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D6

Xenozoic Adventures:
Cadillacs & Dinosaurs Roleplay
Background & History Genre: Post apocalyptic adventures in the Xenozoic era-400 years into Earths future. Reality Level: Somewhat realistic with plenty of action/adventure possibilities with a pulp twist. Character Generation 12 dice to be divided amongst the 4 Attributes, 1D+2 minimum/4D+2 Maximum Attributes: Physique(PHY): Health, strength, endurance, vitality, etc. Reflexes(REF): Agility, dexterity, reaction speed & time, hand to eye coordination Knowledge(KNO): Memory, reason, intellect, IQ Intuition(INT): perceptiveness, charisma, resolve 10 dice to be divided amongst the characters starting skills, no more than 2 dice added to any one skill Specializations ok, convert up to 1D into 3 Dice to divide between appropriate specializations. Each die equals 3 pips.

Skills
Physique Brawl Brawl Parry Climbing Intimidation Leaping/Vaulting Lifting Stamina Swimming Reflexes Acrobatics Beast Riding Boating Dodge Drive Firearms Heavy Weapons Hide/Sneak Melee Parry Melee Weapons Projectile Weapons Quickdraw Sleight of Hand Speed Load Archaic Firearms Thrown Weapons Pick Pockets Pick Locks Knowledge Business Camouflage Cultures Demolitions Engineering(A) First Aid Jury Rig Medicine(A) Repair Security Survival Sensor Operations Radio Operations Bureaucracy Humanities Crafts Appraising Science Linguistics Intuition Acting Con Seduction Persuasion Willpower Perception Investigation Streetwise Gambling Oratory Disguise Bribery Musical Instrument Bartering Sing Trick/Taunt Hunting

A indicates an advanced skill, requiring a 5D prerequisite prior to selection. It begins as 0 D thereafter. Italics indicates a macro-skill, one that requires a concentration to properly operate.

Bold indicates a skill that may not be used Untrained.

Skills
Physique Skills Brawl: the ability to hit another with ones hands, feet, head, or other improvised weapon at close ranges. Brawl Parry: the ability to defend oneself from attacks from one or more combatants in melee range without a weapon. Climbing: the ability to climb trees, walls, or other obstructions Intimidation: the ability governing forcefully persuading another Leaping/Vaulting: the ability to cover a distance either vertical or horizontal by jumping. Lifting: the ability to maximize leverage and angles thereby lifting a great weight Stamina: the ability to go long distances without tiring, resisting fatigue, and being kod by stun Swimming: the ability to swim in water of any kind.

Reflex Skills Acrobatics: the ability to perform flips, sommersaults, cartwheels etc. Archaic Firearms: the ability to use firearms which use cap & ball ammunition like muskets, etc. Beast Riding: the ability to control an animal while riding it, counter the beasts Orneriness Rating. Boating: the ability to properly control water craft: rowed, sail, poled, hovercraft or paddlewheel. Dodge: the ability to avoid getting struck by an attack. Drive: the ability to control a vehicle whether wheeled, tracks, etc. Fast Load: the ability to quickly reload a weapon. Firearms: the ability to use and maintain a gunpowder weapon, pistols, rifles, smgs, shotguns, etc. Heavy Weapons: the ability to use mortars, bazookas, rocket launchers, and other mass destructive weapons. Hide/Sneak: the ability to remain hidden and move about unheard and unseen. Melee Parry: the ability to defend oneself from attack by another in melee range with a melee weapon. Melee Weapon: the ability to succesfully harm another with a melee weapon. Pick Locks: the ability to physically defeat locks, bars, and other similar physical security measures. Pick Pockets: the ability to subtly remove items from anothers possession. Projectile Weapons: the ability to use slings, bows, crossbows, atatls, and other non-hurled weapons. Quickdraw: the ability to rapidly draw a weapon so as to avoid the drawing 1 Die penalty Sleight of Hand: the ability to distract and manipulate, making small objects seeming to disappear. Thrown Weapons: the ability to use hurled weapons such as axes, spears, nets, boomerangs, & bolos.

Knowledge Skills Appraising: the ability to evaluate the value of goods and resources. Bureaucracy: the ability to maneuver through redtape for a desired purpose. Business: the ability to properly conduct a business for economic purposes. Camouflage: the ability to hide something from view from materials at hand. Crafts: the ability to manufacture items of art and use from materials on hand. Cultures: the ability to understand and integrate into a foreign culture. Demolitions: the ability to properly set explosives such as TNT, nitroglycerine, and C-4 for effect. Engineering: an advanced skill allowing one to design new forms of technology from scratch. Prerequisite: Repair 5D. First Aid: the ability to heal minor injuries and ailments without the need for surgery. Humanities: a group of related skills such as archeology, sociology, history, etc. Jury Rig: the ability to quickly make slip-shod repairs when there isnt enough time to make full repairs. Medicine: an advanced skill allowing one to use surgery and other advanced techniques to heal others.

