From: jch9796@inxs.uta.edu (HENDERSON)
Subject: RPG: Requesting Comments on my RPG...
Message-ID: <1994Jul7.053537.3705@news.uta.edu>
Sender: news@news.uta.edu (USENET News System)
Nntp-Posting-Host: inxs.uta.edu
Date: Thu, 7 Jul 1994 05:35:37 GMT
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Hello all,

I am posting an RPG that I wrote and have been using in my campaign for
the past two years, SPYCHASER: Fantasy (the strange title is explained
below). 

I am very interested in any comments that the readers of r.g.f.m. 
have about these rules.  I have tried to emphasis consistancy and ease 
of play/learning in these rules.  SPYCHASER: Fantasy makes no pretensions
to realism.  I am very interested in any perccieved errors in internal
consistancey and logic.  I am also interested in any ideas on how I can 
make these rules easier to play and learn.  I suspect the combat section
could use work (combat is my weakness as a GM).

No spells are listed for this game.  We use a combination of homemade 
spells and spells modified from other RPGs.  SPYCHASER: Fantasy spell 
descriptions are still under construction.

Thanks for any imput...

Legal Stuff:

This game is Copyright 1994 by James Carl Henderson.  Anyone who wants to
may make copies (electronic or paper) for their own use, if they desire.
You may not sell this game or incorporate sections of this game in a for
profit product.  This game may not be placed in an on-line archive.  (I 
plan to eventually let it be archived, but not until I am finished 
tinkering with it.) 

------------------------------------------------------------------

SPYCHASER: Fantasy
Third Edition; Version 3.2
Copyright 1994 by James Carl Henderson 

Metarules and Introduction
--------------------------
Rule Zero - The purpose of this game is for everyone involved, players and 
gamemaster, to have fun and to enjoy themselves.  All other rules and 
considerations are secondary to this.

Rule One - This is only a game.  This is not the real world.  Role-playing 
is wonderful but keep the feedback from your character from affecting your 
behavior.  If the gamemaster or another player does something to your 
character, it is not an attack on you.  Do not treat it as such.  Remember, 
Spychaser: Fantasy or any other role-playing game is just an amusing 
recreation, not a substitute for your real life. If you don't understand 
the rationale behind this rule, then seek professional help.  You shouldn't 
be playing role-playing games until you get the difference between fantasy 
and reality sorted out.

Rule Two - The gamemaster has the power to overrule any rule, precedent, 
combination of rules, or dice rolls that he deems it necessary to, in any 
situation.

Rule Three - When the rules and common sense conflict, common sense 
prevails.  The gamemaster is the final arbitrator of common sense.

Game Design Philosophy - Spychaser: Fantasy is a fantasy/adventure role-
playing game that stresses adventure and ease of play over "realism."  
Spychaser: Fantasy is not intended to create a "realistic" simulation of 
the life or adventure in a medieval setting.  Realism and historical 
accuracy are not the objectives of this system- fun is.  Although 
Spychaser: Fantasy is optimized for fantasy/adventure in a fantastic 
medieval setting, Spychaser: Fantasy's rules can be easily applied to other 
genres like science fiction, espionage, horror, or superhero.  Indeed, the 
Spychaser: Fantasy rules are adapted from a set of rules originally 
intended for games in a contemporary setting, such as espionage, detective, 
or horror campaigns (hence the title).

Input from the gamemaster and the players is necessary and essential to a 
good campaign.  These rules are intended as a skeleton to build your 
campaign on.  If a rule doesn't exist to cover a specific situation, the 
gamemaster should apply common sense and come up with a ruling based on the 
circumstances.  If worst comes to worst and you can't come up with 
something logical- roll percentile dice and fake it.  Nothing wrecks the 
flow of a game more than a break in the action to argue over some obscure 
point of the rules, or even worse, stopping the game while the gamemaster 
sifts through volumes and volumes of rulebooks, supplements, modules, and 
magazine articles just to cover some never-before-seen and never-to-be-
seen-again situation.  

Statistics
----------
Spychaser: Fantasy statistics consist of six basic and three derived 
statistics.  The range for human statistics runs from 0 to 10.  A 0 
indicates that the character can barely get by in that statistic; a 10 
indicates that the character is one of the best in the world in that 
statistic.  As a comparison, most normal humans have all their statistics 
in the 1 to 3 range.  To represent statistics beyond the normal range of 
human potential, three additional statistic levels beyond 10 exist- alpha, 
beta, and omega.  Statistics in the alpha, beta, and omega range are not 
normally available to player characters.

Willpower - is a measure of the strength of a characters will, personal 
power, and mental toughness.  It is used to generating the derived 
statistic of Power and is the defense against paranormal attacks that 
affect the mind.  Willpower also increases damage for some spells.  All the 
effects of alpha, beta, and omega Willpower are not explicitly defined.  
However, alpha Willpower is treated as a 12 for power calculations, beta 
Willpower is treated as a 15 for power calculations, and omega Willpower is 
treated as a 21 for power calculations.

Perception - is a measure of a character's ability to notice things.  
Throughout the game, the gamemaster will have characters make roll against 
Perception to see if they are surprised or notice something that is less 
than obvious.  The effects of alpha, beta, and omega Perception are not 
explicitly defined.

Luck - comprises half of the derived statistic of Hit Points and is the 
statistic that saving rolls are made against in some certain death 
situations.  Additionaly, a player may re-roll one die roll per game 
session, for each three points of luck his or her character has.  Such re-
rolls are only allowed on die rolls made by the player, and not on rolls 
made by the GM, or on rolls made by other players that happen to affect 
that players character.  A player must declare a Luck re-roll immediatly 
after making the roll that he or she wishes to re-roll.  All the effects of 
a, beta, and omega Luck are not explicitly defined.  However, alpha Luck 
has a value of 12 for hit point calculations, beta Luck has a value of 15 
for hit point calculations, and omega Luck has a value of 21 for hit point 
calculations.

