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 Lines: 1027 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 player’s 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 power’s cost in Power is expended; no effect. 31-40 Power drain; twice the spell or psionic power’s cost in Power is expended; no effect. 41-50 Random irrelevant spell effect. 51-55 Power drain; three times spell or psionic power’s 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 character’s background, or to simply reject any character he or she doesn’t 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, let’s 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 character’s 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 character’s 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 power’s success, and a factor in determining that spell or power’s 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.