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Active Exploits is a diceless roleplaying system designed for quick and easy game play. The Active Exploits Core Rules are available on the
internet at http://www.pigames.net. Active Exploits Core Rules may be distributed in printed form or its original electronic format,
provided that you charge no fee and do not alter its contents or layout.
Copyright 2002 by Politically Incorrect Games and Brett M. Bernstein, All Rights Reserved.
Active Exploits is a trademark of Politically Incorrect Games.
Special thanks to: Tim Boser, Nathan Hill, Umberto Pignatelli, Sparky, Gary D. Williams
Table of Contents
Distribution Agreement 3 5. Gimmicks & Convictions 19
1. Introduction 4 6. Designing Characters 22
2. Abilities & Skills 6 7. Focus: Combat 26
3. Task Resolution 12 8. Focus: Arcane 32
4. Special Abilities & Skills 16 Index 36
2
CORE rules
/ distribution agreement
No part of this work may be reproduced in any form or by any electronic or
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be made for your own personal use. Rights Reserved. Active Exploits is a trademark of
1b. Copies of Active Exploits Core Rules may be made for Politically Incorrect Games.
distribution to others, provided that it is distributed in its 2b. Active Exploits derivative works may include terminology
entirety including this Legal Notice and further provided specific to the Active Exploits Core Rules and the Active
that you do not charge any fee for such copies, whether Exploits character sheet in order to retain continuity.
distributed in print or electronically.
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ACTIVE EXPLOITS DICELESS ROLEPLAYING Incorrect Games determines to be a breach of this
Active Exploits is a diceless roleplaying system designed
agreement due to copyright infringement or any other
for quick and easy game play. The Active Exploits Core
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Rules are available on the internet at
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The following materials based on Active Exploits, entitled does not result in the termination of any other Active
[insert your title], are created by, made available by, Exploits derivative works or anyone else enjoying the
and Copyright [insert copyright year] by [insert your rights provided by this agreement.
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Politically Incorrect Games or any publisher of other Active without warranty of any kind. Politically Incorrect Games
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Original Active Exploits materials Copyright 2002 by Incorrect Games shall create a warranty.
/ 3
CHAPTER
CORE RULES introduction
1 Introduction
past, but for specific settings. Active Exploits is designed
What is Roleplaying?
to provide a comprehensive set of rules for any occasion
Roleplaying is similar to the production of a film and
which can also be expanded with new rules and
requires two or more people. One person assumes the
possibilities by adding supplemental game settings.
role of director, who sets the stage and casts the actors
and extras. The remaining players are the actors,
assuming the personalities of their respective characters Basic Concepts
within the confines of the game. ABILITIES represent a character’s potential, raw talent,
The most important function of the director is to and fortune. There are four types of abilities: potential,
produce an interesting story which flows smoothly and mutable, special potential, and special mutable. All
quickly. He should also give the players room to explore characters use potential and mutable abilities, but special
their characters while preventing them from getting out of potential and mutable abilities are only used for certain
control. game settings.
Remember, this is a game. Its sole purpose is to APTITUDES are skills which a character has learned
entertain through interactive storytelling. The rules through experience, study, or both. They can represent
presented here are guidelines for play. Like the director, both general knowledge and training.
they help shape the way the story unfolds. Ultimately,
ACADEMIA are skills which consist of a large body of
roleplaying is the culmination of the players’ actions.
knowledge. They represent extensive investments of time
and considerable dedication.
Why Diceless Roleplaying? EFFORT represents the amount of energy a character
Roleplaying games typically use a combination of dice to exerts on a task. It is derived from abilities and is a major
add an element of chance for determining the outcome of factor of play.
a situation. The problem is that a lot of them use unusual
TASKS are tests of skill or ability. The outcome of a task
or hard to find dice. While six-sided dice are common and
depends on several factors such as DIFFICULTY,
can be liberated from popular board games, four, eight,
CONDITIONS, RISK, and ability. The director determines the
ten, twelve, and twenty-sided dice can only be purchased
OUTCOME of a task and declares whether it was a
at hobby and game shops. How do you carry them
success, triumph, failure, or calamity. Success means the
around? How many do you truly need?
task was accomplished. Triumph indicates that the task
Active Exploits was designed to permit game play has succeeded beyond anyone’s wildest dreams. Failure
without the need for dice. Its only requirements are paper, means the task was not accomplished and the character
a pen or pencil, and the rules. Effort and ability of the was exposed to any dangers present. Calamity represents
characters are pitted against the conditions and risks of a a horrible mishap and the character suffers a terrible fate.
situation in order to gauge success. The element of
There are five levels of DIFFICULTY: trivial, routine,
chance is preserved by not allowing the players to know
challenging, improbable, and impossible. Some
how much effort and ability is required to succeed. The
conditions can effect a task’s difficulty. Increases in
director acts as referee in such cases, working behind the
difficulty are noted as § while decreases are noted as
scenes as it were.
¡. The number within the arrow represents the
Diceless roleplaying games have been created in the degree of change.
4
CORE rules
CONDITIONS represent the circumstances under which FANTASY includes information for using fantasy era
a task is attempted. Some examples are: harried, settings. A F beside an item indicates that it is
RISK represents the danger inherently present if the task ANTIQUE includes information for using settings that
fails. There are four levels of risk: benign, slight, take place within the 18th and 19th centuries. Victorian
precarious, and disastrous. England and the civil war are some examples of antique
settings. A A beside an item indicates that it is
EXPERIENCE is gained as characters succeed at tasks. It compatible with an antique setting.
allows them to raise their level of skill.
MODERN includes information for using settings that
GIMMICKS are special properties which characters may take place in the 20th and 21st centuries. A M beside
possess. These allow characters to be customized for an item indicates that it is compatible with a modern
game settings. Some examples are: connections, night setting.
vision, and prestige.
