heal   until   you   are   back   in   a   warm  environment.   Damage   taken   after   you   have  fallen  unconscious  causes  actual  wounds.     Warm   clothing   provides   1   die   of   armor  protection   against   cold   damage.   Cold  weather  clothing   provides   2   dice   of   armor   protection  versus  cold  damage.  

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DESTROYING ITEMS When   you   specifically   attack   an   inanimate  object,   the   gamemaster   determines   the  difficulty   of   the   attack   based   on   the   object’s  size,  movement,  etc.  You  apply  all  appropriate  bonus   and   penalty   dice,   but   the   defending  object   rolls  no  dice   in  defense.  The  object   still  gets   1   automatic   defense   success   as   the  defender.     If   your   attack   succeeds   you   roll   damage  normally.   The   gamemaster   determines   the  armor   value   of   the   object   and   the   number   of  wounds   it   can   take   before   it   is   destroyed.  Critical  successes  may  also  have  special  effects,  like  shattering  or  detonating  the  object.       In  general,  if  an  object  you  use  for  challenge  rolls  takes  any  wounds,  add  penalty  dice  to  its  use   equal   to   the   number   of   wounds.   For  example,   if   your  weapon  has   taken  2  wounds,  you   must   roll   2   additional   penalty   dice   when  attacking  or  defending  with  it.     When  your  armor  takes  damage,  reduce  the  armor  rating  by  1  for  every  3  wounds  taken.     If   you   attack   the   weapon   of   an   armed  enemy,   see   the   Disarm   special   attack   in  Chapter  3.  

DISEASE You   may   be   exposed   to   diseases   through  normal  human-­‐to-­‐human  contagion  or  through  contaminated  wounds.  See  Table  5.1:  Diseases  for  data  on  a  few  potentially  deadly  diseases       Every   disease   has   a   number   of   attack   dice.  You  defend  against  the  attack  with  a  [Stamina]  challenge,   plus   1   automatic   success   because  you   are   the   defender.   This   first   attack   by   the  disease   occurs   after   an   incubation   period  specific  to  that  disease.  If  the  attack  succeeds,  it  makes  a  damage  roll  as  specified.  The  difficulty  is  1  since  you  are  the  defender.       A  disease  continues  to  attack  you  at  its  

recurrence  rate.  If  you  completely  resist  damage  from  2  consecutive  attacks,  the  disease  is  considered  cured.   Some   diseases   leave   permanent   effects   in  the  form  of  disadvantages.  At  the  gamemaster’s  discretion,   a   wound   from   the   disease   may  instead  cause  1  die  of  a  specified  disadvantage.  

EXPLOSIVES Explosives   are   a   special   form   of   attack   that  automatically   hit   any   targets   within   their  maximum   blast   radius.   See   Chapter   8   for  detailed  information  about  specific  explosives.     Each   explosive   attacks   with   a   number   of  damage   dice   at   its   source  modified   by   a   blast  radius.   If   you   set   off   an   explosion,   roll   full  damage  dice  against  all  targets  within  the  blast  radius.   For   each   full   blast   radius   a   target   is  away   from   the   explosion,   reduce   the   damage  dice  by  1  die.     For   example,   a   stick   of   dynamite   does   12  dice  of  explosive  damage  with  a  blast  radius  of  5  feet.  A  target  20  feet  from  a  stick  of  dynamite  would  defend  against  8  dice  of  damage  (20  feet  =   4   blast   radii,   so   subtract   4   damage   dice).   A  hand  grenade  does  6  dice  damage  with  a  blast  radius   of   10   feet,   so   a   target   35   feet   from   a  hand   grenade   would   face   only   3   dice   of  damage.     Explosions   are   blunt   attacks   for   armor  purposes  unless  otherwise  noted.  

FALLING When   you   fall  more   than   a   few   feet,   you  may  take  damage.   The   gamemaster   rolls   1   damage  die   for   every   5   feet   you   fall.   Your   armor  provides   no   protection   against   falls,   but   you  get  1  point  of  difficulty  for  being  the  defender.     Landing   on   a   soft   surface   may   reduce   the  number   of   damage   dice.   Landing   in   water  reduces  the  number  of  damage  dice  rolled  by  2.    

FEAR Some   creatures,   items   or  situations   may   cause   fear.  Sources  of  fear  are  rated  by  the   number   of   attack   dice  they   roll,   opposed   by   your  [Charisma  +  Self  Control].  If    

Table 5.1: Diseases Disease Attack Damage Incubation Recurrence

Smallpox 8 5 12  days 7  days Cause:  Contagion.  Disadvantages:  Blind,  Brain  Damage Malaria 6 3 7  days 2  days Cause:  Transmitted  by  mosquito.  Disadvantages:  None Wound  Infection 4 4 7  days 7  days Cause:  Open  Wound.  Disadvantages:  Lame,  Missing  Hand

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a  fear  attack  succeeds,  you  are  afraid,  may  only  use  move   actions,   and  must  move   away   from  the  source  of   fear  until  you  reach  a  safe  place.  Fear  effects  generally  last  for  a  whole  scene.  If  a   fear  attack  scores  confirmed  critical  hits,   the  gamemaster   may   assign   permanent   mental  disadvantages.  

FIRE When  you  are  exposed   to   fire,   the   intensity  of  the  fire  determines  the  number  of  damage  dice  rolled  each  round  against  you.  A  burning  torch  might  cause  three  damage  dice.  Standing  in  the  middle   of   a   burning  building  might   result   in  6  or  more  damage  dice.     Your  armor  provides  protection   from   fire  (treat  as  blunt  damage),  but   if   the   fire   wounds  you,  the  armor  provides  no  more  protection  and  takes  damage  itself  each  round   thereafter   (see  Destroying  Items)  

FRIENDS AND ENEMIES NPCs   that   you   meet   have   different   attitudes  toward   you.   Some   of   the   relationships   with  NPCs  may  be  very  complicated,  but  most  NPCs  will   fit   one   of   five   categories:   Allied,   Friendly,  Neutral,  Unfriendly,  or  Enemy.       Allied   NPCs   will   risk   their   own   safety   to  help  you.     Friendly   NPCs   will   provide   assistance   or  information  if  it  doesn’t  cost  them  too  much.     Neutral   NPCs  will   help   you   if   they   benefit  somehow.     Unfriendly   NPCs   will   avoid   assisting   you  and   may   even   try   to   hinder   or   harm   you   if  there  is  little  risk  or  cost  to  them.     Enemy   NPCs   will   risk   their   own   safety   to  harm  you.     Some  opposed  social  challenges,  specifically  those  that  require  the  targeted  NPC  to  trust  or  agree   with   you,   are   affected   by   the   NPC’s  attitude  toward  you.  Table  5.2  gives  the  bonus  or  penalty  dice  added  to  social  skill  challenges  based  on  attitude.  

  Some   social   skills   may   allow   you   to  temporarily,   or   even   permanently   change   the  attitude  of  an  NPC.  

LANGUAGES If   you   attempt   a   challenge   with   a   skill   that  relies   heavily   on   written   or   verbal  communication  in  a  language  in  which  you  are  not  fluent,  you  must  first  take  a  skill  challenge  for  that  language,  [Intelligence  +  language  skill]  with  a  difficulty  of  1.  If  your  language  challenge  fails,   add   4   penalty   dice   to   your   original  challenge.  

  You  are  assumed  to  be  fluent  in  your  native  language,   and   the   gamemaster   is   free   to  determine  when  the  language  penalty  does  and  does  not  apply.  

POISON You   might   be   exposed   to   poisons   through  ingestion,   inhalation,   contact  with   the   skin,   or  by  direct  entry  into  your  bloodstream  through  a  wound.  See  Table  5.3  for  example  poisons.     Each   poison   has   a   number   of   dice   used   in  it’s   attack   challenge.   You   defend   with   a  [Stamina]   challenge   and   add   1   automatic  success  as  the  defender.     This   first   attack  occurs  after   the   first   effect  period  listed  in  the  table.  If  the  attack  succeeds,  

Table 5.3: Poisons Poison Attack Damage First  Effect Recurrence

Arsenic    (ingested) 6 2 3  days 1  day Belladonna  (ingested)  7 4 12  hours 12  hours Cyanide  (ingested) 8 6 Immediate 2  hours Thallium  (ingested) 7 4 3  days 3  days Snake  Venom  (injected)   6   4   2  minutes   10  minutes  

         

Table 5.2: Effects of NPC Attitude NPC  Attitude   Social  Challenge  Dice  

Allied   2  Bonus  Dice  Friendly   1  Bonus  Die  Neutral   No  Effect  Unfriendly   1  Penalty  Die  Enemy   2  Penalty  Dice  

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the   poison   takes   a   damage   challenge   against  you  with   the  dice   specified.  Additional   attacks  occur   at   the   listed   recurrence   rate.   Taking   an  antidote   stops   all   further   attacks.   If   2  consecutive   attacks   do   no   damage,   the   poison  has   run   its   course   and   does   no   further   harm.  Each   poison   may   also   cause   special   critical  effects   instead   of   extra   damage.   A   First   Aid  challenge   may   be   used   to   assist   a   poisoned  character’s  next  damage  resistance  challenge.     The   values   for  most   ingested   poisons   in  table  5.3  are  based  on  typical  doses  that  could  go   undetected   when   administered.   Larger  

doses   can   increase   the   attack   and   damage  values   and   shorten   the   first   effect   times   and  recurrence  times.

SUFFOCATION If  you  are  unable  to  breath  for  any  reason,  you  must   succeed  on   a   difficulty   1   [Stamina  +   Self  Control]   challenge  every   round  or   take  1   stun  damage.   Increase   the   difficulty   by   1   for   every  10   rounds   you   suffocate.   If   you   can   breath  freely  for  one  complete  round,  suffocation  ends  and  all  stun  damage  from  suffocation  is  healed.

   

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CHAPTER 6: MODERN SKILLS AND ABILITIESThe  skills  listed  in  this  chapter  are  available  to  your   character   in   a   modern   setting.   Each  description   includes   the   general   types   of  challenges  to  which  that  skill  applies.     Some   descriptions   include   very   specific  challenges   involving   that   skill.   These   are  labeled   with   italics,   and   you   can   use   them   if  you  have  at  least  1  die  in  that  skill.     Each   skill   description   may   also   include  abilities   in   bold.   You   can   acquire   these   by  spending  skill  dice  as  described  in  chapter  4.     Some   specific   challenges   and   abilities   are  marked  (action).  If  you  use  one  of  these  during  

a   cinematic   scene,   it   counts   as   your  action   for  the  round.  

SPECIALTY The   Specialty   ability   is   available   for   all   skills,  subject   to   approval   of   the   gamemaster.   A  character  with  Forgery  skill  might  specialize  in  forging   checks,   or   a   Vehicle   Mechanic   might  specialize  in  sports  cars.  Specialty:   Choose   an   area   of   specialty   within  this  skill.  You  gain  2  bonus  dice  when  taking  a  challenge   involving   that   specialty.   The  Specialty   ability   can   be   taken   multiple   times  for  different  specialties.  

