Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
year_zero_engine_1.0 [2023/04/07 19:30] – robert | year_zero_engine_1.0 [2023/06/29 17:32] (current) – [VEHICLE ATTRIBUTES] robert | ||
---|---|---|---|
Line 58: | Line 58: | ||
story ends. | story ends. | ||
- | <box> | + | < |
- | **ABBREVIATIONS | + | |
PC = Player Character \\ | PC = Player Character \\ | ||
NPC = Non-Player Character \\ | NPC = Non-Player Character \\ | ||
GM = Gamemaster \\ | GM = Gamemaster \\ | ||
YZE = Year Zero Engine \\ | YZE = Year Zero Engine \\ | ||
- | SRD = Standard Reference Document | + | SRD = Standard Reference Document |
</ | </ | ||
- | <box> | + | < |
- | **YOU AND OTHERS | + | |
Most of the rules in this document are written in the second person – i.e., speaking to “you.” Rules that apply to you also apply | Most of the rules in this document are written in the second person – i.e., speaking to “you.” Rules that apply to you also apply | ||
to others in the game, both PCs and NPCs, unless explicitly stated | to others in the game, both PCs and NPCs, unless explicitly stated | ||
- | otherwise.** | + | otherwise. |
</ | </ | ||
Line 83: | Line 81: | ||
==== ACCESSIBLE ==== | ==== ACCESSIBLE ==== | ||
+ | |||
The basics of the Year Zero Engine are very easy to learn. It is | The basics of the Year Zero Engine are very easy to learn. It is | ||
easy to teach to new players, making the barrier to play very | easy to teach to new players, making the barrier to play very | ||
Line 90: | Line 89: | ||
==== FAST AND DECISIVE ==== | ==== FAST AND DECISIVE ==== | ||
+ | |||
The Year Zero Engine is fast, quickly producing meaningful | The Year Zero Engine is fast, quickly producing meaningful | ||
results by removing any dice rolling, bookkeeping and calculations that don’t move the action forward. Year Zero Engine | results by removing any dice rolling, bookkeeping and calculations that don’t move the action forward. Year Zero Engine | ||
Line 97: | Line 97: | ||
==== RISKS & REWARDS ==== | ==== RISKS & REWARDS ==== | ||
+ | |||
In the Year Zero Engine, you can increase your chances significantly by pushing your roll – i.e. re-rolling the dice – but pushing always comes with a cost. This dynamic constantly pushes | In the Year Zero Engine, you can increase your chances significantly by pushing your roll – i.e. re-rolling the dice – but pushing always comes with a cost. This dynamic constantly pushes | ||
you to weigh risks and rewards, and makes the Year Zero | you to weigh risks and rewards, and makes the Year Zero | ||
Engine particularly suited for harsh, survival-focused games. | Engine particularly suited for harsh, survival-focused games. | ||
- | <box> | + | < |
- | **THESE SIDEBARS | + | |
Sidebars such as this one are interspersed throughout this rules | Sidebars such as this one are interspersed throughout this rules | ||
text. They typically contain rules variants, comments and advice | text. They typically contain rules variants, comments and advice | ||
- | on how to play.** | + | on how to play. |
</ | </ | ||
Line 147: | Line 147: | ||
==== CHARACTER SHEETS ==== | ==== CHARACTER SHEETS ==== | ||
+ | |||
To document your character, you use a character sheet. This | To document your character, you use a character sheet. This | ||
document does not include a character sheet, as any YZE | document does not include a character sheet, as any YZE | ||
Line 154: | Line 155: | ||
==== DICE ==== | ==== DICE ==== | ||
+ | |||
As a character in a Year Zero Engine game, you will have to | As a character in a Year Zero Engine game, you will have to | ||
take risks. Sooner or later, you will end up in situations where | take risks. Sooner or later, you will end up in situations where | ||
Line 162: | Line 164: | ||
require dice in different colors. | require dice in different colors. | ||
- | <box> | + | < |
- | **ROLLING DICE \\ | + | |
The rules will sometimes ask you to roll D3, 2D6, D66, and | The rules will sometimes ask you to roll D3, 2D6, D66, and | ||
D100. D3 means you roll a D6 and divide the result by two, | D100. D3 means you roll a D6 and divide the result by two, | ||
Line 174: | Line 175: | ||
by rolling three six-sided dice. The first die then counts as the | by rolling three six-sided dice. The first die then counts as the | ||
hundreds digit, the second as the tens digit and the third as the | hundreds digit, the second as the tens digit and the third as the | ||
- | ones digit.** | + | ones digit. |
</ | </ | ||
Line 185: | Line 186: | ||
==== MEASURING TIME ==== | ==== MEASURING TIME ==== | ||
+ | |||
Three units are used to measure time in YZE games, depending on the situation at hand. See the adjacent table. The exact | Three units are used to measure time in YZE games, depending on the situation at hand. See the adjacent table. The exact | ||
duration of a round, stretch and shift can vary depending on | duration of a round, stretch and shift can vary depending on | ||
Line 234: | Line 236: | ||
and game setting. | and game setting. | ||
- | <box> | + | < |
- | **SEVEN STEPS OF CREATION | + | |
How you create your player character is explained in detail in | How you create your player character is explained in detail in | ||
this chapter. The summary below is a helpful overview. Grab a | this chapter. The summary below is a helpful overview. Grab a | ||
Line 245: | Line 246: | ||
5. Determine your personality traits. \\ | 5. Determine your personality traits. \\ | ||
6. Pick your gear. \\ | 6. Pick your gear. \\ | ||
- | 7. Choose a name. ** | + | 7. Choose a name. |
</ | </ | ||
Line 271: | Line 272: | ||
when you roll dice to perform actions in the game, and also | when you roll dice to perform actions in the game, and also | ||
determine how much damage and stress can withstand before | determine how much damage and stress can withstand before | ||
- | you become broken. Read more about this in Chapter 4. \\ | + | you become broken. Read more about this in Chapter 4. |
- | **✦ STRENGTH**: Raw muscle power and brawn \\ | + | |
- | **✦ AGILITY**: Body control, speed, and motor skills | + | **✦ STRENGTH**: Raw muscle power and brawn |
- | **✦ WITS**: Sensory perception, intelligence, | + | |
+ | **✦ AGILITY**: Body control, speed, and motor skills | ||
+ | |||
+ | **✦ WITS**: Sensory perception, intelligence, | ||
**✦ EMPATHY**: Personal charisma and ability to manipulate | **✦ EMPATHY**: Personal charisma and ability to manipulate | ||
others | others | ||
Line 331: | Line 336: | ||
**✦ HEALTH**: Your starting Health equals the average of your | **✦ HEALTH**: Your starting Health equals the average of your | ||
Strength and Agility scores, rounding fractions up, plus | Strength and Agility scores, rounding fractions up, plus | ||
- | one. \\ | + | one. |
**✦ RESOLVE**: Your starting Resolve equals the average of your | **✦ RESOLVE**: Your starting Resolve equals the average of your | ||
Wits and Empathy scores, rounding up, plus one. | Wits and Empathy scores, rounding up, plus one. | ||
Line 339: | Line 345: | ||
**✦ HEALTH**: Your starting Health equals the sum of the die | **✦ HEALTH**: Your starting Health equals the sum of the die | ||
size for your Strength and Agility scores divided by 4, | size for your Strength and Agility scores divided by 4, | ||
- | rounding fractions up. \\ | + | rounding fractions up. |
**✦ RESOLVE**: Your starting Resolve equals the sum of the | **✦ RESOLVE**: Your starting Resolve equals the sum of the | ||
die size for your Wits and Empathy scores divided by 4, | die size for your Wits and Empathy scores divided by 4, | ||
Line 349: | Line 356: | ||
the Year Zero Engine, which don’t require Health or Resolve | the Year Zero Engine, which don’t require Health or Resolve | ||
scores at all. Two variants are described below: | scores at all. Two variants are described below: | ||
- | **✦ JUST HEALTH**: Some YZE games have only a Health rating, not Resolve. | + | |
+ | **✦ JUST HEALTH**: Some YZE games have only a Health rating, not Resolve. | ||
**✦ ATTRIBUTE DAMAGE**: You suffer damage directly on your | **✦ ATTRIBUTE DAMAGE**: You suffer damage directly on your | ||
attributes, reducing your effectiveness. You are broken if | attributes, reducing your effectiveness. You are broken if | ||
- | any attribute is reduced to zero. \\ | + | any attribute is reduced to zero. |
**✦ CONDITIONS**: | **✦ CONDITIONS**: | ||
(page 21) and you are broken when you have suffered a | (page 21) and you are broken when you have suffered a | ||
Line 496: | Line 506: | ||
even more gear. | even more gear. | ||
- | <box> | + | < |
- | **ENCUMBRANCE | + | |
The YZE encumbrance rules can be modified according to the | The YZE encumbrance rules can be modified according to the | ||
type of game. Two options follow below. | type of game. Two options follow below. | ||
Line 508: | Line 517: | ||
record-keeping. | record-keeping. | ||
- | NO ENCUMBRANCE: | + | **NO ENCUMBRANCE**: If your YZE game is not focused on gear, you |
- | can do away with encumbrance rules ** | + | can do away with encumbrance rules |
</ | </ | ||
Line 544: | Line 553: | ||
session. Talk it through and let the whole group discuss what | session. Talk it through and let the whole group discuss what | ||
has happened. For each of the below questions that you can | has happened. For each of the below questions that you can | ||
- | reply “yes” to, you get one XP: \\ | + | reply “yes” to, you get one XP: |
- | ✦ Did you participate in the game session? | + | |
- | ✦ Did you explore a new location? | + | ✦ Did you participate in the game session? |
- | ✦ Did you defeat one or more dangerous adversaries? | + | |
- | ✦ Did you overcome an obstacle without using force? | + | ✦ Did you explore a new location? |
+ | |||
+ | ✦ Did you defeat one or more dangerous adversaries? | ||
+ | |||
+ | ✦ Did you overcome an obstacle without using force? | ||
✦ Did you act according to your weakness / dark secret / big | ✦ Did you act according to your weakness / dark secret / big | ||
- | dream / relationships (page 6)? \\ | + | dream / relationships (page 6)? |
- | ✦ Did you perform another extraordinary action of some kind? \\ | + | |
+ | ✦ Did you perform another extraordinary action of some kind? | ||
✦ Specific games can award XP for other actions as well. | ✦ Specific games can award XP for other actions as well. | ||
Line 616: | Line 632: | ||
to break out the dice and use one of your skills. | to break out the dice and use one of your skills. | ||
- | <box> | + | < |
- | ** THE 12 CORE SKILLS | + | |
✦ Force (Strength) \\ | ✦ Force (Strength) \\ | ||
✦ Melee (Strength) \\ | ✦ Melee (Strength) \\ | ||
Line 629: | Line 644: | ||
✦ Healing (Empathy) \\ | ✦ Healing (Empathy) \\ | ||
✦ Insight (Empathy) \\ | ✦ Insight (Empathy) \\ | ||
- | ✦ Persuasion (Empathy) | + | ✦ Persuasion (Empathy) |
</ | </ | ||
Line 688: | Line 703: | ||
situation and the skill used. In combat, extra successes can | situation and the skill used. In combat, extra successes can | ||
increase the damage done. For other skills, you can suggest a | increase the damage done. For other skills, you can suggest a | ||
- | bonus effect yourself. The GM has final say. Some suggestions: | + | bonus effect yourself. The GM has final say. Some suggestions: |
- | ✦ You act quickly. | + | |
- | ✦ You act quietly. | + | ✦ You act quickly. |
- | ✦ You help another character. | + | |
- | ✦ You impress someone. | + | ✦ You act quietly. |
- | ✦ You discover something unexpected. | + | |
+ | ✦ You help another character. | ||
+ | |||
+ | ✦ You impress someone. | ||
+ | |||
+ | ✦ You discover something unexpected. | ||
**MORE SUCCESSES**: | **MORE SUCCESSES**: | ||
Line 716: | Line 736: | ||
you can push the roll. | you can push the roll. | ||
- | <box> | + | < |
- | **CUSTOM DICE \\ | + | |
Several YZE games have sets of custom dice available. These often have special symbols on the 1 and 6 sides, to make it easier | Several YZE games have sets of custom dice available. These often have special symbols on the 1 and 6 sides, to make it easier | ||
- | to identify successes and banes. | + | to identify successes and banes. |
</ | </ | ||
Line 840: | Line 859: | ||
your second try, you are stuck dealing with the consequences. | your second try, you are stuck dealing with the consequences. | ||
- | <box> | + | < |
- | **WHAT PUSHING MEANS \\ | + | |
How a pushed roll plays out in story terms depends on what skill | How a pushed roll plays out in story terms depends on what skill | ||
you are using. It can take the form of a great physical exertion, | you are using. It can take the form of a great physical exertion, | ||
- | total mental focus, or emotional strain.** | + | total mental focus, or emotional strain. |
</ | </ | ||
Line 990: | Line 1008: | ||
cases, ties have specific effects. If a tie needs to be broken, reroll the opposed roll to determine the outcome. | cases, ties have specific effects. If a tie needs to be broken, reroll the opposed roll to determine the outcome. | ||
- | <box> | + | < |
- | **NPCS AND SKILLS | + | |
Non-Player Characters use skills in the same way as player | Non-Player Characters use skills in the same way as player | ||
characters. The GM rolls dice for them, and they can push their | characters. The GM rolls dice for them, and they can push their | ||
Line 998: | Line 1015: | ||
player character or is attempting to save them. When an NPC | player character or is attempting to save them. When an NPC | ||
performs an action that does not directly affect a PC, the GM can | performs an action that does not directly affect a PC, the GM can | ||
- | simply decide what happens, without rolling dice. ** | + | simply decide what happens, without rolling dice. |
</ | </ | ||
Line 1177: | Line 1194: | ||
group, you usually address the group’s leader or spokesperson. | group, you usually address the group’s leader or spokesperson. | ||
- | <box> | + | < |
- | **NEGOTIATING POSITION | + | |
Your chances of Persuading someone are affected by your | Your chances of Persuading someone are affected by your | ||
negotiating position. Each of the following factors gives you +1 | negotiating position. Each of the following factors gives you +1 | ||
Line 1192: | Line 1208: | ||
✦ Your opponent has nothing to gain by helping you. \\ | ✦ Your opponent has nothing to gain by helping you. \\ | ||
✦ You are held captive by your opponent. \\ | ✦ You are held captive by your opponent. \\ | ||
- | ✦ You are having trouble hearing or understanding each other. | + | ✦ You are having trouble hearing or understanding each other. |
</ | </ | ||
Line 1210: | Line 1226: | ||
should be considered examples only. | should be considered examples only. | ||
- | <box> | + | < |
- | **TIERED SPECIALTIES | + | |
In most YZE games, specialties are not rated – you either have | In most YZE games, specialties are not rated – you either have | ||
them or you don’t. Some games, however, have specialties tiered | them or you don’t. Some games, however, have specialties tiered | ||
in ranks – usually three. Each rank gives you additional bonuses | in ranks – usually three. Each rank gives you additional bonuses | ||
or effects. Tiered specialties give the game more complexity and | or effects. Tiered specialties give the game more complexity and | ||
- | “crunch.” Low-crunch games don’t even need specialties at all. ** | + | “crunch.” Low-crunch games don’t even need specialties at all. |
</ | </ | ||
Line 1260: | Line 1275: | ||
==== HARD HITTER ==== | ==== HARD HITTER ==== | ||
+ | |||
You get a +1 modification to Melee Combat if you sacrifice | You get a +1 modification to Melee Combat if you sacrifice | ||
your fast action in the round. | your fast action in the round. | ||
Line 1302: | Line 1318: | ||
final say. | final say. | ||
- | <box> | + | < |
- | **WILLPOWER | + | |
Some Year Zero Engine games include specialties that require | Some Year Zero Engine games include specialties that require | ||
Willpower Points to use (page 30). Such specialties are typically reserved for specific archetypes or character classes. | Willpower Points to use (page 30). Such specialties are typically reserved for specific archetypes or character classes. | ||
- | ** | ||
</ | </ | ||
Line 1354: | Line 1368: | ||
can be a specialist at fighting unarmed. | can be a specialist at fighting unarmed. | ||
- | <box> | + | < |
- | ** MAGIC SPECIALTIES | + | In YZE games that include magic, each discipline of magic is typically a specialty of its own. Such specialties of magic are usually tiered (page 13) and use Willpower Points (page 30). |
- | In YZE games that include magic, each discipline of magic is typically a specialty of its own. Such specialties of magic are usually tiered (page 13) and use Willpower Points (page 30). ** | + | |
</ | </ | ||
Line 1378: | Line 1391: | ||
GM can make a quick sketch of the area or simply describe it. | GM can make a quick sketch of the area or simply describe it. | ||
- | <box> | + | < |
- | **PLAYING WITHOUT MAPS \\ | + | |
Although maps can be useful, you can always choose not to use | Although maps can be useful, you can always choose not to use | ||
them and let certain conflicts play out only in the “theater of the | them and let certain conflicts play out only in the “theater of the | ||
mind.” This can be a good solution in close quarters conflicts | mind.” This can be a good solution in close quarters conflicts | ||
