What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Wednesday, May 27, 2015

Custom Dice - Dwarf Needs Food

Ok so I get emails from a website called RPG Shop.  This site provides me with updates on a number of RPG related things like games, dice and so on.  In particular I've been getting a lot of emails on custom dice.

[d12 Personality Dice and d8 Urban Encounter Dice]

These dice are of course a bit spendy for some one who has no money...like me.  Now they aren't that expensive but its still more money than what I can fork out.

But the prospects of using dice like this in games intrigues me.  They act as a good way to deal with players that tend to ask a lot of questions about the people around them or to help add a bit of randomness to things.

Now of course there are easy ways of building dice sets like these.

The first method is to just create a few charts and then roll a die for those charts.

Lets set up an example using a d6 and Personalities, but we'll keep this simple.

Roll____Result
1_______Hostile
2_______Unfriendly
3_______Standoffish
4_______Neutral
5_______Friendly
6_______Helpful

It would be a simple matter to write up some cards with information on them.  Keeping them to something the size of playing cards is simple and would ensure that not a lot of room is taken up on a table.

Another method is to print off words or words & pics that fit on a die.  This is more difficult as the pic and/or words need to be small enough to fit on a die, but still be legible.  Now you might be able to find some templates online but you may find some issues with scaling.  And of course using a d6 for all of these would be easier than a d8, d10, or d12.

Now looking at fonts the Arial font looks like it would be the best one for the job.  Size however is the main issue.  Font size 8 might work for most words for a d6 as you want it to fit into less than 1/2 an inch in size.  The trick seems to be to keep words to being fairly short.  Pics also have to fit into the space if you are planing on using them.


So there are some logistical issues one faces when attempting to create something that will go on a die.

Keeping all this in mind the prices tags they are asking for you to pay for pre-made dice like this doesn't look so bad.



Of course I'm going to try and create some sheets like this anyway and if successful I'll post them here for others to use.

So in the mean time take care readers.



Dying Light - Walkthrough Part 57 (with commentary)

Dying Light - Walkthrough Part 56 (with commentary)

Wednesday, May 20, 2015

BioBooster Armor Guyver - D&D 5th Edition Conversion

Ok so its been a really long time since I've sat down and actually written a conversion.  And to that end I decided to do this for a favorite anime of mine which is the title of this post.


Ok so lets start with what the Guyver is exactly.  The Guyver unit is a symbiotic organism that bonds with a user.  While the armor is not active there is practically no outward sign that a person is a Guyver, except for two tumor/scar like growths on the persons back. 

Out of the armor the person is normal in every respect, but once armored they become something beyond human.  And translating this over into a game system out side of "Hero System" can be tricky.

So here we are with a couple of different options.  First off we can build a Guyver as an additional template added onto a character's race, or we can just create a new character class.  But I think that what I will try doing first is a Guyver template built on the character's race.  The other obvious problems that exist are the massive powers that the Guyver grants the user.  As such it will have to be toned down considerably for D&D.

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Guyver Enhancement Template
This is a template that can be added to any character race in the standard D&D 5th Edition Player's Handbook.

Level Adjustment:  The character is made more powerful than before, but at a cost.  When determining if the character levels up, treat the character as if they were 1 level higher than they actually are.  This does slow down advancement, but is for the sake of having more powerful abilities.  For attaining level 20, add an additional 50,000xp to what is needed.  In addition to this it costs XP to unlock or improve on the Guyver's abilities.

