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year_zero_engine_1.0 [2023/04/07 19:37] robertyear_zero_engine_1.0 [2023/06/29 17:32] (current) – [VEHICLE ATTRIBUTES] robert
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 story ends. story ends.
  
-<box+<box round green|ABBREVIATIONS>
-**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> </box>
  
-<box+<box round green|YOU AND OTHERS>
-**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.
 </box> </box>
  
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 ==== 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
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 ==== 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
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 ==== 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+<box round green|THESE SIDEBARS>
-**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.
 </box> </box>
  
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 ==== 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
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 ==== 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
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 require dice in different colors. require dice in different colors.
  
-<box+<box round green|ROLLING DICE>
-**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,
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 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.
 </box> </box>
  
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 ==== 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
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 and game setting. and game setting.
  
-<box+<box round green|SEVEN STEPS OF CREATION>
-**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
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 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.
 </box> </box>
  
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 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, and sanity \\+ 
 +**✦ AGILITY**: Body control, speed, and motor skills 
 + 
 +**✦ WITS**: Sensory perception, intelligence, and sanity 
 **✦ EMPATHY**: Personal charisma and ability to manipulate **✦ EMPATHY**: Personal charisma and ability to manipulate
 others others
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 **✦ 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.
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 **✦ 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,
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 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**: Each point of damage gives you a condition **✦ CONDITIONS**: Each point of damage gives you a condition
 (page 21) and you are broken when you have suffered a (page 21) and you are broken when you have suffered a
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 even more gear. even more gear.
  
-<box+<box round green|ENCUMBERANCE VARIANTS>
-**ENCUMBRANCE VARIANTS \\+
 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.
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 record-keeping. record-keeping.
  
-NO ENCUMBRANCE: If your YZE game is not focused on gear, you +**NO ENCUMBRANCE**: If your YZE game is not focused on gear, you 
-can do away with encumbrance rules **+can do away with encumbrance rules
 </box> </box>
  
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 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.
  
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 to break out the dice and use one of your skills. to break out the dice and use one of your skills.
  
-<box>  +<box round green|THE 12 CORE SKILLS
-** THE 12 CORE SKILLS \\+
 ✦ Force (Strength) \\ ✦ Force (Strength) \\
 ✦ Melee (Strength) \\ ✦ Melee (Strength) \\
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 ✦ Healing (Empathy) \\ ✦ Healing (Empathy) \\
 ✦ Insight (Empathy) \\ ✦ Insight (Empathy) \\
-✦ Persuasion (Empathy) **+✦ Persuasion (Empathy)
 </box> </box>
  
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 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**: Rolling three or even more successes **MORE SUCCESSES**: Rolling three or even more successes
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 you can push the roll. you can push the roll.
  
-<box+<box round green|CUSTOM DICE>
-**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.
 </box> </box>
  
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 your second try, you are stuck dealing with the consequences. your second try, you are stuck dealing with the consequences.
  
-<box+<box round green|WHAT PUSHING MEANS>
-**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.
 </box> </box>
  
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 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+<box round green|NPCS AND SKILLS>
-**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
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 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.
 </box> </box>
  
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 group, you usually address the group’s leader or spokesperson. group, you usually address the group’s leader or spokesperson.
  
-<box+<box round green|NEGOTIATING POSITION>
-**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
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 ✦ 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.
 </box> </box>
  
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 should be considered examples only. should be considered examples only.
  
-<box+<box round green|TIERED SPECIALTIES>
-**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.
 </box> </box>
  
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 ==== 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.
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 final say. final say.
  
-<box+<box round green|WILLPOWER SPECIALTiES>
-**WILLPOWER SPECIALTIES \\+
 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.
-** 
 </box> </box>
  
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 can be a specialist at fighting unarmed. can be a specialist at fighting unarmed.
  
-<box+<box round green|MAGIC SPECIALTIES> 
-** 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). **+
 </box> </box>
  
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 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+<box round green|PLAYING WITHOUT MAPS>
-**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.
 </box> </box>
  
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 following Round. following Round.
  
