Download as pdf or txt
Download as pdf or txt
You are on page 1of 108

The BOLT RPG Engine

Version 0.8 Pre-Launch Build

Written by Ajey Pandey

Creative Commons Attribution Share-Alike 4.0

The ​BOLT​ RPG Engine 1


What, and Why
Some History, I Guess

The Requisites
What is a Role Playing Game?
The People Involved
The Materials Involved
Safety Tools
Content Warning
Pronunciation
Politics
Pricing
Legalese

What The Game Assumes


Characters are Dangerous People Who Like Danger
Action is Fast, Not Realistic
Taking Damage Should Be Scary
Every Skill is Useful
Breaking the Game Isn’t Bad
Inventory Management Isn’t The Focus
Opponents Play By Similar Rules
An Honest List of Alternatives

The Core
Difficulty Benchmarks
Perks and Complications
Advantages and Disadvantages
Contested Rolls - Two Approaches
Static Difficulties (Low-Stakes)
Contested Rolls (High-Stakes)
Resolving Ties
Spending Tenacity to Improve Rolls
Helping Allies and Hindering Opponents
Luck Tokens (Optional)

Core Attributes and Skills


Core Attributes

The ​BOLT​ RPG Engine 2


Fortitude
Reflex
Knowledge
Acuity
Willpower
Charisma
Derived Attributes
Optional Rule: Budget
Defensive Skills
Fortitude Skills
Reflex Skills
Knowledge Skills
Acuity Skills
Willpower Skills
Charisma Skills
Magic Skills

Building Your Character


Character Concept
Core Attributes
Power Levels
Incentives
Background
Unbound
Deva
Demonsoul
Role
Scholar
Scoundrel
Soldier
Wanderer
Roles and Specializations (Optional)
Professional
Scoundrel
Mercenary
Professional Specializations
Doctor
Engineer

The ​BOLT​ RPG Engine 3


Lawyer
Scoundrel Specializations
Assassin
Fixer
Investigator
Mercenary Specializations
Driver
Commando
Bouncer
Writing Your Own Roles and Specializations

Leveling
Incentives, or Getting XP
Advancement, or Spending XP

Feats
Level 1
Level 2
Level 3
Writing Your Own Feats

Action
Time Intervals

Encounters
A Note on Bad War
Actions
Range and Zones
Initiative and the Action Economy
Setting Order for Claiming Actions
Cover
Being Prone
Armor
Combat Skill Checks
Perks
Complications
Calculating Damage
Grappling
Not All Characters Can Fight

The ​BOLT​ RPG Engine 4


Health and Healing
Health Tracks
What is 5 Damage?
Going Down
Losing It
The Wounds Track
Healing Shot
First Aid
Recovering Tenacity After Encounters
Multiple Schemata for Healing Between Scenes
Return-to-Base (RTB) Healing
Outpost Healing
Campsite Healing
Remembering Numbers

Items
On Encumbrance
Price
Carried Weapons Are Obvious and Scary
Weapon Qualities
Special Qualities for Weapons
Example Weapons
Universal Weapons
Fantasy Weapons
Modern Weapons
General Equipment
Universal Equipment
Fantasy Equipment
Modern Equipment

Running BOLT
Fish for Ideas for Perks and Complications
Balance Difficulties to Account for Tenacity
Tailor Games to Players
Run Encounters With Honesty
Have a Plan for Failure
Opponents
Goons

The ​BOLT​ RPG Engine 5


Faces
Heels

Writing Settings
Languages
Common Language
Give Characters Something To Do
Write What You Know
Build Details Through Knock-On Effects

Preview: Magic and Hacking


Magic and Hacking Skill Trees
Magic Defines Setting Defines Magic
Life Magic Tree

Index of Relevant Terms (Under Construction)


Incentives
Feats
Gear

The ​BOLT​ RPG Engine 6


What, and Why
This is ​BOLT​, a built-for-hacking action-adventure role-playing game engine
designed to port across multiple settings. Yes, there are already a lot of “generic” RPG
systems, but the availability of better-funded alternatives tends not to discourage nerds.
What I—Ajey Pandey, the writer of this game—think sets ​BOLT​ apart is that it
draws influence both from the mechanically-dense, “crunchy” combat of games like
Cyberpunk 2020​ or ​Dungeons & Dragons​ and the collaborative “story-game”
narrative-building that underpins ​Powered by the Apocalypse​ games like ​Masks: A New
Generation.​ Action in ​BOLT​ is designed to build tension through its core mechanics as
opposed to narrative description, with the intent of making the player feel the same
emotions as their character. But from there, every aspect of the game was tuned by the
question, “What’s the ​fastest​ way this can work?”
This game is also meant to be hacked, and kit-bashed, and re-skinned. It’s your
game as much as it is mine. So in the below rule descriptions, I will be honest about
how things are built and why I built them that way. I don’t expect you to agree with me
on everything. Instead, I hope that my writing is clear enough that you can identify
where​ you disagree with me and re-wire the game to fit ​your g ​ oals.
Additionally, this game is licensed under Creative Commons Attribution
Share-Alike (CC-BY-SA) 4.0 license. It’s a response to a broken promise from another
RPG system that I was fond of, but was unclear about the intellectual property situation
surrounding content made using its engine. Were supplements owned by the hackers
and homebrewers? Could I sell my document for money? Would ​lawyers come for me?
The owners of that RPG system were never clear, even as they skimmed royalties from
independent work.
But I will be clear. It’s all in the ​Legalese​ section. Make ​BOLT y​ our own. You
deserve to write a game without licensing fees and legal threats.
When I first started working on this game, I frankly expected five people to read
it. But between getting looped into the ​Asians Represent H ​ ype Sphere, publishing the
v0.2.1 version of ​BOLT ​in a couple of game jams where it was the wordiest game in the
collection by ​far,​ and getting involved in what is now the #TabletopChopShop on
Twitter, people are...reading this game I wrote.
It’s terrifying and exhilarating in equal measure.
So thank you, for putting your time and your thought into this game. I hope it
inspires you.

The ​BOLT​ RPG Engine 7


The Requisites

What is a Role Playing Game?


Role-playing games, or RPGs, are what happens when a bunch of friends
playing pretend get tired of going “nuh-uh” at each other and decide to set some ground
rules.
​ n RPG is a Herculean task at best and a
Admittedly, trying to define what ​is a
Sisyphean task at worst. I am neither of those figures, so I’ll cheat and give you an
approximate definition that’s both too broad and too narrow, and I’ll let ​philosophers
come up with more elegant accounts.
Traditionally, RPGs involve a group of players inhabiting a world as ​player
characters​ (PCs). That world and the ​non-player characters ​(NPCs) in it are typically
managed by a Game Master (GM), who sets up scenarios and plot elements for the
players to pull into gloriously unexpected directions. Depending on the game and the
table, the Game Master may be anything from near-as-to-God (as in many older RPGs)
or completely excised in many modern RPGs. Personally, I like running RPGs by way of
leading questions, which affects how ​BOLT​ rules are written—note how I give
suggestions​ to roll results, not hard-and-fast rules.
The players and GM interact with the world and each other’s characters through
mechanics,​ which typically involve dice, but I’ve seen games run with playing cards,
wooden towers, or—with one game I’ve run—nothing but those leading questions and
an encouragement to ​take notes.​ But there are always rules, so that there is
understanding about what options are ​available​ for a given scenario.
BOLT​ is built not only on limits to what characters can do, but also on signposts
as to what options characters have open, whether through skill checks, combat rules,
equipment lists, or mechanical carrots and sticks to push roleplaying.

The People Involved


The player:​ That’s a person playing a character in a role-playing game. The
player rolls dice and interacts with game mechanics like Vitality, Tenacity, calling
Actions, and spending XP, and they roleplay as their character.
The Game Master:​ That’s a player who’s managing a world, and a whole set of
players. The Game Master is a moderator of sorts.
The table:​ All the players playing a role-playing game together.

The ​BOLT​ RPG Engine 8


The character: ​The character that the player inhabits for a role-playing game.
The character does badass action-adventure nonsense, but is completely unaware of
the game mechanics that define them.
The writer:​ The person writing settings, modifications, and hacks for ​BOLT.

The Materials Involved


Dice:​ Dice are clicky-clacky math rocks. They return a randomized number
based on the number of faces they have. However, they are not edible. ​BOLT​ requires
the use of the following dice:
d4​: A four-sided die.
d6​: A six-sided die.
d8​: An eight-sided die.
d10​: A ten-sided die.
d12​: A twelve-sided die.
You may have heard of the ​d20​. This is not used in the Core Rules of ​BOLT,
although a d20 may be useful for rolling setting or encounter tables.​ When using an
alternate format for advantages and disadvantages, only a d10 and d4 are required for
gameplay.
Core dice:​ The dice the player rolls to determine Success and Failure. Usually
it’s a d10. This can change in special circumstances.
Auxiliary d4:​ The die the player rolls to determine Perks and Complications. It’s
always a d4. ​It’s always rolled with the core dice.
Character Sheet:​ A piece of paper (or an electronic file) that holds all the
information about the player’s character—at least the information relevant to interacting
with the mechanics in ​BOLT​.

Safety Tools
Safety tools are—in my estimation—vital to a healthy roleplaying game. Players
at the table should set boundaries about gameplay and interactions with each other,
and set up practices for how to navigate those boundaries ​before something bad
happens.
For an introductory list of useful RPG safety tools, consult the ​TTRPG Safety
Toolkit​, assembled by Kienna Shaw and Lauren Bryant-Monk.

The ​BOLT​ RPG Engine 9


Content Warning
BOLT​ is a violent game. Violence is built into the bones of its rules, and that
violence is designed to be fun. Not every character in ​BOLT​ needs to be a perpetrator
of violence, but a game without violence would frankly be better served by another
game system.
I don’t think violence in media is necessarily wrong. There can be great catharsis
in coalescing pain, trauma, and oppression into a being with a face—and then punching
that face.
This game text will not detail gore, but will mention blood once, in the Game
Master section as an example of a lore note.

Pronunciation
The examples of characters and setting notes in ​BOLT​ are largely drawn from
South Asian culture, and notably uses names from languages that use phonemes
unfamiliar to the English language that this document is written in.
It is understandable to struggle with pronunciation. There is too little setting
information in the ​Core Rules t​ o warrant a pronunciation guide—the occasional
unfamiliar word is not lethal, after all—but I suggest that the pronunciation of South
Asian names is often far less arcane than an outside observer may guess.

Politics
I’m sorry, but we ​have​ to talk about this...
It’s a delicate task to divine the political inclinations of a game ​system​, but once
you build a ​game with a setting,​ with setting-specific mechanics, you come face-to-face
with the political goals (or lack of goals) that an RPG holds.
Sure, not every game is as nakedly political as ​#iHunt​ or ​Red Markets,​ but
political worldviews are baked into the bones of every role playing game, in how
characters progress, fight, grow, and lose. Are characters treated as special people?
Are they pushed into specific moral quandaries? Are they killing to take people’s stuff,
or for something bigger?
Even before a writer designs costumes or adds a “Nazi Punks Fuck Off”
paragraph (like this one) or decides what skin color the characters on the cover are, the
text and structure of the game reveal the politics of the game and writers—in much the
same way you can somewhat pick up someone’s politics from hearing what words they
use.

The ​BOLT​ RPG Engine 10


So be mindful of ​your​ politics—even if they’re not mine—and be honest about
them when you write or run games using ​BOLT​.
For everyone’s sake.

Pricing
BOLT​ is a “toolbox” game, which means that this system underpins the work of
other RPG creators. As a result, I have a responsibility to encourage anyone building off
this game to charge for their work.
As a brief heuristic, the writer should consider what they feel comfortable
charging for their work—then charge double. If the writer feels odd about charging
money for their hobby (I know ​I​ do), then they can feel free to donate any proceeds they
make, and institute community copies or financial hardship discounts.
Charging for one’s work has less to do with whether the writer needs the money
themself than with broader industry norms about what TTRPG content ​should​ cost.
Raising prices is a means of helping other writers turn RPG writing into a career, which I
think is an admirable goal for the TTRPG industry.
Anyone writing content for ​BOLT​ should feel no remorse for setting the price of
their work higher than the price of the ​BOLT Core Rules.​

Legalese
The text of this work is offered under a CC BY SA 4.0 license. Also, the text of
this work is offered under a license having the terms of CC BY SA 4.0, except (1) if the
Adapted Material is a literary work, then the Adapter's License need only be applied to
the text and (2) you must include this and the following sentence in your licensing terms.
The CC BY SA 4.0 license is available at
https://creativecommons.org/licenses/by-sa/4.0/

In plain language, feel free to print this PDF and share it with your friends, please
hack this game, and ​please​ make money off the resulting content. I won’t ask for
royalties. However, I ask that the writer ​also​ shares the ​text​ of their game under a
Creative Commons Share-Alike license or another compatible license. Honestly, I’d add
the above paragraph (written by April Kit Walsh) verbatim to your game.
The idea is to attribute the core ideas of ​BOLT​ back to me, Ajey Pandey, and
then separate what the writer wrote from what I wrote. This Creative Commons license
does not apply to the art in ​BOLT—a ​ rt sharing is up to the artists, not me.
This is a different license from other open-source games like ​Fate, Powered by
the Apocalypse, o ​ r​ Quest,​ which all use Creative Commons Attribution (CC-BY). This is

The ​BOLT​ RPG Engine 11


because if someone were to commission a ​BOLT​ game associated with a prominent
media license (one that would ​not​ be amenable to an open license), I would ​personally
like to know.
If you ​are​ looking for something that wouldn’t fit under a CC-BY-SA 4.0 license,
feel free to email me at ​bolt.rpg.engine@gmail.com​.

What The Game Assumes


No game engine is truly generic. Even the means by which you roll dice and add
bonuses affect how you approach the world and your characters, and I think those
assumptions are worth naming.
In ​Dungeons and Dragons,​ for example, characters become immensely powerful
in order to face immensely powerful foes. The most interesting actions characters take
are often combat actions, and half the fun of the game is in writing a particularly
interesting or optimized “build.” These assumptions carry into derivative games, like the
d20 ​Star Wars​ RPG based on ​D&D​ 3e, or the ​Knights of the Old Republic​ games that
use the same underlying mechanics. By level 18, you’re a near-god capable of
slaughtering armies, regardless of your alignment.
Contrast this to games built on the ​Powered by the Apocalypse (PbtA)​ engine. In
many such games, combat is greatly abstracted, to the point where Game Masters
barely roll for what adversaries do. Instead, the most interesting actions characters take
focus on interpersonal relationships, like the Influence mechanic in ​Masks​ or the
Entanglements mechanic in ​Hearts of Wulin.​ Much of the fun of ​PbtA​ games instead
comes from connecting players characters together with interesting narrative threads.
The structure of these game engines influence the games you play and the
characters you write. Complex interpersonal teen dramas ​can​ work in a ​D&D​-based
game, but the rules don’t support it without significant modification--and at that point,
you might as well play ​Monsterhearts​ or ​Masks​. Similarly, prolonged combat based on
strategy and resource management ​might w ​ ork in a ​PbtA​ game, but there’s little
mechanical framework for map-based strategy or tactical combat. One ​could​ make it
happen, but as ​Flying Circus​ demonstrates, the result will be a radically different
experience.
The rules define the game, and the game shapes the setting in small and large
ways.
So what does the ​BOLT​ engine define? What kind of stories and settings does it
encourage?

The ​BOLT​ RPG Engine 12


Characters are Dangerous People Who Like Danger
BOLT​ is at its core an action-adventure skill-based RPG​.​ Characters drawn up in
BOLT a ​ re adventurers of some sort—whether they’re noir detectives, cyberpunk rebels,
or wandering mercenaries. Combat receives detailed rules, and there are relatively few
mechanics for relationships or narrative growth
Can characters in ​BOLT​ exchange flirtatious quips while crossing swords on a
pirate ship? Absolutely. But ​BOLT ​doesn’t have consistent, thought-out, and engaging
mechanics for flirting, so players are recommended to use (or import rules from) another
game.

Action is Fast, Not Realistic


BOLT p ​ rioritizes fast resolution over being true-to-life. This is why in combat,
characters are capped at one die roll per Turn, why many enemies drop in one hit, and
why weapons deal static Damage.
As a result, many mechanics, like weapon Qualities or certain Feats, are tied to
flat values or to Perks and Complications. Even if rolling more dice would be more
accurate, using flat values or checking dice that have already been rolled is simply
faster to resolve.
The exception to this rule is the health system because...

Taking Damage Should Be Scary


Characters in ​BOLT​ will not achieve the blown-out power curve of ​Dungeons &
Dragons​ characters, neither in dealing damage nor in taking damage. Maximum hit
points (Vitality in this engine) is increased slowly and at a high XP cost. Armor reduces
incoming damage instead of making characters harder to hit, and even basic weapons
can bring down a player’s character with a good hit or two.
Additionally, healing in ​BOLT​ is deliberately limited, My idea is to make combat
quick and engaging, but to make the consequences of violence bite enough that players
are encouraged to find devious strategies when they can and retreat when they must.
As a corollary, combat encounters are designed so that a mix of strategy,
surprise, and luck will allow characters to clear an Encounter without taking ​any
Damage.

The ​BOLT​ RPG Engine 13


Every Skill is Useful
One of my personal frustrations with many RPGs is that some skills are nearly
useless, especially skills not used in combat or brazen sweet-talking. As a result, there
are scenes where players may find their character useless—the perennial example
being the mercenary staring, bored, during a social scene. For ​BOLT,​ I try to make sure
that every Skill is useful, that every character starts with a broad set of Skill (including
Knowledge Skills), and that not every class has an immediate combat focus. This isn’t a
wargame, after all.
Similarly, I didn’t want mages and hackers (in settings that allow for mages and
hackers) to skate by purely on the one ability that they use for spellcasting. As a result,
magic ability trees in ​BOLT​ all use ​different​ Skills that require separate investment, and
the example Magic Tree detailed in the Core Rules encourages investment in Skills
outside of magic.

Breaking the Game Isn’t Bad


The ruleset of ​BOLT​ doesn’t particularly care about game balance—a trained
soldier in ​BOLT​ will inevitably be more dangerous in combat than a scholar with no
martial training, and this is by design.
Instead, the rules are built around giving all characters ​options​ that allow them to
be ​useful​. As long as all characters at the table are receiving their share of glory, the
question of “game balance” is moot.
As a result, many abilities (and ability combos) are simply game-breaking,
because I see breaking the game in spectacular ways to be ​part of the fun.​

Inventory Management Isn’t The Focus


A common theme of shoddy heartbreaker games (as reviewed by the ​System
Mastery​ podcast) is that many of them have mechanics lovingly crafted from a font of
nerdy enthusiasm next to mechanics that were hand-waved because the writer didn’t
care enough to flesh them out.
This game engine is no different. I personally am uninterested in inventory
management and money-tracking, so I have abstracted inventory and money rules and
slimmed down the diversity of items. For example, there is ​one​ stat block for a shotgun.
For 90% of cases, differentiation by description and presentation should be fine.

The ​BOLT​ RPG Engine 14


At some point, I may write survival rules, and they will come with rules, Skills,
and Feats for inventory, encumbrance, travel, and wilderness survival. Or maybe I will
pay someone who cares more to write them, instead.

Opponents Play By Similar Rules


My major complaint with many story-based games is that adversaries do not play
by the rules of player-characters, because on a personal level, I like encounters where
the opponents are A Good Bit Like the player’s characters. Opponents will have varying
levels of durability, and I’ve added rules to simplify opposed checks, but otherwise,
opposing NPCs act Just Like You--another person with weapons and a temper.
If the Game Master does not like rolling dice, they will probably not like ​BOLT​.

An Honest List of Alternatives


BOLT​ is built to my tastes and influences. This game might not be for you, and
that’s honestly fine. Luckily, there are other very good options for RPGs to play, and
game systems to build off. Since you’re reading this paragraph, you’ve already paid for
this product, so I might as well give you alternatives.
The biggest mechanical influences to ​BOLT​ are, in particular, ​Cyberpunk 2020
and​ Genesys,​ with a few nods to ​Powered by the Apocalypse​ games like ​Masks​ and
Pasion de las Pasiones.​ In terms of tone, I try to talk about ​BOLT​ in the same way ​Fate
talks about itself.
If you just want to play ​Dungeons & Dragons:​
● Play ​D&D.​ I’m not your dad, and I can’t afford a lawyer. I can’t stop you.
● Alternatively, consider ​Quest​. It’s built towards the same tenor of fantasy
hijinks, but with simpler, better-considered rules and less baggage from
decades of racism, sexism, abuse, and predatory business practices.
If you wanted a game with more crunch:
● Consider the R. Talsorian d10 games, like ​Cyberpunk 2020, Cyberpunk
RED, a ​ nd​ The Witcher TPRG.​ R. Talsorian also sells a setting-agnostic
version of their d10 ruleset called ​Fuzion.
○ As an aside, I’d be ​very​ interested if someone tried to merge the
Friday Night Firefight combat engine with ​BOLT…​
● For more vehicle-centric games, consider both ​Lancer​ and ​Flying Circus.
Both of these games have a deliberate, well-considered approach to
crunch that I admire and draw influence from.
● I have also heard that ​GURPS​ is good for crunch, although I have never
played it myself.

The ​BOLT​ RPG Engine 15


If you wanted a game with more story mechanics:
● Genesys​, despite my complaints, is a strong game system to build on. The
dice system in Genesys turns every roll into a small ritual. If you like it, it’s
an irreplaceable mechanic.
● Fate Core​ and ​Fate Accelerated​ are story-centric setting-agnostic game
systems that, like ​BOLT,​ aspire to speed in gameplay. They also provide
hacking resources at a level of detail I’m trying to match in this document.
○ If you’re reading ​BOLT t​ o find a fast RPG experience, but are
entirely annoyed by the game itself, ​Fate​ would be my first
recommendation.
● The ​Cortex​, ​Cortex Plus,​ and ​Cortex Prime​ system is an intriguing
dice-pool game that is so modular that there is no canonical set of
statistics, approaches, or stress tracks. It has the story-centric aspirations
as ​Fate,​ but with more mechanical detail.
● Powered by the Apocalypse​ games are popular for a reason—there are
few better frameworks for tightly orchestrating tone and narrative structure
than the Playbook-Move format of ​PbtA​ games. If you want to replicate a
genre of movie or TV show, look for a ​PbtA​ game like ​Masks,
Monsterhearts, Thirsty Sword Lesbians, Pasión de las Pasiones, o ​ r
Monster of the Week.

The Core
At its core, ​BOLT​ is a skill-based d10+d4 game with a GM and 2-5 players, with
the following cadence:
1) The Game Master sets the scene, providing relevant information and only
gatekeeping information based on characters’ passive ​Vigilance​ attribute.
2) Players suggest actions that their characters can take.
3) The Game Master sets a ​Difficulty​ and suggests ​Skills​ the player
characters should use. That Difficulty should rarely be hidden from
players.
4) The player rolls ​Core Dice​ and an ​auxiliary d4​, adding their character’s
ranks in the relevant Skill ​and​ their character’s ranks in the Core Attribute
associated with that Skill to the result of the Core Dice.
a) The Core Dice is usually a single ​d10​.
b) The auxiliary d4 is assessed in Step 6.
5) If the result of the Core Dice+​Core Attribute​+Skill is equal to or greater
than the value of the Difficulty, the player’s character succeeds at their
task. Otherwise, their character fails in a narratively interesting way.

The ​BOLT​ RPG Engine 16


a) Ties always go to players.
6) The player then assesses the value of the auxiliary d4.
a) If the auxiliary d4 returns a 4, the player receives a ​Perk​ to spend
on that roll. If the auxiliary d4 returns a 1, the player receives a
Complication​ to consider on that roll.
b) A 2 or 3 on the auxiliary d4 typically does nothing. Certain abilities
and items may change that, but that will be listed with that ability or
item.

