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Basic Rules
Creating a Character.
page 3
Skills.
page 11
Equipment.
page 24
page 38
page. 42
Inherent Magic.
page 45
Special Abilities.
page 50
Combat.
page 53
Experience.
page 63
NPC Templates
page 74
Character Sheet.
page 79
Dice: ParaSpace uses ten-sided dice (available from most hobby or games stores and various roleplaying websites). A
0 result on a ten-sided die always counts as 10.
The abbreviation D10 is used throughout the rules, and simply means ten-sided die.
On occasion you will be asked to roll more than one die. This is denoted by a figure in front of the abbreviation: 7D10
means roll seven ten-sided dice. 3D10 means roll three ten-sided dice and so on.
If you are asked to roll a D% or a D100, you will need to generate a number from 1 to 100. You must roll 2D10 (two
ten-sided dice). Before rolling, select one D10 to be the result in tens and the other D10 to represent the result in units.
A result of 0 on both dice is 100.
If you are asked to roll a D1000, then you will need to generate a number between 1 and 1000. To do this roll three tensided dice (3D10). Before rolling, select one D10 to represent the result in hundreds, one D10 to represent the result in
tens, and the other D10 to represent the result in units. A result of 0 on all three dice is 1000.
Sometimes you will not use the full amount shown on the dice face, and will have to divide the result to obtain the score
required. The abbreviation D10/2 will mean divide the die result by two; the abbreviation D10/3 will mean divide the die
result by three; the abbreviation D10/4 will mean divide the die result by four; and so on. Always round off these die
results, unless stated otherwise.
Gender Disclaimer: Throughout these rules we will always refer to the male gender. This is not intended as discrimination
and is purely for grammatical reasons. The actual game mechanics of ParaSpace make no distinction between males
and females.
Playtesters: Big Andy, Neil Bartram, Andy Bennett, Dave Birch, Matt Broom, Darren Bruce, Stuart Compton,
Darryl Croft, Stuart Dickson, Justin Etheridge, Andrew Ferguson, Mark Flay, Jamie Fuller, Nathan Girdler, Gavin
Hanbury, Jonathan Haywood, Mike Hyde, Ian Larking, Mike McAllister, Jon Mcloughlin, Dominic Morris, Dom OConnell,
Pete Pinner, Lex Pitfield, Dean Plows, Alex Reeve, Mark Smith, Franklyn Stewart, Dave Thompson, Rebecca Thompson,
Martin Wallace, Dave Web, Craig Willers, John Young, Tim Young.
ParaSpace is a registered trademark of the ParaSpace publishing company. Copyright 2011 ParaSpace. All rights
reserved. The ParaSpace Basic Rules are produced as an introduction to the ParaSpace Role Playing System and are
intended for free of charge circulation. You have permission to photocopy, email, print and share these pages. You may
not charge for these copies, nor may you alter or amend them in any way, except in cases where retailers, distributors,
exhibitions and conventions etc. have specific permission from the publisher to add a personal provided by (name) on
to the front cover.
PDF Version 1.5 Published 12/11
Creating a Character
Character Background
The first and, arguably, most important part of character
creation is to determine the background. This will provide
the player with a basic guideline that will help him
accurately portray the type of character he or she is roleplaying within the game. The character background should
include information such as age, culture, social standing,
abode, vocation and a brief description; including some
Creating a Character
Manipulations
There are nine character Manipulations to be defined as
game statistics. As described on page 5, each represents
a universal player attribute, relating to his overall condition
and indicating how competent he is in any given field.
Creating a Character
PH Guideline Table
Guide
Score
Guide
Cognitively inefficient
Reasonably observant,
the character will notice
occasional subtleties
Shows an uncanny
sense of awareness
11
11
Champion weight-lifter
Guide
Practising gymnast
11
Q Guideline Table
Score
Guide
Slow responses
Athlete in training
Professional boxer or
martial arts expert
11
Score
Score
Guide
Unfit adult
Person training in
regular sporting activity
Trained professional:
fireman, boxer, athlete etc.
11
Guide
11
Guide
11
Genius
Guide
11
Manipulation Types
Physique (PH): This Manipulation comprises strength
and bulk and is used when the character attempts any
activity involving direct force or the application of his
physical magnitude. It is also used as a measure of the
characters ability to withstand physical punishment.
Deftness (DEF): This is the characters adroitness,
dextrous co-ordination and physical agility. During play, it
is mainly used to determine a characters hand-eye
co-ordination and his manipulative control of objects.
Quickness (Q): Measures the speed of the characters
reactions and reflexes. Coupled with a characters
Deftness (but set against Physique) it will reveal his
Movement Rate whilst running (see page 9).
Skills, Abilities,
Techniques and Manoeuvres
Skills and Abilities define areas that the character has a
natural tendency toward or fields in which he has become
proficient. Techniques and Manoeuvres (which are mostly
combat based) are, for the most part, extensions of these
Skills and show that a character has a greater understanding
or insight into the subject matter. A player will need to
choose these Skills, Abilities, Techniques and Manoeuvres
from the list beginning on page 11 (all referred to as Skills for
convenience) and decide how his newly created character
has developed or come by them. This should be based upon
the characters background, reflecting his career, hobbies
and general lifestyle.
Creating a Character
Creating a Character
Common Skills
Fantasy /
Medieval
Wild West /
Settler
General Knowledge,
Outdoorsman, Profession (Type),
Ride Horse
20th Century
Dark Apocalyptic
Future
General Knowledge,
Outdoorsman, Profession
Any one Weapon Skill
Cybernetic Future
Space Travel
Skill Results
TN Guidelines
To set the Task Difficulty Level, the GM will assume that
the character will approach the Task with some basic
knowledge of his subject. A character whose car breaks
down or starts making strange gurgling noises is unlikely,
having no mechanical experience or knowledge, to even
bother lifting the bonnet to try and find the problem. And
even if he did, he would find only a mass of hoses and
chrome that would mean absolutely nothing to him.
To a trained mechanic, however, it is only a Basic Task
(TN 7) to fit a new fan belt, or to re-fill the car with oil.
TN
Simple
Basic
Elementary
10
Average
13
Awkward
16
Difficult
19
Hard
22
Improbable
25
Incredible
28
Unfeasible
31
Creating a Character
Creating a Character
Arcane Magic
Supplemental Points
Characters are now awarded 50 Supplemental Points
(SP) to be utilised for all of the remaining sections of
character creation.
Magic
SP may be spent across the characters entire (starting)
magical portfolio in the order defined by each sub-section
that follows (refer to the Magic Sections for full details of
each style of magic):
All characters start with a Magical Energy Point (MEP see page 36) amount equal to their MND. Characters may
purchase additional MEP at a cost of 3 SP per point up
to a maximum of +10 additional MEP at this stage.
Special Abilities
Inherent Magic
Telluric
Thaumaturgy
Weapon Specialisation
Characters wishing to specialise with particular weapons
must utilise remaining SP.
The full rules concerning Weapon Specialisations are
outlined in the Experience Chapter (see page 65).
If the starting character has a Weapon Skill at a Base
Level of 3 or more then he may opt to Specialise.
Assuming it has not already been purchased, the Weapon
Specialisation Skill will cost the character 10 points and
Base Level increases (up to a maximum of 3, at this
stage) are made additionally as follows:
Base 1
Base 2
Base 3
RNG
19
31
INIT
19
31
PAR
13
DMG
19
31
Starting Experience
Starting Funds
Using the Basic rules each character will start the game
with 1D1000 + 300 un regardless of his professional level
or social standing. These funds may be used to purchase
starting equipment (available equipment and relative
prices can be found from page 32). In most cases such
equipment is assumed to have been accumulated by the
character before he enters play - although the GM may
require characters to purchase equipment specifically
before any particular adventure begins.
Description
Now that you have all the necessary elements for your
character you can, if desired, set about writing a description.
Character description can be as detailed or as sketchy as
you like but could include the following: height, weight,
eye colour, hair length, style and colour, style and type of
clothing, habits and preferred or visible weapons.
The more complete the description of the character the
more realistic he will seem and the more enjoyable he
will be to roleplay. You will also find that by bringing
the character to life through background choices and
descriptions, you will become more attached and familiar
with the gaming alter ego. This closeness will only serve
to heighten the roleplaying experience.
Lastly, before play can finally begin, the player will need to
calculate a few game statistics for his character and note
them onto the relevant section of the character sheet.
Each item, and its game use, is described in full during
later chapters.
Learn Bonus
Move
Mps: Metres per second
In order to find the characters Movement Rate in any scale,
Movement Scale
Creating a Character
you will first need to work out his real life (unencumbered)
metric sprinting speed. To do this, find the total of the
characters Quickness, plus his Deftness, minus his
Physique. The result is equal to the metres per second the
character is able to cover in a flat sprinting race.
Sprint
Creating a Character
Metric Scale
10
Imperial Scale
Now into each box, before the word to, write in an amount
that is 1 point higher than that recorded into the previous
box to the left; thus giving a range of figures (x to y) in
each box.
An average Physique of 5 and a Fitness of 5 will therefore
result in the following Fatigue & Trauma category ranges:
Light 1 to 20, Mild 21 to 40, Heavy 41 to 60, Serious 61 to
80, Critical 81 to 100, Deadly 101 to 120.
(5+5) x 2 = 20 + (5+5) x 2 = 40 + (5+5) x 2 = 60 + (5+5) x
2 = 80 + (5+5) x 2 = 100 + (5+5) x 2 = 120
For full effects and game use of F&T, see page 60.
Skills
Acting
+ CHA (7 XP)
The ability to pretend to be someone else, or to show
false emotions.
In cases of general stage recital a TN 10 will suffice for
an acceptable performance. Alternatively, if the actor
were actually trying to bluff a patsy, the TN could be set
vs Detect Lie.
Administration /
Business Knowledge
Armour
Magic Resistance
A characters natural Magic Resistance is equal to his
MND. This figure can then be further adjusted using the
Improved Magic Resistance Skill (see page 17).
Skills
+ CH (10 XP)
Caring for, raising, and teaching simple commands to one
type of animal.
To train a simple animal (such as a mouse) basic tricks such
as stay, sit or kill will require a TN 19 and 2D10 + 4 Days.
To train a companion animal (such as a dog) basic tricks
11
Skills
Anthropology (Type)
Axe, Two-handed
Bargaining / Sales
+ CHA (7 XP)
Knowledge of successful haggling, including buying and
selling.