-<box>** +<box round green|HIDDEN INITIATIVE>
-HIDDEN INITIATIVE \\+
 As an alternative rule to create more uncertainty, you can keep As an alternative rule to create more uncertainty, you can keep
 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.
-**</box>+</box>
  
 ==== YOUR TURN ==== ==== YOUR TURN ====
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 group is up to the GM. group is up to the GM.
  
-<box>** +<box round green|MARK YOUR ACTIONS>
-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
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 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.
-**</box>+</box>
  
 ===== SLOW & FAST ACTIONS ===== ===== SLOW & FAST ACTIONS =====
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 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 | — |
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 | 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) |
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 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 ====
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 must make a supply roll (page 7) for ammunition. must make a supply roll (page 7) for ammunition.
  
-<box>** +<box round green|AMMO DICE>
-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,
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 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.
-**</box>+</box>
  
 ==== OVERWATCH ==== ==== OVERWATCH ====
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 counts as in the inventory list. counts as in the inventory list.
  
-<box>** +<box round green|OTHER RATINGS>
-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: \\
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 ✦ 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).
-**</box>+</box>
  
 **WEAPONS** **WEAPONS**
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 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 ====
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 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>** +<box round green|ATTRIBUTE DAMAGE>
-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.
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 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.
-**</box>+</box>
  
 **STRESSFUL SITUATIONS** **STRESSFUL SITUATIONS**
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 heal damage and stress at the same time. heal damage and stress at the same time.
  
-<box>** +<box round green|BROKEN NPCS>
-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
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 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.
-**</box>+</box>
  
 ===== CRITICAL INJURIES ===== ===== CRITICAL INJURIES =====
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 you rolls two or more successes. you rolls two or more successes.
  
-<box>** +<box round green|PUSHED DAMAGE>
-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.
-**</box>+</box>
  
 ==== ROLLING FOR THE CRIT ==== ==== ROLLING FOR THE CRIT ====
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 suffer the effects of a critical injury. suffer the effects of a critical injury.
  
-<box>** +<box round green|OTHER TYPES OF DAMAGE>
-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.
-**</box>+</box>
  
 **CRITICAL INJURIES – PHYSICAL** **CRITICAL INJURIES – PHYSICAL**
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 | 6         | C         | 2           | | 6         | C         | 2           |
 | 3         | D         | 1           | | 3         | D         | 1           |
- 
  
 ==== FALLING ==== ==== FALLING ====
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 ==== VEHICLE ATTRIBUTES ==== ==== VEHICLE ATTRIBUTES ====
  
-**PASSENGERS**: The number of people that can ride in the vehi- +**PASSENGERS**: The number of people that can ride in the vehicle, in addition to the driver.
-cle, in addition to the driver.+
  
 **MANEUVERABILITY**: A modifier to all skill rolls with this **MANEUVERABILITY**: A modifier to all skill rolls with this
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 and heavy ones. and heavy ones.
  
-**HULL**: How much damage the vehicle can take before becom- +**HULL**: How much damage the vehicle can take before becoming wrecked.
-ing wrecked.+
  
 **ARMOR**: The armor rating of the vehicle. **ARMOR**: The armor rating of the vehicle.
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 ==== 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
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 ==== 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
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 simply does nothing in the round. simply does nothing in the round.
  
-<box>** +<box round green|RUNNERS vs VEHICLES>
-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, it’s not necessarily each participant. In a bustling street environment, it’s not necessarily
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 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.
-**</box>+</box>
  
 ==== 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.
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 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.
  
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 participant during the Round. The GM has final say. participant during the Round. The GM has final say.
  
-<box>** +<box round green|MULTIPLE PARTICIPANTS>
-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/vehicle on two ways to resolve it. The simplest way is to divide the participants into two sides. Only the slowest person/vehicle on
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 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.
-**</box>+</box>
  
 ==== CHASE OBSTACLES ==== ==== CHASE OBSTACLES ====
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 as needed. as needed.
  