Difficulty Benchmarks
Skill checks are—in effect—a means of resolving an action when it is unclear
whether it succeeds. The ​Difficulty ​is a target number that reflects how likely Success
is, given a baseline level of ability. Skill checks should ​not ​be expected for actions
where:
● The Game Master doesn’t know what a Success would look like
● The Game Master doesn’t know what a Failure would look like
● The action is a routine task
● The action can be attempted repeatedly without repercussions
Nothing slows down gameplay like rolling to pick a trivial lock over and over
again, and little demeans a player like rolling a Failure on pouring tea. ​Additionally,
there is no skill for deductive reasoning. The player should not rely on dice to solve
mysteries for them; they should pay attention, take notes, and solve mysteries
organically. Don’t roll to ruminate, ​actually ruminate.
The below values are a reference for assessing the absolute Difficulty of a task.
GMs should be up-front about the Difficulty of tasks.​ A character should know if a
task is out of their scale, or if they need help from an ally.

Difficulty Scale

6-7 Notable Challenge

8-9 Significant Challenge

10-11 Major Challenge

12-13 Monumental Challenge

14+ The Kind of Challenge Songs Are Written


About

The ​BOLT​ RPG Engine 17


The below is recommended Difficulties for characters with the listed bonus (Core
Attribute + Skill ranks) to a Skill. These recommended Difficulties return a 50/50 chance
of Success. To represent a comparatively easy task, reduce the difficulty by 2. To
represent a comparatively difficult task, increase the difficulty by 2.
Note that ±2 is a significant change in difficulty, shifting the probability of
Success by 20% in the chosen direction.
Bonus to Roll +2 +3 +4 +5 +6 +7 +8

Recommended Difficulty 6 7 8 9 10 11 12

Some Skill checks suggest contested rolls against the Skills of an opposing
character. Those suggested Skills are guidelines, although it is recommended that the
opponents’ attributes reflect the Difficulty of incoming skill checks.
A potential approach to NPC design is to set the Difficulty of Skill checks
opposed by the NPC first, then retroactively set up attributes that reflect the chosen
Difficulty of checks.

Perks and Complications


A ​Perk​ is a welcome bonus on a Success, or a “consolation prize” on a Failure.
Perhaps that Perk allows for an action to be done with an extra margin for error.
When in doubt, a Perk can be used to Pull Forward the character’s (or ally’s) next
Skill or Defensive Skill check
A ​Complication​ is a challenging consequence on a Success, or a means of
raising the stakes ​yet further​ on a Failure. A Success with a Complication suggests your
character must sacrifice speed or stealth, or only manage the action for a limited time,
or will face some other increase of tension. A Failure with a Complication suggests that
things ​really​ get bad. Typically, a character should only get ​really​ hurt if they receive a
Failure ​and​ a Complication.
When in doubt, a Complication can be used to Set Back the character's (or an
ally’s) next Skill or Defensive Skill check. Perks and Complications are typically spent
on the same roll they are received.

Advantages and Disadvantages


Like many RPGs, the ​BOLT​ system has a mechanic for adding advantages or
disadvantages to skill checks. Because I personally don’t like tracking temporary static
bonuses, ​BOLT​ by default has the player replace their d10 with a different die (or dice).
Character bonuses and the auxiliary d4 remain unchanged.

The ​BOLT​ RPG Engine 18


In testing, however, some players voiced a preference for temporary static
bonuses over changing dice—and if that’s you, I won’t stop you. An optional ruleset for
Advantages and Disadvantages based on static bonuses is provided in the below table.
This optional ruleset will slightly alter the distribution of roll results—advantages will
more consistently return high rolls, and disadvantages will allow for much lower rolls,
relevative to the default rules. ​With these alternate rules, BOLT only uses d10s and d4s
in gameplay.
If a roll is ​Pulled Forward​, the player uses a larger die than a d10, to represent a
temporary advantage their character receives. If the roll is Pulled Forward three or more
times, the player simply uses a Superior Roll.
Skill or Defensive Skill checks should be Pulled Forward if:
● The character is being helped in their actions
● The character receives an advantage from the environment, like fighting
from the high ground
● The character makes use of a special piece of equipment
● The player or Game Master thinks, “This should reduce the Difficulty of the
next check by 1 or 2”
If a roll is ​Set Back​, the player uses a smaller die than a d10, to represent a
temporary disadvantage their character receives. If the roll is Set Back three or more
times, the check fails automatically.
Skill or Defensive Skill checks should be Set Back if:
● The character is being hindered in their actions
● The character receives a disadvantage from the environment, like trying to
start a fire in driving rain
● The character is making do without an important piece of equipment
● The player or Game Master thinks, “This should increase the Difficulty of
the next check by 1 or 2”
Pulling Forward and Setting Back checks can cancel each other out. For
example, if a check is Pulled Forward twice and Set Back once, on net, the check will
be Pulled Forward once.

Advantage/Disadvantage Names Default roll Alternate roll

A Superior Roll Pulled Forward d8+d6 base + d4 d10 base + 2 + d4


Twice auxiliary auxiliary

An Improved Roll Pulled Forward d12 base + d4 d10 base + 1 + d4


Once auxiliary auxiliary

A Basic Roll d10 base + d4 d10 base + d4

The ​BOLT​ RPG Engine 19


auxiliary auxiliary

A Threatened Roll Set Back Once d8 base + d4 d10 base - 1 + d4


auxiliary auxiliary

A Hindered Roll Set Back Twice d6 base + d4 d10 base - 2 + d4


auxiliary auxiliary

Contested Rolls - Two Approaches


Some Skill checks suggest rolling against a Skill of another character. There are
two approaches to this that a GM could take for setting Difficulty, depending on how
much bookkeeping the GM wishes to apply to a given opponent character.

Static Difficulties (Low-Stakes)


The first approach is to set a static Difficulty for the opposing character using the
higher of:
● 6 + the opponent’s ranks in the Skill in question
● 6 + the opponent’s ranks Core Attribute associated with the Skill in
question
For example, if a player rolls to Coerce vs. the Resist (Mental) of a non-player
character, the difficulty of the check would be 6+WILL of the NPC, ​or ​6+the NPC’s ranks
in Resist (Mental). ​This mirrors calculations for Defense and Vigilance, which is
intentional.
This method is better for low-stakes interactions and characters, like for
non-encounter checks and for Goon- or Face-level NPCs, because player characters
will interact with many NPCs, of whom many will never receive even a stat block. Telling
the players the Difficulty to Persuade is 6 + some number between 0 and 5 is easier for
bookkeeping.

Contested Rolls (High-Stakes)


Another approach is to have the opponent roll a defensive skill check. Whichever
character has the higher roll wins. However, ties should always go to the player.
This method is better for high-stakes characters and high-stakes situations.
Heel-level NPCs are functionally identical to player characters, so if a player character
would roll to defend, the Heel should, too. Similarly, in combat, it’s important that
defensive checks are ​rolled​: If a grenade is thrown at a bunch of random thugs, they
should all roll to see who ducks out of the way and who gets caught.

The ​BOLT​ RPG Engine 20


If the opposing skill check is between player characters, then let ties be handled
narratively.

Resolving Ties
Ties should always go to the players, because failing on a tied roll is ​not​ fun to
players. If the tie is between two player characters making opposed skill checks, it is
recommended to handle the tie narratively. If two players are making opposed skill
checks against each other, then there are already enough narrative threads to role-play
what ties look like.

Spending Tenacity to Improve Rolls


All characters have a derived attribute called ​Tenacity​, which is a proxy for one’s
capacity to endure stress over time. If a player’s roll on a skill check is below the
Difficulty threshold for Success, then the player can spend Tenacity to improve their roll.
Every 1 Tenacity spent increases the roll by 1. This spending of Tenacity could
represent a character pushing themselves beyond their limits to make something
happen, or sacrificing all their strength for one pivotal action.
Game Masters should encourage players to use this mechanic to “fudge” rolls,
which adds a risk-reward dynamic to failed rolls, because running of Tenacity has
severe consequences (see ​Losing It​).

Let’s look at an example of gameplay:


Game Master: ​The bar goes silent when Revathi enters—somehow even the
music stops. And ​everyone’​ s​ l​ ooking at her at this moment. What’s Revathi’s Vigilance,
again?
Player:​ Her Vigilance is 8.
GM: ​Then you can see your mark, Two-Ring Raj, ​way​ in the back, trying to hide
in plain sight and clearly failing.
Player [As Revathi Singh]: ​“Hey, Two-Bit Chump! I see that smug face of
yours! Come out and face me so I can break your nose again!”
GM:​ That sounds like you’re trying to trash-talk him into facing you. Do you want
to make a Goad/Command roll for that?
Player:​ You know what? Bring it!
GM: ​The Difficulty for that is 8.
Player:​ ​Eight?
GM:​ Well, he remembers the ​last​ time Revathi beat him up...
Player: ​That’s a tall order for her, but...screw it, let’s commit to the bit!

The ​BOLT​ RPG Engine 21


[d10+CHA+Goad/Command = d10+1+0]
[d10+1 = 6+1 = ​7​]
[d4 = ​1​]
GM: ​That looks like a Failure with a Complication. Do you want to burn 1
Tenacity to make that a Success?
Player:​ Burn, baby burn.
GM:​ So that’s a Success, then! Do you have an idea for the Complication?
Player:​ Well, I ​seriously​ doubt Two-Ring Raj would show up anywhere without
backup...

Helping Allies and Hindering Opponents


Adventuring is a group effort (hopefully), so players are encouraged to have
characters interact with each other—both for aid and sabotage.
A ​target​ is the recipient of some action a character takes—for good or ill. The
target can be an ​ally​ or an ​opponent.​ For the purposes of the ​BOLT Core Rules,​ both
players and characters can be targets, allies, or opponents.
The player can elect to have their character help or hinder a target without a Skill
check. This will Pull Forward or Set Back (player’s choice) the target’s next Skill check
once. However, if a target receiving help rolls a Complication, or if a target being
hindered rolls a Perk, the consequences of that Perk or Complication fall onto the
character providing help or hindering.

Luck Tokens (Optional)


One thing I like about the ​Genesys s​ ystem is that it involves a mechanic
specifically for invoking deus ex machinas, both favorable and unfavorable to the player
characters. (The ​Cortex​ engine has a similar concept in Plot Points.) And because
BOLT​ is really just a patchwork of game design tropes I, Ajey Pandey, happen to like,
BOLT​ has a similar ​optional m​ echanic for introducing story beats that would annoy
Cinema Sins​.
In ​BOLT​, players and the GM may pass around ​Luck Tokens​ as an optional
mechanic. A player can invoke a Luck Token to induce some lucky break for their
character or party. ​Perhaps the unarmed player character, backed up to a wall, finds her
hand land on the pistol of a dead guard.​ A Game Master can invoke a Luck Token to
force difficulty decisions or raise the stakes of a situation. ​Perhaps the pistol the player
character picked up only has one bullet left.
Potential player uses for Luck Tokens include:

The ​BOLT​ RPG Engine 22


● Invoking items that players conveniently had this whole time—or found in
a stroke of luck
● Invoking plans or environmental details that the party had planned for in
advance
● Invoking convenient ingress points or escape routes
● Invoking a positive relationship between a player’s character and an NPC
Potential GM uses for Luck Tokens include:
● Invoking flaws to key items, like a limitation to the number of uses for an
otherwise-dependable item
● Invoking environmental details that the party had ​not​ planned for in
advance
● Blocking expected ingress points or escape routes
● Invoking a negative relationship between a player’s character and an NPC
Luck Tokens should generally not be used to simply make rolls easier or harder.
Players can spend Tenacity to make checks “easier,” and Game Masters can simply
increase the Difficulty of checks to make checks harder.
This optional system works well for games and settings where luck as a concept
is a strong theme, or where somewhat-contrived plot points are part of the appeal. Luck
Tokens can also be used in games surrounding heists, where the Luck Tokens can be
reframed as a way to call back to a planning stage without requiring players to literally
plan out every aspect of a heist beforehand.
In games with Luck Tokens, a Scene should start with three Luck Tokens: two for
the players, one for the GM. In a game that cares more about the will of fate, like a
mythic fantasy game or a game in a faraway galaxy, a Scene could start with more Luck
Tokens to signify a world where fortunes swing more wildly than they would in a more
mundane world.

Core Attributes and Skills


Characters are largely defined by four sets of values:
● Core Attribute​: Static values that some role-playing games would refer to
as “statistics,” which play into a group of Skills.
○ Core Attributes typically range from -2 to 5, although core gameplay
is balanced around characters having Core Attributes between 0
and 3. Outside this range, mechanics start to break, which I
consider part of the power fantasy of ​BOLT.
● Skills:​ Values tied to the character’s proficiency at a particular action.
Characters typically do something that prompts a Skill check from the

The ​BOLT​ RPG Engine 23


player. Each Skill is tied to a verb or two, with perhaps a parenthetical
clarification.
○ Skills can range from 0 ranks (no experience) to 5 ranks (master
experience).
● Defensive Skills:​ Values tied to the character’s proficiency at particular
reactions. Unlike standard Skills, the player never elects to roll a
Defensive Skill—instead, some external circumstance forces the player to
roll a Defensive Skill in response. Each Skill is tied to a verb or two, with
perhaps a parenthetical clarification.
○ Defensive can range from 0 ranks (no experience) to 5 ranks
(master experience).
● Derived Attributes:​ Values derived from Core Attributes that are not
Skills. The ​BOLT Core Rules​ has four Derived Attributes: Defense,
Tenacity, Vigilance, and Vitality.
To roll for a Skill or Defensive Skill, the player rolls a Core Die (likely a d10), then
adds their character’s ranks in the relevant Skill ​plus​ their character’s value in the
related Core Attribute.
Some abilities, Feats, and mechanics call for a character’s ranks in a particular
Skill. For those abilities, do not consider your character’s value in the related Attribute.
Core Attribute Skills — ​Defensive Skills​ — ​Derived Attributes

Fortitude Resist (Physical)


(FORT) Vitality
Apply Force
Strike (Unarmed)
Strike (Weapon)
Throw (Weapon)
Run/Leap
Swim

Reflex (REF) Dodge


Defense
Shoot (Missile)
Shoot (Ordnance)
Balance/Tumble
Sneak/Hide
Drive/Pilot/Ride

Knowledge Utilize (Aether)


(KNOW) Utilize (Electronics)
Utilize (Mechanics)
Utilize (Medicine)

The ​BOLT​ RPG Engine 24


Utilize (Profession)
Recall (History)
Recall (Religion)
Recall (Politics)
Recall (Law)
Recall (Interest)
Speak/Read (Language)

Acuity (ACU) Notice


Vigilance
Navigate (Wilderness)
Navigate (Underworld)
Jury-Rig
Read Person
Cheat/Steal

Willpower Resist (Mental)


(WILL) Endure
Tenacity
Coerce
Search

Charisma Resist (Social)


(CHA) Charm
Bluff
Persuade
Goad/Command
Recall (People)

Multiple Core Wield (Magic)


Attributes

Core Attributes
Core Attributes are underlying aspects of a character that draw broad strokes
about their capacities and (relative) weaknesses. A player should never need to roll for
a Core Attribute alone, but a Core Attribute will bolster every Skill check, even for Skills
a character has no ranks in.

Fortitude
Fortitude is an approximate metric for a character’s physical conditioning and
strength. A character with high Fortitude has a high level of general physical fitness
relevant for feats of athleticism and endurance.

The ​BOLT​ RPG Engine 25


If a player wants to:
● Have high Vitality
● Describe heroic stunts
● Excel in melee combat
● Literally kick ass
They should invest in Fortitude and Fortitude Skills.

Reflex
Fortitude is an approximate metric for a character’s agility and twitch reflexes. A
character with high Reflex has a high level of general physical coordination relevant for
feats of rapid, precise movement and evasion.
If a player wants to:
● Have high Defense
● Describe acrobatic movements
● Excel in ranged combat
● Excel in fast driving or flying
● Strike from the shadows and/or high ground
They should invest in Reflex and Reflex Skills.

Knowledge
Knowledge is an approximate metric for a character’s capacity to recall and
utilize specialized information. That Knowledge can come from any combination of
training, education, and personal effort. A character with high Knowledge has access to
a large body of information, which the player can use to draw out details of the world.
Note:​ It is recommended that Knowledge skills be used as a means of creating
information about a world, as opposed to drawing information out of a Game Master.
This:
● Allows Game Masters to prepare less about the minutiae of the world
● Gives players agency in worldbuilding
● Makes Knowledge skills much useful than equivalent skills in other RPGs
BOLT​ aims to make Knowledge skills more useful to ​every​ character, as
opposed to other rules-heavy RPGs in which having high Knowledge or Intelligence is
only useful to medics, hackers, and mages.
If a player wants to:
● Be a healer, hacker, crafter, or tech
● Take greater agency over worldbuilding
They should invest in Knowledge and Knowledge skills.

The ​BOLT​ RPG Engine 26


Acuity
Acuity is an approximate metric for a character’s situational awareness, quick
thinking, and “street smarts.” A character with high Acuity has quick thinking and sharp
eyes, and they can draw a great deal of information under severe pressure.
If a player wants to:
● Have high Vigilance
● Draw as much information as possible from the Game Master
● Have a plan for everything
● Solve mysteries and execute heists
They should invest in Acuity and Acuity Skills.

Willpower
Willpower is an approximate metric for a character’s nerve, patience, and
attention to detail. A character with high Willpower has high mental strength relevant to
coercing opponents, standing up to immense pressure, and leaving no stone unturned
If a player wants to:
● Have high Tenacity
● Roll well on Endure checks
● Barrel into impossible checks and use Tenacity to soak up potential
failures
They should invest in Willpower and Willpower Skills.

Charisma
Willpower is an approximate metric for a character’s force of personality and
social grace. A character with high Charisma is at home in social situations, and can
use their way with words and people to negotiate a deal, rile up a crowd, or dampen an
opponent’s spirits.
If a player wants to:
● Lay down engaging jabs and one-liners
● Excel at social Skill checks
● Talk their way through problems
● Engaging in games of politics
They should invest in Charisma and Charisma Skills.

The ​BOLT​ RPG Engine 27


Derived Attributes
Vitality​: 8+FORT. The amount of physical damage that a character can sustain
while retaining the capacity to fight. If a character’s Vitality is reduced to 0, the player
must roll to Endure. See ​Health and Healing​. Vitality can be increased further by
spending XP. See ​Advancement, or Spending XP​.
Defense​: 6+REF. A character’s capacity to evade attacks, both melee and
ranged. Admittedly, one cannot literally dodge arrows and bullets (usually), but they can
duck and dodge enough to frustrate attempts to aim. Defense can be increased further
by spending XP. See ​Advancement, or Spending XP​.
Vigilance​: 6+ACU. A character’s capacity to notice threats through the prickling
of their necks. Vigilance will not necessarily tell a player what the threat is, where it’s
coming from, or what to do--simply that something is wrong or out of place. Given more
than a few seconds, a character always notices anyone or anything hidden with a rolled
result below their Vigilance. In a situation that requires split-second reaction from a
character, players must roll to Notice instead of relying on Vigilance. If the character is
searching high and low for a particular objective, the player should roll to Search.
Vigilance can be increased further by spending XP. See ​Advancement, or Spending XP​.
Tenacity​: 8+WILL. The amount of pressure, embarrassment, and suffering a
character can endure while retaining the capacity to think. Players can spend Tenacity
to improve rolls that would otherwise fail. If a character’s Tenacity is reduced to 0, they
Lose It. See ​Spending Tenacity to Improve Rolls​, and ​Health and Healing​. Tenacity can
be increased further by spending XP. See ​Advancement, or Spending XP​.
Wealth:​ Wealth is a measure of the character’s access to money, support, and
power—it’s effectively a replacement for requiring players to track currency and simplify
buying new equipment. To see how Wealth is used, see ​Price​.
Wealth is not tied to any attribute--it’s determined by a character’s familial wealth,
their social class, and their day job. Wealth is a value between 1 and 10.
● A Wealth of ​1-2​ or below suggests a character is destitute: even basic
necessities are a struggle.
● A Wealth of ​3-4​ suggests a character is working class: they can make
ends meet, and they might even have enough to buy gifts on holidays. But
they’re ​not​ rich, and an unexpected expense (or missed paycheck) is
enough to send them spiraling.
● A Wealth of ​5-6​ suggests a character is quite well-off: they likely were able
to afford education and nice toys growing up.
● A Wealth of ​7-8​ suggests a character is fabulously wealthy, on the scale of
petty nobility or economic elites.

The ​BOLT​ RPG Engine 28


● A Wealth of ​9-10​ suggests a character is game-breakingly wealthy, the
child of emperors, billionaires, or oligarchs.
The higher a character’s Wealth, the more support they will receive, in more or
less every way. The character’s Wealth can change over the game, but it should not
change ​much​ except in extreme circumstances. People with little wealth face significant
barriers in trying to accumulate wealth, and people with a great deal of wealth often
receive significant support before they ​truly​ run the risk of losing everything.
It is suggested that players set their characters to have a Wealth between 3 and
7, and that all characters have roughly equal Wealth, but extreme levels of wealth or
poverty (or class discrepancies within a party) can make for interesting storytelling. All
players at the table should discuss how much they want money and wealth to matter in
the campaign.

Optional Rule: Budget


An optional alternative to Wealth is Budget, representing support from a larger
organization. It would work similarly to Wealth, except it would apply equally to the
entire party, simplifying bookkeeping. Any consequences related to insufficient Budget
would be tied to the organization as opposed to the characters themselves.

Skills That Don’t Work How You’d Expect


If you’re skimming this book (no shame), here are a few Skills that you should
take a second look through, because they work differently than other Skills in important
ways.
Coerce, Persuade: ​For these skills, characters are expected to make a threat or
a reasonable offer, respectively. Otherwise, the GM should encourage the player to
make a different Skill check.
Jury-Rig:​ This is not the same as Utilize (Engineering). Jury-Rig ties into special
rules for repairing equipment in tense situations.
Notice, Read Person:​ On a Success, the player gets to ask the GM questions,
much like a ​Powered by the Apocalypse m ​ ove. Typically, it’s two questions, maybe
three with a Success and a Perk. These questions aren’t strictly defined (I don’t want
you to keep flipping to the Skill list for every Notice and Read Person roll), but there are
suggestions next to these Skills.
Recall:​ This set of Skills is a tool for players to do worldbuilding outside of the
GM’s purview. Extracting information out of the GM is recommended through Skills like
Read Person and Search, the Vigilance Attribute, and old-fashioned dialogue.
Search:​ Finding the target isn’t really the point of the roll—it’s a check of search
speed, and of how much of a mess the character makes.

The ​BOLT​ RPG Engine 29


Shoot, Strike, Throw:​ These combat Skills are the only ones where, on a
Failure, the table really can say, “nothing happens.” The consequences of failing a
combat check is that whoever the character was attacking gets another chance to fight
back. For more on combat Skills, see ​Combat Skill Checks
Speak/Read:​ This set of Skills don’t require rolling and don’t strictly scale with
Knowledge; I just listed them as a Knowledge Skill.

Defensive Skills
Defensive Skills are not skills that players voluntarily roll. Instead, the Game
Master generally invokes Defensive Skill rolls in response to an outside situation—a
poisoned drink, a lobbed grenade, a gaze into the abyss.

