Resilience Role-Playing Game

Copyright © 2020 by Benjamin Galbraith and Seth Galbraith

This is the system reference document for the Resilience Role-Playing Game. Please reuse this document under the terms of the Creative Common Attribution International License version 4.0.

Contents


The Resilience Role-Playing Game book contains 3 additional example scenarios and hundreds of color images not found in this system reference document. Get the PDF for free when you order the hardcover book from DriveThruRPG!)

What is Resilience?

Characters

Making PCs

Attributes

Agility (Agi)

Perception (Per)

Strength (Str)

Coordination (Crd)

Toughness (Tgh)

Power (Pwr)

Non-random Damage

Templates

Training and Upgrades

New Abilities and Ability Ranks

Defense Training

Improving Coordination

Toughness and Armor

Power and Weapons

Second Template

Action Points

Abilities

Keywords

Expertise

Personas

Attacks

Combat Specialties

Equipment

Derived Statistics

Hit Points

Stamina

Rest Dice

Focus

Coordination Modifiers

Defense Modifiers

States

Playing Scenarios

Checks

d6 Checks

Casualty Checks

Casualty Example

Events

Event Checks

Event Example

Encounters

Initiative

Actions

Critical Damage

Basic Actions

Timing

Maps

Distance Without Maps

Range

Moving Fast

Moving Slow

Jumping

Dragging and Carrying

Dying

Encounter Example

Between Events and Encounters

Joining

Equipping

Resting

Training

Running Scenarios

Non-Player Characters

Ad Hoc Role-Playing

Single Event Checks

Event Design

Description

Difficulty, Success and Failure

Player vs Player Events

Vehicle Events

Vehicle Casualty Checks

Crew Encounters

Event Design Example

Creating Encounters

Creating NPCs

Adverse Conditions

Template Design

Generic Abilities

Field Guide

Example Scenarios

72 Hours

Chain of Infection

What is Resilience?

According to the American Psychological Association (2022, apa.org/topics/resilience):

"Resilience is the process and outcome of successfully adapting to difficult or challenging life experiences, especially through mental, emotional, and behavioral flexibility and adjustment to external and internal demands.

A number of factors contribute to how well people adapt to adversities, predominant among them:

Psychological research demonstrates that the resources and skills associated with more positive adaptation (i.e., greater resilience) can be cultivated and practiced."


The setting of the Resilience RPG is both realistic and near-future. How much resilience would characters have if faced with significant challenges? Would your character prepare for and/or adapt to a famine? An economic crisis? A pandemic? A collapse of law and order? An invasion? Playing this game could be considered an emergency planning exercise when scenarios are based on potential real life situations.

This Resilience RPG can be played by two or more people, but it is most fun with 3 to 5 people. One person serves as the Game Master (GM) and everyone else is a player. Each player controls a player character (PC) and all the PCs form a crew of adventurers (the party) who collaborate to survive. The GM controls different non-player characters (NPCs) in each encounter. It's the GM's job to "keep it real" by challenging the PC's plans and aptitude.

This game is designed to use writing materials like pencils and paper, at least one 20 sided die (d20) and several 6 sided dice (d6.) However, we have optional rules that allow you to play with only a single d6 and no d20, if you prefer. (See Playing Scenarios/Checks/d6 Checks and Characters/Attributes/Non-random Damage.) The players and GM should browse the player character templates to see what types of characters the players would like to play.

"Resilience" also refers to the game mechanics, which were designed to be very stable. It has had few rule changes over the years; it stabilizes by having a simple core attribute system that is expanded by specific unique "abilities," so that a game designer can easily change the abilities without overhauling the core rules. This flexibility providing stability makes these game mechanics have "Resilience."

The Resilience Role-Playing Game system is also used in the 2nd Editions of both The Dark Woods Role-Playing Game and Squawk Role-Playing Game, as well as in other projects.

Characters

Click HERE to DOWNLOAD a PDF of this Character Sheet

Making PCs

adolescent 75 CP
adult 90 CP
experienced soldier or athlete 105 CP
elite soldier or athlete 120 CP

At the beginning of the game, you have a CP Budget of 90 CP to create your new PC. Record this in the CP Budget box on your character sheet.

Now choose a template for your character. (See Characters/Templates.) Record the name of the template on the line labeled Template on your character sheet.

Give your character a name and record it on the line labeled Name on your character sheet.

Copy the Attributes (Agility, Perception, Strength, Coordination, Toughness and Power) from your template to your character sheet. Write the CP value of each attribute on the line next to the attribute.

Copy the Abilities (but not Optional Abilities) of your template to your character sheet. If an ability has a number after the name, that is the ability's current rank. The CP value of an ability is the ability's rank or 1 CP if the ability has no rank. Record the CP value of each ability on the line next to the ability.

Copy your template's CP Value to the CP Value box on your character sheet. This is the total CP value of all your template's attributes and abilities.

Subtract your CP value from your CP budget and record the difference in the Action Points box on your character sheet. Your Action Points (AP) are unspent CP which you can spend during events and encounters or training and upgrades. You can save the rest of your AP for events or encounters or use some of them now to customize your character. (See Characters/Training and Upgrades.)

Count how many of your abilities have the expertise or persona keyword. Record this number on the line labeled Focus on your character sheet.

Your initial Hit Points are equal to your Toughness. Record this in the Hit Points box on your character sheet.

Your Stamina is half of your Toughness, rounded down. Record this on the Stamina line of your character sheet.

Your Rest Dice is a number of six sided dice (d6) equal to your Toughness divided by 6, rounded down. For example, if your Toughness is 20, then your Rest Dice is 3d6 because 20 divided by 6 is 3 after rounding down. Record this on the Rest Dice line of your character sheet.

Attributes

Each character has six attributes: Agility, Perception, Strength, Coordination, Toughness and Power (abbreviated Agi, Per, Str, Crd, Tgh and Pwr.) Attributes measure the combined effect of many different advantages and disadvantages, so two characters might have the same attribute rank for different reasons. The specific advantages and disadvantages that contribute to a character's attributes can be explained in the character's general description.

Attributes are ranked on a few different scales. Agility, Perception and Strength are defenses. These are target numbers for different types of attacks. Attack checks are based on twenty-sided die rolls, so an attack will succeed more often than not against Agility, Perception or Strength of 10 or less. An attack is more likely to fail if the defense is more than 15. Coordination is a bonus to attack checks, so it is usually a smaller, single digit number. Ranks of Toughness and Power are measured on the same damage scale, but Power is smaller because it usually takes several attacks to take down a well-matched enemy.

Agility (Agi)

Agility is your defense when quick reflexes and fast movement are critical. Blocking, dodging and running for cover require Agility. Agility combines defense training, raw speed and short reaction time.

Smaller, faster, climbing, flying and leaping creatures usually have more than 10 Agility. Long, thin, slithering, and streamlined creatures have good Agility, but so do compact creatures that can produce massive acceleration with powerful limbs. Flocking behavior and disruptive color patterns can also improve Agility. Agile characters often have acrobatic fighting styles.

Flat-footed and heavily armored characters are slower and usually have less than 10 Agility, but powered armor, springy limb extensions, jet propulsion and advanced climbing tools can provide high Agility. Characters who always drive a vehicle during personal combat encounters have Agility based on the speed and maneuverability of that vehicle.

Perception (Per)

Perception is your defense against stealth, deception and manipulation. It includes problem solving ability, willpower and senses. Perception and chance also determine initiative - the order of turns during encounters.

Smarter, better trained and more alert characters have more than 10 Perception. Stealthy characters can often spot an ambush before they are detected themselves, so they tend to have high Perception. Artificial sensors and communication equipment can also augment a character's Perception.

Strength (Str)

Strength is your defense against grappling and attacks that test your endurance. Big, muscular characters have more than 10 Strength. Stocky characters who are solidly built with a low center of gravity also have high Strength. Resilient and tenacious characters can also be strong even if they are not large and muscular.

Athletic training and manual labor increase Strength. Sprawl-and-brawl fighting styles require muscle, endurance and anti-grappling skills. Powered armor can make the wearer stronger, but armor can also improve Strength through extra mass, life support systems or sharp spikes which make grappling difficult. Characters who always drive a vehicle during personal combat encounters have Strength based on the mass and torque of that vehicle.

Coordination (Crd)

Coordination is a bonus to attack rolls, the basic attack check modifier. Zero ranks of Coordination is mediocre. Characters with good manual dexterity, fighting skills, tactics or reliable aim have more Coordination. Characters with poor Coordination can even have negative Coordination.

Melee weapons that provide reach, leverage or versatility can improve Coordination. So can more accurate ranged weapons with good sights. Creatures with very small arms may still have low Coordination in spite of decent manual dexterity.

Toughness (Tgh)

Toughness is your maximum Hit Points - the amount of damage your character can survive. It represents resilience and protection. Big, solidly built and armored creatures have more than 20 Toughness, but so do creatures that heal and recover quickly.

Damage includes exhaustion as well as wounds. Damage to a healthy character might be a blow the character safely absorbed, a superficial injury or even the strain of flinching to narrowly avoid a serious injury. The same amount of damage to a badly injured character can be a lethal wound that only landed because the victim was not able to move at full speed or keep his guard up.

Characters become tougher through experience and training which toughens them up and improves their endurance. Improving the character's general health or upgrading their body armor will also increase Toughness.

Power (Pwr)

Power is measured in six sided dice (d6) plus pips (+1 or +2.) To find the damage of an attack, roll that many dice, then add the pips to the total.

Some attacks are more powerful or less powerful. If the attack has -½ Pwr, halve the damage and round it down. If the attack has +½ Pwr, increase the damage by half (rounded down.) If the attack has double Pwr, double the damage.

A medium sized creature usually has 2d6 Power when armed and 1d6 Power if unarmed. Size, muscle, natural weapons and firepower increase Power. Characters who precisely target vital areas are also more powerful. Attacks are combinations of moves, so characters with a high rate of fire or faster combos are more powerful.

Why is it that two characters might do two different amounts of damage using the same projectile weapon? Rounds down range: projectile weapons have heft, recoil or draw weight, so that more powerful characters are able to fire projectile weapons at targets more rapidly. An acrobat or power lifter is going to handle a pump-action shotgun much more gracefully than those with more sedentary lifestyles, ultimately resulting in more hot led flying in the general direction of the target.

Non-random Damage

A GM may choose to use nonrandom damage in a scenario instead of rolling dice for damage. In that case damage is calculated by giving three points of damage per dice, and then adding any pips. For example, 3D6+1 damage would always be 3+3+3+1 or 10 damage when using nonrandom damage. In this example if an ability added +½ damage, that ability would always do 15 damage instead, or in the case of double damage the attack would do 20 damage.

Templates

Each template has all the attributes and abilities you need to make a playable character. The keywords in parentheses after each ability's name summarize how the ability works. (See Characters/Abilities/Keywords.)

Templates also have optional abilities you can buy with AP, and your template's attributes determine the maximum attribute ranks you can buy. (See Characters/Training and Upgrades.)

The GM can choose whether or not the characters begin with improvised weapons. If the characters do not have improvised weapons, then they begin the scenario in the "disarmed'' state, and remain disarmed until they are able to secure improvised weapons. If the characters do have improvised weapons, each player needs to note what his character's improvised weapon is on that player's character sheet. These improvised weapons should be potentially lethal objects that can be used for striking with, which that character would have had access to, such as a baseball bat, sharp knife, unloaded gun, etc.

Artisan

Skilled in turning raw resources into usable products, such as a baker, tailor, gunsmith, etc.

Agi Per Str Crd Tgh Pwr
10 11 11 1 20 2d6
(10 CP) (11 CP) (11 CP) (3 CP) (20 CP) (20 CP)

abilities

work ethic (expertise): You excel at activities which require long hours.

CP Value 76

optional abilities

baking (expertise): +5 bonus to event checks while making bread and other baked food.

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

cobbling (expertise): +5 bonus to event checks while making or repairing shoes.

cooking (expertise): +5 bonus to event checks while creating meals.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

honorable (persona): You excel when your efforts are both transparent and popular.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

marketing (expertise): +5 bonus to event checks while popularizing an idea, person, service or product in a community.

music (expertise): +5 bonus to event checks while performing or recording music.

preserving (expertise): +5 bonus to event checks while preparing food for long-term storage.

tailoring (expertise): +5 bonus to event checks while creating or repairing clothing.

Builder

Someone who is skilled at creating, repairing and modifying buildings, such as a plumber, carpenter, electrician, general contractor etc.

Agi Per Str Crd Tgh Pwr
11 11 12 1 20 2d6+1
(11 CP) (11 CP) (12 CP) (3 CP) (20 CP) (23 CP)

abilities

construction (expertise): +5 bonus to event checks while creating, modifying or repairing buildings.

CP Value 81

optional abilities

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

heavy equipment (expertise): +5 bonus to event checks while operating large construction equipment like excavators and bulldozers.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

Clerk

Someone who is an effective manager of organizational resources, such as a bookkeeper, legal assistant, operations manager, etc.

Agi Per Str Crd Tgh Pwr
9 12 9 0 20 1d6+2
(9 CP) (12 CP) (9 CP) (0 CP) (20 CP) (12 CP)

abilities

bookkeeping (expertise): +5 bonus to event checks while keeping or searching financial records.

CP Value 63

optional abilities

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

marketing (expertise): +5 bonus to event checks while popularizing an idea, person, service or product in a community.

programming (expertise): +5 bonus to event checks while modifying or creating software.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Counselor

Someone who helps others improve their behavior, such as a psychologist, life coach, clergy, self-help group leader, etc.

Agi Per Str Crd Tgh Pwr
10 12 10 0 20 1d6+2
(10 CP) (12 CP) (10 CP) (0 CP) (20 CP) (12 CP)

abilities

influence (expertise): +5 bonus to persuasion and diplomacy event checks.

CP Value 65

optional abilities

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

restore (action; target: defending 1 turn, not stunned): Remove the stunned state from one ally. That ally is defending until the end of your next turn. You can also use this effect on an ally who is not stunned to give them the defending state for one turn.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Educator

Someone who excels at educating students, such as a teacher, academic, private tutor, etc.

Agi Per Str Crd Tgh Pwr
10 12 10 0 20 2d6
(10 CP) (12 CP) (10 CP) (0 CP) (20 CP) (20 CP)

abilities

teaching (expertise): +5 bonus to event checks while helping characters learn knowledge or skills.

CP Value 73

optional abilities

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

footwork 1 (specialty: all melee attacks vs Per; +1 Crd/rank): You specialize in outmaneuvering opponents.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

music (expertise): +5 bonus to event checks while performing or recording music

programming (expertise): +5 bonus to event checks while modifying or creating software

Enforcer

Someone who wears a uniform and physically enforce rules, such as a bouncer, bodyguard, private security, police patrol, soldier, etc.