Task
Haggle for 200% value
Haggle for 150% value
Haggle for 120% value
Haggle for 90% price
Haggle for 70% price
Haggle for 50% price
TN
19
16
13
14
16
19
(Area) Knowledge
Bola
+ INT (7 XP)
The character is familiar with one particular local area.
and e will rarely get lost in this environment.
Art (Type)
Axe
12
Axe (Thrown)
Bow
+ DEF (10 XP)
Ability to use bows. Offers bonus to strike.
Bribery
Building (Type)
Car Mechanic
TN
8
8
10
14
16
Catapult
+ DEF (7 XP)
Skill in using hand held catapults. Offers bonus to strike.
Chemistry
+ INT (15 XP)
Science of elements and compounds, their laws of
combination and change.
Climbing
TN
10
11
15
21
27
30
Club / Mace
Skills
Task
Climb steep jagged surface
Climb smooth steep surface
Climb sheer jagged surface
Climb upside down, jagged surface
Climb smooth sheer surface
Climb upside down, smooth surface
Combat Reflexes
13
Combat Stance
Skills
+ PH (15 XP)
Through training, the character has developed a stable
fighting stance and is thereby able to remain standing after
receiving large amounts of damage. When calculating
KDV, characters that have this Skill should multiply by the
Skill Total rather than just PH.
An average mans KDV would normally be calculated
as (PH 5 x 2) = 10. However, a character with Combat
Stance (at Base Level 3 + PH5 for a) Total Skill Level of 8
will have a KDV value of (8 x 2 =) 16
Computer Operations
TN
13
16
22
Concealment
+ PER (10 XP)
The ability to hide items (from a tank in the woods to a gun
in a jacket) using natural cover and camouflage methods.
To find a Concealed object requires a successful Look
Task vs the Concealment Skill Result.
Cooking
+ INT (7 XP)
Knowledge of preparation, cooking, preservation and the
etiquette of food.
Crossbow
+ DEF (7 XP)
Proficiency with crossbows. Offers a bonus to strike.
Cryptography
14
+ DEF (7 XP)
The art of dancing.
+ CHA (7 XP)
Through the use of confident body language and assured
speech, this is the ability to hide ones true emotions
and / or make a listener believe despite not telling the
complete truth.
Demolition
Dance
Disguise
Dodge
+ Q (7 XP)
Defensive manoeuvre to avoid a strike by moving out of its
way. To dodge, the defender must generate a Dodge Skill
Result (Q + Dodge Skill + 1D10). Certain equipment will
also carry modifiers to this roll (see Equipment and TEM).
If the defenders Skill Result is equal to or greater than
the attackers Skill Result, then the dodge is successful,
completely avoiding his attackers blow.
Note that only one Dodge may be attempted per Initiative
Zone (see page 46) and that this will only defend against
one attack (see also Focused Dodge on page 16). However,
a character may attempt to Parry further attacks made within
that same initiative zone (see Combat for full details).
Drinking
+ MND (7 XP)
The ability to consume large volumes of alcohol and keep
a clear head.
Starting with a TN 6, each subsequent drink then requires
a new Skill Result with a +1 increase to the TN. Failure
results in drunkenness.
Drive Car
Electronics
TN
12
18
8
10
14
16
Escapologist
Evaluate
Faith (Type)
Fishing
Flail
Flail, Two-handed
Focused Attack*
+ n/a (7 XP)
* A character must have at least one melee based combat
Skill (including Body Combat Skills) at a Base Level of 3
before he can master Focused Attacks.
Farming
Skills
Task
Pulling away at high speed.
Rounding a 90 corner at 48 kmph (30 mph).
Rounding a 90 corner at 72 kmph (45 mph).
Rounding a 90 corner at 97 kmph (60 mph).
TN
9
9
11
12
12
15
18
15
Focused Dodge*
Skills
Forgery
+ CH (15 XP)
Gaining the trust of an acquaintance by gentle persuasive
conversation.
The level of accomplishment should be measured using
Success Amount , with highly successful amounts resulting
in complete confidence and abysmal failures resulting in
active refusal. However, it is important to note that, even
when at very high levels, a victim is always in control of
his actions and cannot be persuaded into doing anything
beyond his usual persona (extenuating circumstances
permitting - GM discretion), e.g. actions that place the
victim into immediate and obvious danger and any action
that is normally out of character personality.
Gambling
16
General Knowledge
Gun, Indirect
+ INT (15 XP)
Skill in shooting indirect missile devices, such as howitzers
and mortars. Offers bonus to strike.
Gun, Large
+ DEF (10 XP)
Skill in shooting large, often mounted, machine guns.
Offers bonus to strike.
Gun, Pistol
+ DEF (7 XP)
Skill in shooting pistols. Includes automatics, self loading
and revolvers. Offers bonus to strike.
Gun, Rifle
+ DEF (7 XP)
Skill in shooting rifles. Includes shotguns and automatic
machine weapons. Offers bonus to strike.
Gunsmith (Type)
+ INT (10 XP)
In-depth knowledge of repair, design and modification to
guns and their components.
Gunsmith Types will vary between settings. The list that
follows is generic and also shows a (generic) Technology
Level (see page 26) for each weapon Type in question:
Ammunition, Blackpowder (TL4), Fully Automatic (TL5),
Semi-Automatic (TL5), Targeted Devices (TL5), Energy
Weapons (TL6) and Giro Mounted Weapons (TL6).
Task
Clear jam (requires 3 Actions)
Repair simple fault
Evaluate damage
Repair complex fault
TN
9
9
15
18
Gymnastics
Hammer
Hammer (Thrown)
Hammer, Two-handed
Held Respiration
+ FIT (7 XP)
The ability to hold ones breath for longer periods.
A character is able to hold his breath for an amount of time
equal to his FIT + 1D10 in Rounds. (A character with the
Held Respiration Skill may increase this amount to his Held
Respiration Skill Result x 4 in Rounds) At the end of this time
he may continue to hold his breath for a further number of
Rounds equal to his FIT but will sustain 3 F&T per Action. At
the end of this time, the character will pass out (regardless of
F&T) and begin to breathe. Should the character be unable to
breathe whilst unconscious (such as if he were underwater),
then he will sustain 5 F&T per Action for a number of Rounds
equal to his FIT but, at the end of this time, the character will
be dead (regardless of F&T).
Hobby (Type)
+ varies (7 XP)
A character can have any (Type) Hobby and the subject
matter could range from model trains to stamp collecting.
The Hobby Skill is intended to add an element to the
characters background.
Inherent Magic*
Interrogation
Skills
Task
Rolling into a fall.
Success would result in Half Damage
from any bad landing or fall
Somersault.
Jump
+ DEF (7 XP)
Ability to leap distances and height.
A characters Jump Result must be modified by the
following factors:
For every 1 metre (3 feet) the character has as a run-up, he
will gain a bonus of +1 to the Jump Result, up to a maximum
bonus equal to his metres per second rate of Movement.
Task
Jump a distance of up to 1 metre (3 feet)
Jump a distance of up to 1.5 metres (5 feet)
Jump a distance of up to 2 metres (6 feet)
Jump a distance of up to 2.5 metres (8 feet)
Jump a distance of up to 3 metres (10 feet)
Jump to a height of up to 20 centimetres (9 inches)
Jump to a height of up to 40 centimetres (15 inches)
Jump to a height of up to 60 centimetres (2 feet)
Jump to a height of up to 80 centimetres (2 feet)
Jump to a height of up to 100 centimetres (3 feet)
TN
5
10
14
16
18
5
10
14
16
18
17
Knife
+ DEF (7 XP)
Versed in the use of blades and daggers as weapons.
Offers bonus to strike.
Skills
Knife (Thrown)
+ DEF (7 XP)
Versed in the use of blades and daggers as thrown
weapons. Offers bonus to Ranged strike.
Language (Type)
+ INT (7 XP)
The ability to speak a (Type) foreign language (includes
sign language).
Task
Basic pidgin small talk
Hold simple conversation
Hold full conversation
Small talk, slang and humour
TN
9
12
16
19
Lip Read
TN
12
18
16
24
Listen*
+ PER (10 XP)
* A character must first have the Notice Skill at a minimum
Base level of 0 before he may acquire the Listen Skill.
The ability to focus upon and hear soft noises.
The Listen Skill Result can be used vs the Stealth Skill
Result as a TN.
Task
Hear distant noises, such as
an approaching car, hooves or voices
18
TN
9
13
19
25
31
38
Literacy (Type)
TN
4
6
12
15
12
15
24
Look*
TN
TN vs Conceal Result
TN vs Stealth Result
-3 penalty
-5 penalty
-6 penalty
-8 penalty
Lore (Type)
Magical Strike*
+ DEF (5 XP)
* A character must first obtain a spell or spell-like ability of
this nature before he can obtain this Skill.
Offers a bonus to strike with any targeted or thrown spell
or spell-like ability that requires a Strike Result.
Mapping
Marksman
+ n/a (7 XP)
Characters with this Skill will add the Base Skill Level (in
addition to the usual +1 Bonus per Action) when aiming with
any missile weapon (see page 57 for details of aiming).
Mechanical Engineer
TN
8
10
14
16
Medical
TN
5
6
8
10
12
15
(see below)
14
8
9
18
22
25
Skills
19
Skills
Mimicry
Motivate / Leadership
Music (Type)
Navigation (Type)
+ INT (10 XP)
The ability to stay on course, either on land, at sea, in the
air or underground.
TN
+3 Bonus
+3 Bonus
Notice
+ PER (20 XP)
This is generally an Instinct based Skill that is improved
through training and use. As an extension to the
characters general perception, it is used to determine
if the character is aware of or has observed / heard an
uncommon or curious event or object.
Odour Scenting*
20
Motorcycle
Task
Using a compass
With the aid of a map
TN
16
21
Optic Systems
Outdoorsman
Task
Erect a tent
Recognise edible foods
Make and use simple snares and traps
Find water in temperate region
Recognise creature lair
Make camp-fire from dry brushwood
Make camp-fire from wet brushwood
TN
4
12
12
15
16
9
15
Parachute
Pick Locks
TN
12
15
21
24
Pick Pockets
Pilot (Type)
+ INT (7 XP)
The Profession Skill is used at the GMs discretion to
account for basic background knowledge that could cover
a wide variety of Skills. When generating characters, the
Profession Skill may be replaced with any closely related
background Skill at the GMs discretion.
