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The Secret War

Player Quick Reference Sheets:


Character Sheet, Skill Rolls and Wounds, Combat Basics,
Common Weapon Statistics, Players Guide, Partisan Rules of Thumb,
Military Skills, and Sample Magical Effects.

Writing and Layout by Paul M. Melroy Edited by Patrick Bryant


Copyright 2006, Paul M. Melroy Published by Distant Horizons Games

HTTP://WWW.DistantHorizonsGames.Com
Please direct comments or criticism to
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Available in PDF (and soon via print-on-demand) from HTTP://Edge.RPGNow .Com

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This is a work of fiction. Any sim ilarity w ith actual people and events, past or present, is purely
coincidental and unintentional except for those events described in a historical context. Permission is granted
to reproduce the character, vehicle, and reference sheets for personal use. No other portion of this work may be
reproduced by any m eans w ithout the w ritten consent of the publisher except for review purposes or - for those
purchasing it in PDF format - for the buyer to have a physical copy to play with. If you want to put out some
scenarios or expansions for Baba Yaga, please contact us.

Special thanks to our playtesters, who enthusiastically started several Baba Yaga games of their own, and
so gave us a chance to play, and to Charles Traylor, our resident consulting W W II fanatic.

Disclaimer: In the classic tradition of RPGs, Distant Horizons Gam es notes that magic doesnt actually
w ork. If you think you can get somew here w ith the occult methods given in this book - announcing w hat you
w ant and rolling 3D6 tw ice - w e reserve the right to laugh at you hysterically.

1
Name Wounds

Concept 2 or 12: Head


1 9 Glance, Stun 5 9 Slow Mortal
2 9 Flesh W ound 6 9 Fast Mortal
3 9 Concussion 7+ 9 Dead
4 9 Incapacitated
Ethnicity 3 or 4: Right Leg
1 9 Bruised 4 9 Incapacitated
Knowledge ____ 2 9 Flesh W ound 5 9 Slow Mortal
Administrator ____ Linguistics ____ 3 9 Flesh W ound 6+ 9 Fast Mortal
Computer ____ Medicine ____ 5: Abdom en
Engineering ____ Scholar ____ 1 9 W inded 5 9 Slow Mortal
Gadgetry ____ Scientist ____ 2-3 9 Flesh W ound 6 9 Fast Mortal
Heavy W eapons ____ Tinker ____ 4 9 Incapacitated 7+ 9 Dead
6: Right Arm
1 9 Bruised 4-5 9 Incapacitated
Perception ____ 2-3 9 Flesh W ound 6+ 9 Slow Mortal
Artist ____ Scrounging ____
7: Chest
Finance ____ Second Sight ____
1 9 Flesh W ound 5 9 Slow Mortal
Investigation ____ Sensor Ops. ____
2-3 9 Cracked Ribs 6 9 Fast Mortal
Larceny ____ Spot ____
4 9 Incapacitated 7+ 9 Dead
Saboteur ____ Stealth ____
8: Left Arm
1 9 Bruised 4-5 9 Incapacitated
Physique ____ 2-3 9 Flesh W ound 6+ 9 Slow Mortal
Athletics ____ Melee ____ 9: Groin
Carousing ____ Recovery ____ 1 9 Stunned 5 9 Slow Mortal
Crafting ____ Survival ____ 2-3 9 Flesh W ound 6 9 Fast Mortal
Endurance ____ Throwing ____ 4 9 Sterilized, KO 7+ 9 Dead
Harvesting ____ Unarmed Combat ____ 10 or 11: Left Leg
1 9 Bruised 4 9 Incapacitated
Reflexes ____ 2 9 Flesh W ound 5 9 Slow Mortal
Acrobatics ____ Maneuver ____ 3 9 Flesh W ound 6+ 9 Fast Mortal
Drive/Pilot ____ Projectiles ____
Evasion ____ Reaction ____ Description
Firearms ____ Shielding ____
Forgery ____ Sleight of Hand ____

Social ____
Connections ____ Politics ____ Specialities, Weapons, and Notes
Empathy ____ Reputation ____
Intimidation ____ Socialize ____
Leadership ____ Status ____
Persuasion ____ Trick ____