REALISM: Characters can be made as realistic or powerful
FOCUS represents a point in the story when a scene is as desired. Directors choose which reality level to use
broken down into an orderly and detailed series of actions, when creating characters. There are three: dramatic, pulp,
rather than using an abstract flow of time. Some examples and epic.
of focus situations are combat and contests.
PLAYER CHARACTERS is the term applied to all roles which
ACTIONS represent the maneuvers used by a character to are assumed by the players.
attack his opponent, defend himself, move, or perform
NON-PLAYER CHARACTERS is the term applied to all major
other tasks while in a focus situation.
roles acted out by the director as opposed to the players.
STUNTS are variations of specific actions which require EXTRAS represent the minor roles which are acted out by
advanced skill due to their increased level of difficulty. the director.
DEMENTIA represents excessive strain on one’s psyche EPISODES make up a complete story. Each one constitutes
which causes severe mental issues such as psychoses. a single session of game play.
There are four grades of dementia: sensitive, agitated,
irrational, and delirious. Dementia is represented by the = Quick Reference for Icons Used in this Book
symbol D and can result from fright or altered states of
C section heading
reality.
= table, list, or quick reference
FATIGUE represents excessive effort which wears down a x examples
character, causing him to tire. There are four grades of > hyperlink to referenced page
fatigue: dazed, stressed, exhausted, and unconscious.
Fatigue is represented by the symbol S and can result F compatible with fantasy settings
from blunt trauma and physical strain. A compatible with antique settings
M compatible with modern settings
INJURY represents the character’s physical well being. : optional dice rules
There are four grades of injury: bruised, sprained,
wounded, and incapacitated. Injury is represented by the § Increase in difficulty
symbol W and can result from lacerations and burns. ¡ decrease in difficulty
D dementia
The Active Exploits Core Rules can be used for any type of
S fatigue
game setting, but specific rules are included for the
W injury
following eras:
5
/
CHAPTER
6
CORE rules
LUCK is the power of the universe intervening on behalf of • one point may be expended to cancel out the effects
the character. Think of it as fate incarnate. Luck is rated on of resisting a conviction
the following scale: • six points may be expended to remove a compulsion
0 unlucky
• points may be expended to decrease dementia
1 typical luck
sustained
2 lucky
/ 7
successful task at a later time. Consult the Resisted Task The use of lances in combat situations while on
table in the tasks section >. horseback. This skill also requires a knowledge of riding.
MELEE FAM
C Aptitudes The skill of hand to hand street fighting with large
weapons such as staves, axes, and swords. See combat
Aptitudes are skills which primarily require more section for difficulty factors >.
practice than study and are learned through life
CORE RULES abilities & skills
SAILING FAM
experience. They can be used unskilled.
The art of steering and navigating a boat using only the
wind and the sails. Awareness and reasoning may be used
Fitness Based Aptitudes for navigating.
ATHLETICS FAM TRAPPING FAM
This covers sports, gymnastics, climbing, or any other The locating of animals in the wild using tracks and
activity that requires agility. other signs of disturbances. Awareness may also be used
BRAWLING FAM as a secondary ability.
The skill of hand to hand street fighting. It is used for WARFARE M
punching, kicking, or attacking someone with small blunt Tactics and strategies as used by terrorists,
handheld weapons such as a gun barrel or club. See mercenaries, and the military. Warfare allows characters
combat section for difficulty factors >. to use grenades, mortars, rocket launchers, artillery
BOATING FAM pieces, and other weapons or military equipment such as
The building and steering of small wooden sea vessels, explosives. Reasoning and creativity may also be used as
such as canoes, rafts, or rowboats. Awareness and secondary abilities.
reasoning may be used for navigating.
CRAFTS FAM Awareness Based Aptitudes
The shaping and baking of clay pottery and forging crude
CRIMINAL FAM
metallic alloys such as bronze. Creativity may also be used
This covers racketeering, confidence scams, picking
as a secondary ability.
locks and pockets, safecracking, hiding from the law, and
DRIVING M escaping from bonds such as chains or ropes. Fitness may
The operation of an automobile, motorcycle, or truck. also be used for physical maneuvers. Resisted by
Reasoning may be used to perform minor maintenance on awareness.
these vehicles.
STREETWISE AM
FIREARMS AM Street knowledge/cred. It allows characters to know
The use of handguns, rifles, shotguns, bows, and how to survive on the streets. Reasoning may also be
crossbows. Any weapon that launches a projectile is used as a secondary ability.
covered by the skill in addition to clearing jams. Reasoning
SUBTERFUGE FAM
may be used to complete minor repairs. See combat
The art of concealing one’s true motives. It also covers
section for difficulty factors >.
disguises, forgery, and sabotage (when combined with the
FORGING FA
mechanical or electrical aptitude). Reasoning may also be
Also called blacksmithing, forging is the art of making
used as a secondary ability.
basic weapons, armor, and other common items from
metallic materials. Some examples are swords,
horseshoes, and plate mail. Creativity may also be used as Reasoning Based Aptitudes
a secondary ability. ANIMAL HANDLING FAM
JOUSTING F The training, herding, and breeding of animals, as well
8
CORE rules
as using them for hunting. healing salve reduce injury by 1 grade
COMPUTERS M sedative increase fatigue by 2 grades
The operation of computer systems, performing minor (4 for a triumph)
repairs, and designing programs. Creativity may also be relaxant reduce fatigue by 1 grade
used as a secondary ability. poison increase injury by 1 grade per
hour (2 for a triumph)
COURT ETIQUETTE FAM
antidote effects of poison cease
/ 9
PERFORMANCE FAM Literature also includes the advantages of the literacy
The art of acting, oration, singing, or any other stage aptitude. Creativity may also be used as a secondary
performance. Fitness may also be used as a secondary ability.
ability.