- | between a small number of combatants.** | + | between a small number of combatants. |
</ | </ | ||
Line 1476: | Line 1488: | ||
following Round. | following Round. | ||
- | <box>** | + | < |
- | HIDDEN INITIATIVE | + | |
As an alternative rule to create more uncertainty, | As an alternative rule to create more uncertainty, | ||
initiative cards secret. The GM then calls out initiative numbers, | initiative cards secret. The GM then calls out initiative numbers, | ||
starting at #1, and each combatant shows their card and performs their actions once their number comes up. In this variant, | starting at #1, and each combatant shows their card and performs their actions once their number comes up. In this variant, | ||
the initiative must be drawn again at the start of each round. | the initiative must be drawn again at the start of each round. | ||
- | **</ | + | </ |
==== YOUR TURN ==== | ==== YOUR TURN ==== | ||
Line 1502: | Line 1513: | ||
group is up to the GM. | group is up to the GM. | ||
- | <box>** | + | < |
- | MARK YOUR ACTIONS | + | |
Because helping and reactive actions occur out of turn, it can be | Because helping and reactive actions occur out of turn, it can be | ||
hard to keep track of how many actions the combatants have | hard to keep track of how many actions the combatants have | ||
Line 1511: | Line 1521: | ||
around 180 degrees once both actions in the turn are used up. | around 180 degrees once both actions in the turn are used up. | ||
All actions are refreshed at the start of each round. | All actions are refreshed at the start of each round. | ||
- | **</ | + | </ |
===== SLOW & FAST ACTIONS ===== | ===== SLOW & FAST ACTIONS ===== | ||
Line 1537: | Line 1547: | ||
i.e. it breaks the initiative order in the round. | i.e. it breaks the initiative order in the round. | ||
- | SLOW ACTIONS | + | **SLOW ACTIONS** |
^ ACTION ^ PREREQUISITE ^ SKILL ^ | ^ ACTION ^ PREREQUISITE ^ SKILL ^ | ||
| Crawl | You are prone | — | | | Crawl | You are prone | — | | ||
Line 1546: | Line 1556: | ||
| Persuade | Your opponent can hear you | Persuasion | | | Persuade | Your opponent can hear you | Persuasion | | ||
- | FAST ACTIONS | + | **FAST ACTIONS** |
^ FAST ACTION ^ PREREQUISITE ^ SKILL ^ | ^ FAST ACTION ^ PREREQUISITE ^ SKILL ^ | ||
| Run | No Engaged enemy | Mobility (in cluttered zone) | | | Run | No Engaged enemy | Mobility (in cluttered zone) | | ||
Line 1764: | Line 1774: | ||
page 19). Simple single-shot weapons need to be reloaded | page 19). Simple single-shot weapons need to be reloaded | ||
after each shot. Reloading a firearm is a slow action. | after each shot. Reloading a firearm is a slow action. | ||
- | |||
==== BOWS & SLINGSHOTS ==== | ==== BOWS & SLINGSHOTS ==== | ||
Line 1790: | Line 1799: | ||
must make a supply roll (page 7) for ammunition. | must make a supply roll (page 7) for ammunition. | ||
- | <box>** | + | < |
- | AMMO DICE \\ | + | |
If you want more detail and complexity for managing firearms, | If you want more detail and complexity for managing firearms, | ||
you can use the ammo dice system. Ammo dice are always D6s, | you can use the ammo dice system. Ammo dice are always D6s, | ||
Line 1816: | Line 1824: | ||
ammo dice is equal to or more than the number of rounds you | ammo dice is equal to or more than the number of rounds you | ||
have left in the magazine, your magazine is completely emptied. | have left in the magazine, your magazine is completely emptied. | ||
- | **</ | + | </ |
==== OVERWATCH ==== | ==== OVERWATCH ==== | ||
Line 1874: | Line 1882: | ||
counts as in the inventory list. | counts as in the inventory list. | ||
- | <box>** | + | < |
- | OTHER RATINGS | + | |
In some YZE games, weapons have additional ratings. Examples | In some YZE games, weapons have additional ratings. Examples | ||
are listed below: \\ | are listed below: \\ | ||
Line 1886: | Line 1893: | ||
✦ RATE OF FIRE: This rating is used for the ammo dice rules for | ✦ RATE OF FIRE: This rating is used for the ammo dice rules for | ||
firearms (page 19). | firearms (page 19). | ||
- | **</ | + | </ |
**WEAPONS** | **WEAPONS** | ||
Line 1909: | Line 1916: | ||
Resolve scores, directly reduce your attributes, or give you | Resolve scores, directly reduce your attributes, or give you | ||
conditions (page 21). | conditions (page 21). | ||
- | |||
==== SUFFERING DAMAGE & STRESS ==== | ==== SUFFERING DAMAGE & STRESS ==== | ||
Line 1929: | Line 1935: | ||
of suffering even more stress if you get any on the re-roll. | of suffering even more stress if you get any on the re-roll. | ||
- | <box>** | + | < |
- | ATTRIBUTE DAMAGE | + | |
In some YZE games, damage is inflicted directly on your core attributes. When pushing a roll, you suffer damage to the attribute | In some YZE games, damage is inflicted directly on your core attributes. When pushing a roll, you suffer damage to the attribute | ||
rolled for. Only base dice from the attribute count, not from skills. | rolled for. Only base dice from the attribute count, not from skills. | ||
Line 1939: | Line 1944: | ||
Games with attribute damage don’t use the term “stress” – | Games with attribute damage don’t use the term “stress” – | ||
instead, stressful situations inflict damage to your Wits. | instead, stressful situations inflict damage to your Wits. | ||
- | **</ | + | </ |
**STRESSFUL SITUATIONS** | **STRESSFUL SITUATIONS** | ||
Line 2062: | Line 2067: | ||
heal damage and stress at the same time. | heal damage and stress at the same time. | ||
- | <box>** | + | < |
- | BROKEN NPCS \\ | + | |
NPCs can be broken in the same ways as PCs. An NPC can | NPCs can be broken in the same ways as PCs. An NPC can | ||
use Healing on a PC and vice versa. However, dice are usually | use Healing on a PC and vice versa. However, dice are usually | ||
Line 2069: | Line 2073: | ||
decides what happens. The GM can also decide that a minor NPC | decides what happens. The GM can also decide that a minor NPC | ||
who is broken by damage simply dies. | who is broken by damage simply dies. | ||
- | **</ | + | </ |
===== CRITICAL INJURIES ===== | ===== CRITICAL INJURIES ===== | ||
Line 2089: | Line 2093: | ||
you rolls two or more successes. | you rolls two or more successes. | ||
- | <box>** | + | < |
- | PUSHED DAMAGE | + | |
There is one case where you don’t risk any critical injury when | There is one case where you don’t risk any critical injury when | ||
broken: when you push a roll so hard that you break yourself. | broken: when you push a roll so hard that you break yourself. | ||
This is very rare, but it can happen. This means you can never | This is very rare, but it can happen. This means you can never | ||
kill yourself by pushing a roll. | kill yourself by pushing a roll. | ||
- | **</ | + | </ |
==== ROLLING FOR THE CRIT ==== | ==== ROLLING FOR THE CRIT ==== | ||
Line 2152: | Line 2155: | ||
suffer the effects of a critical injury. | suffer the effects of a critical injury. | ||
- | <box>** | + | < |
- | OTHER TYPES OF DAMAGE | + | |
For some special types of physical damage – for example from | For some special types of physical damage – for example from | ||
fire, cold, starvation, etc. – the critical damage table is not used. | fire, cold, starvation, etc. – the critical damage table is not used. | ||
Instead, the effects of being broken by these forms of damage | Instead, the effects of being broken by these forms of damage | ||
are described in the relevant rules section below. | are described in the relevant rules section below. | ||
- | **</ | + | </ |
**CRITICAL INJURIES – PHYSICAL** | **CRITICAL INJURIES – PHYSICAL** | ||
Line 2207: | Line 2209: | ||
| 32–35 | Nightmares | Make an Insight roll every shift spent sleeping. Failure means that the sleep doesn’t count. | D6 | | | 32–35 | Nightmares | Make an Insight roll every shift spent sleeping. Failure means that the sleep doesn’t count. | D6 | | ||
| 36–41 | Nocturnal | You can only sleep during the light part of the day. | 2D6 | | | 36–41 | Nocturnal | You can only sleep during the light part of the day. | 2D6 | | ||
- | | 42–43 | Phobic | You are terrified by something related to what broke you. The GM decides what it is. You | + | | 42–43 | Phobic | You are terrified by something related to what broke you. The GM decides what it is. You suffer one point of stress / damage to Wits each round within Short range of the object of your phobia. | 2D6 | |
- | suffer one point of stress / damage to Wits each round within Short range of the object of your phobia. | 2D6 | | + | |
| 44–45 | Alcoholic | You must drink alcohol every day, or suffer one point of stress / damage to Agility. | 3D6 | | | 44–45 | Alcoholic | You must drink alcohol every day, or suffer one point of stress / damage to Agility. | 3D6 | | ||
- | | 46–51 | Claustrophobic | Every stretch in a confined environment, | + | | 46–51 | Claustrophobic | Every stretch in a confined environment, |
- | 2D6 | | + | |
| 52 | Mythomaniac | You cannot stop yourself from lying about everything. The effect needs to be roleplayed. | 2D6 | | | 52 | Mythomaniac | You cannot stop yourself from lying about everything. The effect needs to be roleplayed. | 2D6 | | ||
| 53–54 | Paranoia | You are certain that someone is out to get you. The effect needs to be roleplayed. | 2D6 | | | 53–54 | Paranoia | You are certain that someone is out to get you. The effect needs to be roleplayed. | 2D6 | | ||
- | | 55 | Delusion | You are totally convinced of something that is totally untrue, for example that a certain color or | + | | 55 | Delusion | You are totally convinced of something that is totally untrue, for example that a certain color or item doesn’t exist. | 3D6 | |
- | item doesn’t exist. | 3D6 | | + | |
| 56 | Hallucinations | Make an Insight roll every shift. If you fail, you suffer a powerful hallucination. The GM determines the details. | 3D6 | | | 56 | Hallucinations | Make an Insight roll every shift. If you fail, you suffer a powerful hallucination. The GM determines the details. | 3D6 | | ||
| 61–62 | Altered personality | Your personality is altered in a fundamental way. Determine how together with the GM. The effect should be roleplayed. | Permanent | | | 61–62 | Altered personality | Your personality is altered in a fundamental way. Determine how together with the GM. The effect should be roleplayed. | Permanent | | ||
Line 2279: | Line 2278: | ||
| 6 | C | 2 | | | 6 | C | 2 | | ||
| 3 | D | 1 | | | 3 | D | 1 | | ||
- | |||
==== FALLING ==== | ==== FALLING ==== | ||
Line 2417: | Line 2415: | ||
==== VEHICLE ATTRIBUTES ==== | ==== VEHICLE ATTRIBUTES ==== | ||
- | **PASSENGERS**: | + | **PASSENGERS**: |
- | cle, in addition to the driver. | + | |
**MANEUVERABILITY**: | **MANEUVERABILITY**: | ||
Line 2424: | Line 2421: | ||
and heavy ones. | and heavy ones. | ||
- | **HULL**: How much damage the vehicle can take before | + | **HULL**: How much damage the vehicle can take before |
- | ing wrecked. | + | |
**ARMOR**: The armor rating of the vehicle. | **ARMOR**: The armor rating of the vehicle. | ||
Line 2487: | Line 2483: | ||
==== REPAIRS ==== | ==== REPAIRS ==== | ||
+ | |||
Repairing damage to a vehicle requires one or several Crafting | Repairing damage to a vehicle requires one or several Crafting | ||
rolls. One roll can be made per shift. Only one person can roll | rolls. One roll can be made per shift. Only one person can roll | ||
Line 2508: | Line 2505: | ||
| 8 | 44–46 | — | Fuel Fire | The vehicle catches fire. The vehicle and everyone inside is exposed to intensity 6 (C) fire. | | | 8 | 44–46 | — | Fuel Fire | The vehicle catches fire. The vehicle and everyone inside is exposed to intensity 6 (C) fire. | | ||
| 9 | 51–53 | — | Weapon Disabled | A random weapon mounted on the vehicle is disabled. Re-roll if no weapons are present. | | | 9 | 51–53 | — | Weapon Disabled | A random weapon mounted on the vehicle is disabled. Re-roll if no weapons are present. | | ||
- | | 10 | 54–56 | — | Massive Crash | The vehicle careens out of control and crashes violently. It is automatically wrecked, and each passenger suffers D6 points of falling damage plus one for each zone of altitude, mitigated by | + | | 10 | 54–56 | — | Massive Crash | The vehicle careens out of control and crashes violently. It is automatically wrecked, and each passenger suffers D6 points of falling damage plus one for each zone of altitude, mitigated by the vehicle’s armor. | |
- | the vehicle’s armor. | | + | |
| 11 | 61–63 | — | Engine Disabled | The engine is disabled, and the vehicle can’t continue. An aerial vehicle can make a controlled landing, losing one zone of altitude per round. | | | 11 | 61–63 | — | Engine Disabled | The engine is disabled, and the vehicle can’t continue. An aerial vehicle can make a controlled landing, losing one zone of altitude per round. | | ||
| 12 | 64–66 | — | Explosion | The vehicle explodes in a ball of flame. Everyone inside is exposed to a blast power 9 (B) explosion, and the vehicle is destroyed beyond repair. | | | 12 | 64–66 | — | Explosion | The vehicle explodes in a ball of flame. Everyone inside is exposed to a blast power 9 (B) explosion, and the vehicle is destroyed beyond repair. | | ||
Line 2531: | Line 2527: | ||
==== RESOLUTION ==== | ==== RESOLUTION ==== | ||
+ | |||
Chases are played out in rounds like combat, but no initiative | Chases are played out in rounds like combat, but no initiative | ||
is drawn and normal actions are not performed. Instead, each | is drawn and normal actions are not performed. Instead, each | ||
Line 2548: | Line 2545: | ||
simply does nothing in the round. | simply does nothing in the round. | ||
- | <box>** | + | < |
- | RUNNERS vs VEHICLES | + | |
If one participant in a chase is running while the other is in a vehicle, the chase rules work normally – just use the applicable skill for | If one participant in a chase is running while the other is in a vehicle, the chase rules work normally – just use the applicable skill for | ||
each participant. In a bustling street environment, | each participant. In a bustling street environment, | ||
Line 2556: | Line 2552: | ||
comes into play, the participant in a vehicle gets a +2 modifier to all | comes into play, the participant in a vehicle gets a +2 modifier to all | ||
Pursue/Flee rolls in a chase against an opponent on foot. | Pursue/Flee rolls in a chase against an opponent on foot. | ||
- | **</ | + | </ |
==== CHASE MANEUVERS ==== | ==== CHASE MANEUVERS ==== | ||
+ | |||
In each round of a chase, each participant can perform one maneuver, all described below. The maneuvers are chosen secretly | In each round of a chase, each participant can perform one maneuver, all described below. The maneuvers are chosen secretly | ||
– either using cards or by just writing them on a piece of paper. | – either using cards or by just writing them on a piece of paper. | ||
Line 2608: | Line 2605: | ||
distance was already Extreme, the chase is over. | distance was already Extreme, the chase is over. | ||
- | + | **STAND AND SHOOT**: You take a breath to aim your weapon | |
- | STAND AND SHOOT: You take a breath to aim your weapon | + | |
and fire. This is conducted as a normal ranged weapon attack. | and fire. This is conducted as a normal ranged weapon attack. | ||
Line 2615: | Line 2611: | ||
participant during the Round. The GM has final say. | participant during the Round. The GM has final say. | ||
- | <box>** | + | < |
- | MULTIPLE PARTICIPANTS | + | |
If there are more than two participants in a chase, there are | If there are more than two participants in a chase, there are | ||
two ways to resolve it. The simplest way is to divide the participants into two sides. Only the slowest person/ | two ways to resolve it. The simplest way is to divide the participants into two sides. Only the slowest person/ | ||
Line 2634: | Line 2629: | ||
to all participants in front of you, and as prey in relation to all | to all participants in front of you, and as prey in relation to all | ||
participants behind you. | participants behind you. | ||
- | **</ | + | </ |
==== CHASE OBSTACLES ==== | ==== CHASE OBSTACLES ==== | ||
Line 2650: | Line 2645: | ||
as needed. | as needed. | ||
- | <box>** | + | < |
- | FIRING FROM VEHICLES | + | |
Passengers can make ranged attacks from a vehicle in a | Passengers can make ranged attacks from a vehicle in a | ||
chase, and these attacks are performed immediately after the | chase, and these attacks are performed immediately after the | ||
Line 2664: | Line 2658: | ||
targeting systems with their own Marksmanship skill and can fire | targeting systems with their own Marksmanship skill and can fire | ||
at the driver’s command (no action), eliminating the need for a | at the driver’s command (no action), eliminating the need for a | ||
- | gunner. | + | gunner. </ |
- | **</ | + | |
- | **FOOT CHASE OBSTACLES | + | **FOOT CHASE OBSTACLES** |
^ D10 ^ OBSTACLE ^ | ^ D10 ^ OBSTACLE ^ | ||
| 1 | DEAD END: If the prey has chosen to Pursue/ | | 1 | DEAD END: If the prey has chosen to Pursue/ | ||
Line 2674: | Line 2667: | ||
| 4 | CROWD: The crowds of people making their way along the street provide cover for the prey. A Hide maneuver gets a +2 modifier, and even if the prey doesn’t Hide, the pursuer must roll Observation (no action). If it fails, their maneuver for the round fails automatically. Any failed Stand and Shoot maneuver means a bystander is hit. | | | 4 | CROWD: The crowds of people making their way along the street provide cover for the prey. A Hide maneuver gets a +2 modifier, and even if the prey doesn’t Hide, the pursuer must roll Observation (no action). If it fails, their maneuver for the round fails automatically. Any failed Stand and Shoot maneuver means a bystander is hit. | | ||