Agi Per Str Crd Tgh Pwr
11 9 11 2 25 2d6+2
(11 CP) (9 CP) (11 CP) (6 CP) (25 CP) (26 CP)

abilities

perimeter (expertise): +5 bonus to event checks when establishing a secure area.

CP Value 89

optional abilities

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

gunner (expertise): +5 bonus to artillery and vehicle weapon event checks.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

sailing (expertise): +5 bonus to event checks while piloting or helping to pilot watercraft.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Entertainer

Someone who can entertain a crowd, such as a musician, comedian, actor, etc.

Agi Per Str Crd Tgh Pwr
11 11 10 1 20 2d6
(11 CP) (11 CP) (10 CP) (3 CP) (20 CP) (20 CP)

abilities

performance (expertise): +5 bonus to event checks when when putting on a show to entertain or persuade people.

CP Value 76

optional abilities

charming (expertise): You excel at getting others to like you.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

music (expertise): +5 bonus to event checks while performing or recording music.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Farmer

A person who excels at producing the raw ingredients for food, such as rancher, urban agriculturalist, orchard keeper, etc.

Agi Per Str Crd Tgh Pwr
10 11 12 1 20 2d6+1
(10 CP) (11 CP) (12 CP) (3 CP) (20 CP) (23 CP)

abilities

agriculture (expertise): +5 bonus to event checks while producing, caring for or harvesting plants or animals.

CP Value 80

optional abilities

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

cooking (expertise): +5 bonus to event checks while creating meals.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

heavy equipment (expertise): +5 bonus to event checks while operating large construction equipment like excavators and bulldozers.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

preserving (expertise): +5 bonus to event checks while preparing food for long-term storage.

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

trapper 1 (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

Genius

Gifted with natural intelligence and curiosity. Normally uses brain instead of brawn.

Agi Per Str Crd Tgh Pwr
10 13 9 0 20 1d6+2
(10 CP) (13 CP) (9 CP) (0 CP) (20 CP) (12 CP)

abilities

fast learner (expertise): +5 bonus to event checks while studying new sources of information.

CP Value 65

optional abilities

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

music (expertise): +5 bonus to event checks while performing or recording music.

programming (expertise): +5 bonus to event checks while modifying or creating software.

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

trapper 1 (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

Hacker

Someone assembles and troubleshoots high tech systems, such an electrical engineer, computer programmer, IT professional, etc.

Agi Per Str Crd Tgh Pwr
10 12 10 0 20 1d6+2
(10 CP) (12 CP) (10 CP) (0 CP) (20 CP) (12 CP)

abilities

internet security (expertise): +5 bonus to event checks while protecting or stealing data between interconnected computers or other smart devices.

CP Value 65

optional abilities

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

gunner (expertise): +5 bonus to artillery and vehicle weapon event checks.

courageous(persona; not cowardly): You stand your ground regardless of consequences.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

music (expertise): +5 bonus to event checks while performing or recording music.

programming (expertise): +5 bonus to event checks while modifying or creating software.

ruthless(persona; not patient): You are quick to retaliate.

chaotic (persona; not lawful): Comfortable breaking the law.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Hunter

Someone who relies on extensive outdoor survival skills, such as a park ranger, trophy hunter, tour guide, etc.

Agi Per Str Crd Tgh Pwr
11 11 11 2 20 2d6+2
(11 CP) (11 CP) (11 CP) (6 CP) (20 CP) (26 CP)

abilities

detection (expertise): +5 bonus to searching and scouting event checks.

CP Value 86

optional abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

cooking (expertise): +5 bonus to event checks while creating meals.

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

preserving (expertise): +5 bonus to event checks while preparing food for long-term storage.

sailing (expertise): +5 bonus to event checks while piloting or helping to pilot watercraft.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

striker 1 (specialty: all melee attacks vs Agi; +1 Crd/rank): You specialize in aggressive, close range, stand-up fighting.

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

trapper 1 (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

Investigator

Someone who succeeds at uncovering the truth, such as a journalist, detective, private investigator, etc.

Agi Per Str Crd Tgh Pwr
11 12 11 1 20 2d6+1
(11 CP) (12 CP) (11 CP) (3 CP) (20 CP) (23 CP)

abilities

interviewing (expertise): +5 bonus to event checks where getting information from other people is helpful.

CP Value 81

optional abilities

charming (expertise): You excel at getting others to like you.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Mechanic

Someone who has experience assembling and repairing machinery including vehicles or other machines, such as building engineers, auto mechanics, windmill technicians, etc.

Agi Per Str Crd Tgh Pwr
10 11 11 1 20 2d6+1
(10 CP) (11 CP) (11 CP) (3 CP) (20 CP) (23 CP)

abilities

mechanic (expertise): +5 bonus to event checks involving the repair or modification of machinery or vehicles.

CP Value 79

optional abilities

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

gunner (expertise): +5 bonus to artillery and vehicle weapon event checks.

heavy equipment (expertise): +5 bonus to event checks while operating large construction equipment like excavators and bulldozers.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

programming (expertise): +5 bonus to event checks while modifying or creating software.

sailing (expertise): +5 bonus to event checks while piloting or helping to pilot watercraft.

Medic

A person who is highly experienced with first aid, such as a combat medic, paramedic, firefighter, nurse, doctor, etc.

Agi Per Str Crd Tgh Pwr
11 12 11 1 20 2d6
(11 CP) (12 CP) (11 CP) (3 CP) (20 CP) (20 CP)

abilities

surgery (expertise): +5 bonus to event checks when operating on a patient.

CP Value 78

optional abilities

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

restore (action; target: defending 1 turn, not stunned): Remove the stunned state from one ally. That ally is defending until the end of your next turn. You can also use this effect on an ally who is not stunned to give them the defending state for one turn.

Representative

Someone skilled at navigating society's laws and social norms such as a lawyer, politician, corporate leader, etc.

Agi Per Str Crd Tgh Pwr
10 12 10 0 20 2d6
(10 CP) (12 CP) (10 CP) (0 CP) (20 CP) (20 CP)

abilities

public speaking (expertise): +5 bonus to event checks while convincing large crowds of people.

CP Value 73

optional abilities

charming (persona): You excel at getting others to like you.

honorable (persona): You excel when your efforts are both transparent and popular.

courageous(persona; not cowardly): You stand your ground regardless of consequences.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

marketing (expertise): +5 bonus to event checks while popularizing an idea, person, service or product in a community.

music (expertise): +5 bonus to event checks while performing or recording music.

ruthless(persona; not patient): You are quick to retaliate.

chaotic (persona; not lawful): Comfortable breaking the law.

virtuous (persona): You excel when helping others requires personal sacrifice.

Runner

Cardio conditioning plays a major role in this person's life, who may be a long distance runner, swimmer, fitness instructor, personal trainer, amateur fighter, martial artist, other athlete or otherwise engaged in regular endurance training.

Agi Per Str Crd Tgh Pwr
13 10 11 2 25 2d6+1
(13 CP) (10 CP) (11 CP) (6 CP) (25 CP) (23 CP)

abilities

physical training (expertise): +5 bonus to event checks while training yourself or others to improve physical health or performance.

CP Value 89

optional abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

footwork 1 (specialty: all melee attacks vs Per; +1 Crd/rank): You specialize in outmaneuvering opponents.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

striker 1 (specialty: all melee attacks vs Agi; +1 Crd/rank): You specialize in aggressive, close range, stand-up fighting.

Scientist

Someone skilled at research such as a zoologist, biologist, lab tech, etc.

Agi Per Str Crd Tgh Pwr
9 12 9 0 20 1d6+2
(9 CP) (12 CP) (9 CP) (0 CP) (20 CP) (12 CP)

abilities

research (expertise): +5 bonus to event checks while looking through libraries of knowledge, collecting samples or using laboratory equipment.

CP Value 63

optional abilities

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

programming (expertise): +5 bonus to event checks while modifying or creating software.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

restore (action; target: defending 1 turn, not stunned): Remove the stunned state from one ally. That ally is defending until the end of your next turn. You can also use this effect on an ally who is not stunned to give them the defending state for one turn.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

preserving (expertise): +5 bonus to event checks while preparing food for long-term storage.

sailing (expertise): +5 bonus to event checks while piloting or helping to pilot watercraft.

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

trapper 1 (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

Subversive

A person for whom stealth, deception and avoiding legal consequences are core job skills, such as an activist, outlaw, spy, etc.

Agi Per Str Crd Tgh Pwr
11 11 10 1 20 2d6+1
(11 CP) (11 CP) (10 CP) (3 CP) (20 CP) (23 CP)

abilities

subterfuge (expertise): +5 bonus to event checks when being intentionally deceptive.

CP Value 79

optional abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

footwork 1 (specialty: all melee attacks vs Per; +1 Crd/rank): You specialize in outmaneuvering opponents.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

music (expertise): +5 bonus to event checks while performing or recording music.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

marketing (expertise): +5 bonus to event checks while popularizing an idea, person, service or product in a community.

Weightlifter

Strength training plays a major role in this person's life as they may be a power lifter, body builder, wrestler, fitness instructor, personal trainer, amateur fighter, martial artist, other athlete or otherwise engaged in regular Focus on muscular development.

Agi Per Str Crd Tgh Pwr
9 9 13 1 25 3d6
(9 CP) (9 CP) (13 CP) (3 CP) (25 CP) (30 CP)

abilities

pure force (expertise): +5 bonus to event checks relying on brute strength.

CP Value 90

optional abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

striker 1 (specialty: all melee attacks vs Agi; +1 Crd/rank): You specialize in aggressive, close range, stand-up fighting.

Training and Upgrades

ability or attribute   CP  value maximum
unranked ability 1 CP no rank
ranked ability 1 CP/rank no maximum rank unless the ability specifies one
Agility 1 CP/rank template Agility + 7
Perception 1 CP/rank template Perception + 7
Strength 1 CP/rank template Strength + 7
Coordination 3 CP/rank template Coordination + 7
Toughness see below 3 × template Toughness
Power see below 2 × template Power dice + 1d6 if any template Power pips
Power CP Toughness CP
Pwr CP      Tgh CP Tgh CP Tgh CP Tgh CP
1 -20 1 -45 31 31 82 61 210 91
2 -10 2 -40 32 32 84 62 220 92
1d6 0 3 -35 33 33 86 63 230 93
1d6+1 6 4 -30 34 34 88 64 240 94
1d6+2 12 5 -25 35 35 90 65 250 95
2d6 20 6 -20 36 36 92 66 260 96
2d6+1 23 7 -15 37 37 94 67 270 97
2d6+2 26 8 -10 38 38 96 68 280 98
3d6 30 9 -5 39 39 98 69 290 99
3d6+1 33 10 0 40 40 100 70 300 100
3d6+2 36 11 2 42 41 105 71 310 101
4d6 40 12 4 44 42 110 72 320 102
4d6+1 42 13 6 46 43 115 73 330 103
4d6+2 44 14 8 48 44 120 74 340 104
5d6 47 15 10 50 45 125 75 350 105
5d6+1 49 16 12 52 46 130 76 360 106
5d6+2 51 17 14 54 47 135 77 370 107
6d6 54 18 16 56 48 140 78 380 108
6d6+1 55 19 18 58 49 145 79 390 109
6d6+2 56 20 20 60 50 150 80 400 110
7d6 57 21 21 62 51 155 81 420 111
7d6+1 58 22 22 64 52 160 82 440 112
7d6+2 59 23 23 66 53 165 83 460 113
8d6 60 24 24 68 54 170 84 480 114
8d6+1 61 25 25 70 55 175 85 500 115
8d6+2 62 26 26 72 56 180 86 520 116
9d6 63 27 27 74 57 185 87 540 117
9d6+1 64 28 28 76 58 190 88 560 118
9d6+2 65 29 29 78 59 195 89 580 119
10d6 66 30 30 80 60 200 90 600 120

When you create a character and between scenarios, you can spend AP on abilities or attributes, or save AP for events and encounters. You can also decrease attributes and remove abilities to get AP when retraining your character.

The CP value of an attribute or ability is the amount of AP it costs. For example, to increase Power from 2d6 (20 CP) to 2d6+1 (23 CP) you must spend the difference in Action Points (3 AP.)

Update your CP Value as you add and remove attributes and abilities. This will make it easier to reset your AP between scenarios, when you get back the AP you spent during events and encounters.

New Abilities and Ability Ranks

Each unranked ability is worth 1 CP. The CP value of a ranked ability is equal to your current rank. The minimum rank is 1.

You can add abilities from your template's optional abilities list, and from your template's default abilities if you have removed any of those. For example, if you want to replace a default ability with an optional one, you can remove the default ability and then add the optional ability.

You don't need many abilities or ability ranks. Buy only the abilities and ability ranks you need, and use your Action Points for attributes or save them for events and encounters. Some abilities have a maximum number of ranks (combat specialties, fixed weapons and regeneration.) If an ability can be used once per rank, keep in mind that you will only have a few turns to use the ability in each encounter.

Defense Training

The CP value of any defense attribute (Agility, Perception or Strength) is equal to its rank.

The maximum rank for each defense attribute is your template's rank plus 7. So, if your template has 12 Agility, the maximum Agility rank you can buy is 19.

Defenses can be improved by practicing skills. Acrobatic training improves Agility. Honing one of your expertise abilities can increase Perception. Grappling practice can improve Strength.

Improving Coordination

Each rank of Coordination is worth 3 CP.

You cannot get another rank of Coordination if that would make your Coordination greater than your template's Coordination plus 7. For example, if your template's Coordination is 2, then your Coordination cannot be higher than 9.

Coordination can be improved by martial arts training and target practice. Weapon modifications like an enhanced grip, stock, sights, barrel or scope can also improve Coordination. Depending on your needs and tactics a shorter or longer, lighter or heavier weapon might work better.

Toughness and Armor

Use the following formulas or the table above to find the CP value of Toughness. At Toughness 40 and higher one AP will buy multiple ranks of Toughness. For example, every 2 ranks of Toughness between 40 and 100 are worth 1 CP, so increasing your Toughness from 40 to 50 (10 ranks) is worth 5 CP and costs 5 AP.

Toughness 1 to 10 5 CP/rank - 50 CP
Toughness 10 to 20 2 CP/rank - 20 CP
Toughness 20 to 40 1 CP/rank
Toughness 40 to 100 20 CP + 1 CP/2 ranks
Toughness 100 to 200 50 CP + 1 CP/5 ranks
Toughness 200 to 400 70 CP + 1 CP/10 ranks
Toughness 400 to 1000 90 CP + 1 CP/20 ranks
Toughness 1000 to 2000 120 CP + 1 CP/50 ranks
Toughness 2000 to 4000 140 CP + 1 CP/100 ranks

You cannot acquire more than triple the Toughness of your template. If your template has 22 Toughness, the maximum Toughness rank you can buy is 66.