Radio Operations: the ability to make use of radios, CBs, and other communications gear. Repair: the ability to repair certain equipment such as weapons, vehicles, or similar devices. Sciences: a group of related hard science skills such as chemistry, physics, geology, etc. Security: the ability to defeat or circumvent security measures such as locks, sensors, etc. Sensor Operations: the ability to read and interpret radar, sonar, and other sensor equipment. Survival: the ability to eek out an existance by living on the land, finding potable water, shelter, etc.

Intuition Skills Acting: the ability to perform in character, further validating a disguise. Bartering: the ability to dicker and deal in hopes of getting the better end of the deal.] Bribery: the ability to persuade another with the offer of money or valuable good. Con: the ability to use fast talking and the gift of gab to temporarily persuade another. Disguise: the ability to make oneself look like another through the use of makeup, wigs, and costume. Gambling: the ability to engage in games of chance ranging from cards, dice, etc. Hunting: the ability to successfully employ texhniques to bring down prey for food, sport, or commerce. Investigation: the ability to gather information and use deductive reasoning to gather evidence. Leadership: the ability to command and lead others to a common purpose. Linguistics: the ability to speak, read, and write foreign, non-native languages. Oratory: the ability to use logic and reason to persuade a crowd. Perception: the ability to use alertness and awareness to look for details, an ambush, etc. Persuasion: the ability to use charm to persuade another. Musical Instrument: the ability to play a musical instrument. Seduction: the ability to use charm and gentle persuasion for sexual purposes. Streetwise: the ability to use street smarts to navigate through the criminal underground. Sing: the ability to carry a tune for a desired effect. Taunt/Trick: the ability to pull a fast one or set one off balance through ridicule. Willpower: strength of mind to defeat exhaustion, resist temptation, torture, etc.

Advantages & Disadvantages 10 to 15 points of Disadvantages with a max of 3 points in quirks automatically, each point of Advantage must be counterd with a point of Disadvantages. Acute Sense of Smell/Taste(1*, max 3) The characters sense of smell and taste are highly developed, level one adds 1 pip to all Intuition/perception rolls, level two adds 2 pips, and level three adds plus 1 Die. Acute Sense of Sight(3*, max 3) The characters sight is especially keen and highly developed, level one adds 1 pip to all Intuition/perception rolls, level two adds 2 pips, and level three adds plus 1 Die. Acute Sense of Hearing(2*, max 3) The characters hearing is highly developed, level one adds 1 pip to all Intuition/perception rolls, level two adds 2 pips, and level three adds plus 1 Die. Acute Sense of Touch(1*, max 3) The characters sense of touch is highly developed, level one adds 1 pip to all Intuition/perception rolls, level two adds 2 pips, and level three adds plus 1 Die. Allies(1-5)

The character has a trusted friend and ally who accompanies him or her on adventurers. The companion is always GM controlled and created, although the character is free to make suggestions. He or she has his or her own Attributes, skills, and may even possess Advantages & Disadvantages, at the GMs option. The value of the companion is dependant upon two factors: Competance and Frequency of assistance. Competance Above Average Average Below Average Frequency(3d6) Always(17-) Usually(11-) Rarely(5-) Attributes/Skills 12/10 10/7 8/5 Mod +1 0 -1 Adv/Disad Value Yes 3 Yes 2 No 1

Ambidexterity(1/3) For one point the character may ignore the standard off hand penalties as he or she does not truly have an off hand. This is particularly useful when the character has lost the use of one of his hands due to injury or illness. For three points the character not only has an off hand but also may use both hands simultaneously Without penalty so long as both actions are somewhat related, GMs call. Appearance(1/2/4) The character is unusually handsome or comely to members of the opposite sex, receiving a bonus to rolls when their appearance may be a factor. The overall impact of the characters appearance depends upon the value of the Advantage: Appearance Handsome/Cute(1:100) Gorgeous(1:1000) Knockout(1:1000000) Effect Value +1 pip 1 +2 pip 2 +1D 4

Aptitude(4/5/6) The character recieves a +1D bonus to a related group of skills. The GM is final arbiter when determining the validity of the group. The cost is always one point more than the number of skills in the group. See below. No Skills 3 Value 4 5 6