Bioboosted Form:  As a full action using the characters normal action and move action, the character may assume their bioboosted armored form.  This form provides the following advantages and disadvantages:
  • Armor Class:  The suit provides armor class akin to that of Full Plate Armor.  This can be improved as the character progresses in level.  When the character gains XP they can choose to sacrifice their XP to gain equivalent enchantments to the suit.  The XP cost however is 1/10th the gold cost for enchantments.  Also the armor can be treated as if it were made of Mithril as well by paying XP equal to the gold cost for something being made from Mithril.
  • Extra Sensory Perceptions:  When rolling a Perception roll you have advantage and suffer half the normal penalties for detecting things on the other side of doors, and walls.  You also have Darkvision.
  • Boosted Traits:  While Armored your Strength and Dexterity are increased by +1 each.  Enchantments that would offer a similar bonus can also be purchased with XP and applied to increase these base benefits.  The cost is 1/10th the gold cost for the enchantment, but the initial +1 to Strength and DEX are treated as existing enchantments as well.
  • Transformation Burst:  When activating the armor it creates sphere of energy around the user.  This grants a few specific effects:
    • Anyone making a melee attack against the PC suffers 1d10 damage +1 damage per character level.
    • Ranged attacks and reach weapons/attacks can have their damage canceled out by rolling their damage vs. the effects damage.  If the effects damage roll is less than the weapon/attack then the weapon's damage is halved but passes through.  If the effects damage is greater than the weapon/attack made then it is canceled out.
    • A draw back to this effect is that the character cannot have bulky equipment on or else the damage applies to all of their gear.  To this end the player cannot wear bulky metal armor, and they must put down gear that sticks out too much from their body; this includes weapons.  While transformed no gear that is still on the body can be accessed.
  • Enclosed Armor:  While armored up potions cannot be used.  Additionally a long rest cannot be taken while armored up, though a series of short rests can be taken.
  • Regeneration:  While armored the suit provides a degree of regeneration, allowing severed limbs and portions of the body to be regrown.  In combat the suit heals 1 HP plus the character's CON bonus each turn (no less than 1 HP per turn).  Severed or destroyed parts of the body will regrow over the course of a short rest, but only 1 at a time.  During this period the armor cannot be removed and a long rest is not possible.
  • Tiring:  The suit is a tiring thing to wear, and once removed it cannot be put back on again until after the character has taken a short rest.  If unable to take a short rest the character suffers a -1 to all d20 rolls they make.  The character can choose to bioboost again though even if they have not had a short rest but each additional time they do this compounds the penalty by an additional -1.
  • Vulnerability:  The control metal in the head is a difficult target to hit, but striking it can cause incredible pain to rack the user's body.  When an opponent makes a critical hit on the character, the player rolls 1d10 + their character level.  If damage of the attack is more than what is rolled then the base die of damage (or dice type) is increased by 2 instead of 1.  If the damage does not exceed this then a normal die increase of 1 is applied.
    • Acid:  The bioboosted form is also susceptible to acid attacks.  If hit by an attack that is acid based, increase the damage by 1 additional die.
  • Powers:  The Guyver suit offers up a number of additional powers that can be unlocked in the place of gaining a benefit from level advancement in a character class.  When you level up you can choose to not gain 1 or more of that level's benefits to instead gain access to a Guyver weapon system.
    • High Frequency Sonic Sword:  This is a blade on each forearm that acts as a short sword dealing 1d6 slashing damage + 1d6 thunder damage.  Once unlocked the swords can be used as often as desired.  Enchantments can be applied but are limited to either a +1 to hit/damage, and increasing the thunder damage effect.
    • Infrared Laser:  This is a laser that is fired from the head.  It deals 1d6 piercing damage + 1d6 heat/fire damage, and has a range of 60/120.  Enchantments an be applied but are limited to either a +1 to hit/damage, and increasing the heat/fire damage effect.  Once unlocked the Infrared Laser can be fired as often as one would fire a bow.
    • Sonic Cannon:  This creates a cone effect dealing 3d8 thunder damage to a 15ft cone.  This can be used a limited number of times, equal to 1 plus your WIS modifier (no less than 1 time).  You may also burn one of your uses to improve damage by an additional 1d8.  Targets affected also must make a Strength save or be pushed back 10ft.  You recover your uses after a short rest.  A target takes half damage on a successful DEX save.
    • Gravity Globe:  This ability allows you to control gravitational forces to a degree and allows you to perform one of the below options per selection of this ability.
      • Flight:  The character can fly at a speed equal to its normal ground speed.
      • Gravity Cannon:  This deals 3d8 force damage to a single target at a range of 40/80.  This can be used a limited number of times, equal to 1 plus your CON modifier (no less than 1 time).  You may also burn one of your uses to improve damage by an additional 1d8.  Targets affected also must make a Strength save or be pushed back 10ft.  You recover your uses after a short rest.  A target takes half damage on a successful DEX save.
      • Gravity Shield:  This creates a wall of gravity around the user.  When attacked the user rolls 1d10 + their level, + their proficiency bonus.  If the attack does more damage than the shield, then the damage is reduced by the amount rolled.  If the attacks damage does less than what is rolled then it is negated.  Gravity shield can be activated as a reaction.  Gravity Shield makes use of the same amount of uses as the Gravity Cannon.
    • Mega-Smasher:  The ultimate weapon of the Guyver.  The mega-smasher is a beam weapon with incredible range and damage qualities.  The attack affects a 6 meter wide path and extend out from the user up to 60 meters.  All opponents caught with in the area suffer 4d8 force damage and 4d8 radiant damage.  The power of this increases by 1d8 for each damage type per 4 levels the character has.  The mega-smasher also has essentially 2 uses, or just 1 use.  A single chest plate can be opened to use only part of the Mega-Smasher; in this case reduce the amount of damage dice rolled by half (round up).  The use of the mega-smasher can be regained only after a long rest out of the armor.
  • Magic Restrictive:  Spell casting is not easy to do in the armored form.  Rolls involving casting spells or making attack rolls with a spell are at a disadvantage, this is due to the restrictiveness of the Guyver armor being like that of full plate armor.