Strength - determines how much a character can lift or carry.  Strength 
also increases damage in unarmed or melee combat.  Divide the Strength 
score by 3 and round down.  (An alpha Strength yields a strength damage 
bonus of 4, beta Strength yields a strength damage bonus of 5, and omega 
Strength yields a strength damage bonus of 7.)  Add the resulting strength 
bonus to the damage for each effective hit.  For each point of Strength, 
the character is assumed to be able to lift 50 lbs. and carry 25 lbs.  
While all the effects of alpha, beta, and omega Strengths are not 
explicitly defined, consider this example: a Strength is Conan, beta 
Strength is Hercules, omega Strength is Superman.

Dexterity - represents quickness and agileness of motion, i.e. running, 
dodging, as well as eye to hand and fine motor coordination.  A character's 
chance to avoid physical attacks is often a factor of his or her dexterity.  
Dexterity is also the basis for the derived statistic of Speed.  

Endurance - is a measure of the character's ability to take punishment and 
to stand up to prolonged hardship. Endurance is half of the derived 
statistic of Hit Points.  Rolls versus Endurance are also made to determine 
whether a character can push him or herself past normal limits (running, 
exposure, holding breath, etc.).  As before, all the effects of a, beta, 
and omega Endurance are not explicitly defined.  However, for Hit Point 
calculations, an alpha Endurance has a value of 12, a beta Endurance has a 
value of 15, and an omega Endurance has a value of 21.

No statistics are generated for characteristics such as charisma, 
intelligence, or physical appearance.  The Spychaser: Fantasy system 
considers these to be purely role-playing matters, and therefore up to the 
individual player.

Hit Points - are equal to twice Endurance plus twice Luck, plus Hit Points 
purchased with experience.  Damage sustained comes off the Luck-based Hit 
Points first.  After all Luck-based Hit Points have been exhausted, real 
physical damage begins to accrue to the character. Luck-based Hit Points 
return at a rate of Luck / 3, rounded up, per ten minute period.  
Endurance-based Hit Points return at a base rate of Endurance / 3, rounded 
up, per day, modified by the severity of the injury and the quality of 
medical care received.  Hit Points purchased with experience are treated as 
Luck-based Hit Points.  Unconsciousness occurs at 0 Hit Points and death 
follows at -10 Hit Points.  In most circumstances, when a characters is at 
less than 0 Hit Points he or she will loose one hit point every action 
until he or she receives medical attention, or reaches -10 hit points and 
dies.

Power - is a measure of a character's total psychic and/or mystical power.  
Only characters with skills that enable them to use specific paranormal 
powers need to calculate a Power statistic.  The Power statistic is equal 
to Willpower, plus Endurance, plus total skill levels and spell or power 
ranks in paranormal skills, plus any Power points purchased with 
experience.

Speed -  determines how many actions a character may take in a round, how 
fast he or she can move, and his or her bonus to initiative rolls.  Speed 
is equal to Dexterity divided by 3, rounded down.  An alpha Dexterity 
yields a speed of 4, beta Dexterity yields a speed of 5, and omega 
Dexterity yields a speed of 7.


Skills
------
The range for human character skills runs from 0 to 10.  To represent 
skills above the normal range of human potential, three additional skill 
levels beyond 10 exist- alpha, beta, and omega (alpha, beta, and omega).  
Skills in the a, beta, and omega range are not normally available to 
player characters.

The higher the skill rating the better the character is at that skill.  In 
general, a skill level of 0 indicates that the character has some passing 
competence/familiarity with the skill in question, while a skill level of 1 
means a character has a basic level of competence/familiarity with the 
skill, and a skill level of 10 identifies that character as one of the best 
in the world with that particular skill.   

When a character attempts to use a skill, the relevant skill rating is 
cross-referenced with either an opposing skill, statistic, or gamemaster-
created task difficulty rating on the Spychaser: Fantasy universal matrix 
(see below).  The character then rolls percentile dice, attempting to roll 
at or under the number indicated on the matrix. 

                         Opposing Skill, Statistic
                            or Difficulty Rating

               0   1   2   3   4   5   6   7   8   9   10  alpha beta omega

           0   50  50  40  30  20  10  5   4   3   2   1   1     1    1
           1   60  50  40  30  20  10  5   4   3   2   1   1     1    1
           2   70  60  50  40  30  20  10  5   4   3   2   1     1    1
           3   80  70  60  50  40  30  20  10  5   4   3   2     1    1
Character  4   90  80  70  60  50  40  30  20  10  5   4   3     2    1
Statistic  5   95  90  80  70  60  50  40  30  20  10  5   4     3    2
    or     6   96  95  90  80  70  60  50  40  30  20  10  5     4    3
  Skill    7   97  96  95  90  80  70  60  50  40  30  20  10    5    4
  Level    8   98  97  96  95  90  80  70  60  50  40  30  20   10    5
           9   99  98  97  96  95  90  80  70  60  50  40  30   20   10
          10   99  99  98  97  96  95  90  80  70  60  50  40   30   20
       alpha   99  99  99  98  97  96  95  90  80  70  60  50   40   30
        beta   99  99  99  99  98  97  96  95  90  80  70  60   50   40 
       omega   99  99  99  99  99  98  97  96  95  90  80  70   60   50 

Some guidelines for determining what statistics, skills, or difficulty 
ratings to use in situations requiring a skill roll are described below:

Melee Weapon Skills - Cross-reference the attacker's skill with the weapon 
with the defender's Dexterity.  In melee weapon combat, a character may 
defend with a melee weapon skill level rather than his or her Dexterity, if 
the gamemaster deems it appropriate.  These skills also increase weapon 
damage.  Divide the skill level by 3 and round down.  (An alpha adds 4 to 
damage, beta adds 5 to damage, and omega adds 7 to damage.)  Add the result 
to the damage for each effective hit.  

Paranormal Skills - For skills that primarily affect the mind, cross-
reference the attacker's skill level with the defender's Willpower.  For 
skills that primarily affect the body, cross-reference the attacker's skill 
level with the defender's Dexterity or Endurance, as appropriate.  A 
character may also defend against a magical or psionic attack with the 
same, or a closely related, magical or psionic umbrella skill, rather than 
with a statistic.  The determination of whether two magical or psionic 
umbrella skills are related closely enough for one to be used as a defense 
against the other is entirely up to the gamemaster.  The gamemaster may, at 
his discretion, allow a skill to be of partial benefit as a magic or 
psionic defense.  For spell or power damages based on umbrella level, alpha 
is considered as equal to level 12, beta is considered as equal to level 
15, and omega is considered as equal to level 21. 