Spirit ____
Astral Projection ____ Spatial Awareness ____
Animal Handler ____ Streetwise ____
Faith ____ _____________ ____
Mana Handling ____ _____________ ____
Resist Magic ____ _____________ ____

2
Fast Mortal. You take a +3 target number
Skill Rolls modifier on any actions involving the affected body
part and will die within the next few minutes without
All skill rolls use (3d6 + Attribute + Skill). Simple help or exceptional stamina. Recovery 14+ in 2d6
taskd require a total of 8, Common tasks (such as turns to drop down to Slow Mortal. Otherwise you die.
shooting someone who isnt aware that theyre a Flesh Wound. Anything from a graze to a nasty
target) require an 11. Difficult tasks (e.g. shooting cut or puncture in non-vital flesh. Painful and bloody,
someone who doesnt want that to happen) require a but this can be ignored during combat. Recovery 11+
14. Heroic (17) and Legendary (20) tasks are virtually to heal each day.
unheard-of. Glance, Stun. A dazing impact against the skill.
Difficult circumstances, such as a target being You cant take actions. Roll Recovery 14+ to recover
behind cover and/or being of somewhat uncertain each turn, but Medicine generally isnt any help.
location, trying to make a called shot to a specific hit Incapacitated. The affected body part is virtually
location, trying to track in a rainstorm, and similar out of action until healed. Any actions involving it
situations inflict a -3 penalty on skill rolls. suffer a +3 modifier and, if strenuous, automatically
You only get one shot at any particular roll until fail. Incapacitating head wounds may put the
either 1) the situation changes in some major way, or character out of action entirely if they cant make a
2) you take more time. Unless otherwise specified, 14+ Endurance roll. Incapacitating wounds require a
the relevant time intervals are a round, 2d6 rounds, weekly Recovery roll of 14+ to heal.
2d6 minutes, an hour, and 2d6 hours. Slow Mortal. You take a -3 penalty on actions
Optionally, if a character succeeds by a margin of involving the affected body part and will die within
3 or more (one difficulty level), the Game Master may the next few hours or days without help or a strong
decide to reduce the time required by one level. constitution. Roll Recovery 11+ to heal to the
Incapacitated level at the end of that period.
Otherwise drop to Fast Mortal status and roll for that.
Wounds: Sterilized, KO. Due to damaged genitalia you
may no longer father or bear children (as
When someone hits you, they roll 3d6; two are appropriate) and will be incapacitated for 2d6 turns
read to get the location, apply the weapon and armor due to shock. Recovery 14+ to regain sexual function
modifiers to the third and check off the relevant rolled once, after a week. Otherwise the effects of
damage box. If its already full, move up the list. The this injury are permanent.
special effects of the various wounds include: Winded. You cant take actions. Roll Recovery
11+ to recover each turn, but Medicine and Magic
Bruised. Youll feel uncomfortable later, but can generally isnt any help.
ignore this injury during combat. Recovery 8+ to heal
each day. Remember that Bruises, Concussions, Cracked
Concussion. You suffer a +3 penalty. Recovery Ribs, Flesh Wounds, Glance/Stun, Incapacitation,
11+ to heal each day. Magical treatments will help, Sterilized/KO, and Winded wounds go away
not much else does. completely when the recovery check succeeds.
Cracked Ribs. This will hurt for some time, but
can be ignored during combat after the first round, If a result of Dead is reduced to Fast Mortal, a
during which youre stunned. Recovery 14+ to heal Fast Mortal wound to Slow Mortal, or a Slow Mortal
each day. wound is reduced to Incapacitated and that box is
Dead. You die. Swift medical attention or magic already full, the wound level is not increased again.
may be enough to save you (Medicine 14+ AND Such characters are in enough trouble already
Recovery 14+). If both succeed, reduce this to a Fast anyway.
Mortal wound.