Now normally with a Guyver if the host dies and the control metal is in tact the host will be regenerated in their Guyver form.  And the suit also has a defensive mode that takes over for the user should the head receive damage that would kill a normal person (but leaves the control metal intact).  This is not something that will exist in the D&D version for sake of keeping things simple as its already complicated enough.

So there you have it.  It's probably not a perfect model to run with and a GM may want to tweak it a bit, but I think that this is a good working point for adding something new and unusual to your D&D games.



Friday, May 15, 2015

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Wednesday, May 13, 2015

Blast from the Past: The Slayers [d20 System] - Guardians of Order game system

Alright so I am back with some more table top RPG goodness from the past.  Back in the day there once was a company called Guardians of Order and they had a plan, to produce RPG's based on various anime properties.  To this end they created the Tri-Stat system and a number of rule books centered around various anime's in addition to having an open "core rule" system called "Big Eyes, Small Mouth".

But eventually they got into producing a few books out side of their own game system making use of the d20 Open Game Licensing rules put out by Wizards of the Coast.  At this point they created a d20 rule set for BESM (Big Eyes Small Mouth), and 3 books for 3 different anime series.

But of course the company is now out of business and those who have their books now have some collectors items now.

And I happened to have gotten my hands on not only the original d20 BESM rules, but the mecha rule book, d20 Hellsing, d20 Trigun, and finally d20 The Slayers.


The book works well apart from the BESM rules offering up its own classes and races.


RACES
The game offers up the following core races to use.

  • Beastmen:  These are beings who are part animal and part person.  And by that I mean they are essentially anthropomorphic animals.
  • Dragon:  This is an actual player character race that was made available, but the cost to do this was a +6 level adjustment.
  • Human:  Well what would an RPG be with out the default race that is found in every RPG.
  • Chimera:  This allowed you to create any sort of hybrid race under the name of Chimera.  The idea is that each part of the Chimera uses up an equal share of the individuals essense, and thus if you are 3 parts of something then each part is 1/3rd of the whole being.
  • Copy:  This is essentially a clone of the original character, and there are a few rules on this and how it works.
After these initial 5 races the book then goes over "half-breed" races like half-demons, and half-dragons.