SKILLS AND ABILITIES SUMMARY

ADMINISTRATION SKILLS Business Finance Good Credit, High Finance, Keen Investor, Price Negotiator Law Trial Lawyer Management Coordination Politics Discredit, Endorse ARTISTIC SKILLS Art Forge Art Photography Writing ATHLETICS Acrobatics Evade, Jumping Attack, Rough Move, Safe Fall, Tumble Climbing Climbing Coach, Combat Climber, Reckless Climb Running Combat Runner, Long Distance Running, Sprint Sports Swimming High Diver, Hold Breath CLOSE COMBAT SKILLS Armor Armor Mobility, Find Chink Blade Blade Parry, Disarm, Feint, Multiple Blade Attacks, Power Blade Attack,

Quick Draw, Two Handed Blade Club Club Parry, Disarm, Multiple Club Attacks, Power Club Attack, Stunning

Blow, Sunder Armor, Two Handed Club Combat Reflexes Awareness, Defensive Charge, Improved Initiative, Prod Ally, Zone of Control Shield Guardian Shield, Shield Bash, Multiple Blocks, Ranged Block, Shield Mobility

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Unarmed Multiple Unarmed Attacks, Multiple Unarmed Blocks, Pin, Silent Kill, Weapon Defense

Whip Disarm, Strangle, Trip COVERT SKILLS Disguise Mimic Explosives Forgery Stealth Diversion, Sneak Attack Surveillance Case, Tail Theft Quick Crack CRAFT SKILLS Cooking Craft Superior Item Masonry Craft Superior Item Metalwork Craft Superior Item Tailor Craft Superior Item Woodwork Craft Superior Item DISCIPLINE SKILLS Concentration Focus, Focus Other, Stay on Task Self Control Out of Character  HUMANITIES SKILLS History Researcher Literature Researcher Religion Researcher LANGUAGE SKILLS Specific Language LOCAL KNOWLEDGE SKILLS Specific Location MECHANICAL SKILLS Industrial Mechanic Vehicle Mechanic MEDICAL SKILLS First Aid Patch and Go Pathology Precise Diagnosis Pharmacy Psychology Surgery Superior Surgeon NATURE SKILLS Animals Calm Animal, Treat Animal Earth Science Plants Riding Mounted Combat

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Survival Guide Tracking OPERATE MACHINERY SKILLS Operate Construction Operate Industrial Driving Combat Driving Piloting Combat Piloting Sailing Combat Sailing PERFORMANCE SKILLS Acting Dance Music Singing RANGED COMBAT SKILLS Bow Precise Aim, Quick Load Handgun Melee Handgun, Moving Handgun Shot, Multiple Handgun Shots, Precise

Aim, Quick Draw, Quick Load Handgun Rifle Moving Rifle Shot, Multiple Rifle Shots, Precise Aim, Quick Load Rifle,

Suppression Shotgun Multiple Shotgun Shots, Quick Load Shotgun, Shotgun Assault Special Weapons Thrown Weapon Quick Draw SCIENCE SKILLS Biology Researcher Chemistry Researcher Forensics Researcher Physics Researcher SOCIAL SKILLS Command Inspire Ally, Multiple Assists Deception Gambling Intimidation Frighten Persuasion Heroic Befriend Seduction Wiles TECHNOLOGY SKILLS Communications Computers Medical Technology

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ADMINISTRATION SKILLS Administration   skills   cover   all   aspects   of   the  business   world   and   general   management,   as  well   as   politics   and   organizational   leadership.  You   might   use   these   skills   to   uncover   who’s  behind   a   mysterious   corporation   or   to  determine   if   the   price   offered   for   a   service   is  fair.  You  may  also  need  these  skills  if  you  want  to  succeed  in  a  political  career.  

BUSINESS This   skill   applies   to   challenges   involving  running   a   business.   It   includes   basic   business  finances,   as   well   as   marketing   and   business  law.  You  could  use  it  to  run  your  own  business,  or   to   figure   out   the   power   structure   or   odd  behaviors  of  someone  else’s.  

FINANCE The   Finance   skill   applies   to   challenges  involving   money.   You   could   use   it   when  auditing   financial   transactions   for   shady  deals  or  when  determining  the  best  way  to  finance  a  charitable  organization.  Good  Credit:  You  may  take  on  additional  Debt  disadvantage   dice   above   the   maximum  allowed,   up   to   the   number   of   dice   in   Finance  skill.  High  Finance:  If  you  assist  another  character’s  monthly   income   challenge   using   Finance   skill,  you  may  add  multiple  success  dice  to  the   final  challenge,   up   to   the   number   of   dice   in   your  Finance  skill.  You  may  use  this  ability  once  per  month  for  each  die  in  Finance.  Keen   Investor:   After   each   monthly   income  challenge,   increase   the   money   you   add   to  savings   by   5%   for   each   die   in   your   Finance  skill.  Price   Negotiator:   Reduce   the   cost   of   any   of  your  purchases  over  $1,000  by  5%  for  each  die  of  Finance  skill.  

LAW This   skill   applies   to   challenges   dealing   with  interpreting  or  applying  the  law.  You  could  use  it  to  figure  out  how  to  stop  a  criminal  in  a  way  that   will   hold   up   in   court,   or   to   argue   a   case  before  a  judge.  

Trial   Lawyer:   Take   an   [Intelligence   +   Law]  challenge   to   assist   any   Social   challenge  involving   a   character   accused   of   a   crime.  Provide  1  bonus  assist  die  for  each  success,  up  to  the  number  of  dice  in  your  Law  skill.  

MANAGEMENT This  skill  represents  your  ability  to  lead  others  in   extended   projects   requiring   complex  coordination.  Coordinate:   If   you   assist   in   a   challenge   in   a  non-­‐cinematic   scene,   the   character   taking   the  challenge   can   accept   assistance   from  multiple  character.  The  maximum  number  of  characters  who   can   assist   for   a   given   challenge   is   the  number  of  dice  in  your  Management  skill.  

POLITICS This   skill   applies   to   challenges   involving  understanding  the  motivations  of  politicians.  It  also   applies   to   any   attempt   to   be   accepted,   or  elected,  to  political  office.  Discredit:   During   a   public   debate   over   a  particular   issue,   you   may   take   a   [Charisma   +  Politics]   challenge.   For   each   success,   your  opponent   in   the  debate   takes  1  penalty  die  on  his   next   publicized   Administration   or   Social  skill   challenge.   The   number   of   penalty   dice   is  limited   to   the   number   of   dice   in   your   Politics  skill.  Endorse:   Take   a   [Charisma   +   Politics]  challenge   to   assist   another   character   taking   a  public  Administration  or  Social  skill  challenge.  Provide  1  bonus  die  for  each  success,  limited  to  the  number  of  dice  in  your  Politics  specialty.  

ARTISTIC SKILLS These   skills   apply   to   challenges   involving  creative  activities.  

ART  You   use   Art   skill   to   create   visual   arts   like  paintings  and  sculpture.  Forge   Art:   You   receive   2   bonus   dice   when  trying  to  copy  an  existing  work  or  recognize  a  forgery.  

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PHOTOGRAPHY You   use   this   skill   for   challenges   involving  capturing  images,  both  still  and  film.  

WRITING You  use  Writing   skill   to   create  written  works,  both   fiction   and   non-­‐fiction.   Writing   of  scholarly   works   generally   requires   a   skill  challenge  in  the  area  of  knowledge,  but  Writing  skill   could  be  used   to   assist.  When   you   take   a  Writing  challenge,  the  number  of  skill  dice  you  roll   is   limited   to   your   skill   in   the   language  you’re  writing  in.  

ATHLETIC SKILLS These   skills   apply   to   challenges   involving  running,   jumping,   swimming,   climbing   and  other  athletic  activities.  

ACROBATICS You   use   Acrobatics   skill   in   challenges   that  require  exceptional   coordination,  balance,  and  precise  movement.  Evade:   If   an   enemy   attacks   you   with   a   close  combat   opportunity   attack   while   you’re  moving,  you  can  take  a  [Dexterity  +  Acrobatics]  challenge,   instead   of   a   normal   defensive  challenge,   to   establish   the   difficulty   of   the  attack.   You   can   do   this   multiple   times   per  round,   up   to   the   number   of   dice   in   your  Acrobatics   skill.   Using   this   ability   does   not  count  as  your  active  defense  for  the  round  and  does  not  make  you  vulnerable.  Jumping  Attack:  When  you  successfully   jump  at   least   5   feet   and   immediately   attack   an  enemy  (most  likely  as  part  of  a  Charge  action),  you  add  bonus  dice  to  the  attack’s  damage  roll  equal  to  the  difficulty  of  the  jump.  The  number  of  bonus  dice  cannot  exceed  the  number  of  dice  in  your  Acrobatics  skill.  Rough   Move:   When   moving   or   running   over  rough   terrain   (difficulty   1   or   higher),   you   can  take   an   Acrobatics   challenge   to   assist   your  movement   challenge.   You   can   apply   multiple  success   dice   to   the   assisted   challenge,   up   to   a  maximum  of  your  Acrobatics  dice.  Safe   Fall:   Reduce   the   damage   dice   you   suffer  from   falling   by   the   number   of   dice   in   your  Acrobatics  skill.  

Tumble:  When  you  move   into   the  reach  of  an  unengaged   enemies   close   combat   weapon  (when   you  would   normally   have   to   stop)   you  may   take   a   [Dexterity   +   Acrobatics]   challenge  opposed   by   the   enemy’s   [Dexterity   +  Weapon  Skill]   challenge   to   continue   your   movement.  The  enemy  is  considered  the  defender   for   this  challenge.  

CLIMBING You   use   Climbing   skill   when   attempting   to  move   up   or   down   near-­‐vertical   surfaces   or  climb  free-­‐hanging  ropes.  Combat  Climber:  Climbing  does  not  make  you  vulnerable.  Climbing   Coach:   Make   a   [Perception   +  Climbing]  challenge  to  assist  another  character  with   whom   you   are   able   to   communicate  clearly.  You  grant  1  bonus  die  for  each  success,  limited  to  the  number  of  dice  in  your  Climbing  skill.  Reckless  Climb:  Add  up  to  5  feet  to  your  base  climb   speed   for   each  die   in  Climbing   skill,   but  add   1   penalty   die   to   your   climb   challenge   for  each  additional  5  feet.  

RUNNING This   skill   may   allow   you   to   travel   extra  distance   and   avoid   falling   in   cinematic   move  actions.  Combat  Runner:  Running  does  not  make  you  vulnerable.   Also,   you   may   add   1   to   the  difficulty   of   your   running   challenge   and   also  add  1  to  the  difficulty  of  ranged  attacks  against  you  until  the  start  of  your  next  turn.  Long  Distance  Running:  You  may  run  up  to  5  miles  per  day  for  each  die  in  Running  skill.  Sprint:  Once   per   scene,   you  may  make   a   run  action  and  add  one  bonus  die  for  each  persona  pool  die  you  add  to  the  challenge.  

SPORTS This   skill   covers   general   performance   in   team  and   individual   sports.   It   reflects   ability   in  sports   that   use   multiple   physical   skills   and  have   a   relatively   complicated   set   of   rules.   It  does   not   apply   to   straightforward   physical  activities  like  running,  swimming,  acrobatics  or  climbing.  

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SWIMMING You   use   this   skill   for   swimming   movement  challenges.  High   Diver:   Reduce   the   number   of   damage  dice  when  you  fall  into  water  by  the  number  of  dice  in  your  Swimming  skill.  Hold   Breath:   When   suffocating,   reduce   the  number  of  penalty  dice  you  roll  due  to  duration  of   suffocation   by   the   number   of   dice   in   your  Swimming  skill,  to  a  minimum  of  zero.  

CLOSE COMBAT SKILLS You   use   these   skills   to   attack   and   defend   in  combat  with  hand-­‐to-­‐hand  weapons.  

ARMOR You   use   this   skill   to   effectively   don   and  wear  armor,  and  to  determine  how  much  you  know  about  armor.  Armor   Mobility:   Reduce   your   encumbrance  penalty  dice  for  armor  by  the  number  of  dice  in  your  Armor  skill.  This  reduction  cannot  exceed  your  Strength  attribute.  Find  Chink:  When  you  apply  any  persona  pool  dice   to   attack   an   armored   opponent   in   close  combat,   first   take   a   [Perception   +   Armor]  challenge  and  subtract  any  successes   from  the  opponent’s  armor  value  during  this  attack.  The  maximum   amount   you   can   reduce   an  opponent’s  armor  is  the  number  of  dice  in  your  Armor   skill   and   the   reduction   is   not  permanent.  

BLADE Use   this   skill   to   attack   with   cutting   and  stabbing  weapons  like  knives,  swords,  axes  and  spears.   You   can   also   use   this   skill   for   active  defense  against  melee  attacks  if  you’re  holding  a  blade.  Blade  Parry:  Instead  of  making  a  single  active  defensive  roll  in  a  round,  you  can  parry  with  a  blade   up   to   a   number   of   times   equal   to   the  number   of   dice   in   your   Blade   skill.   When  parrying,   you   take   a   [Dexterity   +   Blade]  challenge  as  your  defensive  roll.  Disarm:   Reduce   the   penalty   difficulty   of  disarm  attacks  by  one.  Feint   (action):   Assist   your   next   attack,   or  another   characters   next   attack   by   taking   a  

[Perception   +   Blade]   challenge.   The   target   of  the  assisted  attack  must  be  declared  during  the  feint   action   and  must   be  within   reach   of   your  blade.   Grant   1   assist   die   for   each   success,  limited   to   the   number   of   dice   in   your   Blade  skill.   If   you   or   the   assisted   character   take   any  other  action  before  attacking,  the  effects  of  the  feint  are  lost.  Multiple   Blade   Attacks   (action):   Make  multiple   blade   attacks,   up   to   the   number   of  dice  in  your  Blade  skill.  Multiple  action  penalty  dice  apply.    Power   Blade   Attack:   Instead   of   applying   all  Blades   skill   dice   to   your   attack   roll,   you   may  choose   to  apply  some  of   them  to   the  resulting  damage  roll  instead.  Quick  Draw:  You  draw  a  blade  as  a  free  action.  Two  Handed  Blade:  If  you  wield  a  blade  two-­‐handed,   add   additional   damage   dice   equal   to  the  lower  of  your  Strength  or  your  Blade  skill.  