PHILOSOPHY AM
The study of the mysteries of life and the human
C Academia condition. Philosophy also covers the works of all the great
CORE RULES abilities & skills
10
CORE rules
Natural Sciences small propeller aircraft, small jet aircraft, commercial
aircraft, and military aircraft. Fitness is used as the primary
ASTRONOMY AM
ability. Reasoning may also be used for basic repairs of
The science of the stars and other heavenly bodies.
aircraft.
BIOLOGY AM
Sea vessel specialties are: commercial ships, military
The science of living organisms, such as humans,
ships, and submarines.
animals, plants, viruses, and insects.
x Example
Kim Li is proficient in small propeller aircraft and
attempts to land a small jet aircraft. His task would
be modified with § because he has training in a
similar specialty.
/ 11
CHAPTER
3 Task Resolution
The outcome of tasks are determined using the speak up about extra effort beforehand.
following information: skill, effort, difficulty, conditions, and
risk
Difficulty
The difficulty of a task is set by the director and is
Skill usually not divulged to the players. There are five grades
This represents either an aptitude or academia which is of difficulty: trivial, routine, challenging, improbable, and
required for the task. Academia may not be attempted
CORE RULES task resolution
impossible.
unskilled.
TRIVIAL
This is a mundane task which requires no effort.
Effort
ROUTINE
This represents the total bonuses applied from abilities.
This is a common task which requires a minimum of
Characters may allocate any number of bonuses from the
effort.
skill’s base ability to the task. No more than one bonus
may be applied from secondary abilities. If the base ability CHALLENGING
is |-1| (a penalty of one) then it must be applied to the This is a hard task which requires significant effort.
task.
IMPROBABLE
Any number of Luck points may also be applied to a This is an unlikely task which requires extreme effort.
task. Once used, they are gone forever, though. Luck
IMPOSSIBLE
points do not count toward fatigue loss.
This is a task with little or no chance of success.
A character receives 1S when his total effort applied in
a single turn is greater than his discipline rating.
Conditions
x Example of Fatigue Gain The circumstances under which a task is attempted can
drastically affect its outcome. More than one condition
Sam is attempting to jump across a ravine. Since he
doesn’t want to fail, he applies |+2| from fitness may be applied to each task. Modifiers affecting effort do
to the task. He has been running away from some not count toward fatigue accumulation.
savages and has already spent 2 points of discipline CALM
to prevent serious injuries, leaving him with only 1 This is the default condition for tasks. It signifies that the
left. Because the effort is more than his current character is relaxed and at peace.
discipline, he gains 1S.
HARRIED
The character is attempting task at an accelerated
Characters may also announce how they would like
pace. The task is resolved with one less point of effort.
extra effort (effort above and beyond what is required to
succeed) to affect the task. It may be used to cause extra SURPRISED
damage or modify some aspect of the desired effect. The This is an impulsive task attempted when the character
director is free to determine the exact outcome, but is not is caught off guard. Potential and special abilities cannot
obliged to improve the success if the character did not be used to add effort to this task.
12
CORE rules
COERCED point of effort.
The character is attempting a task against his will. The
CONTESTED
character gains 1D if the task is successful.
The character is directly competing with another
ENCUMBERED character or extra. The one who exerts more effort is the
indicates that the character is carrying heavy or bulky victor. A character still fails even if he exerts more force
equipment. The task is resolved with one to two less than his opponent but fails at the task.
points of effort (director’s discretion).
RESISTED
SUBDUED The character is attempting to counter the outcome of
This is a task attempted while the character has been a previous task attempted by another character. The
knocked down, fallen, or is physically restrained or
difficulty is determined by the skill rating of the character
hampered. The task is resolved with two less points of
that performed the original task:
effort.
/ 13
C Determining The Outcome x Example Continued
The outcome is determined by the director. The total Suppose Donal also spent 1 point of luck to
effort required to succeed is displayed on the success increase effort on the task. His effort would have
table (see below). Simply cross reference the character’s been |+2|, leaving one extra point of effort. If
skill level with the task’s difficulty. If the total effort Donal had announced that he wanted the extra
exerted is equal to or greater than the value shown, the effort to go to the tiger’s speed beforehand, he
task succeeds. would have one quick tiger. The director is free to
improve some part of the tiger or just ignore the
extra effort..
= Success Table
unskilled apprentice proficient expert
CORE RULES task resolution
14
CORE rules
returns to zero (0). Up to three points of experience may
be spent to increase effort to any related task by adding x Example Continued
one point each. No additional experience is gained from This means that he rolls 1 die (1 per point of effort)
the task and the effort applied is used to determine and adds 15 to the total. He rolls a 3. So, the 3 plus
fatigue gain. his bonus (15), makes a dice total of 18. Since he is
Academia specialties do not have individual pools of only summoning a small cat, his difficulty is routine
experience. Instead, experience is shared by all specialties and he only needed a 6. His total of 18 less the
within a field. required amount (6) is 12, making the task a
triumph because the difference is greater than 10.
Technically speaking, the director could just have
: Optional Dice Rules announced a success because of his excellent skill
and low difficulty.
There may be times when a more random method is
Add the sum of the dice to the skill bonus. This new sum
is called the dice total. If the dice total is equal to or
greater than the required total, the task is successful. The
required totals are as follows:
trivial 3
routine 6
challenging 16
improbable 26
impossible 36
/ 15
CHAPTER
Like regular potential abilities, special potential abilities • using any channeling based skill for a task involving
CORE RULES special abilities & skills
are used to add effort to special tasks such as magic. They the specified magical property
are usually linked to specific skills and are rated on the
following scale:
ESP, or extra sensory perception, acts as an extension to
-1 cursed or allergic reaction to ability
awareness by increasing a character’s sense of intuition.