| 5 | MONKS: A throng of robed, chanting monks blocks the road. The prey must roll Persuasion (no action) to convince them to move. Success gives a +2 modifier to any Hide maneuver. A failed roll means that the prey’s maneuver fails automatically. | | | 5 | MONKS: A throng of robed, chanting monks blocks the road. The prey must roll Persuasion (no action) to convince them to move. Success gives a +2 modifier to any Hide maneuver. A failed roll means that the prey’s maneuver fails automatically. | | ||
- | | 6 | GUARDS/ | + | | 6 | GUARDS/ |
- | | | + | |
| 7 | OLD MAN: An old man grabs at the pursuer and starts chattering away, clearly after money. The pursuer must give the man some money or push him away with Force. If it fails, their maneuver for the round fails automatically. | | | 7 | OLD MAN: An old man grabs at the pursuer and starts chattering away, clearly after money. The pursuer must give the man some money or push him away with Force. If it fails, their maneuver for the round fails automatically. | | ||
| 8 | GARBAGE: There is garbage and debris all over the street, making the ground slippery. Any Pursue/Flee maneuvers get a −2 modifier this round, while Block gets +2. | | | 8 | GARBAGE: There is garbage and debris all over the street, making the ground slippery. Any Pursue/Flee maneuvers get a −2 modifier this round, while Block gets +2. | | ||
Line 2699: | Line 2691: | ||
work behind the veil of the world, beyond what the common | work behind the veil of the world, beyond what the common | ||
folk understand or dare perceive. | folk understand or dare perceive. | ||
+ | |||
Magic is a wild and unreliable force that can manifest | Magic is a wild and unreliable force that can manifest | ||
itself in many ways. There are no schools of magic, instead | itself in many ways. There are no schools of magic, instead | ||
knowledge is transferred from master to apprentice in a number of broad categories, called disciplines. | knowledge is transferred from master to apprentice in a number of broad categories, called disciplines. | ||
+ | |||
There are seven disciplines in this SRD. Three of these are for | There are seven disciplines in this SRD. Three of these are for | ||
druidic magic – Awareness, Healing, and Shapeshifting – while four | druidic magic – Awareness, Healing, and Shapeshifting – while four | ||
Line 2707: | Line 2701: | ||
that is a prerequisite to be able to cast spells within each discipline. | that is a prerequisite to be able to cast spells within each discipline. | ||
- | LEARNING MAGIC | + | ==== LEARNING MAGIC ==== |
To learn a new discipline, or increase your rank in a discipline | To learn a new discipline, or increase your rank in a discipline | ||
you already know, you should find a master with a higher rank | you already know, you should find a master with a higher rank | ||
Line 2715: | Line 2710: | ||
rank in a magical specialty or learning a new one is tripled. | rank in a magical specialty or learning a new one is tripled. | ||
- | SPELLS | + | ===== SPELLS |
Your attempts to use magic to impose your will on the world | Your attempts to use magic to impose your will on the world | ||
Line 2721: | Line 2716: | ||
this chapter. | this chapter. | ||
- | SPELL RANKS | + | ==== SPELL RANKS ==== |
All spells in this chapter are rated in ranks ranging from 1 to | All spells in this chapter are rated in ranks ranging from 1 to | ||
3. There can be spells of even higher rank. As a magic user, | 3. There can be spells of even higher rank. As a magic user, | ||
you can cast all spells that are at a rank equal to or lower than | you can cast all spells that are at a rank equal to or lower than | ||
your rank in the related magical talent. | your rank in the related magical talent. | ||
+ | |||
+ | **CHANCE CASTING**: If you really want to, you can cast a spell | ||
+ | at one rank above the rank of your magical talent. However, | ||
+ | this comes at a great risk, as you will automatically suffer a | ||
+ | random magic mishap in this case. You can never cast a spell | ||
+ | that is two ranks or more above your talent rank. | ||
+ | |||
+ | ==== CASTING A SPELL ==== | ||
+ | |||
+ | Casting a spell is generally a slow action in combat, but there | ||
+ | are also so-called power words that are fast actions. Another | ||
+ | type of spell are rituals that take a longer time to cast (see the | ||
+ | sidebar on page 31). Whether or not a spell is a power word | ||
+ | or ritual is detailed under each spell. | ||
Casting a spell requires a great deal of mental exertion | Casting a spell requires a great deal of mental exertion | ||
Line 2733: | Line 2743: | ||
to gain WP. The more WP you spend, the more powerful the | to gain WP. The more WP you spend, the more powerful the | ||
effect of the spell is. | effect of the spell is. | ||
- | POWER LEVEL: The number of Willpower Points you spend | ||
+ | **POWER LEVEL**: The number of Willpower Points you spend | ||
when you cast a spell is called its base power level. Dice rolls | when you cast a spell is called its base power level. Dice rolls | ||
and other factors can further modify the power level. | and other factors can further modify the power level. | ||
- | ROLLING DICE: Unlike skills, you can never fail at casting a | + | |
+ | **ROLLING DICE**: Unlike skills, you can never fail at casting a | ||
spell. Instead, you roll a number of base dice (D6s) equal to | spell. Instead, you roll a number of base dice (D6s) equal to | ||
the number of Willpower Points you spend. If you roll one or | the number of Willpower Points you spend. If you roll one or | ||
Line 2743: | Line 2754: | ||
roll one or several banes (ones) you suffer some sort of magic | roll one or several banes (ones) you suffer some sort of magic | ||
mishap. You cannot push this roll. | mishap. You cannot push this roll. | ||
- | OVERCHARGING: | + | |
+ | **OVERCHARGING**: When you cast a spell, every success you | ||
roll increases its power level by one. For example, if you spend | roll increases its power level by one. For example, if you spend | ||
2 WP to cast a spell and roll two successes, its power level is | 2 WP to cast a spell and roll two successes, its power level is | ||
increased to 4. | increased to 4. | ||
- | MAGIC MISHAP: If you roll one or several banes when you | + | |
+ | **MAGIC MISHAP**: If you roll one or several banes when you | ||
cast a spell, you have unleashed powerful forces but are unable to control them and you suffer a magic mishap. Roll D66 | cast a spell, you have unleashed powerful forces but are unable to control them and you suffer a magic mishap. Roll D66 | ||
on the table on the next page. | on the table on the next page. | ||
- | SAFE CASTING: If you cast a spell at a lower rank than your | ||
+ | **SAFE CASTING**: If you cast a spell at a lower rank than your | ||
talent rank for the discipline, you may opt to roll one less die | talent rank for the discipline, you may opt to roll one less die | ||
for every point of difference. This reduces the risk of a magic | for every point of difference. This reduces the risk of a magic | ||
Line 2758: | Line 2771: | ||
works as intended. | works as intended. | ||
- | CHANCE CASTING: If you really want to, you can cast a spell | + | **RANGE**: Every spell has a range, which denotes the maximum |
- | at one rank above the rank of your magical talent. However, | + | distance at which it can be cast. The range Personal |
- | this comes at a great risk, as you will automatically suffer a | + | spell only affects yourself. |
- | random magic mishap in this case. You can never cast a spell | + | |
- | that is two ranks or more above your talent rank. | + | |
- | + | ||
- | RANGE: Every spell has a range, which denotes the maximum | + | |
- | + | ||
- | CASTING A SPELL | + | |
- | + | ||
- | DURATION: Every spell has a duration. Immediate | + | |
- | + | ||
- | Casting a spell is generally a slow action in combat, but there | + | |
- | are also so-called power words that are fast actions. Another | + | |
- | type of spell are rituals that take a longer time to cast (see the | + | |
- | sidebar on page 31). Whether or not a spell is a power word | + | |
- | or ritual is detailed under each spell. | + | |
+ | **DURATION**: | ||
the effect is instantaneous and does not last. | the effect is instantaneous and does not last. | ||
- | distance at which it can be cast. The range Personal means the | + | **WILLPOWER POINTS**: Casting a spell requires at least one |
- | spell only affects yourself. | + | |
- | + | ||
- | WILLPOWER POINTS: Casting a spell requires at least one | + | |
Willpower Point. This applies even if it does not explicitly say | Willpower Point. This applies even if it does not explicitly say | ||
so in the description of the spell. | so in the description of the spell. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | **MAGIC MISHAPS** |
- | + | ^ D12 ^ EFFECT | |
- | Standard Reference Document v1.0 | + | | 1 | The magic makes you unable to sleep for D6 days. | |
- | + | | 2 | Your spell drains your energy, inflicting one point of stress. | |
- | 30 | + | | 3 | Your magic hurts your body and you suffer one point of damage. |
- | + | | 4 | The spell triggers a magical disease with a virulence of 2D6. You and everyone within Engaged range of you for the next shift are exposed to the contagion. | |
- | MAGIC MISHAP S | + | | 5 | The spell also affects a friend or other unintended victim. A healing or helping spell affects an enemy alongside the intended target. |
- | D12 | + | | 6 | Your magic permanently alters your appearance. The GM decides how. | |
- | + | | 7 | The spell blinds you. You act as in total darkness for the next full day. | | |
- | EFFECT | + | | 8 | The spell ravages your mind. Immediately roll for a mental critical injury. | |
- | + | | 9 | The force of the magic breaks bones in your body. Immediately roll for a physical critical injury. | | |
- | 1 | + | | 10 | Your magic attracts a demon from another dimension. The demon appears within the next shift and will create all kinds of trouble. | |
- | + | | 11 | The spell backfires. An offensive spell affects you instead of your intended target. A protective or healing spell wounds instead of healing. A shapeshift goes horribly wrong and you become a dumb animal. A summoned undead, demon, or illusion turns against you. The GM specifies the details. | | |
- | The magic makes you unable to sleep for D6 days. | + | | 12 | Your magic rips open a rift to another dimension, and a demon pulls you over to the other side. Time to make a new character. Your old character will come back as an NPC after D66 days but will be… changed. | |
- | + | ||
- | 2 | + | |
- | + | ||
- | Your spell drains your energy, inflicting one point of stress. | + | |
- | + | ||
- | 3 | + | |
- | + | ||
- | Your magic hurts your body and you suffer one point of damage. | + | |
- | + | ||
- | 4 | + | |
- | + | ||
- | The spell triggers a magical disease with a virulence of 2D6. You and everyone within Engaged range of you for the next shift are | + | |
- | exposed to the contagion. | + | |
- | + | ||
- | 5 | + | |
- | + | ||
- | The spell also affects a friend or other unintended victim. A healing or helping spell affects an enemy alongside the intended target. | + | |
- | 6 | + | <box round green|RITUALS> |
- | + | ||
- | Your magic permanently alters your appearance. The GM decides how. | + | |
- | + | ||
- | 7 | + | |
- | + | ||
- | The spell blinds you. You act as in total darkness for the next full day. | + | |
- | + | ||
- | 8 | + | |
- | + | ||
- | The spell ravages your mind. Immediately roll for a mental critical injury. | + | |
- | + | ||
- | 9 | + | |
- | + | ||
- | The force of the magic breaks bones in your body. Immediately roll for a physical critical injury. | + | |
- | + | ||
- | 10 | + | |
- | + | ||
- | Your magic attracts a demon from another dimension. The demon appears within the next shift and will create all kinds of trouble. | + | |
- | + | ||
- | 11 | + | |
- | + | ||
- | The spell backfires. An offensive spell affects you instead of your intended target. A protective or healing spell wounds instead of healing. A shapeshift goes horribly wrong and you become a dumb animal. A summoned undead, demon, or illusion turns against you. The | + | |
- | GM specifies the details. | + | |
- | + | ||
- | 12 | + | |
- | + | ||
- | Your magic rips open a rift to another dimension, and a demon pulls you over to the other side. Time to make a new character. Your old | + | |
- | character will come back as an NPC after D66 days but will be… changed. | + | |
- | + | ||
- | RITUALS | + | |
Some complicated spells can’t be cast as an action in combat, as | Some complicated spells can’t be cast as an action in combat, as | ||
they require more time and preparation. A typical ritual takes a | they require more time and preparation. A typical ritual takes a | ||
shift of time to perform. Rituals often have other prerequisites, | shift of time to perform. Rituals often have other prerequisites, | ||
such as ingredients that must be used to perform the ritual. | such as ingredients that must be used to perform the ritual. | ||
+ | </ | ||
- | GENERAL SPELLS | + | ===== GENERAL SPELLS |
The magic disciplines differ, but there are certain effects and | The magic disciplines differ, but there are certain effects and | ||
Line 2860: | Line 2811: | ||
you can use any magic discipline to cast them. | you can use any magic discipline to cast them. | ||
- | MAGICAL SEAL | + | ==== MAGICAL SEAL ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 1 \\ |
- | ✦ DURATION: Shift | + | ✦ RANGE: Engaged |
+ | ✦ DURATION: Shift | ||
Using this spell, you protect a person or a location (no bigger | Using this spell, you protect a person or a location (no bigger | ||
than a human) from magic. The power level of any spells | than a human) from magic. The power level of any spells | ||
cast against that person or place during the Quarter Day is | cast against that person or place during the Quarter Day is | ||
decreased by the power level of the Magical Seal. | decreased by the power level of the Magical Seal. | ||
- | GRIMOIRES | + | |
+ | <box round green|GRIMOIRES> | ||
You don’t need your spells written down to cast them, but it makes | You don’t need your spells written down to cast them, but it makes | ||
it easier to get it right. Grimoires are highly sought-after artifacts | it easier to get it right. Grimoires are highly sought-after artifacts | ||
Line 2874: | Line 2828: | ||
is considered one step lower than usual. In combat, you must spend | is considered one step lower than usual. In combat, you must spend | ||
a fast action readying your grimoire before you can cast the spell. | a fast action readying your grimoire before you can cast the spell. | ||
+ | </ | ||
- | NPCS & SPELLCASTING | + | <box round green|NPCS & SPELLCASTING> |
NPCs don’t have pools of Willpower Points. Instead, when an | NPCs don’t have pools of Willpower Points. Instead, when an | ||
NPC casts a spell, the GM may simply choose a base power level | NPC casts a spell, the GM may simply choose a base power level | ||
up to the caster’s rank in the magic discipline used. Roll normally | up to the caster’s rank in the magic discipline used. Roll normally | ||
to determine any overcharging or magic mishap. | to determine any overcharging or magic mishap. | ||
+ | </ | ||
- | SENSE MAGIC | + | ==== SENSE MAGIC ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
As a sorcerer or druid, you automatically sense whenever | As a sorcerer or druid, you automatically sense whenever | ||
someone uses magic within Short range or if an item you | someone uses magic within Short range or if an item you | ||
Line 2894: | Line 2852: | ||
spell. | spell. | ||
- | DISPEL MAGIC | + | ==== DISPEL MAGIC ==== |
- | ✦ RANK 2, POWER WORD | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 2, POWER WORD \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can interfere with the spells cast by other magic users. | You can interfere with the spells cast by other magic users. | ||
This spell is reactive and breaks the initiative order of combat | This spell is reactive and breaks the initiative order of combat | ||
Line 2903: | Line 2863: | ||
your opponent’s spell with the power level of your Dispel. If | your opponent’s spell with the power level of your Dispel. If | ||
the result is zero or less, your opponent’s spell has no effect at | the result is zero or less, your opponent’s spell has no effect at | ||
- | + | all. You must both roll for overcharge and mishaps, as with | |
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | |
- | + | ||
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 31 | + | |
- | + | ||
- | all. You must both roll for overcharge and mishaps, as with | + | |
any other spell. You must decide how many WP you spend on | any other spell. You must decide how many WP you spend on | ||
your Dispel before you both roll. | your Dispel before you both roll. | ||