When you increase your toughness, increase your Hit Points by the same amount. When you lower your toughness below your current Hit Points, lower your Hit Points to your new toughness.

Characters can increase their Toughness by improving their endurance and resilience or acquiring new armor, like bullet resistant vests or dirt bike armor.

Power and Weapons

Characters can increase their Power by acquiring more powerful weapons, executing quicker combos, shooting faster or hitting more precise targets.

Use the following formulas or the table above to find the CP value of Power. For example, increasing your Power from 1d6 to 1d6+1 costs 6 AP, but increasing your Power from 2d6 to 2d6+1 only costs 3 AP.

Power 1 or 2 10 CP/pip - 30 CP
Power 1d6 to 1d6 + 2 6 CP/pip
Power 2d6 to 3d6 + 2 10 CP/die + 3 CP/pip
Power 4d6 to 5d6 + 2 12 CP + 7 CP/die + 2 CP/pip
     Power 6d6 to 15d6 + 2      36 CP + 3 CP/die + 1 CP/pip
Power 16d6 to 40d6 68 CP + 1 CP/die
Power 40d6 to 80d6 88 CP + 1 CP/2 dice

You cannot have more than double your template's Power, rounded to the nearest die. In other words double your template's power dice and then add 1d6 if your template has any Power pips. If your template has 2d6+1 Power, then you cannot buy more than 5d6 Power.

Second Template

To get access to more optional abilities or higher maximum attributes, you can add a second template. List this second template on your character sheet after your first template. For example, if your first template is genius and your second template is artisan, then you would list your template as "genius and artisan."

All of the second template's abilities and optional abilities are now optional abilities for you. Also, the maximum rank for each of your attributes is the highest maximum rank of that attribute from either template. For example, if one of your templates has a maximum Perception of 20 and your other template has a maximum Perception of 17, then your maximum Perception is 20.

Action Points

If you do not spend your whole CP Budget on attributes and abilities, the unspent CP become your Action Points (AP.) You can spend AP during events and encounters, or you can spend them on training and upgrades that increase your CP Value. Each time you begin a new scenario, your Action Points are reset to your CP Budget minus your CP value. This gives you back all the AP you spent during the events and encounters of the previous scenario.

Whenever the GM gives you an Action Point, your CP Budget also goes up by one point. For example, if your CP Budget was 92, and the GM awarded you 2 new Action Points, your CP budget would now be 94.

You must use 1 Action Point to use an ability for an event check if the ability is not one of the event's recommended types of expertise. If you do not have an ability with a recommended expertise type, and you have no remaining Action Points, or you do not want to use the Action Point, you can still make the check without using an ability.

You can use 5 Action Points after making any check (including attack rolls and event checks) to re-roll the check. You can use the original roll or the new roll, whichever is better.

After rolling for any check you can use up to 5 Action Points to add a +1 modifier to the check for each Action Point used.

After learning that an attack against you was successful, but before you subtract Hit Points or apply other effects of the attack, you can use 5 Action Points to make the player or GM who rolled the attack check roll a second time and use whichever result is lower. You can only do this once per attack. You cannot do this if the attack was automatically successful.

You can use 10 Action Points to recover 1d6 Hit Points. Use this when you are dying or when recovering a few Hit Points would remove the injured state and its -5 Coordination penalty.

     1 AP      non-recommended ability event check
1 AP +1 modifier to any check
2 AP +2 modifier to any check
3 AP +3 modifier to any check
4 AP +4 modifier to any check
5 AP +5 modifier to any check
5 AP re-roll a check
5 AP make attacker re-roll and use the lower roll
10 AP recover 1d6 Hit Points

Abilities

Abilities are advantages which some characters have and others do not. Abilities reflect a character's equipment and anatomy as well as learned skills. For example, some characters have one attack ability for each weapon they use. Others specialize in one weapon and have separate abilities for different techniques with that weapon. Some characters have no attack abilities, relying on basic actions like strike, distract and grab in combat.

Some abilities have a rank, which must be at least 1. More ranks can change how the ability works, increase the ability's effect or determine the number of times it can be used in an encounter. Some abilities have a maximum rank, but others can have unlimited ranks.

Keywords

The rules for using each ability are summarized by keywords in parentheses after the ability name. The description following the keywords may have additional rules or explanation about how the ability works.

action: this is a standard action, but it is not an attack

2 attacks: attack the same target twice or two targets as a single action

-5, -2, +0, +2 or +5 Crd: add this Coordination modifier to your attack check

effect: this ability has a passive effect; it is not an action

environment: this ability cannot be used unless the encounter allows it

expertise this ability is used in events rather than encounters, +5 to appropriate event checks.

free action: use this ability on your turn before or after your standard action

hit: this effect applies to the target(s) if the attack succeeds

melee: standard action, close range attack, requires physical contact with target

move slow: You can only use this ability while moving slowly. If you have already moved at normal speed, you cannot use this ability for the rest of your turn. If you have already used this ability, you cannot move at normal speed on this turn.

move 1/rank: When you use this ability you can move extra distance equal to the rank of this ability in meters. If you are moving slowly the extra distance is halved.

no map: This effect does not apply if you are using a map to represent the locations of characters.

not: this ability makes it impossible for the character to have another specific ability.

permanently: this effect lasts until something removes it or you are no longer threatened by enemies, such as the end of a successful encounter.

persona: this ability is used in events rather than encounters, +2 to appropriate event checks.

-½ Pwr: halve the damage of this attack.

+½ Pwr: increase the damage of this attack by half.

double Pwr: double the damage if the attack succeeds

range: attacks a target up to this many meters away

ranged: standard action, long range attack, does not require physical contact

reach: This melee attack can target characters 2 meters away from you instead of only adjacent targets. When you are using a map divided into hexes or squares, you can target enemies with a full space between you, even if the map scale is more than 1 meter per space.

reaction: once you have performed this reaction, you cannot do another reaction until the beginning of your next turn

rider: carry riders with less Strength than you, their turn must end in your space, and 3 target attacks count you and riders as 1 target

specialty: this combat specialty gives you a bonus to some attacks

target: this effect applies to the targets immediately after the attack, whether or not the attack succeeds

target and 2 other targets: this effect applies to both the main target and two other characters, whether or not the attack succeeds

2 or 3 targets: the attack can target this many characters

3 targets or far area: Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point. For example, if you are using a map divided into 2 meter squares, you can target everyone in an area which is 5 to 6 spaces long and wide, as long as there are at least 5 spaces between you and the affected area. When you do not use a map, you can target up to 3 enemies with this attack.

3 targets or near area: Choose a point you can attack no more than 5 meters away from you. This attack targets each creature which is closer to that point than you are. For example, if you are using a map divided into 2 meter squares, you can target everyone in an area which is up to 6 spaces long and wide as long as it is adjacent to you. When you do not use a map, you can target up to 3 enemies with this attack.

3 targets or each enemy you can reach: Target every enemy within reach at the moment you attack. If you are using a square grid, you attack enemies in all 8 spaces adjacent to you, including diagonals. This does not target allies. When you do not use a map, you can target up to 3 enemies with this attack.

1 turn: this effect lasts until the end of your next turn

1 use: you can use this ability again after equipping between encounters.

1 use/rank: you can use this ability once per rank of the ability. You regain these uses after equipping between encounters.

vs Agi: the DC of the attack check is the target's Agility

vs Per: the DC of the attack check is the target's Perception

vs Str: the DC of the attack check is the target's Strength

while: you can only use the ability if these requirements are met

you: this effect applies to the character who performed this action

Expertise

Expertise abilities are used in events rather than encounters. Events are non-combat situations or fighting on a larger scale than the personal combat of encounters. Battles between vehicles are events. Battles between characters when a vehicle is boarded are encounters. Each expertise ability applies to the area of knowledge referred to in the name and description of the ability. An expertise ability gives a +5 bonus to an event check.

Personas

A persona is also an ability that is used in events rather than encounters. A persona reflects advantages gained from social skills, status, personal values, reputation or charismatic talent. Though some may have more than one persona ability, only one persona ability can be used per event check. A persona gives a +2 bonus to an event check.

Each persona has an opposite and mutually exclusive persona. (For example, a character can have the lawful or chaotic persona, but not both.) The GM may choose to award or revoke a persona based on a character's consistent behavior or on other circumstances that happen in game. Here is the list of personas your character can have:

attractive (persona; not repulsive): Heads tend to turn towards you.

chaotic (persona; not lawful): You are comfortable breaking the law.

charitable (persona; not greedy): You give selflessly.

chaste (persona; not lustful): You are not influenced by others flirting with you.

courageous (persona; not cowardly): You stand your ground regardless of consequences.

cowardly (persona; not courageous): You flee from unwanted conflict.

diligent (persona; not slothful): You devote maximum effort to the task at hand.

envious (persona; not kind): You attack advantages others have.

gluttonous (persona; not temperate): You thrive in situations where excess or waste is happening.

greedy (persona; not charitable): You take selfishly.

humble (persona; not proud): You defer to others sound advice.

kind (persona; not envious): You help others realize their personal advantages.

lawful (persona; not chaotic): You obey the letter and spirit of the law.

lustful (persona; not chaste): You flirt with others regularly.

patient (persona; not wrathful): You hold back and avoid retaliation.

proud (persona; not humble): You hold your opinion in the face of opposing evidence.

repulsive (persona; not attractive): Heads tend to turn away from you.

slothful (persona; not diligent): You are skilled at work avoidance.

temperate (persona; not gluttonous): You show personal constraint, avoiding excess.

wrathful (persona; not patient): You are quick to retaliate.

Attacks

Attack abilities have the keyword ranged or melee, depending on whether they attack from a distance or require direct contact, followed by "vs" and which of the target's defense attributes is the difficulty of the attack roll (Agi, Per or Str.) "Ranged vs Per" means a long distance attack whose difficulty is the target's Perception. Using an attack ability is a standard action. Some attack abilities also allow you to do a second attack or prepare a counter attack. Most attacks target one character at a time, but some can hit multiple targets. By default, attacks cause your Power in damage if the attack check is successful, but some attacks have more or less Power.

Combat Specialties

Specialty abilities compensate for the limited versatility of characters who specialize in one type of attack, like melee attacks vs Strength or ranged attacks vs Intelligence. They are most effective when you only have one specialty, but two specialties can also work. Each rank gives you a +1 Coordination bonus to the specific attack type. You cannot have more than 2 ranks of any combat specialty.

Equipment

These abilities represent gear PCs may have access to:

assault rifle 1 (1 use/rank; ranged vs Agi; double Pwr; you: rushed 1 turn): Sacrifice defense to fire repeatedly.

axe (melee vs Agi; -2 Crd; +½ Pwr; you: rushed 1 turn): Throw your weight into a powerful chop.

bandolier 1 (1 use/rank; ranged vs Agi; -5 Crd; +½ Pwr; counter any attack): You have a deadly ranged weapon and extra ammunition. Use this ability to lay down a field of fire to keep your enemies from attacking. Prepare a second attack (ranged vs Agi). If an enemy attacks before your next turn, you can use this second attack against that enemy as an immediate reaction.

bow 1 (1 use/rank; ranged vs Per; +½ Pwr): Quietly shoot an arrow.

bayonet (free action; before or after ranged attack; melee vs Agi; you: exposed 1 turn): Before or after expending one use of a ranged weapon attack, you can make an extra melee attack on the same turn. If you did not use up all your movement, you can continue moving between the two attacks.

camouflage 1 (1 use/rank; ranged vs Per; -2 Crd; +½ Pwr; you: cover 1 turn): You have a deadly ranged weapon, shooting stealthily from concealment.

chainsaw 1 (1 use/rank; 3 targets or each enemy you can reach; melee vs Agi; -2 Crd): This power tool shreds anyone who gets in your way.

cane 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

crossbow 1 (1 use/rank; ranged vs Per; +2 Crd; +½ Pwr; you: rushed 1 turn): Load a bolt and carefully aim a shot.

cuffs 1 (1 use/rank; melee vs Str; -½ Pwr; hit: grabbed permanently): The restrained target is grabbed until the target or one of its allies successfully uses the release action to free it.

flamethrower 1 (1 use/rank; range = Crd; ranged vs Agi; +5 Crd; +½ Pwr; you: exposed 1 turn): Target an enemy whose distance is no further than your Coordination in meters.

folding chair 1 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

gas 1 (1 use/rank; 3 targets or far area; ranged vs Str; -½ Pwr; hit: stunned 1 turn): Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point.

garrote (melee vs Str; -½ Pwr; hit: grabbed 1 turn; you: cover 1 turn): You can use your opponent as a shield while strangling them.

grenade 1 (1 use/rank; 3 targets or far area; ranged vs Per; -2 Crd): Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point.

machete (2 targets; melee vs Agi; you: exposed 1 turn): Slash back and forth at multiple targets.

megaphone 1 (1 use/rank; melee vs Per; target and 2 other targets: rushed 1 turn): Lead a charge that rushes your enemies. Whether or not the attack succeeds, the target and two other enemies are rushed until your next turn.

net 1 (1 use/rank; ranged vs Str; -½ Pwr; hit: grabbed permanently): If you hit the target, it is grabbed until the target or one of its allies successfully uses the release action to free it.

night vision goggles (effect; no Crd penalty in darkness): You can sense enemies in the dark.

ninja gear (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

nonlethal rounds 1 (1 use/rank; ranged vs Agi; -2 Crd; -½ Pwr; hit: stunned permanently): You have a ranged weapon, such as a firearm. Use this ability to stun an opponent from a distance with that weapon.

nunchaku (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

paired weapons (melee vs Agi; +5 Crd; you: exposed 1 turn): A rapid combination of strikes overwhelms an enemy's defenses.

pepper spray 1 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

poncho 1 (1 use/rank; melee vs Per; +5 Crd): A deceptive movement draws their attention from your real attack.

suppressed pistol 1 (1 use/rank; ranged vs Agi; +2 Crd; +½ Pwr; you: rushed 1 turn): Take a moment to aim each shot.

running shoes (melee vs Per; -2 Crd; target: distracted 1 turn; you: cover 1 turn): Sucker punch and run away to lead enemies away from allies or into a flanking trap.

sai (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

scoped riffle 1 (1 use/rank; while evading; ranged vs Per; +5 Crd; double Pwr): Attack from a distance with deadly accuracy.

sledgehammer (melee vs Agi; -2 Crd; double Pwr, you: exposed 1 turn): A mighty swing leaves you wide open.

shield (melee vs Agi; -5 Crd; you: defending 1 turn): Approach your enemy cautiously, slipping around his attacks and keeping him between you and his allies.

shotgun 1 (1 use/rank; ranged vs Agi; +2 Crd; all enemies: distracted 1 turn): Draw fire to protect your allies or set up a flanking attack.

shoulder pads (melee vs Str; hit: grabbed or prone 1 turn; you: prone 1 turn if target grabbed): Throw an enemy to the ground, hurting the target and slowing it down. You are also prone until the end of your next turn unless you choose to release the target, in which chase the target is not grabbed, just prone.

sidearm 1 (1 use/rank; ranged vs Agi; +½ Pwr): Shoot from the hip.

spikes (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

spear (reach, melee vs Agi; +2 Crd; you: rushed 1 turn): Target an enemy up to 2 meters away or with one space between you.

stun gun (melee vs Str; -½ Pwr; hit: stunned 1 turn): Disable opponent with a special attack.

straps 1 (effect; 1 rank: keep Pwr and melee attacks while disarmed; 2 ranks: cannot be disarmed): If you have 1 rank of this ability, your melee weapons cannot be disarmed, but they also cannot be borrowed. You still lose your ranged attacks when you are disarmed, but you do not lose Power. If you have 2 ranks of this ability, none of your weapons can be disarmed or borrowed.

submachine gun 1 (1 use/rank; 3 targets or near area; ranged vs Agi; -2 crd; +½ Pwr; you: rushed 1 turn): Choose a point you can attack no more than 5 meters away from you. This attack targets each creature which is closer to that point than you are.

sword breaker (melee vs Str; -½ Pwr; hit: disarmed permanently): If the attack is successful, the target is disarmed until it uses an action (rearm) to recover its weapons.

taser 1 (1 use/rank; ranged vs Str; -5 Crd; hit: stunned permanently): Shock the target from a distance.

tactical whip (melee vs Per; ignore grabbed penalty; +5 Crd; -½ Pwr): If you are grabbed when you use this attack, you get the +5 Coordination bonus for this ability and you also ignore the -5 Coordination penalty for being grabbed.