Public Speaking
+ CHA (10 XP)
The character is an adept public speaker who is able to
captivate and hold his audiences attention.
Quick Cast*
+ DEF (20 XP)
* Before it can be utilised, this Skill requires that the user
have Arcane Magic (Thaumaturgy) at a minimum Base
Level of 3.
Skills
Profession (Type)
21
Rope Use
Skills
Scuba Dive
Shield
Shield, Two-handed
Signalling
+ INT (10 XP)
Skill in interpreting and leaving signs for other signal
specialists.
TN
10
18
21
Sling
+ DEF (10 XP)
Use of the slingshot. Offers bonus to strike.
22
Sprint
Task
Simple message direction pointer or danger
Detailed message directions or type of danger
Complex message cipher or encrypted map
Stealth
TN
7
10
11
10
16
18
22
TN
13
10
16
13
7
Supplementary Defensive
Manoeuvre
+ Q (20 XP)
By means of this technique, the character is able to gain
additional Defensive Manoeuvres within a Round of Combat
(see Combat for full details on Defensive Manoeuvres). The
Number of additional Defensive Manoeuvres the character
may make within the Round is equal to the Total Skill Level
divided by four (round off fractions).
Surgery*
TN
21
15
18
25
Swimming
+ DEF (7 XP)
Skill of swimming, including underwater diving.
A characters movement rate whilst swimming (cm/a) is
equal to the Total Skill Level divided by two.
Sword
Sword, Two-handed
Taste
TN
13
13
19
Skills
Teaching*
Toughness
+ PH (20 XP)
The character is more durable than most and able to
shrug off larger amounts of damage. A player will need to
re-calculate his characters F&T wound brackets, adding
in a bonus of the Total Skill Level divided by four to each
(round off fractions).
An average man has a PH of 5 and a FIT of 5, therefore
his F&T levels would normally be calculated as: Light 120, Mild 21-40, Heavy 41-60, Serious 61-80, Critical 81100, Deadly 101-120 (see page 10 for details).
However, with Toughness at a Total Skill Level 10, his
F&T levels are instead calculated as: (PH 5 + FIT 5) x 2
+3 = 23.
Light 1-23, Mild 24-46, Heavy 47-69, Serious 70-92,
Critical 93-115, Deadly 116-138
Tracking
TN
7
10
16
16
The above TNs assume that the tracks are no older than
one day. As a rule of thumb (applying common sense
where appropriate), the GM should assume a +2 increase
to the TN per day of the tracks.
23
Trap Craft
Equipment
TN
8
6
16
20
10
13
20
25
Trick (Type)
+ Varies (7 XP)
The ability to perform a particular trick. This may be using
sleight of hand, juggling, a card trick, some kind of joke story
or even an ability to contort ones body in a particular way.
Vet
Weaponsmith (Type)
Whip,
Equipment
Body Combat (BC)
24
DMG (Damage): Into the left hand DMG box, write the
characters Base Damage (PSrps Basic always assumes
a Body Combat Base DMG of 1. The ParaSpace Core
Rules provide much greater detail with regard to Body
Combat options).
Into the Mod box, record the characters PH.
Into the right hand box, record the total of the sum of the
left box multiplied by the Mod box. This is referred to as
100% damage and is the amount of damage the character
will cause at a 6-10 Strike Amount see below.
Strike Amount Total Damage: The lower set of boxes
refer to the actual damage caused at the given Strike
Amount (see page 60); 1-5, 6-10, 11-15, etc.
Copy the 100% damage figure into the 6-10 SA box.
50% of this amount (round off fractions), is then recorded
into the 1-5 SA box.
Equipment
Weapons
25
Equipment
26
Equipment
Mechanical Missile weapons, such as guns and crossbows, have their RNG score followed by an f. This
denotes that the range is fixed and PH will have no effect.
ParaSpace Core rules allow for certain specialisations
that enable increased range.
27
Equipment
28
Ammunition
Equipment
Armour
TL: The Technology Level of the armour.
Armour Coverage (AC): Even a seemingly complete
suit of armour will have various gaps and weak spots;
perhaps at limb joints or just where the armour has been
fitted together. Armour coverage is a rule that will create
a greater sense of realism by allowing for skilful or lucky
strikes to those body parts that a persons armour does
not fully cover (see page 62 for the game use of AC).
29
Equipment
30
Shields
Name: The name of the shield.
TL: The Technology Level of the shield.
HND (Hands): Defines how many hands the wielder
requires to use the shield effectively in combat.
RNG (Range): Note the listed RNG (as detailed in the
shield statistics on page 34), into the top box.
Into the Mod box note the characters PH.
Into the bottom box, note the total amount of the top box
multiplied by the Mod box (this is the Standard Range
at which the shield can be thrown, noted in cm for
miniature scale).
INIT (Initiative): Bonus or penalty caused by the shields
weight or encumbrance, which must be applied to any
Initiative Result when in use.
Record the shields listed INIT (as detailed in the statistics
on page 34) in the top box.
Into the Mod box note the characters Q.
In the bottom box, record the sum of top box + the Mod
box. This is the figure that should be added to 1D10 when
rolling Initiative whilst using the shield.
Note that if the shield is to be used in conjunction with a
weapon, the player must use the lowest INIT score and
apply the worst GWP to the result.
When using only his katana, Barry has an INIT of 1
(+1D10). When using only his small, hard leather shield,
Barry has an INIT of 3 (+1D10).
When using both the katana and the shield Barry must
use the lowest INIT score (in this case the katana at 1),
and apply the worst GWP (in this case, also the katana, at
-2). Therefore, Barrys INIT, when using both the katana
and the shield, is at -1 (+1D10).
PAR (Parry): Bonus or penalty caused by the shields
size, weight and encumbrance, which must be applied to
any Parry Result when in use.
The bottom box is then also split in two. Use the M box to
record the total modifier for use as a bonus to 1D10 when
the shield is used to strike in melee (top box + left hand
Mod box = M box). And use the R box to record the total
modifier for use as a bonus to 1D10 when the shield is
used as a missile weapon (top box + right hand Mod box
= R box). Note that this figure is subject to GWP if the
character is also using a weapon in the other hand.
Note that melee weapons that are thrown and missile
weapons that are used in melee will not receive the HIT
bonus listed.
GWP (Generic Weapon Penalty): The Shields GWP
must be applied to results in the same manner as for
weapons (see page 28).
DMG (Damage): Record the Base Damage, as listed with
the shield description, into the left hand DMG box.
Into the Mod box, record the characters PH.
Into the right hand box, record the total of the sum of the
left box multiplied by the Mod box. This is refered to as
100% damage and is the amount of damage the character
will cause at a 6-10 Strike Amount see below.
In the bottom box, record the sum of top box + Mod box.
This is the figure that should be added to 1D10 when
Dodging whilst using the shield.
Equipment
Armour
Fur TL 1
31
Fur TL 1
Equipment
Style
AC
Tou
Stlth
Wgt
Prc
Cloak
13
-1
1.6
50
Head Wrap
13
0.4
20
Overcoat
17
13
3.5
150
Leggings
11
13
2.8
150
Leather, Soft TL 2
Coif
10
0.1
50
Jacket
14
10
1.8
200
11
10
1.3
150
Trousers
Chain Mail TL 3
Chain Mail
Coif
40
-1
1.2
600
Hauberk
15
40
-3
15.2
2,000
Shirt
16
40
-2
13.3
1,600
Vest
40
-2
3.7
900
Plate TL 3
Bascinet
70
1.9
1,000
Breast Plate
70
-1
8.3
2,500
Heaume
70
-1
3.4
2,000
Nasal Helm
70
2.2
1,500
70
-1
0.8
700+
70
-1
0.8
700+
Military TL 5
Kevlar Vest
80
3.2
230
Military Boot
35
0.5
Military Helm
90
2.6
160
Military Jacket
17
30
2.8
300
Military Trousers
11
30
2.1
250
Riot Helm
80
1.4
150
60
2.6
180
BioTech TL 7
Style
AC
Tou
Stlth
Wgt
Prc
Arm
90
-2
3.0
10,000
Fauld
75
-4
3.7
15,000
Leg
90
-2
3.0
10,000
Rib Cage
120
-3
6.4
25,000
Skull
120
5.0
18,000
Leather, Soft TL 2
Prepared from the animal hides of buffalo, antelope, deer
or such beasts.
Coif: A close-fitting peakless cap.
32
Plate
Military TL 5
BioTech TL 7
Melee Weapons
Sword,
sword.
Equipment
Large:
Long,
straight-bladed,
two-handed
33
Ammunition
Equipment
Type
TL RNG HIT
DMG
PRC
Arrow
Bullet, FMJ
Dart
Quarrel
Shot
-10f
+3
+20f
Slug
Stone, Basic
0.01
TL
Axe, Battle
Axe, Tomahawk
Bat, Baseball
Bladed Staff / Naginata
Club, Branch
HND RNG
1-2
1-2
3
1
Dagger, Combat
Halberd
Hammer, Battle
INIT
PAR DGE
HIT
GWP
DMG
PRC
-2
+3
-1
15
-2
+3
+1
+1
3.5
10
-1
+3
-1
+2
-1
2.5
-2
+3
-3
+3
-3
8.5
15
1-2
-2
+2
-1
+2
-1
+1
+1
10
-4
+5
-3
+4
-3
25
1-2
-2
+2
-2
+2
-2
15
Hammer, War
-4
+3
-4
+3
-3
25
Mace, Club
1-2
-2
+2
-2
+2
-2
15
Machete
-2
+2
-1
+2
-1
15
Police Baton
+2
+1
Shock Stick
-1
+2
-1
+1
1.5+50f
200
Spear
-3
+4
-3
+3
-3
10
Staff
-3
+4
-3
+3
-3
4.5
10
Sword, Katana
-2
+3
-2
+3
-2
80
Sword, Laser
+3
-1
+3
3+150
1000
Sword, Large
-4
+4
-4
+4
-3
10
50
1-2
-3
+3
-3
+3
-2
20
Sword, Power
1-2
-3
+3
-3
+3
-2
8+50f
350
Sword, Short
-2
+2
-1
+2
-1
5.5
15
Whip, Long
-4
-5
+4
-3
20
Type
TL
HND
RNG
INIT
PAR
DGE
HIT
GWP
DMG
PRC
Barred, Large
0.5
-3
+5
-7
-3
80
Barred, Medium
-2
+4
-2
+1
-2
50
-2
+5
-2
+1
-1
1.5
200
Wooden, Large
0.5
-3
+6
-5
-3
20
Wooden, Medium
-2
+5
-1
+1
-1
15
Wooden, Small
-1
+2
1.5
10
Shields
34
Shields
Ammunition
Arrow: Wooden rod, with sharpened metal tip, designed
for use with bows.