4 5

Attribute Points(4 per 1D, max 2) The character has more than the usual number of Attribute points with which to build the character. The racial maximum of 4D+2 still applies regardless of the number of additional points selected. Authority(1-5) The character has certain priviledges granted him or her by a community or organization. This Advantage suually takes the form of certain law enforcement powers. The details of the authority are left up to the GM to develop but usually grants the ability to arrest and detain lawbreakers and in some cases make and carry out judiciary edicts as well. Brawny(3) The character must possess a Physique Code of at least 3D to select this advantage. The character is barrel chested and naturally well-muscled, granting him a +1D bonus to rolls where size and leverage are a

consideration. Also, he possesses one additional Wounded box, effectively granting an additional level before advancing towards Severely wounded. Clear Thinker(2) The character is able to tune out distractions when concentrating on a particular task therefore the DN modifier for distractions can never exceed +5. Common Sense(1) The character has an ususually clear mind, granting a certain of precognitive warning system. Whenever the player decides to act in a truly foolish or self destructive way, the GM has the option of warning them of the possible consequences of their actions. This is not the same as the Danger Sense Advantage, and therefore nowhere near as reliable. It is recommended for first time roleplayers, those new to the system, and genre. Contact(1-4) The character knows people, by name at least. Unlike allies who accompany characters on their adventures and unlike patrons who take an active role in assisting the character, contacts are merely persons predisposed to offering assistance, if not for their own selfish gains. The value depends upon the type of contact. Unlike many of the Advantages, the type of ally may merely be generalized and at an appropriate time the player may opt to get in touch with a particular contact who may be willing to perform some simple service, provide advice, or point a character in a particular direction. Danger Sense(3) The character may make a TN20 Intuition/perception roll to detect an ambush, a trap, or other hidden or unexpected danger prior to its activation. This power is obviously not infallable and after successfully alerting the character against the danger, it burns out and cannot be used again until the following chapter. Daredevil(2) Once per session, while the character is taking a chance and does something balsy and yet very dramatic, and therefore dangerous, the character may roll for a particular action twice taking the best of either roll. Direction Sense(1) The character has an infallable sense of direction always indicating magnetic north. Although not inherently advantageous, the character may add +1 D to any roll when determining direction. Double Jointed(2) The character is unusually flexible, allowing him or her the ability to slip free from bonds, restraints, and wrestling holds, when actively attempting to escape the character adds +2 D to the roll. Driving Ambition(3) The character has a dream, a lofty goal which guides his every action. Whenever the character is performing an action which advances him or her towards the goal, they recive a +1 Die to the roll and when defending against atempts to persuade him to give up such as intimidations etc, he receives a +2 Dice. The goal must be sufficiently lofty and difficult to attain. Eagle Eyes(3) The characters vision is especially keen over long distances and therefore has twice the usual visual distances. All ranges for all ranged weapons is doubled for purposes of determining the TN to hit. Eidetic Memory(3) The character possesses an especially keen mind, capable of instantly recalling minute details and information he or she has read. All training times for book-study are reduced to half the usual time. Fame(1-4)

The character is especially well known and respected for a particular quality, trait, or past deed granting him a certain authority and level of respect when his notoriety is discovered and recognized. The value of the Advantage depends upon the Reach of the fame Reach Village/town City Region Nation Value 1 2 3 4

Fleet Footed(2*, max 5) Normal humans have a movement rate of 10 yds/meters per round of movement. For every two points the character receives an additional yd/meter of movement. Heirloom(1-5 or higher) The character possesses an object or item of worth ranging from a valuable pre-holocaust watch handed down from his fathers grandfather, a powerful weapon, or even a fully functioning vehicle. The item is valuable and wont be easily separated from the character. Consult with the GM when determining the value of the item. For land, laboratories, or secure facility see the Holdings advantage. Holdings(3-6) This advantage grants the character free access to a particular parcel of land along with all buildings, structures, resources etc. Here a character may have built or inherited any laboratories, workshops, or storage vaults. Size Value small(less than one acre) 3 Medium(several acres) 4 Large(large warren) 5 Huge(complex) 6 Resources Mod Security Mod Poor -1 None -1 Average 0 Poor 0 Superior +1 Average +1 Abundant +2 Superior +2 Concealed +1

Resources come in the form of fuel, building materials, consumables like food and water, etc. Security comes in the form of a stockade, locks, doors of superior materials, etc. Inheritance(special) The character is due to inherit an item or holding upon the departure of one or more persons. In general, the value is one half the original value of the item multiplied by the value Jack of All Trades(5) The character is a master of none, a dabbler in all things and possesses an unusual ability to know a little about everything. Whenever the character attempts to make a roll with a skill he or she doesnt possess, even those he is untrained in, he does so without the usual +10 DN but also adds +1D to the roll but it is a Wild die and is treated as such in all ways. A little knowledge is a dangerous thing. Knack(3/5) The character has a particular aptitude for a particular skill or Attribute, reducing costs for improvement by one half, rounded up of course of the usual cps. The first cost is for skills and the second is for Attributes. Learning Curve(4) The character automatically receives an additional CP per session to account for his or her studious nature, the CP goes directly towards improving a Skill or Attribute and may not spent for additional dice like other CPs.