Parry - If a character attempts a parry as one of his or her actions, 
cross-reference the defender's skill with the parrying weapon against the 
attacker's skill with his or her weapon.  

Persuasion Skills - For any skill involving attempts at persuasion, cross-
reference the appropriate skill of the person attempting to persuade with 
the Willpower of the intended target (and modify the target number heavily 
for good or bad role-playing).  

Projectile Weapon Skills - Cross-reference the attacker's skill with the 
weapon with the defender's Dexterity.  All weapon skill levels are based on 
short range.  For point blank range, add 1 skill level.  For medium range, 
subtract 1 skill level.  For long range, subtract two skill levels.  In no 
case, however, can the resulting adjusted skill level be less than 0 or 
greater that omega.  These skills also increases damage in combat with 
weapon.  Divide the skill level by 3 and round down.  (An alpha adds 4 to 
damage, beta adds 5 to damage, and omega adds 7 to damage.)  Add the result 
to the damage for each effective hit.

Skill to Skill Contests - To judge a situation where two characters are 
contending against each other using the same skill, cross-reference the 
attacker's skill level with the defender's skill level. 

Stealth Skills - For any skill involving stealth, cross-reference the 
appropriate skill of the person attempting stealth with the Perception of 
the victim.  

Unarmed Combat or Martial Arts - Cross-reference the attacker's skill level 
with the defender's Dexterity.  In unarmed combat, a character may choose 
to defend with his or her unarmed combat skill (and in some rare cases, a 
weapon skill) rather than his or her Dexterity, if the gamemaster considers 
it appropriate.  These skills also increases damage in unarmed and melee 
combat.  Divide the skill level by 3 and round down.  (And alpha adds 4 to 
damage, beta adds 5 to damage, and omega adds 7 to damage.)  Add the result 
to the damage for each effective hit.    

Other Skill Rolls - With most other types of skill rolls, the gamemaster 
can simply establish a difficulty rating of 0 to omega for any attempted 
action and cross-reference the relevant skill or statistic of the character 
with that rating.

Unopposed Use of Skills and Powers - Many uses of skill or powers by a 
character will be effectively unopposed.  In cases like these, no roll is 
made on the Spychaser: Fantasy universal matrix to determine the success or 
failure of a character's action.  He or she will automatically be 
successful.

Unopposed use of skills and powers will generally be possible whenever a 
character's use of the skill or power in question does not occur during a 
combat, or in any other situation where success or failure is of critical 
game importance.

Zero Level Skills -  A character is assumed to have skill level 0 in any 
skill that has not been taken, but that the gamemaster can be convinced he 
or she should logically know due to background and/or training.  Zero level 
skills cost no points either during character development or later.

Use of a 0 level skill is generally assumed to be successful in unopposed 
skill use situations.  If a character attempts to use a 0 level skill in an 
opposed skill use situation, he or she will have a very small chance of 
success and a greatly enhanced chance of fumbling.

Criticals and Fumbles - Some exceptionally high skill rolls are criticals, 
where the attempted use of the skill is achieves very good or extraordinary 
results.  Conversely, some exceptionally low skill rolls can be fumbles, a 
case where the attempted use of the skill is botched very badly, perhaps 
catastrophically.  The chance that a particular roll is a critical or 
fumble is based on the difference in the attacker's and defender's skill 
levels and is given in the table below.

Difference in            Critical Scored on       Fumble Scored on
Stat or Skill Levels     Less Than or Equal to    Greater Than or Equal to

+9 or greater            11                       00
+7 to +8                 10                       99
+5 to +6                 09                       98
+3 to +4                 08                       97
+1 to +2                 07                       96
0                        06                       95
-2 to -1                 05                       94
-4 to -3                 04                       93
-6 to -5                 03                       92
-8 to -7                 02                       91
-9 or less               01                       90

For most general skill rolls, when a critical is indicated, a d100 is 
rolled.  The lower the score on the d100, the better the result of the 
critical.  Likewise, when a fumble is indicated, a d100 is also rolled, and 
the higher the score on that d100, the more damaging the fumble.  Tables 
containing specific critical and fumble effects are given below for combat 
skills and for paranormal skills.

However, it is important that the gamemaster use some common sense in 
implementing these tables.  On some occasions you will have to adjust these 
effects for unusual spells, psionic powers, or weapon types.  For example, 
a critical hit with a whip or a lasso is not likely to severe a limb, and a 
fumble with a healing spell should not result in critical effect that does 
300% of normal healing to a friendly target.

Combat Skills Critical Table
----------------------------
01      Decapitated (immediate death; where applicable).
02      Throat slashed (immediate death; where applicable).
03      Spine severed or crushed (immediate death; where applicable).
04      Heart pierced (immediate death; where applicable).
05      Spinal or skull injury (total paralysis).
06      Spinal or skull injury (partial paralysis and/or motor damage; roll 
        d100 for severity).
07-09   Leg severed or severely maimed (triple damage; level 10 roll vs. EN; 
         -4 to DX).
10-12   Primary arm severed or severely maimed (double damage; level 8 roll 
        vs. EN; -3 to DX).
13-15   Secondary arm severed or severely maimed (double damage; level 8 
        roll vs. EN; -3 to DX).
16-30   Triple damage.
31-33   Blinded (150% normal damage; reduce PR and DX by 1/2).
34-35   Maiming or severing of sex organ (150% normal damage; level 8 roll 
        vs. EN).
36-38   Solid strike to the head (150% normal damage; stunned 1-3 actions).
39-41   Leg immobilized (150% normal damage; -3 to DX).
42-44   Primary arm immobilized (150% normal damage; weapon dropped; -2 to 
        DX).
45-47   Secondary arm immobilized (150% normal damage; drop any item 
        carried; -2 to DX).
48-50   Abdominal injuries (150% normal damage; death from infection in 1-6 
        days unless healed).
51-75   Double damage.
76-00   150% normal damage.