Equipment
HND
CAP
IROF
BROF
SROF
REC
RL
AMMO
RNG
INIT
PAR
DGE
HIT
GWP
DMG
PRC
1C
10/12
+2
-2
-3
50
1C
9/10
+1
-1
-2
30
Catapalt, Basic
1C
-1
Pl/St
40f
-2
-1
10
1C
90f
+1
-1
-2
50f
50
Laser Pistol
na
300f
80f
800
Laser Rifle
na
15
900f
+1
-1
-1
80f
1200
Musket
1C
-5
B,Basic
120f
-1
+2
-2
-1
-3
70f
450
Pistol, Automatic
15M
15
-2
9mm
80f
-1
55f
350
Pistol S.A.
9M
-2
9mm
80f
-1
55f
400
Revolver
6C
-1
2-7
0.38
90f
+1
-1
60f
400
Rifle, Assault
30M
20
-3
5mm
400f
+2
-1
-2
65f
1000
Rifle, Hunting
5C
-2
2-6
7mm
600f
+2
-1
+1
-2
75f
1200
7C
-4
2-8
12 Guage
80f
+1
-2
80f
1200
Sling
1C
St
-2
15
SMG
30M
20
-3
9mm
200f
+1
-2
50f
900
Type
35
Magic
Magic
Magic is the name given to the mystical energy force that
can, if one knows certain esoteric practices, be used to
manipulate and re-define reality. Within PSrps Basic,
magic is divided into four different styles (as described
over the next few pages) with each style requiring a
seperate Skill to utilise.
Arcane Magic (Thaumaturgy): This section details the
practices of traditional wizardry. Its procedures involve
gestures and short mantras that produce quick and
immediate effects.
Arcane Magic (Telluric): This section details the practice
of creating potions, poulteces and other such earthly
formulas.
Inherent Magic: This section provides information as
to the use of inner strength and/or mind over matter to
control magical energy.
Special Abilities: This section explains how latent
powers can be manifested and used alongside the five
usual senses.
Glossary of Terms
Throughout this chapter there are many recurring terms;
for convenience of space, each is fully described below.
Base XP: The XP cost (see the Experience Chapter)
involved with learning or producing any specific magical
effect.
Cast: This is how long it takes for the magic user to create
the effects of the magic. Each section will have further
details on casting, including different names for the
procedure and any conditions that must be met in order
to successfully elicit any magical effect.
Cat (Category): As a general guideline to the level of
power, each magical effect is rated by Category The
Categories, in order of power are Petty, Minor, Basic,
Elementary, Prevalent, Acute, Greater and Major.
Categories are fully explained in the PSrps Core Rules.
Cost: Certain (Arcane) magical procedures will require
the use of assorted materials in their performance. The
value of such items is noted by Cost and, although likely
to come directly from the magic users laboratory, they are
(usually) easily replaceable and therefore written as un.
DUR: This is the duration of the magic; in other words,
how long the power will be in effect within the game.
Duration Instant means that the magic will take effect
immediately upon casting.
36
Magical Force Rating (MFR): Every time a spell, or spelllike effect, is used, it must be attributed with a Magical
Force Rating. This is mainly used for the purposes of
resistance (see below) and merely represents a way to
determine and calculate a game level to define the actual
power behind any magical effect.
Magic
37
38
Casting Spells
All Thaumaturgic Cast times are written in Actions (unless
stated otherwise). To cast a thaumaturgic spell, both of the
casters hands must be free from restriction of any kind
including held items (unless noted otherwise in the Spells
description). He must trace magical patterns (known as
glyphs) in the air with his hands, whilst particular words
of incantation must form on the lips of his mouth; whether
they are sung, whispered or shouted does not matter, but
they must form nonetheless.
Thaumaturgic Spells
Acclimatise
Cat:
Base XP:
COST:
MEP:
Prevalent
13
400
4
RNG: Touch
DUR: 8 Hours
CAST: 2
TN: 14
Basic
9
200
2
Alertness
Cat:
Base XP:
COST:
MEP:
Basic
9
200
2
RNG: Touch
DUR: Permanent until used
CAST: 1
TN: 10
Astral Windows
Cat:
Base XP:
COST:
MEP:
Basic
9
200
2
Cat:
Base XP:
COST:
MEP:
Elementary
11
300
3
Contemplate
Blinding Flash
Cat:
Base XP:
COST:
MEP:
Elementary
11
300
3
RNG: Touch
DUR: 1 Hour
CAST: 1
TN: 12
Cat:
Base XP:
COST:
MEP:
Basic
7
100
1
RNG: Self
DUR: 1 Round
CAST: 1
TN: 8
Effect: This spell allows the caster to see (up to) one
Round into the (possible) future. It will work in accordance
with the casters intentions and that which is around him,
e.g. casting Contemplate before opening a door will result
in the caster receiving a vision, lasting one Round, of
himself opening the door and A) finding it is locked, B)
setting off a trap, or C) the view beyond etc.
Cat:
Base XP:
COST:
MEP:
Elementary
11
300
3
Prevalent
13
400
4
Escape
Cat:
Base XP:
COST:
MEP:
Acute
17
600
6
RNG: Touch
DUR: Instant
CAST: 1
TN: 17
Espy
Cat:
Base XP:
COST:
MEP:
Basic
11
300
3
Camouflage
39
Fly
Cat:
Base XP:
COST:
MEP:
40
Acute
17
600
6
RNG: Self
DUR: 1 Hour
CAST: 2
TN: 17
Foible
Cat:
Base XP:
COST:
MEP:
Prevalent
13
400
4
Footprints
Cat:
Base XP:
COST:
MEP:
Basic
9
200
2
RNG: Touch
DUR: 5 Days
CAST: 1
TN: 10
Gibberish
Cat:
Base XP:
COST:
MEP:
Prevalent
13
400
4
Illuminate
Cat:
Elementary
Base XP: 13
COST:
400
MEP:
4
Immune to Poison
Cat:
Elementary
Base XP: 11
COST:
300
MEP:
3
RNG: Touch
DUR: 5 Days
CAST: 1
TN: 12
Knockout
Cat:
Prevalent
Base XP: 13
COST:
400
MEP:
4
Language
Cat:
Basic
Base XP: 11
COST:
300
MEP:
3
Magic Sight
RNG: Touch
DUR: 24 Hours
CAST: 1
TN: 12
Literacy
Cat:
Basic
Base XP: 9
COST:
200
MEP:
2
RNG: Self
DUR: 5 Hours
CAST: 1
TN: 10
RNG: Self
DUR: 12 Rounds
CAST: 1
TN: 12
Prodigy of Speed
Cat:
Prevalent
Base XP: 15
COST:
500
MEP:
5
RNG: Touch
DUR: 12 Rounds
CAST: 1
TN: 16
Effect: This spell will add +3 to the recipients INIT and also
increase his Movement Rate by +5cm/a for the duration.
Ranged Weapon
Cat:
U Prevalent
Base XP: 15
COST:
500
MEP:
5
Magic Resistance
Scrying
Cat:
Basic
Base XP: 15
COST:
500
MEP:
5
RNG: Touch
DUR: 1 Hour
CAST: 1
TN: 16
Cat:
Basic
Base XP: 11
COST:
300
MEP:
3
RNG: 1 km
DUR: 1 Hour
CAST: 1
TN: 12
Cat:
Basic
Base XP: 9
COST:
200
MEP:
2
41
Shatter
Cat:
Prevalent
Base XP: 11
COST:
300
MEP:
3
Target
Cat:
Prevalent
Base XP: 15
COST:
500
MEP:
5
RNG:
DUR:
CAST:
TN:
50, 25, 82
12 Rounds
1
16
Effect: This spell will cause all missile fire aimed at the
victim to gain a +5 bonus to strike.
42
Number of Crops
0-3
4-6
7-10
11-15
Recipes
Cat:
Prevalent
MEP:
3
Harvest XP: 26
Harvest: 1 Week
Cost:
150
TN:
12
DUR:
12 Rounds
Effect: This potion will bestow an additional +50 DP to the
consumer for 12 Rounds. Any damage then sustained will
be subtracted from these DPs first and will simply vanish
at the duration end, open wounds closing as if they were
never there.
Note that this potion will not serve to cleanse such wounds
of infection etc.
Contemplate, Potion of
Cat:
Basic
Harvest XP: 10
Cost:
50
DUR:
Instant
MEP:
1
Harvest: 1 Week
TN:
8
MEP: 1
Harvest: 1 Week
TN: 8
Note that such damage will ignore armour TOU since the
paste will have entered the body.
MEP:
1
Harvest: 1 Week
TN:
8
43
Note that this potion will not resurrect (or heal) a victim
who is dead.
MEP: 1
Harvest: 1 Week
TN: 8
MEP: 3
Harvest: 1 Week
TN: 12
44
Initiative, Potion of
Cat:
Acute
Harvest XP: 26
Cost:
250
DUR:
5 Rounds
MEP:
5
Harvest: 2 Weeks
TN:
16
MEP:
6
Harvest: 2 Weeks
TN:
17
Truth, Potion of
Cat:
Acute
Harvest XP: 34
Cost:
300
DUR:
1 Hour
MEP:
6
Harvest: 2 Weeks
TN:
17
Inherent Magic
Inherent Magic
45
Inherent Magic
Aided Defence
Effect: The Talents within this path will enable the Inherent
to gain a bonus, as defined by the Talent name, to any
Defensive Roll.