0 no ability; average human
It also gives a character the potential to perform telepathic
+1 subtle ability
and telekinetic tasks. ESP allows effort to be used in the
+2 obvious ability
following situations:
+3 unusual ability
+4 super ability; beyond human • increasing the speed at which one acts in combat
+5 unimaginable ability • using any ESP based skill
16
CORE rules
between the astral realm and our own. They oppose
x Example Shambalans.
Alexandra holds a relic called the rod of protection • points may be used to communicate with entities
and has a rating of |+1| for defensive actions. and ask favors instead of worshipping them
This means that Alexandra can add |+1| effort to
GUIDES
any defensive action (combat or arcane) taken by
Guides offer knowledge and help people find
her while the relic is in her possession.
enlightenment. They oppose Overlords & Jinn.
• points may be expended to add effort to any
reasoning based skill (one point adds one bonus
Special Mutable Abilities |+1|)
Special mutable abilities can be used to modify tasks or OVERLORDS
situations just like regular mutable abilities. They are rated Overlords are the masters over the soul. they oppose
on the following scale: Guides & Jinn.
0 no capacity for special use • points may be used in the same manner as
1 weak capacity for special use revelation
2 subtle capacity for special use
MYTHOS
/ 17
skill, or situation. Each point expended equals one bonus compulsion ∞
|+1| for effort. Once all points are expended, the relic is
useless as a magical item. SEALS (faith) FAM
This skill is similar to inscription except that devout
x Example prayer is the only requirement to bring about miracles.
Alexandra holds a relic called the ring of hope and SUMMONING (channeling) FAM
has a rating of 2 for the channeling ability. This The art of conjuring physical objects or presences. A
means that Alexandra can expend 1 point to add magical property may be summoned when used with the
|+1| to any channeling skill attempted by her channeling ability. Anything summoned can also be
while the relic is in her possession. After use, the banished as a resisted task. Difficulty is based on the size
relic would be left with 1 point. and weight of the summoned item and at the discretion of
the director.
TELEKINESIS (esp) FAM
C Academia The power to move objects with the mind. Difficulty is
based on the range to target but the size of the item
Arcane Studies should also affect it.
CONJURING (channeling) FAM TELEPATHY (esp) FAM
CORE RULES special abilities & skills
The art of illusion. Conjuring allows a character to create This allows a character to communicate his thoughts to
an insubstantial image which has no physical properties another person or animal without speaking. Reading one’s
other than appearance. The illusion must be fashioned thoughts is a bit more difficult and adds § to the task.
after an appropriate magical property. Difficulty is based The difficulty is determined by range.
on the size of the conjured item and at the discretion of WARDING (channeling or faith) FAM
the director. This allows a character to create a protective circle
COUNTERMAGIC (channeling) FAM which emanates from an object such as a holy symbol, a
The art of draining magical energy from any arcane task circle drawn in the sand, or his own body. A successful
in order to counter its effects. Can be used to resist any outcome indicates that attacks made against the ward
channeling, endowment, or faith task. receive § (triumphs receive ∞). The difficulty is
INSCRIPTION (faith) FAM determined by the size of the circle and the number of
The holy art of performing special miracles by inscribing people protected. Here are some basic guidelines:
divine seals on parchment. The miracles vary and a diameter of circle:
specific seal must be used for each. A list is presented in more than 8 feet §
the focus: arcane section >. more than 20 feet ∞
MESMERISM (esp) FAM number of people:
This skill can be used to put another person within eye more than 3 §
contact into a hypnotic trance. The target character may more than 10 ∞
then be given instruction which he must carry out. The
difficulty of this task is determined by the instructions.
Difficulty is based on the susceptibility of the target
character and at the discretion of the director:
target is:
agitated/stressed/sprained §
irrational/exhausted/wounded ∞
act against or ignore:
commitment §
18
CORE rules
CHAPTER
Gimmicks & Convictions 5
C Gimmicks ticks, or studdering. One point of discipline may be used to
counter the use of mannerisms for one conversation or
Gimmicks describe a person’s background or physical focus.
oddities and do not use a method of rating.
MILITARY RANK
AUTHORITY The character is in the military and holds an officer’s
The character has certain responsibilities which permit rank.
him to exercise special rights. He can be involved in law
MULTILINGUAL
enforcement, the justice department, or even city hall.
The character can speak up to two additional languages
CONNECTIONS as a result of growing up in a household or culture where
The character has friends or associates in some sort of more than one language was used.
criminal, political, community, religious, or military
NIGHT VISION
organization which he can call on for assistance. The
The character can see at night with no penalties.
connections can also take the form of students, followers,
or employees. PERIPHERAL VISION
The character can spend one point of effort on tasks
DEPENDENT
while surprised.
The character is in the charge of protecting or caring for
someone. It could be a professional assignment, sick PRESTIGE
/ 19
C Convictions are sometimes the focus a character’s life. Compulsions
increase the level of difficulty of all tasks in which they are
Everyone has some set of ideals, beliefs, customs, or involved:
vices. Some people are more connected to them than
trivial tasks become routine
others. Convictions use the following scale of severity:
routine tasks become challenging
INCLINATION challenging tasks become improbable
The character has strong tendencies toward conviction improbable tasks become impossible
and often uses it as a guide for behavior and ambition. He impossible tasks remain impossible
has free will and can easily resist his conviction without
thought. x Example of Conviction Use
HABIT Becka is a devout Catholic and does not eat meat
The character has so often acted on his conviction that during Lent. In game terms, she has a commitment
living by it has become second nature. He can easily resist to Catholicism (pious commitment). She desires the
his conviction with conscious effort. meat so badly that she breaks tradition and tries to
COMMITMENT eat meat during Lent. Since this is a trivial task, it
The character has pledged to uphold his conviction and now becomes routine. The director decides to let
it is a major factor in his life. He can easily resist his her eat the meat without a struggle of willpower.
conviction with conscious effort, but will most likely Since this is a commitment (a serious conviction),
choose to uphold it. Becka loses 1 experience point from a random skill
and gains 1D.