-<box>** +<box round green|FIRING FROM VEHICLES>
-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
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 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. </box>
-**</box>+
  
-**FOOT CHASE OBSTACLES+**FOOT CHASE OBSTACLES**
 ^ D10 ^ OBSTACLE ^ ^ D10 ^ OBSTACLE ^
 | 1 | DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, the maneuver fails automatically. | | 1 | DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, the maneuver fails automatically. |
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 | 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/POLICE: A pair of guards or police try to block the chase, weapons drawn. This gives a −2 modifier to Pursue/Flee, Hide and Stand and Shoot. Anyone who performs the Stand and Shoot maneuver will be attacked by the guards. +| 6 | GUARDS/POLICE: A pair of guards or police try to block the chase, weapons drawn. This gives a −2 modifier to Pursue/Flee, Hide and Stand and Shoot. Anyone who performs the Stand and Shoot maneuver will be attacked by the 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. |
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 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
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 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
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 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
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 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
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 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
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 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: When you cast a spell, every success you+ 
 +**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
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 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 castThe range Personal means the 
-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 durationImmediate means that +
- +
-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**: Every spell has a duration. Immediate means that
 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 +The magic makes you unable to sleep for D6 days. | 
- +Your spell drains your energy, inflicting one point of stress. | 
-30 +Your magic hurts your body and you suffer one point of damage. | 
- +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 +| 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. +<box round green|RITUALS>
- +
-+
- +
-Your magic permanently alters your appearance. The GM decides how. +
- +
-+
- +
-The spell blinds you. You act as in total darkness for the next full day. +
- +
-+
- +
-The spell ravages your mind. Immediately roll for a mental critical injury. +
- +
-+
- +
-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.
 +</box>
  
-GENERAL SPELLS+===== GENERAL SPELLS =====
  
 The magic disciplines differ, but there are certain effects and The magic disciplines differ, but there are certain effects and
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 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
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 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.
 +</box>
  
-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.
 +</box>
  
-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
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 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
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 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
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 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
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 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
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 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 2944: 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 2956: 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
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 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
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 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 3003: 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
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 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 3037: 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.”
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 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
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 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 3067: 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 3076: 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
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 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 3096: 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
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 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
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 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,
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 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
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 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
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 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
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 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
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 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 3206: 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
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 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 3229: 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 3239: Line 3233:
 Roll for overcharge/mishap right before you actually move. Roll for overcharge/mishap right before you actually move.
  
-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 3252: 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 3261: 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
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 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 3297: 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
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 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 3326: 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 3336: 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 3347: 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,
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 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 3372: 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 3382: 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 3393: 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 3403: 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 3412: 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+✦ RANK 2 \\ 
 +✦ RANGE: Short \\ 
 +✦ DURATION: Immediate
  
-36 
- 
- HAND OF DOOM 
-✦ RANK 2 
-✦ RANGE: Short 
-✦ 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 3428: 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 3443: 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
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 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
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 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 3479: 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
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 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 3522: 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 3549: 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 3565: 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 3581: 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 3598: 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 3610: 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 3620: 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 3649: 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 3658: 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 3666: 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 3677: 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 3693: 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 3704: 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 3717: 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 3727: 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.+✦ RANK 3 \\ 
 +✦ RANGE: Short \\ 
 +✦ DURATION: Round
  
-Standard Reference Document v1.0 
- 
-39 
- 
- PUPPETEER 
-✦ RANK 3 
-✦ RANGE: Short 
-✦ 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 3750: 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 3763: 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 3776: 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 3790: 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 3813: Line 3844:
 journeys on lakes and rivers below. journeys on lakes and rivers below.
  