- | OBSCURE MAGIC | + | ==== OBSCURE MAGIC ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Personal | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Personal | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
If you want to cast a spell unnoticed, you must Obscure your | If you want to cast a spell unnoticed, you must Obscure your | ||
magic. This requires one extra Willpower Point that does not | magic. This requires one extra Willpower Point that does not | ||
Line 2925: | Line 2880: | ||
casting Sense Magic. | casting Sense Magic. | ||
- | BIND MAGIC | + | ==== BIND MAGIC ==== |
- | ✦ RANK 3, RITUAL | + | |
- | ✦ RANGE: Personal | + | ✦ RANK 3, RITUAL |
+ | ✦ RANGE: Personal | ||
✦ DURATION: Varies | ✦ DURATION: Varies | ||
+ | |||
Skilled sorcerers and druids can Bind spells to dead objects | Skilled sorcerers and druids can Bind spells to dead objects | ||
to create magical traps or powerful magical artifacts. You | to create magical traps or powerful magical artifacts. You | ||
Line 2934: | Line 2891: | ||
Points to spend, but you must also spend extra WP to bind | Points to spend, but you must also spend extra WP to bind | ||
your spell to an object instead of unleashing its power immediately. Rituals cannot be Bound. | your spell to an object instead of unleashing its power immediately. Rituals cannot be Bound. | ||
+ | |||
Roll for any overcharge and mishap when the spell is | Roll for any overcharge and mishap when the spell is | ||
Bound. The extra WP do affect this roll, but don’t count | Bound. The extra WP do affect this roll, but don’t count | ||
Line 2942: | Line 2900: | ||
WP binds the spell to the object forever and it can be triggered | WP binds the spell to the object forever and it can be triggered | ||
once per day, at a cost in WP equal to the Power Level. | once per day, at a cost in WP equal to the Power Level. | ||
+ | |||
You can bind the spell in whatever manner you wish. You | You can bind the spell in whatever manner you wish. You | ||
decide how the spell is triggered. Common methods include | decide how the spell is triggered. Common methods include | ||
Line 2948: | Line 2907: | ||
has the same effect as if it had been cast normally. | has the same effect as if it had been cast normally. | ||
- | TRANSFER | + | ==== TRANSFER |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can use this spell to steal Willpower Points from others | You can use this spell to steal Willpower Points from others | ||
or to give your WP to someone else. The base cost to cast the | or to give your WP to someone else. The base cost to cast the | ||
Line 2960: | Line 2921: | ||
not transferred. | not transferred. | ||
- | AWARENESS | + | ===== AWARENESS |
Druids who practice Awareness can see what others cannot | Druids who practice Awareness can see what others cannot | ||
see, hear what others cannot hear. They can see what has happened in the past and sense what will happen in the future. | see, hear what others cannot hear. They can see what has happened in the past and sense what will happen in the future. | ||
- | LIGHTBRINGER | + | ==== LIGHTBRINGER |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: One stretch per power level | ✦ DURATION: One stretch per power level | ||
+ | |||
You summon a bright light that dispels all shadows within | You summon a bright light that dispels all shadows within | ||
Short range, i.e., in the same zone as you. | Short range, i.e., in the same zone as you. | ||
- | TRUE SIGHT | + | ==== TRUE SIGHT ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Extreme | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Extreme | ||
✦ DURATION: Round | ✦ DURATION: Round | ||
+ | |||
You can enhance your vision to be unnaturally sharp, and | You can enhance your vision to be unnaturally sharp, and | ||
see details at Extreme range as if you stood right next to the | see details at Extreme range as if you stood right next to the | ||
Line 2983: | Line 2948: | ||
sight to whatever you want to look at. | sight to whatever you want to look at. | ||
- | WORDS ON THE WIND | + | ==== WORDS ON THE WIND ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Extreme | + | ✦ RANK 1 \\ |
- | ✦ DURATION: One stretch per power level | + | ✦ RANGE: Extreme |
+ | ✦ DURATION: One stretch per power level | ||
You can enhance your hearing magically and hear specific | You can enhance your hearing magically and hear specific | ||
sounds up to Extreme range as clearly as if you stood right | sounds up to Extreme range as clearly as if you stood right | ||
Line 2992: | Line 2959: | ||
you direct your hearing. | you direct your hearing. | ||
- | FARSIGHT | + | ==== FARSIGHT |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Varies | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Varies | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
You can let your inner eye wander across vast distances, over | You can let your inner eye wander across vast distances, over | ||
oceans and land, mountains, and valleys, and see what is | oceans and land, mountains, and valleys, and see what is | ||
Line 3007: | Line 2976: | ||
you can see. | you can see. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | ==== TRUE PATH ==== |
- | Standard Reference Document v1.0 | + | ✦ RANK 2 \\ |
- | + | ✦ RANGE: Personal | |
- | 32 | + | |
- | + | ||
- | TRUE PATH | + | |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Personal | + | |
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
This spell can guide you to the right path when you face a | This spell can guide you to the right path when you face a | ||
difficult decision. Once you have cast the spell, the GM must | difficult decision. Once you have cast the spell, the GM must | ||
tell you which decision or choice she believes is the wisest. | tell you which decision or choice she believes is the wisest. | ||
- | VISIONS OF THE PAST | + | ==== VISIONS OF THE PAST ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
You can see events that have transpired in the past at the location where you are, even if those events are no longer remembered by any living being. Power level 1 lets you see one day | You can see events that have transpired in the past at the location where you are, even if those events are no longer remembered by any living being. Power level 1 lets you see one day | ||
back in time, power level 2 one year into the past, and power | back in time, power level 2 one year into the past, and power | ||
Line 3031: | Line 2998: | ||
you can see. | you can see. | ||
- | DIVINATION | + | ==== DIVINATION |
- | ✦ RANK 3, RITUAL | + | |
- | ✦ RANGE: Short | + | ✦ RANK 3, RITUAL |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
Performing a ritual, you can see visions of the future. You ask | Performing a ritual, you can see visions of the future. You ask | ||
the GM questions about yourself or someone else present. The | the GM questions about yourself or someone else present. The | ||
Line 3041: | Line 3010: | ||
form of a sign of happiness, or a foreboding sign of ill fortune. | form of a sign of happiness, or a foreboding sign of ill fortune. | ||
- | INTUITION | + | ==== INTUITION |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Personal | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Personal | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can ask a short “yes” or “no” question about anything | You can ask a short “yes” or “no” question about anything | ||
in the world. The GM must answer “yes,” “no,” or “maybe.” | in the world. The GM must answer “yes,” “no,” or “maybe.” | ||
Line 3051: | Line 3022: | ||
but is defined by who is asking the question. | but is defined by who is asking the question. | ||
- | TELEPATHY | + | ==== TELEPATHY |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
You can read the surface thoughts of another person for a few | You can read the surface thoughts of another person for a few | ||
minutes. Digging deeper for memories is harder, and requires | minutes. Digging deeper for memories is harder, and requires | ||
power level 2 or even more, depending on how fresh the memory is. You can also use this spell to send your own thoughts | power level 2 or even more, depending on how fresh the memory is. You can also use this spell to send your own thoughts | ||
- | |||
to another person. In that case, the range of the spell is Long | to another person. In that case, the range of the spell is Long | ||
if you know the target well. By sending thoughts of pain and | if you know the target well. By sending thoughts of pain and | ||
Line 3065: | Line 3037: | ||
has no effect on monsters. | has no effect on monsters. | ||
- | HEALING | + | ===== HEALING |
The true calling of the druid is to further nature’s cause and to | The true calling of the druid is to further nature’s cause and to | ||
Line 3071: | Line 3043: | ||
on this discipline are often popular among adventurers. | on this discipline are often popular among adventurers. | ||
- | CLEANSE SPIRIT | + | ==== CLEANSE SPIRIT |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can focus the forces of nature to enlighten dark souls. You | You can focus the forces of nature to enlighten dark souls. You | ||
immediately heal an amount of Resolve (Wits or Empathy, if | immediately heal an amount of Resolve (Wits or Empathy, if | ||
Line 3080: | Line 3054: | ||
cannot heal yourself. | cannot heal yourself. | ||
- | HEALING HANDS | + | ==== HEALING HANDS ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can heal an amount of Health (Strength or Agility, if the | You can heal an amount of Health (Strength or Agility, if the | ||
game uses attribute damage) by laying your hands on the | game uses attribute damage) by laying your hands on the | ||
Line 3090: | Line 3066: | ||
cannot heal yourself. | cannot heal yourself. | ||
- | NATURE’S CURE | + | ==== NATURE’S CURE ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You heal a sickness or cure the effects of poison in yourself or someone else. The power level of your spell must be | You heal a sickness or cure the effects of poison in yourself or someone else. The power level of your spell must be | ||
equal to or higher than the virulence or toxicity rating (page | equal to or higher than the virulence or toxicity rating (page | ||
Line 3100: | Line 3078: | ||
virulence / toxicity D, 2 for C, 3 for B, and 4 for A. | virulence / toxicity D, 2 for C, 3 for B, and 4 for A. | ||
- | BANISH DEMON | + | ==== BANISH DEMON ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
This spell inflicts damage equal to the power level on a demon. | This spell inflicts damage equal to the power level on a demon. | ||
This includes demons that do not suffer damage from physical | This includes demons that do not suffer damage from physical | ||
weapons. | weapons. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | ==== MEND WOUNDS ==== |
- | Standard Reference Document v1.0 | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Engaged \\ | ||
+ | ✦ DURATION: Immediate | ||
- | 33 | ||
- | |||
- | MEND WOUNDS | ||
- | ✦ RANK 2 | ||
- | ✦ RANGE: Engaged | ||
- | ✦ DURATION: Immediate | ||
You can use magic to heal broken bones and bleeding wounds. | You can use magic to heal broken bones and bleeding wounds. | ||
This spell immediately heals a critical injury. A lethal injury requires power level 2. Lost limbs cannot be regrown, however. | This spell immediately heals a critical injury. A lethal injury requires power level 2. Lost limbs cannot be regrown, however. | ||
- | PURGE UNDEAD | + | ==== PURGE UNDEAD |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
This spell inflicts damage equal to the Power Level on one | This spell inflicts damage equal to the Power Level on one | ||
undead target. | undead target. | ||
- | RESURRECTION | + | ==== RESURRECTION |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can channel nature’s forces to resurrect a dead person – | You can channel nature’s forces to resurrect a dead person – | ||
not as undead, but truly alive. The more time that has passed | not as undead, but truly alive. The more time that has passed | ||
Line 3141: | Line 3121: | ||
change their outlook on life forever. | change their outlook on life forever. | ||
- | SERENITY | + | ==== SERENITY |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You spread harmony and serenity around you with this spell, | You spread harmony and serenity around you with this spell, | ||
which helps you in social conflicts. The victim of the spell will | which helps you in social conflicts. The victim of the spell will | ||
Line 3150: | Line 3132: | ||
can only be used against living humanoids. | can only be used against living humanoids. | ||
- | WEATHERMASTER | + | ==== WEATHERMASTER |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Extreme | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Extreme | ||
✦ DURATION: Shift | ✦ DURATION: Shift | ||
+ | |||
You are so in tune with the forces of nature that you can summon a drastic weather shift in the area where you are. A minor | You are so in tune with the forces of nature that you can summon a drastic weather shift in the area where you are. A minor | ||
shift, from cloudy to rain or from dead calm to a light breeze, | shift, from cloudy to rain or from dead calm to a light breeze, | ||
Line 3160: | Line 3144: | ||
blazing heat in the summer, or hard winds and lashing rains | blazing heat in the summer, or hard winds and lashing rains | ||
in the fall – require power level 2. To summon completely | in the fall – require power level 2. To summon completely | ||
- | |||
unnatural weather, such as a snowstorm in the summer or a | unnatural weather, such as a snowstorm in the summer or a | ||
heatwave in the middle of winter, requires power level 3. | heatwave in the middle of winter, requires power level 3. | ||
- | SHAPESHIFTING | + | ===== SHAPESHIFTING |
Druids are closely connected to nature, and the shapeshifters | Druids are closely connected to nature, and the shapeshifters | ||
Line 3173: | Line 3156: | ||
to animals and their aspects in different ways. | to animals and their aspects in different ways. | ||
- | ANIMAL SPEECH | + | ==== ANIMAL SPEECH |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
This spell allows you to speak with a mammal. You can ask a | This spell allows you to speak with a mammal. You can ask a | ||
number of questions equal to the power level of the spell. The | number of questions equal to the power level of the spell. The | ||
Line 3183: | Line 3168: | ||
they never lie. | they never lie. | ||
- | CAT’S PAW | + | ==== CAT’S PAW ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Personal | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Personal | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can meld your mind with the spirit of the cat, and move | You can meld your mind with the spirit of the cat, and move | ||
without a sound. You can cast this spell instead of rolling | without a sound. You can cast this spell instead of rolling | ||
Line 3192: | Line 3179: | ||
counts as one success. | counts as one success. | ||
- | HAWK’S EYE | + | ==== HAWK’S EYE ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Extreme | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Extreme | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
You can meld your mind with that of a hawk and gain its | You can meld your mind with that of a hawk and gain its | ||
inhuman sight. You can see the details of anything within | inhuman sight. You can see the details of anything within | ||
Line 3201: | Line 3190: | ||
all details and can identify specific people. | all details and can identify specific people. | ||
- | BEASTMASTER | + | ==== BEASTMASTER |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
You can bend animals, both wild and tame, to your will. The | You can bend animals, both wild and tame, to your will. The | ||
animal can, for example, break off an attack, track down an | animal can, for example, break off an attack, track down an | ||
Line 3210: | Line 3201: | ||
allow you to ride on it, or even attack your opponents. | allow you to ride on it, or even attack your opponents. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | You cannot control an animal with a Strength higher than |
- | + | ||
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 34 | + | |
- | + | ||
- | You cannot control an animal with a Strength higher than | + | |
twice the power level. The power level must be one step higher | twice the power level. The power level must be one step higher | ||
if the animal is agitated, scared or in combat. If you force an | if the animal is agitated, scared or in combat. If you force an | ||
Line 3222: | Line 3207: | ||
like make it perform tricks, for example – the power level | like make it perform tricks, for example – the power level | ||
needs to be one step higher. | needs to be one step higher. | ||
+ | |||
You can only control one animal at a time. This spell cannot be used against monsters. | You can only control one animal at a time. This spell cannot be used against monsters. | ||
- | BEAR’S CLAW | + | ==== BEAR’S CLAW ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can strike your enemy with the force of a great bear. | You can strike your enemy with the force of a great bear. | ||
You hit automatically and cause damage equal to the power | You hit automatically and cause damage equal to the power | ||