Combat Skills Fumble Table
--------------------------
01-19   Stumble and recover (loose one strike next action).
20-29   Drop weapon (level 8 save vs. DX to avoid or loose strike next 
        action and DX roll to recover).
30-39   Weapon knocked away (save against ST of opponent to avoid; distance 
        away 3-18 feet).
40-49   Slip and fall (loose next action).
50-59   Wrist, arm, or shoulder sprained or pulled (loose one strike next 
        action; -1 to DX for 1-6 days).
60-63   Weapon knocked away (no save; distance away 3-18 feet).
64-67   Weapon breaks (enchanted weapons gain roll to avoid breakage).
68-71   Bad fall (loose next action; level 8 save vs. DX or stunned for 1-3 
        actions).
72-75   Hit self for normal damage.
76-79   Hit friend for normal damage.
80-83   Wrist, arm, or shoulder broken or dislocated (drop weapon; loose 
        strike next action; -2 to DX ).
84-87   Bad fall (no save; stunned for 1-3 actions).
88-91   Hit friend for maximum damage.
92-95   Hit self for maximum damage.
96      Weapon broken (no save for enchanted weapons; possibility of magical 
        backlash).
97      Severe fall; knocked unconscious.
98      Critical hit on friend.
99      Critical hit on self.
00      Roll 3 times and apply all sensible results (ignore other rolls of 00).

Paranormal Powers Critical Table
--------------------------------
01      Perfect spell or power effect; (instant kill; total heal, permanent 
        effect; etc.).
02      Empowerment; 200% normal effect, plus caster permanently gains 3d6 
        points of Power.
03      Mana surge; 200% normal effect, plus a random object in area is 
        enchanted.
04      Inspiration; 200% normal effect, plus new insight on the paranormal 
        (3 bonus experience points).
05      Mana surge; 200% normal effect, plus every mage or psionic in the 
        area is restored to full Power.
06-08   Mana surge; 200% normal effect, plus caster is restored to full Power.
09-11   Mana surge; 200% normal effect, plus random magic or psionic object 
        in area gets extra power.
12-20   Spell or power operates at 300% normal area of effect, range, 
        duration, or damage (as appropriate).
21-50   Spell or power operates at 200% normal area of effect, range, 
        duration, or damage (as appropriate).
51-00   Spell or power operates at 150% normal area of effect, range, 
        duration, or damage (as appropriate).

Paranormal Powers Fumble Table
------------------------------
01-30   Power drain; spell or psionic powers cost in Power is expended; no 
        effect.
31-40   Power drain; twice the spell or psionic powers cost in Power is 
        expended; no effect.
41-50   Random irrelevant spell effect.
51-55   Power drain; three times spell or psionic powers cost in Power is 
        expended; no effect.
55-59   Miss of target; spell or power affects the wrong enemy target.
60-62   Critical miss of target; spell or power scores a critical effect on 
        the wrong enemy target.
63-65   Shaken; magical or psionic energy backlash (unable to use spells or 
        powers for 1-6 actions).
66-68   Power drain; caster expends 50% of remaining Power.
69-72   Miss of target; spell or power affects a friendly target.
72-74   Backfire; caster takes full effect of the spell or power.
75-77   Temporary loss of spell or power used (1-6 days).
78-80   Psychic exhaustion (subtract 1-3 points of WP for 1-6 days).
81-84   Temporary neural damage (subtract 1-3 points of DX for 1-6 days).
84-85   Stunned; magical or psionic energy backlash (stunned for 1-6 
        actions).
86-87   Knocked unconscious; magical or psionic energy backlash (knocked out 
        for 1-6 minutes).
88-89   Power drain; caster expends all remaining Power.
90-91   Random destructive spell effect.
92      Comatose; magical or psionic energy backlash (comatose for 1-6 days).
93      Temporary loss of use of the umbrella skill that the spell or power 
        used came from (1-6 days).
94      Permanent loss of the spell or power used.
95      Permanent neural damage (subtract 1 points of DX).
96      Permanent psychic damage (subtract 1 point of WP).
97      Temporary loss of use of all spell or powers (1-6 days).
98      Critical miss of target; spell or power scores a critical effect on 
        a friendly target.
99      Critical backfire; caster takes critical effect of the spell or power.
00      Rift, mana flow, or mana sink created.

Possible Character Skills - An (a) notation after a listed skill indicates 
that skill comprises an entire subset of skills.  Each of these skills must 
be taken individually.  For example, if you take a skill of 6 Projectile 
Weapon (longbow), you do not automatically have the skill level of 6 
Projectile Weapon (crossbow), as well.  However, there is generally some 
overlap between subsets of skills.  At the gamemaster's discretion, a skill 
may cascade down (i.e., a character may have a portion of his or her skill 
level in one skill of a set of linked skills, as his or her effective skill 
level in other skills in that set).  To refer back to our example above, a 
character with a 6 in Projectile Weapon (longbow) might be ruled to have an 
effective 3 in Projectile Weapon (crossbow).

Any skill agreed on by the gamemaster and the player is possible.  A list 
of some possible skills is included below.  The skills listed are by no 
means the only skills that may be taken.  Feel free to use your 
imagination.