-TERRAIN TYPES +TERRAIN ^ ROAD ^ OPEN ^ WOODS ^ HILLS ^ MOUNTAINS ^ LAKE/RIVER ^ SWAMP ^ RUINS ^ 
-A travel map is divided into different terrain types. A few +| Speed (1) | ×1 | ×1 | ×½ | ×½ | ×1∕3 | ×1 (2) | ×¼ | ×½ | 
-typical terrain types are summarized in the table on page +| Driving | +3 | +1 | −1 | 0 | −1 | +2 | −1 | 0 | 
-TERRAIN+| Foraging | As terrain | −1 | +1 | 0 | −2 | — | −1 | −2 | 
 +| Hunting | As terrain | +1 | +1 | 0 | −1 | 0 | 0 | −1 | 
 +| 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/RIVER +
- +
-SWAMP +
- +
-RUINS +
- +
-Speed* +
- +
-×1 +
- +
-×1 +
- +
-×½ +
- +
-×½ +
- +
-×1∕3 +
- +
-×1** +
- +
-×¼ +
- +
-×½ +
- +
-Driving +
- +
-+3 +
- +
-+1 +
- +
-−1 +
- +
-+
- +
-−1 +
- +
-+2 +
- +
-−1 +
- +
-+
- +
-Foraging +
- +
-As terrain +
- +
-−1 +
- +
-+1 +
- +
-+
- +
-−2 +
- +
-— +
- +
-−1 +
- +
-−2 +
- +
-Hunting +
- +
-As terrain +
- +
-+1 +
- +
-+1 +
- +
-+
- +
-−1 +
- +
-+
- +
-+
- +
-−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 3937: 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**: Collecting wood or grain to produce alcohol
 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 resalePermission granted to print or photocopy this document for personal use only. +**HUNTING**: Tracking and killing animals for foodMust be 
- +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, you can march two hexes per shift Under good circumstances, you can march two hexes per shift
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 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**: 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 
 +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 4025: 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.
 +</box>
  
-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 4034: 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**: As for marching, short breaks are included in
 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 4059: 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 4068: 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
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 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 4101: Line 4029:
 needs at least one shift of rest per day. needs at least one shift of rest per day.
  
-DRIVING MISH A P S +**DRIVING MISHAPS** 
-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 +
- +
-+
- +
-Broken Axle +
- +
-The vehicle becomes inoperable, needing a shift of repairs and a successful Crafting roll before it can continue. +
- +
-+
- +
-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). +
- +
-+
- +
-Busted Gearbox +
- +
-The vehicle cannot move any further. Fixing the problem requires a Crafting roll and shift of work. +
- +
-+
- +
-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. +
- +
-+
- +
-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. +
- +
-+
- +
-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. +
- +
-+
- +
-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). +
- +
-+
- +
-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
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 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**: If you travel on or in a motor vehicle and the
 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
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 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
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 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 4255: 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 4262: 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
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 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 4297: 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 4306: Line 4165:
 the camp. the camp.
  
-BARE GROUNDIt is possible to sleep in the wilderness with-+**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 
 +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 +
- +
-+
- +
-Grouse +
- +
-+
- +
-No +
- +
-+
- +
-+
- +
-Rabbit +
- +
-+
- +
-Yes +
- +
-+
- +
-+
- +
-Fox +
- +
-+
- +
-Yes +
- +
-D3 +
- +
-+
- +
-Deer +
- +
-+
- +
-No +
- +
-2D6 +
- +
-+
- +
-Boar +
- +
-+
- +
-No +
- +
-2D6×2 +
- +
-+
- +
-Moose +
- +
-+
- +
-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 4386: Line 4186:
 of cold (page 25). of cold (page 25).
  
-Not for resalePermission granted to print or photocopy this document for personal use only.+**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 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|
  
-Standard Reference Document v1.0 +===== COOKING =====
- +
-44 +
- +
- CAMP MISHAP S +
-D10 +
- +
-MISHAP +
- +
-EFFECT +
- +
-+
- +
-Food Spoiled +
- +
-Your food has rotted or been infected by insects. Half the rations you are carrying are spoiled. +
- +
-+
- +
-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. +
- +
-+
- +
-Fire Dies +
- +
-The firewood is wet, and your campfire goes out. Except in warm weather, everyone must roll for Stamina to resist +
-cold. +
- +
-+
- +
-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. +
- +
-+
- +
-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. +
- +
-+
- +
-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. +
- +
-+
- +
-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). +
- +
-+
- +
-Savage Animal +
- +
-A starving wolf, dog, boar or even a bear attacks the camp. +
- +
-+
- +
-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 4476: 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 4483: 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 4490: 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 4497: 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 4505: 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 4511: 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 
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-45 
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 ===== Year Zero Engine Free Tabletop License ====== ===== Year Zero Engine Free Tabletop License ======
  • year_zero_engine_1.0.1680914229.txt.gz
  • Last modified: 2023/04/07 19:37
  • by robert