3
Combat Basics Range Categories
The ranges for hand weapons are Melee, Close,
Moderate, and Long. These represent the usual
Turn Sequence effective range of a weapon. Weapons may be used
! Make Reaction checks. Count down from the at +1 range category (maximum of Long) at +3
highest results: everyone acts once in order. Anyone difficulty.
whos surprised suffers a -12 roll, on a 0 or less they Encounters usually start off at Long range in open
dont get to act in the first round. Characters usually areas, Moderate range in most areas, and at Close
get a Spot check to avoid this penalty, however. range in difficult terrain.
! When your action comes up you can do two
simple things or one complex thing - move into cover
and shoot, take a few steps and open a door, run or
Indirect Fire Weapons
crawl, try to get a vehicle into motion, reload your gun Indirect Fire weapons are always area effect and
or fire a mortar. take a one-level penalty on the first shot with line of
! If you attack someone, youll need a total of 14 sight. Hitting a general area without line-of-sight
to hit them. takes a two level penalty. This can be reduced by
! Each positive circumstance - attacking by one level after the first shot if you have a forward
surprise from ambush, attacking the flank or rear of observer who makes a successful Sensor Operations
a vehicle, using a sticky grenade against a vehicle, check and by another if the operator then makes a
attacking an immobile vehicle, firing a full burst successful Engineering check to correct the
against a single target, or using an area-effect trajectory. Kind GMs may allow exchanging these.
weapon - provides a +3 bonus to your attack.
! Each negative circumstance - the target having Armor
a good hard cover (such as being in a prepared ! Most armor provides one point of armor for the
position), being beyond the appropriate range for the area covered (Helmets cover the head, Flak Jackets
weapon in use, trying for a called shot (e.g. to the cover the Chest, Abdomen, and Groin).
head without having to roll a location), or trying to get ! Heavy armor, such as classical jousting plate,
off a second shot in a single action with a provides two points of armor for wherever it covers.
semiautomatic weapon, poor visibility, really bad ! Every 3 points of armor worn - totaling each
weather, trying to hit someone when youre not quite location - inflicts a -1 penalty on Reflex checks.
sure of their location - inflicts a -3 penalty on the ! Every 6 points inflicts a -1 penalty on Physique
attack. checks.
! If a random hit occurs in an unlikely location ! The first 1-3 points worth of advanced armor,
simply reroll the location once. If the location is still using high-tech materials or magically-enhanced
unlikely, well, lucky shots, ricochets, and fragments physical armor, doesnt count when computing
happen. penalties. Nonphysical protective spells dont count
! Characters may save their actions for later, but at all.
if they want to interrupt someone elses action theyll ! A holy book or medal carried by any character
need to resolve that like any other tie. with Faith +2 or better MAY provide +1 point of armor
! Characters may also roll Reaction 14+ to act out to the chest, abdomen, and groin. (Whether or not it
of order in response to something else - kicking away does is up to the Game Master). This doesnt cause
a grenade, diving for cover, taking a shot at someone armor penalties and stacks with other effects.
who exposed themselves, or lashing out at someone
who comes too close. Each character can only try
this once per turn however.
! After the count gets down to 0, start over.