Acrobatics                   Acting                     Administration
Alchemy                      Animal Handling            Animal Husbandry
Animal Identification        Architecture               Area Knowledge (a)
Armorer                      Art History & Lore         Assassination
Astrology                    Astronomy                  Bartender
Beggar                       Biology                    Blacksmith
Blind Fighting               Bowyer                     Brewer
Bribery                      Bureaucracy                Butcher
Carpenter                    Cartographer               Chandler
Chemistry                    Civil Engineering          Climbing/Rappelling
Cobbler                      Cooking                    Counterfeiting
Courtly Graces (a)           Cryptography               Culture Knowledge (a)
Demonology                   Find and Disarm Traps      Disguise
Drawing/Painting             Embalmer                   Escape
Farmer                       First Aid                  Fisherman
Fletcher                     Flying Mount               Forgery 
Gambling                     Games (a)                  Geography
Geology                      Glassblower                Heraldry
Herbal Medicine              History                    Horsemanship
Hunting                      Jester                     Jewelrysmith
Language (a)                 Law (a)                    Leatherworker
Literature                   Lockpicking                Logistics
Magic Spells (a)             Magical Lore               Magical Properties
Magical Theory               Mason                      Mathematics
Medicine                     Melee Weapon (a)           Memory
Midwife                      Miller                     Miner
Mountain Climbing            Musical Instrument (a)     Nature Studies
Naval Engineering            Naval Tactics              Navigation
Net Maker                    Numerology                 Occult Knowledge (a)
Pathfinding                  Performance Dance          Persuasion
Philosophy                   Physical Sciences          Pickpocketing
Plant Identification         Poison Making              Poison Use
Politics                     Potter                     Projectile Weapon (a)
Psionic Lore                 Psionic Theory             Psychic Powers (a)
Quick Draw                   Religious Ritual (a)       Research
Rope Maker                   Rope Swinging              Running
Sailing                      Scribe                     Sculpture
Seduction/Sex                Set Traps                  Ship Administration
Siege Weapon (a)             Singing                    Skiing
Sleight-of-Hand              Social Dance               Social Philosophy
Spelunking                   Stealth                    Strategy & Tactics
Streetwise                   Survival (a)               Swimming
Tailor                       Tarot                      Teaching
Theology/Mythology           Tracking - Urban           Tracking - Wilderness
Trading                      Trivia (a)                 Unarmed Combat (a)
Value Estimation             Weaponsmith                Weaver
Vintner/Distiller            Woodworker                 Writer/Poet

Character Generation
--------------------
Determining Character Statistics and Skills - Beginning character 
statistics and skills are determined by the player and the gamemaster.  The 
gamemaster will give each player a pool of character points (equivalent in 
value to experience points) to build their character with.  For starting a 
campaign with relatively inexperienced characters, a pool of 150 to 180 
character points, per character, is recommended.  

Cumulative Cost of Statistics and Skills - To buy a statistic or skill, a 
player pays the cumulative cost, in character points, appropriate for the 
statistic or skill level that he or she wants for the character:

Statistic or Skill Value	Statistic Cost          Skill Cost
------------------------      --------------          ----------
          1                         1                     1 
          2                         2                     2
          3                         4                     3
          4                         7                     5
          5                         11                    7
          6                         16                    9
          7                         22                    12
          8                         29                    15
          9                         37                    18
          10                        46                    22

It is not normally possible for a character to start with a skill or 
statistic in the alpha, beta, and omega range.  Since the average human 
range for most statistics and skills runs from 1 to 3, a character will 
likely be above average in many of his or her statistics and skills, 
anyway.  And remember, statistics and skills can later be raised using 
experience points.  All available character points do not have to be spent 
during the character generation process.  Some may be saved and used at a 
later date, just like experience points.  

Players should avoid placing most or all of their character points in a few 
very high statistics or skills.  While such a such a character may be an 
efficient combat machine, he or she will certainly lack vital skills for 
getting along in the world.  To eliminate such artificially distorted 
characters, the gamemaster has the power to require players to choose 
certain skills that are needed for consistency with their characters 
background, or to simply reject any character he or she doesnt want in the 
campaign.  By the way, all characters start with a skill level of 6 in 
their native language and culture at no cost.

Character Background - The player and the gamemaster should get together 
and create a history for the character that is consistent with the 
character's goals, motivations, personality, and skills.  Creation of a 
character background should not be an afterthought to the character 
generation process, but rather, it should be at the core of that process.  
Remember, Spychaser: Fantasy, is a role-playing game, not a roll-playing 
game.  Use some discretion, however; let's try to keep the first-born sons 
of kings to a minimum.

Character Special Abilities - All characters will have some sort of special 
ability, to be determined by the gamemaster and the player.  This special 
ability should be based upon or linked to the character's background.  The 
special ability is above and beyond any skills or powers selected during 
the character generation process.  The gamemaster has an absolute right of 
disapproval over character special abilities.

Non-Human Characters - Characters from fantasy races such as elves, orcs, 
centaurs, dwarves, or gnomes are constructed normally.  Unless race is 
taken as a character's special ability, any specific racial skills or 
magical powers that the player wants will cost character points, as would 
any other skill or power.

Character Equipment/Possessions - Equipment and possessions held by 
character should flow naturally from the character's personality, skills, 
and background.  There are no real rules here.  Equipment and possessions 
should be worked out between the player and the gamemaster and will vary 
wildly depending upon the circumstances of the campaign and the individual 
character.  An interesting and balanced character is more important than an 
arbitrary number of starting money points, or similar game mechanic. 

Combat
------								
Armor - Any type of armor worn serves to reduce damage taken by the 
character by a number of Hit Points equal to the value of that armor.  
Armor value is subtracted from each effective hit scored over areas covered 
by the armor.  However, no matter how much armor is worn, any effective hit 
always scores at least 1 hit point of damage.

Armor is not an unmixed blessing; all but the lightest of the normal armors 
serve to reduce Speed.  (Note, however, that reductions in Speed due to 
armor worn cannot reduce Speed below 1.)  In Spychaser: Fantasy, normal 
armor is classed as either heavy, medium, or light, as below.

Armor Type                                                Armor   Speed
                                                          Value   Reduction 
----------                                                -----   ---------

Heavy Armor                                                 9        2
	[Full Plate, Plate Mail, Field Plate]
Medium Armor                                                6        1
	[Ring Mail, Banded Armor, Scale Mail, Chain Mail]
Light Armor                                                 3        0
	[Leather, Studded Leather]

Magical or psionic armor, or items that provide armor-like protection, also 
serve to absorb damage.  Such items may or may not have an associated Speed 
reduction, depending upon the specifics of that item.

Cumulative Value of Armor - Different items of armor (magic, psionic, or 
mundane) and armor-giving spells or psionic abilities are partially 
cumulative.  You get full value from your highest armor value; to that, you 
add half of your next highest armor value (rounded normally); one-third of 
your next highest armor value (rounded normally); and so on.  

