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2d6 system v.31 - basic rules, Slides de Matemática

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[2d6]
Roleplaying System
Written by Joshua Gager
With Colossal amounts of help from:
Mark Ishman, Micah Brandt
Ismaa Viqar, and Josh Brandt
Version 3.0
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[2d6]

Roleplaying System

Written by Joshua Gager

With Colossal amounts of help from: Mark Ishman, Micah Brandt Ismaa Viqar, and Josh Brandt

Version 3.

A roleplaying game (often abbreviated RPG) is a game in which players take up the role of a particular character (often called the player character, or PC) within a story. There are many different types of roleplay- ing games on the market these days, but the type that this book is designed to help you play is generally referred to as the “pencil- and-paper” style of RPG.

This kind of RPG is played without the aid of a computer or game board, and relies on one of the players to narrate the action of the story, as well as manage the non-player characters (NPCs) within the game. This person is called, most frequently, the Game Master or Game Mistress (GM for short).

I’m sure that if you’re new to the RPG scene, the tendency of experienced gam- ers to reduce long titles to acronyms is a bit confusing, but trust me when I say that it will save a lot of time later on if you can just remember these four:

Roleplaying Game (RPG) – A game in which players take on the roles of charac- ters within a story and direct their actions.

Player Character (PC) – The character that a player controls while playing the game.

Non-Player Character (NPC) – Any char- acter within the story not controlled by a player.

Game Master/Mistress (GM) – The person who creates and runs the game. They also control the actions of the NPCs and make rulings on disputed situations.

RPGs are played for many reasons. Some people like the escapism of ad- venturing in a world more fantastic and

What is a Roleplaying Game?

exciting than their own. Some like to step into someone else’s shoes for a while, to see what different lives are like. Some use them to teach others about historical situa- tions. Some just enjoy the creative aspect of designing and running the game itself. Whatever draws you to the idea of roleplay- ing, you should keep in mind that while RPGs are a lot of fun, they do require a little bit of set-up before you can play.

First off, you should try to find several other people in your area who are also interested in roleplaying. This is your gaming group. Generally speaking a group of four to six people works best, and if you’re all new gamers you might want to keep the group size small at first (it makes the job of the GM easier).

Make sure everyone reads the rules to what- ever game you decide to run. This system, 2d6, is just one of many sets of rules for how you could run an RPG. I, along with a num- ber of my friends, designed 2d6 because we felt a lot of other RPGs on the market today were too complex and took too much time to set up.

Thus, 2d6 is engineered to be simple, quick, and fun, while still allowing you to have a lot of control over the game you’re playing. The enitre game can be played with little more than pencils, paper, and two six-sided dice for each player. Character creation, which is discussed more later on, can take as little as ten minutes once you know the rules.

That said, thank you for choosing 2d6, and enjoy your game!

  • Josh Gager

If you’re still reading this, you’ve chosen to use 2d6 as your game system – thank you! This page is all about the bare mechanics of the system.

Using 2d6 is a way to introduce randomness to your games. Instead of the players telling the GM what they’re going to do and the GM simply telling them how their decisions play out, 2d6 (like many other RPGs), uses dice to add chance to the situation.

Whenever your character attempts some- thing where there’s a possibility that they might fail, you roll two six-sided dice and add whatever bonuses you have that are appropriate to the situation (don’t worry, there’s a lot more about these bonuses later on). This rolling of dice is referred to as mak- ing a “check,” since you’re “checking” to see if your character succeeded.

For instance, let’s say that I was playing in a game where my character was a profes- sional chef in Nazi-occupied France during World War II. He’s managed to arrange for a certain propoganda minister to dine at his restaurant tonight, and is trying to slip poison into the man’s mashed potatoes. The minister has ordered him to cook in front of an audience, so he needs to slip it in without anyone seeing.

Here’s where the dice come in:

I would roll 2 six-sided dice (referred to in gamer notation as 2d6, hence the title of this system), and add my bonus from the Sleight of Hand skill, as well as my bonus from the Dexterity stat to the result. This would be called “making a Sleight of Hand check.”