CLASSES
The game offers classes that differ from those of the BESM core rule book.  Classes went from level 1 to level 20.
  • Bandit
  • Bounty Hunter
  • Lore Master
  • Noble
  • Priest
  • Rogue
  • Warrior
  • Witch/Wizard

PRESTIGE CLASSES
On top of the above basic classes there were also options for prestige classes.  All prestige classes are offered to go from level 1 to level 10.
  • Cleric/Shrine Maiden
  • Martial Artist
  • Master-at-Arms
  • Pistoleer
  • Shaman
  • Sorcerer
  • Swordsman
  • Warrior of Justice

SKILLS
The book offered what I think is the same array of skills as found in D&D 3.5 rules, but with a few excpetions in that detection skills are broken up into more individual sets of skills like Listen, Spot, Search, which is more in line with D&D 3.0 instead.


FEATS
Its noted that many feats in "The Slayers" function differently than in other d20 games, but there is a clear influence from other d20 game systems present in the feats presented.


MAGIC & RELIGION
The next section of the book outlines magic of the Slayers universe.  Different types of magic are given over to different aspects of what makes up magic.
  • Black Magic = Sorcery
  • Elemental Magic = Shamanism
  • White Magic = Clerical
But the most outstanding feature of the magic system in the game is its rules in governing the use of magic.  Spells all deal something called "Spell Drain" on the user in addition to needing to make Spell Casting rolls and Spell Casting Fort saves to reduce spell drain.

From here the magic section moves on to explain magic items and then gives an actual magic spell section for the book, complete with the Dragon Slave spell.


COMBAT
While combat does work pretty much like any other d20 RPG game, the book does outline a few additional rules of note - such as Psychological Attacks.


The Slayer's Universe
Alignment is touched on in that the game sets the tone of "The Slayers" as being mostly a comedy and while it does not outright list alignments it does give suggestions on how PC's might interact with each other.  An example is given:  "Nothing says a lawful good fighter can't be rude and desperate when he encounters a village after days with out eating - or try to stick another party member with the bill afterwards.  It does mean, however, that both players and GM should feel free to mine those stereotypes for their comedic potential during play."

The section then moves on to weapons like firearms, But in general the basic fantasy weapons and armor in the d20 BESM book (or D&D books) are meant to be used here.

NPC's and Anachronism's are mentioned as well, followed by a brief GM section with notes on GMing in this game setting.


ADDITIONAL PAGES
Following up thing are several pages of poster art work from the series.  A credits section is present and then an episode guide.  Finally you get to the character section where the main characters of the show are presented.
  • Amelia Wil Tesla Seyruun = Level 12 at the end of Slayers, Level 17 at the end of Slayers Next, Level 21 at the end of Slayers Try.
  • Filia Vl Copt = Level 18 at the end of Slayers Try.
  • Gourry Gabriev = Level 18 at the end of Slayers, Level 21 at the end of Slayers Next, Level 23 at the end of Slayers Try.
  • Lina Inverse = Level 19 at the end of Slayers, Level 21 at the end of Slayers Next, Level 23 at the end of Slayers Try.
  • Xellos = Level 35 at the end of Slayers Try.
  • Zelgadis Greywords = Level 19 at the end of Slayers, Level 21 at the end of Slayers Next, Level 23 at the end of Slayers Try.


In addition to the main characters noted above, the game outlines a number of secondary characters as well as normal NPC's, and a Bestiary.

The final piece of the book is the all important character sheet (4 pages).


Now this game is just something fun.  It allows a a new way to play a fantasy game with its unique magic rules as well as the anime setting.  Of course the book is also just a good source book for information too and can serve as a creative means of enhancing other d20 games you may be wanting to run.


While you can still find copies of the book floating around online to buy I have found a place were you can pick up a black and white PDF copy of the book.  And don't worry too much on it being in black and white.  The actual book itself is primarily in black and white (grey scale) with the exception of the poster pages, cover, and back of the book.