CLUB Use  this  skill  to  attack  with  blunt  weapons  like  clubs,  maces,  hammers,  baseball  bats,   etc.  You  can  also  use  this  skill  for  active  defense  against  melee  attacks  if  you’re  holding  a  club.    Club  Parry:   Instead  of  making  a  single  skilled  defensive  roll  in  a  round,  you  can  parry  with  a  club   up   to   a   number   of   times   equal   to   the  number   of   dice   in   your   Club   skill.   When  parrying,  take  a  [Dexterity  +  Club]  challenge  as  your  defensive  roll.  Disarm:   When   you   wield   a   club,   you   reduce  the  difficulty  disarm  attacks  by  1.  Multiple   Club   Attacks   (action):   Make  multiple  club  attacks,  up  to  the  number  of  dice  in   the   Club   skill.   Multiple   action   penalty   dice  apply.    Power  Club  Attack:   Instead  of   applying  all  of  your  Club  skill  dice  to  your  attack  roll,  you  may  choose   to  apply  some  of   them  to   the  resulting  damage  roll  instead.  Stunning   Blow:   When   attacking   with   a   club,  you  may  declare  before  the  attack  that  you  are  making  a  stunning  blow.  Treat  normal  wounds  inflicted  as  stun  damage,  but  treat  any  wounds  resulting  from  critical  hits  as  regular  wounds.  Sunder   Armor:   When   attacking   with   a   club,  you   may   declare   beforehand   that   you   are  making   a   sunder   armor   attack.   If   any  wounds  

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penetrate   the  armor,  apply  one  of   them  to   the  armor  instead  of  the  target  character.  Two   Handed   Club:   If   you   wield   a   club   two-­‐handed,   add   additional   damage   dice   equal   to  the  lower  of  your  Strength  or  your  Club  skill.  

COMBAT REFLEXES You   use   Combat   Reflexes   to   gain   initiative   in  combat,   and   to   gain   access   to   special   combat  reaction  abilities.  Awareness:   You   may   take   additional   active  defensive   challenges   while   vulnerable.   The  number  of  additional  challenges  cannot  exceed  the   number   of   dice   you   have   in   Combat  Reflexes  skill.    Defensive   Charge:   Charging   does   not   make  you  vulnerable.  Improved   Initiative:   You   may   add   your  Combat  Reflexes  skill  dice  as  bonus  dice  to  any  initiative  challenge  leading  to  combat.  Prod   Ally:   When   rolling   for   initiative   before  combat,   you   may   voluntarily   give   up   any  number  of  your  successes,  adding  1  bonus  die  to   an   ally’s   initiative   challenge   for   each.   The  number  of  bonus  dice  granted  by  this  assist   is  limited   to   the   number   of   dice   in   your   Combat  Reflexes   skill.   You   must   declare   that   you   will  use  this  ability  before  anyone  rolls  initiative.  Zone   of   Control:   You   may   make   additional  attacks   of   opportunity   during   a   round,   up   to  the   number   of   dice   in   your   Combat   Reflexes  skill.  Each  opportunity  attack  must  be  against  a  different   target.   You   may   also   stop   the  movement   of   enemies   within   reach   of   your  weapon,   even   if   you   are   already   engaged,  The  total  number  of  engaged  plus  stopped  enemies  cannot  exceed  your  Combat  Reflexes  dice.  

SHIELD You   can  use   this   skill   for  defensive   challenges  against  melee  attacks  if  holding  a  shield.    Guardian   Shield:   At   the   beginning   of   your  turn   choose   an   ally  within  5   feet   of   you.  Until  the   start   of   your   next   turn,   the   armor   bonus  from  your  shield  applies  to  that  ally  instead  of  you,   provided   they   remain   within   5   feet.   You  may   not   use   your   shield   for   anything   else  during  this  time.  Multiple   Blocks:   Instead   of   making   a   single  active  defensive  in  a  round,  you  may  block  with  

your  shield  multiple  times,  up  to  the  number  of  dice   in  your  Shield   skill.  When  blocking,  use  a  [Dexterity   +   Shield]   challenge   as   your  defensive  roll.  Ranged   Block:   While   using   your   shield   and  taking  a  defensive  stance,  add  1  to  the  difficulty  of  ranged  attacks  against  you.  Shield   Bash:   You   may   make   one   additional  attack   in  a   round,  using   [Strength  +  Shield]  as  the   attack   challenge   and   [1d   +   Strength]   as  blunt   damage.   Shield   Bash   counts   as   your  defensive  challenge  for  the  turn,  and  therefore  cannot   be   used   if   you   are   vulnerable.   Shield  Bash   does   not   count   as   an   extra   action   for  purposes  of  multiple  action  penalty  dice.  Shield   Mobility:   Reduce   your   encumbrance  penalty  dice   for  shields  by   the  number  of  dice  in  your  Shield  skill.  The  amount  by  which  you  reduce   penalty   dice   cannot   exceed   your  Strength  attribute.  

UNARMED You   use   Unarmed   skill   to   make   close   combat  attacks  without  a  weapon,   including  punching,  kicking,   shoving,   etc.   Unarmed   attacks  normally   do   stun   damage,   but   confirmed  critical   hits   cause   wounds.   You   can   also   use  this   skill   for   active   defense   against   melee  attacks   when   unarmed,   but   penalties   may  apply   when   fighting   armed   opponents   (see  Chapter  3).  Multiple  Unarmed  Attacks  (action):  You  may  make   multiple   unarmed   attacks   up   to   the  number  of  dice  in  your  Unarmed  skill.  Multiple  action  penalty  dice  apply.    Multiple  Unarmed  Blocks:   Instead  of  making  a   single   active   defensive   roll   in   a   round,   you  may   defend   with   your   Unarmed   skill   up   to   a  number  of  times  equal  to  the  number  of  dice  in  your  Unarmed  skill.  Pin  (action):   If  you  have  successfully  grabbed  an   opponent   in   a   previous   round,   you   may  make   an   opposed   challenge   of   [Strength   +  Unarmed]   to   attempt   to   pin   them.   If   you  succeed,   you   and   the   pinned   character   drop  prone   and   are   both   vulnerable.   Pinned  characters  can   take  no  physical  actions  except  Escape,  and  must  add  2  penalty  dice  to  Escape  challenges.  

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Silent  Kill:  When  you  make  a  successful  close  combat   attack   against   a   vulnerable   opponent,  you  silence  them  for  the  rest  of  the  scene.  Weapon   Defense:   You   do   not   suffer   the   2  penalty   dice   normally   applied   when   using  Unarmed   skill   to   defend   against   a   skilled,  armed  attacker.  

WHIP You  use  this  skill  to  make  close  combat  attacks  using  whips  and  long  flexible  weapons  in  their  various  forms  (bullwhips,  spiked  chains,  lassos,  etc.).   You   can   use   this   skill   for   active   defense  against  melee  attacks  if  holding  a  whip.    Disarm:  Reduce  the  difficulty  of  disarm  attacks  when  wielding  a  whip  by  1.  Strangle   (action):   Treat   your   attack   with   a  whip  as  a  ranged  attack  against  a  human-­‐sized  opponent’s   head   (with   the   appropriate  difficulty).   If   you   get   at   least   1   confirmed  critical   success,   your   whip   wraps   the  opponents   neck   and   cuts   off   air   and   blood  supply,   suffocating   them   (see   Suffocation   in  Chapter  5).  Each  round  the  target  can  use  their  action   to   attempt   to   break   free   with   a  successful   [Dexterity   +   Unarmed   Combat]  challenge.   You   defend   with   an   active   defense    [Dexterity   +   Whip]   challenge,   or   just   using  [Dexterity].  Trip   (action):   You   may   use   a   whip   to   make  ranged   trip   attacks   against   your   opponent  using  a  [Dexterity  +  Whip]  challenge.  

COVERT SKILLS You   use   covert   skills   for   challenges   involving  actions   that   are   intended   to   be   secret   and  unnoticed,  or  to  create  false  impressions.    

DISGUISE You   use   this   skill   when   attempting   to  physically  disguise  your  own  or  someone  else’s  identity,  or  to  look  like  another  specific  person.  If  you’re  disguised  as  a  specific  person,  anyone  who  knows   that  person  will   get  bonus  dice   in  any  opposed  challenge   to  detect  your  disguise  as  shown  in  Table  6.1.      

Mimic:   When   disguised   as   a   specific   person,  reduce   the   familiarity   bonus   dice   by   the  number   of   dice   in   your   Disguise   skill,   to   a  minimum  of  zero.  

EXPLOSIVES You   use   this   skill   in   challenges   involving  placing  and  setting  off  explosives.  You  can  also  use   it   to   identify   the   effects   of   particular  explosives  or  trace  the  origin  of  explosives.  

FORGERY You  use  Forgery  skill   to  create   false  papers  or  modify   existing   documents   or   images.   You  could  use  it  to  counterfeit  currency,  create  new  identity   documents,   or  modify   information   on  a   paper   receipt.   You   can   also   use   Forgery   to  modify   images   and   videos.   Many   official  documents   have   properties   that   make   them  difficult   to   forge,   resulting   in   penalty   dice   on  the  Forgery  challenge  as  shown  in  Table  6.2.    Table 6.2: Forgery Penalties Document   Forgery  Penalty    

Signature/Signed  Check   None  Notarized  Signature   1  die  Driver’s  License   1  die  US  Passport   3  dice  Surveillance  Video   2  dice  US  Currency   3  dice  

STEALTH You   use   Stealth   skill   for   challenges   when  attempting  to  remain  unnoticed.  You  could  use  it  to  hide  in  a  dark  alley,  sneak  up  silently  on  an  enemy,   or   hide   a   small   object   in   the   palm   of  your  hand.  

Table 6.1: Disguise Recognition

Familiarity   Bonus  Dice  to  Recognize  Disguise  

Acquaintance  or  Fan   1  bonus  die  See  or  Visit  Monthly   2  bonus  dice  Co-­‐Worker  or  Friend   3  bonus  dice  Close  Friend  or  Family  Member  

4  bonus  dice  

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Diversion   (action):   You   create   a   diversion   to  draw  attention  away   from  another  character’s  Stealth   challenge.   Roll   [Intelligence   +   Stealth]  to   assist   another   character   who   is   taking   a  challenge   to   remain   unnoticed.   Grant   1   bonus  assist   die   for   each   success,   limited   to   the  number  of  dice  in  your  Stealth  skill.    Sneak  Attack:  When  you  successfully  attack  a  vulnerable   opponent,   add   your   Stealth   dice   to  the  damage  roll.  

SURVEILLANCE You   use   Surveillance   skill   to   gather  information  about  people  or  places  by  secretly  monitoring   them.   You   also   use   it   when  attempting   to   discover   hidden   surveillance  devices.  

Case:   After   spending   a   day   inspecting   a  location,   you   gather   enough   information   to  take  a  [Perception  +  Surveillance]  challenge  to  assist   any   Covert   skill   challenge   within  location.  Grant  1  bonus  die  per  success,  limited  to  the  number  of  dice  in  your  Surveillance  skill.  Tail:   After   spending   a   day   following   and  monitoring   the   activities   of   an   individual,   you  gather   enough   information   to   take   a  [Perception  +   Surveillance]   challenge   to   assist  a   Social  or  Covert   skill   challenge   targeting   the  tailed   individual.   Grant   1   bonus   die   per  

success,   limited   to   the  number  of  dice   in  your  Surveillance  skill.  

THEFT You   use   Theft   skill   to   steal   items   from   secure  locations,  like  a  safe  or  a  pocket.  Theft  skill  also  applies   to   attempts   to   bypass   typical   security  devices.   When   you   try   to   steal   directly   from  another   character,   you   take   an   opposed  challenge  against  the  target’s  [Perception  +  Self  Control].   Inanimate   objects   like   locks   and  security  systems  typically  have  a  set  difficulty.  Quick   Crack:   When   taking   an   extended   theft  challenge,   for   example   to   bypass   a   security  device,  you  may  increase  the  difficulty  for  each  roll  by  1,  but  add  3  bonus  dice  to  each  roll.  

CRAFT SKILLS Craft  skills  allow  you  to  create  relatively  simple  items,  repair  items  and  understand  the  quality  and   properties   of   crafted   items.   Rules   for  creating   and   repairing   items   are   covered   in  Chapter  8.  Craft   Superior   Item:   This   special   ability   is  available   separately   for   each   craft   skill.   You  may   attempt   to   craft   a   superior   item   by  increasing   the   creation   difficulty   by   1   and  doubling  the  total  successes  required.  Superior  

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items   generally   have   one   of   their   attributes  improved   by   1.   For   instance,   superior   armor  may   have   1   less   die   of   encumbrance,   and   a  superior   vehicle   may   have   1   extra   point   of  maneuver  or  acceleration.  

COOKING Use  this  skill  to  make  special  foods  or  drinks  or  discover   the   recipes   for   specific   dishes.  Superior   cooked   items   might   provide   bonus  dice  for  social  challenges.  