4
! Semi-Automatics may be fired up to three times
Common Weapon Statistics in a single turn. Each shot after the first takes a
cumulative -3 modifier.
Weapons in Baba Yaga have three basic ratings: ! Full-Automatic weapons may have several firing
Range, Accuracy and Damage. Some have a special options available:
note or quality as well. Most may fire a single bullet, acting as a standard
pistol (machine pistol), carbine (SMG), Rifle (BAR or
! Accuracy modifies your attack roll. It only other light machine gun), or antitank rifle (heavy
applies to aimed shots and is listed before the /. machine gun).
! Damage modifies the damage die roll. Its listed Short bursts (normally 3-5 bullets for weapons
after the /. with magazines, 25 for belt-fed weapons) use the
! Armor-Piercing halves the targets armor value, base statistics for the weapon in question.
rounded up. Its rarely useful against characters. Long bursts (normally a half clip for weapons with
! Area-Effect weapons only require an 11+ to hit magazines, 50-100 for belt-fed weapons) may either
the specified area. Those within the area are entitled gain a +3 bonus to their accuracy OR may be used
to make Evasion checks to avoid injury, requiring an to attack an area. In either case roll damage twice
11+ if theres useful hard cover available and theyre against non-vehicular targets on a successful hit.
in it or free to move or a 14+ if theres no cover or
their movement is restricted.
Incendiary Devices
Flamethrower Splash (applies to those near
Artillery, Mortars, and Rockets impact but not directly hit on a failed Evasion check,
Artillery/Mortar: Light (Extreme, -2/+3, Area NA/-2),Molotov Cocktail (Close, -1/+0), Flamethrower
Effect), Medium (Extreme, -2/+4, Area Effect), Heavy (Close, +2/+1, Area Effect), and Flame Rifle (Close,
(Extreme, -3/+5, Area Effect), and Superheavy +1/+1).
(Extreme, -3/+6, Area Effect). Speciality munitions ! Flame weapons are considered Armor-Piercing
include Smoke, Antivehicle (additional -2 to hit, trade and their effects continue for (1d6-2) rounds past the
Area Effect for Armor Piercing), and Gas. first unless extinguished. Putting yourself, or
Infantry-Antitank Weapons: Recoilless Rifle, PIAT, someone else, out requires a Reaction check of 11+.
Rocket Launcher, or Bazooka (Moderate, -1/+3).
Melee Weapons
Explosive Devices (Normally Area Effect) Small Knife (+1/-1), Club (+0/+0), Combat Knife
Grenades and Charges: Antipersonnel Grenade (+1/+0), Entrenching Tool (+0/+0), Axe or Sword
(Close, +0/+1), Anti-Tank Grenade (Close, -1/+1, (+0/+1), Sap (-1/+0 Stun: will not take a character
AP), Satchel Charge (Close, -1/+2), Demolitions past Incapacitated), Mace/Maul (-1/+1), Bayonet (-
Charge (Melee: set and run before the fuse goes off. 1/+1), Spear (+1/+0), and Garotte (-1/+2, but only
-3/+4. Armor-Piercing with a successful Engineering effective from behind and with surprise).
check).
Projectile Weapons
Firearms Hand-Hurled: Rock (Close, -1/-3), Dart (Close,
Single-Shot or Semi-Automatic: Pistol (Moderate, +1/-3), Shuriken (Close, +1/-2), Knife (Close, +0/-1),
+1/+0), Carbine (Moderate, +1/+1), Rifle (Long, Javelin or Spear (Close, +0/+0).
+0/+1), Shotgun (Moderate, +1/+1), and Antitank
Rifle (Long, -1/+2).
Full Automatic: Submachine Gun (Moderate,
Unarmed Attacks (All have Melee range)
+1/+2), Light Machine Gun (Long, +0/+2) and Heavy Human: Unskilled Unarmed (-1/-2) and Skilled
Machine Gun (Long, +0/+3). All may be fired as Area Unarmed (e.g., Unarmed Combat 2+, also known as
Effect). Martial Arts. +0/-1).

5
While your village may hold a priceless secret,
Players Guide youre not alone. There are villages all around you
filled with people who want the invaders out. There
Baba Yaga is set in the midst of the largest and are allies across half the world waiting to help you if
most destructive war in history. Its set in an area they can. And last, but hardly least, strange creatures
where 25% of the population was wiped out. Even of mystic power may well be willing to aid you. Do
worse, it assumes that the characters will everything you can to take advantage of that. A small
intentionally seek out even greater than normal risks illusion or spell of misdirection may serve you better
and has a lethal combat system to reflect the reality than a division of troops. Soldiers know how to deal
of war. with a division of troops, but they cant fight what they
Characters will die in Baba Yaga - and they dont even know exists.
generally wont be coming back. Even a single bullet
has a significant chance of killing someone. Always remember the saddest, most terrible, and -
just perhaps - the most hopeful thing about the
There are ways to improve the odds a bit. Every German forces in WWII.
group should have at least character with a Medicine They were mostly fairly ordinary people. Whether
score of 3+: a skilled doctor is invaluable. A bit of out of fear, blind obedience, or a simple
cover or a single point of armor covering a vital unwillingness to admit that they had expended so
location - a helmet or protective spell - can easily much effort, taken such risks, and sacrificed so much
save your life. in the service of an unworthy cause, they followed a
You cant get hit if you dont get shot at. Stealth, madman and did terrible things.
speech, and spells improve your odds immensely They were not the first, and they will not be the
you cant get hit if they dont know to shoot you. Use last, to do so.
the natural terrain to your advantage by collapsing But there were truces, kindnesses, acts of nobility,
passes and setting traps. In Baba Yaga, you must and acts of compassion on every side. Even in the
use every skill you possess to its fullest degree. pits of the death camps there were acts of heroism
and pity, along with treachery and brutality.
If you must attack directly strike from cover, strike They were all human beings. And when the
with surprise, and strike when you both outnumber zombie horde is coming under the direction of a
and outgun your target. Youre not at war for honor, bloodthirsty lunatic do you really need much more in
for glory, for loot, or for power. Youre at war to common than that? Few German soldiers like being
protect your friends and family from the most ruthless led by occult-obsessed Bloodmages. They didnt sign
conqueror since Attila the Hun - and if you die there up for weird experiments: they signed up to fight a
may be no one else to protect or avenge them. Dont war.
fail them.
On the other hand, if you act like a berserk killing
machine, your character wont make it past one
session. This is Baba Yaga, not Bombs and
Barbarians.