Lightning Reflexes(4) The Character is so reactive and quick to act he or she receives a +1 Die to all Reflex rolls when determining initiative and Intuition/perception rolls to avoid surprise. Lucky(3*, max 3) The character is especially lucky, receiving one reroll per session per each time this advantage is selected, the reroll must be selected immediately after the first roll is made, before the outcome of the roll is determined by the GM. The character takes the better of the two rolls. A reroll may not be rerolled under any circumstances. This is not an automatic thing, it must be earned. The GM is free to not award the characters full allotment of lucky rerolls every game session should the player not roleplay his or her character or proves difficult around the table. Marker(1-5) Somebody owes this character a favor. The cost of the Advantage depends upon the nature of the favor. Prior to selection, the player must get the GMs permission. Once the favor is granted, if in the NPCs power, the Advantage is lost and therefore removed from the character sheet. Nightvision(3) The character receives half the usual penalty from low light and darkness, rounded down. Patron(4-6) The character has a patron, an individual with significant amounts of power, political clout, or resources who supports the character with advice, a safe haven, and even the ocassional loan of equipment. Much like the Contact, the Patron will almost never accompany a character on his or her adventurers. Periphral Vision(3) The character possesses a wide angle of vision, eliminating the bonus to attack him or her from the flanks and reducing the bonus to attack from the rear to a 5 DN. The character also receives an additional +1 Die to all Intuition/perception rolls to resist surprise. Quick Healer(4) The character receives two healing rolls per day as opposed to the usual 1 and receives +1 Die to the Physique roll. Quick Study(3) The character is a very quick learner and therefore takes half the usual time to learn a new skill or improve an existing one. Resiliance(1/3/5) The character receives a bonus to all Physique rolls to resist damage of all kinds. The bonus is as follows depending upon the cost of the Advantage: Bonus +1 pip +2 pips +1 Die Value 1 3 5

Skill Points(2 per 1D, max 5) The character has more skill dice with which to purchase their skills, as usual, a beginning skill may not be assigned more than 3 skill dice overall. Speed Reading(2)

The character can read vast amounts of written material so long as he or she can understand the language. The character can read a number of pages per minute equal to a roll of his or her Knowledge Attribute. Status(1-5) The character occupies a higher rung of the social ladder either by birth, election, or achievement. Depending upon the community, their will likely be perquesites associated with the status, as determined by the GM. Super Numerate(1) The character is a whiz at mathematics, capable of calculating complex solutions without the aid of a calculator, abacus, or even his or her fingers. The character receives +2 Dice when mathematical computations are required. Thick Skinned(4) The character suffers less from injuries than usual. The character may ignore one level of injury, ie if the character had suffered a light wound, he or she would operate without penalty while the same character would suffer only a 1 Die to all rolls from a severe wound. Time Sense(1) The character always knows what time it is, possessing an intuitive knowledge of the passage of time. When unconscious, drugged, or in any other condition when he or she is deprived of a reference, the character must pass a DN 10 Intuition roll to properly gauge the time. Tolerance to Alcohol(1*, max 2) The character has a heightened resistance to becoming drunk, receiving a +1 Die per each selection to Physique rolls to resist inebriation and recover from hang overs. Tolerance to Diseases(2*, max 2) The character is resistant to most pathogens and infections, receiving a +1 Die per selection, to all Physique rolls to avoid contracting the disease. Tolerance to Drugs(2*, 2 max) The character receives a +1 Die to all Physique rolls to avoid succombing to drugs. Tolerance to Environment(2*, 2 max) The character receives a +1 Die to all Physique rolls to resist the elements per selection. Tolerance to Pain(3*, max 2) The character receives a +1 Die to all Physique rolls to avoid torture and other pains per selection. Tolerance to Poisons(4*, max 2) The character receives a +1 die to all Physique rolls to avoid the effects of a toxin per selection. Wealth(1-5) The character possesses more monies with which to purchase equipment and other necesseties prior to beginning play. The amount is as follows: Beginning Wealth x2 x3 x5 x10 x100 Value 1 2 3 4 5