Derived Statistics

In addition to attributes, abilities and character points, characters have a few stats which are calculated from their attributes, damage and temporary states.

Hit Points

Hit Points (HP) are your Toughness minus any damage you have taken, plus any Hit Points you have recovered by healing and resting. Hit Points can never be less than zero. If you take more damage than your remaining Hit Points, your Hit Points are just reduced to 0. If an attack reduces a character to 0 Hit Points, they are dying. If a dying character's Hit Points increase they are no longer dying.

Stamina

Stamina is half your Toughness, rounded down. If your Hit Points are less than your Stamina, you are injured. If your Hit Points are greater than or equal to your Stamina, you are healthy. For example, if you have 27 Toughness, then you are dying when you have 0 Hit Points, injured when you have 1 to 12 Hit Points, and healthy if you have 13 to 27 Hit Points.

Rest Dice

Rest Dice is one six-sided die (d6) for every 6 points of Toughness. For example, if your Toughness is 20, then your Rest Dice is 3d6 (20 divided by 6, rounded down.) If you have less than 6 Toughness, your Rest Dice is 1d6. This is how many Hit Points you recover when resting. (See Playing Scenarios/Resting.)

Focus

Focus is the total number of all of your persona and expertise abilities. (For example, if you had two persona abilities and three expertise abilities, your Focus would be 5.) This is your modifier for event checks. Characters apply their perseverance and accumulated knowledge to solve complex problems.

Coordination Modifiers

Coordination modifiers affect attack rolls and other checks where you add Coordination, like the release action. They include penalties for fighting in darkness (-2) and while weightless (-2), injured (-5), intimidated (-5) or grabbed (-5). The penalty for being distracted (-2) is not included because it only applies if you attack someone other than the character who distracted you. These modifiers stack: they are added together when you have more than one modifier, so if you are injured and grabbed your total Coordination modifier is -10.

Defense Modifiers

Defense modifiers are added to the difficulty of attacks vs Agility, Perception and Strength. They include bonuses for cover (+2) or defending (+5) and penalties for being exposed (-5), rushed (-2) or stunned (-5). The defense modifier for being prone is left out because it is a bonus (+2) against ranged attacks but a penalty (-2) against melee attacks. These modifiers stack: they are added together when you have more than one modifier, so if you are defending but rushed your total defense modifier is +3.

States

States are conditions which affect a character during encounters. Some are temporary Coordination and defense modifiers. Some states keep track of the character's health and tactical position.

borrowed: you already borrowed a weapon in this encounter

cover: +2 to all defenses

darkness: -2 Coordination

defending: +5 to all defenses

distracted: -2 Coordination vs other targets

disarmed: -½ Power, you cannot use equipment abilities

evading: you can escape on your next turn, unless grabbed

exposed: -5 to all defenses

grabbed: -5 Coordination

already healed: a healing ability was used on you since your last rest

dying: you have 0 Hit Points, but you are not dead yet

injured: -5 Coordination

intimidated: -5 Coordination

prone: -2 to all defenses vs melee attacks, +2 vs ranged

rushed: -2 to all defenses

stunned: -5 to all defenses

weightless: -2 Coordination, you cannot be prone

Playing Scenarios

A scenario is a series of events, encounters and stories that the PCs are involved in. PCs can be injured or killed and earn character points during scenarios, but they can only spend character points and replace PCs when they return to base between scenarios. A scenario may end prematurely if all of the PCs die or if the surviving PCs return to base early.

Checks

Roll a twenty-sided die (d20). The number on top of the die is the natural value of the roll. If the natural value of the roll is 1, 2, or 3 the check automatically fails. If the natural value is 18, 19, or 20, the check automatically succeeds.

If the natural value does not cause automatic failure or success, add any modifiers that apply to the check. Compare the total to the check's difficulty class (DC.) If the total is less than the DC, the check fails. If the total is greater than or equal to the DC, the check succeeds.

d6 Checks

If you don't have a twenty-sided die (d20) you can use this alternate rule to make checks using a six-sided die (d6.)

Roll the d6. If the natural value of this roll is 1 the check automatically fails. If the natural value is 6, the check automatically succeeds.

If the roll does not automatically succeed or fail, multiply the roll by 3 and then add any modifiers that apply to the check. Compare this total to the DC. If the total is less than the DC, the check fails. If the total is greater than or equal to the DC, the check succeeds.

Casualty Checks

Make casualty checks when all of the characters in a party may be injured by an accident, vehicle damage, barrage, trap or environmental hazard.

To determine casualties, make a check against every character in the party. The modifier depends on the severity of the threat, and the DC is each character's Agility, Perception or Strength depending on the type of attack.

Each successful check causes that character to take damage. If the check was automatically successful, the character's Hit Points are reduced to 0. Otherwise, roll the character's own rest dice to see how much damage they take. A character with 0 Hit Points could die. (See Playing Scenarios/Between Events and Encounters/Resting.)

Casualty Example

At the end of a vehicle event they failed, the party must make +6 casualty checks vs perception to spot damage to a fuel tank and avoid injury. Player 1's character Adam has 12 Perception and 18 Toughness. Player 2's character Betsy has 14 Perception and 16 Toughness. Betsy is healthy, but Adam is already injured, with 9 Hit Points remaining.

(GM rolls a twenty sided die and adds the +6 casualty check modifier to the result for each PC.)

GM: 9 vs Adam's perception and 14 vs Betsy's perception.

Player 1: My perception is 12 so I was just barely able to avoid the explosion..

Player 2: I got hit because my perception is exactly 14. How much damage do I take?

GM: What are your rest dice?.

Player 2: 3d6.

(GM rolls three six sided dice.)

GM: I rolled a total of 7, so you only have 2 Hit Points left.

Events

During an event, players help tell the story by describing their characters' activities and making checks to see if those activities are successful. Each event has a DC which is used for all of the event checks players make during the event. The event description explains the situation and what the PCs must do. Each event has a list of zero or more important areas of expertise. Events may also list extra story which unfolds during or after the event, benefits of succeeding and consequences of failure.

First, the GM reads the description of the event and the important areas of expertise out loud. Then players take turns making event checks clockwise starting with the player to the left of the GM. When the number of successful checks or failed checks is equal to the number of players plus two, the event is over. The whole event is successful if the successful checks outnumber the failed checks. If the event is successful the GM reads the consequences in the success section. If the event is not successful, the GM reads the consequences in the failure section.

Event Checks

If a player has more than one character, he must alternate which character he uses on each of his turns.

At the beginning of their turn, each player can choose what abilities to apply to the event check. This includes up to one expertise ability and one persona ability. A persona ability only applies to the event check if the GM agrees with the player's explanation of how the persona ability is being used. If the character does not have any of the important areas of expertise for this event, the player can try to improvise with another ability, but the GM can decide that the improvised ability cannot be used in this event, and the PC must spend 1 Action Point (AP) to use the improvised ability even if the GM allows it.

After deciding which abilities to use, the player describes what his character is doing. Characters do not have to do the activities suggested by the event text. If the event suggests sneaking past guards or offering them a bribe, a character could tie their shoelaces together instead. The player can emphasize the ability he chose when describing what his character is doing. Alternately, the player can take all of his character's attributes, abilities and description into account, but only the previously decided upon abilities are used to make the check.

Finally, the player makes an event check to see if it succeeds. Add the character's Focus to this check. If the character uses an expertise ability, add 5 to the check. If the character uses any other ability add 2. When an event check automatically succeeds, it counts as two successful checks. When an event check automatically fails, it counts as two failed checks.

Event Example

Event (DC 18): You see a raccoon acting strange and foaming at the mouth on the security camera, and it is staggering towards the open door of the greenhouse.

Expertise: survival (utilize understanding of wild animal behavior,) mechanic (activate building system to distract raccoon,) research (to see if a quick internet search reveals anything useful.)

Success: CP budget increases by 1 CP.

Failure: PCs must choose between attacking raccoon or having the plants in their greenhouse destroyed.

There are two players. Player 1's character is Betsy and player 2's character is Adam.

Betsy

A bodyguard (Enforcer) who keeps a tactical folder (knife) on her belt. She is muscular and has short hair.

Agi Per Str Crd Tgh Pwr
10 10 14 0 21 2d6+1

abilities

courageous(persona; not cowardly): You stand your ground regardless of consequences.

stealth +5 bonus to the initiative check at the beginning of encounters.

CP Value 80

Adam

An accountant (Clerk) who practices karate. He keeps nunchaku concealed on his person, just in case. He is average height but has a thin build.

Agi Per Str Crd Tgh Pwr
11 14 10 1 20 2d6

abilities

bookkeeping (expertise): +5 bonus to event checks while tracking financial records.

research (expertise): +5 bonus to event checks while looking through libraries of knowledge, collecting samples or using laboratory equipment.

CP Value 80

(The GM begins by reading the event description.)

GM: You see a raccoon acting strange and foaming at the mouth on the security camera, and it is staggering towards the open door of the greenhouse.

(After reading the description, the GM needs to tell the players about the important areas of expertise.)

GM:You can use survival to utilize understanding of wild animal behavior, mechanic to activate building system to distract raccoon, or research to see if a quick internet search reveals anything useful.

Player 1:I am going to try to sneak out there before the raccoon gets to the door.

Player 2: I am going to do pull up a web browser and quickly search for info on how to distract rabid animals.

GM: Okay Player 1, you go first.

Player 1: 14 strength minus 10 gives Betsy a Focus of 4. (Rolls a 20-sided die.) I rolled 13. 4 plus 13 is 17, plus 5 for stealth expertise gives a total of 22.

GM: That's a success. You are now between the raccoon and the greenhouse, and the raccoon does not seem to know you are there.

Player 2: OK, I am going to try to do some quick research on my laptop to see how to stop rabid animals. My Focus is also 4, plus 5 for my research expertise. Plus... (Rolls a 20-sided die.) ...3. That's 12 total, including the expertise bonus. Is that enough?

GM: No, you waste precious time determining you should poor bleach on the animal's grave after you bury it to kill the virus. That's one failure and one success so far. Player 1, it's your turn again.

Player 1: I'm going to to try to shut the door without it noticing me(Rolls a die.) Ouch! I rolled a 1. That's automatic failure.

GM: That counts as two failures. Now your party has 1 success and 3 failures. You slip and stumble, startling the already crazed raccoon. Adam's turn.

Player 2: OK, I am not going to try to use my research this time, I am just going to run out there and try to scare it off with my nunchaku!

GM: Sure, go for it.

Player 2: I rolled 12, plus my Focus is 16.

GM: Sorry, that's not enough, and 4 failures, two more than your party size, so you have failed this event. The raccoon is only angered by your nimble demonstration of martial skill. Now you must let the raccoon enter the greenhouse or fight it! This rabid critter appears to think it can take both of you.

Encounters

Encounters are personal combat between player characters (PCs) and non-player characters (NPCs). PCs and NPCs take turns until either all of the PCs have escaped or died or all of the NPCs have escaped or died.

Initiative

At the beginning of the encounter, roll 1d20 for each character. Add the character's Perception. The player or GM with the highest sum decides which player goes first.

Break a tie for highest initiative by having the tied players or GM each roll a die until one of them has a higher roll. The player or GM with the highest roll decides who goes first.

If a GM or player controls more than one character, each of those characters gets a turn during the turn of the GM or player who controls them. The GM or player controlling the characters can choose the order of their turns within his or her turn.

At the end of a player or GM's turn, the player or GM to their left gets a turn. In other words, the players and GM take turns clockwise, starting with the first player or GM chosen by the winner of the initiative check.

In the first round of an encounter, all characters begin the round in the defending state.

Actions

On his turn a character may move and perform a standard action. The character can also perform one free action per turn. The free action can come before moving, while moving, after moving or after the standard action.

Most attacks are standard actions. An attack requires a check with the attacker's Coordination as a modifier and the target's Agility, Perception or Strength as the difficulty class (DC.) If the attack is successful, the target takes damage equal to the attacker's Power roll. This damage is subtracted from the target's Hit Points (HP.)

Some actions allow you to do multiple attacks as a single action, target multiple opponents with a single attack, or prepare a counter attack to use on another character's turn. Some attacks have a Coordination modifier which is added to the attack check in addition to the attacker's Coordination attribute. Some attacks have reduced or increased Power.

A failed attack check can mean attacking and missing the target, being blocked, or hitting but not having a significant effect. It can also mean not attacking at all because of hesitation, being preoccupied or having no window of opportunity.