COMPULSION
The character is compelled to uphold his conviction
psychologically, out of fear, or as an obligation. He has
CORE RULES gimmicks & convictions
20
CORE rules
a substantial amount of money. out at anyone who triggers him. This may include mental
HONOR BOUND or physical abuse.
The character would never commit an act which SADISTIC
disgraces himself or his family. He is a respectful, upright, The character takes great pleasure from the suffering of
honest, and modest part of the community. others. He will go out of his way to cause an enemy to
IMPULSIVE suffer great mental or physical pain.
The character does not think before he acts and often TIMID
gets into trouble because of it. The character is uncomfortable around other people and
JUDICIAL often shies away from them. He makes every attempt to
The character believes in justice no matter the cost. He avoid social situations, especially ones where he is the
is willing to make sacrifices in order to achieve “what is focus.
right.” WORSHIP
LOYALTY The character is dedicated to a magical or mythological
The character is fiercely devoted to his friends, family, entity or mortal prophet which may or may not be
and compatriots. legitimate. He worships the entity in exchange for power,
out of fear, or out of a false sense of duty. Some examples
MONEY HUNGRY are: Satan, David Koresh, or a spirit guide.
The character will stop at nothing to obtain wealth.
MORALISTIC
The character lives his life based on a set of moral
values. To stray from these values is to become “evil.”
PARANOID
/ 21
CHAPTER
6 Designing Characters
Each level of realism utilizes a different scale for ability Gimmicks are also important and typically aid the
and skill ratings and is described separately . character in some way.
It should be noted that the rules presented here for
creating characters may be superceded by those from a Write in convictions, gimmicks, and other personal
game setting. information in these sections on the character sheet.
Check off:
Step 1: Creating an Identity QI for inclinations
QH for habits
Every player character has a unique appearance, Qc for commitments
QC for compulsions
background, belief structure, ambitions, and personality.
What is the character’s age, height, weight, hair color,
Convictions
eye color, and style of dress. Is he attractive? Does he
Dependency: Alcohol
have any disfiguring scars? It is not necessary to provide x
QI QH Qc QC
QI QH Qc QC
Background would be a rough biography of the
QI QH Qc QC
character. Where did he grow up? What is his nationality?
QI QH Qc QC
What language does he speak? What does he like or
dislike? In which trade or profession is he trained? What Gimmicks
22
CORE rules
• one point |1| which may applied to luck or DISCIPLINE
discipline Discipline may never be reduced below zero |0|.
• one aptitude at apprentice level bDRAMATIC
bDRAMATIC All characters possess two |2| points in discipline
Players may distribute two bonuses |+2| between by default. Discipline may not be raised above four |4|.
potential abilities. Up to two penalties |-2|may also be bPULP
distributed among them. No potential ability can be All characters possess four |4| points in discipline by
raised above two bonuses |+2|. default. Discipline may not be raised above five |5|.
bPULP bEPIC
Players may distribute four bonuses |+4| to All characters possess six |6| points in discipline by
potential abilities. Up to three penalties |-3| may also default. Discipline may not be raised above six |6|.
be distributed among them. No potential ability can be
raised above four bonuses |+4|.
SPECIAL ABILITIES
bEPIC Special abilities may only be used if the director is using
Players may distribute six bonuses |+6| to potential a game setting in which they fit. The director may choose
abilities. Up to four penalties |-4| may also be which special abilities and ratings may be applied to a
distributed among them. No potential ability can be character and can assign the number of bonuses to be
raised above six bonuses |+6|. allocated.
LUCK New special abilities can be easily created to fit any
All characters possess four |4| points in luck by setting. The director may use the sample special abilities
default. Luck may not be reduced below zero|0| or raised as templates to design custom effects.
above six |6|.
REVELATION
All characters possess zero |0| points in revelation by
default. Revelation may only be raised during play.
Discipline @I
I @I I I I
IIIIII
IIIIII
Relic: fitness @I I I I I
I
+2 +1 -1 0 +1
fitness awareness creativity reasoning ESP
23
/
Step 3: Assigning Skill Ratings Write in aptitudes and academia in this section on the
bDRAMATIC character sheet.
All characters begin with a total of three skills at
Check off:
proficient level, and two at apprentice level. One expert QA for an apprentice rating
skill may be taken if the director allows it. Players may QP for a proficient rating
QE for an expert rating
also allocate three experience points among their
aptitudes or academia. No more than one academia Check off each little circle for every point of experience
gained for the particular skill. Erase them when used.
may be raised above apprentice level before play.
bPULP
All characters begin with a total of three skills at
Aptitudes / Academia
proficient level and two at expert level. Players may also
allocate six experience points among their aptitudes or Firearms
academia. No more than three academia may be raised
xE
QA QP Q x xxx QQQQQ QQQQQ QQQQQ
QQQQQ
Brawling
above apprentice level before play. xP QE
QA Q x xxx x x
QQQQQ xx
QQQQQ QQQQQ QQQQQ
bEPIC Telepathy
xA QP QE QQQQQ
Q QQQQQ QQQQQ QQQQQ
Players may choose up to a total of six skills at First Aid
proficient level and three at expert level. Players may xA QP QE
Q QQQQQ QQQQQ QQQQQ QQQQQ
Leadership
also allocate a number of experience points among their xE
QA QP Q x x
QQQQQ QQQQQ QQQQQ QQQQQ
aptitudes or academia equal to nine less than the
QA QP QE QQQQQ QQQQQ QQQQQ QQQQQ
number skills chosen.
The director may allow players to allocated additional QA QP QE QQQQQ QQQQQ QQQQQ QQQQQ
skill levels to those linked with special abilities if warranted QA QP QE QQQQQ QQQQQ QQQQQ QQQQQ
by the game setting.