Disadvantages Absent Minded(2) The character is prone to forgetting simple things or letting his or her mind wander at odd moments. Addiction(1-5) The character has a craving for a particular substance, the value of the Disadvantage depends upon the frequency of need, the rarity of the substance and the consequences of withdrawl. Frequency ValueRarity Mod Consequences Mod Several times hourly 4 Very +1 Severe +1 Hourly 3 Uncommon 0 Substantial 0 Several times daily 2 Common -1 Minor -1 Daily 1 Addictions always are to substances such as alcohol or a certain drug, for such thing as gambling and such see compulsions. Age(see below) The character is either unusually old or young to begin adventuring. Either way, the character suffers from the following penalties: Age(category) ValueEffects: Pre-teen 3 PHY, KNO, & INT stat caps of 3D+1, no skill higher than 1D Adolescent 2 KNO & INT stat caps of 4D, no skill higher than 1D+2 Middle Aged 2 PHY & REF stat caps of 4D+1, physical skills cost +1 cp to raise Old 4 PHY & REF stat caps of 4D, physical skills cost +2 cps to raise, Attributes cost double and Pace reduced by 3. Venerable 5 PHY & REF stat caps of 3D+2, all physical skills cost double, +2 cps to all mental skills, all Attributes cost double, Pace reduced by 5.

Allergies The character reacts poorly to the presence of a certain substance. The value depends upon the rarity of the substance, the severity of reaction, and recovery time. Rarity ValueSeverity Mod Recovery Mod Rare 1 Severe +1 Immediate -2 Uncommon 2 Moderate 0 rounds -1 Common 3 Annoyance -1 Minutes 0 Hours +1 Day +2 Amnesia(4/7) The character suffers from memory loss, curable only through roleplay and self-discovery. For the first value, the character possesses all his or her skills but has holes in his or her memory resulting in much confusion, a lack of background, and more than a few surprises. Characters with this disadvantage may not allot the points gained but rather these are left to the GM to develop. Characters who select the second value lack any knowledge about their background and, after character generation, do not know their values for their skills, these are kept by the GM and are only filled in on a blank character sheet as the player discovers them in play. Appearance(1,2,4)

The character is noticibly less physically appealing to others, resulting in a penalty to all die rolls when persuading and convincing others. What follows is a benchmark of the characters appearance to others, the value for selecting the Disadvantage, and the penalty to the die rolls. Appearance Homely Bugly Abhorent Value 1 2 3 Effect -2 Pips -1Die -2 Dice

Arrogant(2) The character believe him or herself far more able, talented, etc. and place his or her thoughts, feelings, and deeds above all others. Baby Face(3) The character looks physically younger than he or she actually is, all rolls to intimidate or impress others are done so at a 1D. Big Boned(4/6) The character is overweight for his or her height resulting in a reduction of pace and a die cap on Reflex attribute codes, but not skills. Weight ValueEffect Heavy 4 -2 Pace, 4D+1 Reflex cap Obese 6 -4 Pace, 3D+2 Reflex cap Blabbermouth(1) The character is always talking, going on and on, always needing the last word on any topic, gladly sharing knowledge about just about any topic, yada yada yada Bleeder(5) The character suffers from hemophilia, a very serious medical condition which prevents the characters wounds from clotting and causes the character to bruise easily. Any attack which draws blood causes additional injury until such time as medical treatment is acquired. The character may of course make a Physique roll to stave off the damage but unless attention is had, he or she will eventually bleed to death. The damage roll is made every round after the first. Time: 1-6 rounds 1-5 minutes 1 hour 24 hours Damage Roll: 1D 2D 4D 5D

Should the character achieve a roll less than 1 on the Physique roll, he or she immediately succombs to shock and slips into a coma and wont be free from it until a successful 31+ Medicine roll is passed. Bloodthirsty(3) The character always looks for a violent or destructive solution before considering any other. The character lives for the scrap and takes any opportunity to get into a fight and is difficult to pull out of a fight, DN 20 Intuition/willpower roll to do so, although the score for this resistance can never exceed 5D regardless of the actual skill code. Chronic Illness(1-5)

The character suffers from a malady brought on by infection or poor health. The value depends upon the frequency of illness, the seriousness of the illness, and the cure. Frequency Always Often Sometimes Rarely Value 4 3 2 1 Seriousness Mod Incapacitating +1 Impairing 0 Nuissance -1 Cure Mod None +1 TN 30 0 TN 20 -1