Critical Damage

This is an optional rule. If the GM chooses to use this rule in a scenario, then all players can use this rule in that scenario. If the total roll of an attack check, including modifiers, is at least 10 points higher than the attack's DC, then the attack causes twice as much damage as it normally would.

Basic Actions

The rules for using these basic actions are summarized by keywords in parentheses. See Characters/Abilities/Keywords for definitions of these keywords.

free actions: run, jump, climb or swim; draw, holster or sheath a weapon; open and close doors; push buttons; speak quickly; drop, pass or pick up a handheld object; stand up or drop prone.

strike (melee vs Agi): Strikes can be many kinds of simple, close range, damaging attacks, such as kicks and punches, biting or pinching, swinging a weapon or burning the target with a hot iron.

distract (melee vs Per; target: distracted 1 turn, +2 to hit you): Draw enemy fire toward yourself with a provoking attack, giving them a +2 bonus to hit you, but a -2 to hit anyone else (even if you miss.) This effect lasts one turn. If the enemy is already distracted, this replaces the previous effect. To keep an enemy distracted, distract him again each turn.

grab (melee vs Str; -½ Pwr; hit: grabbed 1 turn): Grab an enemy and hold him through your next turn. Being grabbed gives the target -5 Coordination, but this attack only causes half damage. You and your enemy can only move by dragging each other. To maintain your hold you must make another successful hold attack each turn.

evade (action; you: defending, evading 1 turn): Avoid attacks instead of attacking, giving you a defending bonus (+5 to all defenses) until the end of your next turn.

escape (action; while evading, not grabbed; you: leave encounter): You can only escape if you are evading but not grabbed. If you used the evade action on your previous turn, then you are evading. When using a map, you can only escape if you start your turn in an exit area (sometimes the edge of the map.) After leaving the encounter you have no more turns and cannot be targeted by actions.

rearm (action; you: not disarmed): You are no longer disarmed.

borrow (1 use; action; unresisting target: disarmed 1 turn; you: use target's attack ability): You can use this action once per encounter. The target must be willing, dead, dying or already disarmed by you. You cannot borrow weapons from a character who is disarmed by someone other than you. Use one of the target's weapon abilities. Use your own Coordination for this attack, and use your Power + 1d6 or the target's Power, whichever is less. The target is disarmed until your next turn unless they use an action to recover their weapons.

release (action; while target grabbed permanently; Crd vs DC 10; success: not grabbed): Attempt to free a character who has been restrained. Make a Coordination check vs DC 10. If the check succeeds the target is no longer grabbed. This does not free a character who has been grabbed for a duration of 1 turn, it only removes a grabbed status which lasts until released. You cannot use the release action if your whole party is grabbed, dying, or dead.

coup de grace (melee vs Str; while target dying; hit: dead): Finish off a dying enemy who has no more Hit Points. If the attack succeeds, the target dies.

Timing

If an action has Power or Coordination modifiers, these apply to the action and its immediate consequences (like damage the action causes to an enemy.) Other effects of actions - such as effects beginning with the keywords hit, target or you - begin immediately after you attack but before any counterattacks.

The grab action, for example, has a -½ Pwr modifier, so a grab causes half as much damage as a strike. Grab also has a hit effect: the target is grabbed (-5 Coordination) for 1 turn if the grab is successful. This effect begins after your successful attack check but if the target has a counterattack ready, the counterattack has a -5 Coordination penalty because the grabbed effect begins before the counterattack.

Many effects last until the end of your next turn or the end of your attacker's next turn. These effects are continuous. If you are grabbed by an opponent for 1 turn and grabbed 1 turn again on the opponent's next turn, you aren't grabbed, released, then grabbed a second time; You are grabbed and held continuously for two turns.

If you are knocked prone for 1 turn, then hit by another attack that gives you the prone state for 1 turn, you aren't knocked down twice; you are knocked down once by the first attack and held down or prevented from standing by the second attack.

Maps

Although it is not necessary, you can use a map and markers or miniatures to keep track of character locations. If the map is divided into hexes or squares, characters occupy any spaces covered or partially covered by their marker or the base of the miniature representing that character. For example a 1 inch circle shaped marker can occupy a single 1 inch square space by standing in the center of that space, two spaces by standing on the edge of those spaces, or four spaces by standing on the corner those spaces share.

Characters cannot move through walls or occupy spaces on both sides of a wall. A character squeezing up against a wall or in a passage narrower than their marker does not occupy spaces on the far side of that wall or the passage's walls. Characters cannot attack through walls. Attacks which affect an area must have no walls between the attacker and the center space, and only affect targets if there are no walls between the center and the target.

Distance Without Maps

If you are not using a map, assume that characters who make ranged attacks use their movement to keep their distance from characters making melee attacks. If you make a ranged attack and you are not grabbed, anyone who makes a melee attack against you before your next turn is rushed for 1 turn.

If you are not using a map, you can escape from combat regardless of whether you can outrun your pursuers. Slower characters can use endurance, stealth, distractions or obstacles to throw off their pursuers.

Range

If the map is divided into hexes or squares, you can attack from any point in a space you occupy. You can also be targeted by any effect that can reach a space you occupy. For example, you can attack from any corner of your space to any corner of a space occupied by a character you target, even if the area between the middle of your spaces is blocked by a wall.

Your melee attacks can only target characters adjacent to you unless an ability gives you more reach. If the map is divided into hexes or squares, adjacent means that you occupy at least one space that shares a corner with at least one space occupied by the target.

Moving Fast

Normally you can move a number of meters equal to your Agility on your turn. Sprinting doubles the distance you can move, but you are rushed until the end of your next turn.

You can move more than once per turn by splitting up your movement. For example, if you have 10 Agility you can move 3 meters, open a door and then move 7 more meters. However, you can only continue moving after quick, free actions. You cannot move after performing a standard action. Fighters are constantly moving, but they are particularly vulnerable while attacking. Because characters move before their action, their markers remain where each character performed its last attack or other major action.

Moving Slow

When you move slowly your movement is halved. If the map is divided into hexes or squares, you may move at least one hex or square per turn if you can move at all, regardless of the map scale. If the squares are 2 meters wide, then you can move at least 2 meters per turn unless you can't move at all.

You must move slowly on difficult terrain such as thick undergrowth, tight spaces, knee-deep snow or water, sticky mud, slippery and unstable surfaces. You must move slowly up steep slopes, but you can move normally down or across the slope.

You must move slowly while prone, swimming, climbing or burrowing.

You must move slowly around enemies who can reach you with melee attacks, but you don't have to move slowly when moving into their reach.

If you can fly, you do not have to move slowly over water, chasms and difficult terrain.

Jumping

To make a running jump, move in a straight line and jump during the second half of that straight line movement. To make a standing jump, simply move slowly in a straight line. You can make multiple standing jumps in one turn. For example, if you can normally move at least 12 meters, then you can make three 2 meter hops in one turn.

To jump across a gap and land on your feet you must clear the gap with 2 meters to spare. To jump and hang on the other side of a gap, you only need 1 meter to spare, but you are exposed until you drop down or use an action to pull yourself up on the other side. So, to jump across a 3 meter gap and land on your feet, you need to jump 5 meters. To jump across a 3 meter gap and hang on the edge, you need to jump 4 meters.

After any jump, you are rushed until the end of your next turn.

Dragging and Carrying

When using a map, a character is much larger if its marker or the base of its miniature is at least twice as wide as another character. When you are not using a map, a character is much larger if its Strength is at least 5 ranks higher than another character's Strength.

If you are not much larger than another character and they are not much larger than you, then you must both move slowly, dragging each other, if you have grabbed them or they have grabbed you.

If you are much larger than another character, then they are immobilized and you can carry them if you have grabbed them or they have grabbed you.

When you are immobilized you do not move unless dragged or carried by another character, and you can only use close range attacks against enemies who have used a close range attack against you since your last turn.

Dying

If a character is dying at the beginning of their turn, make a DC 15 check with no modifiers (roll a d20.) If the check is successful (15 or more), the character may move and perform free actions, but not standard actions like attacking. If the check fails (14 or less), they fall prone and may not move or perform actions. If the check is automatically successful, the character may perform a standard action like attacking. If the check automatically fails, the character dies. Instead of making dying checks for NPCs, assume they fail their checks, fall prone and cannot perform actions.

Encounter Example

In this encounter Betsy (played by player 1) and Adam (played by player 2) have failed to distract a rabid raccoon from getting through the open door of their greenhouse, and now must violently confront the animal to prevent damage to their plants.

Betsy

A bodyguard (Enforcer) who keeps a tactical folder (knife) on her belt. She is muscular and has short hair.

Agi Per Str Crd Tgh Pwr
10 10 14 0 21 2d6+1

abilities

courageous (persona; not cowardly): You stand your ground regardless of consequences.

stealth +5 bonus to the initiative check at the beginning of encounters.

CP Value 80

Adam

An accountant (Clerk) who practices karate. He keeps nunchaku concealed on his person, just in case. He is average height but has a thin build.

Agi Per Str Crd Tgh Pwr
11 14 10 1 20 2d6

abilities

bookkeeping (expertise): +5 bonus to event checks while tracking financial records.

research (expertise): +5 bonus to event checks while looking through libraries of knowledge, collecting samples or using laboratory equipment.

CP Value 80

raccoon

This invasive omnivore may be rabid.

Agi Per Str Crd Tgh Pwr
13 7 7 0 10 1d6+1

abilities

natural weapons (effect; cannot be disarmed): This creature does not use handheld weapons.

rabid Focus (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 36

(The GM starts by introducing the encounter.)

GM: The raccoon is hissing and lurching back and forth between you both. Betsy is between the raccoon and the greenhouse's open door. There is a tree near the raccoon and Adam. Roll for initiative. (Rolls 12 for the raccoon's initiative and adds it to his 7 Perception.) The raccoon got a 19.

Player 1: (Rolls a die and adds Betsy's Perception.) I got 24.

Player 2: (Determines the Adam's initiative in the same way.) I got 27.

Player 2: I have the best initiative. I taking a swipe at it with my nunchaku... Adam doesn't have any abilities that would help him with his nunchaku yet, so it's just going to be a strike basic action (Player 2 adds Adam's Coordination to a dice roll.) I got a 19 vs raccoon's agility.

GM: (Sees the raccoon's Agility is 14, plus 5 because the raccoon has not yet had a turn in the first round, is 19 and thus equal to Adam's total roll.) That just barely hits.

Player 2: I have 2d6 Power. (Rolls two six sided dice.) The raccoon loses 8 Hit Points.

GM: (GM sees that with only 2 of 10 Hit Points left, the raccoon is not healthy.) The raccoon is injured.

(Player 1 is sitting to the left of Player 2, so Betsy goes next and the raccoon will be last.)

Player 1: Since Adam just smacked it, I am going to dive at it with my knife, maybe I can grab it. (Player 1 adds Betsy's Coordination to a dice roll.) I got a 6 vs the raccoon's strength.

GM: (GM sees that the raccoon's strength is 7, higher than Betsy's last attack roll of 6.) You feel the raccoon's tail slip through your fingers, barely failing to grab it. Now it's the raccoon's turn. (GM decides that the raccoon is going to utilizes it's climb ability, allowing the raccoon to evade this round, because each PC's initiative roll of 20 or higher makes each PC "defending and evading," giving each PC a +5 to all defenses bonus this first round.) The raccoon scrambles up the tree, rattled from getting lashed by Adam's nunchaku. However it is trying to get above Adam on a branch and looks like it's about to pounce. (The GM notes that because of the raccoon's climb ability, it is now defending until its next turn, with a +5 to all defenses until then.)

Player 2: I am going to do a karate leap and try to hit it with my nunchaku, another basic strike. (Player 2 adds Adam's Coordination to a dice roll.) I got a 16 vs raccoon's agility.

GM: (GM sees that raccoon's agility + 5 from the raccoon defending by climbing in the tree is more than 16.) That roll still misses.

Player 1: I am going to circle away, keeping my knife between me and the raccoon, evading. I don't want to get hit by that thing when it comes flying out of that tree at us. (Betsy is now also defending until her next turn because she just used the evade basic action.)

GM: the raccoon leaps out of the tree at Adam (GM rolls a 19 for the raccoon's attack which automatically succeeds.) The raccoon automatically hit Adam. (The GM rolls a six sided dice and adds 1 because the Raccoon's power is 1d6+1.) That's 4 less Hit Points for you Adam, as the raccoon rips into your shoulder on it's way back to the ground. You are going to need rabies shots soon!

Player 2: I am going back at it with my nunchaku, another basic strike.(Player 2 adds Adam's Coordination to a dice roll.) I only got an 11.

GM: The raccoon flinches back and you miss.

Player 1: I am just going to stab that thing! That's a basic strike.(Betsy rolls a natural 20.) Automatic success! (Betsy rolls he power of 2d6+1, for a total damage of 11.) 11 damage!

GM: (GM sees that 11 is at least equal or more than the raccoon's 2 remaining Hit Points.) You plunge your knife deep into the raccoon and it collapses. (The PCs are victorious, though the narrative of the story now suggests Adam needs treatment for rabies.)

Between Events and Encounters

After an encounter or casualty checks, each character who is not dying can make one first aid event check to heal one character who has taken damage or is dying. The DC of this check is 15. If the check succeeds, the character being healed rolls their rest dice and recovers that many Hit Points. A character who has been successfully healed is no longer dying, but they do not recover Hit Points next time they rest.

Characters can also spend 10 Action Points to recover 1d6 Hit Points. (This will save the character's life if they are dying.)

Next, make a DC 10 check with no modifiers for each PC who is still dying. If this check fails, they die. If this check succeeds, they are still dying but don't have to make dying checks until they take damage again.

Permanent states end when you are no longer threatened by enemies, such as the end of a successful encounter.

Joining

The PCs form their party before or during their first scenario together. Between scenarios, surviving PCs recover all of their Hit Points, so their Hit Points are equal to their Toughness.

PCs who have been killed can be replaced by new PCs. These have the same character point budget as the character who was killed, plus any character point budget that surviving PCs earned while the replaced character was dead.

In other words everybody in the party gets the same character point budget whether they live or die. (This encourages selfless heroism and replacing less powerful early game characters with more powerful late game characters instead of upgrading one cautious character from zero to hero.)

Players replacing characters can switch between controlling a single PC or a team of PCs (See Player Characters/Making PCs.) A player with more than one PC can choose to replace only the PCs that died or all of his PCs, as long as at least one of them is dead.

Equipping

Between encounters the GM decides whether you have the resources you need to reload and resupply abilities that have a limited number of uses, such as firearms. When you do have the resources, you regain all expended uses of those abilities.

The GM may allow you to sell back abilities for AP. For example if you are out of ammo and cannot get more, the GM may allow you to ditch your guns and trade in your firearm abilities for AP.