MASONRY Use   this   skill   when   building   structures   out   of  stone  and  mortar  and  brick.  This  could  include  walls,   bridges,   brick   buildings,   pyramids   or  tombstones.  

METALWORK Use   this   skill   when   forming   new   items   out   of  metal.  This  could  be  simple  machines,  tools,  or  steel  girders.  

TAILOR Use   this   skill   to   create   new   and   original  clothing  and  new  textiles.  

WOODWORK Use   this   skill   to   create   items   from  wood.   This  could  be  furniture  or  wooden  buildings.  

DISCIPLINE SKILLS Discipline   skills   apply   to   challenges   that  require   you   to   be   focused,   in   control   of   your  emotions,  and  aware  of  what’s  going  on  in  the  world  around  you.  

CONCENTRATION Concentration   skill   allows   you   to   stay   focused  on  a  task  that  requires  constant  concentration,  like   being   on   watch   or   solving   a   complicated  puzzle.  Focus:   Reduce   the   number   of   distraction  penalty  dice  for  your  challenges  by  the  number  of  dice  in  your  Concentration  skill.  Focus   Other   (action):   When   another  character   near   you   is   forced   to   add   penalty  dice  to  a  challenge  due  to  distractions,  you  may  take   a   [Charisma   +   Concentration]   challenge  and  reduce  the  distraction  dice  by  the  number  

of   successes,   up   to   the   number   of   dice   your  Concentration   skill.   This   does   not   count   as   an  assist.  Stay   on   Task:   When   taking   a   challenge   that  requires   heavy   thinking   or   study,   you   may  assist  yourself  with  a  Concentration  challenge.  You   may   apply   multiple   successes   as   bonus  dice   to   your   challenge,   up   to   the   number   of  dice  in  your  Concentration  skill.  

SELF CONTROL The  Self  Control  skill  applies  to  challenges  that  require   your   mind   to   control   your   emotions  and  physical  reactions.  This  includes  toughness  Challenges   and   resistance   to   many  environmental  dangers  that  affect  behavior.  Out   of   Character:   When   you   take   an   action  that   goes   against   one   of   your   personality  patterns,   you   may   take   a   [Charisma   +   Self  Control]  challenge  to  avoid  giving  up  a  persona  pool   die.   The   difficulty   of   this   challenge   is  usually  one,  but  the  gamemaster  may  increase  it  based  on  the  nature  of  your  action.  You  may  use  this  ability  a  number  of  times  in  each  scene  equal  to  your  Self  Control  dice.    

HUMANITIES SKILLS These   skills   represent   your   knowledge   of  classical   humanities,   as  well   as   your   ability   to  research  new  information  within  these  field  Extended  Research:  You  may  treat  a  humanities  challenge  as  an  extended  challenge.  Reduce  the  difficulty   by   1,   and   then   double   the   original  difficulty   to   get   the   total   successes   required.  Each  roll  on  a  research  challenge  represents  a  full  day  of  research.     The  following  abilities  are  available  for  each  humanities  skill.  Researcher:   When   making   an   extended  research  challenge  in  humanities,  add  2  bonus  dice  to  each  roll.  

HISTORY This  skill  represents  your  overall  knowledge  of  history.    Local   Historian:   Receive   three   bonus   dice  when   making   a   History   challenge   involving  your  home  area.    

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LITERATURE This   skill   represents   your   knowledge   of  important   literature,   both   fiction   and   non-­‐fiction.    

RELIGION This   skill   represents   your   knowledge   of  religion  in  general.  You  can  use  it  to  determine  religious  beliefs  or  how  to  correctly  perform  a  religious  ritual.  

LANGUAGE SKILLS Language   skills   reflect   you   fluency   in   other  languages.  

SPECIFIC LANGUAGE Each  specific  language  is  a  separate  skill.  Thus,  in   the  modern  world,  German   is   a   skill,   as  are  English,  Mandarin,  and  Swahili.    

LOCAL KNOWLEDGE SKILLS Local   Knowledge   skills   represent   your  familiarity  with  specific  locations.  

SPECIFIC LOCATION Your   knowledge   of   the   people   and   places   of  each  specific  location  (a  region  or  large  city)  is  a  separate  skill.  

MECHANICAL SKILLS You   use   Mechanical   skills   to   understand,  modify,   sabotage   and   repair   mechanical  systems.  See  rules  for  repair  in  Chapter  8.  

INDUSTRIAL MECHANIC Use   this   skill   to   repair   and   modify   industrial  systems   such   as   power   plants,   factory  machinery,  etc.  

VEHICLE MECHANIC Use   this   skill   to   repair  and  modify  mechanical  vehicles   such   as   cars,   trucks,   airplanes,   boats  and  tanks.  

MEDICAL SKILLS

FIRST AID Use  this  skill  to  deal  with  time-­‐critical  onjuries.  Treat   Injuries:   You   may   take   a   [Perception   +  First   Aid]   Challenge   to   take   care   of   a   wound  received  during  the  same  scene  by  yourself  or  another   character.   This   challenge   takes   five  minutes   and   is   treated   as   an   assist   for   the  wounded   character’s   next   Healing   Challenge.  Multiple   success  dice  can  apply   to   the  Healing  Challenge,   up   to   the   number   of   dice   in   your  First  Aid  skill,  and  at   least  1  can  apply,  even  if  you’re  unskilled.    Stop   Bleeding   (action):   You   may   take   a  [Perception   +   First   Aid]   challenge   during   a  cinematic   scene   to   remove   Bleeding  disadvantage   dice   from   yourself   or   another  character.   The   difficulty   is   the   number   of  bleeding  dice  your  subject  has.  If  the  challenge  is   successful,   you   remove   one   die   of   bleeding.  Any   confirmed   critical   successes   remove   all  bleeding   dice.   Once   you   have   removed  bleeding   dice,   you   must   remain   near   the  subject  and  take  the  Stop  Bleeding  action  every  turn   for   the   rest   of   the   scene,   or   all   bleeding  dice   you   removed   will   return.   Only   one  character  may  use  the  Stop  Bleeding  action  on  a  given  character  in  a  single  round.  Patch  and  Go  (action):  When  in  contact  with  a  character   wounded   during   the   current   scene,  you   may   take   a   [Dexterity   +   First   Aid]  challenge   as   an   assist   to   the   wounded  character’s  toughness  challenge,  provided  they  take  a  toughness  challenge  as  their  next  action.  More  than  one  success  die  may  be  added  to  the  toughness  challenge,  up   to   the  number  of  dice  in  your  First  Aid  skill.    

PATHOLOGY This   skill   represents   your   knowledge   of  physical   diseases   and   disorders   and   their  symptoms.  Use  this  skill  to  determine  a  specific  type  of  disease  and  possible  treatments.  Precise   Diagnosis:   When   you   use   your  Pathology  skill  to  assist  challenges  that  defend  against   disease,   you   may   apply   multiple  successes   to   the   assisted   challenge,   up   to   the  number   of   dice   in   your   Pathology   skill.   You  

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may   assist   one   patient   per   week   per   die   in  Pathology.  

PHARMACY This  skill  represents  your  knowledge  of  drugs,  both   legal   and   illegal,   as   well   as   poisons.   You  can  use  this  skill  to  assist  defensive  challenges  and  against  poison.  You  can  also  use  Pharmacy  skill   to   create   pharmaceutical   compounds   or  poisons   from   basic   ingredients.   The   proper  drugs   may   alleviate   or   cure   some   Physical  Disadvantages.  See  Painkillers  in  Chapter  8.  

PSYCHOLOGY This  skill  represents  your  knowledge  of  mental  disorders   and   their   treatment.   At   the  gamemaster’s  discretion,  you  may  use  this  skill  to  treat  or  remove  mental  disadvantages.  

SURGERY This   skill   represents   your   prowess   as   a  surgeon.   At   the   gamemaster’s   discretion,   it  may   be   used   to   remove   wounds   or   Physical  Disadvantages.  Superior   Surgeon:   When   you   use   your  Surgery   skill   to   assist   healing   challenges,   you  may   apply   multiple   successes   to   the   assisted  challenge,   up   to   the   number   of   dice   in   your  Surgery   skill.   You  may  provide   this   assistance  to  one  patient  per  week  per  die  in  your  Surgery  skill.  

NATURE SKILLS

ANIMALS This  skill  represents  your  connection  with  and  knowledge  of  animals.  Calm  Animal:  You  may  use  your  Animals  skill  as   if   it   were   Persuasion   skill   to   change   the  disposition   of   an   animal   or   small   group   of  animals.  Treat  Animal:  You  may  use  your  Animals  skill  as   First   Aid   skill   when   treating   injuries   to  animals.  

PLANTS This   skill   represents   your   knowledge   of   all  plants,  including  their  practical  uses.  

RIDING This   skill   represents   your   ability   to   ride   and  control  animal  mounts.  Maneuver:   You   may   take   a   difficulty   zero  Riding   challenge   when   mounted   and   gain   1  additional   maneuver   point   for   each   success.  See   Chapter   9:   Vehicles   and   Mounts   for   an  explanation  of  maneuver  points.  Mounted   Combat:   Being   mounted   does   not  make   you   vulnerable.   You   may   also   use  [Dexterity   +   Riding]   as   your   defensive   skill  challenge   against   melee   attacks   when  mounted.  

SURVIVAL This   skill   represents   your   ability   to   survive   in  the  wild  and  endure  extreme  environments.  In  most   situations,   you   may   add   your   Survival  dice   to   Endurance   challenges   involving  extreme   environmental   conditions   of   heat,  cold,  etc.  Guide:   You   may   use   your   Survival   skill   to  assist   the   Survival   challenges   of   others.   You  may   apply   multiple   successes   to   the   assisted  challenge,   up   to   the   number   of   dice   in   your  Survival   skill,   and   you   may   assist   multiple  people   per   day,   up   to   the   number   of   dice   in  your  Survival  skill.  

TRACKING You   use   this   skill   for   tracking   animals   or  humans.   The   difficulty   depends   on   the   age   of  the   tracks,   the   size   of   the   creature   being  tracked,   and   any   environmental   factors   that  might  make   tracks  more  apparent,  wash   them  away  or  cover  them  up.  

OPERATE MACHINERY SKILLS These   skills   have   to   do   with   your   ability   to  drive  or  operate  machinery.  

CONSTRUCTION This   skill   represents   your   ability   to   operate  heavy   construction   equipment   like   cranes,  backhoes,  bulldozers,  dump  trucks,  etc.  

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INDUSTRIAL This   skill   represents   your   ability   to   operate  industrial   equipment,   such   as   in   a   factory   or  power  plant.  

DRIVING This   skill   represents   your   ability   to   operate  typical   ground   vehicles   used   primarily   for  transporting  passengers  or  cargo.  Maneuver:   You   may   take   a   difficulty   zero  Driving   challenge   when   driving   a   vehicle   and  gain   1   additional   maneuver   point   for   each  success.  Combat   Driving:   As   part   of   a   ground   vehicle  move   action,   you   may   take   a   difficulty   1  [Dexterity   +   Driving]   challenge   to   move  evasively.  If  you  succeed,  increase  the  difficulty  of  any  ranged  attacks  against  you,  your  vehicle,  and  your  passengers  by  1  until  your  next  turn.    

PILOTING This   skill   represents   your   ability   to   operate  aircraft,   including   fixed   wing   airplanes   and  helicopters.  Maneuver:  You  may   take  a  difficulty  0  Piloting  challenge  when  piloting  an  aircraft  and  gain  2  additional  maneuver  points  for  each  success.  Combat   Piloting:   As   part   of   an   aircraft  move  action,  you  may  take  a  difficulty  1  [Dexterity  +  Piloting]   challenge   to   move   evasively.   If   you  succeed,   you   increase   the   difficulty   of   any  ranged   attacks   against   you,   your   vehicle,   and  your  passengers  by  1  until  your  next  turn.  

SAILING This   skill   represents   your   ability   to   operate  seagoing   vehicles,   including   sailboats   and  powered  boats.  Maneuver:   You   may   take   a   difficulty   zero  Sailing   challenge   when   operating   a   boat   and  gain   1   additional   maneuver   point   for   each  success.  Combat   Sailing:   As   part   of   a   boar  movement  action,  you  may  take  a  difficulty  1  [Dexterity  +  Sailing]   challenge   to   move   evasively.   If   you  succeed,   increase   the   difficulty   of   any   ranged  attacks   against   you,   your   vehicle,   and   your  passengers  by  1  until  your  next  turn.  

PERFORMANCE SKILLS

ACTING This   skill   applies   to   your   challenges   involving  acting  in  plays,  films,  or  just  impromptu  acting.  

DANCING This   skill   applies   to   your   challenges   involving  dancing,  both  solo  and  in  groups.  