Clumsy(2) The character is a clutz, frequently injuring him or herself accidentally. Cold Fish(2) The character is emotionally unavailable, inaccessable, and distant. Attempts to impress or emotionally sway another are done so at 2D. Compulsion(1-5) The character is driven to behave in a certain fashion under a certain set of conditions such as gambling, a need for acceptance, etc. The value depends upon the frequency of encountering the condition and resisting the urge. Until the urge is satisfied, the character suffers a 2D reduction in all die rolls. Frequency ValueResistance Mod Very Common 3 Near Impossible(DN30) +1 Common 2 Difficult(DN25) 0 Uncommon 1 Average(DN15) -1 Dandy(2) The character is highly concerned with his or her physical appearance, not conceited, just a little anal retentive. Debt(1-5) The character owes one or more persons or organizations a certain sum of money, the value of the advantage depends upon the amount and the payback rate. Amount ValuePayback Mod 5x starting 1 1 day +2 10x starting 2 < 1 week +1 100x starting 3 < 1 month 0 1000x starting 4 < 1 year -1 Failure to pay up in a timely manner will result in acquiring an enemy equaling the value of Debt+1. Deep Sleeper(3) The character sleeps like the dead once he or she beds down for the night. The character must pass a DN25 Intuition/perception roll to wake up unless injured or physically shaken. Deficiency(4) The character finds it difficult to study a particular skill which costs him or her double to improve. This disadvantage may not be selected more than once. Diminished Sense of Hearing(2/4/6) The character has poor hearing suffering the following penalty to hearing rolls.

Intuition/perception Rolls Value -1D 2 -2D 4 stone deaf 6 Diminished Sense of Sight(3/6/9) The characters sight is seriously impaired reducing all visually based Intuition/perception rolls accordingly. Intuition/perception Rolls Value -1D 3 -2D 6 Blind 9 Diminished Sense of Smell/Taste(1/2/3) The characters sense of smell and taste are seriously diminished reducting all olfactorary/gustary based Intuition/perception rolls accordingly. Intuition/perception Rolls Value -1D 1 -2D 2 Insensate 3 This could of course impact further when the character fails to recognize poisoned or tainted food/water etc. Diminished Sense of Touch(1/3) The characters sense of touch is seriously impaired resulting in a reduction of all tactile Intuition/perception rolls accordingly. Intuition/perception Rolls Value -1D 1 -2D 3 This will of course also modify such things such as picking locks and pockets, and things requiring a delicate touch such as in the case of some crafts. Dwarfism/Gigantism(6/5) In the first cast, the character suffers from a condition resulting in him or her being unusually small. The character may not possess a Reflex higher than 3D+2 and may not possess a Physique higher than 4D but receives +1D to all dodges against opponents larger than him or herself. The character also suffers a reduction of 3 to his or her Pace. In the second case, the character is unusually large, towering high overhead. All Dodge rolls are made at 1D to account for the extra mass and he may not possess a Reflex higher than 3D+1. Because of the extra height, the character has his or her pace increased by +2.

Enemy(1-5) The character has acquired the enmity of one or more individuals who may ocassionally show up to cause harm to the character. The value depends upon the competance of the individual, the frequency of harassment, and the reaction upon encountering him or her. Competance Value Very High (>PC) 4 Highly(>PC) 3 Competant(=PC) 2 Incompetant(-PC) 1 Frequency (3D6) Always(17-) Often(11-) Sometimes(5-) Mod +1 0 -1 Reaction Mod Violent +1 Impede/Harass 0 Ignore -1

Eunich(4) By accident or design, the character has been neutered and therefore made barren. All attempts to impress or intimidate others are done so at a 1D assuming they know about this little defect. Frail(5) The character is especially easy to harm, the character receives one less die when rolling Physique to resist injury. Greedy(2) The character covets wealth and little else. The character always wants first crack at any spoils and is rarely satisfied with his or her cut of the loot. Gullible(3) Someone once said that a sucker is born every minute and this character is it. The character is especially trusting and therefore easily deceived. The character receives a 1D to all rolls to resist persuasions, charms, and other similar effects. Habit(1-4) The character has a peculiar reoccuring behavior which may be annoying to others such as whistling when nervous, biting his or her nails, or similar mannerism. The value depends upon the reaction by others. Reaction Value Mild Annoyance 1 Irritates 2 Grates 3 Odius/Disgusts 4 Hatred(5) The character has a pathological hatred of a particular race, gender, or organization and suffers a -2D penalty whenever confronted with the opportunity of acting on the hatred until he or she does so. Humorless(1) The character lacks any sense of humor whatsoever and may never crack a joke, pun, or other comedic witticism. Hunted(1-5) The character is sought out by one or more individuals for a crime, a slight, or even a debt. The value depends upon the number of pursuers, the frequency of pursuit/encounter, and the power of the pursuers. Number Value single individual 1 2-4 individuals 2 Frequency(3d6) Mod Power Always(17-) +1 <PC Frequently(13-) 0 =PC Mod +1 0

sm. guild(5-15) 3 organization(20-100) 4

Sometimes(9-) Rarely(5-)