Line 3233: | Line 3221: | ||
normal effect. | normal effect. | ||
- | DEER’S DASH | + | ==== DEER’S DASH ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Personal | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Personal | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can run with the speed of a deer for a short distance. This | You can run with the speed of a deer for a short distance. This | ||
spell allows you to move (fast action) as an animal (page 25) | spell allows you to move (fast action) as an animal (page 25) | ||
Line 3243: | Line 3233: | ||
Roll for overcharge/ | Roll for overcharge/ | ||
- | ANIMAL FORM | + | ==== ANIMAL FORM ==== |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Personal | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Personal | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can shapeshift completely, and take the form of an animal. | You can shapeshift completely, and take the form of an animal. | ||
You cannot choose an animal with a Strength higher than twice the | You cannot choose an animal with a Strength higher than twice the | ||
Line 3256: | Line 3248: | ||
your normal form requires that you cast the spell again. | your normal form requires that you cast the spell again. | ||
- | PRIMAL SOUL | + | ==== PRIMAL SOUL ==== |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Long | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Long \\ | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
You can awaken primal emotions in the minds of others. The | You can awaken primal emotions in the minds of others. The | ||
power level must be equal to or higher than the victim’s current | power level must be equal to or higher than the victim’s current | ||
Line 3265: | Line 3259: | ||
the laziness of a cat or the timidity of a sparrow. Exactly how the | the laziness of a cat or the timidity of a sparrow. Exactly how the | ||
victim reacts is up to the GM. If you want to affect the mood of | victim reacts is up to the GM. If you want to affect the mood of | ||
- | |||
a crowd in a more general way, a small crowd requires a power | a crowd in a more general way, a small crowd requires a power | ||
level of 2, a big crowd requires 3, and a whole village 4. | level of 2, a big crowd requires 3, and a whole village 4. | ||
- | BLOOD MAGIC | + | ===== BLOOD MAGIC ===== |
Blood magic derives its power from life itself and its liquid | Blood magic derives its power from life itself and its liquid | ||
essence – blood. | essence – blood. | ||
- | FIREWALKER | + | ==== FIREWALKER |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Personal | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Personal | ||
✦ DURATION: Shift | ✦ DURATION: Shift | ||
+ | |||
You can make yourself completely immune to heat and cold | You can make yourself completely immune to heat and cold | ||
(page 25). You take no damage from fire. | (page 25). You take no damage from fire. | ||
- | STIR BLOOD | + | ==== STIR BLOOD ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
Using this spell, you stir your victim’s blood and bring out | Using this spell, you stir your victim’s blood and bring out | ||
strong emotions such as lust, fear or rage. The victim must | strong emotions such as lust, fear or rage. The victim must | ||
Line 3292: | Line 3289: | ||
against monsters. | against monsters. | ||
- | BIND DEMON | + | ==== BIND DEMON ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Shift | ✦ DURATION: Shift | ||
+ | |||
This spell allows you to bend demonic creatures from other | This spell allows you to bend demonic creatures from other | ||
worlds to your will. The demon can resist the spell with a successful Insight roll with a negative modifier equal to the power | worlds to your will. The demon can resist the spell with a successful Insight roll with a negative modifier equal to the power | ||
Line 3301: | Line 3300: | ||
attempts to Bind them, so be ready for any consequences. | attempts to Bind them, so be ready for any consequences. | ||
- | BLOOD BOND | + | ==== BLOOD BOND ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can transfer blood, and the inherent energy of it, to or | You can transfer blood, and the inherent energy of it, to or | ||
from another being of the same kind as yourself. You can | from another being of the same kind as yourself. You can | ||
Line 3315: | Line 3316: | ||
effect on critical injuries. | effect on critical injuries. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | ==== IMMOLATE ==== |
- | Standard Reference Document v1.0 | + | ✦ RANK 2 \\ |
- | + | ✦ RANGE: Short \\ | |
- | 35 | + | |
- | + | ||
- | IMMOLATE | + | |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Short | + | |
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can heat up your victim’s blood to the point where they literally burst into flames. The spell inflicts damage equal to the power | You can heat up your victim’s blood to the point where they literally burst into flames. The spell inflicts damage equal to the power | ||
level and then sets the target on fire with an intensity (page 24) | level and then sets the target on fire with an intensity (page 24) | ||
Line 3330: | Line 3327: | ||
power level 4 or above. Armor does not protect against this spell. | power level 4 or above. Armor does not protect against this spell. | ||
- | BLOOD CHANNELING | + | ==== BLOOD CHANNELING |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Personal | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Personal | ||
✦ DURATION: Round | ✦ DURATION: Round | ||
+ | |||
This spell concentrates the energy of the sorcerer’s own blood. | This spell concentrates the energy of the sorcerer’s own blood. | ||
You gain a number of Willpower Points equal to twice the power | You gain a number of Willpower Points equal to twice the power | ||
Line 3340: | Line 3339: | ||
sacrificed before you cast the spell. A small animal is enough. | sacrificed before you cast the spell. A small animal is enough. | ||
- | BLOOD CURSE | + | ==== BLOOD CURSE ==== |
- | ✦ RANK 3, RITUAL | + | |
- | ✦ RANGE: Unlimited | + | ✦ RANK 3, RITUAL |
+ | ✦ RANGE: Unlimited | ||
✦ DURATION: One shift per power level | ✦ DURATION: One shift per power level | ||
+ | |||
You place a blood curse on your victim, who must be a living | You place a blood curse on your victim, who must be a living | ||
humanoid. You must know your victim’s name and know | humanoid. You must know your victim’s name and know | ||
Line 3351: | Line 3352: | ||
During this time, no natural healing is possible. | During this time, no natural healing is possible. | ||
- | BIND SOUL | + | ==== BIND SOUL ==== |
- | ✦ RANK 3, RITUAL | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 3, RITUAL |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Varies | ✦ DURATION: Varies | ||
+ | |||
Through this ritual, you can extract a victim’s soul from his | Through this ritual, you can extract a victim’s soul from his | ||
blood and capture it in a vessel of some kind (such as a mirror, | blood and capture it in a vessel of some kind (such as a mirror, | ||
Line 3368: | Line 3371: | ||
possessed by another restless spirit. | possessed by another restless spirit. | ||
- | DEATH MAGIC | + | ===== DEATH MAGIC ===== |
Death magic draws its power from dead or dying beings, from | Death magic draws its power from dead or dying beings, from | ||
Line 3376: | Line 3379: | ||
nature of life and death. | nature of life and death. | ||
- | BEFOUL | + | ==== BEFOUL |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can let death and decay seep into food. You can Befoul a | You can let death and decay seep into food. You can Befoul a | ||
ration of food per power level making it unfit for consumption. The food turns into a poison with a toxicity equal to | ration of food per power level making it unfit for consumption. The food turns into a poison with a toxicity equal to | ||
Line 3386: | Line 3391: | ||
toxicity C, etc. | toxicity C, etc. | ||
- | CHILL OF THE GRAVE | + | ==== CHILL OF THE GRAVE ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: One round per power level | ✦ DURATION: One round per power level | ||
+ | |||
You let the unrelenting cold of death seep into your victim. | You let the unrelenting cold of death seep into your victim. | ||
The victim becomes cold (page 25), immediately suffering one point of damage and one point of stress (damage to | The victim becomes cold (page 25), immediately suffering one point of damage and one point of stress (damage to | ||
Line 3397: | Line 3404: | ||
spell has no effect on monsters. | spell has no effect on monsters. | ||
- | CONTAMINATE | + | ==== CONTAMINATE |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can create horrid contagions with which to torment | You can create horrid contagions with which to torment | ||
your enemies. Your victim, who must be a living humanoid, | your enemies. Your victim, who must be a living humanoid, | ||
Line 3407: | Line 3416: | ||
power level 1 gives virulence D, power level virulence C, etc. | power level 1 gives virulence D, power level virulence C, etc. | ||
- | GHOULISH GLARE | + | ==== GHOULISH GLARE ==== |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
Your murky appearance instills unease and fear in your victim. | Your murky appearance instills unease and fear in your victim. | ||
They suffer stress (damage to Empathy if using attribute | They suffer stress (damage to Empathy if using attribute | ||
Line 3416: | Line 3427: | ||
against living humanoids. | against living humanoids. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | ==== HAND OF DOOM ==== |
- | + | ||
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 36 | + | |
- | HAND OF DOOM | + | ✦ RANK 2 \\ |
- | ✦ RANK 2 | + | ✦ RANGE: Short \\ |
- | ✦ RANGE: Short | + | |
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can claw your way to your victim’s heart magically and | You can claw your way to your victim’s heart magically and | ||
squeeze the life from them. This spell inflicts damage equal to the | squeeze the life from them. This spell inflicts damage equal to the | ||
Line 3432: | Line 3439: | ||
level). This spell can only be used against living humanoids. | level). This spell can only be used against living humanoids. | ||
- | RAISE THE DEAD | + | ==== RAISE THE DEAD ==== |
- | ✦ RANK 2, RITUAL | + | |
- | ✦ RANGE: Short | + | ✦ RANK 2, RITUAL |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Shift | ✦ DURATION: Shift | ||
+ | |||
The main task of Death Magic is awakening the dead. In its | The main task of Death Magic is awakening the dead. In its | ||
simplest form, this ritual is used to reanimate one dead humanoid or animal, which will become a rank 1 undead. | simplest form, this ritual is used to reanimate one dead humanoid or animal, which will become a rank 1 undead. | ||
+ | |||
For each power level beyond the first, you can reanimate one | For each power level beyond the first, you can reanimate one | ||
more undead, or increase the rank of all undead raised by the | more undead, or increase the rank of all undead raised by the | ||
spell by one. A ritual with power level 2 can raise two undead of | spell by one. A ritual with power level 2 can raise two undead of | ||
rank 1, power level 3 can raise two undead of rank 2, and so on. | rank 1, power level 3 can raise two undead of rank 2, and so on. | ||
+ | |||
A rank 1 undead has little to no mental capacity, but will | A rank 1 undead has little to no mental capacity, but will | ||
obey simple commands and can use weapons and simple | obey simple commands and can use weapons and simple | ||
Line 3447: | Line 3458: | ||
is decreased by one (no lower than 1), and it has no Wits or | is decreased by one (no lower than 1), and it has no Wits or | ||
Empathy. Skills based on Strength and Agility are retained. | Empathy. Skills based on Strength and Agility are retained. | ||
- | A rank 2 undead can be enhanced in one of the following ways: | + | |
+ | A rank 2 undead can be enhanced in one of the following ways: \\ | ||
✦ STRONGER: The Strength score increases by 1. This effect | ✦ STRONGER: The Strength score increases by 1. This effect | ||
- | can be chosen several times for undead of higher ranks. | + | can be chosen several times for undead of higher ranks. |
✦ SMARTER: The undead regains some of its lost mental | ✦ SMARTER: The undead regains some of its lost mental | ||
capacity, in the form of both Wits and Empathy and skills | capacity, in the form of both Wits and Empathy and skills | ||
Line 3456: | Line 3468: | ||
about its life both before and after death, but it often has an | about its life both before and after death, but it often has an | ||
unclear sense of time and can be very forgetful. It obeys its | unclear sense of time and can be very forgetful. It obeys its | ||
- | maker and can perform slightly more advanced tasks. | + | maker and can perform slightly more advanced tasks. |
✦ DURABLE: The duration of the spell is doubled. This effect | ✦ DURABLE: The duration of the spell is doubled. This effect | ||
can be chosen several times for undead of higher levels. | can be chosen several times for undead of higher levels. | ||
+ | A rank 3 undead gets two of the effects above. A rank 4 undead gets three effects, a rank 5 gets four effects, and so on. | ||
+ | |||
+ | ==== SPEAK TO THE DEAD ==== | ||
+ | |||
+ | ✦ RANK 2 \\ | ||
+ | ✦ RANGE: Short \\ | ||
+ | ✦ DURATION: Stretch | ||
+ | |||
+ | You can speak with the dead. You must be within Short range | ||
+ | of where the victim died or lies buried. You must know the victim’s name. You can speak with the dead for a few minutes and | ||
+ | ask a few simple questions. The GM decides what the dead can | ||
+ | and will answer – the dead aren’t always cooperative. If the vic- | ||
tim’s remains are reasonably intact you can speak directly with | tim’s remains are reasonably intact you can speak directly with | ||
the corpse, otherwise you hear the dead as a disembodied host | the corpse, otherwise you hear the dead as a disembodied host | ||
voice in your head. This spell cannot be used against undead. | voice in your head. This spell cannot be used against undead. | ||
- | STEAL LIFE | + | ==== STEAL LIFE ==== |
- | ✦ RANK 3, RITUAL | + | |
- | ✦ RANGE: Short | + | ✦ RANK 3, RITUAL |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can suck the life from living plants and animals around you. | You can suck the life from living plants and animals around you. | ||
You gain a number of Willpower Points equal to twice the power | You gain a number of Willpower Points equal to twice the power | ||
Line 3474: | Line 3500: | ||
plants within Short range – in the same zone as you – die. | plants within Short range – in the same zone as you – die. | ||
- | TERROR | + | ==== TERROR |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can instill a horrible, unbearable fear in your victim, whose | You can instill a horrible, unbearable fear in your victim, whose | ||
mind is flooded by images of their own aging and death. The | mind is flooded by images of their own aging and death. The | ||
Line 3483: | Line 3511: | ||
to the power level. This spell only works on living humanoids. | to the power level. This spell only works on living humanoids. | ||
- | ELEMENTALISM | + | ===== ELEMENTALISM |
Elemental magic is the art of manipulating the very building blocks | Elemental magic is the art of manipulating the very building blocks | ||
of existence, the four basic elements earth, wind, water, and fire. | of existence, the four basic elements earth, wind, water, and fire. | ||
- | COMBUSTION | + | ==== COMBUSTION |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
- | |||
- | A rank 3 undead gets two of the effects above. A rank 4 undead gets three effects, a rank 5 gets four effects, and so on. | ||
Manipulating the element of fire, you make any non-living | Manipulating the element of fire, you make any non-living | ||
Line 3503: | Line 3530: | ||
for power level 2, B for 3, and A for power level 4 or above. | for power level 2, B for 3, and A for power level 4 or above. | ||
- | SPEAK TO THE DEAD | + | ==== SUNDER ==== |
- | SUNDER | + | ✦ RANK 1 \\ |
- | + | ✦ RANGE: Engaged | |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Short | + | |
- | ✦ DURATION: Stretch | + | |
- | + | ||
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Engaged | + | |
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
- | |||
- | You can speak with the dead. You must be within Short range | ||
- | of where the victim died or lies buried. You must know the victim’s name. You can speak with the dead for a few minutes and | ||
- | ask a few simple questions. The GM decides what the dead can | ||
- | and will answer – the dead aren’t always cooperative. If the vic- | ||
Breaking the invisible bonds holding physical matter together, | Breaking the invisible bonds holding physical matter together, | ||
Line 3526: | Line 3542: | ||
damage. Armor has no effect. | damage. Armor has no effect. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | ==== SUFFOCATE ==== |
- | Standard Reference Document v1.0 | + | ✦ RANK 1 \\ |
- | + | ✦ RANGE: Short \\ | |
- | 37 | + | |
- | + | ||
- | SUFFOCATE | + | |
- | + | ||
- | FLIGHT | + | |
- | + | ||
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Short | + | |