The Basics

If the result of my check is high enough, my chef succeeds, and the minister dines on arsenic. If the roll fails, my chef fum- bles the vial of poison into plain view and two grumpy-looking SS officers drag him screaming into the night, never to be seen again.

The number you have to match or beat to succeed on a check is called the Difficulty Class, or DC*. How much you succeed or fail by determines how well or how poorly you did. Based on your roll the GM will choose an appropriate course of events.

And that’s the game in a nutshell. There are some specifics you need to learn about cre- ating your character, but the entire mechanic of the game is as simple as this:

GM explains situation, Players react, Play- ers roll checks, GM decides what happens based on checks. Rinse. Repeat.

RULE 0: The most important thing to remember about this game is that it’s a game. Use common sense when making rulings about disputed situations. Your GM is running the game, their word is the final word, but GMs: if your players aren’t having fun, you’re doing it wrong, regard- less of the rules.

The next section will tell you how to create your character so you can begin playing the game!

*for more info about DCs, see the “Running the Game” section on page 26.

Before you can play any game, you’ll need to create your Player Character (PC). This is your avatar in the game world; you direct their actions, decide what they say, do, eat, drink, where they go and who they associate with. There are four (or five) parts to charac- ter creation:

Part 1: Stats – a representation of your character’s physical and mental aptitude.

Part 2: Skills – how much training your character has in specific fields.

Part 3: Talents – special abilities that dis- tinguish your character from those around them.

Part 4: Starting Items – this depends on the game, but your character may or may not start with objects in their possession.

Part 5: Species (optional) – some settings may allow you to choose from a variety of species.

Each of these will be covered in greater de- tail on the next few pages.

While making your character, try to think of a backstory for them. Who are they? Why do they do what they do? Do they have friends or family? What about a job? Are they fa- mous? Homeless? Beautiful? Insane? This is the most important part of any roleplaying game. You can be literally anyone that you want. The only restriction is your own cre- ativity.

That said, there may be guidelines for the particular campaign you’re playing in (a campaign is a series of adventures that are all connected to form a big story). For in- stance, you can’t be a computer hacker in

a traditional fantasy game, where the level of technology is on a rough equivalent with medieval Europe. Talk to your GM about what kind of setting your game is going to be in and then try to figure out where your character fits into that world. While it doesn’t quite pertain to character creation, you may find Table 1 handy.

This shows you all the possible rolls for 2d6, as well as how frequently you’ll encounter them. For example, the fact that there are 6 ways of getting a 7 means that you have a 6/36, or 1/6 chance of rolling a 7, compared to the only 1/36 chance of rolling a 12. This means most of your rolls will be near 7. You absolutely don’t need to know this infor- mation to play, but it can help your un- derstanding of the rules.

It might help to have a 2d6 character sheet with you when you learn about character creation. It can act as a sort of roadmap that you fit all the information to. A 2d6 character sheet is found at the end of this book.

Character Creation

Table 1: Possible Results of a 2d6 Roll

+ 1 2 3 4 5 6

1 2 3 4 5 6 7

2 3 4 5 6 7 8

3 4 5 6 7 8 9

4 5 6 7 8 9 10

5 6 7 8 9 10 11

6 7 8 9 10 11 12

turn into regular experience points (XP), and are added to the 23XP that you use to buy starting skills and talents (see the next three sections for more information about skills and talents).

As far as what different stat bonuses repre- sent in the real world:

+0: below average +1: average +2: above average +3: exceptional

Also, it should be noted that once character creation is done, players cannot buy their stats up with normal experience points (XP). The only way to increase stats after charac- ter creation is by purchasing the “Stat Boost” talent.

If you don’t feel like taking the time to calcu- late out stat points, here are two useful pre- made sets of stats that cost 16 points each:

Balanced: +2, +2, +2, +2, +1, +1, +1, + Specialist: +3, +2, +2, +1, +1, +1, +1, +

Derived Bonuses are made by adding two stats together, rather than adding a stat to a skill. There are four derived bonuses in 2d6, listed below. When you roll one of these checks you don’t add any skill. Instead, you add the appropriate stats that make up the corresponding derived bonus:

Athletics (STR + AGI) Athletics checks are used to test your char- acter’s physical prowess, from climbing, jumping, and running, to lifting heavy ob- jects. To swim or do acrobatics, the “Swim- mer” and “Acrobat” talents must be taken, respectively, as these are learned abilities.