Resist (Physical) (FORT)​: Resist succumbing to being pushed, buffeted,


drowned, poisoned, and so on. A Failure with a Perk suggests that the character buys
enough time to call for help before succumbing, or that they partially give in to
someone’s demands.
Dodge (REF)​: Evade an incoming physical threat with sharp reflexes. A Failure
with a Perk suggests that the character avoids the brunt of the coming threat.
Notice (ACU)​: Assess an incoming situation ​very​ quickly. On a Success, the
player asks ​two​ questions about ​how best to address the incoming situation.​ On a
Success and a Perk, the player may ask ​three​ questions. With a Complication, the
character may be at a disadvantage to act on gathered information or get information
they wouldn’t want to hear.
Example questions include:
● What is the greatest threat right now?
● What’s the best escape route?
● What’s the best place to hide or take cover?
● What could I best exploit to do [x]?
● How could I best protect [x]?
On a Failure, the character may be caught unaware.
Resist (Mental) (WILL)​: Resist succumbing to fear, emotional shock, and so on.
A Failure with a Perk suggests the character has enough wherewithal to call for help
before succumbing, or that they only partially give in to someone’s demands.
Endure (WILL)​: Remain standing through force of will. If the character Goes
Down, the player must make this check. See ​Going Down​.
Resist (Social) (CHA)​: Resist succumbing to insults, embarrassments, attacks
on one’s propriety, and so on. A Failure with a Perk suggests the character has enough

The ​BOLT​ RPG Engine 30


wherewithal to exit the scene before succumbing, or that they only partially give in to
someone’s demands.

Let’s look at an example of gameplay:


GM:​ Draš, you get about halfway down the alleyway before the Child shouts,
“Look!” while pointing behind you.
Player:​ What do I see behind me?
GM:​ You see two bandits, who seem to have materialized out of the shadows.
And when you look forward again, two more bandits stand in front of you. Everyone’s
carrying these rusty-looking knives, and you’re ​surrounded.​
Player:​ This is when I roll to Notice, right?
GM: ​Correct, at Difficulty 9. Keep in mind, you’re only rolling because this is a
split-second thing; otherwise, I’d be looking at your Vigilance alone.
[d10+ACU+Notice = d10+1+2]
[d10+3 = 2+3 =​ 5​]
[d4 = ​1​]
Player:​ I’m burning 4 Tenacity, ​protecting the kid is worth it!
GM:​ You get two questions.
Player:​ First: How do I protect the kid? Second: How do I get out of here?
GM: ​How to get out? Run. Bowl over one of the bandits, get somewhere in bright
light. If you’re loud and in public, the bandits won't bother trying to follow. As for the
Child? Honestly, you should just pick them up and run, Draš’s a faster runner than
them.
Player:​ Okay, out of character, is the kid actually in trouble? I know I put
Violence Against Children as a Line...
GM:​ Out of character? The Child won’t get hurt—just Draš.
Player:​ Good to know. I’m still blanking on a Complication, though...
GM:​ I got an idea—protecting the Child is going to be made difficult, because
their hood has fallen away. These bandits now know Draš is harboring a Child of
Rakshasa, and the bounty for such people is far higher than anything they could get
from mugging Draš.
Player:​ That could be a reason the bandits won’t hurt the kid.
GM:​ Yeah! The Child’s wanted unharmed. Draš? Not so much.

Fortitude Skills
Apply Force: ​Perform a feat of strength that requires one to lift, carry, push, pull,
and so on. Failure with a Complication suggests that someone gets hurt in the process.

The ​BOLT​ RPG Engine 31


Strike (Unarmed): ​Attack with one’s body. See ​Combat Skill Checks​.
Strike (Weapon):​ Attack with melee weapons. Can be split into multiple skills,
like Strike (Light) and Strike (Heavy), depending on setting. Strike (Light/Nimble) can be
considered a Reflex skill, depending on setting. See ​Combat Skill Checks​.
Throw (Weapon):​ Attack with thrown weapons. Can be split into multiple skills,
like Throw (Light) and Throw (Heavy), depending on setting. Throw (Light) can be
considered a Reflex skill, depending on setting. See ​Combat Skill Checks​.
Run/Leap​: Perform an athletic feat that requires physical conditioning. Failure
with a Complication suggests that the character is totally outclassed—or falls from a
great height.
Swim​: Navigate water in difficult currents. Failure with a Complication suggests
that the character is totally outclassed—or risks drowning.

Reflex Skills
Shoot (Missiles)​: Attack with ranged weapons. Can be split into multiple skills,
like Shoot (Light) and Shoot (Heavy), depending on setting. See ​Combat Skill Checks​.
Shoot (Ordnance):​ Attack with mounted weapons, whether for wartime artillery
or vehicle-to-vehicle combat. See Vehicles.
Balance/Tumble:​ Perform an athletic feat that requires acrobatics or
coordination. A Failure with a Complication suggests that the character is totally
outclassed--or falls from a great height.
Sneak/Hide:​ Hide oneself or an item from detection. ​The player rolls against the
Vigilance of opponents.​ A Failure with a Perk suggests that the character is found, but
the pursuers either don't know it's the character, don't know where exactly where the
character is, or doesn't know how to get to them.
Drive/Pilot/Ride: ​Drive a vehicle or mount at speed and under pressure. A
Complication may suggest that the character’s vehicle takes damage.

Knowledge Skills
Utilize (Aether): ​Applies to the study, implementation, and operation of magic
items.
Utilize (Electronics):​ Applies to the fabrication, repair, and advanced operations
of devices like phones, radios, remote detonators, and early computers.
Utilize (Mechanics): ​Applies to the fabrication, repair, and advanced operations
of mechanical systems like cars, guns, and industrial automata.
Utilize (Medicine): ​Applies to the diagnosis and management of wounds, and
the synthesis of poisons.
Utilize (Profession):​ Applies to a skilled profession one could get paid for.

The ​BOLT​ RPG Engine 32


Utilize skills work similarly, but across different disciplines. Players roll to Utilize
when their character must do something with a specialized skill set. A Failure may
suggest the character is at a temporary loss, or needs a resource they do not have. A
Failure with a Complication suggests that things get worse: patients bleed out,
machines explode, devices fail.
Depending on the nature of the Profession, this Utilize Skill can be applied to
other attributes, for example FORT for physical labor or CHA for entertainment.
Recall (History):​ Applies to the history of the world, from several decades ago to
several centuries ago.
Recall (Religion): ​Applies to religious practice and mythology, as well as
interaction with gods.
Recall (Politics): ​Applies to power structures and political alignments on the
personal and factional levels.
Recall (Law): ​Applies to theory and practice of civil and criminal law.
Recall (Interest)​: Applies to a body of information that isn't common to the
general public. Depending on the nature of an Interest, the Skill can be applied to other
attributes, for example FORT or REF for partaking in a sport or ACU for gambling.
Recall skills work similarly, but across different disciplines. The player rolls to
Recall to, ​with input from the table, build details of the world,​ as​ t​ heir character recalls or
researches specialized information.
On a Success, the player, with input from the rest of the table, builds incidental
details of the world—details that would be impractical to recall from a sourcebook.
Excepting vetoes from others at the table, these details are deemed to be true
information that the player’s character knows.
On a Failure, the player might build incidental details—or invoke details the table
can twist in a manner that the player’s character would be unaware of.
Perks and Complications in Recall checks can be used to draw mechanical
effects from worldbuilding—perhaps a useful lead, or perhaps a crucial missing link.
Speak/Read (Language)​: Language is a passive skill that does not require a roll.
At 0 ranks of a language, the character doesn't know the language.
At 1 rank, the character knows basic words and phrases, and can recognize the
language when spoken or written.
At 2 ranks, the character can speak and read at a stumbling pace, barely enough
to read maps or buy and sell goods.
At 3 ranks, the character can speak fluently but with a heavy accent, but will get
overwhelmed by dense literature or a fast talker.
At 4 ranks, the character can speak and read like a native.
At 5 ranks, the character is deft enough with the language to write poetry.
Although Speak/Read is listed as a Knowledge skill, learning or using languages

The ​BOLT​ RPG Engine 33


is not in any way dependent on Knowledge. In practice, how many languages one
learns depends mostly on how many languages one was exposed to—especially as a
toddler.
Every character starts with +4 in at least one Native Language.

Let’s look at an example of gameplay:


GM:​ Draš finds himself in a claustrophobic market in a poorer district in
Kandhana, the Child gripping his hand like their life depends on it. What do you do?
Player: ​Draš looks for a dhaba—first step is finding food, I think.
GM:​ How many ranks does Draš have in Bharasi?
Player: ​Two. Should be enough to order food, right?
GM: ​Correct. And since the Child is fluent in Bharasi, they can help Draš order
something simple—and the place is cheap enough that even ​a destitute traveler c​ an
afford stuff.
Player:​ Fantastic. I order for the kid first, they need to eat more than me.
GM:​ The Child orders a simple mixed-dal with thin chapati, taking great pains to
keep the hood solidly over their face. Draš, however, just has a hat—and he looks
extremely​ not-from-here. Some ruffians find you and start, uh, ​hassling you.​ With your
knowledge of Bharasi, you pick up some of the ​worse​ words...
Player:​ My Vigilance is 7; do I see any weapons on them?
GM:​ With that Vigilance? You don’t ​see​ any weapons, but...
Player:​ They’ve ​gotta ​be armed. What would happen if I pull my sword on them?
GM:​ If you escalate like that? That’ll scare ‘em off without a Coerce check, but it’ll
also get you kicked out of the dhaba.
Player:​ Then I’m gonna just stay silent—what do they say?
GM: ​Something along the lines of “Hey, outsider, you speak Bharasi?”
Player [As Draš Kovač, in Bharasi]: ​“I speak the sword...better.”
Player:​ I have enough Bharasi for that, right?
GM: ​I’d say so. Trash grammar, but gets the point across.
Player:​ Awesome. And with that, Draš is going to shift his weight to draw
attention to his giant sword.
GM:​ Okay, now ​that​’s gonna be a Coerce check…

Acuity Skills
Navigate (Wilderness):​ Follow tracks, find shelter, hunt for prey. A Failure
suggests a pernicious trade-off is required to achieve the character’s goal.
Navigate (Underworld): ​Follow leads, find hideouts, hunt for scores. A Failure

The ​BOLT​ RPG Engine 34


suggests a pernicious trade-off is required to achieve the character’s goal.
Jury-Rig:​ Fix a broken thing ​right now.​ On a Success, the character makes it
work, kind of, for now. Checks with the item are Set Back once for the rest of the
encounter, and the item breaks again after the encounter. A Success with a Perk
suggests that perhaps the item continues to work after the encounter. A Failure with a
Complication suggests that the character breaks it beyond repair.
Read Person: ​Catch someone’s motives and feelings. ​The player rolls against
the Bluff or Resist (Social) of opponents. ​On a Success, the player asks two questions
to the target’s emotions, body language, and motives. With a Success and a Perk, the
player can ask three questions. With a Complication, the character may receive
information they wouldn't want to hear.
Example questions include:
● Who or what is this person most scared of right now?
● What is this person ​really f​ eeling?
● Is this person trying to get under the character’s skin?
● What does this person want from the character?
With a Failure, the player and their character will at least know if the opponent
target is about to immediately draw a weapon or run away. ​This skill will never
determine a statement is a direct truth or lie—that requires deduction.
Cheat/Steal:​ Fix a hand of poker, slip poison in a drink, snatch a wallet, pick a
lock. ​The player rolls against the Vigilance of opponents.​ On a Success, the character
gets what they want. A Failure suggests that the character’s subterfuge is found, but the
characters who notice either don't know the character, don't know what the character
did exactly, or don't know how to prove it's the character. A Failure and a Complication
suggests that the character is caught red-handed.

Willpower Skills
Coerce:​ Make a threat (or an allusion to a threat), and use it to make something
do or say something. ​The player rolls against the Resist (Mental) of opponents. ​On a
Success, the opponents capitulate, do the character’s bidding, or say what the
character wants to hear (not necessarily the truth). A Success with a Complication
suggests that the opponent obeys the character at a bare minimum, unless the
character follows up on their threat. A Failure suggests the character will need to follow
up on their threat to get anywhere. A Failure with a Complication suggests that the
opponent is not shaken—or just gets angry.
Alternately, on a Success, the player can elect to inflict Tenacity Damage equal
to the character’s ranks in Willpower on the target.
Players cannot roll to Coerce without at least outlining a threat, although that

The ​BOLT​ RPG Engine 35


threat can be made gently. If the character’s mere presence is intimidating (e.g. a sword
at a peasant’s throat), there is no need to roll to Coerce.
Search:​ Tear up a place in search of a character or item. ​The player names what
they are looking for and rolls Search against the Sneak/Hide of opponents​. On a
Success, the character finds their target or confirms they or it is not there. A Perk
suggests the character leaves the place no worse than you found it. On a Failure, the
character runs out of time or is left with ambiguity.

Charisma Skills
Charm:​ Smooth-talk a powerful person or lob a particularly sharp insult. ​For
insults, the player rolls against the Resist (Social) of opponents. For smooth-talking, the
player rolls against the Resist (Mental) of opponents​. On a Success, the character
makes friends, charms strangers, and embarrasses opponents. A Failure suggests a
frostier response or a poorly-received joke.
Alternately, on a Success, the player can elect to inflict Tenacity Damage equal
to the character’s ranks in Charisma on the target.
Bluff: ​Disregard the truth, and get away with it. ​The player rolls against the
Vigilance of opponents.​ On a Success, no one suspects the character’s subterfuge (at
least, no one voices their suspicion). On a Failure, someone gets suspicious enough to
ask some follow-up questions—or check something themselves.
Persuade:​ Make an argument or offer, and use it to make something do or say
something. ​The player rolls against the Resist (Mental) or a relevant Recall of
opponents. ​On a Success, the argument or offer sticks. With a Perk, the opponent may
offer their end of the bargain first. A Failure suggests the character will need to follow up
on their offer in advance get anywhere, or provide hard proof of their argument.
If the character is playing to someone’s good side, the player should roll to
Charm. If the character is persuading a crowd or trying to goad a reaction, the player
should roll to Goad/Command. If the character’s ask is trivial (or they’re paying the
asking price), the player does not need to Persuade.​ If the target is beyond convincing,
the player cannot roll to change that.
Goad/Command:​ Incite action through force of personality. ​If opposed, the
player rolls against the Resist (Mental) or Resist (Social) of opponents. O ​ n a Success,
the character may woo a crowd, light a fire among their compatriots, or get under
someone’s skin. A Success with a Complication suggests fleeting inspiration or
murmurs of dissent. On a Failure, the character’s words fall on deaf ears and bored
crowds. A Failure and a Complication suggests that the crowd turns on the character, or
the character loses their temper in a detrimental way.
Alternately, on a Success, the player can elect to inflict Tenacity Damage equal

The ​BOLT​ RPG Engine 36


to the character’s ranks in Charisma on the target.
Recall (People)​: ​Recall (People) is the only Recall Skill associated with
Charisma. The player picks a character whom their character isn’t close to to Recall.​ On
a Success, the player learns the character’s name, pronouns, face, background, and
the circumstances of their last interaction with the player’s character (if applicable). On a
Failure, the character recalls meeting or hearing of the targeted character, but important
details are either missing or are mere conjecture. If the character has reason to know
this person well, the player does not need to roll to Recall.

Magic Skills
Wield (Magic)​: Shape types of magic (or magic implements) to the character’s
will. This Skill can be associated with any one Core Attribute. See ​Magic and Hacking​.

Building Your Character


Ishaan trained his eyes on his target. Older man, wearing a tastelessly swanky
kurta befitting a noble. Ishaan smirked: that bastard would never think to look out his
window, across the street, and up on the roof of the neighboring parking garage. Typical
of rich assholes, thinking they’re untouchable until--
BANG!
Perfect shot, as always. Ishaan smiles wide, his teeth matching the color of his
snow-white freckles. Benachaarya would be proud.

To illustrate character creation, this book will provide an example in Ishaan Jha:
a not-very-talkative sniper in the Bloody Poets, a Svarminar gang with a revolutionary
bent. He’ll be a case study in how to put together a character in ​BOLT.​

Step 1: Character Concept


When making a character for any RPG, it helps for players to have a vague idea
of what they want their character to be like. Players can start on a mechanical concept
(“the party needs a rogue”), on a narrative concept (“I want a character who knows half
the underworld of Svarminar”), or on some combination of both. This gives players a
scaffolding for the rest of the character creation process. ​Does this character decision
reflect the kind of character you’re trying to be?
After players sketch out their character concepts, they can progress to
configuring their characters’ Core Attributes, Backgrounds, Roles, and (if applicable)

The ​BOLT​ RPG Engine 37


Specializations. These three or four aspects of the character define where they came
from and what they do, especially within a collaborative party.

Example:​ Ishaan is going to be a long-range assassin, focused on (quietly)


getting to a good vantage point and taking out oligarchs from ​far away.​ We’re also going
to tie him to Benachaarya, archer of literal legend, because that just sounds ​rad.​

Step 2: Core Attributes


Core Attributes are a good first approximation for outlining a character’s
capabilities and weaknesses. Characters have six Core Attributes:
● Fortitude (FORT)
● Reflex (REF)
● Knowledge (KNOW)
● Acuity (ACU)
● Willpower (WILL)
● Charisma (CHA),
All Core Attributes start at 1. Players receive 5 points to spend, and each point
can be used to increase any Core Attribute by 1. Players can also recover an additional
point to spend by reducing a Core Attribute by 1. ​The player can reduce any number of
Core Attribute to below 0 if they are interested.​ As an example, players can:
● Increase five attributes by 1
● Increase two attributes by 2 and a third by 1
● Increase three attributes by 1 and increase a fourth attribute by 2
● Decrease one attribute by 1 and increase three attributes by 2
There is no limit to raising Core Attributes during character creation, beyond the
recommended-but-optional cap at 5. Min-maxing is encouraged, because monumental
strengths imply glaring weaknesses.
Additionally, players should select 1-3 native languages for their characters—the
language or languages each character spoke most as a child. Characters receive 4
ranks of Speak/Read in their native languages, automatically, ​even if the character has
low Intellect.​ Berserker characters should not be relegated to speaking in pidgin--unless
that’s their native language or accent, in which case players should consider why they
are speaking in a mock-pidgin language at their table.

Example:​ Ishaan is going to want high Reflex for shooting, high Acuity for
reading targets from a distance, and high Willpower, to give him as much Tenacity as
possible—the hope is that if Ishaan ever rolls poorly on a key shot, I can burn as much

The ​BOLT​ RPG Engine 38


Tenacity as I need to ​make that shot hit.​ However, Ishaan does ​not​ need to be
particularly personable. He’s the guy who shoots from far away—if he has to open his
mouth, he’s already screwed up.
So I'm going to min-max here. I’ll reduce Ishaan’s Charisma by 1, giving me 6
points to spend equally among Reflex, Acuity, and Willpower.
Therefore, Ishaan’s Core Attributes look like:

STR REF KNOW ACU WILL CHA

1 3 1 3 3 0
Let’s also give him ​one​ Native language: 4 ranks in Speak/Read (Bharasi).
Svarminar is the seat of the Bharasi Empire in 842 Third Age, and as someone who’s
culturally ​from​ the place, he’s never been expected to ​learn​ the languages of
Elsewheres.
I’ll also give Ishaan a Wealth of 4. He’s a radio repair tech by day, which pays
him ​pretty well,​ but nothing fantastic. His apartment is little more than a closet in a ratty
part of town.

Power Levels
This game assumes that a Core Attribute of 1-2 is the baseline for an average
person, given that a Difficulty of 6-7 is considered “challenging if untrained.” The ​BOLT
RPG starts player characters at that baseline and then encourages players to make
characters that are in some way exceptional. This is partially to facilitate a power
fantasy, but also because the business of adventuring (or espionage, or special
operations, or being heroes of legend) is rather difficult. If an average person went out
of their way to slay monsters and expose corrupt cops, they would almost certainly fail
catastrophically.
If the table would like to consider how average people handle cursed dungeons,
players can budget only 3 points to spend on Core Attributes. If the table instead wants
to play a game defined by screaming for three episodes while side characters watch
from a space pod, players can budget 7-9 points to spend on Core Attributes.
Note that Core Attributes are not determined by ancestry or culture.​ Every culture
has its warriors, hunters, leaders, and wise ones. Even an orc can become a wizard,
because no culture is entirely spiteful of scholarship and studyƒ.

The ​BOLT​ RPG Engine 39


Incentives
In ​BOLT​, characters gain XP and advancement not by killing or completing
quests, but by ​playing to their roles​ through ​Incentives.
Incentives are yes-or-no questions that determine how the character must do to
gain XP. These will be explained further in detail in ​Incentives, or Getting XP​, but for
now, the important detail is that if the character can respond “yes” to a given Incentive,
they receive XP. (Yes, a character’s Incentives can and should change over time)
The player should pay mind to the Incentives they set for their character—the
Incentives will drive the player’s role-decisions and thus the dynamic at the table.
The XP system, notably, is balanced for characters to have three standard
Incentives and one Encounter Incentives. Increasing or decreasing the number of
Incentives a character receives will radically alter the pace at which the character
advances in their abilities.

Step 3: Background
A Background grants a character relatively minor adjustments to attributes, Skills,
and abilities, and it determines one of the character’s Incentives. A Background could
be a “race” or “species,” like ​elf​ or ​orc,​ but such practices have been quite fraught in
RPGs. Too often, fantasy races and alien species are used as proxies for different
human ethnicities and archetypes (ex. orcs as fantasy Mongolian, Black, or Indigenous
people, dwarves as fantasy Scots-Irish or Jewish people, Khajiit as fantasy Romani
people, and so on). Talking about fantasy races or sci-fi species with the same
language used to talk about human cultures can be a dangerous approach, especially if
a marginalized player has to hear all-too-familiar language used to describe a
“monstrous” or “exotic” race or species.
Thus, rather than assign mechanical implications to proxies for races and
ethnicities, the ​BOLT​ Engine suggests using a more general background to provide a
similar effect. If you want to use alien species, or cultures, or academic houses instead,
go for it, but be careful about what you imply about The Other.

As an example of Backgrounds, consider the “soul-bindings” of the example


BOLT​ settings, ​Legends of Neeram​ and ​Gunfire in Svarminar,​ which tie Background
into a religious ritual that changes character’s appearance and demeanor, and subtly
imposes a destiny upon characters who take on the binding.

In the world of Neeram, everyone is born human, with fresh souls open to all the
world can offer—glorious and terrible, noble and vile alike. But to many—particularly the

The ​BOLT​ RPG Engine 40


most devout of the land—to truly ensure the strength (or purity) of a soul is to bind it, to
shackle it to forces beyond the mortal.
Such a process is slow, difficult, and permanent, as it permanently changes the
bound person, inside and out, from the color of their skin to their reaction to fear to their
risk of pancreatic cancer. Perhaps your character took up this ceremony as an act of
devotion, seeing divine value in narrowing, or focusing, their destiny. Or perhaps this
binding was foisted on your character when they were a child, by religious parents or
guardians, before they really could make a choice of their own.

Unbound
An Unbound character provides no ​specific​ blessings, save for one.
Freedom.
Agency.
+1 in any Skill the player likes.
Suggested Starting Background Incentives:
Did I face a challenge with __?
Did my actions show or demonstrate __?
Did I accomplish a feat of __?
[The character can take any yes-or-no question as a Starting
Incentive.]

If the character is soul-bound, at least one of their Incentives must always be one
of the Incentives listed in their Background.
Their destiny is sealed.
Their agency is the domain of the skies.

Deva
Your character is bound with a divine entity of the sky, imbued with inner grace
and poise. If a white person wrote this setting, your character would be an elf. But a
good​ writer wrote this setting, so your character receives a more interesting premise: a
connection to divine heroes from millennia ago.