The link for downloading this PDF is right here:  The Slayers - d20 System


That's all for now.  I'll be back again later with some more table top fun.







Sunday, May 10, 2015

HAPPY MOTHERS DAY


I just want to wish all you mothers out there a happy mothers day.  My wife is enjoying doing as little work with the kids as she usually gets...which is about none as the kids are rather demanding of their mother and want little to do with their dad - like usual.

But this is normal for siblings.  They get jealous of each other and constantly want their mothers attention regardless of the fact that their dad happens to be standing five feet away and is capable of giving just as much attention.

Now I know that being married and a table top gamer is almost a contradiction, but there are some of us out there who are lucky enough to find someone out there that is able to either put up with us, or is into the same stuff we are.

My wife happens to put up with a lot from me, and while she doesn't play table top RPG's or video games she does find at least the table top RPG's to be interesting...especially when my friends are around.

So enjoy your day; mothers who are reading this; and remember that while you should get a day off from doing anything...your kids probably won't let you regardless of the best interests of your other half.  Just smile and bare with it.

Tuesday, May 5, 2015

Home Brew RPG - Part 2



And here I am again continuing my little project.  Now last time I wrote I developed a set of Attributes to be used for a homemade RPG system.  Now like I did before everything I post on this is protected as my intellectual property and thus is copy righted by me, as of March 11, 2015.

So here we will be moving on to our next step now that we have a foundation in place.


Step 4:  Building a Structured Character

The foundation of a character is their attributes.  The scores are the framing and steel rebar while the stats are the cement that gives it all solidarity.  But now that there is a foundation there also has to be more, a structure that is on the foundation.

Of course the question is where to start on this.  Now in some games skills would be next, while in other it might be talents, traits, perks, feats, or whatever else you want to call them.

So what I’m going to do is run with working out skills.  But why skills?  Skills are the structure of a character telling you what it is you can do and how well you can do it.  Other things like traits, perks and more simply function as the aesthetics of a building; the windows, appliances and so on.

Now to figure out skills we need to now establish a mechanic for using dice.


Now to kick things off, for our dice we will start with a base of d6’s for things.  Now if a trait or the Intellect attribute upgrades a die then then there is room to do so.  On the other hand a downgrade would be limited to just a d4.

Now skills will have to function in some manner or another.  Skills will have levels that determine the number of dice a character will roll.  But how do you determine success and failure?

Now I mentioned before with Defense under the Agility Score you have to roll vs. the defense score to generate a success and that depending on what was being done a certain number of successes are needed.  But with the way how I’m figuring on working skills, that’s not going to work.  So we will go over the changes to Defense later…and I’ll have to update the previous blog entry.

But how to apply this to skills?  So let’s give this a try…
  • To generate a success you have to roll a 4 or higher on your dice.  You need at least one success in order to successfully use the skill.
  • Rolling a failure, or less than 4 does count against your successes.  Thus if you rolled six dice and have 3 successes and 3 failures your skill roll ultimately fails because you don’t have any successes.
  • A critical success occurs when you have 2x more successes than you do failures.  A critical failure is the same.  Generating a critical success or failure can offer up positive or negative effects.
  • Opposed rolls are also something that can occur.  Here both the character and an opponent roll dice and compare their respective successes.  The one with the most successes over the other succeeds.  In the event of a tie no progress is made for either and the two must make another roll.
  • Certain attributes provide additional points which you can use to augment your skill rolls in order to succeed.  These do not form a total pool but instead are applied to their respective skills.  Thus if you have 3 successes and 3 failures you can put points into one of those dice to try and improve it to be a success.


Now skill bonuses provided by attributes need to have some restrictions.
  • How often can they be used?
  • How quickly do you recover their use?


So the idea here is that you can’t just spend points on any and every skill whenever you want.  Your pool lasts you the duration of an encounter, and the encounter’s length depends on the game master.  In a new encounter the bonus pool is resupplied.