For example, lets consider a character with a Personal TK Shield at level 
8, Bracers of Armor: AV 6, a Ring of Armor: AV 3, and a Feathered Cap of 
Defense: AV 1.  Normally, that characters adjusted armor value is 8:

6 (for his Bracers- full value)
2 (for his Ring- half value, rounds up)
0 (for his Feathered Cap- one-third value, rounds to 0)

But if that character happens to have his Personal TK Shield up, his armor 
value jumps to 12:

8 (for his TK Shield- full value) 
3 (for his Bracers- half value, rounds up)
1 (for his Ring- one-third value)
0 (for his Feathered Cap- one-quarter value, rounds to 0)

As should be obvious, adding extra armor is useful, but one quickly reaches 
a point of diminishing returns.  
	
Time and Movement - A combat round is equal to 10 seconds.  Each combat 
round is subdivided into ten 1 second segments.

To determine initiative, all characters involved in a combat roll d6's and 
subtract their Speed, minus one, from their initiative roll.  A character 
with a Speed of 1 would have no modifier to his or her initiative roll, a 
character with a Speed of 2 would subtract 1 from his or her initiative 
roll, and a character with a Speed of 3 would subtract 2 from his or her 
initiative roll.  The rolled initiative score, minus the Speed 
modification, is the segment that the character begins his or her actions.  

Initiative scores below 1 are considered to be 1's.  In situations where 
characters have tied initiative scores, and it is critical to know which 
moves first, a roll-off, known as a micro-initiative roll, should be made 
between them.  For a micro-initiative roll, the characters involved roll 
d6's and subtract their Speed from the score, just as in a normal 
initiative roll.  The character with the lower micro-initiative roll moves 
first.

To judge when character actions take place, divide the segments in the 
round that remain after the character's initiative score, by the 
character's speed, rounding normally.  For example, a character with a 2 
speed and a 4 initiative score will begin his or her first action in 
segment 3.  (4 initiative score - 1 for speed modification = segment 3.)  
The remaining action will begin in segment 7.  (10 segments - segment 3 = 7 
segments;  7 segments / 2 speed = 3.5 segments; rounds to 4;  segment 3 + 4 
segments = segment 7.)  

Characters only make one initiative roll per combat.  The spacing and 
sequence of the segments where a character has his or her actions will 
carry over from round to round throughout the combat.  If one of a 
character's actions is delayed the character voluntarily holds his or her 
action, all of his or her subsequent actions in that combat will be shifted 
forward the appropriate number of segments.

Under normal circumstances, a character can run a number of yards equal to 
his or her Dexterity during one action.  Also, drawing a readily accessible 
weapon generally consumes one strike out of an action.

Weapon Damage and Range - Damage is done according to weapon type, adjusted 
for skill or statistic modifications, and is subtracted from the defender's 
Hit Points, less his or her armor value.  All damage rolls are based on 
d6's.  Damage and ranges for many typical fantasy weapons are listed in the 
tables below.  No pretensions of realism are made.

Weapon Type                                                          Damage
-----------                                                          ------
Light Melee Weapon                                                   1d6
    [Dagger, Rapier, Handaxe, Foil, Shortsword, Shield Bash, Staff]
Medium Melee Weapon                                                  1d6+2
    [Longsword, Sabre, Broadsword, Mace, Flail, Axe, Scimitar]
Heavy Melee Weapon                                                   2d6
    [Two-Handed Sword, Great Axe, Bastard Sword, Halberd, Lance]
Light Projectile Weapon                                              1d6-1
    [Sling, Shortbow, Shuriken, Throwing Knife]
Medium Projectile Weapon                                             1d6
    [Composite Bow, Crossbow, Throwing Axe, Spear]
Heavy Projectile Weapon                                              1d6+2
    [Longbow, Heavy Crossbow]

Range 
Class      Weapons                                 Range
------     -------                                 -----

Reach      All Melee Weapons                       PB>5'  
Short      Sling, Shuriken, Throwing Knife & Axe   PB>10', S>25', M>40', L<40'
Long       Composite & Shortbow, Crossbows, Spear  PB>25', S>50', M>100', L<100'
Very Long  Longbow                                 PB>50', S>100', M>200', L<200'

Unarmed Combat Damage and Range - Unarmed combat or martial arts strikes do 
a base 1d6-1 points of damage.  All unarmed combat or martial arts strikes 
are considered to have a range of reach.  Skill and strength bonuses apply 
to unarmed combat just as they do to melee and projectile weapons.

Strikes per Action - The table below shows the number of strikes (attempts 
to hit) allowed per action according to a characters skill level with a 
weapon or a fighting style. This table covers most melee and projectile 
weapons, as well as unarmed combat.  Some melee and projectile weapons may 
have a physical or paranormal bonus or limitation to their frequency of 
use; skills with such weapons will not use this table.  For example,  many 
types of crossbows may take too long to recock to be allowed multiple 
strikes per action, or some magical weapons may be enchanted to allow 
swifter motion than normal.

Skill Level          Attacks/Action
-----------          --------------
Skill Level 0        1 attack / 2 actions
Skill Levels 1-3     1 attack / action
Skill Levels 4-6     1 attack / action and 1 parry / action
Skill Levels 7-9     2 attacks / action and 1 parry / action
Skill Level 10       2 attacks / action and 2 parries / action
Skill Level alpha    3 attacks / action and 2 parries / action
Skill Level beta     4 attacks / action and 3 parries / action
Skill Level omega    5 attacks / action and 3 parries / action (minimum)

A character using two weapons or a weapon and a shield gains a free strike 
or parry attempt with that secondary weapon or shield each round.  This 
extra strike or parry attempt may be taken at anytime during the round.  
Normally, any secondary weapon used must be no heavier than Light Melee 
Weapon class.

Special Combat Conditions - The combat rules all assume normal fighting 
conditions, i.e., the target knows you're there and doesn't want to get 
hit.  Attacking from surprise is generally at a +2 shift to skill level.  
Also, in a surprise situation the target defends with his or her Luck 
rather that his or her Dexterity or appropriate skill.  