The GM may determine that you can acquire new abilities or improved attributes from found equipment by spending AP on those abilities and attributes.

Resting

You can rest between events and encounters if the GM decides you have enough food, water, shelter and time. After resting, each PC who is not already healed rolls their Rest Dice and recovers Hit Points equal to that roll. (See Characters/Derived Statistics/Rest Dice.) Finally, PCs who were already healed are no longer already healed and can be healed again.

Training

If the GM determines that you have everything you need to rest plus access to the equipment and knowledge necessary for training, you can improve attributes or pick up new abilities by spending AP. You can also change your training to reduce attributes or get rid of abilities and get some AP back.

Running Scenarios

Non-Player Characters

In combat encounters, the GM controls non-player character (NPC) enemies.

NPC stats describe an individual NPC or a group of NPCs with identical stats. These stats resemble PC templates. The GM can use the stats right out of the book or use an electronic or paper copy of the stats.

Ad Hoc Role-Playing

The GM may allow players to try things that are not covered in the scenario. Some situations do not require the random chance of success or failure that event checks introduce. These can be played out by storytelling and acting in character.

However, when there is a chance of success and a chance of failure and playing it out as an event will add entertaining suspense and description, the GM can create events on the fly. The GM decides which expertise abilities are recommended for the event. Players can suggest expertise abilities but the GM has final say about which abilities are recommended.

Single Event Checks

You can also use single event checks for simple things which are not already covered in the rules and have a chance of success and a chance of failure. One character gets one turn to make this check. You can also require the character to use a specific defense attribute (Agility, Perception or Strength) minus 10 instead of Focus.

Event Design

Description

If an event seems like each character should make a check instead of each player, give examples of how characters can work together instead of relying on their individual attributes and abilities. A character may be able to shield allies from an avalanche with their own body or use deception and speed to lead predators away from slower allies.

Some events, like searching for hidden objects or creatures, seem like they should only require one success. Show how each success is only a step toward the goal. Each success may bring you closer to finding a secret door, or each success might be a different ambush you spotted and avoided.

Some events, like sneaking and escaping, seem like they should require success from every event check. Design the event so that failed checks are merely close calls, while successful checks can help everyone. Characters can protect allies, draw fire and distract predators.

If an event seems like it should have degrees of success instead of total success or failure, set the consequences of success as if the event were mostly successful but not the best possible outcome, and set the consequences of failure as if the event were less successful but not a total failure.

Difficulty, Success and Failure

The rule of thumb for choosing event DC is 5 plus one tenth of a single PC's character point budget. If PCs start with 80 character points, then events at the start of the scenario should have a DC of 13 (5 + 8.)

Increase the DC by 2 ranks if the event should be harder with greater rewards. Decrease the DC by 2 ranks if the event should be easier with less rewards or if one player is making a single event check instead of a whole event.

For example, when the PCs must make casualty checks for failing the event, that is very bad (-2 DC) but if their enemies must make casualty checks when the PCs succeed, that is very good (+2 DC.) Do not adjust the DC for modest rewards or consequences, like a character point budget reward.

(Multiple event checks curve the result toward an average number of successful checks, so 1 rank of DC is a 10% chance of success for the whole event even though it is only a 5% chance of success for each individual die roll. If the PCs have a 55% chance of success when the DC is 19 and you increase the DC to 20, their chance of success falls to 45%. If you decrease the DC to 18, their chance of success rises to 65%.)

Sometimes players are able to come up with very impressive solutions, and other times players don't have a lot of good options. After the player rolls when taking a turn during the event, the GM can give feedback in the form of a +2 or -2 to the roll. If the PC's actions for that event turn were impractical, the GM should subtract 2 from the roll. If the PC's actions for that event turn were very appropriate, the GM should add 2 to the roll. This feedback is based purely on the GM's personal opinion, and players are not allowed to argue with that decision.

Player vs Player Events

In most scenarios the PCs do not compete directly against each other, but if that happens, divide the players into teams. Players take turns as if they were doing a single event, but each team has its own pool of successes and failures. When a team has enough successful checks or failed checks to end the event, they stop taking turns but other players keep taking turns until their team has enough successes or failures. The DC and expertise types for each team can be the same or different.

Any combination of teams can succeed or fail. If there are two teams, either team can succeed while the other fails, both teams can succeed or both teams can fail. Prepare for each possible outcome. Success for both teams may be a win for everyone, stalemate or mutual destruction. Failure for both teams might be a disaster for all or a harmless disappointment.

Vehicle Events

Vehicle events simulate and dramatize a car chase, naval maneuvers, aerial dogfight or other struggle between vehicles. Sometimes vehicles are treated as character equipment in combat encounters (seating ability for example.) Vehicle events are for action on a larger scale than personal combat between characters.

The DC of a vehicle event reflects the reliability and defenses of enemy vehicles. Gunner, mechanic and pilot are the most common expertise abilities for vehicle events.

Vehicle Casualty Checks

Failed vehicle events are often followed by casualty checks. If either side fails a player vs player vehicle event, they make casualty checks. If both sides fail, they both make casualty checks.

The casualty check modifier reflects how deadly and aggressive the enemy vehicles are. To get a typical modifier, subtract 20 from the event's DC. The modifier may be negative.

The type of casualty check depends on the weapons the enemies use, because different weapons cause different kinds of damage. Putting out fires requires Agility. Noticing damage to the vehicle takes Perception. Holding on when the vehicle tumbles tests Strength.

Crew Encounters

Vehicle events can also be followed by combat encounters between passengers when they exit their vehicles or try to board enemy vehicles.

After a player vs player vehicle event, successful sides can choose to retreat and avoid an encounter. So, in a pursuit, the success or failure of the side being chased usually determines whether they get away.

Event Design Example

In this example the players are divided into two crews. One crew controls an 18 Wheeler, and the other crew controls a Humvee with a mounted machine gun, and they want to board the other crew's truck, but first they will each try to disable the enemy truck.

Each crew must do an event to overcome their opponent's vehicle. The 18 Wheeler's crew does the Humvee event, and the Humvee crew does the 18 Wheeler event.

Event (DC 19): The 18 Wheeler relies on its sheer mass prevent boarding.

Expertise: pilot (stay ahead or behind 18 Wheeler to avoid being sideswiped,) gunner (attack with mounted machine gun).

Success: you can choose to retreat instead of fighting the enemy crew.

Failure: casualty checks, -5 vs Strength.

Event (DC 17): The Humvee has a mounted machine gun. This vehicle is much smaller, but its weapons are devastating if the enemy crew does not defend themselves successfully.

Expertise: pilot (side swipe or ram).

Success: you can choose to retreat instead of fighting the enemy crew.

Failure: casualty checks, -2 vs Perception.

Every player makes event checks for two rounds. The crew of the 18 Wheeler has more failures than successes so the GM makes -2 casualty checks vs the Perception of each character of the 18 Wheeler crew. Two characters on that team are injured by successful casualty checks. The Humvee's crew has more successes than failures, so they do not have to make casualty checks. The healthy crew of the Humvee boards the 18 Wheeler with a huge advantage against their injured enemies.

Creating Encounters

Creating NPCs

NPC encounters are similar to PC parties with fewer character points. Start with a character point budget 50 points higher than the PCs. This is the budget for a single NPC who is a little bit less powerful than a full party of four PCs. For example, a single 130 character point enemy should be challenging but not too difficult for a party of four 80 character point characters. You can add 10 character points to make the encounter more difficult, or subtract 10 character points to make it easier.

For more NPCs, subtract the character point value of the number of enemies from the following table. Two NPCs have 30 fewer character points than a single enemy, three NPCs have 48 fewer character points than a single enemy and four NPCs have 60 fewer character points than a single enemy. If the character point budget for a single NPC is 130, then the budget for two NPCs will be 130 - 30 = 100, the budget for three NPCs will be 130 - 48 = 82, the budget for four NPCs will be 130 - 60 = 70 and so on.

2 characters 30 CP
3 characters 48 CP
4 characters 60 CP
5 characters 70 CP
6 characters 78 CP
7 characters 84 CP
8 characters 90 CP
9 characters 96 CP
10 characters 100 CP

After splitting the character point budget this way, you can combine the character point budget of multiple enemies to make a single stronger enemy. Add the character point value for the number of characters combined from the table above.

For example, suppose you have a character point budget of 130 and want to make an encounter with two enemy NPCs, but one enemy should be about twice as powerful as the other. First, you split the character point budget three ways. The value for three characters in the table is 48, so the character point budget for the less powerful NPC is 130 - 48 = 82. Next, you combine the character point budget of two less powerful NPCs. The value for two characters in the table is 30, so the character point budget for the more powerful NPC is 82 + 30 = 112.

Do not count the character point value of abilities NPCs never use. For example a 71 character point enemy with pilot ability can fill a 70 character point slot. (Usually you don't have to worry about this because 1 character point is not a big difference, but if an enemy has lots of non-combat abilities, remember they don't count.)

Adverse Conditions

Some environment types have special rules. Abilities which have the environmental keyword, such as burrow, climb, dive or fly, can only be used in environment types that allow them. An encounter can combine several environment types.

arctic This environment allows burrowing, diving and flying.

darkness Characters without blind fighting abilities have -2 Coordination. Apply this rule in environments with no light, very dim light, fog or smoke that makes seeing difficult. Also use this effect when the environment has big, dark shadows that large characters can hide in.

concealment Characters have -2 Perception. Apply this rule to cluttered environments where characters can easily hide, like thick undergrowth. This makes it easier for everyone to sneak up on their opponents with clever footwork and hunting tactics.

high gravity All characters have a -2 Agility modifier.

hungry predators If any PCs are dying, the predators will attack them with coup-de-grace attacks until they are dead. The predators will fight each other for the corpse. They will not attack evading PCs if there is at least one dead or dying PC. If a PC attacks one of the predators while they are fighting over the corpses, the predators will resume fighting the PCs. If a predator is alone and injured, it will try to escape.

jungle Everyone has a -2 perception modifier. Characters can climb the trees and vines.

loose soil This environment allows burrowing. Loose soil can be dry sand or tilled earth, but it can also mean deep snow or terrain riddled with tunnels left by other burrowing creatures.

no concealment Characters have +2 Perception. There is nowhere for characters to hide in this wide open environment. That makes it more difficult to sneak up on opponents with clever footwork and hunting tactics.

no escape Characters cannot escape from this encounter. Everyone is trapped in this encounter until it is over. If one group of characters is trapped by their opponents, this rule may only apply to one side of the conflict.

sand This environment allows burrowing.

scalable This environment allows climbing. This environment has vertical terrain such as climbable walls, trees, rocks, ladders, poles, ropes, chains, big furniture and stacks of stuff. However, if the walls are too sheer for creatures with special climbing adaptations to scale quickly, the environment may not be scalable.

spacious This environment allows flying. This environment type usually applies outdoors and in large rooms or caves with very high ceilings. It does not apply in dense jungle where large flying characters do not have room to maneuver.

swamp This environment allows swimming and climbing. Concealing foliage gives everyone a -2 Perception modifier.

water This environment allows swimming. If there are tactically useful places where large characters can dive or submerge themselves, the encounter has this environment type.

weightless Characters cannot be prone, and characters without a zero-g fighting ability have -2 Coordination. Space combat encounters have this effect unless the entire encounter takes place in a compartment with simulated gravity.

Template Design

You can design new templates or create characters from scratch without a template. See Training and Upgrades for the character point value of attributes and abilities. Agility 0, Perception 0, Strength 0, Coordination 0, Toughness 10 and Power 1d6 are each worth 0 character points. Characters can have less than 0 character points, but Toughness and Power must be at least 1.

Generic Abilities

Your new template or character can copy abilities from this list, or from other templates and their optional abilities. You can rename the ability and alter its description to fit your new template or character.

aim (ranged vs Agi; +½ Pwr; you: rushed 1 turn): Take a moment to aim each shot.

all-out (2 targets; melee vs Agi; you: exposed 1 turn): Unleash a quick, powerful combination of strikes.

blast 1 (1 use/rank; 3 targets or far area; ranged vs Per; -2 Crd): Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point.

blind fighting (effect; no Crd penalty in darkness): You can sense enemies in the dark.

burrow 1 (1 use/rank; free action; environment: burrowing; you: cover, defending and prone 1 turn; move slow): The environment must have features that allow burrowing, like loose soil or deep snow. You must move slowly while burrowing. You can use this ability as a free action. You are defending, prone and have cover until the end of your next turn.

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

choke (melee vs Str; -½ Pwr; hit: grabbed 1 turn; you: cover 1 turn): You can use your opponent as a shield while strangling them.

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

combined weapon 1 (1 use/rank; 2 attacks; melee and ranged vs Agi; you: rushed 1 turn): Use this as both a melee and ranged weapon. You can attack the same target twice or two separate targets. One attack must be ranged and one must be melee.