Moving on from this we have the four levels of training for skills as provided by the character’s Intellect level.  Remember that these free levels of training can be applied to any skill and not just Intellect skills.
  • Untrained:  So I am changing this from what I had originally.  Making a skill roll untrained is something anyone can do, but succeeding isn't going to be easy.  Rather than rolling a d6 per level in the skill, untrained skills roll as a d4 per level.  Also when and how a skill may be used can be restricted.  For example a character who is untrained in a medical related skill will not be allowed to do surgery regardless of their level in the skill; they just may be really good at first aid.
  • Trained:  A trained skill uses a d6 for rolls rather than d4’s.
  • Journeyman:  Buying a skill up to journeyman status allows you to roll a single die at 1 level higher than normal.  A d6 becomes a d8, or a d8 becomes a d10, and a d10 becomes a d12.  Some traits or other abilities may allow for skills to already be upgraded under certain conditions.
  • Master:  Buying a skill up to master level allows for 2 additional dice to be upgraded one step.


A starting character should also be limited to having only “Trained” skills and nothing higher unless the GM permits this (as in the case of starting with a stronger character than normal).

Interpretation of a Roll

So a skill roll is applied/used when a situation would deem it necessary.  Skills are meant to be open for interpretation on what can be done with them based on what the GM allows and what the player is seeking to do.  In some game systems a difficulty score is set for different tasks that a character can perform.

For example, a kip-up is a martial arts move used to get to one’s feet quickly and without using your hands.  It’s a difficult trick to do and in games is meant to be a way of getting up without having to use a character’s actions. 

Now with rules like this one, you say what it is your trying to accomplish and a skill is assigned to that which best suits what you’re trying to do.  In this system you simply need to generate one success to succeed though if you have more than one success it’s even better.  Going back to our kip-up example, the player simply says that they want to get up quickly without wasting too much time to do so, thus standing up without having to use any actions to do so.

The GM may decide that a normal roll is all that is needed and that a single success generated is what will accomplish the task.  However the GM can also apply other circumstances to the roll to make it more difficult, like being surrounded, or attempting to do this on slippery ground.

Failing at using a skill can offer up penalties to a character depending on what is going on.  For example if you are hacking a computer and you fail your roll you run the risk of setting off alarms.  Another example being the kip-up; if you fail that roll you fail to stand and must spend an action to stand…though if you failed the roll badly enough (critical failure) you may even be denied the ability to stand.


Situational Modifiers

The GM at any time can apply situational modifiers to any and all skill rolls.  Negative modifiers simply increase the number of successes you need to generate in order to complete a task.  In some cases you may have a positive modifier too that grants you a modified roll making a task easier.  Modifiers also vary based on being in combat or out of combat and if certain actions are taken in combat.

Negative Modifiers (Non-Combat)
  • No penalty for failing = 1 Success needed, a roll may not be needed but a roll could be used to determine how well one does.
  • Minor penalty for failing = 2 successes needed.
  • Moderate penalty for failing = 4 successes needed.
  • High penalty for failing = 6 successes needed.
  • Guaranteed penalty for failing = 8 successes needed.

Note that negative modifiers are based upon sources present that grant them, as such they can compound on each other.  The highest negative modifier sets the number of successes needed and each additional modifier then adds just 1 additional success needed.

Positive Modifiers (Non-Combat)
  • Taking your time (doable if you can spare 2x the amount of time, or longer, to perform the task) = Reduce successes needed by 1.
  • Extensive planning/rehearsing = Reduce successes needed by 1 per week spent planning/rehearsing.
  • Right equipment = Reduce successes needed by 1 for having the right tools on hand.
  • Assistance = Each person who helps you lowers the number of successes needed by 1.

Note that positive modifiers can never lower your required successes to less than 1.