CORE RULES designing characters
24
CORE rules
= Aptitudes = Gimmicks
fitness based reasoning based authority
athletics FAM animal handling FAM connections
brawling FAM
boating FAM computers M dependent
crafts FAM court etiquette FAM fugitive
driving M diplomacy FAM internal compass
firearms AM
forging FA electrical M internal clock
jousting F farming FAM jack of all trades
melee FAM
financial AM mannerisms
sailing FAM
trapping FAM first aid AM military rank
warfare M gambling FAM multilingual
= Academia = Convictions
engineering sciences natural sciences dependency
architectural M astronomy AM delusional
electrical M biology AM
botany AM duty bound
mechanical M
chemistry AM egotist
25
/
CHAPTER
7 Focus: Combat
Combat utilizes the same methods of task resolution
with a few additions to the rules. x Example
Billy has a fitness rating of |+2| and exerts |+1|
to leap across a stream. His fitness rating is reduced
C Focus to |+1| for the remainder of the turn. Next turn,
however, it is restored to |+2|.
Whenever a situation arises which calls for more detail
than ordinarily required the scene comes into focus. This
simply means that characters act on a turn (or sequential) Effort from fitness, awareness, or ESP may also be
exerted to act in haste. This increases the speed at which
basis. Each turn is an abstract measurement of time
a character acts. Characters act in order of effort applied
ranging from five to fifteen seconds. Combat is a focus
to haste for their first task. Characters exerting the same
situation.
amount of effort act simultaneously. All additional tasks
occur in order of effort less one.
C Base Difficulties
x Example
Most brawling actions are routine, while firearms and
Billy is exerting |+1| for haste and Kyle is exerting
thrown attacks vary by range:
nothing on haste. Since Billy has expended |+1|
point blank p trivial more than Kyle, he acts first. Once Billy has acted,
short s routine Kyle may attempt a task. If Billy wants to perform a
medium m challenging second task, he would act simultaneously with Kyle
since they are both operating with 0 effort applied
long l improbable
to haste (Billy’s |+1| less 1 equals 0).
extreme e impossible
perform other tasks. They are used to simplify combat or which may require extra effort for their use. Each action‘s
other tasks which require focus. Each action is linked to a description will list all possible stunts.
particular aptitude or academia and may offer a choice of Although this list seems a bit lengthy, it is provided to
stunts. break down and simplify the specifics of combat. The
director may ignore any action he deems unnecessary or
More than one action may be attempted each turn
create his own.
unless otherwise noted. The first actions of all players
occur simultaneously within a turn, the second occurs
with all other second actions, etc. Abilities used for tasks Offensive Combat Actions
are temporarily decreased by the amount of effort applied. PUNCH (martial arts or brawling)
They are reset at the beginning of the next turn. This action covers any blow made to an opponent by a
26
CORE rules
fist, elbow, shoulder, or small blunt object. incoming attack. If a character blocks a melee weapons
Stunts: precision with his bare hands the risk is precarious. If successful the
attacker’s task receives § (∞ if using a shield or similar
KICK (martial arts or brawling)
object), but no other actions are possible by the defender.
This action covers any blow made to an opponent by a
foot or knee. This action risks a knockdown. Risk: knockdown
/ 27
CLIMB (athletics) SWEEP (§)
This action is an attempt to traverse a vertical wall, This stunt is an attempt to sweep the legs of an
ladder or similar situation using the character’s hands and opponent either with the attacker’s own leg or a melee
feet. weapon such as a staff. If successful, the opponent is
Risk: falling knocked down.
BALANCE (martial arts or athletics) UNBALANCE (§)
This action is an attempt to maintain or recover poise This stunt is an attempt to make the opponent fall to the
and equilibrium. ground. Once down, he is free to get up again unless the
attacker makes the attack a sustained task, resulting in a
Stunts: roll, root, stand
pin.
Risk: knockdown, falling
PIN
QUIET (any skill)
This stunt is an attempt to keep the opponent on the
This action is an attempt to meditate, concentrate, or
ground. The opponent is considered subdued until he can
focus one’s attention on a particular task or knowledge.
break free by a contested task. Pins do no damage.
This action is used for all skills not covered by any specific
action. CONSTRICT
This stunt is an attempt to bind an opponent, preventing
ACQUIRE (athletics or criminal)
him from breathing. The opponent is considered subdued
This action is an attempt to pick up, take, or pilfer an
until he can break free by a contested task.
object.
DISARM (§)
TALK
This stunt is an attempt to knock a weapon (or item) out
This action is an attempt to converse with other
of an opponent’s hand by hitting it with a melee weapon
characters. Only short discussions, lasting no more than a
or locking his joints. If successful, the opponent drops the
few paragraphs may be attempted.
weapon (or item).
TINKER
TAKE WEAPON (∞)
(electrical, mechanical, electrical engineering, or
This stunt is similar to disarm, except that the character
mechanical engineering)
actually takes the weapon (or item) from his opponent. If
This action is an attempt to operate or repair any successful, the opponent relinquishes the weapon (or
mechanical, electrical, or electronic component. item) and the attacker now wields it.
DRIVE (driving) QUICKDRAW (§)
This action is an attempt to operate a motor vehicle. This stunt is an attempt to ready a weapon and use it in
RIDE (driving) the same action.
This action is an attempt to steer and control a horse or SLING (§)
similar riding animal. This stunt is an attempt to indirectly launch an item from
CORE RULES focus: combat
28
CORE rules
AIM STAND
This stunt represents the aiming of a projectile weapon. The regaining of a character’s balance and returning to
A task which is resolved immediately after aiming receives his feet. Only wounded characters must treat this like a
one extra point of effort per continuous turn of aiming (up task.
to a maximum of 2).