-1 -2

>PC

-1

Hypochondriac(4) The character always believe him or herself sick or easily infected with diseases. The character must pass a Difficult (DM25) Intuition/willpower roll whenever faced with an injured or diseased individual, regardless of the infectiousness of the condition. If he or she fails the roll, she "comes down with something" and suffers a -1D to all rolls until cured. Illiterate(3) The character cannot read or write any language, even his or her own. Inept(3/4/5) The character suffers suffers a -1D penalty when using a group of related skills, the cost depends upon the humber of skills: Number 3 4 5 Value 3 4 5

Insomnia(4/6/8) The character suffers from a condition preventing him or her from getting a good night's rest one night out of every three for 4 points, every other night for 6, and every night for 8. Intolerance(3) The character is prejudiced against a certain race, gender, organization, or whatever. The character suffers a -1D reduction when forced to work with a member of his intolerance. Jinx(4) The character is bad luck to all those around him or her causing all sorts of mishaps, fumbles, or other unlucky coincidences in favor of the GM, of course. The GM is given 3 Jinx dice per session with which he can replace another's dice. The dice function exactly as other wild dice save that there is no roll-up on a "6" on that die. As usual, a roll of a 1 eliminates a high die or causes a mishap, or both. Lame(2/4/6) The character suffers from a leg injury or malformity and therefore suffers a penalty to his or her pace as follows: Value 2 4 6 Pace/Dodge -1 -3/ -5/-1D

Lazy(3) The character prefers to take the path of least resistance in all things, prefering to let others work for him or her. Learning Disorder(4) The character receives one less Character Point wenever they are given out, between stories or acts as a result of being "a little slow". Lecherousness(3)

The character is always on the prowl for a little romance with a member of the opposite sex and suffers a -1D penalty to all rolls if he or she "goes without" for more than 3 days at a time. Lisp(2) The character suffers from a speech impediment causing a distinct hissing and enunciation problem, all attempts to intimidate are done so at a -2D although attempts to ridicule are done so at a +1D. Lone Wolf(4) The character is happiest when acting alone or in groups smaller than 3. When forced to work with others, he or she suffers a +5 modifer to all DN's. Miser(4) The character is a frugal, a tightwad, a miser and would sooner lose a finger than part with a nickel. The character always purchases the cheapest goods and services available and would sooner go without than pay "full price". Mute(4) The character is incapable of speech and must find other methods of communication such as writing or sign. Nightmares(3) The character suffers from nightly terrors which leave him or her drained and listless the following morning, The character suffers a +5 modifier to all DN's until he or she naps uninterrupted for at least 2 hours. Obligation(1-5) The character is required to serve an organization such as in the case of membership to a guild, club, or whatever. The value of the disadvantage depends upon the frequency of service and the penalty for failing to uphold any laws, codes, and rules of behavior. Frequency of Service Value Always(75%) 3 Often(50%) 2 Rarely(<25%) 1 Penalties Mod Severe +1 Some 0 Few -1

Obsession(3/5) The character has an unhealthy fascination for a certain thing whether it be acquiring something, garnering someone's attentions or affections, etc. Depending upon how unhealthy the fascination determines the value. One Arm(5) The character is missing his or her arm making all attacks from that flank done at a +1 Die to the attack and limiting the character in his or her actions. One Eye(4) The character is missing one of his or her eyes resulting in a +5DN mod to all ranged attacks and a -1D penalty to defend oneself from attacks from that flank. Outcast(1-4) The character has been forced from his or her parent community for one reason or another, usually a serious crime. The value depends upon the size of the community as well as their reaction to the character's being found. As logic dictates, the punishment must fit the crime.

Size Value Village 0 Town 1 City 2 Province 3

Reaction Violence Sanction Ignore

Mod +1 0 -1

Overconfident(2) The character rarely turns to others for assistance, prefering to resolve situations him or herself. Pacifistic(4/6) The character abhors violence and will attempt a non-violent solution first. For the first value, the character may only meet violence with violence if he/she or another is in danger. This way the character could potentially defend him or herself from harm. For the second value the character will not under any circumstances resort to violence. If he or she does so, he or she immediately forefeits a Hero Point and suffers a -2D penalty to all rolls until he or she makes restituiton. Paranoia(2/3) The character does not easily trust others and is prone to wild accusations and erratic conclusions. For mild paranoia use the first value and the second for all-consuming irrational paranoia. Phobia(1-5) The character suffers from an irrational fear of a certain thing. The value depends upon the frequency of contact and the Intuition/willpower roll to overcome the fear. Frequency Everyday Often Rarely Value 3 2 1 Reaction Severe Moderate Distract Mod +1 0 -1 Overcome Heroic(DN30) Difficult(DN20) Easy(DN10) Mod +1 0 -1

Failure on the Intuition/willpower roll causes the character to hesitate or flee the scene, depending upon the reaction. Poor Nightvision(3) The character suffers double the normal penalty for low light and darkness conditions. Poverty(1-6) The character is poor, starting the game with less money with which to purchase weapons, vehicles, and other essential gear. The value depends upon the amount of starting funds. Starting Funds 75% 50% 25% 10%* broke**

Value 1 2 3 4 6

The star indicates the character begins the game with no wealth whatsoever, all starting money must be spent on goods and supplies, any unspent money is lost and may not be given to other players. A double star indicates that the character begins the game with only the clothes on his or her back, a single nonfirearm weapon, a melee weapon, and a few day's food in rations, and little else.