✦ DURATION: One round per power level | ✦ DURATION: One round per power level | ||
- | |||
- | ✦ RANK 2 | ||
- | ✦ RANGE: Engaged | ||
- | ✦ DURATION: Round | ||
Commanding the element of wind, you suffocate a victim | Commanding the element of wind, you suffocate a victim | ||
Line 3553: | Line 3557: | ||
cannot talk or scream. | cannot talk or scream. | ||
- | Controlling the air around you, you create a small whirlwind | + | ==== WATER BREATHING ==== |
- | that propels you into the air. Using the spell, you can fly for | + | |
- | one round, moving two zones instead of one per move action. | + | |
- | The casting of the spell doesn’t count as an action in itself. | + | |
- | For each additional power level, you can fly for an additional | + | |
- | round or bring another person with you. | + | |
- | WATER BREATHING | + | ✦ RANK 1 \\ |
- | ✦ RANK 1 | + | ✦ RANGE: Engaged |
- | ✦ RANGE: Engaged | + | |
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
You grant yourself or a creature you touch the ability to | You grant yourself or a creature you touch the ability to | ||
breath water as if it was air, eliminating the danger of drowning. Each power level increases the number of creatures you | breath water as if it was air, eliminating the danger of drowning. Each power level increases the number of creatures you | ||
Line 3569: | Line 3568: | ||
These extra effects can be combined. | These extra effects can be combined. | ||
- | HEAT OF THE MOMENT | + | ==== HEAT OF THE MOMENT |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Short | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
By calling forth the element of fire in the heart of another | By calling forth the element of fire in the heart of another | ||
living being, you cause your victim to be overcome by anger | living being, you cause your victim to be overcome by anger | ||
Line 3585: | Line 3586: | ||
lack Wits. | lack Wits. | ||
- | ROCK STORM | + | ==== ROCK STORM ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
Manipulating the element of Earth, you hurl stones and rocks | Manipulating the element of Earth, you hurl stones and rocks | ||
at an enemy in combat. The damage from your attack is equal | at an enemy in combat. The damage from your attack is equal | ||
to the power level. Armor works normally. | to the power level. Armor works normally. | ||
- | PARCH | + | ==== FLIGHT ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Engaged \\ | ||
+ | ✦ DURATION: Round | ||
+ | |||
+ | Controlling the air around you, you create a small whirlwind | ||
+ | that propels you into the air. Using the spell, you can fly for | ||
+ | one round, moving two zones instead of one per move action. | ||
+ | The casting of the spell doesn’t count as an action in itself. | ||
+ | For each additional power level, you can fly for an additional | ||
+ | round or bring another person with you. | ||
+ | |||
+ | ==== PARCH ==== | ||
+ | |||
+ | ✦ RANK 2 \\ | ||
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
Controlling the element of water, you draw the fluids out of | Controlling the element of water, you draw the fluids out of | ||
a living victim. They immediately suffer damage (to Agility, if | a living victim. They immediately suffer damage (to Agility, if | ||
Line 3602: | Line 3620: | ||
has no effect. | has no effect. | ||
- | FIREBALL | + | ==== FIREBALL |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Long | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Long \\ | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You hurl a ball of fire which explodes upon hitting the target, | You hurl a ball of fire which explodes upon hitting the target, | ||
incinerating a large area. The main target of your attack suffers | incinerating a large area. The main target of your attack suffers | ||
Line 3614: | Line 3634: | ||
C for power level 2, B for 3, and A for power level 4 or above. | C for power level 2, B for 3, and A for power level 4 or above. | ||
- | STONESKIN | + | ==== STONESKIN |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Personal | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Personal | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
Manipulating the element of Earth, you cover your body with | Manipulating the element of Earth, you cover your body with | ||
a layer of living stone, protecting you against damage. You | a layer of living stone, protecting you against damage. You | ||
Line 3624: | Line 3646: | ||
gives armor rating C, etc). | gives armor rating C, etc). | ||
- | TORNADO | + | ==== TORNADO |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
Forcing air into a spin, you unleash a powerful whirlwind. | Forcing air into a spin, you unleash a powerful whirlwind. | ||
Your target is pummeled and suffers damage equal to the | Your target is pummeled and suffers damage equal to the | ||
power level (blunt trauma). You can distribute the damage to | power level (blunt trauma). You can distribute the damage to | ||
- | + | several targets in the same zone. Also, everyone in the target | |
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | |
- | + | ||
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 38 | + | |
- | + | ||
- | several targets in the same zone. Also, everyone in the target | + | |
zone must make a Force roll to stay standing. Flying creatures | zone must make a Force roll to stay standing. Flying creatures | ||
must make the same roll to stay in the air. | must make the same roll to stay in the air. | ||
- | FLOOD WAVE | + | ==== FLOOD WAVE ==== |
- | ✦ RANK 3 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 3 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
Forcing any nearby source of water or snow to do your | Forcing any nearby source of water or snow to do your | ||
bidding, you unleash a flood wave or small avalanche against | bidding, you unleash a flood wave or small avalanche against | ||
Line 3653: | Line 3672: | ||
ground. | ground. | ||
- | SYMBOLISM | + | ===== SYMBOLISM |
The discipline of Symbolism uses runes, esoteric signs and | The discipline of Symbolism uses runes, esoteric signs and | ||
Line 3662: | Line 3681: | ||
drawn, or simply formed in the air by the hands of a sorcerer. | drawn, or simply formed in the air by the hands of a sorcerer. | ||
In any case, the sorcerer needs at least one free hand. | In any case, the sorcerer needs at least one free hand. | ||
+ | |||
Draw or Carve: Symbolism requires no ingredients apart | Draw or Carve: Symbolism requires no ingredients apart | ||
from the symbols themselves. If they are carved or drawn | from the symbols themselves. If they are carved or drawn | ||
Line 3670: | Line 3690: | ||
drawn or carved symbol only works once. | drawn or carved symbol only works once. | ||
- | ENTICE | + | ==== ENTICE |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
The symbol lures the victim, who must make an Insight roll | The symbol lures the victim, who must make an Insight roll | ||
with a negative modifier equal to the power level. If the roll | with a negative modifier equal to the power level. If the roll | ||
Line 3681: | Line 3703: | ||
is broken. No effect on monsters. | is broken. No effect on monsters. | ||
- | HORRIFY | + | ==== HORRIFY |
- | ✦ RANK 1 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 1 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
- | PARALYZE | + | The symbol awakens a deep fear in the victim, who suffers |
- | ✦ RANK 1 | + | stress (damage to Wits) equal to the power level. No effect on |
- | ✦ RANGE: Medium | + | monsters. |
+ | |||
+ | ==== PARALYZE | ||
+ | |||
+ | ✦ RANK 1 \\ | ||
+ | ✦ RANGE: Medium | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
The hypnotizing power of the symbol mesmerizes your opponent. At power level 1, the victim loses their fast action in | The hypnotizing power of the symbol mesmerizes your opponent. At power level 1, the victim loses their fast action in | ||
the round, or in the next round if they have already used it. | the round, or in the next round if they have already used it. | ||
Line 3697: | Line 3726: | ||
monsters. | monsters. | ||
- | BLIND | + | ==== BLIND ==== |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Shift | ✦ DURATION: Shift | ||
+ | |||
The victim must make an Insight roll with a negative modifier | The victim must make an Insight roll with a negative modifier | ||
equal to the power level. If the roll fails, the symbol blinds the | equal to the power level. If the roll fails, the symbol blinds the | ||
Line 3708: | Line 3739: | ||
monsters. | monsters. | ||
- | ILLUSION | + | ==== ILLUSION |
- | ✦ RANK 2 | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 2 \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Stretch | ✦ DURATION: Stretch | ||
+ | |||
You make the victim see or hear something that isn’t there, | You make the victim see or hear something that isn’t there, | ||
or hide something that otherwise would be seen. A small item | or hide something that otherwise would be seen. A small item | ||
Line 3721: | Line 3754: | ||
effect on monsters. | effect on monsters. | ||
- | MIND TRICK | + | ==== MIND TRICK ==== |
- | ✦ RANK 2, POWER WORD | + | |
- | ✦ RANGE: Medium | + | ✦ RANK 2, POWER WORD \\ |
+ | ✦ RANGE: Medium | ||
✦ DURATION: Round | ✦ DURATION: Round | ||
+ | |||
You can force an NPC to refrain from an action they would | You can force an NPC to refrain from an action they would | ||
otherwise have performed. It must be a minor action, something you can forget by being absent-minded. An example | otherwise have performed. It must be a minor action, something you can forget by being absent-minded. An example | ||
Line 3731: | Line 3766: | ||
spell cannot be used in combat. | spell cannot be used in combat. | ||
- | The symbol awakens a deep fear in the victim, who suffers | + | ==== PUPPETEER ==== |
- | stress (damage to Wits) equal to the power level. No effect on | + | |
- | monsters. | + | |
- | + | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | |
- | + | ||
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 39 | + | |
- | PUPPETEER | + | ✦ RANK 3 \\ |
- | ✦ RANK 3 | + | ✦ RANGE: Short \\ |
- | ✦ RANGE: Short | + | |
✦ DURATION: Round | ✦ DURATION: Round | ||
+ | |||
You can take complete control of your victim’s actions. The | You can take complete control of your victim’s actions. The | ||
victim must make an Insight roll with a negative modifier | victim must make an Insight roll with a negative modifier | ||
Line 3754: | Line 3781: | ||
actions are performed. The spell has no effect on monsters. | actions are performed. The spell has no effect on monsters. | ||
- | POWER RUNE | + | ==== POWER RUNE ==== |
- | ✦ RANK 3, RITUAL | + | |
- | ✦ RANGE: Engaged | + | ✦ RANK 3, RITUAL |
+ | ✦ RANGE: Engaged | ||
✦ DURATION: Immediate | ✦ DURATION: Immediate | ||
+ | |||
You can charge a symbol with power. The symbol must be | You can charge a symbol with power. The symbol must be | ||
drawn on or carved into an object, which is then charged with | drawn on or carved into an object, which is then charged with | ||
- | |||
a number of Willpower Points equal to the power level. You | a number of Willpower Points equal to the power level. You | ||
can use the symbol later to cast spells, emptying its stored | can use the symbol later to cast spells, emptying its stored | ||
Line 3767: | Line 3795: | ||
Power Runes if they can access them, so keep them to yourself! | Power Runes if they can access them, so keep them to yourself! | ||
- | PORTAL | + | ==== PORTAL |
- | ✦ RANK 3, RITUAL | + | |
- | ✦ RANGE: Short | + | ✦ RANK 3, RITUAL |
+ | ✦ RANGE: Short \\ | ||
✦ DURATION: One shift per power level | ✦ DURATION: One shift per power level | ||
+ | |||
This powerful ritual tears a hole in the veil between worlds | This powerful ritual tears a hole in the veil between worlds | ||
and opens a path between them. This is a very risky undertaking, | and opens a path between them. This is a very risky undertaking, | ||
Line 3780: | Line 3810: | ||
up to the GM. Another use for this spell is creating a new Portal | up to the GM. Another use for this spell is creating a new Portal | ||
on the other side, which can lead you anywhere you want. | on the other side, which can lead you anywhere you want. | ||
- | |||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | ||
- | |||
- | Standard Reference Document v1.0 | ||
- | |||
- | 40 | ||
====== 6. TRAVEL ====== | ====== 6. TRAVEL ====== | ||
Line 3794: | Line 3818: | ||
part of your game. | part of your game. | ||
+ | ===== TRAVEL MAPS ===== | ||
+ | |||
+ | To regulate journeys, a travel map is used. A travel map is | ||
+ | typically divided into hexagons, which are used to measure | ||
+ | distances and govern movement. One hexagon is 10 kilometers across. Some YZE games use travel maps with square | ||
+ | grids instead of hexagons. | ||
+ | |||
+ | ==== TERRAIN TYPES ==== | ||
+ | |||
+ | A travel map is divided into different terrain types. A few | ||
+ | typical terrain types are summarized in the table on page | ||
41, but you may want to invent others specific to your game | 41, but you may want to invent others specific to your game | ||
setting. The terrain types affect travel speed as well as the | setting. The terrain types affect travel speed as well as the | ||
difficulty of driving, foraging, and hunting. | difficulty of driving, foraging, and hunting. | ||
- | ROADS: Several major roads are marked on the travel map. | ||
+ | **ROADS**: Several major roads are marked on the travel map. | ||
Traveling along a major road is generally faster – but you | Traveling along a major road is generally faster – but you | ||
also increase the risk of encounters. Only main roads count | also increase the risk of encounters. Only main roads count | ||
as roads for game purposes, even if the countryside is crisscrossed with tracks or even small dirt roads. | as roads for game purposes, even if the countryside is crisscrossed with tracks or even small dirt roads. | ||
- | TRAVEL MAPS | + | **RIVERS**: Rivers are also not a type of terrain in themselves, |
- | + | ||
- | To regulate journeys, a travel map is used. A travel map is | + | |
- | typically divided into hexagons, which are used to measure | + | |
- | distances and govern movement. One hexagon is 10 kilometers across. Some YZE games use travel maps with square | + | |
- | grids instead of hexagons. | + | |
- | + | ||
- | RIVERS: Rivers are also not a type of terrain in themselves, | + | |
but can be used for traveling. Fords and bridges can be used | but can be used for traveling. Fords and bridges can be used | ||
to pass over a river. If there are none, you need a raft or boat | to pass over a river. If there are none, you need a raft or boat | ||
Line 3817: | Line 3844: | ||
journeys on lakes and rivers below. | journeys on lakes and rivers below. | ||
- | TERRAIN | + | ^ TERRAIN |
- | A travel map is divided into different | + | | Speed (1) | ×1 | ×1 | ×½ | ×½ | ×1∕3 | ×1 (2) | ×¼ | ×½ | |
- | typical | + | | Driving | +3 | +1 | −1 | 0 | −1 | +2 | −1 | 0 | |
- | TERRAIN | + | | Foraging | As terrain |
+ | | Hunting | As terrain | ||
+ | | Encounter Distance | Long (3 | Extreme | Medium | Long | Long | Extreme | Long | Medium | | ||
- | ROAD | + | (1) Applies only to off-road driving. For marching and on-road driving, the speed factor is always ×1. |
- | OPEN | + | (2) Requires boat or amphibious vehicle. |
- | WOODS | + | (3) Minimum distance, use only for roads through woods or ruins. |
- | HILLS | + | ===== TASKS ===== |
- | + | ||
- | MOUNTAINS | + | |
- | + | ||
- | LAKE/ | + | |
- | + | ||
- | SWAMP | + | |
- | + | ||
- | RUINS | + | |
- | + | ||
- | Speed* | + | |
- | + | ||
- | ×1 | + | |
- | + | ||
- | ×1 | + | |
- | + | ||
- | ×½ | + | |
- | + | ||
- | ×½ | + | |
- | + | ||
- | ×1∕3 | + | |
- | + | ||
- | ×1** | + | |
- | + | ||
- | ×¼ | + | |
- | + | ||
- | ×½ | + | |
- | + | ||
- | Driving | + | |
- | + | ||
- | +3 | + | |
- | + | ||
- | +1 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | +2 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | Foraging | + | |
- | + | ||
- | As terrain | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | +1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | −2 | + | |
- | + | ||
- | — | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | −2 | + | |
- | + | ||
- | Hunting | + | |
- | + | ||
- | As terrain | + | |
- | + | ||
- | +1 | + | |
- | + | ||
- | +1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | Encounter Distance | + | |
- | + | ||
- | Long*** | + | |
- | + | ||
- | Extreme | + | |
- | + | ||
- | Medium | + | |
- | + | ||
- | Long | + | |
- | + | ||
- | Long | + | |
- | + | ||
- | Extreme | + | |
- | + | ||
- | Long | + | |
- | + | ||
- | Medium | + | |
- | + | ||
- | *Applies only to off-road driving. For marching and on-road driving, the speed factor is always ×1. | + | |
- | **Requires boat or amphibious vehicle. | + | |
- | ***Minimum distance, use only for roads through woods or ruins. | + | |
- | + | ||
- | TASKS | + | |
At the start of every shift, each member of the traveling | At the start of every shift, each member of the traveling | ||
Line 3941: | Line 3866: | ||
performed by several of the characters at the same time. For | performed by several of the characters at the same time. For | ||
other tasks, a single character must be chosen. | other tasks, a single character must be chosen. | ||