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

daze 1 (1 use/rank; ranged vs Per; -½ Pwr; hit: stunned permanently): Stun an opponent from a distance.

defend flank (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

detection (expertise: detection): +5 bonus to searching and scouting event checks.

disarm (melee vs Str; -½ Pwr; hit: disarmed permanently): If the attack is successful, the target is disarmed until it uses an action (rearm) to recover its weapons.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

diversion (ranged vs Per; target: distracted 1 turn): Draw fire to protect your allies or set up a flanking attack.

double tap (free action; coup de grace when you incapacitate target with single target attack): When you perform an attack which targets a single enemy and it reduces the enemy's Hit Points to 0, you can finish the target off with an immediate coup de grace basic action. The coup de grace requires close range, even if you use a ranged weapon.

drain 1 (1 use/rank; melee vs Str; hit: rushed 1 turn, you recover 1d6 HP): Parasitize an opponent for a quick energizing snack. You recover 1d6 Hit Points only if the attack succeeds. This ability cannot make your Hit Points greater than your Toughness. This ability does not depend on or affect the healed state, so you can recover Hit Points every time this attack succeeds, before or after being healed.

engage (melee vs Agi; +5 Crd; you: exposed 1 turn): Overwhelm an enemy's defenses.

evolving tactics 1 (1 use/rank; while you or target injured; strike, distract or grab attack; +5 Crd): You or the target must be injured. Perform a strike, distract or grab attack. Aside from the +5 Coordination bonus, these attacks are exactly like the standard strike, distract or grab action.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

feint 1 (1 use/rank; melee vs Per; +5 Crd): A deceptive movement draws their attention from your real attack.

fixed weapons 1 (effect; 1 rank: keep Pwr and melee attacks while disarmed; 2 ranks: cannot be disarmed): If you have 1 rank of this ability, your melee weapons cannot be disarmed, but they also cannot be borrowed. You still lose your ranged attacks when you are disarmed, but you do not lose Power. If you have 2 ranks of this ability, none of your weapons can be disarmed or borrowed.

flanking 1 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

fly 1 (1 use/rank; free action; environment: flying; you: defending 1 turn): The environment must have features which favor flying, typically a large outdoor space. You can use this ability as a free action. You are defending until the end of your next turn.

footwork (specialty: all melee attacks vs Per; +1 Crd/rank): You specialize in outmaneuvering opponents.

gas 1 (1 use/rank; 3 targets or far area; ranged vs Str; -½ Pwr; hit: stunned 1 turn): Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point.

grappler (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

gunner (expertise: gunner): +5 bonus to artillery and vehicle weapon event checks.

gunslinger (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

healing 1 (1 use/rank; action; while target not already healed; target: already healed, HP = Stamina): Heal one ally up to Stamina (Toughness/2) Hit Points. You can only heal characters who have Hit Points less than their Stamina. You cannot heal dead characters.

hunter (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

influence (expertise: influence): +5 bonus to persuasion and diplomacy event checks.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

knowledge (expertise: knowledge): +5 bonus to research and education event checks.

lead 1 (1 use/rank; melee vs Per; target and 2 other targets: rushed 1 turn): Lead a charge that rushes your enemies. Whether or not the attack succeeds, the target and two other enemies are rushed until your next turn.

mechanic (expertise: mechanic): +5 bonus to repair and crafting event checks.

natural weapons (effect; cannot be disarmed): This creature does not use handheld weapons.

parry (melee vs Agi; -5 Crd; you: defending 1 turn): Approach your enemy cautiously, slipping around his attacks and keeping him between you and his allies.

pilot (expertise: pilot): +5 bonus to vehicle operation event checks.

plow (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

point blank (range = Crd; ranged vs Agi; +5 Crd; you: exposed 1 turn): Target an enemy whose distance is no further than your Coordination in meters.

poison 1 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

rapid fire 1 (1 use/rank; ranged vs Agi; double Pwr; you: rushed 1 turn): Sacrifice defense to fire repeatedly.

reach (reach, melee vs Agi; +2 Crd; you: rushed 1 turn): Target an enemy up to 2 meters away or with one space between you.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

regeneration 1 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): Once per encounter you can recover 1d6 Hit Points for each rank of this ability. The rank of this ability may not exceed one sixth of your Toughness. You can perform this action when you are dying or injured but not when you are healthy. You can perform this action regardless of whether you made a dying check and regardless of whether it was successful. If you use this action immediately after automatically failing a dying check, you do not die.

restore (action; target: defending 1 turn, not stunned): Remove the stunned state from one ally. That ally is defending until the end of your next turn. You can also use this effect on an ally who is not stunned to give them the defending state for one turn.

restrain 1 (1 use/rank; melee vs Str; -½ Pwr; hit: grabbed permanently): The restrained target is grabbed until the target or one of its allies successfully uses the release action to free it.

seating (effect; 1 rider/rank; riders have cover if you are healthy): When you use a map, riders move with you, but they must end their turn in spaces you occupy. When you are targeted by an attack which has multiple targets, your riders can be targeted without counting toward the maximum number of targets. For example, if you have two riders and your enemy uses an attack which normally has three targets, the attack can target you, your riders and two other targets.

shock (melee vs Str; -½ Pwr; hit: stunned 1 turn): Disable opponent with a special attack.

skirmish (melee vs Per; -2 Crd; target: distracted 1 turn; you: cover 1 turn): Sucker punch and run away to lead enemies away from allies or into a flanking trap.

slam (melee vs Str; hit: grabbed or prone 1 turn; you: prone 1 turn if target grabbed): Throw an enemy to the ground, hurting the target and slowing it down. You are also prone until the end of your next turn unless you choose to release the target, in which chase the target is not grabbed, just prone.

snap shot (ranged vs Agi): Shoot from the hip.

sneak attack (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

sniping 1 (1 use/rank; while evading; ranged vs Per; +5 Crd; double Pwr): Attack from a distance with deadly accuracy.

spray 1 (1 use/rank; 3 targets or near area; ranged vs Agi; you: rushed 1 turn): Choose a point you can attack no more than 5 meters away from you. This attack targets each creature which is closer to that point than you are.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

striker (specialty: all melee attacks vs Agi; +1 Crd/rank): You specialize in aggressive, close range, stand-up fighting.

stun ray (ranged vs Str; hit: stunned 1 turn): Momentarily disable the target from a distance.

suppressive fire (ranged vs Agi; -5 Crd; counter any attack): Lay down a field of fire to keep your enemies from attacking. Prepare a second attack (ranged vs Agi). If an enemy attacks before your next turn, you can use this second attack against that enemy as an immediate reaction.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

take cover (ranged vs Per; -2 Crd; you: cover 1 turn): Sacrifice some opportunities to shoot by staying safely behind cover.

three-sixty 1 (1 use/rank; 3 targets or each enemy you can reach; melee vs Agi; -2 Crd): When you use a map, target every enemy within reach at the moment you attack.

throw trap 1 (1 use/rank; ranged vs Str; -½ Pwr; hit: grabbed permanently): If you hit the target, it is grabbed until the target or one of its allies successfully uses the release action to free it.

transform (action; replace this character with another form; 1 form/rank): Your character has one or more alternate forms. Each form has its own character sheet. After transforming, if the new form has more Stamina, add the difference between the Stamina of the old and new forms to your Hit Points. If the new form has less Stamina, and subtract the difference between the Stamina of the old and new forms from your Hit Points. If this would reduce you to less than 1 Hit Point, you have 1 Hit Point and cannot transform again during this encounter. During encounters you can only reverse the transformation if the new form has an ability like this and the old form is one of the new form's alternate forms. Between encounters you can transform or revert at any time.

trapper (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

wrap (melee vs Per; ignore grabbed penalty; +5 Crd; -½ Pwr): If you are grabbed when you use this attack, you get the +5 Coordination bonus for this ability and you also ignore the -5 Coordination penalty for being grabbed.

wrench 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

zero-g fighting (effect; no Crd penalty for weightlessness): Maneuver in three dimensions while fighting in free fall.

Field Guide

Ape, Chimpanzee

This ape is much stronger than most humans.

Agi Per Str Crd Tgh Pwr
11 9 15 4 25 2d6+1

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

dynamic force (effect; cannot be disarmed): This creature does not use handheld weapons.

rip arm out of socket 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Yank with giant arms and shoulders.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 99

Ape, Large Gorilla

This silverback can pound you with its giant fists.

Agi Per Str Crd Tgh Pwr
10 9 18 6 35 3d6+1

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

fists the size of your head (effect; cannot be disarmed): This creature does not use handheld weapons.

rip arm out of socket 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Yank with giant arms and shoulders.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 127

Badger

A formidable omnivore for it's small size, which is difficult to grapple with because of its thick hide and loose skin.

Agi Per Str Crd Tgh Pwr
9 5 9 1 12 1d6+2

abilities

burrow 1 (1 use/rank; free action; environment: burrowing; you: cover, defending and prone 1 turn; move slow): The environment must have features that allow burrowing, like loose soil or deep snow. You must move slowly while burrowing. You can use this ability as a free action. You are defending, prone and have cover until the end of your next turn.

ferocious claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 45

Bear, Black

This is the most common type of bear.

Agi Per Str Crd Tgh Pwr
10 7 15 3 30 3d6

abilities

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 104

Bear, Kodiak or Polar

These are the largest naturally occurring land predators on Earth.

Agi Per Str Crd Tgh Pwr
10 7 20 6 40 4d6

abilities

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 138

Boar

This wild pig is known for harassing and injuring humans.

Agi Per Str Crd Tgh Pwr
12 9 14 2 25 2d6+1

abilities

ambush (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

tusks (effect; cannot be disarmed): This creature does not use handheld weapons.

CP Value 92

Bovine, Bison, Oxen or Large Bull

These large herbivores can be unfriendly even when domesticated.

Agi Per Str Crd Tgh Pwr
8 6 20 6 40 4d6

abilities

charge 2 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

horns (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 136

Bovine, Cow or Water Buffalo

These herbivores are bred as an agricultural product.

Agi Per Str Crd Tgh Pwr
8 6 16 2 30 3d6

abilities

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

horns (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 99

Camel

This steed is adapted for thriving in arid environments.

Agi Per Str Crd Tgh Pwr
14 6 16 2 30 1d6+2

abilities

angry bite (effect; cannot be disarmed): This creature does not use handheld weapons.

seating 1 (effect; 1 rider/rank; riders have cover if you are healthy): When you use a map, riders move with you, but they must end their turn in spaces you occupy. When you are targeted by an attack which has multiple targets, your riders can be targeted without counting toward the maximum number of targets. For example, if you have two riders and your enemy uses an attack which normally has three targets, the attack can target you, your riders and two other targets.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 87

Chicken

This small harmless land fowl is a popular source of protein with numerous recipes involving either its flesh or eggs.

Agi Per Str Crd Tgh Pwr
6 4 5 -2 4 1

abilities

flying kicks and beak pecks (effect; cannot be disarmed): This creature does not use handheld weapons.

startled takeoff 1(1 use/rank; free action; environmental; you: defending 1 turn): The environment must have features which favor flying, typically a large outdoor space.

CP Value -39

Cougar, Panther or female Lion

Common feline predators.

Agi Per Str Crd Tgh Pwr
13 9 13 4 25 2d6+2

abilities

ambush (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

sharp claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 102

Crocodilian, Alligator

An amphibious pest known to be dangerous to pets.

Agi Per Str Crd Tgh Pwr
8 6 16 3 30 3d6

abilities

dive 2 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

rip apart 2 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

snapping jaws and lashing tail (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 105

Crocodilian, Large Crocodile

An amphibious apex predator known to prey on humans.

Agi Per Str Crd Tgh Pwr
8 6 20 4 40 4d6

abilities

dive 2 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

rip apart 2 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

snapping jaws and lashing tail (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 132

Deer

This wild herbivore is fearful of predators.

Agi Per Str Crd Tgh Pwr
15 6 10 2 15 1d6+1

abilities

long legs (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 55

Dog, Dingo or Coyote

Pack hunting canines.

Agi Per Str Crd Tgh Pwr
13 8 9 2 15 1d6+2

abilities

desperate bite (effect; cannot be disarmed): This creature does not use handheld weapons.

flanking 2 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 63

Large Dog, Wolf or Hyena

Large pack hunting carnivores.

Agi Per Str Crd Tgh Pwr
13 9 12 3 25 2d6+1

abilities

bone crushing bite (effect; cannot be disarmed): This creature does not use handheld weapons.

flanking 2 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 96

Dolphin

This sea mammal is known for being friendly to humans.

Agi Per Str Crd Tgh Pwr
15 13 17 5 30 1d6+1

abilities

dive 4 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

ram 2 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

sleek body (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 104

Donkey

This steed cannot carry heavy riders.

Agi Per Str Crd Tgh Pwr
10 8 15 0 30 1d6+2

abilities

angry kicks (effect; cannot be disarmed): This creature does not use handheld weapons.

bucking (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

seating 1 (effect; 1 rider/rank; riders have cover if you are healthy): When you use a map, riders move with you, but they must end their turn in spaces you occupy. When you are targeted by an attack which has multiple targets, your riders can be targeted without counting toward the maximum number of targets. For example, if you have two riders and your enemy uses an attack which normally has three targets, the attack can target you, your riders and two other targets.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 79

Elephant, Asian

This is the largest domesticated animal on Earth.

Agi Per Str Crd Tgh Pwr
8 10 21 6 60 4d6+1

abilities

plow (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

tusks and stomp (effect; cannot be disarmed): This creature does not use handheld weapons.

CP Value 152

Elephant, Bush

This is the largest naturally occurring land herbivore on Earth.

Agi Per Str Crd Tgh Pwr
8 10 23 7 80 4d6+2

abilities

plow (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

tusks and stomp (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 169

Elk or Moose

These wild herbivores are unfriendly.

Agi Per Str Crd Tgh Pwr
12 6 17 3 30 3d6

abilities

charge 2 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

horns (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 108

Giraffe

This is the tallest land animal on Earth, and has powerful legs capable of killing predators.

Agi Per Str Crd Tgh Pwr
14 8 18 4 40 3d6

abilities

long legs and neck (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

whipping kicks and headbutts (reach, melee vs Agi; +2 Crd; you: rushed 1 turn): Target an enemy up to 2 meters away or with one space between you.

CP Value 125

Goat

An uncooperative domestic quadruped.

Agi Per Str Crd Tgh Pwr
10 8 11 1 20 2d6

abilities

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

horns (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 75

Hippo

This amphibious omnivore is known for stalking and killing humans.

Agi Per Str Crd Tgh Pwr
8 6 22 5 50 4d6+1

abilities

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

giant teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 141

Human, Axe Murderer

Tall and muscular, this terrifying figure wields a razor sharp wood cutter's axe, and has armor with the appearance of skin tight black leather with large eye holes.

Agi Per Str Crd Tgh Pwr
12 15 13 3 30 2d6+1

abilities

axe (melee vs Agi; -2 Crd; +½ Pwr; you: rushed 1 turn): Throw your weight into a powerful chop.

wrathful (persona; not patient): You are quick to retaliate.

CP Value 104

Human, Body Guard

This person protects people by employing lethal force.

Agi Per Str Crd Tgh Pwr
11 10 11 3 20 2d6+1

abilities

sidearm 6 (1 use/rank; ranged vs Agi; +½ Pwr): Shoot from the hip.

CP Value 90

Human, Bouncer

This professional specializes in expunging unwanted company.

Agi Per Str Crd Tgh Pwr
10 12 12 1 24 2d6+1

abilities

pepper spray 3 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

CP Value 87

Human, Grappler

Professional strong arm.

Agi Per Str Crd Tgh Pwr
10 10 12 2 24 2d6+1

abilities

choke (melee vs Str; -½ Pwr; hit: grabbed 1 turn; you: cover 1 turn): You can use your opponent as a shield while strangling them.

grappler 2 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

slam (melee vs Str; hit: grabbed or prone 1 turn; you: prone 1 turn if target grabbed): Throw an enemy to the ground, hurting the target and slowing it down. You are also prone until the end of your next turn unless you choose to release the target, in which chase the target is not grabbed, just prone.

wrench 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

CP Value 90

Human, Looter

The looters are armed with kitchen knives, desperation, and whatever they can find to throw at you.

Agi Per Str Crd Tgh Pwr
10 10 11 1 20 2d6

abilities

throw debris 3 (1 use/rank; ranged vs Agi; you: defending 1 turn): Hurling rocks or bricks from a distance.