Language skills are important. Every group should


have someone who understands Russian and
German. Indeed, you may find that knowledge of
Goethe gets you much farther than knowledge of
Gatling. Characters who know German can
understand captured documents, spy on the enemy,
and interrogate prisoners.

6
dangerous ground are your greatest defensive
Partisan Rules of Thumb advantages.
1) Establish a network of contacts and ways for 7) Dont make the enemy preferable to you. The
them to pass on information. While casual support - people of your country are your sources of supplies
the occasional meal or place to hide, nursing care for and recruits, your camouflage and informers, and
the injured, recruit, or package of supplies - is your friends and relatives. Keep them that way.
valuable, with a little work you can turn every farmer
in the fields, child on the streets, or woman hanging
washing into an informant. You should know what the
enemy is up to almost as quickly as they do. Military Skills
2) Always be prepared to fall back, no matter how Green Soldiers - just out of boot camp - can be
many defensive lines youve prepared or how certain assumed to have a +1 in whatever theyre supposed
you are that an attack will succeed. Make sure that to be doing and a +0 in other speciality jobs.
youve planned to scatter to multiple escape routes -
preferably ones under the control of friendly groups - Blooded Soldiers - those whove been through a
with multiple rendevous. Remember: once the battle or two - will have a +2 in whatever theyre
location of a base or safehouse becomes known to supposed to be doing and a +1 if theyre filling in for
the enemy, it will almost invariably be taken if someone in another speciality. They can also be
deemed worth bothering with. Partisans must be assumed to have a +1 in Endurance, Recovery, and
prepared to abandon their base of operations at any Reaction. Most of the rank-and-file opposition that
time. the characters face will be at this level.

3) Cover is your friend. Forests, hills, caves, and Veteran Soldiers - those whove survived for much
night are your allies and open territory is an invitation of a campaign - will have a +3 in whatever theyre
to disaster. Remember: you might be under specialities are and a +2 in other military skills. They
observation at almost any time from the air, by can also be assumed to have a +2 in Endurance and
scouts, or from a distance. Recovery and a +1 in Reaction. Veteran soldiers are
relatively scarce, and are usually only assigned to
4) Scout throughly. Remember that children, important missions or to leaven a group of green or
elders, and other obvious non-combatants also make blooded soldiers.
excellent scouts and often have better odds of
escaping with some excuse if caught. Elite Soldiers - specially trained veterans whove
concentrated on particular skills - will have a +4 total
5) Locate other partisan groups and external (due to high skills, specializations, or a few better-
backers or suppliers. Such support is vital in diverting than-average attributes) in their specialities and a +2
the enemy when theyre getting too close, in in other military skills. They can also be assumed to
obtaining munitions, and when you need backup. Be have a +2 in Endurance, Recovery, and Reaction.
prepared to supply such assistance to other groups. Elite soldiers are quite rare, and are normally only
Conversely, if there are no other groups and no assigned to special missions.
external source of support, it may be time to either
give it up and go home or to pull off some great If you dont have time to be checking skills, simply
propaganda coup to stir some up. assume a +3 with their primary weapon and a +2 in
everything else.
6) Know the country. Your movements should be
hard to follow, whether by observation, by vehicle, or Yes, combative player-characters are generally a
on foot. Hidden trails, impassible gullies, skis, and match for Elite Soldiers - or even better.