+ | |||
The various tasks are summarized below, and explained | The various tasks are summarized below, and explained | ||
in detail over the course of the coming pages. | in detail over the course of the coming pages. | ||
- | Marching: Walking on foot to progress on the travel | + | |
+ | **MARCHING**: Walking on foot to progress on the travel | ||
map. Can be combined with keeping watch, for one character only. | map. Can be combined with keeping watch, for one character only. | ||
- | DRIVING: Maneuvering a vehicle on land, water or in the air | + | **DRIVING**: Maneuvering a vehicle on land, water or in the air |
to progress on the travel map. Passengers can keep watch, rest, | to progress on the travel map. Passengers can keep watch, rest, | ||
or sleep while you drive. | or sleep while you drive. | ||
- | GATHERING: Collecting wood or grain to produce alcohol | ||
+ | **GATHERING**: | ||
fuel. Must be done on foot. | fuel. Must be done on foot. | ||
- | KEEPING WATCH: Scouting for enemies and other encounters. | + | |
+ | **KEEPING WATCH**: Scouting for enemies and other encounters. | ||
Only one character can perform this task. Can be combined | Only one character can perform this task. Can be combined | ||
with marching. | with marching. | ||
- | FORAGING: Looking for edible plants and herbs. Must be | + | |
+ | **FORAGING**: Looking for edible plants and herbs. Must be | ||
done on foot. | done on foot. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | **HUNTING**: |
- | + | done on foot. | |
- | Standard Reference Document v1.0 | + | |
- | 41 | + | **FISHING**: Requires a river or a lake. |
- | + | ||
- | HUNTING: Tracking and killing animals for food. Must be | + | |
- | + | ||
- | FISHING: Requires a river or a lake. | + | |
- | + | ||
- | the way – because of an encounter or something else – you | + | |
- | will not be able to travel the entire distance during the shift. | + | |
- | The GM has the final word on how many hexes of movement | + | |
- | you lose when stopping for an encounter. | + | |
- | + | ||
- | MAKING CAMP: Only one character can roll for making camp, | + | |
- | + | ||
- | FORCED MARCH | + | |
+ | **MAKING CAMP**: Only one character can roll for making camp, | ||
but others can help. | but others can help. | ||
- | You can march for two of the four shifts of the day without | + | **COOKING**: Requires a kitchen or a campfire (which can be set |
- | problem. If you need to, you can push yourselves and march | + | |
- | for a third shift in a single day. This requires that each of you | + | |
- | make a Stamina roll (in addition to any roll for heavy rain). | + | |
- | Failure means that you are unable to march during the | + | |
- | shift – instead, you must rest or sleep. If your Stamina roll succeeds, you can choose to leave any stragglers behind and split | + | |
- | up the group, or you can stay and wait for them. | + | |
- | If you are in a real rush, you can even attempt to march for | + | |
- | a fourth shift in the day. In that case, you must roll for Stamina | + | |
- | again as outlined above, but the roll gets a −2 modifier. | + | |
- | + | ||
- | done on foot. | + | |
- | + | ||
- | COOKING: Requires a kitchen or a campfire (which can be set | + | |
as a part of making camp). | as a part of making camp). | ||
- | RESTING: Can be done in a moving vehicle, as long as you’re | + | |
+ | **RESTING**: Can be done in a moving vehicle, as long as you’re | ||
not driving or keeping watch. | not driving or keeping watch. | ||
- | SLEEPING: You need to sleep at least one shift per day (page | + | |
+ | **SLEEPING**: You need to sleep at least one shift per day (page | ||
25). Can be done in a moving vehicle, as long as you’re not | 25). Can be done in a moving vehicle, as long as you’re not | ||
driving or keeping watch. | driving or keeping watch. | ||
- | WEATHER | + | ==== WEATHER |
The GM decides the current weather when the game starts, | The GM decides the current weather when the game starts, | ||
and then rolls a D6 at the start of each shift (or less often if | and then rolls a D6 at the start of each shift (or less often if | ||
they prefer). On a bane, the weather changes one step toward | they prefer). On a bane, the weather changes one step toward | ||
rain. On a success, the weather changes one step toward fair. | rain. On a success, the weather changes one step toward fair. | ||
- | ✦ HEAVY RAIN/SNOW: Limits visibility to Long in the morning and day shifts, and to Short during the evening and | + | |
+ | **✦ HEAVY RAIN/SNOW**: Limits visibility to Long in the morning and day shifts, and to Short during the evening and | ||
night. Gives a −1 modifier to all ranged attacks. Requires | night. Gives a −1 modifier to all ranged attacks. Requires | ||
a Stamina roll for marching (page 42) and gives a −2 | a Stamina roll for marching (page 42) and gives a −2 | ||
modifier to skill rolls for driving. A heavy rain will only | modifier to skill rolls for driving. A heavy rain will only | ||
last one shift – then the weather automatically shifts to | last one shift – then the weather automatically shifts to | ||
- | cloudy. | + | cloudy. |
- | ✦ CLOUDY: Cloud cover reduces visibility during the evening | + | **✦ CLOUDY**: Cloud cover reduces visibility during the evening |
- | and night shifts of the day to Medium. | + | and night shifts of the day to Medium. |
- | ✦ FAIR WEATHER: Maximum visibility in the evening and | + | **✦ FAIR WEATHER**: Maximum visibility in the evening and |
night shifts is Long. | night shifts is Long. | ||
- | MARCHING | + | ===== MARCHING |
Under good circumstances, | Under good circumstances, | ||
Line 4022: | Line 3929: | ||
except open, you can march one hex per shift. | except open, you can march one hex per shift. | ||
- | N AV I G AT I O N | + | **WEATHER**: |
+ | roll to march – if you fail, your base movement for this shift is | ||
+ | reduced by one hex (which can mean you don’t move at all). If | ||
+ | some PCs succeed and others fail, you need to decide whether | ||
+ | to leave stragglers behind or wait for them. | ||
+ | |||
+ | **DARKNESS**: | ||
+ | roll. Only one person rolls for the entire group. Failure means | ||
+ | that you cannot find your way, and no progress is made | ||
+ | during this shift. | ||
+ | |||
+ | **ENCOUNTERS**: | ||
+ | in the list, but if you stop for more than a few minutes along | ||
+ | the way – because of an encounter or something else – you | ||
+ | will not be able to travel the entire distance during the shift. | ||
+ | The GM has the final word on how many hexes of movement | ||
+ | you lose when stopping for an encounter. | ||
+ | |||
+ | ==== FORCED MARCH ==== | ||
+ | |||
+ | You can march for two of the four shifts of the day without | ||
+ | problem. If you need to, you can push yourselves and march | ||
+ | for a third shift in a single day. This requires that each of you | ||
+ | make a Stamina roll (in addition to any roll for heavy rain). | ||
+ | |||
+ | Failure means that you are unable to march during the | ||
+ | shift – instead, you must rest or sleep. If your Stamina roll succeeds, you can choose to leave any stragglers behind and split | ||
+ | up the group, or you can stay and wait for them. | ||
+ | |||
+ | If you are in a real rush, you can even attempt to march for | ||
+ | a fourth shift in the day. In that case, you must roll for Stamina | ||
+ | again as outlined above, but the roll gets a −2 modifier. | ||
+ | |||
+ | <box round green|NAVIGATION> | ||
When moving off-road through a hex with no road in it, no | When moving off-road through a hex with no road in it, no | ||
matter if you are marching or driving, one person in your group | matter if you are marching or driving, one person in your group | ||
Line 4029: | Line 3969: | ||
even roll, you enter the hex to the right of the target hex, and on | even roll, you enter the hex to the right of the target hex, and on | ||
an odd roll, the hex to the left. | an odd roll, the hex to the left. | ||
+ | </ | ||
- | DRIVING | + | ===== DRIVING |
All characters in a modern setting are assumed to be able to | All characters in a modern setting are assumed to be able to | ||
Line 4038: | Line 3979: | ||
speed for off-road travel is a dash (–) the vehicle cannot be | speed for off-road travel is a dash (–) the vehicle cannot be | ||
driven off-road at all. | driven off-road at all. | ||
+ | |||
Normally, you will choose on-road or off-road driving for | Normally, you will choose on-road or off-road driving for | ||
a full shift, but the GM can allow splitting a shift in half, at | a full shift, but the GM can allow splitting a shift in half, at | ||
their discretion. | their discretion. | ||
- | ENCOUNTERS: As for marching, short breaks are included in | ||
- | |||
- | WEATHER: In heavy rain, each PC needs to make a Stamina | ||
- | |||
- | roll to march – if you fail, your base movement for this shift is | ||
- | reduced by one hex (which can mean you don’t move at all). If | ||
- | some PCs succeed and others fail, you need to decide whether | ||
- | to leave stragglers behind or wait for them. | ||
- | DARKNESS: Marching off-road at night requires a Survival | ||
- | |||
- | roll. Only one person rolls for the entire group. Failure means | ||
- | that you cannot find your way, and no progress is made | ||
- | during this shift. | ||
- | ENCOUNTERS: Short breaks are included in the travel speeds | ||
- | |||
- | in the list, but if you stop for more than a few minutes along | ||
+ | **ENCOUNTERS**: | ||
the travel speeds for vehicles, but if you stop for more than a | the travel speeds for vehicles, but if you stop for more than a | ||
few minutes, you will not be able to travel the entire distance. | few minutes, you will not be able to travel the entire distance. | ||
Line 4063: | Line 3990: | ||
you lose when stopping for an encounter. | you lose when stopping for an encounter. | ||
- | TERRAIN | + | ==== TERRAIN |
When driving off-road, difficult terrain can reduce your speed. | When driving off-road, difficult terrain can reduce your speed. | ||
A terrain speed factor of ×½ in a hex means that you need to | A terrain speed factor of ×½ in a hex means that you need to | ||
Line 4072: | Line 4000: | ||
terrain has no effect. | terrain has no effect. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | ==== DRIVING AT NIGHT ==== |
- | + | ||
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 42 | + | |
- | + | ||
- | DRIVING AT NIGHT | + | |
- | + | ||
- | FUEL | + | |
Driving off-road at night halves the effective travel speed, | Driving off-road at night halves the effective travel speed, | ||
rounding fractions up. | rounding fractions up. | ||
- | Vehicles need fuel to operate. The lists in chapter 5 indicate | + | ==== MISHAPS ==== |
- | each vehicle’s fuel capacity (in liters) and fuel consumption | + | |
- | (in liters per hex driven). Off-road, the fuel consumption is | + | |
- | doubled. | + | |
- | MISHAPS | ||
At the start of each shift you drive, you must make a skill roll | At the start of each shift you drive, you must make a skill roll | ||
for driving, modified for terrain type. If you drive off-road | for driving, modified for terrain type. If you drive off-road | ||
Line 4099: | Line 4015: | ||
of the shift – the GM decides the exact hex. | of the shift – the GM decides the exact hex. | ||
- | MOUNTS | + | ==== FUEL ==== |
+ | |||
+ | Vehicles need fuel to operate. The lists in chapter 5 indicate | ||
+ | each vehicle’s fuel capacity (in liters) and fuel consumption | ||
+ | (in liters per hex driven). Off-road, the fuel consumption is | ||
+ | doubled. | ||
+ | |||
+ | ==== MOUNTS | ||
During travel, you can only ride for two shifts per day. To ride | During travel, you can only ride for two shifts per day. To ride | ||
for a third shift, you need to make a Mobility roll. If you fail, | for a third shift, you need to make a Mobility roll. If you fail, | ||
Line 4105: | Line 4029: | ||
needs at least one shift of rest per day. | needs at least one shift of rest per day. | ||
- | DRIVING | + | **DRIVING |
- | 2D6 | + | ^ 2D6 ^ MISHAP ^ EFFECT ^ |
+ | | 2 | Broken Axle | The vehicle becomes inoperable, needing a shift of repairs and a successful Crafting roll before it can continue. | | ||
+ | | 3 | Roadkill | The vehicle hits a random animal (roll on the hunting table). The animal is killed (and can be used for food), but also inflicts damage on the vehicle front equal to half its hit capacity (rounding up). | | ||
+ | | 4 | Busted Gearbox | The vehicle cannot move any further. Fixing the problem requires a Crafting roll and shift of work. | | ||
+ | | 5 | Dirty Fuel | The engine stops due to dirt or water in the fuel. All of the fuel in the tank needs to be drained and the vehicle refueled before it can continue. | | ||
+ | | 6 | Bogged Down | The vehicle gets stuck and moves no further this shift. Getting loose requires a Force roll or help from another vehicle. One attempt per shift can be made. | | ||
+ | | 7 | Wrong Turn | The driver makes a wrong turn somewhere and needs to turn around and go back. One hex of movement is lost this shift. | | ||
+ | | 8 | Roadblock | The road ahead is blocked by debris, a landslide, or fallen trees. The driver must choose a different hex to move into, or remove the obstacle (Force roll, taking one shift). | | ||
+ | | 9 | Engine Overheated | The vehicle must stop for the rest of the shift. | | ||
+ | | 10 | Blown Tire | The vehicle cannot move any further. Fixing the problem requires a Crafting roll with a +2 modifier. One attempt per shift can be made. | | ||
+ | | 11 | Crash | The vehicle crashes into a tree, rock, or barricade, and suffers damage equal to its travel speed rating. | | ||
+ | | 12 | Engine Blown | The vehicle becomes wrecked (page 26). | | ||
- | MISHAP | + | ===== KEEPING WATCH ===== |
- | + | ||
- | EFFECT | + | |
- | + | ||
- | 2 | + | |
- | + | ||
- | Broken Axle | + | |
- | + | ||
- | The vehicle becomes inoperable, needing a shift of repairs and a successful Crafting roll before it can continue. | + | |
- | + | ||
- | 3 | + | |
- | + | ||
- | Roadkill | + | |
- | + | ||
- | The vehicle hits a random animal (roll on the hunting table). The animal is killed (and can be used for food), but | + | |
- | also inflicts damage on the vehicle front equal to half its hit capacity (rounding up). | + | |
- | + | ||
- | 4 | + | |
- | + | ||
- | Busted Gearbox | + | |
- | + | ||
- | The vehicle cannot move any further. Fixing the problem requires a Crafting roll and shift of work. | + | |
- | + | ||
- | 5 | + | |
- | + | ||
- | Dirty Fuel | + | |
- | + | ||
- | The engine stops due to dirt or water in the fuel. All of the fuel in the tank needs to be drained and the vehicle | + | |
- | refueled before it can continue. | + | |
- | + | ||
- | 6 | + | |
- | + | ||
- | Bogged Down | + | |
- | + | ||
- | The vehicle gets stuck and moves no further this shift. Getting loose requires a Force roll or help from another | + | |
- | vehicle. One attempt per shift can be made. | + | |
- | + | ||
- | 7 | + | |
- | + | ||
- | Wrong Turn | + | |
- | + | ||
- | The driver makes a wrong turn somewhere and needs to turn around and go back. One hex of movement is lost | + | |
- | this shift. | + | |
- | + | ||
- | 8 | + | |
- | + | ||
- | Roadblock | + | |
- | + | ||
- | The road ahead is blocked by debris, a landslide, or fallen trees. The driver must choose a different hex to move | + | |
- | into, or remove the obstacle (Force roll, taking one shift). | + | |
- | + | ||
- | 9 | + | |
- | + | ||
- | Engine Overheated | + | |
- | + | ||
- | The vehicle must stop for the rest of the shift. | + | |
- | + | ||
- | 10 | + | |
- | + | ||
- | Blown Tire | + | |
- | + | ||
- | The vehicle cannot move any further. Fixing the problem requires a Crafting roll with a +2 modifier. One attempt | + | |
- | per shift can be made. | + | |
- | + | ||
- | 11 | + | |
- | + | ||
- | Crash | + | |
- | + | ||
- | The vehicle crashes into a tree, rock, or barricade, and suffers damage equal to its travel speed rating. | + | |
- | + | ||
- | 12 | + | |
- | + | ||
- | Engine Blown | + | |
- | + | ||
- | The vehicle becomes wrecked (page 26). | + | |
- | + | ||
- | KEEPING WATCH | + | |
During every shift, you can designate one character in your | During every shift, you can designate one character in your | ||
Line 4192: | Line 4051: | ||
You don’t need to have a lookout, but without one you have | You don’t need to have a lookout, but without one you have | ||
no chance of spotting threats before they are upon you. | no chance of spotting threats before they are upon you. | ||
+ | |||
During journeys, the lookout makes a passive Observation roll (cannot be pushed) when the GM indicates that the | During journeys, the lookout makes a passive Observation roll (cannot be pushed) when the GM indicates that the | ||
group is approaching an encounter. The distance between the | group is approaching an encounter. The distance between the | ||
lookout and the encounter depends on the terrain that you are | lookout and the encounter depends on the terrain that you are | ||
traveling in. See the table on page 41. | traveling in. See the table on page 41. | ||
+ | |||
If the roll is successful, your lookout spots the other group | If the roll is successful, your lookout spots the other group | ||