Sunsoul:​ Soul bound to the sun. Sharp cheekbones, piercing eyes of unearthly
colors. You receive echoes of the mythic strength of Vridhasthriya, the indomitable
standard-bearer of Khajjar.
+4 Vitality
+1 in Resist (Physical)
+1 in Recall (Religion)

The ​BOLT​ RPG Engine 41


Background Incentives:
Did I face a threat head-on, with no hesitation?
Did I remain dauntless under extreme pressure?
Did I accomplish a great feat of strength?

Moonsoul: ​Soul bound to the moon. Blue-tinged skin, hair that shines like metal.
You receive echoes of the quick wits of Aprithya, the trickster-hero of Daigam.
+2 Tenacity
+2 Vitality
+1 in Resist (Social)
+1 in Recall (Religion)
Background Incentives:
Did I face a threat cleverly, with an unconventional plan?
Did I remain lighthearted under extreme pressure?
Did I accomplish a great feat of wit?

Starsoul:​ Soul bound to the stars. Satin-like skin of black or purple, with white
freckles. You receive echoes of the steady eyes of Benachaarya, the legendary archer
of Aashram’s army.
+4 Tenacity
+1 in Resist (Mental)
+1 in Recall (Religion)
Background Incentives:
Did I face a threat carefully, with delicate action?
Did I remain collected under extreme pressure?
Did I accomplish a great feat of precision?

Demonsoul
Your character is bound to a rakshasa, which is this land’s idea of a demon, a
malevolent spirit of beyond-mortal capabilities. Of course, those in power sometimes
use “malevolent” to mean “that which I cannot control.”
Of course, your character can bind to other, foreign, demonic forms too…
Heart of a Rakshasa​: Soul bound to a demon from Bharasi lands. Red-tinged
eyes, pointed canines from your lower jaw, and a face that people struggle to
remember.
+1 in Recall (Religion)

The ​BOLT​ RPG Engine 42


Evade Memory: ​Your character has a strange ability to slip out of others’
memories. By default, people struggle to remember your character’s face, name, and
voice—unless you let them remember you.
Your character also gains 1 rank of Wield (Maya).
Background Incentives:
Did I resist comprehension by others?
Did I defy the predictable approach?
Did I warp the perceptions of others?

Example:​ Ishaan is going to be a Starsoul Deva, for that Benachaarya


connection—and also for that ​huge​ boost to Tenacity. We’ll say that Ishaan’s parents
are ​super r​ eligious, and they put Ishaan through the soulbinding ritual when he was five.
Ishaan has complicated feelings about that—on one hand, the cosmically steady nerves
make him ​very​ good at his “job,” but on the other hand, he wonders what life would be
like if he wasn’t cosmically forced to be calm all the time.
This is actually a good time to calculate Ishaan’s Derived Attributes, too...
STR REF KNOW ACU WILL CHA

1 3 1 3 3 0
● Defense = 6+3 = ​9
● Tenacity = 8+3+4 = ​15
● Vigilance = 6+3 = 9 ​
● Vitality = 8+1 = 9 ​
Ishaan’s Vitality isn’t all that great, but he has strong Defense and Vigilance and
fantastic​ Tenacity. Just don’t ask him to lie on the spot...
Ishaan also gets a rank in Recall (Religion) and Resist (Mental). The latter is
from the soul binding, but the former is just because he had religious parents. I’m also
going to pick the first of his Incentives—his Background Incentive:
Did I face a threat carefully, with delicate action?
Because I want Ishaan to get as much XP as possible, this Incentive going to
push Ishaan to advocate for subtlety and forethought as much as possible—as is
expected from the steady-eyed, indigo-faced star-bound.

Step 4a: Role


This character designation has been called Class, Playbook, or Career in
different RPG systems. The ​BOLT​ system sticks with “Role,” since that gets to the heart
of the character—their role in the party. ​Note that the Roles given don’t provide any

The ​BOLT​ RPG Engine 43


guidance or limitation beyond initial character creation. R ​ oles provide a set of starting
Skills and bonuses, and they provide ​Incentives​ that govern XP gain. After that, players
are allowed to advance their characters in whatever way makes sense for the campaign
at hand.
Roles provide characters with choices in Core Attribute upgrades, starting Skill
upgrades, language proficiencies, Role Incentives, and a special Encounter Incentive
that triggers after Encounters. Game Masters are also encouraged to tie starting
equipment to Roles.
All character Roles include 2 ranks to spend in Recall (Interest), where the
Interest is a niche topic the character engages with as a hobby. This Skill improvement
adds a human touch to every character, and has situational utility for the Game Master
to potentially provide practical application for.
The descriptions of Roles need not ​at all​ imply an ideal party balance. It is
absolutely not required for a party to have, say, a Scholar, a Scoundrel, a Soldier, and a
Wanderer—in fact, such a party might end up playing rather strangely. Game Masters
are expected to tailor campaigns and encounters to fit the player characters:
combat-heavy scenarios for combat-savvy characters, mysteries for parties with more
focus on information and social skills, and so on. Additionally, these Roles are built to
encourage significant variation, even at the very beginning of the campaign. It’s entirely
possible to run a campaign with four Soldiers using the provided Role description and
have each Soldier talk, act, and fight completely differently.
As an example, Role choices for the setting ​Legends of Neeram​ are provided
below:
Note:​ In the Core Rules, only one Magic Tree—Life Magic—is detailed. If your
setting has more Magic Trees, it is encouraged that multiple Roles receive options for
magic. Not all magic, after all, is useful to scholars in particular.

Scholar
A learned one, hailing from a gilded institution of academic, theological, or
geopolitical importance. You’re a big deal, and you’ll be ​damned​ if anyone forgets that.
[This Role can encompass clerics, diplomats, some druids, and wizards from
standard fantasy settings, depending on how a player builds their character’s Skills and
magic abilities.]

+1 KNOW or +1 WILL
Pick 1:

The ​BOLT​ RPG Engine 44


+2 in Recall (Interest), OR +1 in Recall (Interest) in ​two Skills. ​Pick an
interest or interests.
+5 in Speak/Read (Ancient or clerical) OR raise Speak/Read (Native) from +4 to
+5
+3 (Pick 2):
Recall (History), Recall (Politics), Recall (Religion), Utilize (Aether)
+2 (Pick 2):
Charm, Goad/Command, Utilize (Mechanics), Utilize (Medicine),
Speak/Read (Non-native)
+2 (Pick 1):
Resist (Mental), Resist (Social)
+1 (Pick 1):
Navigate (Wilderness), Search, Goad/Command
Pick 1:
Core Ability from Life Magic Tree, +1 Tenacity, +1 Vigilance

Suggested Starting Career Incentives:


Did I use my wits to gain an advantage?
Did I use my expertise to solve a problem?
Did I demonstrate my superiority?
Did I tell someone else what to do?
Did I deliberately confuse someone with jargon?
Did I adhere to an inconvenient moral code?
Suggested Starting Encounter Incentives:
Did I make a strategy beforehand?
Did I avoid direct confrontation?
Did I make someone else take the pressure for me?
Did I avoid engaging in violence?
Suggested Equipment:
● Garb that demonstrates your importance
● Identification that proves your importance
● A means of taking notes
● Reading material (vital)
● Equipment necessary for carrying out your particular branch of expertise
(inscrutable to companions)
● Money (for bribing)

The ​BOLT​ RPG Engine 45


Scoundrel
A scam artist, spy, detective, smuggler, or petty thief. Regardless, you have an
eye for danger, a knack for hiding in plain sight, and a nose for that which people would
prefer hidden.

+1 ACU or +1 CHA
Pick 1:
+2 in Recall (Interest), OR +1 in Recall (Interest) in ​two Skills. ​Pick an
interest or interests.
+2 in Speak/Read (Non-native) OR +1 in Speak/Read (Non-native) for ​two
languages
+3 (Pick 2):
Bluff, Charm, Cheat/Steal, Navigate (Underworld), Sneak/Hide
+2 (Pick 2):
Coerce, Persuade, Read Person, Recall (People), Speak/Read
(Non-native), Strike (Light)
+2 (Pick 1):
Dodge, Notice
+1 (Pick 1):
Balance/Tumble, Jury-Rig, Throw (Light), Utilize (Medicine)
Pick 1:
+1 Defense, +1 Tenacity, +1 Vigilance

Suggested Starting Career Incentives:


Did I use subterfuge to gain an advantage?
Did I use subterfuge to solve a problem?
Did I lie about who I was or what I wanted?
Did I avoid responsibility for something I did?
Did I haggle or negotiate my way into a deal?
Did I make someone owe me?
Suggested Starting Encounter Incentives:
Did I catch someone by surprise?
Did I end things quickly?
Did I loot someone or something?
Did I leave no trace of my handiwork?
Suggested Equipment:
● Garb that looks ​absolutely innocuous

The ​BOLT​ RPG Engine 46


● Fabricated identification (multiple, preferably)
● A list of “people of interest”
● A concealed dagger
● A sidearm (hand crossbow, shortsword, or set of throwing knives) OR a
garrote and poisoning kit
● Shady tools (lockpicking gear, caltrops, alchemical reagents, disguise kit)

Soldier
A horse-riding archer, a holy warrior with a flaming sword, a simple infantry
soldier, or a cruel mercenary. You’re trained for killing in a way few others really
are—and they should pray they never need to test that.
[This Role can encompass fighters, paladins, and some warlocks from standard
fantasy settings, depending on how a player builds their character’s Skills and magic
abilities.]

+1 FORT or +1 REF
Pick 1:
+2 in Recall (Interest), OR +1 in Recall (Interest) in ​two Skills. ​Pick an
interest or interests.
+1 in Speak/Read (Non-native) in ​three​ languages
+3 (Pick 2):
Ride, Shoot (Heavy), Shoot (Light), Strike (Heavy), Strike (Light), Throw
(Light)
+2 (Pick 2):
Coerce, Jury-Rig, Recall (Politics), Strike (Unarmed), Utilize (Medicine)
+2 (Pick 1):
Endure, Resist (Physical)
+1 (Pick 1):
Apply Force, Navigate (Underworld), Navigate (Wilderness), Run/Leap
Pick 1:
+1 Defense, +1 Tenacity, +1 Vitality

Suggested Starting Career Incentives:


Did I make threats to gain an advantage?
Did I use violence to solve a problem?
Did I pull a dangerous and flashy stunt?
Did I make someone fear me?
Did I protect an ally or VIP?

The ​BOLT​ RPG Engine 47


Did I face a complicated problem with simple violence?
Suggested Starting Encounter Incentives:
Did I kill someone?
Did I scare someone out of fighting?
Did I rush into the middle of the action?
Did I pair violence with a snappy one-liner?
Suggested Equipment:
● Military garb (may include armor)
● Clear identification of whom (if anyone) you fights for
● A large weapon like a crossbow, greatsword, longbow, polearm, or shield
● A sidearm like a hand crossbow, light spear, shortbow, or shortsword
● A concealed dagger (no one expects a third weapon)
● A mount, or equipment suitable for marching for miles

Wanderer
One of the roads and the wilds, dealing in the strange and wonderful, in stories
and creatures and unseen phenomena. You are of everywhere—and you are of
nowhere.
[This Role can encompass bards, rangers, and sorcerers from standard fantasy
settings, depending on how a player builds their character’s Skills and magic abilities.]

+1 REF or +1 CHA
+4 in Recall (Interest): Pick an interest.
+3 in Speak/Read (non-native) OR +5 in Speak/Read (language considered
exceptionally beautiful) OR raise Speak/Read (Native) from +4 to +5
+3 (Pick 2):
Charm, Recall (History), Recall (Religion), Sneak/Hide, Read Person,
Recall (Person)
+2 (Pick 2):
Cheat/Steal, Navigate (Wilderness), Jury-Rig, Search, Shoot (Light),
Utilize (Medicine)
+2 (Pick 1):
Notice, Resist (Mental)
+1 (Pick 1)
Balance/Tumble, Navigate (Underworld), Run/Leap, Strike (Light)
Pick 1:
+1 Defense, +1 Tenacity, +1 Vigilance

The ​BOLT​ RPG Engine 48


Suggested Starting Career Incentives:
Did I use misdirection to solve a problem?
Did I learn a new story?
Did I get somewhere I shouldn’t have been?
Did I witness something beautiful?
Did I meet someone interesting?
Did I demonstrate mastery of my art?
Suggested Starting Encounter Incentives:
Did I see the danger coming?
Did I exploit an enemy’s weakness?
Did I induce chaos?
Did I take an unconventional tactic?
Suggested Equipment:
● Unconventional Garb
● A reputation that precedes you—or a lack of clarity about who you are
● A musical instrument or another means of art or craft
● A subtle weapon like a shortbow, dagger, or staff
● A mental map of the roads and/or wilderness
● A distressingly large collection of knickknacks and talismans

Example:​ Ishaan is ​technically​ a modern character, but let’s throw him in a


fantasy alternate universe (AU), and see if we can’t make an assassin out of him
anyway. For this AU, I’m actually focus more on the death-from-far-away aspect of
Ishaan instead of the stealth part—and I’m going to make Ishaan into a horseback
archer striking from the darkness!
Ishaan will take the Soldier Role, taking abilities that improve wilderness survival
and horseback battle. Because the Roles are structured like multiple-choice surveys,
let’s run through the Soldier Role:

+1 FORT—​For using cavalry spears in a pinch, and for extra Vitality


+2 Recall (Number Theory)—​Ishaan likes reading books on mathematics for
some reason
+1 Speak/Read (Arayian, Acchada, Bharasi Sign)
+3 Ride, +3 Shoot (Heavy)—​Note that this gives Ishaan +6 in both of these Skills
+2 Jury-Rig, Utilize (Medicine)—​Useful for staying alive in dense forests
+2 Endure
+1 Navigate (Wilderness)
+1 Tenacity—​Are you surprised?
Role Incentives:

The ​BOLT​ RPG Engine 49


Did I use violence to solve a problem?
Did I make someone fear me?
Encounter Incentive:
Did I make the enemy scatter?

Equipment:
● Bandit garb (no Armor)
● Red scarf of the Bloody Poets band
● Longbow, light spear, and hidden dagger
● Ishaan’s beloved horse Garuda

And that’s Raider Arjun! Note how I gave him a unique Encounter Incentive that
plays into his Background Incentive of making a plan. You’re encouraged to make your
own Incentives, and to have them feed into each other (although you shouldn’t make
them near-identical).
A good Incentive is one that your character can fulfill every Scene or
Encounter—if they go out of there way for it.

Step 4b: Roles and Specializations (Optional)


Combining Roles with Specializations is an optional rule a table can use to add
flavor and further choice to Roles. In the same way that classes in ​D&D h ​ ave subclass
or prestige class options to allow players to fine-tune their characters, Roles in BOLT
can be designed to be augmented with Specializations. If Game Masters or hackers
want, they can tie Feats to Specializations, or allow players to pick Specializations later
in play for an XP cost. Note that there is nothing stopping characters from stacking Skill
improvements if their Role and Specialization allow for improvement of the same Skill.
When using Roles and Specializations together, Roles provide characters with
choices in Core Attribute upgrades, starting Skill upgrades, language proficiencies, one
Role Incentive, and a special Encounter Incentive that triggers after Encounters.
Specializations provide characters further bonuses to Skills and one
Specialization Incentive. If the Game Master provides starting equipment for characters,
they should consider tying it to Specializations instead of Roles.
As an example, Role and Specialization choices for the modern setting ​Gunfire in
Svarminar​ are provided below:
Note:​ In a given setting, it’s recommended that either all Roles have
Specializations, or none of them have Specializations. In the case of the modern setting
example given below, the Roles have much fewer character improvements than the

The ​BOLT​ RPG Engine 50


Roles given for the fantasy setting example given above, so that a starting modern
character with a Role and Specialization is on par with a starting fantasy character with
a Role alone.

Professional
If you’re a professional, chances are you went to college. Chances are, you
learned to sweet-talk the rich and powerful as a youth. Chances are, you learned to
drive in your parents’ brand-new, silly-fast luxury cars. And clearly, money and influence
wasn’t thrilling enough for you.
+1 KNOW or +1 CHA
Pick 1:
+2 in Recall (Interest), OR +1 in ​two ​Recall (Interest) Skills​. P
​ ick an
interest or interests.
+2 in Speak/Read (Non-native) OR raise Speak/Read (Native) from +4 to +5
+1 (Pick 2) OR +2 (Pick 1):
Recall (History), Recall (Politics), Recall (Religion)
+1 (Pick 1):
Utilize (Engineering), Utilize (Medicine), Recall (Law)
+1 (Pick 2):
Charm, Drive, Goad/Command, Persuade, Read Person, Utilize
(Profession)

Suggested Starting Role Incentives:


Did I use my wits to gain an advantage?
Did I use my expertise to solve a problem?
Did I tell someone else what to do?
Did I make someone owe me?
Suggested Starting Encounter Incentives:
Did I make a strategy beforehand?
Did I avoid direct confrontation?

Scoundrel
In some “tabletop role-playing games”, you would be considered a “rogue.” But
the skills of liars, cheaters, and sneaks can be put to a lot of applications, so pick your
own p​ oison.
+1 ACU or +1 WILL
Pick 1:

The ​BOLT​ RPG Engine 51


+2 in Recall (Interest), OR +1 in Recall (Interest) in ​two Skills. ​Pick an
interest or interests.
+2 in Speak/Read (Non-native) OR +1 in Speak/Read (Non-native) for ​two
languages
+1 (Pick 1):
Dodge, Notice
+1 (Pick 1):
Recall (Politics), Recall (Law), Utilize (Profession)
+1 (Pick 2):
Bluff, Cheat/Steal, Shoot (Light), Sneak/Hide, Navigate (Underworld),
Recall (People)
Suggested Starting Role Incentives:
Did I cheat to gain an advantage?
Did I use subterfuge to solve a problem?
Did I lie about who I was or what I wanted?
Did I hide my responsibility for something I did?
Suggested Encounter Incentives:
Did I catch someone by surprise?
Did I end things quickly?

Mercenary
Violence! It’s a part of life in Svarminar, but you know it better than anyone else
in the city. Bigger guns, bigger punches, bigger thrills. Be the bad motherfucker you
once saw only in action movies.
+1 FORT or +1 REF
Pick 1:
+2 in Recall (Interest), OR +1 in Recall (Interest) in ​two Skills. ​Pick an
interest or interests.
+1 in Speak/Read (Non-native) for ​three​ languages
+1 (Pick 1):
Endure, Resist (Physical)
+1 (Pick 1):
Recall (Politics), Utilize (Medicine), Jury-Rig
+1 (Pick 1):
Shoot (Light), Strike (Unarmed)
+1 (Pick 1):
Apply Force, Balance/Tumble, Coerce, Run/Leap
Suggested Starting Role Incentives:

The ​BOLT​ RPG Engine 52


Did I make threats to gain an advantage?
Did I use violence to solve a problem?
Did I pull a dangerous and flashy stunt?
Did I make someone fear me?
Suggested Encounter Incentives:
Did I kill someone?
Did I scare someone out of fighting?

Professional Specializations

Doctor
You went to med school long enough to learn how to patch people up and how to
make a hit really hurt. Maybe you’re still practicing medicine, or maybe you just tell your
mousis you are. Either way, you decided to do something a bit more dangerous as a
side practice.
+2 in Utilize (Medicine)
+2 in Read Person
Suggested Specialization Incentives:
Did I save someone’s ass?
Did I use my training to make something truly hurt?
Suggested equipment:
● Garb that minimizes skin exposure, including masks and gloves
● A first-aid kit that includes equipment to disinfect, bandage, and suture
wounds
● The gear required to do some alkhemy or surgery (at home, in a lab, or in
a vehicle)

Engineer
You’re not just a nerd. You’re a dangerous nerd. You’re a scare-other-nerds
nerd. You got the brains (and guts) to pen-test your way into an office, steal their trade
secrets, and cover your tracks with an IED.
+2 in Utilize (Engineering)
+2 in Jury-Rig
Suggested Specialization Incentives:
Did I fabricate or fix something in a high-stakes situation?
Did I use my training to build an ingenious solution to a problem?
Suggested equipment:
● Business casual (or business all-nighter) clothing

The ​BOLT​ RPG Engine 53


● A set of screwdrivers and wrenches, a small pry tool, and a few arithmeter
datacards
● The gear required to fabricate and hack technology (at home, in a lab, or
in a vehicle)

Lawyer
You know how spoiled brats are like, “My dad’s a lawyer” in the hopes that’ll
mean something? Well, you ​are​ a lawyer, and that ​does​ mean something. You can end
someone’s life with a paper trail, and if that doesn’t work, you can put a bullet in their
head.
+2 in Recall (Law)
+1 (Pick 2):
Bluff, Charm, Coerce
Suggested Specialization Incentives:
Did I talk my way out of serious trouble?
Did I fast-talk someone into implicating themselves or agreeing to
something tilted in my favor?
Suggested equipment:
● A sharp suit
● A very nice pen
● A directory of friends (and enemies) in high places

Scoundrel Specializations

Assassin
Do you wanna be a hitman? Do you wanna kill someone before they even notice
you? Are you ​that​ stone cold? Then you’ll find work, because as long as there’s two
people left on the planet, someone is gonna want someone dead.
+2 (Pick 2):
Bluff, Language (Non-native), Shoot (Heavy), Utilize (Medicine)
Suggested Starting Specialization Incentives:
Did I leave no trace of my handiwork?
Did I pretend to be someone else?
Suggested equipment:
● Clothing that deliberately does not stand out, with gloves.
● A garrotte, a poisoning kit, and silenced pistol, OR a silenced long-range
rifle
● A collection of fake names and stolen IDs

The ​BOLT​ RPG Engine 54


Fixer
You’re the fella who knows a fella. The swamp of crime and corruption
permeates the city, and you are ​of​ the swamp. And if favors don’t get you where you
want, a revolver’s your Plan B.
+2 (Pick 2):
Coerce, Language (Non-native), Navigate (Underworld), Persuade
Suggested Starting Specialization Incentives:
Did I haggle or negotiate my way into a deal?
Did I make someone owe me a favor later?
Suggested equipment:
● Clothing that singles you out to those in the know
● A flashy-looking knife or light firearm
● A list of people who owe you

Investigator
Are you a private eye? A journalist with the will to kill? Doesn’t matter. You’re the
One Who Knows, and the One Who Finds Out. Whether you use that intel for justice,
profit, or power...well, that’s up to you.
+2 (Pick 2):
Drive, Recall (Law), Search, Run/Leap
Suggested Starting Specialization Incentives:
Did I find a clue to someone or something I’m following?
Did I collect evidence that I can use against someone else?
Suggested equipment:
● Clothing that lets you blend into the background
● A reliable pistol
● A contact or institution who can provide you background information, with
a few days notice

Mercenary Specializations

Driver
Your job isn’t just to shoot people. It’s to shoot people out the bashed window of
a supercar while steering with your knees to dodge traffic and police spike strips.
+2 in Drive
+1 (Pick 1):
Endure, Shoot (Light), Jury-Rig

The ​BOLT​ RPG Engine 55


Suggested Specialization Incentives:
Did I do something foolish and make it work?
Did I push my vehicle beyond reasonable limits?
Suggested equipment:
● Clothing that shows people how cool you are
● A weapon you can shoot with one hand
● A vehicle you would kill to protect

Commando
You wanna be an action-movie badass? Of course you want to be an
action-movie badass. Drench the room in bullets, crack a skull with the butt of your rifle,
and throw out a sick one-liner. You’re unstoppable.
+2 (Pick 2):
Shoot (Heavy), Melee
+1 (Pick 1):
Apply Force, Coerce
Suggested Specialization Incentives:
Did I foil a smart plan with simple violence?
Did I pair violence with a sharp one-liner?
Suggested equipment:
● Clothing that shows people how tough you are
● An impractically large weapon
● Another weapon (of course)

Bouncer
You’re put in between folks with power and folks who want trouble. You keep
quiet, you say “no,” and when goons reject that answer, you beat them the fuck up. You
play the fool, but underneath the poker face, you know what’s going on better than even
your boss.
+2 in Strike (Unarmed)
+1 (Pick 1):
Navigate (Underworld), Recall (People)
Suggested Specialization Incentives:
Did I protect an ally or VIP?
Did I pull intel while hiding in plain sight?
Suggested equipment:
● Clothing that’s quiet but imposing
● An ear for gossip
● A list of who’s who in the city’s underworld

The ​BOLT​ RPG Engine 56


Example:​ Now, let’s do the ​actual​ Ishaan Jha. For the modern setting, let’s pick
a role of Scoundrel and a Specialization of Assassin, because long-range assassination
was part of the core concept for Ishaan. The Role and Specialization are both structured
like multiple-choice surveys (this is intentional, you know…) so let’s run through them
again
Role: ​Scoundrel
+1 ACU
+2 Recall (Number Theory)
+1 Speak/Read (Arayian, Bharasi Sign)
+1 Dodge
+1 Utilize (Radio Repair)—​Ishaan’s day job, which may come in handy
+1 Cheat/Steal, Sneak/Hide
Role Incentive: ​Did I use subterfuge to solve a problem?
Encounter Incentive: ​Did I end things quickly?
Specialization: ​Assassin
+2 Speak/Read (Acchada), Shoot (Heavy)
Specialization Incentive: ​Did I leave no trace of my handiwork?