One
Cat:
Petty
Base XP: 10
MEP:
1
Two
Cat:
Minor
Base XP: 11
MEP:
1
Three
Cat:
Basic
Base XP: 12
MEP:
1
Four
Cat:
Elementary
Base XP: 14
MEP:
2
46
RNG:
DUR:
Focus:
TN:
Self
12 Rounds
1
8
Five
Cat:
Prevalent
Base XP: 18
MEP:
3
Six
Cat:
Prevalent
Base XP: 22
MEP:
4
Seven
Cat:
U Prevalent
Base XP: 26
MEP:
5
Eight
Cat:
U Prevalent
Base XP: 30
MEP:
6
Nine
Cat:
U Prevalent
Base XP: 38
MEP:
8
Ten
Cat:
Acute
Base XP: 46
MEP:
10
RNG:
DUR:
Focus:
TN:
Self
12 Rounds
1
12
RNG:
DUR:
Focus:
TN:
Self
12 Rounds
1
14
RNG:
DUR:
Focus:
TN:
Self
12 Rounds
1
16
RNG:
DUR:
Focus:
TN:
Self
12 Rounds
1
17
RNG:
DUR:
Focus:
TN:
Self
12 Rounds
1
19
RNG:
DUR:
Focus:
TN:
Self
12 Rounds
1
20
Aided Strike
RNG:
DUR:
Focus:
TN:
RNG:
DUR:
Focus:
TN:
RNG:
DUR:
Focus:
TN:
Self
12 Rounds
1
8
Self
12 Rounds
1
8
Self
12 Rounds
1
10
Effect: The Talents within this path will enable the Inherent
to gain a bonus, as defined by the Talent name, to any
melee based Combat Strike Roll.
The statistics and Talent names are the same as for Aided
Defence.
Astral Projection
Astral Body
Cat:
Basic
Base XP: 14
MEP:
2
RNG: 10, 5, 16
DUR: 1 Hour
Focus: 1
TN:
10
Effect: By means of this Talent the Inherent is able to
create an exact replica of his body for the Duration. The
Inherent Magic
Magical Projection
Cat:
Acute
Base XP: 34
MEP:
7
RNG: 5 km
DUR: 1 Hour
Focus: 3
TN:
18
Effect: In addition to the above, at this Talent Level the
Inherent is able to move the Astral Body, at eight times
his usual movement rate (thereby gaining a +6 Bonus
to Dodge). The Inherent is also able to perform magical
tasks from the Astral Body (such as Spell Casting,
Miracles, Talents or Special Abilities). Magical tasks
performed in this nature will draw upon the Inherents
MEP and require him to generate TNs in the usual
manner; however, the effect will be centred upon, or
emanate from, the Astral Body.
Physical Projection
Cat:
Acute
Base XP: 42
MEP:
9
RNG: 20 km
DUR: 1 Hour
Focus: 3
TN:
20
Effect: In addition to the above, at this Talent Level the
47
Inherent Magic
Blast of Power
Greater (200f)
Cat:
Greater
Base XP: 38
MEP:
8
48
Major (300f)
Cat:
Major
Base XP: 46
MEP:
10
RNG:
DUR:
Focus:
TN:
50, 25, 82
Instant
1
20
RNG:
DUR:
Focus:
TN:
50, 25, 82
Instant
1
21
Mind Read
RNG:
DUR:
Focus:
TN:
50, 25, 82
Instant
1
12
RNG:
DUR:
Focus:
TN:
50, 25, 82
Instant
1
14
RNG:
DUR:
Focus:
TN:
50, 25, 82
Instant
1
16
RNG:
DUR:
Focus:
TN:
50, 25, 82
Instant
1
17
RNG:
DUR:
Focus:
TN:
50, 25, 82
Instant
1
18
RNG:
DUR:
Focus:
TN:
50, 25, 82
Instant
1
19
RNG: Touch
DUR: 1 Hour c
Focus: 2
TN:
17
Effect: At this level, the Inherent is able to read up to
twenty-years-old surface thoughts and memories within
the target.
Greater Read (Life)
Cat:
Greater
Base XP: 38
MEP:
8
RNG: Touch
DUR: 3 Hours c
Focus: 3
TN:
19
Effect: At this level, the Inherent is able to read up to a
lifetimes surface thoughts and memories within the target.
Suppressed Read (Any)
Cat:
Major
RNG: Touch
Base XP: 46
DUR: 5 Hours c
MEP:
10
Focus: 4
TN:
21
Effect: At this level, the Inherent is able to immerse himself
completely within the targets psyche; if the target has the
information, the Inherent will find it. The Inherent is able
to understand the targets subconscious which, in some
cases (GM discretion), could include gaining information
from past lives and spiritual wanderings.
Shadow Meld
Haze of Shadows
Cat:
Minor
Base XP: 14
MEP:
2
RNG: Self
DUR: 1 Hour
Focus: 1
TN:
10
Effect: This Talent will provide the Inherent with a +2
bonus whilst hiding or being stealthy and remaining within
the shadows.
Veil of Shadows
Cat:
Basic
Base XP: 15
MEP:
2
RNG: Self
DUR: 1 Hour
Focus: 1
TN:
10
Effect: This Talent will provide the Inherent with a +3
bonus whilst hiding or being stealthy and remaining within
the shadows.
Shroud of Shadows
Cat:
Elementary
Base XP: 18
MEP:
3
RNG: Self
DUR: 1 Hour
Focus: 1
TN:
12
Effect: This Talent will provide the Inherent with a +4
bonus whilst hiding or being stealthy and remaining within
the shadows.
Cloak of Shadows
Cat:
Prevalent
Base XP: 22
MEP:
4
RNG: Self
DUR: 1 Hour
Focus: 2
TN:
14
Effect: This Talent will provide the Inherent with a +5
bonus whilst hiding or being stealthy and remaining within
the shadows.
Inherent Magic
Blanket of Shadows
Cat:
U Prevalent
Base XP: 26
MEP:
5
RNG: Self
DUR: 1 Hour
Focus: 2
TN:
16
Effect: This Talent will provide the Inherent with a +7
bonus whilst hiding or being stealthy and remaining within
the shadows.
Merge with Shadows
Cat:
Acute
Base XP: 38
MEP:
8
RNG: Self
DUR: 1 Hour
Focus: 3
TN:
19
Effect: This Talent will provide the Inherent with a +10
bonus whilst hiding or being stealthy and remaining within
the shadows. In addition the Talent causes the Inherents
body, and all his carried equipment, to become incorporeal
49
Special Abilities
Special Abilities
Special Abilities are natural or unnatural, magical powers
that have attached themselves to certain individuals.
The methods of acquiring Special Abilities are largely
dependent upon the game setting (ranging from genetic
accident to a gift from the gods) and the GM will have the
final say as to what Special Abilities (if any) are available.
The effects that such abilities produce will re-weave and
re-shape reality in remarkable ways and are indeed the
produce of magical energy. However, the individual who
possesses such an ability is not necessarily aware of this
fact and, although he must practise his art and technique
of mastery over the Special Ability, it is impossible to
Manifest, learn and develop any Special Ability that is
not already Latent (Latent abilities are determined during
character creation see page 8). Note, however, that
no character may have more Special Abilities (Latent or
Manifested) than the value of his MND.
50
Amazing Speed
Spider Climb
Base Level: 1
Cat: Elementary
Effect: The user may add the Base as a bonus to any
climbing Result.
Amazing Stability
Type: Extraordinary
Base XP: 30
Effect: By means of this Special Ability the user will become
attuned to the spirit of a spider and will gain similar spiderlike abilities/advantages as outlined by the Base Level below
(the particular type of spider chosen is up to the player).
Spider Sense
Base Level: 2
Cat: Pevalent
Effect: The user may add half the Base as a bonus to any
dice results involving PER.
Spider Stealth
Base Level: 3
Cat: Elementary
Effect: The user may add half the Base as a bonus to any
Stealth Results.
Spider Web
Base Level: 5
Cat: Pevalent
Effect: The user can produce a sticky, protein-based silk
from a valve-like opening on the palm of his hands. The
amount of silk the user may produce is equal to 100 metres
x the Base level and, once used, the silk stock will then
replenish itself at the rate of 5 metres x the Base Level per
hour. The silk has a TOU of 80, is sticky (requiring PH TN
10 to break free) and will hold up to 200 kg of weight.
The user is also able to project the silk to a distance of 5
metres x the Base Level and, for the purposes of hitting
a target, he may learn a Silk Strike Skill (in the same
manner as Magical Strike). In such cases, the elasticity of
the silk will cause it to wrap around a successfully struck
victim (requiring a PH TN 20 to break free). The user may
also propel himself by swinging on the silk; this requires a
Gymnastics TN 10 for movement through trees, ranging
to a TN 20 for movement between city skyscrapers.
Type: Extraordinary
Base XP: 28
Effect: By means of this Special Ability the user will
become attuned to the spirit of a wolf and will gain similar
wolf-like abilities / advantages as outlined by the Base
Level below.
Improved Hearing
Base Level: 2
Cat: Basic
Effect: The user may add half of the Base (round off
fractions) as a bonus to any Listen Results. In addition,
one half of the Base (round off fractions) may be added to
any Notice Results (not cumulative with Improved Sense
of Smell).
Special Abilities
Type: Extraordinary
Base XP: 28
Effect: The Base of this Special Ability is added to the
Base of the users KDV.
Spider Poison
Base Level: 8
Cat: Pevalent
Effect: The user can produce a systemic poison which
can only be administered through a successful bite (DMG
= PH) into a victims flesh (to be successful the victim must
be caused a light wound). The user is able to produce
enough poison for a single dose/bite per hour equal to the
Base Level. The victim must then generate FIT + 1D10
TN 15 or fall unconscious for a number of minutes equal
to the amount by which he failed.
Type: Extraordinary
Base XP: 26
Effect: The character with this Special Ability will add the
Base level to his MPS movement rate.
51
Special Abilities
Aqua Breathing
Type: Extraordinary
Base XP: 28
Effect: Aqua Breathing enables the character to breathe
under water. The Base Level is equal to the length of time
(in hours) that the character may breathe in the watery
environment (minimum hour at Base 0) before he must
take at least one full breath of regular air. And the Base
multiplied by 10 determines the depth underwater (in
metres) that the character may reach (with a minimum of
5 metres at Base Level 0).
Enhanced Hearing
Type: Aberrant
Base XP: 22
Effect: The Base Level of this Special Ability is added as
a bonus to any Listen Skill Result. In addition, half of the
Base (round up) may be added as a bonus to any Notice
Skill Results. It improves upon the characters usual
standard of hearing by increasing the range of tones,
pitch and frequency that he is normally able to perceive.
It also allows the character to specifically focus upon
particular sounds and noises and filter out any background
interference. See page 18 for some suggested higher
level Listen Skill Results.