MUSIC This   skill   applies   to   your   musical   instrument  performances.   It   does   not   indicate   your  knowledge  of  music  theory  or  history.  

SINGING This   skill   applies   to   your   musical   vocal  performances.   It   does   not   represent   your  knowledge  of  music  theory  or  history.  

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RANGED COMBAT SKILLS

BOW This  skill  applies  when  you  attack  with  bows  or  crossbows.  Aim   (action):   If   you   have   a   drawn   and   loaded  bow,  take  a  [Perception  +  Bow]  challenge  as  an  assist   to   your   next   action,   assuming   it   is   an  attack   with   your   bow.   Aiming   makes   you  vulnerable,  just  like  any  ranged  attack  action.  Precise   Aim:   You   may   apply   more   than   1  success  die   from  your  Aim  action  to  your  bow  attack,  up  to  a  maximum  of  the  number  of  dice  you  have  in  your  Bow  skill.  Quick  Load:  You  may  draw  and  nock  an  arrow  as  a  free  action,  provided  you  have  a  quiver  to  draw  from.  

HANDGUN This   skill   represents   your   ability   to   fire   and  care  for  handguns.  Aim   (action):   If   you   have   a   drawn   and   loaded  handgun,   make   a   [Perception   +   Handgun]  challenge   as   an   assist   to   your   next   action,  assuming   it   is   an   attack   with   your   handgun.  Aiming   makes   you   vulnerable,   just   like   any  ranged  attack  action.  Melee   Handgun:   Ranged   attacks   with  your   handgun   do   not   make   you  vulnerable,   and   you   may   use   your  handgun   as   a   club.   Using   an   Aim   action  still  makes  you  vulnerable.  Moving  Handgun  Shot  (action):  Make  a  normal  move  action  and  then  attack  with  a   handgun.   Multiple   action   penalties  apply  to  these  2  actions.  Multiple  Handgun  Shots  (action):  Make  multiple   Handgun   attacks   up   to   the  number   of   dice   in   the   Handgun   skill,  provided   the   weapon   has   enough  ammunition   loaded.   Multiple   action  penalty  dice  apply.    Precise  Aim:  You  may  apply  more  than  1  success   die   from   your   Aim   action   to   your  handgun  attack,  up  to  a  maximum  equal  to  the  number  of  dice  you  have  in  your  Handgun  skill.  Quick  Draw:  You  may  draw  a  loaded  handgun  as  a  free  action.  

Quick   Load   Handgun:   Reload   a   handgun’s  ammunition   as   a   free   action.   The   maximum  number  of  rounds  or  clips  you  can  reload   in  a  turn   equals   the   number   of   dice   in   your  Handgun  skill.  

RIFLE This   skill   represents   your   ability   to   fire   and  care  for  rifles.  Aim   (action):   If   you   have   loaded   rifle,   take   a  [Perception   +   Rifle]   challenge   as   an   assist   for  your  next  action,  assuming   it   is  an  attack  with  your   rifle.   Aiming   makes   you   vulnerable,   just  like  any  ranged  attack  action.  Moving   Rifle   Shot   (action):   Make   a   normal  move   action   and   then   attack   with   a   rifle.  Multiple   action   penalties   apply   to   these   2  actions.  Multiple   Rifle   Shots   (action):  Make  multiple  attacks  with  a  rifle,  up  to  the  number  of  dice  in  the  Rifle  skill,  provided  the  weapon  has  enough  ammunition.   Multiple   action   penalty   dice  apply.    Precise   Aim:   You   may   apply   more   than   1  success  die   from  your  Aim  action   to  your  rifle  attack,  up   to  a  maximum  equal   to   the  number  of  dice  you  have  in  your  Rifle  skill.  

Quick  Load  Rifle:  Reload  a  rifle’s  ammunition  as   a   free   action.   The   maximum   number   of  rounds   or   clips   that   you   can   reload   in   a   turn  equals  the  number  of  dice  in  your  Rifle  skill.  Suppression(action):  Make  a  normal  attack  to  hit   your  opponent,  decreasing   the  difficulty   to  hit   by   1,   or   by   2   if   you’re   using   an   automatic  

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weapon  (to  a  minimum  of  one).  If  you  succeed,  you   do   no   damage,   but   the   opponent   is  suppressed  and  must  succeed  on  a  [Charisma  +  Self   Control]   challenge   to   take   actions   during  their   next   turn.   Any   confirmed   critical  successes  on  your  attack  add  to  the  difficulty  of  your  target’s  challenge.    

SHOTGUN This   skill   represents   your   ability   to   fire   and  care  for  shotguns.  Multiple   Shotgun   Shots   (action):   Make  multiple   attacks   with   a   shotgun,   up   to   the  number   of   dice   in   the   your   Shotgun   skill,  provided   the  weapon  has  enough  ammunition  loaded.  Multiple  action  penalties  apply.    Quick   Load   Shotgun:   Reload   a   shotgun’s  ammunition   as   a   free   action.   The   maximum  number   of   rounds   you   can   reload   in   a   turn   is  the  number  of  dice  in  your  Shotgun  skill.  Shotgun   Assault   (action):   Make   a   normal  move  action  and  then  attack  with  a  shotgun  at  close   range.   The   attack   does   not   count   as   a  separate   action   when   determining   multiple  action  penalties.  

SPECIAL WEAPONS This  skill  reflect  your  ability  to  use  and  care  for  special   ranged   weapons   such   as   bazookas,  guided  missiles,  or  large  caliber  machine  guns.  

THROWN WEAPON You  use  this  skill  when  you  attack  with  thrown  weapons,  like  knives,  throwing  axes,  grenades,  or  rocks.  Quick   Draw:   Draw   a   throwing   weapon   as   a  free  action  before  throwing  it.  

SCIENCE SKILLS Science   skills   represent   your   knowledge   of   a  given  field  of  science,  as  well  as  your  ability  to  research  new  information  within  that  field.  Research:   You   may   treat   a   difficult   science  challenge  as  an  extended  challenge.  Reduce  the  difficulty  by  1  and  double   the   total  number  of  successes   required.   Each   roll   on   a   research  challenge  represents  a  full  day  of  research.     The   following   special   abilities   are   available  for  each  Science  skill.  

Researcher:   When   taking   an   extended  research   challenge   with   this   skill,   you   add   2  bonus  dice  to  each  roll  

BIOLOGY This   skill   represents   your   knowledge   of   the  structure  and  processes  of  all  living  things.  

CHEMISTRY This   skill   represents   your   knowledge   of  chemical  reactions  and  formulas.  

FORENSICS This   skill   represents   your   knowledge   of   the  sciences   of   crime   scene   investigation   and  evidence  identification.  

PHYSICS This   skill   represents   your   knowledge   of  physics,  both  classical  and  quantum.  

SOCIAL SKILLS

COMMAND This  skill  represents  your  ability  to  lead  others  in  stressful  situations,  such  as  combat.  Inspire  Ally:   If   you   can   communicate  with  an  ally  within  30  feet,  you  may  take  a  [Charisma  +  Command]   challenge   to   assist   that   ally’s  toughness   challenge   (you   cannot   assist   with  toughness   challenges   at   the   start   of   a   scene).  This  occurs  when  the  ally  makes  the  toughness  challenge   and   does   not   count   as   an   action   for  you.  Multiple  Assists   (action):  During  a  cinematic  scene,  specify  an  action  to  be  taken  by  another  character   or   yourself.   If   multiple   characters  assist   the   designated   action,   the   character  taking   the   action   may   use   assist   dice   from   a  number  of  characters  equal   to  your  Command  skill.  

DECEPTION This  skill  represents  your  ability  to  lie  to  other  characters,   or   simply   lead   them   to   false  conclusions.  

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GAMBLING This   skill   represents   your   ability   to   play   the  odds  in  games  of  chance,  as  well  as  your  ability  to  bluff  and  read  other  players.  

INTIMIDATION This  skill  represents  your  ability  to  use  fear  to  persuade  an  NPC.  Its  results  only  last  as  long  as  the  NPC  feels  threatened  by  you.  Frighten   (action):   Take   a   difficulty   0  [Charisma   +   Intimidation]   challenge   and   treat  successes   as   attack   dice   for   a   Fear   effect   on  your  target  as  described  in  Chapter  5.  

PERSUASION This   skill   represents   your   ability   to   negotiate  with   another   character   or   to   make   another  character   react   more   favorably   to   you.   The  Friends   and   Enemies   section   in   Chapter   5  describes   the   effects   of   the   attitudes   of   other  characters.    Befriend:   When   you   take   a   Persuasion  challenge,   any   confirmed   critical   dice   indicate  that  the  target’s  attitude  toward  you  (and  your  close   friends)   has   permanently   increased   by  one   category.   Attitude   of   an   NPC   may   only  improve  one  category  per  scene.  Heroic   Befriend:   You   improve   attitude  multiple   categories   from   a   single   Persuasion  challenge,  one   for  each  confirmed  critical.  The  maximum   number   of   category   improvements  in  a  single  scene  for  a  particular  NPC  is  equal  to  your  Persuasion  skill  dice.  You  can  improve  an  NPC’s   attitude   by   multiple   categories   in   a  single  scene.  

SEDUCTION This   skill   represents   your   ability   to   convince  members  of  the  appropriate  gender  and  sexual  persuasion   to   become   romantically   involved  with  you.  Wiles:   You  may  use   a   [Charisma  +   Seduction]  challenge  to  assist  a  Persuasion  challenge  on  a  person   potentially   interested   in   your   gender  and  sexual  persuasion.  You  may  apply  multiple  successes   to   the   assisted   challenge,   up   to   the  number  of  dice  in  your  Seduction  skill.  

TECHNOLOGY SKILLS

COMMUNICATIONS This   skill   represents   your   ability   to   operate  and   maintain   sophisticated   communications  equipment,   including   radios,   telephone   lines,  cable  television,  etc.  You  could  also  use  it  when  attempting   to   disable   or   intercept  communications.   Rules   for   repair   are   given   in  Chapter  8.  

COMPUTERS This   skill   represents   your   knowledge   of  computers   and   computer   programs.   It   applies  when   you   use   specific   software   to   enhance  challenges.  You  can  also  use  this  skill  to  repair  computers,   hack   into   secured   computers,   and  craft   new   programs.   See   Computers   and  Software  in  Chapter  8.  

MEDICAL TECHNOLOGY You   use   this   skill   to   operate   and   repair  complex  medical   equipment,   like  monitors,   x-­‐ray  machines,  and  lab  equipment.

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CHAPTER 7: ADVANTAGES AND DISADVANTAGES This  chapter  gives  examples  of  advantages  and  disadvantages  for  characters.  It  is  not  intended  to  be  an  exhaustive  list  –  the  players  are  free  to  choose  any  advantages  and  disadvantages  with  the  approval  of  the  gamemaster.     Note   the  difference  between  character   traits  that   are   just   Personality   Patterns,   and   those  that   are   true   advantages   and   disadvantages.  Personality   Patterns   are   attitudes   or  psychological   traits   that   drive   character  decision   making,   while   advantages   and  disadvantages   are   inevitable   –   their   effects  can’t  be  “willed”  away  or  avoided  through  self-­‐control.   For   example,   an   addiction   to   alcohol  would   be   a   Personality   Pattern,   but   Epilepsy  would  be  a  Disadvantage.  

ADVANTAGES

ACUTE VISION You   have   exceptionally   acute   vision.   Bonus  dice   from   this   advantage   apply   to   your  Perception  challenges  requiring  good  vision.  

ACUTE HEARING You   have   exceptionally   acute   hearing.   Bonus  dice   from   this   advantage   apply   to   your  Perception  challenges  requiring  hearing.  

ALLIES You  have  one  or  more  allies  that  may  come  to  your  assistance  when  needed.  The  gamemaster  determines   the   nature   of   assistance   and   rolls  your  advantage  dice  to  determine  if  assistance  arrives.  

ASSISTANT You  have  a  loyal  assistant.  Bonus  dice  from  this  advantage  apply  whenever  the  assistant  is  able  to   help   you   with   a   task.   Assistants   generally  have   specific   responsibilities   and   their   bonus  dice   only   apply   in   situations   involving   those  responsibilities.   For   instance   your   butler’s  bonus  dice  might   apply  when  you’re   trying   to  impress  others,  but  would  not  apply  when  you  analyze  evidence  from  a  crime  scene.  

ATTRACTIVE Bonus   dice   from   this   advantage   apply   to  Persuasion,   Seduction   and   Deception   and  attempts  to  influence  others.  

CONTACTS You  have  contacts  in  the  community  that  make  it  easier  to  find  information  or  acquire  rare  or  contraband  items.  

DIPLOMATIC IMMUNITY You  are  a  diplomat  from  a  foreign  country  and  are   not   subject   to   many   of   the   laws   of   the  nation  where  you  reside.  