Equipment:
● Black tracksuit with black leather gloves and facemask
● “Inu,” his sniper rifle
● Briefcase that can hold:
○ The rifle
○ A bag of caltrops
○ A coil of rope
○ A glass-breaking hammer

Note that I changed one of the equipment items suggested for Assassins.
Between his indigo skin and ​total​ lack of social grace, fake IDs would be wasted on him.
But a briefcase of urban espionage tools would be ​incredibly​ helpful. Note that I don’t
care about what any of this costs—even if the rifle is ​way​ out of his pay grade. Ishaan
would ​find​ a way to get that weapon, and that in and of itself could make a good story.

Writing Your Own Roles and Specializations


Note that all the Roles and Specializations provided in these examples settings
are formatted like multiple-choice surveys, with improvements to Core Attributes,

The ​BOLT​ RPG Engine 57


Derived Attributes, Defensive Skills, Skills, and Feats as desired. This sort of “circle
what you want” format speeds up character creation because it puts all the important
choices in front of the player. They can add extra details and improvements later.
Try to write Roles and Specializations to cover a broad set of characters with one
array of choices. For example, the Wanderer Role in the fantasy example is written
specifically to include wandering poets, matted-hair rangers like Aragorn, and Weird
Monks in one set, depending on what options a player takes. This helps reduce the
feeling that a character is being typecast the moment a Role is selected for them. This
breadth of options should include suggested Incentives—they should be specific
enough to make characters go out of their way in interesting ways, but not so specific
that there’s no flexibility in how an Incentive is met.
There’s no definitive formula to making a custom Role or Specialization—instead,
the writer should approach custom Role and Specializations as a stack of “option
blocks”, including:
● +1 in (Pick 1 out of 2 Core Attributes)
● +2 in Recall (Interest)
● +4 in Recall (Interest)
● +1 in ​two​ Recall (Interest) Skills
● +1 in Speak/Read (Three non-native languages)
● +2 in Speak/Read (Non-native language)
● Increase Speak/Read (Native Language) from +4 to +5
● +1 (Pick 1 out of 2 Defensive Skills)
● +2 (Pick 1 out of 2 Defensive Skills)
● +1 (Pick 1 out of 3-6 Skills)
● +1 (Pick 2 out of 3-6 Skills)
● +2 (Pick 1 out of 2-5 Skills)
● +3 (Pick 1 out of 2-5 Skills)
● +1 (Pick 1 out of 2-4 Derived Attributes or 1 Core Magic or Hacking Ability)
Pick as many or as few as desired for each Role and Specialization—the only
real requirement is that every character receive ranks in Recall (Interest).
As a general rule, each Role should receive a similar depth and breadth of
options (and similarly for Specializations), although it could be interesting to have some
Roles be drastically over- or under-powered. The other Roles should still be valuable,
however—even a Chosen One can’t go it alone.
Writing Roles and Specializations are another way to set power levels for
characters—the more that characters get just from picking a Role, the more powerful
they are immediately after character creation.
It’s recommended that most character improvements come from Roles and
Specializations as opposed to Background—especially if those Backgrounds have

The ​BOLT​ RPG Engine 58


ethnic backing. What a character ​does​ has far more bearing on their skill set than where
they ​came​ ​from​.

Leveling

Incentives, or Getting XP
Characters in ​BOLT​ do not necessarily gain experience by killing people--or even
by succeeding at quests! Instead, characters gain XP by acting according to their
Incentives. At the end of each Scene, every player should ask the three Incentive
questions listed on their character sheet about their character. For each question the
player answers “yes” to, mark 1 XP. Additionally, at the end of each Encounter, every
player should ask the Combat Incentive question listed on their character sheet about
their character. If the player answers “yes” to the Combat Incentive question, mark 1
XP.
If players are unsure about whether a character met an Incentive, the table may
talk it out (respectfully!), although the player controlling the character gets final say.
Players should be able to achieve all their Incentives during most Scenes (or most
Encounters, for Encounter Incentives), but Incentives should still be something a
character has to go somewhat out of their way to accomplish.
Players are allowed to change the Incentives of their characters at narratively
interesting moments, using the change of Incentives to represent meaningful behavior
changes in their characters.

Advancement, or Spending XP
Use the below exchange rate for converting XP gained through Incentives into
advancement. Note that players should be able to gain 2-4 XP per Scene.
Spend 3 XP to:
● Increase a Skill or Defensive Skill to 1, 2, or 3 ranks
● Gain a Level 1 Feat
● Gain a Level 1 Magic/Hacking Ability.
Spend 5 XP to:
● Increase a Skill or Defensive Skill to 4 ranks
● Increase Defense, Tenacity, Vigilance, or Vitality by 1
● Gain a Level 2 Feat
● Gain a Core Magic/Hacking Ability.
● Gain a Level 2 Magic/Hacking Ability.

The ​BOLT​ RPG Engine 59


Spend 8 XP to:
● Increase a Skill or Defensive Skill to 5 ranks
● Increase a Core Attribute by 1
● Gain a Level 3 Feat
● Gain a Level 3 or Level 4 Magic/Hacking Ability

Feats
The following Feats are specialized improvements to the player’s character,
which typically allow for options outside of standard Skill checks. Note that some
combat-related feats reference weapon tags like Nimble or Subtle

Level 1
Acolyte:​ Ability Improvement. ​Join a powerful Organization.​ The character joins
an organization of notable size and power in the world, receiving a mentor from that
organization and gaining access to the skill ​Navigate (Organization)​ (associated with
Acuity) for understanding and playing politics within the Organization. The player must
replace one of their character’s Incentives with:
Did I act in accordance with the principles of my Organization?
This Organization Incentive may change if the character climbs ranks in their
Organization. If the character leaves the Organization, the player must replace the
character’s Organization Incentive with a different Incentive.
Cautious:​ Incidental. ​Leave nothing to chance. T ​ he player marks two Skills or
Defensive Skills. Before rolling for the Skill in question, the player can elect to take -2 to
their roll. In that case, a 4 ​or 3​ on the auxiliary d4 grants a Perk. This Feat can be taken
multiple times.
Fast Strikes:​ Action. When the character is fighting unarmed, the player can
target two characters in Melee range when rolling to Strike (Unarmed), or target the
same character for two strikes. The Strike (Unarmed) check is Set Back once, with the
Difficulty equal to the higher Defense of the two targets, where applicable. On a
Success, the player’s character deals damage to the target with higher Defense, or
double damage to the single selected target.
I’m a Professional​: Action. For Skill the character has 1 or 2 ranks in, the player
can roll to Bluff so that their character claims that they are, in fact, a professional at that
Skill. Difficulty depends on how knowledgeable any listeners are in that Skill. On a
Success, anyone listening (who isn’t aware of the Bluff) believes the character and will
take any advice on that Skill that the character offers. A Complication suggests that
someone asks the character a knowledgeable question about the subject.

The ​BOLT​ RPG Engine 60


If a character has 3 or more ranks in a Skill, they legitimately are
professional-level, so no Bluff is required.
Parry:​ Incidental. When the character takes a hit from a melee attack, the player
can spend 2 Tenacity to reduce incoming Damage by 3, before Armor. This can be
done out of the player’s Turn.
Quick Draw:​ Ability Improvement. During an Encounter, the player does not
have to spend an Action for their character to draw a weapon or weapon set.
Quick Step:​ Ability Improvement. During an Encounter, the player does not have
to spend an Action for their character to move in or out of Melee range ​once.​ Further
movements in the same turn ​will​ require an Additional action.
Pacification: ​Action. ​Put a finger against a neck artery, and the target passes
out in a minute or so. T ​ he player can roll to Sneak/Hide against a single opponent’s
Vigilance for their character to choke out that opponent, likely causing lasting harm. On
a Success, the character chokes out the opponent cleanly, requiring two Actions to do
so. On a Perk, the opponent may be completely unharmed, and on a Complication, the
opponent may be seriously wounded. A Failure suggests that the character only
partially manages to pacify their opponent, or that the opponent manages to raise an
alarm before falling unconscious, or that the opponent requires a louder or more lethal
option to be pacified.
​ he player marks two Skills or Defensive
Reckless:​ Incidental. ​Tact is for losers! T
Skills. Before rolling for the Skill in question, the player can elect to take +2 to their roll.
In that case, a 1 ​or 2 ​on the auxiliary d4 grants a Complication. This Feat can be taken
multiple times.
Scoping the Joint:​ Action. The player can roll to Notice for their character to
scope a place or person from a distance. On a Success, the player asks two questions
about ​what is there and how best to get at it.​ On a Success and a Perk, the player asks
three questions. A Complication suggests that the character may be at a disadvantage
to act on gathered information, or they get information they wouldn’t want to hear, or
they leave a trace of their presence.
Example questions include:
● What is the best way in or out?
● What is happening at this place / What is this person doing?
● What here is worth taking?
● What is a good way to catch this person unawares?
● What is this place for?
● What’s suspicious about this person or place?
On a Failure, your character may be spotted. However, the player and their
character will always know if the place or person is guarded, regardless of result.

The ​BOLT​ RPG Engine 61


Sneak Attack:​ Action. If the character, using a Subtle weapon, attacks an
opponent that does not see the character coming, ​and​ the player rolls a Success, that
opponent Goes Down immediately and quietly. A Heel-class opponent will survive long
enough for a Finisher move.
Sharp Tongue:​ Incidental. ​You know how to make a line really hurt.​ If the player
achieves a Perk on a Coerce, Charm, Goad/Command, or Persuade check against a
single opponent, that opponent’s next Skill check is Set Back once.
Shoot Dodge:​ Action. When the character is wielding Nimble ranged weapons,
the player can use one Action for their character to leap into the air before they Shoot
(total of two Actions to jump and then Shoot). When shooting in the air, the character
receives +2 Defense, and the player’s Shoot checks are Pulled Forward once. The
character lands prone, and depending on where they land, may need to Dodge or suffer
the consequences of fall damage.
Trickster’s Thinking:​ Ability Improvement. When rolling to Notice, the player
can ask one question on a Success, at no cost, about the best means of inducing
chaos.
Example questions include:
● What could I do to cause the most mayhem?
● What’s the easiest way to break [x]?

Level 2
Agent:​ Action. Requires Acolyte. ​Climb the ranks of your Organization, gathering
power and responsibility​. The player can now invoke favors from their Organization by
rolling Navigate (Organization). The Difficulty depends on how difficult a favor it is for
the Organization. On a Success, the player picks one of the below. With a Perk, the
character receives a bonus; with a Complication, the favor may come with strings
attached. A Failure suggests the character may owe something in return, or jeopardize
their standing in the Organization
● The character receives a rare piece of equipment from their Organization.
● Your character consults their Organization for privileged information.
● Your character receives backup support from their Organization.
The character must replace their character’s Organization Incentive with:
Did I fulfill my responsibilities to my Organization?
This Organization Incentive may change if the character climbs ranks in their
Organization. If the character leaves the Organization, the player must replace their
character’s Organization Incentive with a different Incentive.
Any Questions:​ Incidental. Once per Encounter, if the character makes a Face
or Heel Go Down, all Goon-class opponents must roll to Resist (Mental) vs. 6 + the

The ​BOLT​ RPG Engine 62


character's ranks in Coerce, with advantages or disadvantages depending on how
outnumbered the character is. All Goon-class adversaries who fail their Resist (Mental)
check run away from the character in fear.
Come at Me: ​Action. As an Action, the player can invoke this Feat so that the
character can challenge a Face or Heel to a one-on-one duel. If the target wants to
fight, they and the character can only attack each other until one of them Goes Down. If
the target does not want to fight, the player must roll to Goad/Command against the
opponent's Resist (Social), with advantages or disadvantages added depending on
whether the opponent’s reputation depends on kicking ass. On a Failure, the opponent
must engage in the duel or else lose face in a potentially dangerous way.
Deflect: ​Incidental. When the character takes a hit from a ranged weapon, ​while
wielding a shield,​ the player can spend 2 Tenacity to reduce incoming Damage by 3,
before Armor. This can be done out of the player’s Turn. This is impossible if the
character is wearing or carrying Bulky equipment.
​ he character can wield two Nimble
Dual Wielder:​ Action. ​Better than one. T
weapons at the same time. When equipping two weapons (which can be drawn together
in the same Action), the player designates one weapon the “primary weapon” and the
other the “secondary weapon.” When the player rolls to Shoot or Strike with their
primary weapon, they can invoke this Feat. On a Success ​and ​a Perk, the player can
elect to deal damage to a second target in range of their secondary weapon. When
using suppressive fire (if both weapons are ranged and at least one has the
Suppressive Quality), the player’s Shoot roll is ​doubled​ on a Perk.
Dual Wielder does not apply to unarmed Strikes.
Evade:​ Incidental. When the character is targeted by a Shoot or Strike check, the
player can elect to spend 2 Tenacity ​out of their Turn ​to Set Back the incoming check
once.
Field Commander:​ Incidental. At the start of a Round of an Encounter, the
player can have their character give short commands to a number of allies equal to the
character’s ranks in Goad/Command. If the allies follow the character’s commands, then
on their next Skill or Defensive Skill check, a 4 ​or 3​ on the auxiliary d4 grants a Perk.
This Feat can also be used outside of Encounters if invoked prior to an ally’s Skill or
Defensive Skill check.
I Know What I’m Talking About​: Ability Improvement. Requires I’m a
Professional. When the player uses the I’m a Professional feat for a Skill their character
has 1 or 2 ranks in, the player can add their character’s number of ranks they have in
that Skill to their Bluff roll.
If a character has 3 or more ranks in a Skill, they legitimately are
professional-level, so no Bluff is required.

The ​BOLT​ RPG Engine 63


Improved Quick Draw:​ Ability Improvement. Requires Quick Draw. When the
player rolls to Notice, their character can draw their weapon or ready an attack before
rolling. On a Success with a Perk, the character may attack the first clear threat they
see and deal full Damage.
The character is not forced to attack anyone or anything non-threatening.
Not Without a Fight:​ Ability Improvement. If the character Goes Down, they do
not immediately fall prone, and the player does not mark their character’s Wounds
Track. On their next Turn, instead of rolling to Endure, the player can take Actions like
normal, and their character only falls prone after their Turn. On the Turn after that, the
player rolls to Endure and marks their character’s Wounds Track as normal.
If the character is hit before the player rolls to Endure, the check is Set Back for
each hit.
Rig to Blow:​ Action. ​Instead of fixing something that cannot be fixed, repurpose
it for better use.​ Given an appropriate set of equipment, junk, or otherwise, the player
can roll to Jury-Rig for their character to fashion an explosive out of the components.
Difficulty depends on how volatile the equipment is and how precise the explosion is.
On a Success, the player picks 2. With a Perk, the player picks 1 more.
● It explodes where you want it.
● It explodes when you want it.
● It explodes as much as you want it.
On a Failure, nothing happens. On a Failure with a Complication, something
really​ bad happens.
Second Wind:​ Action. Once per Encounter, as an Action, the player can elect to
roll to Endure to recover Tenacity during the Encounter. However, after the Encounter,
the player’s Endure roll to recover Tenacity is Set Back once.
Whirlpool:​ Action. As an Action, the player can elect for their character to take a
defensive pose that increases their Melee Defense by their ranks in Strike (Unarmed). If
an opponent attempts to Strike the character and rolls a Failure, the character can
knock them prone immediately.

Level 3
Indomitable: ​Incidental. If the character Goes Down during an Encounter, and
the player rolls a Success with a Perk on their Endure roll, then their character’s
ongoing Actions are not affected by Wounds received during the Encounter until the end
of the Encounter.
The player still records Wounds, but those Wounds only come into effect after
the Encounter ends.

The ​BOLT​ RPG Engine 64


Rally Behind Me: ​Ability Improvement. Requires Not Without a Fight. When the
player rolls to Endure and Succeeds, a number of allies equal to their character’s ranks
in Goad/Command have their next Skill check automatically Succeed without a die roll.
Note that players are allowed only one die roll per Turn—not one Skill check.
Ringleader: ​Ability Improvement. Requires Agent. The character is now a
high-level leader within the Organization. They have major sway in what the
Organization does, and can mobilize significant pieces of the Organization (if not the
entire Organization) to fulfill their own aims.
The player must replace their character’s Organization Incentive with:
Did I further the interests of my Organization?
If the character leaves or disbands the Organization, the player must replace
their character’s Organization Incentive with a different Incentive.

Writing Your Own Feats


The goal of Feats is to offer options for players to break the rules of the game,
whether by cheating the ​Action​ economy, adding advantages or removing penalties for
specific situations, or simply adding new options for players.
A set of possible Feats include:
● Allowing characters to do something without a roll, perhaps in a manner
that scales with a Skill
● Allowing characters to add their ranks in one Skill to checks with another
Skill, perhaps in specific situations
● Giving characters an alternate thing to do with an existing Skill.
It is ​severely discouraged t​ o make Feats that make particular Skills obsolete.
Feats should add ​new​ options, not ​replace​ options.
If a Feat offers a slight edge in common situations or a notable edge in limited
situations, it should be a Level 1 Feat.
If a Feat offers a notable edge in common situations or a powerful advantage in
limited situations, it should be a Level 2 Feat.
If the Feat is downright game-breaking, it should be a Level 3 Feat.
Game-breaking abilities shouldn’t be anathema in an RPG; they need to be fun not only
for the player invoking the Feat but also for the players and Game Master witnessing
this Feat unfold.
BOLT​ is at its heart a power fantasy—writers should let players indulge.

The ​BOLT​ RPG Engine 65


Action
Now that this book has detailed whom the players are role-playing as, we can get
into what characters are supposed to do—at least in the broader strokes of how
campaigns and Encounters are structured. Combat rules are also in this section.

Time Intervals
Action:​ Something a character does in a very short amount of time, like running,
making a weapon attack, or pushing a button. An Action can have rolling dice for a Skill
check or not. A bad action movie will cut on every Action. For more information, see
Combat: Actions​.
Turn:​ A sequence of 1-3 Actions done by one character, like running, making a
weapon attack, ​and​ pushing a button. A Turn can include up to one Skill check per
character, although Defensive Skill checks are not subject to this limit. A decent action
movie will cut on every Turn.
Round:​ A sequence of Turns done by every character engaged in an Encounter,
before any character can make another Turn. A Jackie Chan movie will cut on every
Round.
Encounter:​ A sequence of Rounds during which Actions and Turns are counted.
A one-take fight scene will show an entire Encounter without cutting.
Scene:​ A period of time in which every moment counts, whether it’s an extended
period of intrigue, an investigation, or a dungeon crawl. A movie or TV show will only
jump-cut ​between​ Scenes. Characters gain XP after each Scene.
Act:​ A sequence of Scenes that make for a unified piece of a larger story.
Typically an Act can take place over one or a few tabletop sessions, depending on how
long each session is, and the conclusion of an Act will typically mark a “full reset” for the
health of all characters. A TV show will make one episode out of an Act.
Campaign:​ A sequence of Acts that trace the journey of a set of characters.
Typically, this will take a long time. A movie or two would make up a short Campaign,
and a TV show would make up a long Campaign.

Encounters
If you're an rpg designer, I got a real simple test for you, it's called the 'punch a
dude in the face' test. If a player says they punch a dude in the face, how exactly does
your system handle that?
@Orbitaldropkick

The ​BOLT​ RPG Engine 66


https://twitter.com/Orbitaldropkick/status/1161379789632147456?s=20
In the BOLT system, it’s a Strike (Unarmed) check vs. the target’s Defense. The
d10 determines whether the hit lands, and the d4 provides Perks and Complications as
normal. Damage is dealt directly to Vitality unless the target has armor. The check may
be Set Back or Pulled Forward depending on context. A punch will come earlier in
initiative if the attacker doesn’t have to run across the room. If the punch is enough to
make the target Go Down, the target will have to roll to keep standing.

A Note on Bad War


A common practice in role-playing games is to frame combat as fights to the
death—either the enemies get slaughtered, or the players suffer a “total party kill,” or
“TPK.”
This practice raises several problems for action-adventure RPGs:
● Combat is inordinately high-stakes, since in every fight, players risk losing
their characters unless the Game Master dramatically tips the power
balance in the players’ favor.
● In encounters where the only approach is “kill everyone,” characters who
are not competent at killing everyone have little to do.
● It is often difficult to see heroism in characters who approach every
combat encounter like a take-no-prisoners slaughter.
As a result, it’s valuable to frame Encounters—especially combat
Encounters—not by “who is the enemy” but by “what is the objective?”
Example objectives include:
○ Get to a location
○ Secure a location
○ Escape a location
○ Secure or steal an item or information artifact
○ Make your agenda known to the Powers That Be
○ Convince someone to join forces with the party while fighting off an enemy
These objectives allow an alternate approach to combat—for example, a hacker
would not need combat chops if their primary goal is to get to the safe and crack its
cyber-lock while their accomplice takes the heat.
Additionally, ​Game Masters should always make retreat an option for
everyone—including non-player opponents.​ A useful way to frame even straightforward
fights is:
Both sides think they can win—and one side is wrong.

The ​BOLT​ RPG Engine 67


Once it becomes clear that one side is winning, there should be significant
encouragement for the losing side to retreat—the enemy faction might fall back to
cover, for example.
Marking Wounds is typically a good signal for the players to look for opportunities
to retreat—characters may not be able to die without players’ consent, but it’s more
difficult to push objectives when rolling at a disadvantage for ​everything.
For more information on the “Bad War” trap, go here:
https://feartheswarth.wordpress.com/2020/01/23/rpgs-and-bad-war/

Actions
There are two kinds of Actions in Encounters in the ​BOLT​ engine: Actions that
require rolling dice for a Skill check, and Actions that don’t. Actions that require rolling
for a Skill check would include a weapon attack, a hurried lockpicking, a leap over a
large chasm, a call for everyone to just ​put down your weapons and chat
instead—r​ eally, anything where failure is a real risk​.​ (Rolls from Defensive Skill checks
are called outside of Action counts.) Meanwhile, Actions that ​don’t​ require rolling dice
for a Skill check include:
● Moving within a Zone
● Moving from one Zone to another Zone
● Moving in or out of Melee range with another character
● Drawing a weapon
● Sheathing a weapon (dropping a weapon does not require an Action)
● Standing from a seat or from prone.
● Shooting a weapon in the air
● Entering cover
● Taking defensive Actions (combat checks against the character are Set Back
once)
● Aiming an offensive Action (the player’s next combat check is Pulled Forward
once)
● Opening a door or pushing a Big Red Button
● Helping an ally without a Skill check
Quick statements (and snappy one-liners) do not require an Action, but longer
soliloquies may require an Action with a rolled Skill check.
Some character strategies may appear to require two Skill checks at once—for
example, a character trying to clash swords while balancing atop the mast of a pirate
ship might suggest both a Strike (Melee) and Balance/Tumble check. In such cases, the
Game Master should suggest the player make a skill check with ​one ​of the Skills—in
this case, probably Strike (Melee)—Set Back once to represent the difficulty of having to

The ​BOLT​ RPG Engine 68


duel atop a narrow beam. The Game Master is then encouraged to bring aspects of the
other Skill as consequences for Failures or Complications—perhaps a Complication in
this scenario would be the character falling off the mast and tumbling towards the deck.