Enhanced Vision
Type: Aberrant
Base XP: 22
Effect: The Base Level of this Special Ability is added as
a bonus to any Look Skill Result. In addition, half of the
Base (round up) may be added as a bonus to any Notice
Skill Results. It improves upon the characters usual
standard of vision by increasing the spectrum of colours,
contrast, tones and overall balance of picture that he is
able to perceive.
Note that this Special Ability will not increase the natural
range of vision.
52
Fly
Type: Extraordinary
Base XP: 30
Effect: The character is capable of moving himself through
the air using only his force of will. Although essentially
defying the law of gravity the character is not able to carry
any more than he can usually carry and is subject to all
the same encumbrance. The flying character must also
apply physical exertion in order to rise from the ground
and move (even hovering will expand energy), he will
therefore become tired, using Stamina/F&T at the same
rate as if running.
The Base Level x5 determines the mps speed at which
the character can move but control should be determined
by a new Fly Skill (Base XP 20, DEF).
Improved Initiative
Type: Extraordinary
Base XP: 28
Effect: The Base level of this Special Ability is added
whenever the character generates an INIT score.
Marksman
Type: Extraordinary
Base XP: 26
Effect: By means of this Special Ability, the character
will gain the Base Level as a bonus to any missile based
Strike Result.
Regeneration
Type: Incredible
Base XP: 32
Effect: When wounded, the character with this Special
Ability will regenerate F&T at a rate of the Base Level per
Round. The character is able to completely regenerate
lost limbs but will not regenerate from fire, acid or death.
Smite Spirits
Type: Extraordinary
Base XP: 28
MFR: Base + MND + 1D10
Effect: This Special Ability may be used once per Round
and requires that the user concentrate for 1 Action in order
to activate its effect. Once activated, all spirit creatures (as
determined by the setting at the GMs discretion) within a
diameter equal to the users Base x2 metres (minimum 1
metre at Base Level 0), are required to generate Magical
Resistance.
Note that, for simplicity, when dealing with large numbers
of spirits, the GM may make MRs in groups of 5 or 10 etc.
Failure results in the effects shown on the right table:
Smite Undead
Type: Extraordinary
Effect
1-2
3-4
5-6
7-10
11-15
16+
Type: Aberrant
Base XP: 24
Effect: Enables the character to see through densely
packed materials. The Base Level is equal to the thickness
of the material (in metres), that the vision may penetrate
(with a minimum of metre at Base Level 0) and will also
determine the type of material.
Note that whilst X-ray vision will enable a character to
see into a closed suitcase and view its content, it cannot
be used as a substitute to enable vision in darkness.
Base Level: 1
Cat: Basic
Effect: Fabric, paper or skin
Base Level: 2
Effect: Plastic
Cat: Elementary
Base Level: 3
Effect: Wood
Cat: Prevalent
Combat
Base XP: 28
MFR: Base + MND + 1D10
Effect: This Special Ability may be used once per Round
and requires that the user concentrate for 1 Action in order
to activate its effect. Once activated, all undead creatures
(such as vampires, skeletons and zombies) within a
diameter equal to the users Base x2 metres (minimum 1
metre at Base Level 0), are required to generate Magical
Resistance.
X-Ray Vision
Base Level: 4
Cat: Prevalent
Effect: Rock or brick
Base Level: 5
Cat: Prevalent
Effect: Copper, brass, zinc or tin
Base Level: 6
Cat: U Prevalent
Effect: Iron, steel, aluminium, gold or platinum
Base Level: 7
Effect: Lead
Cat: Acute
Combat
Initiative
53
Combat
Order of Combat
Actions
0 or below
1-5
6-10
11-15
16-20
54
Surprise
Definition of Action
Definition of Turn
Combat
Initiative Zone
Activity
Move
55
Attack (Two-handed)
Combat
Defensive Manoeuvres
Non-Defended Attacks
Parry
Circumstance
10
(or 0 bonus)
56
Dodge
Shields
Unskilled Use
Skilled Use
If the character has the Shield Skill (at a minimum Base
Level 0) then he is able to attempt a number of parries
equal to the amount of Actions he has for the Round (as
described on page 56).
Combat
Aimed Shots
57
Combat
Denotes that the weapon will fire a single shot every time
the trigger is pulled or the method of firing is applied.
Weapons of this category include catapults, slings,
bows, both double and single action revolvers and semiautomatic or self-loading weapons.
58
TN Mod
+8 TN
Shooter is running
+5 TN
Up to half range
-1 TN
Up to full range
0 Penalty
Up to x2 range
+8 TN
Over x2 range
Prone
+5 TN
covered
+4 TN
covered
+7 TN
covered
+11 TN
Enormous
-5 TN
Huge
-4 TN
Grandiose
-3 TN
Large
-2 TN
Medium
-1 TN
Average
0 penalty
Small
+3 TN
Minor
+5 TN
Moving
+1 TN per 10 kmph or
+1 TN per 6 mph or
+1 TN per 5 cm/a
(miniature scale)
Combat
59
Combat
So, out of this Spray of 15 shots, Barry has hit the target a
total of five times: two shots from the first volley, one shot
from the second and two shots from the fourth.
Modifier
1-5
6-10
11-15
16-20
60
Fatigue
Trauma
Combat
Serious
Any resulting damage that is equal to the F&T range noted
in this bracket is testing the characters bodily limits and
will now cause body system shock / haemorrhaging until
rest is received. A character who receives such serious
damage must make a FIT TN 12 (FIT + 1D10) or fall
unconscious for a number of minutes equal to the amount
by which he failed (1 minute is equal to 12 Rounds).
Deadly
Any resulting damage that is equal to the F&T range noted
in this bracket will cause the character, in addition to system
shock or haemorrhaging at the rate of 1D10 per Round,
to lose consciousness. The character will pass out for a
number of minutes equal to the amount of Deadly Trauma
he has suffered (the number of Damage points he has
sustained over and above the Critical Wound Bracket).
This downtime can be considered rest. However if, after
the character awakens, he is still at Deadly levels and
attempts to continue, he will pass out again and suffer
1D10 further Trauma damage.
61
Combat
62
Deadly
Deadly damage will be reduced at the rate of the
characters FIT per week (168 hours). This amount can
be doubled if the character is unconscious, completely
resting or sleeping.
Obviously, a character must heal all damage in the higher
wound bracket before he can heal any damage in lesser
wound brackets.
Armour
Toughness (TOU)
Attempt Rolls
Experience
A person will gain experience in his everyday life from the
things he achieves and the trials he faces. Learning from
his experiences, he will steadily become more proficient
with his daily Skills and better versed in his knowledge.
The ParaSpace Core Rules will explore experience in
much greater detail however, within PSrps - Basic, each
character will earn 120 Experience Points (XP) per game
session.
Use of XP
Experience
Note that armour will not negate force and so full attacking
KDV will still apply to the user as usual.
63
Experience
To learn any new Spell, the Arcane Magic user must refer
to the Base XP listed with the Spells description and
multiply the amount by 10 to determine the actual XP
cost. The Attempt roll is determined using the Spell TN
(see the relevant Arcane Magic section for full details).
The Base XP cost to obtain a new Skill is listed with the Skill
description on pages 11 - 24. The Base XP cost must then be
multiplied by 10 to obtain the actual cost to the character.
The Attempt Roll TN to learn any new Skill is the sum of
the Base XP multiplied by 2.
Note that the Base Skill Level will start at 0.
Barry has been living in Ibiza for some time now and is
beginning to pick up some of the local dialect. John feels
that Barry should therefore obtain the Language (Spanish)
Skill. Referring to the Skill section we see that Language
is listed with Base XP 7. Multiplying this by 10 will reveal
that the Language Skill will cost Barry 70 XP (7 x 10 = 70)
and that the Attempt Roll required is 14 (7 x 2 = 14).
64
Magic
To learn any new Talent the inherent must start with the
least powerful in the Path. Refer to the Base XP listed with
the Talents description and multiply the amount by 10 to
determine the actual XP cost. The Attempt roll is determined
using the Inherent TN (see page 45 for details).