CP Value 77

Human, Marauder

This lean and mean post-appocalyptic predator is armed with a savage improvised weapon like a hatchet or a spiked baseball bat.

Agi Per Str Crd Tgh Pwr
12 10 12 2 21 2d6+1

abilities

chaotic (persona; not lawful): Comfortable breaking the law.

wrathful (persona; not patient): You are quick to retaliate.

CP Value 86

Human, Mercenary

This killer for hire has a bulletproof vest and batters targets with his assault rifle.

Agi Per Str Crd Tgh Pwr
14 12 13 4 30 2d6+2

abilities

assault rifle 2 (1 use/rank; ranged vs Agi; double Pwr; you: rushed 1 turn): Sacrifice defense to fire repeatedly.

bandoleer 2 (1 use/rank; ranged vs Agi; -5 Crd; +½ Pwr; counter any attack): Lay down a field of fire to keep your enemies from attacking. Prepare a second attack (ranged vs Agi). If an enemy attacks before your next turn, you can use this second attack against that enemy as an immediate reaction.

chaotic (persona; not lawful): Comfortable breaking the law.

scoped weapon 2 (1 use/rank; while evading; ranged vs Per; +5 Crd; double Pwr): Attack from a distance with deadly accuracy.

wrathful (persona; not patient): You are quick to retaliate.

CP Value 115

Human, Ninja

A troubleshooter who prefers discretion.

Agi Per Str Crd Tgh Pwr
12 11 10 3 20 2d6+2

abilities

ninja gear (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

sai (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

CP Value 90

Human, Security

This professional protects property with non-lethal force.

Agi Per Str Crd Tgh Pwr
11 14 11 4 20 2d6

abilities

cuffs 1 (1 use/rank; melee vs Str; -½ Pwr; hit: grabbed permanently): The restrained target is grabbed until the target or one of its allies successfully uses the release action to free it.

Stun gun (melee vs Str; -½ Pwr; hit: stunned 1 turn): Disable opponent with a special attack.

CP Value 90

Human, Terrorist

An extremist armed with poison gas and protective gear.

Agi Per Str Crd Tgh Pwr
12 11 12 2 21 2d6+2

abilities

chaotic (persona; not lawful): Comfortable breaking the law.

infected pepper spray 3 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

infected tear gas grenade 3 (1 use/rank; 3 targets or far area; ranged vs Str; -½ Pwr; hit: stunned 1 turn): Choose a point you can attack at least 5 meters away from you. This attack targets every character within 5 meters of that point.

wrathful (persona; not patient): You are quick to retaliate.

CP Value 96

Human, Thug

This criminal enforces the boss's will, with pistol whips and occasional lethal force.

Agi Per Str Crd Tgh Pwr
10 10 10 1 21 2d6+1

abilities

chaotic (persona; not lawful): Comfortable breaking the law.

sidearm 3 (1 use/rank; ranged vs Agi; +½ Pwr): Shoot from the hip.

wrathful (persona; not patient): You are quick to retaliate.

CP Value 82

Human, Wrestler

Fitness staff do not put up with troublemakers.

Agi Per Str Crd Tgh Pwr
12 10 12 2 24 2d6+1

abilities

folding chair 2 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

running shoes (melee vs Per; -2 Crd; target: distracted 1 turn; you: cover 1 turn): Sucker punch and run away to lead enemies away from allies or into a flanking trap.

CP Value 90

Human, Zombie

This violent rampaging lunatic is numb to pain.

Agi Per Str Crd Tgh Pwr
10 8 12 2 25 1d6+2

abilities

flailing limbs and viscous bite (effect; cannot be disarmed): This creature does not use handheld weapons.

wrathful (persona; not patient): You are quick to retaliate.

CP Value 75

Horse or Mule

These steeds are agile for their size.

Agi Per Str Crd Tgh Pwr
16 8 18 4 35 3d6

abilities

bucking (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

powerful kicks (effect; cannot be disarmed): This creature does not use handheld weapons.

seating 2 (effect; 1 rider/rank; riders have cover if you are healthy): When you use a map, riders move with you, but they must end their turn in spaces you occupy. When you are targeted by an attack which has multiple targets, your riders can be targeted without counting toward the maximum number of targets. For example, if you have two riders and your enemy uses an attack which normally has three targets, the attack can target you, your riders and two other targets.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 124

Lion

A large pack hunting feline predator.

Agi Per Str Crd Tgh Pwr
13 9 16 5 30 3d6

abilities

ambush (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

sharp claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 116

Monkey, Large Baboon

This large monkey has a wolf -like snout with huge fangs.

Agi Per Str Crd Tgh Pwr
13 8 10 2 20 2d6

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

fangs and claws (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 80

Monkey, Grivet

This is a veteran of warring monkey troops.

Agi Per Str Crd Tgh Pwr
13 7 8 0 10 1d6+1

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

primal ferocity (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 37

Ostrich

This large bird is not capable of flight.

Agi Per Str Crd Tgh Pwr
15 6 12 2 20 1d6+1

abilities

low kicks and beak pecks (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 67

Raccoon

This invasive omnivore may be rabid.

Agi Per Str Crd Tgh Pwr
12 7 7 0 10 1d6+1

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

rabid Focus (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 35

Rhinoceros

This armored herbivore is known for homicidal rage.

Agi Per Str Crd Tgh Pwr
8 6 21 6 50 4d6+1

abilities

charge 2 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

huge horn (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 144

Shark, Great White

The largest of sharks.

Agi Per Str Crd Tgh Pwr
12 7 21 5 40 4d6

abilities

dive 5 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

rip apart 2 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

rows of razor sharp teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 144

Shark, Tiger

An average man-eating shark.

Agi Per Str Crd Tgh Pwr
12 6 19 4 36 3d6+2

abilities

dive 4 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

rip apart 2 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

rows of razor sharp teeth (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 129

Snake, Large Constrictor

This large serpent is known for its life-threatening grappling attacks.

Agi Per Str Crd Tgh Pwr
6 7 16 2 25 2d6

abilities

crush 3 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

long powerful body (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 85

Snake, Viper

This serpent deals out more damage than it can take.

Agi Per Str Crd Tgh Pwr
6 7 7 2 10 3d6

abilities

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

venom 3 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

wicked fangs (effect; cannot be disarmed): This creature does not use handheld weapons

CP Value 61

Tiger

The largest naturally occurring feline predator.

Agi Per Str Crd Tgh Pwr
13 9 17 5 35 3d6+1

abilities

ambush (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

sharp claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 125

Whale, Orca

This pack hunting whale is known for being friendly towards humans, and perhaps as intelligent.

Agi Per Str Crd Tgh Pwr
12 12 23 6 60 4d6

abilities

dive 5 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

potent bite (effect; cannot be disarmed): This creature does not use handheld weapons

rip apart 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

CP Value 163

Whale, Sperm

This is the largest naturally occurring predator on Earth, but it rarely attacks humans.

Agi Per Str Crd Tgh Pwr
10 12 30 3 100 3d6+1

abilities

dive 5 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

ram (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

tail slap 2 (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

CP Value 173

Wolverine

Larger, tougher and more ferocious than a badger.

Agi Per Str Crd Tgh Pwr
10 6 11 3 18 2d6

abilities

burrow 1 (1 use/rank; free action; environmental; you: cover, defending and prone 1 turn; move slow): The environment must have features that allow burrowing, like loose soil or deep snow. You must move slowly while burrowing. You can use this ability as a free action. You are defending, prone and have cover until the end of your next turn.

ferocious claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

CP Value 75

Example Scenarios

We have five example scenarios here to help you get started playing Resilience. Economic Collapse challenges the party to survive 5 years of a progressively worse and worse collapse of the global economy. Rabies deals with an "animal uprising" scenario where natural predators are openly hunting the local human population for mysterious reasons. Downtown Dynasty replaces the GM with a popular board game for player-vs-player action. 72 Hours exposes players to natural disaster planning. Chain of Infection asks players to think through what could happen in an epidemic. In each of these scenarios the PCs start with improvised weapons.

72 Hours

This scenario introduces players to a few basic concepts regarding disaster planning, and helps them appreciate that planning by giving them no time to do it. (See fema.gov/about/offices/resilience as an example.)

Before the scenario starts, discuss with the players this model of disaster planning, and explain to them this is usually done by community leaders and specialists. Ask how much time do they think it would take to prepare for a disaster using this model, using local officials and experts to carefully plan through each of these four stages:

Disaster

Emergency Plan

Now discuss with the players what would go into an emergency plan for a single household. These are the key considerations (according to https://www.ready.gov/plan ):

  1. "How will I receive emergency alerts and warnings?
  2. What is my shelter plan?
  3. What is my evacuation route?
  4. What is my family/household communication plan?
  5. Do I need to update my emergency preparedness kit?"

Emergency Preparedness Kit

Now discuss with the players what would go into an Emergency Preparedness Kit. According to https://www.ready.gov/kit this would be:

What is missing from this list?

Prologue

Explain to the players that for economic reasons all of their characters live together in the same household. Give them 30 minutes to come up with a Plan and Emergency preparedness kit.

The following event will be used in "Asteroid Impact" below.

Event (DC 12): Adapt to changing circumstances

Expertise: any science, repair or survival related expertise

Success: CP Budget goes up by one (giving the characters each 1 Action Point.)

Failure: no CP Budget (or Action Point) increase.

Asteroid Impact

At lunch time on a weekday the characters notice their community is louder than normal, with horns honking and strangers yelling at each other. Cell phones have an emergency alert, as does TV and Radio: an asteroid has been predicted to impact somewhere within 50 miles of where the characters live, in about 48 hours.

The characters are able to move freely and purchase items from the store for the next 6 hours. After that, traffic comes to a stand still, roads are blocked, gas stations are out of fuel and shelves are empty.

24 hours after the announcement the streets are no longer safe because of panicked and lawless looters roaming the street, who have overwhelmed law enforcement's ability to keep the peace. Do an"adapt to changing circumstances" event.

36 hours after the announcement the characters lose electricity.

48 hours after the warning the asteroid hits 5 miles (8 kilometers) away from where the characters are staying. It hits with the force of an Atom Bomb destroying everything in a 1 mile radius, the edge of that radius being 4.5 miles (7.2 Kilometers) from where the characters live:

  1. This covers everything outside in 3 inches of ash.

  2. Water stops being pumped into the character's house.

  3. Do another "adapt to changing circumstances" event.

72 hours after the announcement (24 hours after impact) looters start going house to house as they have ran out of supplies. The characters must fight off looters before law and order is restored.

There is one looter for each PC. If the PCs flee their home, they must fight looters anyways as they roam around looking for safety.

Human, Looter

The looters are armed with kitchen knives, desperation, and whatever they can find to throw at you.

Agi Per Str Crd Tgh Pwr
10 10 11 1 20 2d6

abilities

throw debris 3 (1 use/rank; ranged vs Agi; you: defending 1 turn): Hurling rocks or bricks from a distance.

CP Value 77

Chain of Infection

Before starting this scenario, show this "Chain of Infection" model to the players and discuss each link (shape on the diagram):

This picture is a flow chart that represents the chain of infection

Portal of Entry is how the pathogen gets into the victim's body, which is usually getting into the gastronomical tract (swallowing,) inhalation (contaminated air) or absorption through mucous membranes (eyes, mouth, etc.)

Susceptible Host is someone or something that has a vulnerability to the pathogen.

Infectious Pathogen is the parasite or microorganism causing the disease and/or symptoms.

Reservoirs are where the infectious pathogen can grow and reproduce, such as stagnant cess pools, lice, rats, humans, etc.

Portal of Exit is how the germs leave the reservoir, usually involving bodily fluid transmission through bodily contact, coughing, sneezing etc.

Means of Transmission is how the infectious pathogen travels, listed here in order of severity from least risk of transmission to greatest:

  1. Oral Transmission means pathogen has to be swallowed by the victim.

  2. Direct Physical Contact is touching someone who is infected.

  3. Indirect Physical Contact is from touching a contaminated surface.

  4. Droplet Transmission is from being sneezed or coughed on.

  5. Airborne Transmission means the pathogen can contaminate air more than a few minutes.

Next discuss with players how the chain of infection can be interrupted in order to end an epidemic.

PandemicTransmissionDiagram

Epidemic

In this scenario the characters all live in the same neighborhood. Over the course of one weekend, about a third of your neighborhood becomes seriously ill with diarrhea. The local hospital overflows and your neighborhood is quarantined.

At night strange figures appear on the street with their faces covered by bandannas or gas masks, breaking into vehicles and attacking any pedestrians they find with a spray that acts like tear gas. The government denies that they are involved in these attacks, and expresses doubts in the media that the attacks are really happening.

Each day each PCs must make an event check to avoid infection. On the first Event Check, any character who employs anything the players discussed regarding the "Chain of Infection," give the character a +2 on rolls all for the check. On following casualty checks give the character a +2 if they improve their process for avoiding infection above what they did last time for their check. If at anytime the characters openly disregards the Chain of Infection model when doing their daily casualty check, then that character has a -2 to their rolls for that casualty check.

Event (DC 8): Avoid the infectious pathogen.

Expertise: any science or medical related expertise

Success: no casualty check.

Failure: +1 casualty check vs. Strength.

Eco-Terror

Each PC may make an attempt to find more information once a day. The DC is 13. For each success, the PCs discover the following clues in the following order:

  1. This mystery disease has hit law enforcement the hardest.

  2. Authorities believe it is contamination of the water supply, but no one can find any pathogens in water supply samples.

  3. The sick seem to be infected by a bacteria that causes dysentery.

  4. 24 hours later, anyone attacked by the strange figures has diarrhea.

  5. "Nikky Cypher Fan Club" is a group of radicals with the political agenda of reducing the human population in order to save the environment.

  6. There is a very active branch of the Nikky Cypher Fan Club in your neighborhood.

Once the PCs have discovered all 6 clues, if the PCs do not confront the Nikky Cypher Fan Club terrorists at their club location, then the terrorists come and attack the PCs for "asking too many questions." When the PCs fight the terrorists, there is one less terrorist than there are PCs.

Human, Terrorist

An extremist armed with poison gas and protective gear.

Agi Per Str Crd Tgh Pwr
12 11 12 2 21 2d6+2

abilities

chaotic (persona; not lawful): Comfortable breaking the law.

infected pepper spray 3 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

infected tear gas grenade 3 (1 use/rank; 3 targets or far area; ranged vs Str; -½ Pwr; hit: stunned 1 turn): Choose a point you can attack at least 5 meters away from you. This attack targets every character within 5 meters of that point.

wrathful (persona; not patient): You are quick to retaliate.

CP Value 96