Range and Zones


Zones abstract out weapon ranges and movement to allow for tactical movement
and positioning without requiring grid maps for everything.
The size of a Zone can vary somewhat, but it should be roughly the size of a
small-to-medium size room. Characters should be able to have a conversation across a
Zone (through voice or sign language), or clearly make out faces across a Zone, or
throw a hatchet across a Zone.
Characters can also be within Melee range of each other, which is the range at
which characters could lunge at each other, strafe around each other with spears
raised, or be forced to leap away from a grenade. Multiple characters can all be within
Melee range of each other—for example, two guards surrounding an intrepid spy. ​Melee
is a relational property between characters, or between characters and points or lines in
space.
Zones can exist in three dimensions, and adjacent Zones don’t necessarily need
to be connected. For example, characters in an atrium would be in an adjacent Zone
from characters on the balcony above that atrium. However, in this situation, these
adjacent Zones aren’t connected--characters would have to find a stairwell to move
from the atrium to the balcony or else make a daring leap.

The ​BOLT​ RPG Engine 69


An example of a map in BOLT
Ranges in ​BOLT​ are deliberately vague in order to reduce bookkeeping and map
complexity, and it is perfectly acceptable to “fudge” movement around a map, as long as
everyone on the table agrees. It is up to the Game Master to allow for exceptions, but
those exceptions should be limited and ​consistent.​

The ​BOLT​ RPG Engine 70


Initiative and the Action Economy
Combat in ​BOLT​ is less of a mechanical dice contest (like ​D&D o ​ r ​Shadowrun)​
and more of a puzzle, where positioning, cover, and Action management are how
characters survive.
At the beginning of the Encounter, the Game Master provides the table with a
description of:
● Layout of the Encounter area, including placement of Zones, cover, and
other interactable objects
● Location and rough equipment loadout of all opponents
The Game Master should ​only​ gate this vital information based on character’s
Vigilance, and ​only​ of a particular set of objects or opponents are deliberately
hidden—in that case, the Game Master should consider (or even roll for) the opponents’
ability to Sneak/Hide themselves or key objects.
It is recommended ​but not required ​that combat Encounters start with players
rolling to Notice—generally against a very hard Difficulty. Effectively, this is a means for
players to receive hints about the combat puzzle they have to solve, so Encounters
should be balanced to account for one or more players receiving the chance to grill the
Game Master about how to beat the Encounter.
Initiative is not determined by die rolls (that’s so 2015!) but instead by the number
of Actions each character claims in a turn. ​Before a Round starts​, the players and Game
Master must claim a number of Actions that their character or characters will take during
their Turn. What those Actions ​are​ can be decided later; what matters is the ​number​ of
Actions claimed. A character can claim up to three Actions in a Turn, though only one
such Action can involve rolling dice. Characters claiming only one Action go first,
followed by characters claiming two Actions, followed by characters claiming three
Actions. Player-characters should go before non-player-characters, unless otherwise
specified.
If a player decides mid-round that they need fewer Actions than they claim, they
cannot move their Turn earlier into the Round. A player ​can​, however, elect to delay
their Turn at the increment of down to other characters’ Actions, although every
character must take their Turn during a Round.
In a surprise round, each character springing the surprise gets to make two
Actions before the regular course of combat starts.

The ​BOLT​ RPG Engine 71


Setting Order for Claiming Actions
By default, the Game Master should claim Actions for non-player characters first,
so that players have a chance to plan accordingly. This approach maximizes player
empowerment.
To invoke a more desperate mood, the table can agree to let the Game Master
claim Actions after the players, which would allow the Game Master to claim Actions as
an explicit counter to whatever the players claim.
To invoke a more strategic mood, the table can agree to have all players and the
Game Master silently claim Actions all at once, potentially by writing down the number
of Actions claimed on pieces of paper. This allows claiming Actions to take on a
poker-like quality.

Let’s look at some examples of Turns, and count how many Actions are in each:

The Wanderer vaults from the mezzanine balcony, sword drawn, somersaulting
into the atrium as he drives his blade through an enemy’s neck.
The Wanderer’s Turn takes Two Actions:
1) Move between Zones, from the balcony to the atrium
2) Attack an enemy with a rolled Skill check, Strike (Melee)
Depending on the height of the drop, the Game Master may ask the player of the
Wanderer to roll to Resist (Physical) or Dodge. This does not count against the number
of Actions the above Turn takes.

“Javid!” Khalid yells in shock as her compatriot falls limp behind a wall. She
dashes across the corridor, slides behind the barricade Javid is slumped next to, and
jams a syringe of adrenaline into his upper arm.
Khalid’s Turn takes three Actions:
1) Move within a Zone, the corridor
2) Enter Partial Cover, within Melee Range of Javid
3) Administer a Healing Shot to Javid

“I said. You spilled. My drink!” The thug shouted in a foreign language, slower
this time.
Silence from the bounty hunter.
“He says you spilled his drink,” the bartender translated nervously, before
shuffling to pour another. “It’s fine. It’s on me.”

The ​BOLT​ RPG Engine 72


The thug examines the hunter’s armor. “Is that real chromidium?” he demands,
pressing a knife against the hunter’s breastplate as the bartender slides a fresh pint
glass across the counter.
Before anyone could blink, the glass is already shattered against the thug’s face,
glass and ale and blood sloshing on the grimy floor.
The bounty hunter’s Turn takes One Action:
1) Throw the glass in the thug’s face with a rolled Skill check, Throw (Light)
The bounty hunter has the Quick Draw Feat, meaning that drawing a
weapon—including picking up a class that could be used as a weapon—does not
require an Action.

Cover
Characters in ​BOLT ​are fragile, so cover is good for their health.
There are two kinds of cover: Partial Cover, and Total Cover. A character is
behind Partial Cover if they duck behind a low wall, stand behind a concrete pillar, brace
themselves against an open car door, and so on. A character is behind Total Cover if
they duck around a corner in a hallway, hide behind a sturdy wall, and so on.
Behind ​Partial Cover​, Shoot and Throw checks against the character are Set
Back once, and the character gains 5 Armor.
Behind ​Total Cover,​ Shoot and Throw checks against the character are Set
Back twice (if the assailant even knows where to attack), and the character gains 10
Armor. All Shoot and Throw checks the player makes while their character is behind are
Set Back once.
A player cannot make Strike checks while their character is behind cover, unless
their target is behind the same cover.
The Game Master may invoke a Perk or Complication to reduce Total Cover to
Partial Cover, or Partial Cover to nothing. They could also invoke a Luck Token to
obliterate cover in a small area.

Being Prone
Shoot and Throw checks against prone characters are Set Back once, and Strike
checks against prone characters are Pulled Forward Once. Characters must spend one
Action to return to their feet--unless they have a Feat to reduce that cost.
When the character is prone, all Dodge checks the player makes are Set Back
once.

The ​BOLT​ RPG Engine 73


Armor
Armor is a character’s only hope of damage reduction in ​BOLT.​ Characters with
Armor receive a blanket damage reduction equal to the Armor value they receive. Some
weapons have an Armor Piercing (AP) quality that can nullify Armor, however. See
Calculating Damage below.

Combat Skill Checks


To inflict violence upon someone, the player rolls to Throw, Shoot, or Strike
against the Defense of an opponent.
On a Success, the attack hits. The character deals an amount of Damage equal
to the Damage value listed for the weapon used, subtracted by the Armor value of the
target.
On a Failure, the attack misses.
The auxiliary d4 grants the player special Perks and Complications in combat.

Perks
● The character receives an advantage. The player’s next Skill check or Defensive
Skill check is Pulled Forward once.
● The opponent receives a disadvantage. The opponent’s next Skill check or
Defensive Skill check is Set Back once.
● On a Success:​ The character lands a critical blow. The character deals
additional Damage equal to half of the Damage listed for the weapon used,
rounded down.
Players and the Game Master can suggest other Perks, and some weapons and
Talents offer unique Perks.

Complications
● The opponent receives an advantage. The opponent’s next Skill check or
Defensive Skill check is Pulled Forward once.
● The character receives a disadvantage. The character’s next Skill check or
Defensive Skill check is Set Back once.
● The character’s ammunition supply is revealed to be running low—or completely
out.
● The character accidentally drops their weapon or other vital item.
● You or your Game Master can suggest other Complications, and some weapons
and Talents suggest specific Complications.

The ​BOLT​ RPG Engine 74


Calculating Damage
1. Calculate Weapon Damage, including base damage and relevant feats.
2. Calculate Net Armor = Target’s Armor - Weapon’s AP Value
3. Deal Net Damage = Weapon Damage - Net Armor

Let’s look at an example of combat gameplay:


Game Master: ​All right, it’s Revathi’s turn now!
Player:​ ​Finally,​ something she’s good at!
GM: ​You’re ducking behind the bar, and you have two Actions, right?
Player: ​Well, I won’t be behind cover for long. I want to use my first Action to
vault over the bar counter, and the second Action to fire, using the Suppressive Fire
quality on my SMG to basically deny the space between me and the exit.
GM:​ Great. Roll to Shoot (Light)!
Player: ​Gladly.
[d10+REF+Shoot (Light) = d10+3+1]
[d10+4 =6+4 = ​10​]
[d4 = ​4​]
GM: ​Okay, so one Goon and Two-Ring Raj will both be caught in the space you
targeted. Rolling to Dodge for the Goon first…
[d10+2 = 3+2 =​ 5​], [d4 = ​2​]
GM: ​Yeah, the Goon’s taken out, and Two-Ring…
[d10+3 = 7+2 = ​9​], [d4 = ​1​]
GM: ​Two-Ring gets hit. He takes 6 Damage from Revathi’s SMG, and with the
Complication...I’m going to say he’s prone after the Dodge. Now I have a pitch for what
your Perk could be...
Player:​ What is it?
GM: ​What if your burst of shots hits a light and showers the hallway in sparks?
The next opposing check will be Set Back once.
Player:​ Sold.

Grappling
As an Action, a player can roll a Strike (Unarmed) check for their character to
grapple an opponent instead of attacking. On a Success, the character holds their
opponent in place. Any checks that the opponent makes are Set Back once, and they
can only move to wherever the character lets them move. On the opponent’s turn, they

The ​BOLT​ RPG Engine 75


must make an Apply Force opposed by a Strike (Unarmed) check from the player to
escape.

Not All Characters Can Fight


Some of the most tense scenes in a movie or TV show don’t involve violence at
all--or use violence as the flashy endpoint alone. Consider a cat-and-mouse stealth
sequence, or a conversation the bard is striking up to buy time for her heist crew, or a
final exchange between two gunslingers fated to gun each other down.
For parties that are a mix of combat-focused and combat-averse characters, the
Game Master must find objectives for non-combat characters to address while their
party members spill blood. Perhaps non-combat characters need to reach a telephone
to make a call, or crack a safe or encrypted message, or simply run towards the Big
Red Button once they get an opening from their more combat-oriented allies.
The same encounter structure can be used, including Actions and Zones.
Additionally, the ends of nonviolent encounters can be used as points to grant XP for
Encounter Incentives.

Health and Healing


Health and healing is the most complicated and “crunchy” part of ​BOLT​ by a
large margin.
There are four main aspects to health and healing detailed in this section:
1. Characterizing health (​Health Tracks​ and ​What is 5 Damage?​)
2. Running out of health (​Going Down​, ​Losing It​, and ​The Wounds Track​)
3. Recovering health during a Scene (​Healing Shot​, ​First Aid​, and ​Recovering
Tenacity After Encounters​)
4. Recovering health between Scenes (​Multiple Schemata for Healing Between
Scenes​)
a. There are three approaches provided in the ​BOLT Core Rules,​ ordered
from least complicated and punishing to most complicated and punishing.
The table should decide which approach to choose for their game.
At the end of this section, a quick reference guide towards ​remembering
numbers​ is provided.
The health system is complicated (and scary) on purpose, but I hope that once
the player understands the broad shape of the system, they won’t have to keep flipping
through the rules to figure out what numbers to use.

The ​BOLT​ RPG Engine 76


Health Tracks
In the ​BOLT​ engine, all characters have two Health Tracks: Vitality and Tenacity.
Vitality​ represents the amount of physical damage that a character can sustain
while retaining the capacity to fight. It is calculated by 8+FORT+additional bonuses. A
player can spend XP to increase their character’s Vitality.
Tenacity​ represents the amount of pressure, embarrassment, and suffering a
character can endure while retaining the capacity to think. It is calculated by
8+WILL+additional bonuses. A player can spend XP to increase their character’s
Tenacity.

What is 5 Damage?
In the ​BOLT​ system, 5 Damage is the equivalent of a gash in the arm from a
knife fight. For a ​normal person,​ that would be enough fear and pain to warrant running
away, calling for a doctor, and/or curling into the fetal position. But player characters are
not normal people, so they can fight through that pain without major consequence—until
they get stabbed a second time.
Within the rules of ​BOLT​, player characters are special because they can take a
second​ gunshot, ​second ​shiv, before falling. So make it count.

Going Down
If a character’s Vitality is brought down to 0 or lower, they Go Down. A character
that Goes Down immediately falls prone and cannot make more Actions until the
player’s next Turn. However, players should track negative Vitality in a fantasy
setting—the Life Magic tree depends on tracking negative Vitality.
On their next Turn, the player must roll to Endure, with a Difficulty of 8.
Rolling to Endure counts as an Action with a Skill check. If the character receives
Damage between Going Down and trying to Endure, the player’s Endure check is Set
Back once per hit. ​Damage taken while the character is down should be tracked as
negative Vitality—this is important for certain healing abilities.
On a Success, the character gets back up, with Vitality equal to the difference
between the player’s Endure roll and the Difficulty of the check, with a minimum of 1.

For example, given the Difficulty to Endure is 8, if the player rolls a 12, their
character revives with 4 Vitality.
If the player rolls an 8 exactly, the character revives with 1 Vitality.

The ​BOLT​ RPG Engine 77


On a Failure, the character stays down for the rest of the Encounter, but retains
enough wherewithal to drag themself to cover. After the Encounter resolves, the
character recuperates with 1 Vitality remaining. If a character Goes Down outside of an
Encounter, the character can recuperate over a narratively appropriate period of time.
After rolling to Endure—regardless of success—the player marks their
character’s Wounds Track once, which will provide an ongoing disadvantage to all rolls
the player makes.
The player always marks their character’s Wounds track ​after​ rolling to Endure.
Player characters are at least somewhat special, and thus cannot be killed
without their players’ consent.​ The consequences for getting defeated in a combat
Encounter should instead ​raise the stakes​ on the players--and if that consequence truly
is character death, the moment should be framed by the player themself.
If the table wants to play characters that are more susceptible to random death,
the entire table should agree on how many Wounds is considered the threshold for
death for the game.

Losing It
If a character’s Tenacity is reduced to 0 or lower, they Lose It (where “It” could
mean Cool, Nerve, Mojo, etc…) and suffer a major outburst, which should be handled
narratively and within context. Perhaps the character gives up fighting and tries to
surrender to the City Guard. Perhaps they succumb to fear and spend the rest of the
Scene hiding in a corner. Or perhaps they lose their patience with a spice runner and
just draw a blaster carbine on the runner’s mushy excuse for a face. Either way, Losing
It should ​raise the stakes​ of the Encounter or Scene.
After Losing it, the character recuperates with 5 Tenacity remaining, and the
player marks their character’s Wounds Track once.

The Wounds Track


After Going Down or Losing It, the player marks their character’s Wounds Track
once. A character can't shrug off a knife wound or panic attack immediately, so the
consequences of such severe distress make everything ongoing harder.
● At 1 mark on the Wounds Track: all ongoing rolls for Skill checks and Defensive
Skill checks are Set Back once.
● At 2 marks on the Wounds Track: all ongoing rolls for Skill checks and Defensive
Skill checks are Set Back twice.

The ​BOLT​ RPG Engine 78


● At 3 or more marks on the Wounds Track: all rolls for Skill checks and Defensive
Skill checks fail.

The Wounds Track is bad news, and if the player has to mark it, it should be their
cue to abort the mission and retreat.

Healing Shot
A Healing Shot, whether that is an adrenaline syringe or restorative smelling
salts, is the only healing ​item​ offered in the base rules for ​BOLT.​ A character can
consume a Healing Shot as an Action (no skill check required) to guarantee a Success
to Endure and return to action with 5 Vitality. Healing shots have no effect unless the
character has Gone Down.

First Aid
The player can roll Utilize (Medicine) for their character to administer First Aid.
Attempts to administer First Aid to the player’s own character are Set Back once. The
Difficulty of administering First Aid on a patient is 8.
On a Success, the character heals Vitality in their patient equal to the difference
between the player’s Endure roll and the Difficulty of the check, with a minimum of 1. A
Perk suggests the character ease their patient’s pain, healing 5 Tenacity. A
Complication suggests the character’s treatment ​hurts​, reducing their patient’s Tenacity
by 5. ​This may cause a character to Lose It.
A patient can receive First Aid once per Scene.

Recovering Tenacity After Encounters


Players are expected to spend Tenacity liberally during gameplay—especially
during high-stakes Encounters—so this ability allows characters to “catch their breath”
after the fact.
After an Encounter (concurrent with tracking Encounter Incentives), the player
should roll to Endure in order to recover Tenacity, with a Difficulty of 8.
On a Success, the character regains Tenacity up to a value equal to the margin
between the result of the player’s Endure roll and the Difficulty of that roll. For example,
if the Difficulty to Endure was 8, and the player rolled a 11, the character regains 3
Tenacity.
On a Failure, no Tenacity is recovered. A Perk suggests an auxiliary benefit, like
Pulling Forward the player’s next Skill check. A Complication suggests the character

The ​BOLT​ RPG Engine 79


regains Tenacity by venting in a destructive manner, breaking something important, or
setting back the player’s next Skill check.
A player can elect to Help an ally recover Tenacity, Pulling Forward that ally’s
Endure check, but consequences of Perks or Complications from the ally’s check will be
directed at the player’s character. This reflects characters trying to comfort one another
and running the risk of being the first person to be yelled at. A player can only Help one
ally at a time when recovering Tenacity.

Multiple Schemata for Healing Between Scenes


To be honest, I have not settled on a definite approach for healing in
BOLT​—largely because the rate of healing in a game depends on what resources the
characters have, and that’s not information I, as the game writer, necessarily have.
Instead, I’m providing three potential mechanic sets for healing, depending on the style
of game the table is playing.
Regardless of schema, characters are completely healed between Acts. Perhaps
deeply wounded characters retain a limp or lingering pain, but that should be handled
narratively.

Return-to-Base (RTB) Healing


Between Scenes, characters heal all Vitality, Tenacity, and Wounds.
This healing schema assumes characters receive all the time and resources
required to heal completely between Scenes
This approach to healing will reduce consequences to taking Damage in a
Scene—if the players know they are in the last sequence before the Scene ends, they
will be more likely to play recklessly, knowing that consequences to their health will not
carry far into the future.

Outpost Healing
Between Scenes, characters recover 5 Vitality and up to one mark on their
character’s Wounds Track.
If the character has one or more marks on their Wounds Track ​prior to healing​,
they recover half their Tenacity, rounded down. If the character has no marks on their
Wounds Track, they recover all their Tenacity.
This healing schema assumes characters receive comprehensive medical
attention, but with limits to time and/or resources.
This healing system will encourage more cautious play in players—taking even
one Wound will reduce their ability to spend Tenacity in the next Scene, and taking ​two

The ​BOLT​ RPG Engine 80


Wounds will result in their characters approaching the next Scene with a major
disadvantage.
The goal of this healing system is to ​strongly encourage characters to run away
after taking significant Damage.​ The threat of starting the next Scene with every roll Set
Back once is meant to ​loom​ over players, not to actually happen very often.
However, if a character acts recklessly enough to take two or three Wounds, the
Game Master should not shy away from the consequences. The threat of lingering
Wounds ought to be followed up on, or else it’s rather toothless as a threat. However,
the affected character should have options to avoid combat in the next Scene.

Campsite Healing
Between Scenes, characters can heal from their wounds—slowly.
If the character receives no medical attention, they recover 1 Vitality between
Scenes.
If the character receives medical attention from a caretaker character who has at
least one rank in Utilize (Medicine), the character recovers Vitality equal to the number
of ranks the caretaker has in Utilize (Medicine). If the character has at least 5 Vitality,
medical attention allows the player to clear 1 mark on their character’s Wounds Track
instead.
If the character has one or more marks on their Wounds Track ​prior to healing​,
they recover half their Tenacity, rounded down. If the character has no marks on their
Wounds Track, they recover all their Tenacity.
If the character is providing medical attention to themself, they recover no
Tenacity. A character can provide medical attention to up to a number of patients equal
to their ranks in Utilize (Medicine), including themself.
This healing schema can be considered the “hard mode” for ​BOLT.​ Healing is
slow, and if a character is forced to make an Endure check, they likely cannot be healed
for their Wounds without receiving First Aid before the Scene ends.
Additionally, with this schema, the Utilize (Medicine) Skill becomes ​absolutely
vital​, and it should be encouraged that at least ​two​ characters in the party invest in
Utilize (Medicine)—one to tend to the party, another to tend to the healer. Alternately, a
single healer can invest greatly in the Endure Skill, and simply approach the adventure
by healing Tenacity ​only​ after Encounters.
This approach to healing will incentivize players to ​avoid every fight possible
unless they can cheese (use low-risk, repeatable tactics) or kite (attack from far away)
whatever enemy is in their way. If the table is seeking an OSR-style experience, this is
the recommended healing schema to adopt.

The ​BOLT​ RPG Engine 81


Remembering Numbers
● If a Skill check is involved,​ the Difficulty is 8. The amount of health recovered is
the difference between the roll and 8 (or 1, on a tie).
● If the character is healing by Campsite Healing,​ the number is the caretaker’s
rank in Utilize (Medicine), for both Vitality recovered and number of characters
treated.
● If the character is recovering with no support,​ the amount of health recovered
is 1.
● Otherwise​, assume the number is 5.

Items

On Encumbrance
The ​BOLT​ Engine doesn’t bother with encumbrance much. Resource
management matters much more in dungeon-crawling and survival situations, and
characters in the BOLT engine are generally far too fragile to go dungeon-crawling. As
for survival, there are a ​lot​ of extra mechanics that would be required to make survival
more mechanically dire than “you’re starving, so your Tenacity is halved.” Expect
survival rules to be their own module that will get written and play-tested ​later​.
Therefore, the base engine does not track encumbrance closely. If a weapon or
armor set is bulky to carry or wear, it will have the Bulky tag. If the character is carrying
a sniper rifle, they probably do not have the capacity to carry a second rifle. Beyond
that, it is assumed that smaller items and knicknacks are stashed in pockets, bags, and
vehicles; and that larger items are carried with the Apply Force skill.
As a general rule, if a player wants their character to have an item or invoke an
item in a situation, the GM should let the character have that item unless there is a
reason for that item to be unavailable.