Special Abilities
(Manifestation) (x10 x1)
x30 x10
x50 x10
x100 x10
Progression Maps
Experience
65
66
XP Required
Smite Undead
280
Smite Undead
150
100
150
Language (type)
70
Language (type)
180
Toughness
200
100
Quickness
300
FIT
DEF
PER
PER+MND+INT
Q+DEF-PH
Scale
na 4 cm
Std
DMG
+5
Mod
Punch
Mod
+5
Mod
+5
Kick
100%
Club Mace
1-2
HND
-2
+2
-2 +2
+6
+5
+5 +8+5
12
+4 +7 +3 +10
Mod
-2
DMG
GWP
2
6
100%
+5
7 35
1-5
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
16-20
21-25
26-30
12
18
27
18
35
53
70
88
105
HND
420 coins
EQUIPMENT
Mod
Sprint
6 12
Stat
5
0
24 +5 +5 +5
Name
15
+Sprint Mps
FUNDS:
0
20
(PER+INT)x2
LEARN BONUS
MOVE
5 LCK
XP BASE
5
0
5 CHA 5
Q Q 5 MND
XP
INT
5
0
Mod
x4
DMG
Mod
GWP
CAP
ROF
100%
+5
+8
AMMO CAP
-3
I
100%
+5
6 12
AMMO
RL
REC
Mod
2
ROF
+5 +5+5
+2 +14 +0 +5
DMG
GWP
RL
REC
HND
0.5 -3 +6 -5
Remaining
1-5
Medium
Wooden Shield
Stat
PH
Stat
B.DATE
AGE
MANIPULATIONS
Name
Throw
Mod
Stat
Cleric
Mod
NAME
+1D10
Body Combat
RNG INIT PAR DGE HIT
Archetype
+1D10
PLAYER
+1D10
New Level
Mod
+1D10
Experience
Cleric
Remaining
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
16-20
21-25
26-30
12
18
24
36
48
88
89
to
KO/D
Penalty
S/H
0
0
0
Mild
22
23
to
Heavy
44
45
0
-1
0
to
0
-3
0
CS
+ PH x2
Serious
66
67
to
Critical
TN12
1/2
1D10/2
Deadly
110
to
111
TN15
1/4
1D10
to
132
Auto
KO
1D10
Total
18
Armour
Type
AC
14
11
Sub Total
TOU
10
Stealth
110
250
Total Armour Value
Max 23
AC
Notes
TOUxAC
10 140
23
TOU
11
Advance
New Level
XP Required
Smite Undead
150
Inherent Magic
200
Inherent Magic
90
na
100
120
150
100
150
na
110
na
120
Magic
Resistance
MND
IMR
Total
MEP
PMA
(PER+MND+INT)/3
RNG
5 MEP
DUR
Skill
Base
Manipulation
Total
INT 5
Lore (type)
INT 5
Read Emotions /
Detect Lie
Gain Trust /
Seduction
CH 5
CH 5
Magic Resistance,
Improved
MND 5
Faith (Type)
MND 5
10
Combat Stance
PH 6
Shield
DEF 5
Experience
Shield
Weapon Specialise (Shield) - INIT
Specialisation
Club / Mace (long)
Base
RNG
INIT
DEF
THROW
DMG
Total
PH
PAR
HIT
Manipulation
Smite Undead
DEF 5
DEF
PH
Special Ability
Base
Latent
Manipulation
Total
67
68
XP Required
Trap Craft
150
Trap Craft
180
Look
100
Look
180
Listen
100
Listen
180
Climbing
100
Climbing
180
100
PER
PER+MND+INT
Q+DEF-PH
FUNDS:
Scale
cm
Std
Sprint
11
21
Mod
Mod
+6
Mod
+6
Kick
100%
Short Sword
1
HND
-2
+2
-1
+5
+6
+8 +9+6
12
Mod
-1
+2
+3 +8 +7 +11
DMG
GWP
100%
+6
5.5 4 22
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
16-20
21-25
26-30
10
12
11
22
44
66
77
88
HND
439 coins
EQUIPMENT
Punch
1-5
Name
16
+Sprint Mps
na 7
2
22
(PER+INT)x2
LEARN BONUS
MOVE
5 LCK
XP BASE
DMG
+6
Mod
16 +5 +6 +8
6 CHA 5
Q Q 5 MND
XP
Stat
INT
5
+3
DEF
6
0
DMG
Mod
GWP
CAP
ROF
AMMO CAP
RL
DMG
Mod
GWP
Remaining
1-5
HND
100%
REC
Mod
FIT
5
0
+1D10
x4
Stat
PH
Mod
Stat
Scout
B.DATE
AGE
MANIPULATIONS
Name
Throw
Mod
NAME
+1D10
Body Combat
RNG INIT PAR DGE HIT
Archetype
PLAYER
+1D10
New Level
Mod
+1D10
Experience
Scout
ROF
100%
AMMO
RL
REC
Remaining
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
72
73
16-20
21-25
26-30
to
KO/D
Penalty
S/H
0
0
0
Mild
18
19
to
Heavy
36
37
0
-1
0
to
0
-3
0
CS
+ PH x2
Total
na
Serious
54
55
to
Critical
TN12
1/2
1D10/2
Deadly
90
to
91
TN15
1/4
1D10
to
108
Auto
KO
1D10
Armour
Type
AC
14
11
Sub Total
TOU
10
Stealth
110
250
Total Armour Value
Max 23
AC
Notes
TOUxAC
10 140
23
TOU
11
New Level
XP Required
300
300
PH
250
FIT
300
120
120
Inherent Magic
200
Inherent Magic
180
na
140
Inherent
150
IMR
Total
na
Specialisation
MND
Stealth
Short Sword
MEP
Base
PMA
(PER+MND+INT)/3
RNG
DUR
Manipulation
RNG
PH
INIT
PAR
DEF
HIT
DEF
THROW
DEF
DMG
PH
5 MEP
Skill
Base
3
3
INT 5
Outdoorsman
INT 5
Climbing
DEF 6
Navigate (Underground)
INT 5
Tracking
PER 6
Notice
PER 6
11
Stealth
Manipulation
Total
DEF 6
Pick Pockets
DEF 6
Pick Locks
DEF 6
Dodge
Q5
Short Sword
DEF 6
Total
Special Ability
Base
Manipulation
Total
Experience
Magic
Resistance
Advance
69
XP Required
Thaumaturgy
130
Magical Strike
50
Magical Strike
300
180
Notice
200
MEP
20
285
Aided Strike
Thaumaturgy
90
Language (Type)
70
Literacy (Type)
100
PER
Q Q 5 MND
XP
PER+MND+INT
Q+DEF-PH
LCK
1
22
(PER+INT)x2
LEARN BONUS
Scale
na 6 cm
FUNDS:
Std
2 x Potion of
Wound Patching
Mod
+5
+5
Kick
100%
Staff
2
HND
+5
12
+2 +9 +2 +11
70
+5
+5 +8+5
M
Mod
-3
100%
+5
4.5 4 18
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
16-20
21-25
26-30
10
12
18
27
36
45
54
HND
DMG
Mod
GWP
CAP
ROF
100%
DMG
AMMO CAP
Remaining
1-5
Mod
GWP
RL
REC
HND
ROF
100%
AMMO
RL
REC
Remaining
6-10
11-15
16-20
21-25
26-30
1-5
48
49
6-10
11-15
64
65
16-20
21-25
26-30
to
KO/D
Penalty
S/H
0
0
0
Mild
16
17
to
Heavy
32
33
0
-1
0
to
0
-3
0
CS
+ PH x2
Total
Serious
to
Critical
TN12
1/2
1D10/2
Deadly
80
to
TN15
1/4
1D10
81
to
Auto
KO
1D10
Armour
Type
AC
14
11
-3 +4 -3 +3
DMG
GWP
3
4
340 coins
EQUIPMENT
Punch
1-5
Sprint
9 18
Mod
+5
Mod
Mod
DMG
Name
18
+Sprint Mps
16 +5 +5 +5
5 CHA 5
XP BASE
MOVE
INT
5
0
Stat
DEF
5
0
Mod
FIT
5
0
Stat
x4
Mod
PH
+1D10
B.DATE
AGE
MANIPULATIONS
Name
Throw
Stat
Stat
Sorcerer
+1D10
NAME
Mod
Body Combat
RNG INIT PAR DGE HIT
Archetype
PLAYER
Mod
New Level
+1D10
Advance
+1D10
Experience
Sorcerer
Sub Total
TOU
10
Stealth
110
250
Total Armour Value
Max 23
AC
Notes
TOUxAC
10 140
23
TOU
11
New Level
XP Required
Magical Strike
150
MEP
23
330
Ranged Weapon
Thaumaturgy
150
210
MEP
25
245
Illuminate
Thaumaturgy
130
Fly
Thaumaturgy
170
Espy
Thaumaturgy
110
Thaumaturgy
110
Knockout
Thaumaturgy
130
MND
IMR
Total
10
MEP
PMA
RNG
6 MEP
Skill
Base
INT 6
INT 6
PMA 6
11
10 mins
Magic
1 Act 10 (2) Arcane
(Teuric)
PMA 6
Inst
(PER+MND+INT)/3
DUR
17
Thaumaturgy
Literacy (type)
Aided Defence
Basic
Magic Sight
Shatter
20
10
33
50
25
82
20
10
33
12 Rds
Magic
1 Act 10 (2) Arcane
(Thaumaturgy)
Manipulation
Total
INT 6
DEF 5
Magic Resistance,
Improved
MND 7
10
CH 5
CH 5
Deceive /
Conceal Emotion
Gain Trust /
Seduction
Telluric
Potion of
Wound Patching
Specialisation
Base
Touch Instant 1 Wk
Manipulation
RNG
PH
INIT
PAR
DEF
HIT
DEF
THROW
DEF
DMG
PH
8 (2)
Total
Special Ability
Base
Manipulation
Total
Experience
Magic
Resistance
Advance
71
72
XP Required
150
Focused Attack
70
Focused Attack
180
Focused Dodge
100
Focused Dodge
180
Crossbow
70
Crossbow
180
Tracking
150
180
PER
XP BASE
PER+MND+INT
Q+DEF-PH
FUNDS:
Scale
cm
Std
+5
100%
HND
+9
+5 +9 +5 +14
-4 +4 -4 +4
+5
Mod
-3
+9 +10+5
M
DMG
GWP
100%
+5
10 9 90
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
16-20
21-25
11
14
18
21
45
90
135
180
225 270
HND
300 coins
EQUIPMENT
+5
Kick
Sprint
8 15
Mod
Large Sword
1-5
Name
13
+Sprint Mps
+1
0
16
(PER+INT)x2
LEARN BONUS
MOVE
5 LCK
Punch
Mod
Mod
DMG
+5
Mod
28 +6 +5 +9
4 CHA 4
Q Q 6 MND
XP
Stat
INT
6
3
DMG
Mod
GWP
CAP
ROF
100%
11-15
16-20
KO/D
Penalty
S/H
0
0
0
DMG
Mod
AMMO CAP
ROF
100%
AMMO
RL
REC
Remaining
6-10
GWP
RL
REC
HND
Remaining
1-5
26-30
Stat
DEF
5
0
Mod
FIT
6
0
+1D10
x4
Stat
PH
Mod
Stat
Warrior
Mod
NAME
B.DATE
AGE
MANIPULATIONS
Name
Throw
+1D10
Body Combat
RNG INIT PAR DGE HIT
Archetype
PLAYER
+1D10
New Level
Mod
+1D10
Experience
Warrior (Fantasy)
Mild
29
30
to
58
21-25
26-30
1-5
87
88
Heavy
59
0
-1
0
to
0
-3
0
CS
+ PH x2
Total
17
6-10
11-15
116
117
Serious
to
16-20
Critical
TN12
1/2
1D10/2
26-30
Deadly
145
to
21-25
TN15
1/4
1D10
146
to
174
Auto
KO
1D10
Armour
Type
AC
TOU
Fur Overcoat
13
221
Fur Leggings
11
13
143
Sub Total
Stealth
384
Total Armour Value
Max 23
AC
Notes
TOUxAC
10 20
2
17
23
TOU
17
Advance
New Level
XP Required
200
Interrogation
100
200
PER
250
120
Outdoorsman
180
Outdoorsman
180
120
Combat Stance
120
IMR
Total
Specialisation
Two Handed Sword
300
Combat Reflexes
MND
MEP
Base
PMA
(PER+MND+INT)/3
RNG
4 MEP
DUR
Manipulation
Skill
Base
Manipulation
Total
INT 4
Magic Resistance,
Improved
MND 5
Sprint
na
Supplementary
Defensive Manoeuvre
Q6
8/4
Dodge
Q6
Combat Stance
PH 7
10
Combat Reflexes
PER 4
Toughness
PH 7
+1 mps
= +2
7
10/4
= +3
Total
RNG
PH
INIT
PAR
DEF 5
HIT
DEF 5
10
THROW
DEF 5
DMG
PH
Special Ability
Base
Manipulation
Total
Experience
Magic
Resistance
DEF
Dodge
As
the
warrior
gains
experience, his reputation
will no doubt precede him.