Tasks And Minimum Successes
Some actions do require a minimum number of successes in order for a task to succeed, and are thus modified by situations from there.
  • Melee Attacks:  These are vs. a character’s Defense.  Defense is marked as Active and Passive.  Passive Defense is where the character is unaware of an attack, and Active Defense is where you are actively moving around and attempting to evade harm.  Your Active Defense is equal to your Agility Score, while Passive Defense is half your Defense Score.
    • Dodging:  There is always more you can do to evade harm, and dodging is the action you can take to do this.  Here you give up your ability to attack in favor of being harder to hit against any attack.  Dodging increases the number of successes needed by 2.
    • Evade:  This is when a character is subjected to an attack that affects an area.  Evading an attack that targets an area requires an applicable skill roll.
  • Ranged Attacks:  While these attacks are vs. a character’s Defense for number of successes needed to be generated , the range at which you are attacking and if a target is moving all make it more difficult to hit an opponent.
    • Moving Characters:  Any character/target that is making use of a normal move action on their turn increases the number of successes needed by 1.
    • Range Increments:  Range is based on the weapon being used, or the user’s Might Score if thrown.  However accuracy is more based upon the individual making the attack and the actual distance and less so on the weapon which mostly dictates how far out an attack can go.  Range increments also apply to one’s ability to sense or detect things happening around them.
      • Adjacent/Close:  This is the range at which you can touch someone with your hand.
      • Point Blank:  This is between Close range and around 10ft away.  Range does not impose penalties to attack rolls at this distance.
      • Thrown:  A thrown weapon still applies to the same rules for determining additional successes.  Throwing range is based upon your Might score x 5 which shows how far you can hurl an object.
      • Average:  This range is past point blank.  Usually this range is anywhere past 10ft and around 30ft away from the character.  Most normal firefights occur at this distance and attacks made have a +1 increase in required successes.
      • Long:  This range is beyond the normal 30ft.  Attacks beyond his point see a +2 increase in required successes.
      • Distant:  This is a range that is quite some distance from the person, though closer objects might still be somewhat visible, to see anything in detail or to see objects further out one would need special equipment.  Attacks here have a +4 increase in required successes.
      • Extreme:  Extreme range is beyond any visual range of a person without some sort of enhancement.  This can be something like viewing an object miles away.  Any attack made at this range is likely to fail unless the weapon/attack can operate at extreme ranges, and the user has to have some sort of means of viewing at these ranges.  Even then an attack made at this range is going to suffer a +8 increase in required successes.
  • Non-Combat Skill Use:  To start, skills vary in the amount of time needed to use them.  On average a skill roll requires a minimum of 1 success to be generated in order for a skill to be successfully used in a normal time frame as determined by the Game Master.  In many cases this is a task that can be completed as either part of an existing action taken by the character, or it makes use of more time.  Rushing a task is also possible with anything you do, but this can apply a negative modifier to the skill when rolled.



What are Skill Levels?
Skill levels determine how many dice you can roll when using a skill.  One level equals one die.  All skills start with at least 1 level in each.  You can then buy up your levels to a limit equal to your attribute for a certain cost.  Buying up levels past an attribute however will cost even more.  Thus you are not entirely limited in your levels by your attributes, they just make things cheaper to buy.

Regular “non-combat” skills will cost less than “Combat” skills.

But just what are these skills going to be?  Well let’s get to that then.

Non-Combat Skills (NCS)
These are skills that are used outside of combat situations typically.  They often require a degree of time to use that is not typically used in a combat situation, though this is not always the case like when using social interaction based skills.

Combat Skills (CS)
These are skills that are of course used in combat situations.  The skills require an action of some sort in order to use or in some cases the characters full turn to use.

Agility Skills
Acrobatics (NCS):  This skill is used when the character needs to perform a feat of agility involving movement or motion.  Standing up as a free action, jumping, or doing flips, all are acrobatic feats that one can perform.  If you cannot move then you cannot use acrobatics.
  • Fast Stand:  You use the skill to quickly get to your feet.  A single success allows this to be possible, but environmental conditions can apply. 
  • Jumping:  The distance you need to jump determines how many successes are needed.  Jumping 1 meter/3ft is fairly easy and needs only 1 success, but each additional increment of distance you need to jump will require an additional success.
  • Movement Feat:  Acrobatics can be used to move over obstacles without losing one’s move action to do so.  The number of successes needed to do this is determined the same way as jumping.  And covers the area in which the character has to move through/across.