Notice (INT+ PER) Notice is used to search for objects, pick up on cues like body language, track in the dirt, or faint noises. Notice is used to op- pose Stelath, and is used to oppose Speech when a character is being lied to.

Resolve (TOU + WIL) Resolve checks are used to test your char- acter’s resistance to disease, poison, fear, sleep, drugs, or any form of mind-affecting magic. Resolve also determines the amount of Health and Energy your character has (detailed on the next page).

Speech (INT + CHA) Speech is used to convince, coerce, lie, or intimidate. It is most often opposed by No- tice when being used to lie, but may be op- posed by another character’s speech if two opponents are having a debate, or Resolve in the case of intimidation. The “Strongarm” talent allows a character to replace INT with STR when intimidating opponents.

For instance, if a characters stats were:

STR: +

AGI: +

DEX: +

TOU: +

INT: +

WIL: +

CHA: +

PER: +

Table 2: Stat Bonus Costs

Bonus Cost for that bonus

Total cost to get to that bonus +0 0 0 +1 1 1 (1) +2 2 3 (1+2) +3 3 6 (1+2+3)

Then their derived bonuses would look like this:

Athletics: +3 (1 STR + 2 AGI) Notice: +2 (1 INT + 1 PER) Resolve: +5 (2 TOU + 3 WIL) Speech: +1 (1 INT + 0 CHA)

In addition, these derived bonuses can be bought up four times each (to a maximum total of a +10 bonus) by purchasing the “Fit as a Fiddle” “Sharp as a Tack” “Tough as Nails” and “Smooth as Silk” talents given in the Talents section of this book.

Health Points (HP): are a measure of vital- ity equal to 10 + Resolve. HP is lost through combat or other injury. When a character reaches 0 HP, they fall unconscious until at least 1 point of HP is regained. If a charac- ter’s HP falls below 0, they must make a DC 7 Resolve check or die. Any further damage causes them to die immediately.

Healing: characters recover any HP that has been lost at a rate of 2 points per day with adequate sleep and food. In less than adequate conditions, this rate is dropped to 1 point per day. A successful Trade (Heal- ing) check increases the rate by 1 point per day. The DC for this check is up to the GM, but is usually based on how badly the character was wounded. Some settings may have magic or technology that can heal HP directly as well.

Table 3: Healing Rates Condition Rate Sleep & Food 2HP/day No Sleep & Food 1HP/day Sleep, Food & Trade (Healing) check 3HP/day

No Sleep & Food, Trade Healing check 2HP/day

Energy Points (EP): are a measure of endurance equal to 20 + Resolve. EP is lost through combat, exhausting physical exertion, or sometimes even psychological trauma. When a character reaches 0 EP, they fall unconscious, and remain so until they recover at least 1 point of EP. A charac- ter’s EP can never go below 0.

Resting: characters recover EP at a rate of 1 point per hour if they’re not doing any- thing strenuous like hiking, riding a horse quickly, or working at a Trade. 1 to 3 EP can be recovered directly by a meal, depending on the quality of the food and drink. Only 9 points of EP can be restored in this method per day. Meals take at least five minutes to consume. Some settings may have magic or technology that can restore EP directly as well.

Intelligence, Languages, and Literacy: Characters with a +0 INT begin the game with one free native language that they do not have to purchase via the “Polyglot” tal- ent, and are illiterate. Characters with a + INT begin with one free language and are literate. Characters with a +2 INT begin with two free languages, but are only literate in one, and finally, characters with a +3 INT be- gin with two free languages and are literate in both.

Skills give you a numeric bonus on rolls that have to do with a particular area of exper- tise. They’re meant to represent training, work experience, or just a general knowl- edge about a subject.