FAMOUS OR GOOD REPUTATION You   are   well   known,   generally   in   a   positive  way,  even  by  people  you’ve  never  met.  This  die  is  generally  added  as  a  bonus  to  reaction  rolls  and  might  apply  to  income  rolls  if  your  income  is   based   on   performance   skills   that   benefit  from  popularity.  

GOOD LUCK Bonus   dice   for   good   luck   are   applied   at   the  discretion   of   the   gamemaster   in   situational  rolls   or   challenges   where   your   luck   plays   a  major   role   with   an   important   outcome.   It  would  not,   for   instance,   apply   to  all   your   rolls  at  a  gambling  table.  

LAW ENFORCEMENT POWERS This   advantage   applies   to   your   attempts   to  control   other   characters   or   gain   the  cooperation   of   bystanders.   It   also   applies   to  when  you  are   trying   to  determine   correct   law  enforcement  procedures.  

MILITARY RANK In   some   settings,   having   a   military   rank  conveys  immediate  authority.  These  advantage  dice   might   apply   to   challenges   involving  convincing   or   intimidating   others,   especially  lower  ranking  military.  

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PATRON Each  patron  provides  special  help  to  you  from  time   to   time.   In   situations  where   the   patron’s  help  might  be  beneficial,   the  gamemaster  may  roll   the   advantage   dice   and   the   number   of  successes   determines   the   level   of   help  provided.  

POLITICAL POWER You   have   a   political   office   or   other   influence  within   government   that   gives   you   some  advantage  when  government  agencies  and  red  tape  are  involved.  

WEALTH you  have  a  wealthy  family  or  receive  large  but  unpredictable   payments   for   services.   This  bonus  applies  when  you  determine  your  initial  lifestyle,   and   it   adds   to   your   monthly   income  challenges.  

DISADVANTAGES

BAD LUCK Penalty  dice   for  bad   luck   should  be  applied  at  the  discretion  of  the  gamemaster  in  situational  rolls   or   challenges   where   your   luck   plays   a  major  role.  

CRIMINAL RECORD You  have  a  criminal  record.  Penalty  dice  apply  whenever   an   NPC   you’re   interacting   with  knows   about   your   record   and   it   could  matter  to  them.  

DEBT You   have   taken   on   debt.   This   disadvantage  applies   to   your   Income   Roll   each   month   as  described  in  Chapter  8.  

ENEMIES You  have  specific  enemies  that  actively  want  to  harm   you   in   some   way.   (See   Friends   and  Enemies   in  Chapter  3).  The  number  of   dice   in  this  disadvantage  reflects  that  chance  that  your  enemies  will  surface  during  an  adventure.  

ILLITERATE Although   you   are   fluent   in   your   native  language,   you   have   difficulty   reading   and  writing   in   it.   Add   these   penalty   dice   to   any  tasks  involving  extensive  reading  or  writing.  

INFAMOUS OR BAD REPUTATION You   are   well   known,   generally   in   a   negative  way,  even  by  people  you’ve  never  met.  This  die  is  generally  added  as  a  penalty  to  reaction  rolls  and   might   apply   to   income   rolls   if   your  reputation  adversely  affects  your  occupation.  

INJURED ARM/HAND You  do  not  have  full  use  of  one  or  both  of  your  arms   or   hands.   Penalty   dice   apply   for   any  action   that   depends   on   the   injured   arm   or  hand.  

LAME You  do  not  have  full  use  of  one  or  both  of  your  legs.   Penalty   dice   apply   for   any   action   that  depends  on  your  legs.  

POOR VISION/BLIND Add   the   penalty   dice   for   this   disadvantage   to  any  challenge  that  would  be  significantly  more  difficult  without  the  ability  to  see.  

POOR HEARING/DEAF You  have  poor  or  no  hearing  and  are  unable  to  speak.   Penalties   apply   to   your   perception  challenges   involving   hearing   and   any  challenges   that   require   voice   communication.  Consider  International  Sign  Language  as  a  skill.  

SECRET You  have  a  terrible  secret  that  would  ruin  your  life  if  it  got  out.  You  must  be  always  vigilant  to  cover   it   up.   Penalty   dice   apply   whenever  protecting  the  secret  interferes  with  a  task.  

UNATTRACTIVE You   have   deformities,   scars,   or   just   unusual  features   that   make   you   visually   or   physically  unattractive  to  others.  

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CHAPTER 8: MONEY AND EQUIPMENTMONEY The   money   system   in   D6Pool   is   designed   to  reduce   bookkeeping   for   your   day-­‐to-­‐day  expenses.   You   have   a   lifestyle   that   you   must  maintain   through   your   source   of   income  (generally   a   skill),   and   a   certain   amount   of  money   in   savings.   You   have   free   access   to  items  that  are  typical  of  your  lifestyle,  without  any   bookkeeping   involved.   Anything   beyond  your   lifestyle   must   be   paid   for   out   of   your  savings.  

LIFESTYLE  You  have  a   lifestyle   that,   among  other   things,  determines   the   difficulty   of   your   monthly  income   challenges.   It   also   determines   what  types  of  items  and  services  you  can  have  “free”  access  to  during  the  game.     Table   8.1   gives   the   annual   income   in  modern   dollars   required   to   maintain   each  lifestyle.   It   also   gives   the   bonus   amount   that  you   can   earn   on   your   monthly   income  challenge  if  you  are  at  that  lifestyle.

LIFESTYLE  ABUSE  Free  access   to   items   in  a  given   lifestyle  means  reasonable   items.   Just   because   you   are   at  

lifestyle   3   and   have   access   to   luxury   cars,  pickup   trucks,   minivans   and   SUVs   doesn’t  mean  you  could  have  one  of  each.  If  players  are  determined   to   abuse   the   lifestyle   system,   the  gamemaster  should  feel  free  to  abandon  it  and  make   them   pay   for   everything   out   of   their  annual  income.  

INCOME  Your   income   is   determined   by   a   monthly  income   challenge   using   an   attribute   and   skill  appropriate   for  your   job.   If  you’re  a  politician,  this   might   be   Charisma   and   Politics,   or  Intelligence   and   Administration.   If   you’re   a  pickpocket,  it  might  be  Dexterity  and  Theft.  For  a   street   performer,   it   might   be   Charisma   and  Music.   The   gamemaster   should   feel   free   to  apply  bonus  and  penalty  dice  to  your  challenge  for   jobs   that   produce   noticeably   higher   or  lower  income.  If  you’re  a  medical  professional,  you  might  get  1  or  2  bonus  dice,  but  if  you’re  a  street   performer   you   might   have   to   add  penalty  dice.     The   difficulty   of   your   income   challenge   is  your   current   lifestyle.   If   your   challenge  succeeds,  you  maintain  your  lifestyle.  For  each  critical   success   beyond   the   lifestyle   difficulty,  

Table 8.1: Lifestyles Lifestyle Description Annual  

Income Monthly  Bonus

Example  Lifestyle  Items

0 Very  Poor/Homeless

$10k $300 Tiny  apartment,  basic  food

1 Poor $30k $1,000 Small   home/apartment,   food,   local  transportation,   basic   clothes,   basic  communication

2 Middle  Class $100k $3k Nice   home,   vehicles,   vacation   travel,  nice  clothes,  occasional  entertainment  and  dining  out

3 Wealthy $300k $10k Nice   home,   luxury   vehicles,   frequent  travel   entertainment   and   dining   out,  fashion  clothes

4 Very  Wealthy $1  million

$30k Mansion,  sailboat,  unlimited  travel  and  dining  out,  etc.

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you   receive   the   bonus   income   listed   in   the  Table  8.1.  For  instance,   if  you  are  middle  class  and  roll  4  successes,  you  receive  2  bonuses,  or  six  thousand  dollars.     If   you   fail   an   income   challenge,   you   must  pay   the  bonus  amount  out  of   savings   for   each  success  you  were  short.  For  example,  if  you  are  wealthy  and  roll  only  1  success,  you  would  lose  twenty   thousand  dollars   of   savings.   If   you   are  unwilling   or   unable   to   pay   the   penalty   for  failure,  you  may  either  take  on  debt  to  make  up  the   difference,   or   voluntarily   reduce   your  lifestyle   (see   below)   before   applying   the  results  of  the  income  roll.  

DEBT  At   any   time,   you  may   receive  money   equal   to  the  monthly  bonus  of  your  current   lifestyle  by  taking   on   1   die   of   the   Debt   disadvantage   or  removing  one  die  of  the  Wealth  advantage.  You  cannot  take  on  more  debt  if  you  would  end  up  with   debt   dice   exceeding   half   the   number   of  

dice   you   use   for   your   monthly   income  challenge.     If  you  somehow  end  up  with  debt  dice  equal  to   or   greater   than   your   income   dice   plus  Wealth   advantage   dice,   you   are   bankrupt.  Immediately   reduce   your   lifestyle   by   2   and  reduce  your  Debt  and  Wealth  dice  to  zero.     Debt  can  be  paid  off  at  any   time   from  your  savings.   You   pay   one   month’s   bonus   for   each  die  of  the  Debt  disadvantage  removed.  

CHANGING  LIFESTYLE  At   any   time,   you   may   voluntarily   increase   or  decrease   you   lifestyle.   To   increase   your  lifestyle  by  1  point,  you  must  pay  money  from  savings   equal   to   the   monthly   bonus   of   the  higher   lifestyle   level.   You   also   divide   the  number   of   your   Debt   and   Wealth   dice   by   3,  rounding  up.     When   decreasing   your   lifestyle   by   1   point,  you  pay  nothing,  but  you  multiply  any  Wealth  or  Debt  dice  by  3.  

EQUIPMENT

CREATING  ITEMS  You   can   create   items   as   extended   challenges.  The  material  cost   is  generally  half  of  the  value  of   the   item   as   listed   in   the   equipment   tables.  More   sophisticated   items   require   more  sophisticated   parts.   The   difficulty   and   total  successes  required  are  also  listed  in  the  table.  

REPAIRING  ITEMS  Repairing   a   damaged   item   is   an   extended  action  with  difficulty  one  less  than  the  creation  difficulty   (minimum   of   1).   Total   successes  required  depend  on  the  extent  of  the  damage.  

SABOTAGE  You  can  attempt   to   sabotage  or  damage   items  to  make  them  less   functional.  You  can  directly  attack  and  damage   items  with  weapons.   Items  will   typically   lose   1   die   of   functionality  (whatever  that  means  for  the  item)  for  each  die  of  damage.     Typical   armor   dice   for   an   item   depend   on  the   item   and   type   of   attack.   Cloth   items   may  have   only   1   armor   die   against   sharp   attacks,  but  2  against  blunt  attacks.  A  sports  car  could  have  3  armor  dice  against  all  attacks.  

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  Some  mechanical  and  electrical  skills  might  allow   characters   to   sabotage   items   in   less  obvious  ways.  

CLOSE COMBAT WEAPONS Table   8.2   lists   typical   close   combat   weapons  for  a  modern  setting.     Damage:   the   number   of   dice   you   roll   for  damage   challenges   with   this   weapon.   If   the  value   has   a   plus   (+)   sign   next   to   it,   add   your  Strength  dice  to  the  damage  roll.     Type:   whether   the   weapon   is   blunt   or  sharp.   This   determines   how   well   the   weapon  damage  penetrates  various  armor  types.     Reach:   the   maximum   distance   in   feet  between   you   and   target   for   attacks   with   this  weapon.   A   reach   of   5   generally   means   you  must  be  adjacent  to  the  target.     Skill:   skill   that   applies  when   you   attack   or  parry  with  this  weapon.     Lifestyle:   minimum   lifestyle   required   to  have  free  access  to  this  item.     Create:   difficulty   and   total   required  successes   (in  parentheses)   to   create   this   item.  Each  roll   in  the  extended  challenge  represents  one  day  of  effort.  

CLUB  This  is  any  elongated,  blunt  weapon.  It  could  be  a  billy  club,  a  baseball  bat,  or  a  broken  chair  leg.  You  can  choose  to  treat  damage  caused  by  a  club  as  stun  damage,  although  any  damage  caused  by  critical  hits  causes  normal  wounds.

GARROTE  This   is   a   thin,   strong   string   or   cable   used   to  strangle   an   opponent,   killing   them   silently.  Characters   with   Unarmed   Combat   skill   and  

Silent   Kill   ability   add   2   bonus   dice   to   their  unarmed  attacks  while  using  a  Garrotte.  

KNIFE  This  is  any  knife  shorter  than  2  feet,  sharpened  on  at  least  one  edge  for  cutting,  and  pointed  for  stabbing.  

PEPPER  SPRAY  This  is  a  small  capsule  of  pepper  spray,  which,  when   sprayed   into   the   face   of   an   opponent,  may   cause   minor   stun   damage,   but   always  causes   2   dice   of   temporary   Poor   Vision  disadvantage  and  2  dice  of  distraction.  