RELOAD C Determining Damage
This stunt represents reloading the bullets, magazine, or
arrow of a projectile weapon. If an attack is successful damage is dealt to the
character’s opponent based on the type of weapon or
CROUCH
attack used. The chart below list the number of grades of
This stunt represents ducking down behind cover or
fatigue or injury sustained by the target.
simply entering into a prone position.
damage weapon damage
HIDE class type grades
This stunt represents hiding behind cover so that the A1 wooden bludgeons 1S
character is not noticed by his opponents. A2 metal bludgeons 2S
SNEAK B1 knives 1W
This stunt is an attempt to walk stealthfully from one B2 swords 2W
point to another. C1 ancient projectiles 2W
C2 antique firearms/projectiles 3W
CRAWL
C3 modern firearms/projectiles 4W
This stunt is an attempt to creep in a prone position in
D explosives 4W - 10W*
order to remain hidden or out of harm’s way. E heavy weapons 5W - 8W*
EVADE F1 stun weapons 4S
This stunt is an attempt to dodge projectiles while F2 laser weapons 5W
running from one point to another in a zig zag or erratic F3 particle weapons 6W
pattern. If successful the attacker receives §, but the
defender may not take any other actions. * at the director’s discretion
DIVE The director can create new damage sub-classes (A3,
This stunt is an attempt to plunge head first away from C4, etc.) if required. General classes (A, G, etc.) are
an area or into a body of water. The risk is gauged by the reserved for other weapons and effects not provided in
height of the dive. this book, but will be made available in future supplements
ROLL and game settings.
This stunt is an attempt to recover one’s balance when
falling or being knocked down. The difficulty is challenging x Example CORE RULES focus: combat
if the character received no injuries in the action resulting Chris fires and hits an approaching enemy soldier
in a knockdown. The difficulty is improbable if the with his Colt .45. Since the gun is a modern firearm,
character did receive injuries. it has a damage code of C3, causing the soldier 4
ROOT grades of injury.
This stunt is an attempt to maintain solid footing and
balance. The following actions may be attempted while
rooted: shoot, parry, block, focus, talk, or tinker. Any other
action cause the rooting to cease. If the task is successful
C Using Armor
the difficulty of any attacks causing the character to Armor deflects a certain amount of damage from a
become unbalanced receive §. target. When a character wearing armor is hit, reduce the
/ 29
total damage by the armor protection only if the armor or other obstruction. All projectile attacks receive §.
protects against the specific type of weapon. See armor MOVING
table below. It is important to note that not every part of The character is running or walking at a very quick pace.
the body may be protected by armor. The director should This is applied to all tasks which require concentration or
take this into account when determining damage. precision. All projectile attacks receive §.
armor protects against protection
type damage type amount
heavy skins A 1 Risk
medieval armor AB 1 FALLING
synthetics ABCD 3 This indicates that a failure results in 1S per six (6) foot
F2 1 drop.
advanced (sci-fi) A B C 4 KNOCKDOWN
DE 3 This is identical to subdued (see task resolution section
F2 2 >). The term is used here for clarity.
energy field (sci-fi) A B C D E F1 F2 5
F3 3
C Health
x Example
Players must keep track of their character’s health at all
Using the same scenario as above, the soldier is times because it can affect any task attempted. There are
wearing synthetic armor which reduces the damage three aspects of health: injury, fatigue, and dementia.
from all C weapons by 3 grades. Therefore, the
INJURY
soldier only receives 1 grade of injury (4 -3 = 1).
This represents wounds sustained by a character. These
can be lacerations, broken bones, concussions, and the
like. Injury is reduced by one grade per week, provided that
C Conditions the character has been treated by a qualified doctor and
does not exert himself too much. When injury is increased
The following rules regarding conditions apply during beyond incapacitated, the character is dead. Fatigue can
combat only: also be reduced by first aid. See the treatment table >.
Because characters in combat situations pump huge FATIGUE
doses of adrenaline, the stressed, exhausted, and This represents blunt trauma and stress sustained by a
sprained conditions may be ignored. This only applies to character. Fatigue is reduced by one grade per day,
characters who are directly involved in combat, however. provided that the character does not exert himself too
much. When fatigue is increased beyond unconscious, the
SURPRISED
CORE RULES focus: combat
30
CORE rules
= Actions, Stunts, & Risks = Risks = Success Table
offensive defensive standard unskilled apprentice proficient expert
punch parry benign
precision unbalance slight
precarious
trivial 0 or 1* 0 0 0
kick (knockdown) take weapon
sweep block (knockdown) disastrous routine 2 0 or 1* 0 0
precision dodge (knockdown)
grapple crouch combat challenging 4 3 2 1
unbalance hide falling improbable 6 5 4 3
pin knockdown
constrict miscellaneous impossible 8 7 6 5
disarm feint
take weapon ready
melee walk
= Conditions
quickdraw sneak standard sustained
= Treatment Table
disarm crawl calm united
sweep run sensitive trivial
harried contested
precision swim (falling) dazed trivial
surprised resisted
joust (falling) dive coerced bruised trivial
sweep jump (falling) encumbered combat agitated routine
precision dive subdued surprised stressed routine
throw climb (falling) stressed poor visibility sprained routine
sling balance (knock./fall.) exhausted in/under irrational challenging
sprained water exhausted challenging
precision roll
wounded cover wounded challenging
shoot root agitated moving
quickdraw stand delirious improbable
irrational unconscious improbable
burst quiet
spray acquire incapacitated improbable
aim talk dead impossible
= Range
reload tinker
precision drive point blank p trivial
ride (falling) short s routine
medium m challenging
= Resisted Tasks
long l improbable
unskilled trivial extreme e impossible
apprentice routine
proficient challenging
expert improbable = Weapon Damage
damage weapon damage
class type grades CORE RULES focus: combat
= Armor Protection A1 wooden bludgeons 1S
armor protects against protection A2 metal bludgeons 2S
type damage type amount B1 knives 1W
heavy skins A 1 B2 swords 2W
medieval armor AB 1 C1 ancient projectiles 2W
synthetics ABCD 3 C2 antique firearms/projectiles 3W
F2 1 C3 modern firearms/projectiles 4W
advanced ABC 4 D explosives 4W - 10W*
DE 3 E heavy weapons 5W - 8W*
F2 2 F1 stun weapons 4S
energy field A B C D E F1 F2 5 F2 laser weapons 5W
F3 3 F3 particle weapons 6W
/ 31
CHAPTER
8 Focus: Arcane
This section is an addendum to the focus: combat
section > when arcane abilities are used. The director x Example
may skip this section if he does not wish to use arcane Anne Marie inscribes a seal of blessing which is set
abilities. New actions and stunts can be created using the to activate when someone picks it up. She leaves
ones presented here as a guide. the seal on the ground and Joe picks it up at a later
time. He now receives the effects of the blessing
miracle for the remainder of the turn. Joe has no
C Arcane Actions idea what the seal does unless he is skilled in
inscription, however.