Sleight of Hand (NCS):  The skill is used to perform actions of hand-eye-coordination and subterfuge.
  • Entertaining:  The skill can be used to entertain people.  The number of successes needed is dependent upon how difficult of a task you want to perform.
  • Pickpocketing:  The skill is used to steal items that are on another person, or placing items on a person.  The roll is vs. the target’s ability to perceive their surroundings, and thus is an opposed roll.


Driving (NCS/CS):  This skill is used when operating a vehicle of some sort whether it’s one that operates on the land, water, or in the air.

Melee (CS):  The skill is used when making a melee attack.  This attack can be an unarmed strike, a strike with a melee weapon, or used for grappling.

Ranged (CS):  This skill is used when making a ranged attack with any ranged weapon or similar attack.


Intellect Skills
Craft (NCS):  The skill is used when attempting to make things whether it’s a table, a wicker basket, or metal working.  The skill roll mostly determines the degree of the craftsmanship put into the item.  When the skill is taken it needs to apply to a specific field of craftsmanship.

Computer Use (NCS):  The skill is used to build computers, or work with computers, hacking, programing and so on.

Decipher (NCS):  The skill is used to figure out codes, signals, combinations, or putting clues together to get a bigger picture.

Education (NCS):  The skill is used when making a roll regarding area’s of knowledge that came from being educated.  This is primarily affixed to non-scientific areas of knowledge.

Electronics (NCS):  This skill is used when working with electronic devices, whether its figuring out how it works, repairing it, upgrading it, or making something new for the first time.

Mechanics (NCS):  This skill, like electronics, allows the character to understand machines, how they work, how to make them, how to fix them.

Science (NCS):  The skill also functions in a similar manner to electronics and Mechanics, but dealing with mathematics, chemicals, physics, and so on.

Tactics (CS):  This skill is used to determine a course of action that would grant an advantage to either a single ally or a group.  Inversely it can be used to impose a hindrance to opponents instead.  For example the skill would be used to determine a strategy to outflank the opponent or to lure an opponent into a trap.


Reason Skills
Intuition (NCS):  The skill is used for picking up on things you are being told, finding the truth in lies, discerning nuances in mannerisms, and just plain out knowing if a person is lying.

Awareness (NCS):  The skill is used for finding things in ones environment from finding hidden doors, skulking persons, where the air is flowing from in a dark cave.


Presence Skills
Charm (NCS/CS):  The skill is used to alter a person’s attitude toward your character in a favorable way that does not involve the use of violence but one’s own charisma and presence.  The skill can be used in combat as a means of attempting to talk down opponents, or talk them out of a course of action.

Intimidate (NCS/CS):  This skill is a skill that can be used instill fear into people through the use of physical or mental manipulation that involves instilling fear into the person.  The skill can involve causing an opponent to run away, surrender, give up information, or act recklessly due to being afraid.

Persuade (NCS):  This skill is used to get a person to do something for you that involves making a compelling statement or argument.  For example, negotiating for a hostage taker to surrender, or for someone to do you a favor are aspects of persuades use.


Attribute Bonuses
So as a finishing note on this I will hit on the bonus to skills given by attributes.  Basically an attribute (except for Might) will grant a bonus to some skill rolls in the form a pool of points.  These points are spent only for each group of skills that are associated with the attribute.  You then assign these points to grant a +1 per point to a single die roll.  You can assign all of these points to a single die or distribute them to multiple dice.  The limitation is that points cannot be spent to increase a roll above a 4 (what is needed to generate a success).  Thus if you have a 3pt bonus and you roll 4 skill dice and get a 4, 2, 1, and 6, you could add the 3 pts to increase the 2 up to a 4 and the 1 up to a 2.