If a character has no ranks in a skill, they re- ceive no bonus on related rolls, except from their stats. Each rank of a skill costs its own numeric bonus in experience points (XP) to buy, similar to stats. A character can never have more than 7 ranks in any given skill. Each rank a character has in a skill gives them an additional +1 bonus on related checks. For example: A character with 3 ranks in the “Profession (Cook)” skill (which would cost a total of 6 XP to get to) would get a +3 bonus on all checks involving cook- ing or other chef-like activities. In a realistic setting, only extraordinary people like Shaka Zulu, Simo Hayha, Lise Mietner, or Joshua Norton would ever have skills at rank 7.

For quick play, here are two skill builds that each use 15 XP:

Balanced: 2, 2, 2, 2, 1, 1, 1 Specialist: 3, 2, 2, 1, 1, 1

Skills

Sample Skills: Each skill below is accompanied by the stat(s) most commonly associated with it, as well as a brief description of the actions it covers. Skills with a set of parentheses after the name indicate that their are vari- ous subsets of this skill. While this list isn’t exhaustive, it should cover the basic skills you’ll need for most settings.

Skills marked Trained Only can only be used if a character has at least one rank in them, to represent the basic knowl- edge needed to even attempt the task.

Archery [DEX] Archery is any sort of combat using bows or crossbows (crossbows can also be used with the “Shooting” skill). Archery can be used to attack, but not to defend. Archery is almost always modified by Dexterity. Archery can be defended against by Melee ( ) or Ath- letics if cover is available. Archery usually has a much longer range than Throwin.

Drive [DEX] Drive allows your character to operate automobiles or wagons. In some settings you may also need to take the talent “Cre- dentials: Driver’s License” as well. Drive is almost always modified by Dexterity.

Knowledge ( ) [INT] Trained Only Knowledge is a working understanding of a particular field. This skill can be taken multiple times, each one applying to a new field of study. Knowledge checks are used to determine if a character knows something, and are always modified by Intelligence. For instance, someone with the Knowl- edge (Cooking) skill might roll a Knowledge (Cooking) check and add their INT to figure out what wine to pair with venison. Knowl- edge checks for specific fields cannot be

Table 5: Skill Bonus Costs

Rank XP cost for that rank

Total XP cost to get to that rank 1 1 1 (1) 2 2 3 (1+2) 3 3 6 (1+2+3) 4 4 10 (1+2+3+4) 5 5 15 (1+2+3+4+5) 6 6 21 (1+2+3+4+5+6) 7 7 28 (1+2+3+4+5+6+7)

attempted without at least one rank in the appropriate Knowledge skill. A list of sample Knowledge skills is given at the end of this section.

General Knowledge Checks: characters can always make a general knowledge check to see if they know something, but the DC for a general knowledge check is usually higher by two or three steps than a check for a specific field. For instance, the DC to know which restaurants in town are good would be DC7 for Knowledge (local), but DC11 or 13 for a general knowledge check. A general knowledge check is simply a roll of 2d6 plus the character’s Intelligence bonus (no skill bonus applies).

Language ( ) [INT] [CHA] Trained Only Language is used to speak other languages that aren’t your native tongue(s). This skill can be taken multiple times, each time applying to a new language. It is a unique skill, in that when a character hits their seventh rank of a particular language, they instead receive the “Polyglot” talent for the corresponding language (this means they no longer have to roll language checks for that language, since they speak it fluently). Without the talent, there is a chance that the character could mistranslate and either discern an incorrect meaning or accidentally say something they didn’t mean. Depending on how a character learned the language, they may also gain the literacy talent as well. A character must have at least one rank in the appropriate Language skill to attempt a Language check.

Melee ( ) [STR] [AGI] Melee combat comes in three flavors: Heavy, Light, and Unarmed. Heavy is any style where blocking is the primary form of defense (large swordfighting, axes, pole- arms, clubs, maces, and anything involving a heavy shield). Light melee is any kind of melee where the primary defense is dodging or parrying. This includes styles like knife fighting, fencing, kali sticks, small sword combat, or anything with a light shield. Unarmed Melee is combat without weapons and could be anything from bar-brawling to Aikedo. Heavy is almost always modified by Strength, Light is almost always modified by Agility, and Unarmed could be modified by either depending on the situation. Each kind of Melee can be defended from by any oth- er, or by Athletics. In addition, some magic may be used to oppose melee checks. This skill can be taken multiple times. Each time it is taken it applies to a different category of Melee fighting. A note: Characters wishing to use two-weapon fighting (considered heavy or light Melee depending on the weapons used) get no special bonuses to combat unless the “Two-Weapon Fighter” talent is taken.