Price
Tracking money, like tracking encumbrance, is more interesting in games where
limitations on equipment are much more pressing (like survival), so the Core Rules of
BOLT​ engine doesn’t particularly prioritize money tracking (again, expect detailed
survival rules to come later). Instead, the value of items is abstracted into a Price value
from 0-10. What that Price means to the character depends on their Wealth.

The ​BOLT​ RPG Engine 82


If the Price of an item is much less than the character’s Wealth, it’s trivial to get;
the character can just buy the item.
If the Price of an item is close to the character’s Wealth, the character can afford
it, but it’s something they’ll need to save up for, go into debt for, or deal in favors for.
If the value of an item is much greater than the character’s wealth, the character
can’t afford it. However, they can always steal the item—or loot it from a dead body.

Price What it Means Examples

0 Nearly free Sticks, rusted-out car transmissions, junked


moisture vaporators

1 Low Cost Newspaper, cheap food and drink, rough


clothing, cart of scrap

2 Pocketknife, beater car, night at clean inn, a


few hits of spice

3 Significant Cost Smartphone, farming equipment, quality


work boots, pop music concert, speeder bike

4 Simple automobile, fine-quality horse,


amateur hobby equipment, blaster pistol,
non-military weaponry

5 Expensive Night at a luxury resort, quality formal wear,


music festival ticket

6 Legal representation, professional


equipment, military weaponry

7 Extravagant College tuition, McMansion, luxurious


carriage, light-duty space freighter

8 Cutting-edge military equipment, hired


waitstaff, audience with a prominent world
leader

9 Limited-edition supercar, noble’s estate,


capital starship

10 Priceless Prototype military equipment, a painting that


an pioneered entire art movement, a
queen’s crown, the last bottle of a vintage
wine

The ​BOLT​ RPG Engine 83


Carried Weapons Are Obvious and Scary
Unless a weapon has the Concealable tag, any weapons that the character
carries will be extremely visible and thus extremely scary to bystanders. Shotguns and
longbows and polearms are giant things, and if the character walks into a random bar
armed to the teeth like that, everyone in the bar should assume that the character is ​bad
news.​ Of course, if the bar ​expects​ a party of well-armed mercenaries to come by, or if
the character is traveling through obviously dangerous woods, then the character is free
to open-carry a greatsword without trouble. However, the Game Master should subtly
condition the players to see ​other​ characters armed to the teeth as ​bad news ​as well.
In general, Game Masters should subtly discourage players from having their
characters walk around public areas with large weapons, much less use them; and the
Game Master should encourage more combat encounters based on fisticuffs and small
weapons like knives. Not only are these encounters less lethal to player characters, but
they also push game balance in favor of light arms and encourage combat-oriented
characters to explore options beyond killing every hostile in front of them.

Weapon Qualities
Weapons are described with the below format:
Weapon Name:​ Skill. [x] Damage. Range. Price [x]. ​Special Weapon Qualities
Description of weapon. ​Additional rules for use of weapon.

Note:​ Weapons do a minimum of 0 Damage. Sorry, a character with low


Fortitude cannot heal with their punches...

Skill: ​The Skill required to use the weapon.


Damage:​ The base Damage the weapon deals.
Range: ​The range of the weapon, whether it’s
● Melee
● Short (can target opponents in the character’s current Zone)
● Medium (can target opponents in Zones adjacent to the character’s
current Zone)
● Long (can target opponents up to two Zones away)
● Extreme (can target opponents up to three Zones away).

The ​BOLT​ RPG Engine 84


Special Qualities for Weapons
Armor Piercing (AP) X:​ ​Fuck your armor.​ When calculating damage, the player
can ignore the opponent’s Armor up to the weapon’s AP value X.
Bulky:​ When carrying this weapon, attempts to Dodge are Set Back once,
unless the character drops the weapon first.
Concealable:​ When not drawn, this weapon is not noticeable by other
characters. It may be uncovered with a pat-down, however.
Defensive (Melee) X:​ Increases defense against Strike attacks by the value X.
Defensive (Ranged) X:​ Increases defense against Shoot attacks by X.
Disorient:​ On a Success, the player can elect to use a Perk to engage this
Quality. When engaged, the opponent struck is knocked senseless, and the opponent’s
next Skill check is Set Back twice.
Explosive:​ When using a weapon with this Quality, the player targets a point
instead of an opponent. The player names a point within range and rolls to Shoot or
Throw. Anyone within Melee range of that point (including allies) must roll to Dodge
against the result of the player’s Shoot or Throw roll. If the opponent rolls a Success
against the player’s roll, they pass unscathed. If the opponent rolls a Failure, the
opponent takes damage from the weapon.
If the player attempts to ricochet the weapon, the check to Shoot or Throw the
explosive is Set Back once. On a Complication, the explosive may catch the character.
If an ally rolls to Dodge against the player’s Shoot or Throw check, and the result
is a tie, the ally escapes unscathed.
Nimble:​ A light weapon fitting graceful movement. Relevant for specific talents.
Prepare X, Y:​ After attacking with this weapon X times, this weapon requires Y
Actions to prepare for another use.
Scoped: ​Aim for where it hurts.​ At the beginning of a Round, stake out a position
and call a target. When your character rolls to Shoot that called target, if they roll a
Success, they deal damage plus half (rounded down). If your character switches targets
or is forced to move, they lose this bonus (although they can still make a skill check).
Damage accrued through a Perk is also doubled.
Subtle:​ If the character attacks with this weapon from a hidden location, their
location is not immediately revealed. However, loosed arrows, dead bodies, and
ricocheted bullets are still noticeable.
Suppressive:​ When using a weapon with this Quality, the player targets a point
instead of an opponent. The player names a line of fire up to the range of their weapon
and rolls to Shoot. Anyone within Melee range of that line (including allies) must roll to
Dodge against the result of the player’s Shoot roll. If the opponent rolls a Success

The ​BOLT​ RPG Engine 85


against the player’s roll, they pass unscathed. If the opponent rolls a Failure, the
opponent takes damage from the weapon.
If an ally rolls to Dodge against the player’s Shoot check, and the result is a tie,
the ally escapes unscathed.

Example Weapons

Universal Weapons
Universal weapons can turn up in basically any setting.
Dagger:​ Strike (Light)/Throw (Light). 2+FORT Damage. Melee. Price 2.
Concealed. Nimble. Subtle.
A small, hidden blade never goes out of fashion.
Flame Cocktail:​ Throw (Light). 3 Damage. Short. Price 1. ​Explosive.
The pitch of this weapon is so classic that it would have been invented with or
without the inspiration of the Soviet official whose name graces this weapon of the
people. Just fill a bottle or urn with oil or liquor, stuff a rag in the opening, light the rag
on fire, and throw!
Once thrown, the resulting firestorm will ignite anything flammable in Melee
range.
Meat Cleaver:​ Strike (Light). 3+FORT Damage. Melee.
What a brutal way to go, huh? ​On a Perk, the character may deal an additional
3+FORT damage instead of half damage.
Unarmed Strike: ​Strike (Unarmed). 0+FORT Damage. Melee. Price 0
The best guns are the ones on your person.
Knuckle Weights:​ Strike (Unarmed). 1+FORT Damage. Melee. Price 1-3.
Disorient.
These could be cast-metal brass knuckles, weighted gloves, or even just a metal
bar clutched in your fists. But they make every hit ​hurt more.

Fantasy Weapons
Fantasy weapons can show up in modern contexts, but they’ll typically be
obvious relics. On one hand, they’ll be clearly-retrograde weapons, but on the other
hand, a sword never ​stops ​being lethal.

Battle Axe:​ Strike (Heavy). 8+FORT Damage​. Bulky.


The official weapons of berserkers and marauders. If one sees it coming, it’s
already too late.

The ​BOLT​ RPG Engine 86


If the player elects for their character to use an Action to charge at a target, the
battle axe receives an AP equal to the wielder’s ranks in Run/Leap.
Crossbow:​ Shoot (Light). 6 Damage. Medium Range. Price 4. ​Bulky. Prepare
1,1.
This weapon is big, lumbering, and slow to fire. But unlike a proper longbow, the
wielder doesn’t need much training to be dangerous
Dueling Shield:​ Strike (Light). 0+FORT Damage. Melee Range. Price 3.
Defensive (Melee) 1. Defensive (Ranged) 2. Nimble.
The point of this shield is less to actually block strikes and more to disarm
attackers.
If an opponent rolls a Failure and Complication on a Strike check targeting the
character, the character can disarm the attacker.
Greatsword:​ Strike (Heavy). 7+FORT Damage. Melee. Price 6-7. ​Defensive
(Melee) 2.
Typically, a sword this large is for elite soldiers who are valuable enough to
warrant a massive blade, so simply ​seeing​ this weapon is cause for fear.
Hand Crossbow:​ Shoot (Light). 4 Damage. Short Range. Price 5​. Prepare 1,1.
The stopping power of this isn’t fantastic, but the hope is that it’s enough for the
wielder to fire one bolt and bolt.
Hand Axe:​ Strike (Light). 4+FORT Damage. Melee.
Humans are like trees—except for the part where they scream when cut down.
On a Perk, the character may deal an additional 4+FORT damage instead of half
damage.
Heavy Mace:​ Strike (Heavy). 7+FORT Damage. Melee. Price 3-5. ​AP 2. Bulky.
Disorient.
No amount of armor will save you against a spiked block of ​weight​ crushing your
chest.
Light Mace:​ Strike (Light). 5+FORT Damage. Melee. Price 2-4. ​Disorient.
A mace is a club with care put into manufacture.
Light Spear:​ Strike (Light). 4+FORT Damage. Melee. ​Defensive (Melee) 2.
A pointed shaft is typically enough to keep hostiles at bay.
Longbow:​ Shoot (Heavy). 7+FORT Damage. Extreme. Price 7. ​AP 2. Bulky.
The epitome of ranged combat. It is difficult to wield andharder to master, but in
the right hands, it’s a weapon of legend.
Medium Shield:​ Strike (Heavy). 2+FORT Damage. Melee. Price 6. ​Bulky.
Defensive (Melee) 2. Defensive (Ranged) 2.
A knight’s shield best paired with a trusty sword or a medium spear. It’s for
refusing to get hit.

The ​BOLT​ RPG Engine 87


Polearm​: Strike (Heavy). 7+FORT Damage. Melee. Price 3-5. ​Bulky. Defensive
(Melee) 2.
Polearms come in multiple shapes, but the core idea of a sharp object at the end
of a long stick is always sound. Spears are cheaper and faster to manufacture than
swords, and they’re often more effective when their wielders are mounted or in
formation.
If the character is with a polearm, the player can elect to use an Action for their
character to charge at an opponent, the polearm receives an AP equal to the rider’s
ranks in Drive or Ride.
Quarterstaff: ​Strike (Light). 3+FORT Damage. Melee. Price 0-2. ​Defensive
(Melee) 1. Concealed.
A quarterstaff never ​looks​ like a weapon, until the wielder knocks the ankles out
from under some hooligan who dares attack them.
If an opponent makes a Melee Strike on the character and rolls a Failure and a
Complication, the character can that attacker to fall prone as a consequence.
Shortbow:​ Shoot (Heavy). 5+FORT Damage. Long. Price 3-5​.
The weapon of choice for rangers and cavalry alike. Tough enough to match
crossbows, but nimble enough to shoot while running, hiding, or riding a mount.
Shordsword:​ Strike (Light). 5+FORT Damage. Melee. Price 3-5. ​Defensive
(Melee) 1. Nimble.
Whether it’s a lithe rapier or a curved slashing sword, it’s a trusty little sidearm for
keeping hostiles at arm’s length.

Modern Weapons
Modern weapons can be adapted to sci-fi contexts without major modifications.
Note that the Core Rules of ​BOLT​ does not count ammunition. Tracking ammunition
tends towards tedium unless scrounging for resources is a specific part of gameplay.
Assault Rifle:​ Shoot (Heavy). 9 Damage. Medium Range. Price 6. ​Suppressive.​
If the shooter can strike someone dead from 90 meters away, it’s not a
self-defense weapon
Collapsible Police Baton:​ Strike (Melee). 4+FORT Damage. Melee. Price 3.
Disorient.
It’s a club, but a collapsible one defined by the abuses of the law.
Grenade:​ Throw (Light). 13 Damage. Short Range. Price 5.
Pull the pin, let it fly, and all the hostiles simply die.
Pistol:​ Shoot (Light). 5 Damage. Short Range. Price 4. ​Concealable. Nimble.
A simple pistol. One shot won’t bring down someone determined to stay
standing, but even pointing one at a ​normal​ person will make them cower.

The ​BOLT​ RPG Engine 88


Large Machine Gun: ​Shoot (Heavy). 12 Damage. Long Range. Price 7. ​AP 2.
Bulky. Suppressive.
This giant weapon is typically only used by soldiers or action movie heroes.
Minigun:​ Shoot (Heavy): 15 Damage. Long Range. Price 8. ​AP 3. Bulky.
Suppressive.
The minigun is meant to be mounted on a turret, but realism has never stopped a
power fantasy.
Shotgun:​ Shoot (Heavy). 8 Damage. Short Range. Price 5. ​AP 1.
The shotgun receives an Armor Piercing rating because anyone on the wrong
end of the barrel is receiving either a spray of shot in the face or a giant slug through
the. No flak vest will stop that.
Sniper Rifle:​ Shoot (Heavy). 10 Damage. Extreme Range. Price 6. ​AP 2. Bulky.
Prepare 1,1.​ ​Scoped.
This weapon deals death from very, ​very​ far away.
Submachine Gun:​ Shoot (Light). 6 Damage. Short Range. Price 5. ​Nimble.
Suppressive.
Submachine guns offer the wild power of spray-and-pray .

General Equipment

Universal Equipment
Alcohol:​ Price 1-10​.​ Carbohydrates fermented into something that can facilitate
friendship, relaxation, or reckless behavior, depending on context.
Armor (Heavy): ​Price 7. ​Bulky. +2 Armor. ​Heavy garb that covers you in bulky,
uncomfortable, and expensive metal. It’s difficult to move in, but it’s the best defense
against death. ​When equipped, Sneak/Hide checks are also Set Back once.
Armor (Light):​ Price 5. ​+1 Armor. S ​ turdy equipment that puts a little bit of weight
between internal organs and dangerous foreign objects. It looks obviously like armor,
but maybe the character wants that. ​Adds +1 Armor.
Basic Tools:​ Price 3. Wrenches, screwdrivers, lubricant, duct tape. ​Required for
players to make Jury-Rig checks without penalties.
Bedroll: ​Price 1.​ Better than sleeping on the ground.
Book (General):​ Price 1-6.​ ​A book is how one learns things, but is also a good
reference for things the character does ​not​ know. A general reference has moderately
in-depth information about a relatively broad topic, and can be used to Pull Forward
once a relevant Recall check.
Book (Specialized):​ Price 3-8.​ A ​ book is how one learns things, but is also a
powerful reference for things the character does ​not​ know. A specialized reference has

The ​BOLT​ RPG Engine 89


very in-depth information about a narrow topic, and can be used to Pull Forward twice a
relevant Recall check.
Caltrops:​ Price 1-5.​ A ​ bag of spiked metal stars meant to impede movement
over an area. Can be specially made, or jury-rigged from twisted nails. The player
targets an area to deploy the caltrops. Anyone who passes through that area (including
allies) must roll to Dodge against a ​Difficulty of 8-12​, depending on the quality of the
caltrops. If the intruder rolls a Success, they pass unscathed. If the intruder rolls a
Failure, they take​ 4 Damage​ or are forced to take another route. A vehicle or mount that
drives over caltrops immediately loses control.
Chalk:​ Price 1​. ​A soft piece of stone that can leave clean white marks. Washes
away with water.
Crowbar:​ Price 2​. ​Can be used as a weapon in a pinch (Strike (Light), 2+FORT
Damage, Melee), but its real value is in providing leverage for prying things apart. When
applicable, the player can invoke this item to Pull Forward Apply Force or Jury-Rig
checks.
Manacles:​ Price 4. Metal loops meant to chain an assailant’s wrist. Come with a
key.
Map:​ Price 1​.​ It’s good to know where one is going. If the map is accurate, it can
be used to Pull Forward checks to navigate a location.
Medical Kit:​ Price 4. Disinfectant, bandages, suturing needles, painkillers.
Required for players to make Utilize (Medicine) checks without penalties.
Mirror, Hand: ​Price 3. Vanity cares not for the road.
Musical Instrument:​ ​Price 0-10. For some, it’s a means of passing the time. For
others, it’s a tool of the trade. In some cases, the instrument is itself the work of art.
Rope: ​Price 1.​ T ​ he most underrated piece of equipment one can have for
dangerous operations. A rope with a hook at the end is ​Price 3.
Lock:​ Price 3. A simple lock, usable for keeping things in place. Requires a
Difficulty 8 Jury-Rig​ check to pick. A hammer can break it easily but loudly. Comes
with a key, or with a combination to memorize.
Tarpaulin: ​Price 2. A heavy, water-resistant cloth for keeping the rain off users.
Telescope/Binoculars:​ Price 3-6. A tube of lenscrafting used for seeing things
far away. This allows the chraracter to observe a location at Extreme Range.
​ rice 3-5​.​ Keeps the rain ​and​ wind off users.
Tent:​ P
Thievery Set:​ Price 3. Pins, lockpicks, files, oil, a mirror, wire, and magnets; all
the miscellaneous tools required to pick locks, swipe keys, defuse traps, and confuse
security cameras. ​Required for players to make checks to make relevant Cheat/Steal
checks without penalties.
Travel Rations:​ Price 1-3. They never taste ​good​.

The ​BOLT​ RPG Engine 90


Fantasy Equipment
Alkhemical Acid:​ Price 5.​ A ​ vial of alkhemical glass holding a colorless,
thin-looking liquid. When released, the acid will eat through everything it touches,
dissipating as it dissolves matter. When used on living characters, the results are truly
horrific. Players and Game Masters are encouraged to describe terrible consequences.
Berserker Salts:​ Price 5. A small box of salts that can be snorted or smoked,
granting an inhuman stamina and bloodlust to the person who consumes it. A character
who consumes these salts during an Encounter (as an Action) temporarily regains all
their Tenacity and then doubles their Tenacity. The player can spend the extra tenacity
with no penalities, but only for checks intended to bring life closer to death. Upon the
end of the Encounter, the character’s Tenacity is reduced to 0, and the character Loses
It.
Cat-Eye Tincture:​ Price 6. A potion in a vial, which, when consumed, lets the
character see in the dark as if they were always meant to, as well as hear even the
footsteps of beetles. Consuming this in daylight or in a loud city will be ​absolute
hell​—and if anyone sees the character after consuming this tincture, they’ll find the look
on their face ​terrifying.​ But in remote forests and caves, it’s every scout’s favorite boost.
Adds +1 Vigilance at Night. Eliminates all penalties to Notice, Search, or Vigilance at
night.
Tasting notes: oily and sour, flooding the entire palate with a revolting sour bite
and the burn of raw cinnamon.
Cart: ​Price 3.​ ​A simple livestock-pulled cart, carrying lots of gear ​very slowly.​
Devil’s Breath:​ Price 4. A dangerous drug with dangerous consequences. When
consumed, the character receives the Reckless talent for ​every single Skill and
Defensive Skill.​ ​For every check, your player gains +2, but the auxiliary d4 will return a
Complication on a 1 or 2.
Flint and Steel:​ Price 2​.​ A piece of flint and a steel tool. Can be used to start
fires instantly.
Healing Potion:​ Price 7. A pinkish-looking liquid in a vial that can be consumed
by the character as a Healing Shot. This item should be ​extremely​ limited, unless one
has access to an alkhemist, a well-funded medical practice, or a military force.
Tasting notes: cloyingly sweet, to the point where it numbs the tongue, then the
throat, and then the rest of the body from there.
Horse:​ ​Price 5.​ A​ good horse will get a character where they’re going at a
reasonable pace. They’re another mouth to feed, though.
Snap Light:​ Price 7​. ​A silver ring inlaid with amber. When the character snaps
their fingers, the ring projects a warm glow, suitable for lighting dim or dark areas.

The ​BOLT​ RPG Engine 91


Torch:​ Price 0. A stick with an oily rag. When lit, the torch projects a flickering
glow, suitable for lighting dim or dark areas. Can also be used to set things on fire.

Modern Equipment
Adrenaline Shot:​ Price 7​. A ​ syringe of adrenaline that can be injected (painfully)
by the character as a Healing Shot. This item should be ​extremely​ limited, unless one
has access to a well-funded medical practice or a military force.
Car (Armored): ​Price 5-7​.​ This thing looks like bad news, but crucially, it’s bad
news for everyone ​else​. Some armored cars get machine gun attachments.
Car (Basic):​ Price 3-5​. ​A reliable vehicle that won’t turn any heads—which is
good—but also won’t stop bullets—which is a problem in certain cases.
Car (Derelict):​ Price 0-2. It’s a barely-running piece of shit, useful for driving
through walls, setting on fire after using for crime, or catching bullets for you.
Car (Luxury): ​Price 6-9. For if someone wants to look like money—and therefore
a target for haters and miscreants.
Car (Sports)​: Price 4-9​. T ​ his vehicle looks flashy, goes like stink, but the red
paint doesn’t stop gunfire—it just makes it an easier target.
Firearm Scope:​ Price 5​. ​A magnifying glass attached to the top of a firearm. ​This
grants the Scoped Quality to a weapon.
Firearm Silencer:​ Price 5. A long tube attached to the end of a firearm muzzle.
This grants the Subtle quality to the weapon but reduces Damage by 1.
Flashlight:​ Price 1​. A ​ bulky tube with a lens on one end. When the user flicks a
switch on the side, the lens projects a warm glow, suitable for lighting dim or dark areas.
A firearm flashlight attachment comes at ​Price 3.
Gas Mask:​ Price 5​. A ​ n uncomfortable-looking thing that ruins the wearer’s
visibility but protects them from inhaling bad things. Useful if someone starts pumping
poisons into the air. ​Reduces Vigilance by 1​.
Gasoline: ​Price 2​. ​A flammable liquid with an acrid reek. Can be used to power
vehicles, but can also be poured in open air as an accelerant for flame.
Matchbox:​ Price 1​. A ​ box of wooden sticks that can invoke a small flame with a
flick of the wrist. Can be used to start fires instantly.
Night-Vision Goggles:​ P ​ rice 6.​ ​A bulky face attachment that uses alternate
spectra of light to provide visual information about where the wearer is, without lighting
the area in some conspicuous way.
Portable Radio:​ Price 2-3​.​ A big box of sound that can attune to an elongated
spectrum of light and converted to the ​hottest party music available on 102.5
Throwdown FM!

The ​BOLT​ RPG Engine 92


Walkie-Talkie: ​Price 3. A small remote with radio-frequency connections to a
number of similar units within the same Zone or adjacent Zones. One speaker at a time.
It’s sadly quite easy to scramble the signal, though…

Running BOLT
Every game needs a Game Master section, and I think that includes ​BOLT​. I
can’t tell you the generals of how to run your table, but I’ll at least try to give some
scattered thoughts about assumptions the ​BOLT s​ ystem makes in terms of GMing style

Fish for Ideas for Perks and Complications


The Game Master should encourage players to come up with ideas for Perks and
Complications, and only step in if the players are stumped. Even if the mechanical result
is simply a check being Pulled Forward or Set Back, the crafting of narrative
consequences is more fun with collaboration.

Balance Difficulties to Account for Tenacity


The Game Master should encourage players to spend Tenacity on Skill and
Defensive Skill checks, and should set Difficulty values for checks with Tenacity
expenditure in mind. Even near-impossible checks are doable if players are willing to
burn the Tenacity for it, and forcing characters to run out of Tenacity can allow for
fantastic dramatic tension.
For just about every failed roll, the Game Master should ask, “Do you want to
spend Tenacity on that?”