Prejudice(4) The character is somehow persequted because of race, gender, religion, or similar controversy. Quirk(1 each, max 4) The character possesses a mildly predictable behavior which is not in and of itself inherently disadvantageous. Possibilities include likes/dislikes, mild behavioral ticks, and predispositions/inclinations. Secret(1/3/5) The character possesses a secret, the details of which, should they be revealed could be embarassing, dangerous, or fatal. Spendthrift(3) The character has difficulty in holding onto money and has a taste for the finer things in life, the best food, clothing, etc and must spend at least twice the usual amount of money on any good or service to insure quality. Status(2/4) The character comes from one of the lower classes and is treated poorly by those above him or her in station. All attempts to persuade others above him or her in station are done so at a +10 to the DN. In the second value is chosen, the character is/was from the lowest caste possible such as indentured servant, slave, or untouchable. Stubborn(3) The charactr is hardheaded and unwilling to change his or her mind once it's made up or a plan has been determined. Once a course of action has been made, the character must pass a DN 20 Intuition/willpower roll to change his or her mind. Also, the character must pass a similar test to change actions within a round. Stutter(2) The character suffers from a speech impediment causing a slurring of speach and a pronounced repetition of words and syllables. All attempts to intimidate or impress others is done at a +5 to the DN. Succeptibility(2/4) The character is less tolerant to certain substances or hazards. All rolls to resist harm are modified as follows, -1D for the first value and -2D from the second. Possibilities include Alcohol, Diseases, Toxins, Environmental, Superstitious(2) The character is overly concerned with old wive's tales and omens, fearing black cats, avoiding ladders, and never opening umbrellas indoors. Tightlipped(2) The character is unusually quiet and must pass a DN20 Intuition/willpower roll to speak even the shortest of sentences. Thin Skinned(4) The character suffers an additional 1D penalty to from wounds incurred. Throwback(4) The character is primitive and understands little of technology. All rolls to use or repair such items are done so at a +10 to all DN's. Tunnel Vision(3)

The character suffers from a serious reduction in his or her periphral vision and all attacks directed there are done so at a +1D to the roll and rolls to dodge incoming attacks are done so at a -1D. Intuition/perception rolls to resist surprise suffer a similar penalty. Unlucky(3*, max 3) The character is ill fated. Once per session per level the GM may ask the character ro reroll any die roll forcing the character to keep the second roll over the first. Unsure(2) The character is overcautious and therefore unsure of his or her actions. The character suffers a -1D to all rolls involving fast, decisive action, usually surprise. The character must always take twice as much time to accomplish most non-combat tasks. Vain(2) The character believe him or herself very attractive and will take almost any step necessesary to protect those good looks. Vow(4) The character has been sworn to uphold an ideal, accomplish a certain goal, or to act in a certain manner. Should the character willingly break the vow, he or she suffers a +5 DN mod and immediately loses a Hero Point. If the vow is accidental, the character takes the +5 DN mod but does not lose the HP. The character will have to take steps to make amends otherwise the DN mod remains. Ward(1-5) The character is responsible for the health and well being of another whether it be a sick and elderly parent or meddling younger sibling. The value depends upon the competance of the Ward and the frequency of aid/or interference. Competance Value Equal to PC 1 Less than PC 2 Much Less 3 Interference(3d6) Always(17-) Often(13-) Sometimes(9) Rarely(5-) Mod +2 +1 0 -1

Character Points: 5 Hero Points: 2 No more than 2 character points may be spent on any one action, or in the case of defensive actions, 5 character points. Hero points expenditures must be declared at the beginning of the round, doubling all die codes for the duration of the round. Starting Wealth & Gear: Dependant upon wealth, status, and character role. Combat Rules: Five(5) second combat rounds, character declare actions in ascending order of Intuitions and then roll Reflexes to determine order. Hastes increase Reflexes roll by +1D per -1D taken to all die codes that round. On tied initiative rolls, GM defers to the players. Wounds used to represent injuries. Special note: characters may take a number of Stun results equal to Physique/stamina code.

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