before you are spotted yourselves. You can then decide whether to show yourselves, back off, or set up an ambush. If your | before you are spotted yourselves. You can then decide whether to show yourselves, back off, or set up an ambush. If your | ||
Observation roll fails, the other group spots you first. | Observation roll fails, the other group spots you first. | ||
- | BACKING OFF: If you back off from an encounter without | + | **BACKING OFF**: If you back off from an encounter without |
being spotted, you can circle around it, off-road. This will cost | being spotted, you can circle around it, off-road. This will cost | ||
you an additional hex of off-road movement (modified by | you an additional hex of off-road movement (modified by | ||
terrain), before you can continue forward. | terrain), before you can continue forward. | ||
- | VEHICLES: If you travel on or in a motor vehicle and the | ||
+ | **VEHICLES**: | ||
group you encounter is on foot, you get a −2 modifier to the | group you encounter is on foot, you get a −2 modifier to the | ||
Observation roll to spot the encounter. If you are on foot | Observation roll to spot the encounter. If you are on foot | ||
while the encountered group is motorized, you get a +2 modifier to the roll. If both groups are in vehicles, roll normally. | while the encountered group is motorized, you get a +2 modifier to the roll. If both groups are in vehicles, roll normally. | ||
- | FORAGING | + | ===== FORAGING |
If you are running out of provisions, you can spend a shift | If you are running out of provisions, you can spend a shift | ||
Line 4219: | Line 4079: | ||
type. | type. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | When foraging for food, success means that you find a |
- | + | ||
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 43 | + | |
- | + | ||
- | When foraging for food, success means that you find a | + | |
number of rations of raw food equal to the number of successes you rolled. You can eat raw plants, but you will then need | number of rations of raw food equal to the number of successes you rolled. You can eat raw plants, but you will then need | ||
to make a sickness roll against virulence 3 (D) to resist food | to make a sickness roll against virulence 3 (D) to resist food | ||
poisoning. | poisoning. | ||
+ | |||
Only one character can forage for food or water in the | Only one character can forage for food or water in the | ||
same hex during the same shift, but others can help the roll | same hex during the same shift, but others can help the roll | ||
Line 4235: | Line 4090: | ||
week, except in wintertime. | week, except in wintertime. | ||
- | HUNTING | + | ===== HUNTING |
- | + | ||
- | FISHING | + | |
- | If you are in a hexagon next to a river, lake, or ocean, you | + | |
- | can fish. You can fish from a moving boat. To fish, you need | + | |
- | fishing gear and a Survival roll. Success means you gain a | + | |
- | number of rations of (domestic) food equal to the number | + | |
- | of you rolled, once the fish has been cleaned out and cooked | + | |
- | (page 45). You can eat raw fish, but you will then need | + | |
- | to make a sickness roll against virulence 6 (C) to resist food | + | |
- | poisoning. | + | |
- | Only one character can roll for fishing in the same hex | + | |
- | during the same shift, but others can help the roll. For each | + | |
- | shift you fish again in the same hex, you get a −1 cumulative | + | |
- | modifier. This modifier is reset after a day. | + | |
Another way to find food during a journey is to hunt in your | Another way to find food during a journey is to hunt in your | ||
Line 4259: | Line 4100: | ||
track several prey – roll once for each, and then choose which | track several prey – roll once for each, and then choose which | ||
one to hunt. | one to hunt. | ||
+ | |||
To kill a prey you have tracked, you must first make an | To kill a prey you have tracked, you must first make an | ||
Observation roll to move into position without alerting the | Observation roll to move into position without alerting the | ||
Line 4266: | Line 4108: | ||
the animal is killed. If not, it’s only wounded and escapes. You | the animal is killed. If not, it’s only wounded and escapes. You | ||
usually only get one shot. | usually only get one shot. | ||
+ | |||
The hunting table indicates how many rations of (domestic) food that your prey yields, once the meat has been cut and | The hunting table indicates how many rations of (domestic) food that your prey yields, once the meat has been cut and | ||
cooked (page 45). You can eat raw meat, but you will then | cooked (page 45). You can eat raw meat, but you will then | ||
need to make a sickness roll against virulence 6 (C) to resist | need to make a sickness roll against virulence 6 (C) to resist | ||
food poisoning. | food poisoning. | ||
+ | |||
Only one character can roll for hunting in the same hex | Only one character can roll for hunting in the same hex | ||
during the same shift, but others can help the roll. For each | during the same shift, but others can help the roll. For each | ||
Line 4275: | Line 4119: | ||
modifier. This modifier is reset after a week. | modifier. This modifier is reset after a week. | ||
- | FIRE: Setting a campfire is included in making camp. This is required to be able to cook food at the camp and it will protect | + | **TRAPPING**: Certain animals can be caught using simple |
- | you against cold weather. You can opt to not start a fire, as the | + | |
- | smoke will give away your position to anyone within visual | + | |
- | range of it. When sleeping for a shift without a fire (or other | + | |
- | heat source), you must all roll Stamina to resist cold (page | + | |
- | 25), except in very warm weather. | + | |
- | + | ||
- | TRAPPING: Certain animals can be caught using simple | + | |
- | + | ||
- | STANDING GUARD: Even while you are in your camp, you | + | |
snares. Using a snare, you don’t need to shoot the animal | snares. Using a snare, you don’t need to shoot the animal | ||
in order to catch it. Instead, you just make another Survival roll after having tracked the animal – if successful, the | in order to catch it. Instead, you just make another Survival roll after having tracked the animal – if successful, the | ||
animal is caught. | animal is caught. | ||
- | would be wise to have a sentry stay awake to keep watch. | + | **SAMPLE HUNTING TABLE** |
- | You need to choose who stands guard during the night, and | + | ^ D6 ^ ANIMAL ^ HEALTH ^ TRAPPING ^ FOOD ^ |
- | let this person sleep during some other shift (usually the | + | | 1 | Grouse | 1 | No | 1 | |
- | evening). | + | | 2 | Rabbit | 1 | Yes | 1 | |
+ | | 3 | Fox | 1 | Yes | D3 | | ||
+ | | 4 | Deer | 2 | No | 2D6 | | ||
+ | | 5 | Boar | 3 | No | 2D6×2 | | ||
+ | | 6 | Moose | 5 | No | 2D6×4 | | ||
- | MAKING CAMP | + | ==== FISHING ==== |
+ | |||
+ | If you are in a hexagon next to a river, lake, or ocean, you | ||
+ | can fish. You can fish from a moving boat. To fish, you need | ||
+ | fishing gear and a Survival roll. Success means you gain a | ||
+ | number of rations of (domestic) food equal to the number | ||
+ | of you rolled, once the fish has been cleaned out and cooked | ||
+ | (page 45). You can eat raw fish, but you will then need | ||
+ | to make a sickness roll against virulence 6 (C) to resist food | ||
+ | poisoning. | ||
+ | |||
+ | Only one character can roll for fishing in the same hex | ||
+ | during the same shift, but others can help the roll. For each | ||
+ | shift you fish again in the same hex, you get a −1 cumulative | ||
+ | modifier. This modifier is reset after a day. | ||
+ | |||
+ | ===== MAKING CAMP ===== | ||
When the journey of the day is over, it’s time to make camp. | When the journey of the day is over, it’s time to make camp. | ||
Line 4301: | Line 4155: | ||
Only one character rolls to make camp, but others can help | Only one character rolls to make camp, but others can help | ||
with the roll. | with the roll. | ||
+ | |||
Make a Survival roll. If your roll succeeds, you find a | Make a Survival roll. If your roll succeeds, you find a | ||
sheltered place to spend the night, where you can all find cover | sheltered place to spend the night, where you can all find cover | ||
Line 4310: | Line 4165: | ||
the camp. | the camp. | ||
- | BARE GROUND: It is possible to sleep in the wilderness with- | + | **FIRE**: Setting a campfire |
+ | you against cold weather. You can opt to not start a fire, as the | ||
+ | smoke will give away your position to anyone within visual | ||
+ | range of it. When sleeping for a shift without a fire (or other | ||
+ | heat source), you must all roll Stamina to resist cold (page | ||
+ | 25), except in very warm weather. | ||
- | SAMPLE HUNTI N G TA B L E | + | **STANDING GUARD**: Even while you are in your camp, you |
- | D6 | + | would be wise to have a sentry stay awake to keep watch. |
- | + | You need to choose who stands guard during the night, and | |
- | ANIMAL | + | let this person sleep during some other shift (usually the |
- | + | evening). | |
- | HEALTH | + | |
- | + | ||
- | TRAPPING | + | |
- | + | ||
- | FOOD | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | Grouse | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | No | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | 2 | + | |
- | + | ||
- | Rabbit | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | Yes | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | 3 | + | |
- | + | ||
- | Fox | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | Yes | + | |
- | + | ||
- | D3 | + | |
- | + | ||
- | 4 | + | |
- | + | ||
- | Deer | + | |
- | + | ||
- | 2 | + | |
- | + | ||
- | No | + | |
- | + | ||
- | 2D6 | + | |
- | + | ||
- | 5 | + | |
- | + | ||
- | Boar | + | |
- | + | ||
- | 3 | + | |
- | + | ||
- | No | + | |
- | + | ||
- | 2D6×2 | + | |
- | + | ||
- | 6 | + | |
- | + | ||
- | Moose | + | |
- | + | ||
- | 5 | + | |
- | + | ||
- | No | + | |
- | + | ||
- | 2D6×4 | + | |
+ | **BARE GROUND**: It is possible to sleep in the wilderness with- | ||
out making camp – you simply find a suitable tree to sleep | out making camp – you simply find a suitable tree to sleep | ||
under. You save the time it takes to make camp, but everyone | under. You save the time it takes to make camp, but everyone | ||
Line 4390: | Line 4186: | ||
of cold (page 25). | of cold (page 25). | ||
- | Not for resale. Permission granted | + | **CAMP MISHAPS** |
+ | ^ D10 ^ MISHAP ^ EFFECT ^ | ||
+ | | 1 | Food Spoiled | Your food has rotted or been infected by insects. Half the rations you are carrying are spoiled. | | ||
+ | | 2 | Flooding | Heavy rainfall (page 42) starts in the middle of the night. The camp is flooded and everything gets soaking wet. All characters must roll for Stamina to resist cold (page 25), and no one gets any sleep. | | ||
+ | | 3 | Fire Dies | The firewood is wet, and your campfire goes out. Except in warm weather, everyone must roll for Stamina | ||
+ | | 4 | Fire! | The flames from your campfire spread out of control. If you have a tent, it’s destroyed. Each character suffers the effects of fire with intensity D, and must make a Mobility roll to save their gear. Failure means that one piece of equipment (GM’s discretion) is lost in the fire. | | ||
+ | | 5 | Ants | Your camp sits right in the middle of an ant road. You each suffer one point of stress (damage to Empathy) and no one gets any sleep here. | | ||
+ | | 6 | Lice | A randomly selected character has caught lice. It itches horribly, and they get a rash all over their body. The victim suffers one point of stress (damage to Empathy) each day and cannot sleep this day. A successful Healing roll stops the effect. | | ||
+ | | 7 | Mosquito Swarm | A large swarm of mosquitoes attacks the camp, driving everyone crazy. Roll two D6 for each character – for each success rolled, the character suffers one point of stress (damage to Empathy). | | ||
+ | | 8 | Savage Animal | A starving wolf, dog, boar or even a bear attacks the camp. | | ||
+ | | 9 | Lost Gear | A randomly selected character has lost a piece of gear. The GM decides what was lost, and if it can be found. | | ||
+ | | 10 | Broken Gear | An item belonging to a randomly selected character is broken. The GM decides what item it is. The item can be repaired with a Crafting roll. | | ||
- | Standard Reference Document v1.0 | + | ===== COOKING |
- | + | ||
- | 44 | + | |
- | + | ||
- | CAMP MISHAP S | + | |
- | D10 | + | |
- | + | ||
- | MISHAP | + | |
- | + | ||
- | EFFECT | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | Food Spoiled | + | |
- | + | ||
- | Your food has rotted or been infected by insects. Half the rations you are carrying are spoiled. | + | |
- | + | ||
- | 2 | + | |
- | + | ||
- | Flooding | + | |
- | + | ||
- | Heavy rainfall (page 42) starts in the middle of the night. The camp is flooded and everything gets soaking wet. | + | |
- | All characters must roll for Stamina to resist cold (page 25), and no one gets any sleep. | + | |
- | + | ||
- | 3 | + | |
- | + | ||
- | Fire Dies | + | |
- | + | ||
- | The firewood is wet, and your campfire goes out. Except in warm weather, everyone must roll for Stamina to resist | + | |
- | cold. | + | |
- | + | ||
- | 4 | + | |
- | + | ||
- | Fire! | + | |
- | + | ||
- | The flames from your campfire spread out of control. If you have a tent, it’s destroyed. Each character suffers the | + | |
- | effects of fire with intensity D, and must make a Mobility roll to save their gear. Failure means that one piece of | + | |
- | equipment (GM’s discretion) is lost in the fire. | + | |
- | + | ||
- | 5 | + | |
- | + | ||
- | Ants | + | |
- | + | ||
- | Your camp sits right in the middle of an ant road. You each suffer one point of stress (damage to Empathy) and no | + | |
- | one gets any sleep here. | + | |
- | + | ||
- | 6 | + | |
- | + | ||
- | Lice | + | |
- | + | ||
- | A randomly selected character has caught lice. It itches horribly, and they get a rash all over their body. The victim | + | |
- | suffers one point of stress (damage to Empathy) each day and cannot sleep this day. A successful Healing roll stops | + | |
- | the effect. | + | |
- | + | ||
- | 7 | + | |
- | + | ||
- | Mosquito Swarm | + | |
- | + | ||
- | A large swarm of mosquitoes attacks the camp, driving everyone crazy. Roll two D6 for each character – for each | + | |
- | success rolled, the character suffers one point of stress (damage to Empathy). | + | |
- | + | ||
- | 8 | + | |
- | + | ||
- | Savage Animal | + | |
- | + | ||
- | A starving wolf, dog, boar or even a bear attacks the camp. | + | |
- | + | ||
- | 9 | + | |
- | + | ||
- | Lost Gear | + | |
- | + | ||
- | A randomly selected character has lost a piece of gear. The GM decides what was lost, and if it can be found. | + | |
- | + | ||
- | 10 | + | |
- | + | ||
- | Broken Gear | + | |
- | + | ||
- | An item belonging to a randomly selected character is broken. The GM decides what item it is. The item can be | + | |
- | repaired with a Crafting roll. | + | |
- | + | ||
- | COOKING | + | |
Cooking meat, fish or vegetables that you have caught or | Cooking meat, fish or vegetables that you have caught or | ||
Line 4480: | Line 4207: | ||
cleaning fish, etc. You can cook in the same shift as another | cleaning fish, etc. You can cook in the same shift as another | ||
character makes camp. | character makes camp. | ||
+ | |||
Roll for Survival. No matter if you succeed or not, your | Roll for Survival. No matter if you succeed or not, your | ||
rations of raw plants, meat, or fish are turned into edible | rations of raw plants, meat, or fish are turned into edible | ||
Line 4487: | Line 4215: | ||
made by the GM. | made by the GM. | ||
- | RESTING | + | ===== RESTING |
Resting by the campfire is a good opportunity to recover from | Resting by the campfire is a good opportunity to recover from | ||
Line 4494: | Line 4222: | ||
during the shift no longer counts as rest. | during the shift no longer counts as rest. | ||
- | SLEEPING | + | ===== SLEEPING |
You need to sleep at least one shift per day (usually during the | You need to sleep at least one shift per day (usually during the | ||
Line 4501: | Line 4229: | ||
no longer counts as sleep. | no longer counts as sleep. | ||
- | EXPLORING | + | ===== EXPLORING |
When you stop at a location to explore it, your journey is | When you stop at a location to explore it, your journey is | ||
Line 4509: | Line 4237: | ||
or sleep if you explore for more than half of the shift. | or sleep if you explore for more than half of the shift. | ||
- | WATER TRAVEL | + | ===== WATER TRAVEL |
If you have access to a boat or raft, you can cross a river without using a bridge or a ford. You can also travel along a river, | If you have access to a boat or raft, you can cross a river without using a bridge or a ford. You can also travel along a river, | ||
Line 4515: | Line 4243: | ||
on land. Passengers on a boat can rest or even sleep, as long as | on land. Passengers on a boat can rest or even sleep, as long as | ||
they don’t keep watch, fish or perform some other action. | they don’t keep watch, fish or perform some other action. | ||
- | |||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | ||
- | |||
- | Standard Reference Document v1.0 | ||
- | |||
- | 45 | ||
- | |||
===== Year Zero Engine Free Tabletop License ====== | ===== Year Zero Engine Free Tabletop License ====== |