Tailor Games to Players


The core rule set of ​BOLT​ is very flexible—it can handle intrigue, heists, bounty
hunting, really, anything that requires doing reckless, dangerous stunts. As a result, a
lot of the style of play—especially in terms of what skills and Feats are useful—depends
on the specific game the table is playing.
The Game Master should account for that. If the players primarily draw up
combat-centric characters, the Game Master should give the players combat
challenges. If the players draw up spies and diplomats, the Game Master should give
the players a web of intrigue that encourage Skills and Feats centered around trickery
and social interaction.

The ​BOLT​ RPG Engine 93


BOLT​ is not meant to be balanced.​ Characters built for combat will be ​clearly
better​ at combat, and that’s precisely the intent. Instead, the goal for the game (and
thus the goal the Game Master should aim for) is that ​every player’s character should
be useful.
If a character has proficiencies in survival skills, that should come up. If a
character has ranks in some language from far away, that language experience should
come in handy. In fact, the Recall (Interest) Skill every character receives with respect
to some niche hobby exists ​primarily ​so that players and Game Masters see those
Recall skills ​as an option​. Balance isn’t very important in collaborative role-playing
games, as long as every player feels like their character is ​contributing.​

Run Encounters With Honesty


As mentioned above, Encounters in ​BOLT ​are very puzzle-like in
construction—and as part of that, the Game Master should treat the Notice skill as a
kind of hint system.
​ the Game Master
Note that there is no check for players to learn what ​is there—
should simply say what is and isn’t there, unless a particular feature is hidden (at which
point, a character’s Vigilance should be a benchmark for whether that feature is
revealed). Instead, the questions pulled out of the Notice check are more of the “How
Do I Win” variety. The Game Master should set Notice checks at a high Difficulty, and
encourage players unfamiliar with role-playing (or powergamers, for that matter) to
invest in the Notice skill to better draw out hints.
Additionally, when claiming Actions at the beginning of each Round, the Game
Master is encouraged to claim Actions for opponents first, allowing the players to react
accordingly. For a more tense experience, all players and the Game Master can write
the number of Actions they plan to claim on a piece of paper, such that the players do
not know how many Actions opponents will take and vice versa.
Finally, the Game Master is encouraged to treat ​one roll per Turn​ as gospel. If a
player suggests a set of Actions that might imply two Skill checks, then the Game
Master should suggest the player make a Skill check with ​one ​of the Skills, Set Back
once or twice to represent the difficulty of having to contend with the ​second Skill​. On a
Failure, the Game Master is encouraged to draw consequences related to both of the
relevant Skills named in the Turn.

The ​BOLT​ RPG Engine 94


Have a Plan for Failure
This should carry throughout gameplay, from individual rolls to entire campaign
arcs. This concept is sometimes discussed in terms of “Failing Forward,” but Having a
Plan for Failure is far broader than that.
● If the response to failure is “I just try it again,” don’t ask for a roll; just let
the character do it.
● If the consequence for failing an Encounter is “everyone dies,” don’t let
everyone die.
○ The exception is if the players explicitly want a meat-grinder game
where characters are expected to die.
● If the failure of a campaign is simply “Game Over,” reframe the
consequences of the failure.
Tabletop RPGs don’t typically have an option for characters to “respawn” on
failure, so a “Game Over” screen at a table is likely to be interpreted as a cue to re-roll
characters and start from the bottom. As a result, some Game Masters (including
myself) develop a habit of “holding back” in tense situations, for fear of the players
actually​ losing an Encounter.
Instead, the Game Master is encouraged to make failure more flavorful than
“Game Over.”
● If a Skill check fails, consider interpreting failure as:
○ “You can turn back, or succeed at terrible cost.”
○ “You do it, but with significant collateral damage.”
○ “You do it, but you tripped an alarm.”
● If an Encounter fails, consider:
○ Invoking a deus ex machina and forcing players to reckon with the
ensuing complications
○ Having characters be captured instead of killed
○ Letting characters live but taking something important from them
The idea is to have failure be a reason to ratchet up tension instead of letting that
tension collapse in disappointment. A heist gone poorly can turn into a bombastic
escape sequence. A vehicle chase can turn into a question ​not​ of whether the party
escapes, but of whether the Driver loses her precious getaway car.
If failure is narratively interesting, then the Game Master will be less scared of
risking failure. And if the players feel like failure is a real possibility, then every moment
of tension becomes that much more powerful.

The ​BOLT​ RPG Engine 95


Opponents
Opponents in ​BOLT​ come in three tiers, differentiated by how durable they are in
Encounters as well as by where they would be listed in the credits of a movie or TV
show.

Goons
Goons in ​BOLT​ are the randos, extras, and cannon fodder. In a
less-well-thought-out RPG, the player character party would mow through hundreds of
them without challenge. In the ​BOLT​ engine, they can be just as lethal as the player
characters, but they’re much more fragile. Maybe they’re unprotected by plot armor, or
maybe they’re not paid enough to take bullet after bullet to stop the protagonists. Either
way, they’re people.
Just like the character.
Goon characters Go Down if they take 1 Damage, they cannot burn
Tenacity to aid rolls, and they cannot roll to Endure.
A Goon does not necessarily need any attributes at all—perhaps a bonus to
attack (likely between +1 and +4), or a Difficulty threshold for a social Skill check (likely
between 7 and 10).
If a Goon requires more detail, give that character values for their six Core
Attributes (FORT, REF, KNOW, ACU, WILL, CHA), their Defense (DEF) and Vigilance
(VIG), and bonuses to one or two Skills.
DEF and VIG can be calculated by 6+REF and 6+ACU, respectively, and can be
adjusted as desired. The Goon won’t require Vitality or Tenacity values, because they
Go Down in one hit.
For most contested rolls against a Goon, use the ​Static Difficulty​ rules.
For a hardier Goon, the Game Master can set a Minimum Damage threshold.
Any attack that deals Damage less than the Goon’s Minimum Damage will do no harm
to the Goon.

Faces
Faces are legitimately tough foes and important characters. In a movie, they’d be
named characters who have more than a few seconds of screen time. In a video game,
they’d be your “mini-bosses,” here to fuck your shit up and take a bit of punishment. But
either way, they aren’t protagonists. They’re meant to Go Down, or else be allies that
mechanically are a little bit simpler to play than a full player-character.

The ​BOLT​ RPG Engine 96


Face characters cannot burn Tenacity to aid checks, and they cannot roll to
Endure.
To write up a Face character, give them values for their six Core Attributes,
(FORT, REF, KNOW, ACU, WILL, CHA), as well as Vitality (VIT), Tenacity (TEN),
Defense (DEF) and Vigilance (VIG).
VIT, DEF, and VIG can be calculated by 8+FORT, 6+REF and 6+ACU,
respectively, and adjusted as desired.
TEN can be calculated by 2+WILL; because Faces cannot spend Tenacity to
improve Skill checks, Tenacity is primarily a reflection of their capacity to take mental
and emotional pressure.
Faces can also receive bonuses (between +1 to +4) to a broad set of Skills
(perhaps 4-8) and potentially Feats as needed.
For most contested rolls against a Face, use the ​Static Difficulty​ rules.

Heels
The Heel is the Big Bad, the Mastermind, or the Final Boss. The actor playing the
Heel might just get the highest paycheck of the cast of a hypothetical TV show. And that
means Heels should be overpowered, they should break the rules of the game a bit,
they should really be a challenge to bring down. And the players can’t ​just​ defeat a
Heel. They deserve a Finisher: a one-liner, a close-up shot, a dramatic showdown, or a
Last Laugh. A Finisher is spectacle--the kind of thing to roll credits to.
A Finisher should be a cinematic scene that prioritizes roleplaying over die rolls.
Heel characters can roll to Endure, and require a dramatic Finisher to
defeat. They’re basically a player character the Game Master controls.
To write up a Heel character, follow the same process as writing a player
character—they should more or less play by the same set of rules.

Writing Settings
As little guidance as I can give about being a Game Master, I can give even less
information about how to write a good setting. At the very least, I’ll give scattered
thoughts about the setting implications built into the rules of ​BOLT.​
Keep in mind, you can always run ​BOLT​ in an existing setting you already like,
which will save you some of the trouble of writing a setting whole cloth.

The ​BOLT​ RPG Engine 97


Languages
The language rules of ​BOLT​ build an implication of complicated cultures in
contact with each other—in fact, it is recommended that a given setting have ​at least​ six
languages in active use, if not more. Note that every character has proficiency in up to
six languages and fluency in as many as four languages, which implies ​diverse​ places
of origin for most characters.
When adding a list of languages, consider each language as corresponding to a
culture in the area—each culture (independent of nations) would have their own
language with poetry, insults, technical language, and lewd jokes. Those cultures may
also have ancient variants of their languages used in religious texts, as well as sign
languages, which in our world are often grammatically unique from spoken languages
from the same culture.
Almost all languages have some means of being written or recorded on physical
artifacts—​almost—​ and if a character is unfamiliar with that written language, that should
be noted.
Every character has at least one language they know in their heart—and every
language is complicated and varied enough for a character to take 5 ranks in.
No culture is too primitive for poetry and song.

Common Language
It is highly recommended that all characters in a party have at least 3 ranks in
one language they all have in common, so that all characters are able to communicate
effectively with each other.
However, a setting writer should be mindful about having a setting-wide common
language. Such common languages ​exist​ in our world (for example, English), but
common languages came from ​somewhere,​ and it’s important to consider how a
language from ​there ​ended up in charge ​here​. Maybe it’s from a diaspora, maybe it’s
from cultural exchange, but a “common” language typically becomes common because
an empire made it so.

Give Characters Something To Do


A pure utopia doesn’t have enough conflict for a game system with detailed rules
​ ill require some kind of looming danger
for killing people. A setting that works in ​BOLT w
or villain, like:
● An empire rising or falling
● A war raging or threatening to break out

The ​BOLT​ RPG Engine 98


● A new technology changing the world order
● An extraterrestrial invasion
As a starting point, consider what scares you the most about the world we live in,
and draw influence from that when drawing up your own setting.

Write What You Know


It’s supremely encouraged to write settings from your own experiences. I, Ajey
Pandey, am a Desi American who went to engineering school, and that affects how I
write settings for my games.
I write about dying empires, technological advancement causing unforeseen
consequences, military industrial complexes, and the parental and societal pressures to
work for evil because that’s where the money is. ​I think about what engineering PhDs
do, because I almost became one​.
Notably, I don’t write settings based on Hindu legend. I don’t know enough about
it, and honestly I can’t be bothered to research too much. And if I don’t feel comfortable
drawing from Hindu legend despite my parents growing up Hindu, you should question
whether you should be comfortable writing a setting inspired by Japanese culture if
you’re just some random white person.
Write what speaks to ​you​. I promise it will be interesting.

Build Details Through Knock-On Effects


You don’t have to draw all the details in your setting, and often, you can pull
depth out of taking “general” aspects of your setting and “yes-and-ing” your way through
knock-on effects, which can result in setting artifacts that imply further depth in the rest
of your setting. Consider the below example:
Blood mages—ichormancers—in New Braemar can use their dark magic to
kind-of tell the future, and presently, New Braemar is reckoning with capitalist
industrialization washing on its shore. Notably, ichormancers can use their blood magic
foretelling to divine the future of stock prices, trade values, and insurance risks. To fit
the new era of capitalism, ichormancers now eschew ominous robes for suits with
sleeves that can be unbuttoned at the shoulder or elbow to allow for drawing blood.
Additionally, many ichormancers study probability and statistics, and integrate those
concepts into their practices.
In that example, I took two pitches:
● Blood mages tell the future
● Capitalism is rising in the setting

The ​BOLT​ RPG Engine 99


And I simply rode the knock-on effects until we got to blood mages using
statistics to augment models powered by blood runes to set a quote for insurance rates.

Preview: Magic and Hacking


Complete magic and hacking rules are not complete yet, but here’s a
preview of the design structure of magic in ​BOLT​. For more detailed magic rules,
read the ​BOLT Mage Pack.
Magic and hacking in many RPG systems are means of breaking the rules,
through a combination of specialized rules and deliberately vague language about what
a spell can do. Typical systems allow characters specializing in magic or hacking to
focus on one or two attributes and one or two skills and let everything else...fall away.
It’s really easy to make spellcasters and hackers good at breaking conventional rules
and ​useless​ everywhere else--one is reminded of spellcasters in ​D&D, w ​ ho are
near-helpless without their spell slots, and netrunners in ​Cyberpunk 2020​, who quite
literally “jack in” and play an entirely separate game while everyone else goes and
shoots people.
Magic and hacking rules in ​BOLT​ are an attempt to push against that
phenomenon, by pushing some magic or hacking abilities to rely on non-magical skills
and by making such moves less restricted to spellcasters (at least in base rules). Magic
in ​BOLT​ can manifest as skill checks, situational bonuses to skills, and side options that
in many cases have language written to facilitate creativity in players. Nothing in the
base ruleset will discourage a brutish soldier from imbuing their sword with fire, because
it’s better a soldier use that ability than a scrawny scholar.
Note that I’m talking about magic and hacking in the same section, because
transistor technology is functionally a means of magic.​ Transistor technologies like
computers and digital signal transmissions allow humans to accomplish feats that
otherwise would defy reason, and the ways technology works are complicated (and
messy) enough that even specialists don’t fully understand them.
Engineers and hackers are our world’s iteration of spellcasters, for all the good
and ill that implies.

Magic and Hacking Skill Trees


Magic and hacking abilities in ​BOLT​ rely upon skill trees, which require
progression link-by-link to signify the character building their skills in a particular field
over time. Each Skill Tree requires its own Wield skill, and individual abilities may rely
on other skills. For example, the Life Magic Skill Tree has several abilities dependent on

The ​BOLT​ RPG Engine 100


Wield (Life) skill, but specific abilities may be strengthened if the player invests XP in
the Endure Skill.
Note that magic is not meant to replace non-magical strategies--only to allow for
more options. Looking at the Life Magic tree again, checks relying on the Wield (Life)
Skill literally play by a different set of rules than Utilize (Medicine) checks, and it is
encouraged that a player aiming to play a healer invest XP both in Life Magic and in
mundane medicine.

Magic Defines Setting Defines Magic


If technology is equivalent to magic, then it follows that magic is equivalent to
technology—a means of finding a better way to achieve human goals, where “better” is
defined by the people making the magic happen.
And in the same way that mechanical and chemical and biological and
electromagnetic magic continually reshapes our world, magic of all forms should be
inextricably linked to the fabric of your own setting. Setting designers and Game
Masters should design worlds and scenarios with magic in mind. Characters and
locations that expect threats from powerful magic users should be expected to prepare
accordingly​.

Life Magic Tree

The theme of the Life Magic tree is ​sacrifice.​ The core abilities of this tree
typically involve some kind of sacrifice—either the character's own Vitality or their
capacity to resist succumbing to their own wounds. In return for that sacrifice, the

The ​BOLT​ RPG Engine 101


character receives certainty of healing that a Utilize (Medicine) check cannot offer—a
Stay check is likely to be a far lower Difficulty than a comparable Endure check, and the
Transfusion ability is the only way for a character to heal Vitality during a Scene ​without
any Skill check at all.​ As a result, it is recommended that a character not rely on magic
alone to heal their allies.
Skill: Wield (Life) (WILL)
Still​: Core, Incidental. ​Dissipate suffering by taking some into yourself.​ If a target Loses
It within Medium Range of the character, the player can spend 3 Tenacity as incidental
for their character to avert the consequences of the target Losing It. The target regains
3 Tenacity and marks on their Wound Track as normal.
The character also gains 1 rank in Wield (Life) with Still

Stay​: Level 1, Action. Requires Still. ​Lend someone else your endurance.​ The character
touches a target, and the player rolls Wield (Life) against a difficulty of 8 + the target's
Vitality. (If the target's Vitality is 0 or less, the difficulty of the player’s roll could be 8 or
less.) On a Success, the target instantly succeeds on the next Endure roll they make
after Going Down. They regain Vitality equal to the difference between the player’s
Wield (Life) roll and the difficulty of the check, or 1 if the values are equal. The target
remains prone and still marks their Wounds Track once. However, the next Endure
check the player makes after Going Down is Set Back once. ​The effects of Stay
dissipate at the end of the Scene.

Author’s Note: The Stay ability is the reason players are encouraged to track negative
Vitality. This way, using Stay on an ally that has already Gone Down from a significant
hit is the easiest way to revive that ally, by far.

Transfusion​: Level 1, Action. Requires Still. ​Transfer your life to someone else.​ As an
Action, the character touches a target to heal them. For every 1 Vitality the player
spends, the target recovers 1 Vitality.

Ranged Stay​: Level 2, Action. Requires Stay. ​Lend endurance at range.​ Any instance
of Stay or Greater Stay can be granted at up to Short range.

Greater Stay​: Level 2, Action. Requires Stay. ​Lend someone else a great deal of your
endurance​. The character touches a target, and the player rolls Wield (Life) against a
difficulty of 8 + the target's Vitality. (The target must have at least 1 Vitality.) On a
success, if the target is brought to 0 Vitality or lower, they do not fall prone, do not roll to
Endure, and do not mark their Wounds Track. They regain Vitality equal to the
difference between the player’s Wield (Life) roll and the Difficulty of the check, or 1 if the

The ​BOLT​ RPG Engine 102


values are equal. However, the next Endure check the player makes in the Scene is Set
Back twice.

Healing Brew​: Level 2, Alchemy. Requires Stay. ​Concoct bottled determination.​


Between Scenes, the character can concoct a number of Healing Brews equal to the
character's ranks in Utilize (Medicine). The Brews function as Healing Shots, except that
characters who consume them regain Vitality equal to the character's ranks in Wield
(Life).

Amplified Transfusion​: Level 2, Ability Improvement. Requires Transfusion. ​Transfer


your life to someone else with greater strength. A​ s an Action, the character touches a
target to heal them. For every 1 Vitality the player spends, the target recovers Vitality
equal to the character’s ranks in Wield (Life).

Retroactive Transfusion​: Level 2, Action. Requires Transfusion. ​Transfer your life to a


dead thing.​ The character touches a corpse to grant life to it, and the player spends 1
Vitality to do so. The corpse rises to an Undead, a Goon NPC with the following
attributes:
2 Fortitude, 0 Reflex, 0 Intellect, 0 Acuity, 0 Willpower, 0 Charisma
6 Defense, 6 Vigilance
No skills.
The Undead follows the character's will, to the best of its ability. The Undead cannot
read or speak, and it does not comprehend instructions from anyone besides the
character. The Undead shambles about and looks obviously dead, but can make
attacks. The character can maintain a number of Undead or Automata equal to their
ranks in Wield (Life).

Distant Stay​: Level 3, Ability Improvement. Requires Ranged Stay. ​Lend endurance at
great distance.​ Any instance of Stay or Greater Stay can be granted at up to Medium
range.

Restore​: Level 3, Action. Requires Greater Stay. ​Sacrifice yourself to save another​. The
character touches a target to heal them. The target clears 1 mark on their Wounds
Track and recovers Vitality equal to the character's ranks in Wield (Life). The next
Endure check the player makes in the Scene immediately fails.

Automaton​: Level 3, Ability Improvement. Requires Retroactive Transfusion. The


character’s Undead become much more useful Automata. For each Automaton the
character raises, the player increases a number of core attributes equal to the

The ​BOLT​ RPG Engine 103


character's ranks in Wield (Life) by 2. The character's Automata gain 2 ranks of
Speak/Read in any language the character has at least 2 Ranks of Speak/Read in, and
can thus follow simple commands from those the character allows. The Automata look
obviously dead and speak in a raspy voice, but retain as much composure of movement
as a drunk person.

Mass Necromancy​: Level 3, Ability Improvement. Requires Retroactive Transfusion.


Transfer your life to dead things--at a discount!​ The character touches a corpse to grant
life to it and other corpses within Short Range, and the player spends 1 Vitality to raise
a number of Undead Or Automata equal to the character's ranks in Wield (Life). The
character can maintain a number of Undead equal to the ​square​ of their ranks in Wield
(Life).

Resurrect​: Level 4, Action. Requires Restore. ​Return someone from the dead, whether
they like it or not.​ The character touches a target that has met an untimely death in this
Scene, returning them to life--barely. The target returns with 1 Vitality and--if the target
is a PC or a Heel--with their Wounds Track marked twice. The character's Vitality
immediately falls to 0. The character falls Prone, and the player marks their character’s
Wounds Track once and must roll to Endure on their next Turn.

Refined Automaton​: Level 4, Ability Improvement. ​Your Automata become images of


​ he character's Automata gain 1 rank in every skill the character has at least 1
you. T
rank in, as well as the exact same ranks of language comprehension as the character.
The Automata look deathly ill if not dead and speak in a raspy voice, but they can move
with the grace of a butler or the precision of a soldier.

Fortified Automaton​: Level 4, Ability Improvement. ​Your Automata become much


hardier. ​For each Automata the character raises, the player a number of core attributes
equal to your character's ranks in Wield (Life) by 2. Additionally, your character's
Automata become Face NPCs with 6 +FORT Vitality and 4+WILL Tenacity.

The ​BOLT​ RPG Engine 104


Index of Relevant Terms (Under Construction)
Action
Ally
Armor
Auxiliary d4
Background
Complication
Complications in Combat
Core Attribute
Core Die
Cover
Partial Cover
Total Cover
Derived Attribute
Difficulty
Encounter
Encumbrance
Face
Failure
Feat
First Aid
Going Down
Rolling to Endure
Goon
Healing Shot
Heel
Help
Incentive
Encounter Incentive
Losing It
Luck Token
Opponent
Magic Ability
Core Magic Ability
Perk
Perks in Combat
Pull Forward

The ​BOLT​ RPG Engine 105


Price
Prone, Being
Range
Melee Range
Role
Round
Scene
Set Back
Skill
Defensive Skill
Magic Skill
Specialization
Success
Target
Tenacity
Calculating Tenacity
Spending Tenacity
Running out of Tenacity
Turn
Vitality
Calculating Vitality
Running out of Vitality
Wealth
Wounds
Wounds Track
Zone

The ​BOLT​ RPG Engine 106


Character Name. (Pronouns)
Background. Career. Specialization

FORTITUDE REFLEX KNOWLEDGE ACUITY WILLPOWER CHARISMA

+0 +0 +0 +0 +0 +0

VIT: 8+FORT DEF: ARMR: 0 VIG: TEN: 8+WILL WLTH: 0


6+REF 6+ACU

Resist Dodge 0 Wounds: __ Notice 0 Resist Resist


(Physical) 0 __ (Mental) 0 (Social) 0

Incentives
Background Incentive
Career Incentive
Specialization Incentive
Encounter Incentive
Skills

FORT REF KNOW

Apply Force 0 Shoot (Light) 0 Utilize:


Strike (Unarmed) 0 Shoot (Heavy) 0
Strike (Melee) 0 Balance/Tumble 0 Engineering 0
Run/Leap 0 Sneak/Hide 0 Medicine 0
Drive 0 Professions:
-
-

Recall:

History 0
Religion 0
Politics 0
Law 0
Trade 0
Interests:
-
-

The ​BOLT​ RPG Engine 107


Speak/Read

Languages:
-
-
-
-
-

ACU WILL CHA

Navigate (Wilderness) 0 Coerce 0 Charm 0


Navigate (Underworld) 0 Endure 0 Bluff 0
Jury-Rig 0 Search 0 Persuade 0
Read Person 0 Goad/Command 0
Cheat/Steal 0 Recall (People) 0

Feats
Add Feats Here

Gear
Add Gear Here

The ​BOLT​ RPG Engine 108

You might also like