7
Sample Magical Effects Notable Effects/Powers (14+)
-Modify a single 3d6 roll by 3 or a small group by 2, casting
the spell before the roll is made.
Trivial Effects/Knacks (8+) -Heal one level of damage if the Blatant Magical Healing
-Modify a single 3d6 roll by 1, casting the spell before the roll option is in play or Stabilize a Fast Mortal wound. Cure serious
is made. diseases, such as pneumonia, and neutralize dangerous toxins.
-Strike a mystical blow in HTH equal to a light melee weapon -Add +2 to a damage roll or +1 to a group of damage rolls,
- or create such a weapon for a few moments. casting the spell before the rolls are made.
-Provide effects equivalent to the use of simple tools or -Briefly provide +2 levels of personal armor or +1 level of
equipment - warm clothing, a wrench, a prybar, or similar - for a armor to a vehicle. Provide +1 armor to an individual for several
few hours. hours. Create a short-term barrier which will (probably) detonate
-Weave a small and limited illusion. Disguise your clothes or incoming shells before they get close enough to kill everyone in
face, produce phantom whispers, or render a small object the group.
invisible. -Make a ranged magical attack roughly equal to using a hand
-Alter your fingerprints, hair and eye color, or other small grenade, SMG, or similar weapon.
physical details via Shapeshifting. -Locate and/or communicate with someone you know or have
-Raise a light breeze or keep toxic gas out of an area for a a personal link to at long range (this includes communicating with
little while, raise a dust devil or snuff a candle. the dead or with distant fey).
-Move small, light, objects around. This includes keys, dice, -Increase an attribute by +1 for a brief period
pistol and rifle cartridges, triggers, grenade pins, and similar -Summon or dismiss rain, heavy wind, and weather effects
items. within reason, steer bolts from an existing thunderstorm.
-Remove warts, scars, and blemishes. Cure colds and sore -Move objects weighing as much as a person
throats, relieve pain, and reduce fevers. Substitute magic for a -Transform into another mammal of roughly the same size.
first aid kit by halting bleeding and holding tissue together. . Non-mammals, and larger or smaller creatures, remain out of
-Break a bowstring, cause a misfire, ignite easily-flammable reach.
materials, or otherwise cause small, common, accidents. -Summon minor Fey or supernatural monsters for a brief
-Implant a thought in someones mind. They are likely to period.
accept it as a passing thought of their own, but need not act -Animate a statue, group of skeletons, or similar target for a
upon it. brief period.
-Influence a domestic animal. -Produce short-range clairsentient effects, analyze a sample
of material, read surface thoughts.
-Briefly compel victims to do something theyre moderately
Minor Effects/Talents (11+) opposed to, get them to do anything which is fairly reasonable.
-Modify a single 3d6 roll by 2 or a small group of 3D6 rolls by -Sculpt earth and stone, collapse a small cave, or otherwise
1, casting the spell before the roll is made. reshape modest amounts of materials.
-Add +1 to a damage roll casting the spell before the attack -Render yourself invisible, change to look of an area, alter the
is made. taste, scent, and apparent texture of foodstuffs, create a horde
-Provide +1 level of personal armor for a brief period of translucent specters or cloak a swiftly-moving vehicle in a
-Make a ranged magical attack roughly equal to using a pistol terrifying illusion.
or a melee attack equal to a heavy melee weapon. -Temporarily acquire a language or other specific skill
-Enhance a sense - see in the dark, track like a bloodhound, enhancement.
or listen in on a whispered conversation. -Rearrange organic rubbish into soft goods and/or edible
-Minor shapeshifting - sprouting claws, fangs, or fur, altering foodstuffs permanently.
your facial features, squeezing through a spot thats just a bit too -Counterspell a Talent or Minor Effect.
tight.
-Raise a fog or mist, gather clouds, summon a breeze or a
powerful gust of wind.
-Communicate with someone or something who is nearby but
absent, channel the powers of an ordinary Fey spirit, engage in
short-range divinatory scans.
-Move objects weighing up to 50 pounds
-Cure minor diseases, bruises, and strains.
-Break a rope, ignite an explosion, snap a supporting ring, or
otherwise cause significant breakdowns and accidents.
-Disguise a vehicle or person with an illusion, cover up a door
or small trunk.
-Counterspell a Knack or Trivial Effect.

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