A warrior of ill repute will
likely have many challengers
and enemies that hunt him,
whereas a warrior that has
proven to fight for justice and
good causes will likely receive
many offers of hospitality and
offers of employment where
he is able to name his price.
In addition, leading political
figures will no doubt wish him
to swear allegiance and help
them in the fight for protection
(or ownership) of the land.
73
NPC Templates
NPC Templates
74
Toughness:
Natural: Used when the NPC is deemed to have a
natural armour; such as scaled or leathery skin, fur or an
exoskeleton. The figure can be adjusted by up to +/-20 to
better reflect the actual creatures hide.
Usual Armour: Used when the NPC is deemed to be
wearing armour. Armour TOU is obviously wide and varied
and so the example given is just used as an average for
guidance. It can obviously be adjusted to better suit the
actual armour being worn; for example, Fur/Leather 10, Cuir
Boulli 30, Chain 40, Plate 70, Kevlar 80 or BioTech 100.
In addition, for simplicity, AC should always be considered
at 5 (25% coverage), 10 (50% coverage), 15 (75%
coverage) or 20 (100% coverage).
Special: Used when the TOU can be considered magical
or superior in origin. In addition, Special TOU can also
be used to reflect a creature with a Natural TOU that is
also wearing armour. The figure can be adjusted (up to
+/-30) as required to better reflect the actual reason for
the superior Toughness. In addition, the AC for Special
TOU should always be at 23 or 23c.
Wound Chart: The wound chart reflects an average
NPC of this type. Each bracket can be adjusted to 50%
or 150% where lesser or superior versions of the NPC
are required. In addition, the wound brackets are listed as
usual; Light, Mild, Heavy, Serious, Critical and Deadly (and
all the usual modifiers should be applied). However, when
the NPC reaches Critical, you may consider that they are
either unconscious or so badly wounded as to not wish to
continue. In cases where you deem that an NPC at such
a Wound bracket will carry on the fight then continue as
normal (Results are at and S/H is at 1D10 per Round).
Creature Templates
Small Creature
Medium Creature
Claw
HIT +5 ATM -5
DMG 1-5 10, 6-10 20, 11-15 30, 16-20 40.
Claw
Hit +8 ATM -7
DMG 1-5 20, 6-10 40, 11-15 60, 16-20 80.
Bite
HIT +3 ATM -5
DMG 1-5 10, 6-10 20, 11-15 30, 16-20 40.
Bite
Hit +5 ATM -10
DMG 1-5 30, 6-10 60, 11-15 90, 16-20 120.
Weapon
PAR +7 HIT +5 ATM -10
DMG 1-5 15, 6-10 30, 11-15 45, 16-20 60.
Special
PAR +7 Hit +10 ATM -10
DMG 1-5 40, 6-10 80, 11-15 120, 16-20 160.
KDV
Biped: 8
Quadruped: 16
Heavy: 24
Natural TOU 15 Usual Armour TOU 25 Special TOU 50
L 1-15 M 16-30 H 31-45 S 46-60 C 61-75 D 76-90
NPC Templates
Average Creature
Weapon
PAR +10 Hit +10 ATM -10
DMG 1-5 40, 6-10 80, 11-15 120, 16-20 160.
Special
PAR +15 Hit +15 ATM -15
DMG 1-5 60, 6-10 120, 11-15 180, 16-20 240.
KDV
Biped: 24
Quadruped: 48
Heavy: 72
Natural TOU 30 Usual Armour TOU 50 Special TOU 100
L 1-40 M 41-80 H 81-120
S 121-160 C 161-200 D 201-240
75
Large Creature
Huge Creature
Claw
Hit +10 ATM -7
DMG 1-5 20, 6-10 40, 11-15 60, 16-20 80.
Claw
Hit +15 ATM -10
DMG 1-5 40, 6-10 80, 11-15 120, 16-20 160.
Bite
Hit +8 ATM -10
DMG 1-5 30, 6-10 60, 11-15 90, 16-20 120.
Bite
Hit +10 ATM -12
DMG 1-5 60, 6-10 120, 11-15 180, 16-20 240.
Weapon
PAR +13 Hit +13 ATM -10
DMG 1-5 40, 6-10 80, 11-15 120, 16-20 160.
Weapon
PAR +20 Hit +20 ATM -15
DMG 1-5 80, 6-10 160, 11-15 240, 16-20 320.
Special
PAR +15 Hit +15 ATM -15
DMG 1-5 60, 6-10 120, 11-15 180, 16-20 240.
Special
PAR +20 Hit +20 ATM -20
DMG 1-5 100, 6-10 200, 11-15 300, 16-20 400.
KDV
Biped: 30
Quadruped: 60
Heavy: 90
KDV
Biped: 100
Quadruped: 200
Heavy: 300
Grandiose Creature
Enormous Creature
NPC Templates
76
Horse
Size: Medium
Size: Medium
Manipulations
PH 9, DEF 5, Q 5, FIT 7,
PER 5, MND 5, INT 1, CHA 1, LCK 0
Manipulations
PH 9, DEF 5, Q 5, FIT 12,
PER 6, MND 3, INT 1, CHA 1, LCK 0
Common Skills
Area Knowledge (50 km diameter of current abode)
8. Climbing 8. Notice 8. Odour Scenting 14. Stealth 7.
Survival (forest) 6. Swimming 8.
Common Skills
Notice 9. Survival (forest) 6.
Claw
Hit +8 ATM -5
DMG 1-5 20, 6-10 40, 11-15 60, 16-20 80.
Bite
Hit +5 ATM -10
DMG 1-5 30, 6-10 60, 11-15 90, 16-20 120.
KDV 48
Natural TOU 10
L 1-50 M 51-100 H 101-150
S 151-200 C 201-250 D 251-300
Dog, guard
Bite
Hit +3 ATM -2
DMG 1-5 10, 6-10 20, 11-15 30, 16-20 40.
Hoof
Hit +5 ATM 0
DMG 1-5 15, 6-10 30, 11-15 45, 16-20 60.
KDV 30
Natural TOU 0
L 1-40 M 41-80 H 81-120 S 121-160 C 161-200 D 201-240
Lion
Size: Medium
Manipulations
PH 7, DEF 6, Q 6, FIT 7,
PER 5, MND 6, INT 1, CHA 1, LCK 0
NPC Templates
Bear, grizzly
77
78
Section 2 Magic
Chapter 9 Arcane Magic
Formulaic intended to mimic the spell casting of low fantasy
(but not necessarily low powered) settings, the Formulaic
doctrine presents rules for 38 rituals and ceremonies.
Thaumaturgy Presents 75 spells of the more traditional,
quick cast, spell slinging, video game nature.
Telluric For use in settings where magic requires a
natural feel that is, perhaps, loosely based in science the
Telluric doctrine presents 13 Crop types with 33 Recipies.
Sigils Rules for 28 symbols, glyphs, hexes and other
magical writings that can be inscribed upon scrolls,
standing stones or other items to provide them with
magical qualities.
Enchantment Rules for the creation of magically
enchanted weapons and items.
Chapter 10 Transcendental Magic
Designed as a free-form system, Transcendental Magic
utilises a sliding scale of power to derive game statistics
on the fly. The chapter also contains rules for converting
such magical effects for use across all types of magic.
Chapter 11 Inherent Magic
Presents 29 Inherent Paths with over 60 unique Talents.
Chapter 12 Special Abilities
Comprises over 70 Special Abilities
Section 3 The GMs Guide
Chapter 13 The Role of the GM
General how to advice for new and seasoned GMs.
Including notes on GM discretion, style of play and use of
Luck, the chapter also presents the Loud Mouth Rules...
Chapter 14 Rule Annotations
Accompanying rule notes specific to the GM; including help
with creating characters, notes on Skills and use of Charisma,
outrageous luck, running combat (including a quick method
to obtain NPC results), Long Journeys and more.
Chapter 15 Designing a Setting
Assistance with genre, setting and adventure design;
including Technology Level, Magic Level, Religious Level,
Law, Order and Politics. The Chapter also contains a
random plot generator and 30 plot devices that can be
used as the basis for countless adventures/scenarios.
Chapter 16 NPC Templates
Creature, Animal and Warrior Templates for convenience.
Chapter 17 Magic Items
36 pre generated magic items along with a random
selection table.
PLAYER
NAME
Name
INT
Mod
HND
Mod
+1D10
FIT
Punch
x4
+1D10
PH
Mod
B.DATE
AGE
MANIPULATIONS
Stat
Stat
Throw
Mod
Kick
Mod
CHA
MND
LCK
Mod
1-5
6-10
XP BASE
Name
Scale
Std
M
+1D10
HND
21-25
16-20
26-30
Mod
GWP
CAP
REC
ROF
100%
AMMO CAP
RL
DMG
Mod
GWP
Remaining
1-5
HND
DMG
EQUIPMENT
11-15
6-10
100%
Sprint
Q+DEF-PH
FUNDS:
1-5
Mod
+Sprint Mps
26-30
Stat
PER+MND+INT
MOVE
21-25
16-20
(PER+INT)x2
LEARN BONUS
11-15
Mod
GWP
Stat
XP
100%
Mod
PER
+1D10
DEF
DMG
DMG
AMMO
RL
REC
ROF
100%
Remaining
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
16-20
21-25
26-30
Mild
Heavy
Serious
Critical
Deadly
to
to
to
to
to
to
KO/D
Penalty
S/H
0
0
0
0
-1
0
CS
0
-3
0
+ PH x2
TN12
1/2
1D10/2
TN15
1/4
1D10
Auto
KO
1D10
Total
AC
Sub Total
TOU
TOUxAC
Stealth
Max 23
Notes
TOU
Magic
Resistance
MND
IMR
Specialisation
Total
PMA
(PER+MND+INT)/3
MEP
Base
RNG
DUR
Manipulation
RNG
PH
INIT
PAR
DEF
HIT
DEF
THROW
DEF
DMG
PH
MEP
Skill
Base
Manipulation
Total
Special Ability
Base
Manipulation
Total
CAST TN(Roll)
Total