Perform ( ) [Varies, see text] Perform is used to put on a show. Whether it’s acting, dancing, juggling, magic tricks, or music, Perform is often used as a distrac- tion, a morale booster, or a way to make money. The stat that modifies a particular performance varies wildly depending on the nature of the performance. Perform is op- posed by Perform (if you want to one-up someone else). Perform can also be used to make money. The GM determines how much money was made with a given per- form check.

mediately gain a cinematic. You can use this cinematic immediately if you wish. Rules for cinematics can be found in the “Character Growth” section on page 7.

Whenever you roll snakeyes (the dice dis- play a value of 2), however, you automati- cally fail the check, regardless of how high your bonus to the skill is. The only exception to this is combat, where the results depend on your numeric score.

Aiding Others: If a character wishes, they may attempt to aid another character in a task. Doing this lowers the DC of the task one step, but both characters must succeed on their rolls, or the check fails. Depending on the situation, many characters may be able to help a single character, though they can never reduce the DC below 7 (Easy). Aiding others in combat is a little bit differ- ent, and is covered in the “Combat” Section on page 21.

Taking 7 and Taking 12: If a character is able to take their time, and isn’t distracted by anything like danger or environmental conditions, they may act as though the dice displayed a result of 7 (to which they would add the appropriate bonuses) instead of actually rolling a skill check. For instance, if you were searching a room by making a No- tice check, you could take 7, meaning that you kept on searching the room thoroughly. You would add you bonus from Notice to the number 7, giving you your check result. Basically this saves you from rolling the dice over and over again until you get at least a

  1. This can be done even when there is a penalty for failure, since it only represents a character taking their time and doing some- thing once, very carefully.

If a character can take their time, isn’t dis-

tracted, and there is no penalty for failure, they may “take 12.” Taking 12 works the same way as taking 7, but cannot be done if there is a negative effect for a failed check. For instance, a character could take 12 while searching a room with Notice, but could not take 12 while climbing a wall with Athletics or cooking an omelette with Trade (cook), since a failure in these cases results in a negative consequence rather than just wasted time.

Sample Knowledge Skills:

History, Geography, Biology, Local (must be for a specific area), Chemistry, Survival Skills, Occult, Nobility/Celebrity, Nature, Politics.

Sample Trades:

Carpentry, Ceramics, Sailing, Lockpicking, Engineering, Computer Hacking, Plumbing, Healing, Agriculture, Mechanics, Painting, Smithing, Tailoring, Leatherworking, Travel, Glassworking, Escape Artist, Disguise.

Not all checks that a Trade ( ) skill would modify necessarily require checks. For in- stance, a character could make soup with- out any ranks in the Trade (cook) skill, they just couldn’t make a specific kind, and the quality would always be low.

This page has been left almost blank intention- ally. The alternative was hours of reformatting, which I’m not prepared to do at the moment.

Cheers!

  • Josh

Credentials (2 XP) A character with the credentials talent has access to an ability or a geographical loca- tion that others may not. This could be a driver’s license, a cop’s badge, or even a college membership. Generally speaking, credentials are anything that requires the character to carry a membership card or badge on them at all times. Each time this talent is taken it applies to a new set of cre- dentials.

Favored Enemy / Culture (3 XP) Characters with this talent are particularly used to dealing with one species or culture. Once a day they may reroll a failed melee( ) or diplomacy check against this kind of crea- ture or culture. Each time this talent is taken it applies to a different creature/culture.

Fearless (3 XP) A character with this talent may reroll all Resolve checks against fear and take the better result, even if that fear is the result of a magical effect.

Fit as a Fiddle (2XP) This talent increases a character’s Athletics bonus by 1. It can be taken four times.

Group Fighter (5XP) A character with this talent is trained in the art of fighting multiple enemies at once, and as such ignores the normal penalty for group fighting. Instead of only being able to defend against the first attack each round, they can defend against the first three at- tacks each round.