CAST (conjuring, summoning, or warding)
This is an attempt to cast a spell by converting raw
energy into a magical effect. MESMERIZE (mesmerism)
This is an attempt to hypnotize a character. An
x Example additional turn must be used to give him instructions.
Moon Hee uses her channeling: fire ability and Stunts: dig, deprogram
summoning skill to create a fireball in her hand. She
PRAY (seals, warding)
can now use it to ignite flammable materials,
illuminate a dark area, cook some food, or even This is an attempt to pray to the character’s deity in
throw it at an opponent (with an athletics task). exchange for a miracle. Each prayer inflicts 1S on the
character due to his intense concentration.
COUNTER (countermagic) TELEPATHY (telepathy)
This is an attempt to counter a channeling or faith This is an attempt to communicate with someone
effect.
telepathically.
Stunts: absorb
Stunts: noise, shock
Moon Hee decides to throw her fireball at Kendall. This is an attempt to move an object by shear will.
Upon noticing the fireball, Kendall realizes it is a Stunts: strike, wall
magical fireball and decides to use countermagic on
it. Moon Hee’s summoning skill level is proficient, so
Kendall must attempt a challenging task in order to C Arcane Stunts
counter the fireball.
ABSORB (§)
CORE RULES focus: arcane
INSCRIBE (inscription) This stunt allows a character to absorb energy from a spell
This is an attempt to scribe holy seals onto a piece of instead of simply dispelling it. An amount of effort
parchment in order to achieve a miracle. The seals can be originally used on the effect equal to the character’s
used to trigger a miracle at a specific time or place or channeling ability may be absorbed from the target spell
when a particular situation occurs. and redirected to one of his own.
32
CORE rules
x Example
C Determining Damage
Kendall decides to absorb the energy from Moon Magical attacks inflict damage based on their form:
Hee’s fireball instead of countering it. The difficulty • summoned items cause damage based on the
of the attempt is now improbable because of the magical property used. (if fire is summoned, injury is
increase in difficulty by the absorb stunt. If sustained; if stones are summoned, fatigue is
successful, kendall can apply the effort that Moon sustained)
Hee originally put into the fireball for another effect.
Since Kendall has the channeling: plasma ability and • psychic attacks cause dementia
the conjuring skill, he can call upon a bolt of • telekinetic attacks cause fatigue from raw projections
electricity to strike Moon Hee. and thrown A class objects; injury from thrown B
class objects
DEPROGRAM (§)
This stunt allows a character to remove specific
commands previously implanted in another character’s = Arcane Damage Values (S and W)
subconscious. G arcane attacks S / W**
H psychic shock D**
DIG (§)
I telekinetic strike S / W**
This stunt allows a character to determine specific
commands previously implanted in another character’s
** damage is equal to the amount of effort allocated to the
subconscious. task. The director may choose either fatigue or injury for
NOISE (§) arcane attacks, depending on the circumstances.
This stunt allows a character to scramble his mental
processes in order to confuse anyone intruding on his
thoughts. A successful attempt indicates that the intruder
receives § on his attempt, but no other actions are C Sample Seals
possible by the character attempting noise.
The seals listed here are intended to be used with the
SHOCK
faith ability. This is by no means a complete list. The
This stunt indicates that the character is attempting to director is encouraged to invent his own for applicable
telepathically project his mental energies into the mind of settings.
a specific target with the intent of causing harm. This
stunt causes damage (see arcane damage values table).
BLESS
STRIKE Any task attempted by the target of the character’s
This stunt indicates that the character is attempting to blessing receives ¡ on all actions which do not violate
physically project his mental energies at a specific target the character’s pious beliefs.
with the intent of causing harm. This stunt causes damage CURSE
(see arcane damage values table). Any task attempted by the target of the character’s
CORE RULES focus: arcane
/ 33
conflicts with the target’s convictions or becomes hostile completed his prayer. The mana is very nutritious and can
toward the target. sustain many people.
HEALING TOUCH
TRUTH
The character can restore a number of grades of injury,
The character can determine if another person is telling
fatigue, or dementia equal to the amount of effort applied
to this seal. the truth.
PURIFY FERTILITY
The character can eliminate all sources of poison from a The character can increase the growth and reproduction
food or beverage. This seal can also eliminate all traces of
of crops and animals.
toxins from a person’s body but not the previous damage
that it caused. DIVINE ARCHWAY
MANA The character can protect an area by causing a door to
Mana falls from the heavens once the character has remain closed to those who do not share his pious beliefs.
pray
telepathy
noise
shock
telekinesis
strike
wall
34
CORE rules
/
Name
Setting
diceless roleplaying
IIIIII
IIIIII
gimmicks 19-20
health 30
icons 5
injury 29, 30, 33
outcome 14
36
CORE rules