These rules also assume aimed strikes or missile fire.  Unusual combat 
conditions such as darkness, foul weather, cover, firing from moving 
objects, etc. will modify the effective skill level used for an attack 
roll.  Attacks against extremely large or slow-moving targets may be at a 
positive shift to effective skill level.  Conversely, attacks against 
extremely small or fast-moving targets may be a negative shift to effective 
skill level.  Attacks against unconscious, sleeping, or restrained targets 
almost always hit; the Gamemaster may not even require a roll to hit in 
such circumstances.


Paranormal Skills
-----------------
In most cases, the Spychaser: Fantasy rules treat all the various 
paranormal skills the same, whether they be psychic powers, magical spells 
or rituals, etc.  The gamemaster has absolute and total control over what 
paranormal skills or powers are allowed in his or her campaign.  The 
gamemaster will base such decisions on the power level and atmosphere that 
he or she desires for the campaign.

Depending upon the metaphor for the character's paranormal skills, they may 
require a wide variety of materials, rituals, casting time, or conditions.  
The specifics of each paranormal skill a character learns will be supplied 
by the gamemaster.  The gamemaster may take into account a variety of 
factors such as emotional/physical conditions, weather, sunspots, falling 
tea leaves, etc. when judging paranormal skill use and modify the required 
roll or power used, accordingly.

Paranormal Umbrella Skills - A character wishing to have paranormal skills 
first should take an umbrella skill in a specific area of the paranormal.  
Specific skills (magical spells, psionic powers, etc.) taken underneath the 
umbrella skill then cost one, two, three, four, or five experience points, 
depending upon their relative power.  The cost in experience points of a 
paranormal skill is also known as that skill's rank.  Rank zero paranormal 
skills also exist.  Rank zero paranormal skills are very minor magics 
(cantrips) or psionic powers that may be used at will.  They may be used in 
any area of the paranormal that the character has a umbrella skill level of 
at least 1 in.  The use of rank zero paranormal skills consumes no Power.

A character who wishes to learn only a few spells or powers from an 
umbrella skill area may choose to take those spells or powers as separate 
skills, as long as those spells or powers are of rank two or less.  In this 
case, the cost of the spell or power is equal to its rank.  (Rank zero 
spells or powers cost 1/2 an experience point each.)  If a character ever 
wishes to be able to use that spell or power at a higher skill level that 
its rank, he or she must either buy higher levels with it or purchase and 
raise the appropriate umbrella skill.  Some typical magical and psionic 
umbrella skills are listed below along with brief descriptions:

Magical Umbrella Skills
-----------------------
Air Magic            Air, gas, and wind magics; conjuration of air 
                     elementals	
Common Magic         Set of minor useful spells from all areas of magic; 
                     ranks one and two, only
Creation & 	     Enchantments of transformation of shape and substance; 
Transformation       alteration and creations
Death Magic          Death magic, necromancy, command, control, and 
                     creation of undead
Divination           Informational magics; detects, divinations, magical 
                     sensing and analysis
Earth Magic          Earth and stone magics; conjuration of earth 
                     elementals
Enchantment          Magic of the mind and soul; charms, deceits, 
                     insanities, and mind control
Fire Magic           Fire, smoke, explosion, and heat magics; conjuration 
                     of fire elementals
Illusion             Creation of illusions; sight, sound, and color magics; 
                     invisibility
Life Magic           Healing, regeneration, curing disease; creation of 
                     plants and animals
Magical Energy       Bolts, blasts, and defenses of magical energy; spells 
                     affecting magic
Magical Force        Force shields and force constructs; magical lifting 
                     and motion
Nature Magics        Magic of the natural world; plant, animal, weather, 
                     and forest magics
Space-Time Magic     Teleport, time manipulation, dimension traveling, and 
                     space warping
Summoning & Binding  Conjuration, dismissal, binding, and command of extra-
                     planer entities
Theurgy              Invocation of the power of deities; miracles; magic of 
                     priests and holy men
Water Magic          Liquid, sea, and water breathing magics; conjuration 
                     of water elementals

Psionic Umbrella Skills
-----------------------
Clairvoyance         Mental sensing and gathering of information
Empathy              Sense, influence, and of control emotions; healing of others
Telekinesis          Mental manipulation of matter, energy, and space-time
Telepathy            Mental communication, influence, and attack; healing of the                
                     psyche
Telurgy              Psionic mastery of the body through the power of the mind

The paranormal umbrella skills listed above are by no means the only ones 
that may be exist.  Any paranormal umbrella skill agreed to by the 
gamemaster and the player is possible.    

Paranormal Umbrella Skill Level and Spell Ranks Usable - In order to use a 
paranormal skill of a certain rank, one must have an associated umbrella 
skill of at least twice the rank of the paranormal skill in question.  For 
example, for a character to use the rank five space-time magic spell 
Temporal Stasis, he or she must have an umbrella skill level of at least 10 
in space-time magics.  A character gains the ability to learn spells of 
various ranks according to the chart below:

              Skill Level          Spell Ranks Usable
              -----------          ------------------
                 1                         0
                 2-3                       1
                 4-5                       2
                 6-7                       3
                 8-9                       4
                 10                        5

No matter what rank a paranormal skill is, it is the level of the 
overarching umbrella skill that is cross-referenced with the appropriate 
statistic or difficulty rating to determine the chance for the spell or 
power's success.  

Casting or Activation Time - The time required to cast a spell or to 
activate a psionic power is based on the rank of the spell or power.  
Normal casting or activation times for spells and powers of various ranks 
are given in the table below: 

 Spell or Power Rank              Casting or Activation Time
 -------------------              --------------------------
         0                                1 segments
         1                                1 segments
         2                                3 segments
         3                                5 segments
         4                                7 segments
         5                                9 segments

A spell or power requiring only one segment is effectively instantaneous 
and can easily be used in a combat situation.  Under combat conditions, 
spells or powers requiring longer than one segment to cast become 
progressively more likely to be interrupted, and therefore ruined.  
However, for some specific spells and special circumstances, the gamemaster 
may set casting times that are either longer or shorter than this general 
rule.