Hip Shot (7 XP) Characters with the Hip Shot talent reduce their aiming time to half-round action, rather than the normal full-round.

Improved Combat Move (5XP) Characters with this talent pick one type of combat move (Trip, Disarm, Shove, or Grapple). The point cost for that move is reduced from 3 to 1. Each time this talent is taken it applies to a new one of the four combat moves given above.

Literacy (3 XP) Not all characters begin with the ability to read.This talent may only be taken at char- acter creation. However, if your character hits the 7th rank of the language skill, they may automatically receive the literacy talent for that language as well if it is appropriate.

Fast Attack (7 XP) This talent reduces the duration of an attack to a half-round action, rather than a full- round action (allowing characters to attack twice in the same round). Each attack in this manner may contain up to 10 feet of move- ment. This does not affect the casting time of magic spells.

Furious Attack (5XP) A character with the Furious Attack talent may, once per round, make a Melee ( ), Shooting, Throwing, or Archery attack that, if successful, deals an extra 2 damage (HP or EP) but drains 3EP from the attacker. This extra damage cannot be traded for combat moves.

Polyglot (5 XP) This talent allows a character to speak one language fluently, without the possibility of mistranslation or misspeaking. When a character hits rank 7 of a Language skill they automatically receive the correspond- ing Polyglot talent. Otherwise this talent can only be taken at character creation.

Rich (3 XP) Characters with the rich talent have twice as much starting money as other charac- ters if you’re using the slow method of item generation. If you’re using the fast method, they receive another special item and each mundane item slot they expend on money or consumables is worth twice as much. This can only be taken during character creation. Serpentine Pattern (5XP) Characters with this talent do not need cover to defend against ranged attacks.

Sharp as a Tack (2XP) This talent increases a character’s Notice bonus by 1. It can be taken four times.

Smooth as Silk (2XP) This talent increases a character’s Speech bonus by 1. It can be taken four times.

Stat Boost (7XP) This talent increases a single stat by one point. It can be taken four times.

Strongarm (3XP) This talent allows a character to substitute STR for INT when using Speech to intimi- date someone.

Swimmer (2XP) A character with this talent can use Athletics checks to swim.

Tough as Nails (2XP) This talent increases a character’s Resolve bonus by 1. It can be taken four times.

Two-Weapon Fighter (5XP) When fighting with two weapons at once, a character witht his talent deals an extra 1 point of HP or EP dmage on a successful Melee ( ) attack. Since a character cannot wield two bows, this talent cannot be applied

to the Archery skill. This talent can be taken multiple times, each time applying to a dif- ferent offensive skill.

Vicious Parry (5 XP) When a character with the vicious parry tal- ent beats an attacker’s Melee ( ) roll by 3 or more while defending, they may choose to perform one of the following actions on their opponent: disarm, trip, or 5-foot shove.

Detriments:

You may also wish to include detriments in your games. Detriments are diabilities that cause some sort of negative effect on your character, but grant them some extra start- ing XP or other bonus. A few example detri- ments are given below:

Blind (+7XP) Characters with this detriment automatically fail any sight-based Notice checks. Howev- er, they may choose another sense (usually hearing or smell) for which their Perception score is always treated as a +3 when mak- ing Notice checks.

Missing Limb (+7XP) Characters that are missing a limb roll twice for all Athletics and Melee ( ) checks and take the worse result. Characters that are missing a limb may never have an Agility score higher than 2 wthout a prosthesis.

training receive only the benefits of light ar- mor, but still incur the full penalty of medium armor. A character who properly uses me- dium armor reduces the damage from any attack done to them by 2 points. Medium armor caps a character’s Agility score at + while it is worn, and generally has 6HP for the purposes of breaking items.

Heavy Armor (plate mail, bulletproof vest, personal forcefield):

Heavy armor requires the “Armor Proficien- cy” talent to use. Characters using heavy ar- mor without this talent only receive damage reduction as though they were wearing light armor, while still incurring the full penalty of heavy armor. Heavy armor functions the same as medium armor except that it grants the wearer damage redution of 3 points per attack, and caps a character’s Agility at + while it is worn. Heavy armor generally has 9HP for the purposes of breaking items.