SPEAR  This   represents   any   pole   weapon   at   least   six  feet  in  length  with  a  sharp  point  or  blade  at  the  end.   Note   that   spears   have   reach   of   10   feet,  allowing  you  to  attack  non-­‐adjacent  targets.  

SWORD  This  represents  blades  of  2  to  6   feet   in   length,  used  as  both  slashing  and  stabbing  weapons.  

STUN  GUN  A   stun   gun   is   a   close   combat   weapon   that  delivers   a   stunning   shock   to   its   target.   Your  Strength  is  not  added  to  the  damage  challenge  for   stun   guns,   and   all   wounds   are   considered  stun  damage.  

Table 8.2: Close Combat Weapons Weapon Damage Type Reach Skill Lifestyle Cost Create Club 2d+ Blunt 5 Club 0 -­‐ -­‐ Garrote -­‐ -­‐ 5 Unarmed 0 -­‐ -­‐ Knife 2d+ Sharp 5 Blade 2 $20 1(4) Pepper  Spray 2d Blunt 5 None 2 $20 1(4) Spear 2d+ Sharp 10 Blade 2 $30 1(4) Stun  Gun 5d  Stun Blunt 5 Unarmed 3 $120 2(10) Sword 3d+ Sharp 5 Blade 2 $80 1(5) Unarmed 0d+ Blunt 5 Unarmed -­‐ -­‐ -­‐ Whip 2d Blunt 15 Whip 2 $40 1(5)

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UNARMED  This   can   be   any   unarmed   attack,   like   a   punch  or   kick.   All   normal   damage   from   unarmed  attacks   is   considered   stun   damage.   Treat   any  damage   caused   by   critical   hit   dice   as   normal  wounds.  

WHIP  You   can   use   a   whip   for   normal   close   combat  attacks,   with   a   reach   of   15   feet,   or   it   can   be  used   for   special   disarm   and   trip   attacks.   See  Whip  skill  description  in  Chapter  6.  

RANGED WEAPONS Table  8.3   lists   typical  ranged  combat  weapons  for  a  modern  setting.     Damage:   number   of   dice   you   roll   for  damage   challenges   with   this   weapon.   If   the  damage  value  is  marked  with  plus  sign  (+),  add  your  Strength  dice  to  the  damage  challenge.     Type:   whether   the   weapon   is   blunt   or  sharp.   This   determines   how   well   the   weapon  damage  penetrates  various  armor  types.     Rounds:  number  of  shots  you  can  fire  with  this   weapon   before   reloading.   In   general,   it  takes   one   action   to   reload   a   weapon.   This  column   also   indicates   whether   the   weapon   is  capable   of   automatic   or   semi-­‐automatic  operation.   Semi-­‐automatic   weapons   can   be  used   for  multiple  attacks   in  a   single   cinematic  round  if  you  have  abilities  that  allow  you  to  do  so.  Automatic  weapons  can  fire  four  rounds  in  

a   single   attack,   adding   1   bonus   die   to   attack  and   damage   rolls.   Automatic   weapons   also  grant  a  bonus  for  suppression  fire.     Skill:   skill   that   applies   when   you   attack  with  this  weapon.     Range:   three   ranges   in   feet.   The   first   is  close   range,   beyond   which   the   difficulty   of  attacking  with  this  weapon  increases  by  1.The  second   is   medium   range,   beyond   which   the  difficulty   increases   by   2,   and   the   third   is   the  maximum  possible  range.     Lifestyle:   minimum   lifestyle   required   to  have  free  access  to  this  item.     Create:   difficulty   and   total   required  successes   (in  parentheses)   to   create   this   item.  Each  roll  represents  one  day  of  effort.  

ASSAULT  RIFLE  This   is   any   rifle   that   can   be   fired   as   a   semi-­‐automatic  or  automatic  weapon.  

BLOWGUN  This   is   small,   concealable  blowgun   that   fires  a  dart   used   to   deliver   poison   or   some   other  substance  into  the  target’s  bloodstream.  If  your  damage   challenge   is   successful,   the   dart  delivers   the   substance.   Blowguns   never   cause  actual  wounds.  

BOW  This  is  the  classic  bow  and  arrow.  

Table 8.3: Ranged Weapons Weapon Dmg Type Rounds Skill Range  

+1/+2/Max Life  style

Cost 20  rnds

Create

Rock 1d+ Blunt 1 Thrown 15/30/75 0 -­‐ -­‐ -­‐ Knife 1d+ Sharp 1 Thrown 10/20/60 2 $20 1(4) Bow 4d Sharp 1 Bow 20/40/200 3 $200 $80 1(6) Pistol 5d Sharp 8  Semi Handgun 20/50/300 3 $200 $8 2(8) Shotgun 7d* Blunt 4 Shotgun 30/60/200 3 $200 $10 1(6) Blowgun 1d Sharp 1 Thrown 20/40/100 3 $20 $20 1(3) Rifle 6d Sharp 10  Semi Rifle 30/100/400 3 $300 $10 2(10) Assault  Rifle

6d Sharp 20  Auto Rifle 30/100/400 4 $500 $10 2(12)

Rocket  Launcher

* * 1 Special  Weapons

30/100/600 -­‐ $1000 * 2(10)

Sniper  Rifle  

6d   Sharp   12   Rifle   50/250/1000*   -­‐   $2000   $50   2(14)  

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KNIFE  This   is   a   balanced   throwing   knife.   When  attacking   with   it,   you   can   add   your   Strength  dice  to  the  damage  roll.  

PISTOL  This   represents   any   one-­‐handed,   rifled   gun  with  a  short  barrel.  

RIFLE  This   is  any  two-­‐handed,  rifled  gun  with  a   long  barrel,  generally  fired  from  the  shoulder.  

ROCK  This   is   any   rock   or   heavy,   blunt   item   that   is  relatively   easy   to   hold   and   throw.   Add   your  Strength  dice   to   the   damage   roll   for   a   thrown  rock  attack.  

SHOTGUN  This  is  any  smoothbore  weapon  firing  a  cluster  of   large  shot.  Range  penalty  dice  also  apply   to  your  shotgun  damage  challenges.    

SNIPER  RIFLE  This   is   bolt-­‐action,   center   fire   rifle   with  precision   tooled,   extended   barrel,   a   portable  bipod   stand   and   an   optical   scope.   It   requires  special  ammunition.  The  range  values  listed  for  the   sniper   rifle   assume   it   is   equipped   with   a  scope.  

ROCKET  LAUNCHER  This   is   a   reusable   launcher   for   rocket-­‐propelled   high   explosive   or   armor   piercing  rounds.   It   is   not   available   for  purchase  by   the  general   population.   See   the   Table   8.4   for  damage  details.  

EXPLOSIVES Explosives  automatically  hit  any  targets  within  their   blast   radius.   Each   type   of   explosion   is  characterized  by  the  number  of  damage  dice  at  the   source,   plus   a   blast   radius,   as   shown   in  table  8.4:  Explosives.     Damage:  number  of  dice  rolled  for  damage  challenges   with   this   explosive   for   targets  within  blast  radius.         Blast  Radius:  blast  radius  of  this  explosive.  For   each   full   blast   radius   a   target   is   from   the  explosion,  reduce  damage  dice  by  1.     Type:   whether   the   explosive   damage   is  blunt   or   sharp.   This   determines   how  well   the  weapon   damage   penetrates   various   armor  types.   Skill:   skill   that   applies   when   you’re  attacking   with   this   explosive   weapon.   In  general  you  need  only  a   single   success   for   the  explosion   to   go   as   planned.   Critical   successes  do  not  apply  to  damage.   Range:  three  numbers  in  feet  for  thrown  or  rocket   propelled   explosives.   The   first   is   close  range,  beyond  which  the  difficulty  increases  by  1.  The   second   is  medium  range  beyond  which  the  difficulty  increases  by  2,  and  the  third  is  the  maximum  possible  range.     Lifestyle:   minimum   lifestyle   required   to  have  free  access  to  this  item.     Create:   difficulty   and   total   required  successes   (in  parentheses)   to   create   this   item.  Each  roll  represents  on  day  of  effort.  

ARMOR When   you’re   attacked,   armor   adds   to   the  difficulty   of   your   attacker’s   damage   challenge.  Each   piece   of   armor   in   Table   8.5   has   the  following  ratings.  

Table 8.4: Explosives Explosive Damage Type Skill Blast  

Radius Range  

+1/+2/Max Lifestyle Cost Create

Dynamite 12d Blunt Explosives 5 -­‐ -­‐ $200 1(5) Grenade 6d Sharp Thrown 10 10/20/60 -­‐ $200 2(4) Pipe  Bomb 8d Sharp Explosives 5 -­‐ -­‐ $100 1(4) Semtex 16d Blunt Explosives 5 -­‐ -­‐ $1000 2(8) High  Explosive  Rocket

12d Blunt Special  Weapons

5 30/100/600 -­‐ $200 2(8)

Shaped  Charge  Rocket

12d Sharp Special  Weapons

5 30/100/600 -­‐ $400 3(10)

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  Blunt:   additional   damage   challenge  difficulty   when   you’re   attacked   with   a   blunt  weapon.     Sharp:   additional   damage   challenge  difficulty   when   you’re   attacked   with   a   sharp  weapon.     Wounds:  number  of  wounds  the  armor  can  sustain   before   it   is   destroyed.   Most   normal  attacks  do  not  damage  armor.     Encumbrance:  number  of  penalty  dice  you  must   add   to   any   physical   activity   challenges  while  wearing  this  armor.     Lifestyle:   minimum   lifestyle   required   to  have  free  access  to  this  item.     Create:   difficulty   and   total   required  successes   (in  parentheses)   to   create   this   item.  Each  roll  represents  on  day  of  effort.  

SHIELDS  Shields  not  only  provide  armor  protection  like  other   armor,   but   you   can   also   use   them   to  block   attacks;   similar   to   the  way   you   can   use  weapons  to  parry  attacks.  

SPECIAL EQUIPMENT

HOLLOW  POINT  AMMUNITION  Hollow  point  ammunition  adds  1  bonus  die   to  your   damage   rolls   if   the   target   has   no   sharp  armor  bonus.  

ARMOR  PIERCING  AMMUNITION  Armor  piercing  ammunition  is  triple  the  cost  of  normal   ammunition   but   allows   you   to   add  bonus   dice   to   your   damage   roll   equal   to   the  defender’s  sharp  armor  value.  

BINOCULARS  These   are   portable   binoculars   with   10x  magnification.   When   using   them   for   any  perception   challenge   for   an   object   in   the  

distance,   add   2   bonus   dice   to   your   roll.   Costs  $50.  Lifestyle  2.  

BUG  This   is   a   small   microphone   and   radio  transmitter,  about  the  size  of  a  small  coin.  Once  activated,   it   will   transmit   whatever   sound   it  picks  up  for  about  2  hours,  or  you  can  connect  it   to   AC   power   for   unlimited   transmission.  Transmission   range   is   about   500   yards.   Cost,  with  receiver,  is  $120.  Lifestyle  4.  

COMPUTERS  AND  SOFTWARE  Computers  run  software,  and  software  helps  you  with  challenges.  If  you  have  Computer  skill  and  access  to  a  computer,  you  can  take  a  [Intelligence  +  Computers]  challenge  to  assist  a  skill  challenge,  provided  the  available  software  supports  the  assisted  skill.  For  example,  a  computer  running  physics  software  could  be  used  to  assist  a  Physics  challenge.     In   Table   8.6,   Computers   and   Software   are  both   rated   by   the   maximum   bonus   dice   they  can   add   to   your   challenge.   The   result   of   the  assist   challenge   is   limited   by   both   of   these  values.     For   example,   if   the   computer   is   rated   for  2  bonus   dice   and   it   is   running   physics   software  rated  at  3  bonus  dice,  the  maximum  bonus  dice  it  can  add  to  your  Physics  challenge  is  2.     Note  that  there  is  no  limit  on  the  number  of  software   programs   that   can   be   loaded   on   a  single  computer,  but  you  can  only  use  one  at  a  time.     See   the   computers   and   software   table   for  costs  and  creation  difficulties.  Software    creation   is   an   extended   [Intelligence   +  Computers]   challenge,   and  each   roll   takes  one  week.  

Table 8.5: Armor Armor Blunt Sharp Wnds Enc Lifestyle Cost Create Heavy  Clothing 0 1 3 2 1 $200 1(6) Body  Armor 1 2 8 2 4 $1,500 2(8) Kevlar  Mesh 0 2 4 1 5 $2,000 3(5) Riot  Shield 1 1 4 1 4 $100 1(3) Improvised  Shield 1 1 2 2 -­‐ -­‐ -­‐ Winter  Outfit   0   1   3   2   2   $400   1(8)  

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EMERGENCY  RADIO  This  is  a  two-­‐way  radio  used  by  police  and  fire  departments.   It   still   works   when   the   power  goes   out   and   is   dedicated   to   emergency  communications.   Costs   $1,000.   Not   available  with  any  lifestyle.  