"Standard" Spell Effects - The ranges, areas affected, damages, armor 
values, and durations listed below apply to many spells or psionic powers 
(especially the combat spells).  However, quite a few spells will have 
considerably different characteristics.  Consult the gamemaster if you are 
unsure about details of a specific spell or psionic power.

Umbrella   Base   Psionic        Duration     Armor Value /   Mass
Level      Range  Range                       Damage Bonus    Affected 
--------   -----  -------        --------     -------------   --------
Level 1    10'    50 miles.      1 minutes       1                50 lbs.
Level 2    25'    100 miles.     5 minutes       2               100 lbs.
Level 3    50'    250 miles.     0 minutes       3               250 lbs.
Level 4    75'    500 miles.     15 minutes      4               500 lbs.
Level 5    100'   1000 miles.    20 minutes      5               750 lbs.
Level 6    150'   2000 miles.    30 minutes      6              1000 lbs.
Level 7    200'   4000 miles.    1 hour          7              1500 lbs.
Level 8    300'   6000 miles.    1 1/2 hours     8              2000 lbs.
Level 9    500'   8000 miles.    2 hours         9              3500 lbs.
Level 10   1000'  10,000 miles.  3 hours         10             5000 lbs.
Lv. Alpha  2000'  20,000 miles.  5 hours         12           10,000 lbs.
Lv. Beta   5000'  50,000 miles.  10 hours        15           20,000 lbs.
Lv. Omega  10000' 100,000 miles. 24 hours        21           50,000 lbs.

[Notes:  Psionic range applies to powers like telepathic communication or 
clairvoyant remote viewing; normally, psionic attacks are limited to base 
range.  The armor value/damage bonus column applies to spells or psionic 
powers providing armor-like protection and to the base damage per level of 
combat spells or psionic powers.  There are quite a few exceptions to the 
numbers given in the mass affected column.  For example, Teleports use 1/2 
the listed base mass, while Levitates use twice that base mass.]

Combat Spell Damages - The term combat spells covers the various balls, 
bolts, blasts, etc. that most paranormal skill areas offer at ranks 1 
through 4.  Whatever their special effects, these spells all deliver a 
standard amount of damage, either to a single target (spell ranks 1 to 3) 
or to multiple targets (spell ranks 2 to 4), according to the formulas 
below:

Combat Spell Class     Damage Formula
------------------     --------------
I                      1d6 + Umbrella Level + Willpower Bonus
II                     1d6 + 2 x Umbrella Level + Willpower Bonus
III                      0 + 3 x Umbrella Level + Willpower Bonus

The Willpower damage bonus to combat spells is equal to Willpower divided 
by 3, rounded down.  An alpha Willpower yields a damage bonus of 4, beta 
Willpower yields a damage bonus of 5, and omega Willpower yields a damage 
bonus of 7.

Power Expenditure - When a paranormal skill is used, the character may use 
any amount of Power up to the character's umbrella skill level covering 
that paranormal skill.  Use of an a spell or power at an a skill level 
requires 12 points of Power, use at a beta skill level requires 15 points 
of Power, and use at an omega skill level requires 21 points of Power.  
But, if a character uses a paranormal spell or power in an unopposed skill 
use situation, the Power cost is only equal to the rank of the spell or 
power used.  The amount of Power used is both the skill level that is 
cross-referenced with the appropriate statistic, skill, or difficulty 
rating to determine the chance for the spell or powers success, and a 
factor in determining that spell or powers effects.  

Whether a paranormal skill succeeds or fails, the character's Power total 
is reduced by the amount of Power he or she used.  If a character thinks he 
or she can handle it, is possible to attempt to channel extra Power into a 
paranormal skill.  Be warned, this is very dangerous.  Also, some extremely 
powerful spells may require a permanent sacrifice of Power.  

Power Recovery - Expended Power points are recovered at a rate of 16 per 
hour during sleep or meditation, at a rate of 8 per hour during normal 
rest, at a rate of 4 per hour during light activity, and are not recovered 
at all during strenuous activity.  Some drugs or rituals can provide a 
temporary boost of Power, but there is usually a cost associated.

Experience
----------
Experience Points - Experience points are handed out by the gamemaster at 
the end of every adventure and/or game session.  Experience points come in 
two types:  assigned experience points and discretionary experience points.  
Assigned experience points are awarded by the gamemaster for use of 
specific skills and must be added to those skills.  Discretionary 
experience points may be used however the player chooses- either to raise selected skills or selected statistics.  

Cost to Raise Skills - Discretionary experience points convert into skill 
points according to the following chart:

   Skill Level to be Attained    Experience Point Cost per Skill Level
   --------------------------    -------------------------------------
           0                                      0
           1 - 3                                  1
           4 - 6                                  2
           7 - 9                                  3
           10                                     4

Raising Skills and New Skill Acquisition - No matter how many experience 
points the player has accumulated, no skill may be raised more than one 
level in any one game session.  All new skills must start out at skill 
level 1.  If there is no logical way a character could have picked up a 
skill during the period covered by the current experience point awards, the 
gamemaster may choose to disallow that skill or skill increase.  If this 
occurs, the player may use his experience to buy levels in a different 
skill, or hold the experience points until such a time as there is a chance 
to gain the skill he or she desires.  Skills may not be raised into the 
alpha, beta, and omega range without special permission from the 
gamemaster. 

Raising Basic Statistics - Discretionary experience points may also be 
converted into basic statistic points.  It costs a number of experience 
points equal to the current statistic score to raise a statistic one point.  
Raising statistics is expensive; it is possible to have a super- strong, 
fast, and tough character,  but he or she may not be able to do much else.  
Statistics may not be raised into the alpha, beta, and omega range without 
special permission from the gamemaster.  

Raising Derived Statistics - Discretionary experience points can also be 
used to raise the derived statistics of hit points and power.  Hit Points 
may be purchased, at a cost of 2 experience points per hit point, up to 
human maximum (40 hit points).  A player may also choose to buy Power, at a 
cost of 1 experience point for every 2 points of power purchased.  
Discretionary experience points, however, can not be used to raise Speed.