The damage reduction granted by armor does not apply to damage used for com- bat moves, i.e. a successful attacker first performs any combat moves they de- clared before the attack, and any leftover damage is then reduced by armor.

Some attacks, like fire or electricity, may ignore the damage reduction granted by cer- tain types of armor. For example, if a person wearing metal breastplate is electrocuted, this damage ignores the DR granted by ar- mor, and damages the character’s base HP directly.

Shields:

Shields don’t grant damage reduction like armor. Instead, they count as cover for the purposes of defending against ranged at-

tacks. Without a shield a character must either find nearby cover or take the “Serpen- tine Pattern” Talent to dodge ranged attacks.

Not all characters begin with items. If your game begins in a jail cell or a slave caravan, it’s doubtful you’ll have access to any pos- sessions.

A helpful hint about items: keep your more permanent items (armor, weapons, tools etc.) on your character sheet, and keep an- other item list of things like consumables or treasure on the back of your sheet to save room.

Breaking Items: Each item has a set amount of health points HP, given by the GM. A stick might only have 1, while a breastplate might have 6. Characters attack items the same way they attack players (see “combat” below). If an item is held or worn by a character, that character defends as though they were being attacked to deter- mine the result of the combat. If the item is unattended, it receives no bonus to its defensive roll.

For visual learners:

Attacker: 2d6 + offensive skill + appropriate stat

Item (on person): 2d6 + wearer’s defensive skill + appropriate stat

Item (unattended): 2d

The damage reduction granted from ar- mor doesn’t apply to damage done to the armor itself.

Fixing Items: Fixing items requires a day of work per health point fixed, and an appropri- ate Trade ( ) check of the same trade that made the item.

Creating Magic Items: There are no hard and fast rules for magic item creation, so discuss with your GM what the house rules are for the setting you’re playing in!

Item Qualities:

Item Qualities are special qualities that give an item advantages or drawbacks. Items with qualities are often special or expen- sive items, since they confer abilities to the wielder. Listed below are some sample item qualities with the sorts of items they could be applied to:

Accurate [Sniper Rifle, well-made ar- rows]:

An accurate weapon allows the wielder to, once per day, reroll a failed ranged attack roll. Accurate weapons must always be ranged weapons.

Brutal [Two-handed weapon, Large-cali- ber gun]:

A brutal weapon does an extra 2HP damage on a successful hit in combat. It also drains 1EP from the wielder, and cannot be used to deal EP damage. Brutal melee weapons are always considered Heavy Melee.

Burning [Molotov Cocktail, Napalm]:

A burning item causes the target to be set on fire. Targets on fire take 2 points of EP and HP damage per round until the fire is put out (a full round action to stop, drop, and roll).

Effective Bonus [Skeleton Key, Mecha Suit]:

An item that grants an effective bonus al- lows the user to use the item’s skill or stat bonus on a given roll instead of their own. For instance, a skeleton key might allow the user to treat their Trade (Lockpicking) checks as though they had a +3 skill bonus, instead of whatever their normal skill bonus was. Alternatively, a giant suit of mechanical armor might allow the wearer to treat their strength score as though it were a 3 while they are operating the suit. Alternatively, the Item might instead give an effective total bo- nus (the character would not add their own stat or skill, but the item’s total bonus). Total bonuses must always be from 0 to 10.

Fire Resistant [Jacket, Blanket]:

A fire resistant item ignores the first point of fire damage taken each round.

Fireproof [Steel Shield, Blast Door]:

A fireproof item ignores all damage from fire or other sources of heat.

Fragile [poorly made sword, binoculars]:

A fragile item breaks when a critical failure is rolled on a check that involves using the item. Fragile items are usualy cheaper than regular items of the same kind.

Lethal [knife, gun, arrows]:

A lethal item is any item meant for deal- ing solely lethal damage. Using the item as normal can only result in a loss of HP, not EP (though using it in another way, such as pistol-whipping someone with the butt of a gun, might still be able to do EP damage).