FALSE  PAPERS  This   is   a   set   of   official  papers  verifying  that  you  are  someone  you  are  not.  Purchase   and   possession  of   these   documents   is  illegal.   These   documents  add  3  bonus  dice  to  your  challenges   involving   a  false   identity,   though   the  deceived   character   can  take   a   [Perception   +  Forgery]   challenge   to  notice  that  the  papers  are  false.  Cost  depends  on  the  difficulty  of  noticing  they   are   forgeries:   difficulty   1   costs   $50,  difficulty   2   costs   $400,   and   difficulty   3   costs  $2,000.  Not  available  with  any  lifestyle.  

FIREFIGHTER  SUIT  This   is   a   set   of   protective   clothing,   including  gloves,  boots  and  a  helmet,   intended  to  keep  a  firefighter   dry   and   protect   against   heat   and  flames  and  falling  debris.  This  suit  adds  1  die  of  encumbrance   to   all   physical   activity,   but  increases   armor   for   sharp,   blunt   and   fire  attacks  by  1.  Costs  $800.  Lifestyle  4.  

GPS  A   Global   Positioning   System   uses   satellites   to  pinpoint   your   geographic   location  and  display  it   on   a  map.  You   can  use   this   device   to   take   a  [Intelligence   +   Communications]   challenge   to  assist   a   challenge   involving   direction   finding.  Runs  on  batteries.  Costs  $250.  Lifestyle  3.  

HIDDEN  CAMERA  This  hidden  camera  is  about  the  size  of  a  pack  of   gum   and   is   battery-­‐operated   and   motion  activated.   It  must  be  retrieved  to  play  back   its  contents.  Costs  $50.  Lifestyle  3.  

MED  KIT  A  med  kit  consists  of  basic  bandages  and  tools  for   dressing   wounds   and   administering   first  aid.  When   taking   a   First   Aid   challenge   with   a  med   kit,   add   2   bonus   dice   to   your   roll.   Costs  $50.  Lifestyle  2.  

MAKEUP  KIT  A  makeup  kit  consists  of  a  set  of  sophisticated  tools   for   doing   professional   makeup   and  disguise.  When   taking  a  Disguise  or   Seduction  challenge  after  you  have  had  sufficient  time  to  use   the  makeup   kit,   add   2   bonus   dice   to   your  roll.  Costs  $200.  Lifestyle  3.  

MICROSCOPE  This  is  a  lab  grade  optical  microscope.  While  a  necessity   for   many   areas   of   medical   and  biological   research,   it   can   also   help   with  Perception   challenges   involving   small   objects  or   small   details,   like   appraising   a   gem   or  checking   documents   for   signs   of   forgery.   A  Microscope   adds   2   bonus   dice   to   such  challenges.  Costs  $300.  Lifestyle  3.  

PAINKILLERS  This   can   be   any   of   a   class   of   powerful   drugs  that   relieve   pain.   They   are   generally   not  available  without   a   doctor’s   prescription.   One  dose   of   painkillers   adds   2   bonus   dice   to   your  toughness   challenges,   but   also   adds   1   penalty  die   to   any   challenges   requiring   mental  concentration.  Effects   last   for   four  hours.   Cost  $30   per   dose   for   injection,   $10   per   dose   for  pills   (10   minutes   to   take   effect).   Lifestyle   2  with  prescription.  

Table 8.6: Computers Computers  and  Software

Bonus  Limit

Lifestyle Cost Create

Basic  Computer 1 2 $500 1(8) Portable  Basic  Computer

1 2 $1,000 1(8)

Intermediate  Computer 2 3 $1,500 2(20) Portable  Intermediate  Computer

2 3 $2,500 2(20)

Powerful  Computer 3 4 $5,000 3(40) Level  1  Software 1 3 $100 1(5) Level  2  Software 2 4 $2,000 2(20) Level  3  Software 3 5+ $50,000 3(200)

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SCOPE  You  can  attach  a  scope  to  a  rifle  or  assault  rifle  for   better   aiming.   An   optical   scope   adds   2  bonus   dice   to   any   aim   challenge   (see   Ranged  Weapon   skills).   A   red   dot   scope   adds   three  bonus   dice   to   aim   challenges,   but   the   target  may   notice   the   dot.   Scopes   also   double   the  maximum   range   of   a   rifle   (though   all   other  ranges   stay   the   same).   Cost   is   $300   for   the  optical   scope   or   $400   for   the   red   dot   scope.  Lifestyle  4.  

SECURE  SATELLITE  PHONE  This  is  a  telephone  about  the  size  and  shape  of  a   brick   that   can   be   used   to   communicate  

through   encrypted   channels   to   other   satellite  phones.  Typically  used  by  diplomats  and  news  reporters   in   untrustworthy   settings.   Cost   is  $1200.  Lifestyle  5.  

WINTER  OUTFIT  This  is  a  set  of  outer  clothing  intended  to  keep  you  warm   in   cold   environments.   It   includes   a  coat,   pants,   gloves,   hat   and   boots.   When   you  wear   the   entire   outfit,   it   adds   1   encumbrance  penalty  die  to  all  physical,  but  increases  armor  for  cold  damage  and  sharp  damage  by  1.  Cost  is  $400.  Lifestyle  2.

 

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CHAPTER 9: VEHICLES AND MOUNTSVEHICLES In   a  modern   setting,   you  may   find   yourself   in  car  chases,  boat  chases,  being  shot  at  while  in  a  car,  or  flying  a  helicopter  to  chase  down  a  bad  guy.   This   section   presents   a   relatively   simple  system   of   rules   for   vehicles.   Each   vehicle   in  Table   9.1   has   a   set   of   statistics   as   described  below.     Skill:   the   specific   skill   used   to   resolve  challenges   and   make   special   maneuvers   with  this   vehicle.   Some   entries   in   this   column   also  include   a   number   in   parentheses   -­‐   this   is   the  number   of   penalty   dice   applied   when   driving  this  vehicle  if  you  have  no  dice  in  the  required  skill.     Speed:  the  vehicle’s  maximum  speed  under  normal  conditions  -­‐  a  car  on  a  dry,  paved  road,  an   airplane   with   no   head   or   tail   wind,   or   a  sailboat   with   no   current,   sailing   on   a   beam  reach   in   a   strong  wind.   Speed   is  measured   in  miles  per  hour.  Multiply  this  speed  by  10  to  get  the   number   of   feet   per   round   of   cinematic  action.     Maneuver:   the   maximum   number   of   45  degree   changes   in   direction   this   vehicle   can  make  in  a  cinematic  round  of  action.     Acceleration:  amount  by  which  the  vehicle  can   increase   in   speed   during   a   single   round,  measured   in   miles   per   hour.   Maximum  deceleration   for   land   vehicles   is   equal   to   this  value,  or  half  the  maximum  speed,  whichever  is  greater.     Capacity:   This   value   gives   the   number   of  passengers   and  maximum  weight   in   tons   this  vehicle  can  carry.     Cover:  This  number  represents  the  increase  in   difficulty,   due   to   cover,   when   you   make  ranged   attacks   against   the   occupants   of   this  vehicle.     Cost:   Cost   of   a   working   vehicle   in  reasonable  shape,  but  not  necessarily  new.  

DRIVING  VEHICLES  Unless   otherwise   noted   in   a   vehicle  description,   you   can   drive   any   vehicle   in   a  

straight  line  and  accelerate  at  the  rate  given  in  the  vehicles   table.  Any  character  can  also   turn  the   vehicle   at   the   rate   given   by   its   maneuver  value  by  taking  a  level  zero  [Dexterity  +  Vehicle  Skill]  challenge.     When   you   incur   penalty   dice   while  operating  a  vehicle  because  you  have  no  dice  in  the   skill,   you   must   make   driving   challenges  even  while  moving  in  a  straight   line  in  normal  conditions.     Note   that   driving   in   rough   terrain   or  dangerous  conditions  increases  the  difficulty  of  your   Driving   challenges.   Typical,   bumpy   off-­‐road  terrain  is  difficulty  1,  while  rocky,  sloping  terrain   is   difficulty   2.   Similar   difficulty  increases   apply   for   aircraft   in   rough   weather  and  boats  in  rough  seas.  

SHOOTING  AT  VEHICLES  When   you   make   a   ranged   weapon   attack  against   a   character   in   a   vehicle,   increase   the  difficulty   by   the   cover   value   listed   in   the  Vehicles  table.  You  must  also  roll  1  penalty  die  for  every  10  mph  (100  feet  per  turn)  difference  in  speed  between  the  you  and  the  target.     Characters   within   a   moving   vehicle   are  considered  vulnerable.  

VEHICLE DESCRIPTIONS

ARMORED  CAR  This  is  a  powerful  panel  van  protected  by  thick  armor  plating.  

BULLDOZER  This  is  a  small  construction  vehicle  with  a  front  blade   for   pushing   things   and   a   detachable  winch   for   pulling   things.   Bulldozers   reduce  rough  terrain  difficulty  by  2.  

COMPACT  This  is  a  small  car  that  gets  good  gas  mileage.  It  can   transport   two   people   comfortably   or   four  people  uncomfortably.  

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HELICOPTER  This   is   a   relatively   inexpensive   4-­‐passenger  helicopter   like   those   used   by   most   news  agencies  and  personal  transport  companies.  

MINIVAN  This   is   a   typical   minivan   capable   of  transporting   six   or   seven   people   and   a   fair  amount  of  gear.  

MOTORBOAT  This   is   a   25-­‐foot   inboard   motorboat   with   a  small   enclosed   cabin   up   front.   Its   100-­‐gallon  fuel   tank  has  a  range  of  about  500  miles  at  15  mph.  

PICKUP  TRUCK  This  pickup  truck  can  hauling  one  ton  of  cargo.  Passengers   in   the   bed   get   only   1   die   if  increased   cover.   Pickup   trucks   reduce   rough  terrain  difficulty  by  1.  

MOTORCYCLE  This  is  a  medium-­‐sized  road  motorcycle.  

SAILBOAT  This  is  a  small  sailboat  of  about  25  to  30  feet.    

SEMI  TRAILER  TRUCK  This   is   a   typical   North   American   18   –wheeler  semi  cab  and  trailer.  

SMALL  AIRPLANE  This   is   a   small,   2   passenger,   single   prop  airplane.   It   requires  about  300   feet  of   runway  for  takeoff,  and  landing  (all  depending  on  wind  direction).  Stall  speed   is  40  mph  (360  feet  per  round).   In   general,   climbing   airplanes   can  trade  5  mph  of   acceleration   in   a   round   for  10  feet  of  altitude.  Descending  airplanes   trade  off  10  feet  of  altitude  to  gain  5  mph  of  speed.  

SPORTSCAR  This   is   an   expensive   two-­‐passenger   car  designed   for   speed,   acceleration,   and  maneuvering.  

SPORTS  UTILITY  VEHICLE  This   is   a   heavy,   rugged   4-­‐wheel   drive   vehicle  designed  for  rough  terrain.  SUVs  reduce  rough  terrain  difficulty  by  1.

 

Table 9.1: Vehicles Vehicle Skill Speed Man Accel Capacity Cover Lifestyle Cost Motorboat Sailing 30 3 10 6p/1t 1 3 $12,000 Sailboat Sailing(1) 10 2 2 4p/0.5t 1 3 $15,000 Jet  Ski Sailing(1) 20 4 15 1p/0.2t 0 3 $8,000 Armored  Car Driving 70 2 15 6p/1t 3 4 $30,000 Bulldozer Construction(1) 10 1 5 2p/2t 1 5+ $40,000 Compact  Car Driving 80 2 15 4p/0.3t 2 2 $12,000 Luxury  Car Driving 90 2 15 5p/0.5t 2 3 $30,000 Pickup  Truck Driving 90 2 20 2p/1t 2/1 3 $30,000 Minivan Driving 80 2 15 6p/0.5t 2 2 $28,000 Motorcycle Driving 80 3 40 1p/0.2t 0 2 $4,000 Semi  Trailer  Truck

Driving(1) 70 1 10 2p/24t 2 4 $60,000

Sport  Utility Driving 90 2 15 5p/1t 2 3 $35,000 Sports  Car Driving 120 3 40 2p/.4t 2 3 $40,000 Small  Airplane

Piloting(2) 120 6 20 2p/.3t 1 4 $50,000

Helicopter Piloting(3) 130 8 30 4p/.6t 1 4 $200,000 Horse Riding 20 3 20 1p/.2t 0 4 $4,000 Bicycle Acrobatics 12 4 6 1p/.2t 0 1 $300