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D6 System - weg51011 - D6 Adventure v2.0 (no cover)
D6 System - weg51011 - D6 Adventure v2.0 (no cover)
D6 System - weg51011 - D6 Adventure v2.0 (no cover)
rulebook
For free support, information about books for this game system and
other WEG systems, links to fan sites, details on licensing this system,
and much more, visit our Web site at www.westendgames.com!
WEG 51011 • Version 2.0
ISBN 1-932867-00-7
Chapter Four: Game Basics ........................................................................................ 46 Chapter Twelve: Precalculated Spells ................................................................97
Rolling Dice ............................................................................................................. 46 Chapter Thirteen: Psionics ......................................................................................104
Wild Die ......................................................................................................... 46 Obtaining Access to Psionics .................................................................................. 104
Improving a Roll ............................................................................................. 46 Learning and Improving Psionics Skills .................................................................. 104
Using Skills .............................................................................................................. 47 Using and Resisting Psionics .................................................................................. 105
Untrained Skill Use ......................................................................................... 48 Psionics Modifiers .................................................................................................. 107
Game Time .............................................................................................................. 48 Psionics Skills ...............................................................................................................
Initiative ......................................................................................................... 48
Performing Actions in Rounds ........................................................................ 49 Chapter Fourteen: Equipment ............................................................................... 112
Preparing ........................................................................................................ 51 Purchasing Equipment (Funds) .............................................................................. 112
Rushing .......................................................................................................... 51 Gear ...................................................................................................................... 113
Choosing Difficulties ............................................................................................... 51 Mystical Items ....................................................................................................... 114
Standard Difficulties ....................................................................................... 51 Protective Gear ...................................................................................................... 114
Opposed Difficulties ....................................................................................... 52 Firearms ................................................................................................................. 115
Special Difficulties .......................................................................................... 52 Explosives .............................................................................................................. 117
Generic Modifiers ........................................................................................... 53 Missile and Thrown Weapons................................................................................. 118
Determining Success ................................................................................................ 53 Melee Weapons ...................................................................................................... 119
Result Points ................................................................................................... 53 Improvised Weapons .............................................................................................. 119
Second Chances .............................................................................................. 53 Vehicles .................................................................................................................. 120
Gamemaster’s Fiat ........................................................................................... 53
Chapter Fifteen: Gamemaster Tips ..................................................................... 121
Chapter Five: Movement .............................................................................................54 Chapter Sixteen: Adventure Tips ..........................................................................122
Rewarding the Players ............................................................................................ 126
Chapter Six: Combat .......................................................................................................58 Generic People ....................................................................................................... 126
Step 1: Generating Initiative .................................................................................... 58
Generic Animals..................................................................................................... 127
Step 2: Attacking and Defending ............................................................................. 58
Generic Monsters ................................................................................................... 127
Base Combat Difficulty ................................................................................... 58
Determining Success ....................................................................................... 59 Character Templates ....................................................................................................128
Step 3: Determining Damage ................................................................................... 60
Combat Summary .................................................................................................... 60 Blank Character Sheet ................................................................................................ 139
Combat Example ..................................................................................................... 60
D6 Reference Sheet ........................................................................................................140
Chapter Seven: Damage ................................................................................................61 Die Code Simplification .............................................................................................. 142
Body Points .............................................................................................................. 61
Wounds ................................................................................................................... 62 Index ......................................................................................................................................... 143
Introduction
This book provides the fundamentals necessary to play in a Wild you can use. (These are also available for downloading from the West
West, pulp fiction, modern adventure, espionage, low-level super End Games Web site). Fill in the template as you learned from Chapter
hero, or similar setting using West End Game’s famous D6 System 1, then take the sheet to the game session and start playing. The rest
roleplaying game rules. of the players will teach the details as you go along.
If you’re reading this book, you probably already know what a role- Do you have some time to learn the rules, but you don’t want to
playing game is. In case you need a refresher or to explain it to your be the gamemaster? Read all of the chapters up through the “Healing”
friends, we suggest telling them that this is an interactive storytelling chapter. In this introduction is a solitaire adventure that will get you
game wherein they play the part of major characters in the story. If started on the basics; the rest of the chapters fill in more details. Then
they’re still interested, let them read this introduction. skip to the “Equipment” chapter. If you want to play someone with
You might also want to start with this introduction if you’ve role- psychic or magical abilities, you’ll also need to read those chapters.
played before getting this book but it wasn’t with the D6 System. Do you want to be the gamemaster, with all its responsibilities
and privileges? You’ll need to read this entire book, or at least through
What Is a Roleplaying Game? the “Healing” chapter and skim the rest. Then use the “Adventure Tips”
A roleplaying game is very much like improvisational acting or chapter to design your own scenario, invite some friends over, introduce
interactive storytelling — but with rules. Many video games are like them to creating characters, and have fun!
this, and there are plenty of online interactive worlds, so chances are
good that you know what a roleplaying game is about. This roleplaying System Overview
game, however, doesn’t need any expensive equipment or special software This overview provides basic concepts germane to roleplaying with
or cartridges or a connection to the Internet. the D6 System. The concepts presented herein are further explained in
the rest of this book, and an introductory adventure will give you a
What Do I Need to Play? chance to try out what you’ve learned here.
To play this game, you need this book, some paper, something to
write with, some six-sided dice, a lot of imagination, and a group of Making Actions
people, one of whom is willing to be the guiding force in the game. Each player has a character with attributes and skills that describe
This person is called many things, but “gamemaster” serves well as a how well that character can perform various actions. Attributes repre-
short hand for someone who presents information about the game sent a character’s innate abilities, while skills are specific applications
setting and obstacles the other players encounter; who takes the part of those abilities.
of the people the players’ characters interact with; and who adjudicates Most game mechanics in D6 involve rolling some six-sided dice. A
the rules. The rest of the group, simply called “the players,” take on die code associated with each attribute and skill represents how good
roles of major characters in the story that they and the gamemaster the character is in that area. A die code associated with a weapon
create together. shows how much harm it can cause. The larger the number, the more
The stories are called “adventures,” or “scenarios.” Very short adven- experienced, trained, or naturally adept your character is, or the more
tures, usually encompassing only one or two obstacles to a simple goal, deadly the weapon, or the more useful the equipment.
are referred to as “encounters.” A series of encounters can become an Each die code indicates the number of six-sided dice you roll when
adventure, while a series of adventures can turn into a campaign. This you want your character to do something (1D, 2D, 3D, 4D, 5D, etc.),
book contains a chapter on how to come up with adventures, and West and sometimes an added bonus (called pips) of “+1” or “+2” you add
End Games has an encounter generator online. to the total result you roll on the dice.
Example: If your character’s Physique attribute is 3D+1, when you
Where Do I Go Next? have her try to lift a cargo container, you would roll three dice and add
Will you be you joining a game where everyone else knows how 1 to the total to get her result.
to play, and you don’t have a lot of time to learn the rules? Read To represent the randomness of life (and the tons of little modifiers
Chapter 1, “Character Basics” and then flip to the character templates that go along with it), every time you roll dice, make sure that one of
on pages 128–137 of this book. Ask the gamemaster which one or ones them is of a different color than the others. This special die is the Wild
Int roduct ion • Page 4
When you spend a Fate Point, that means your character is using
all of her concentration to try to succeed. You may spend a Fate Point
Re ali ty — only before any die rolls are made. Doing so doubles the number of
ect reality’s reality.
The D6 System rules are not meant to refl dice you’d normally roll, usually for one round and one action only,
to mod el fiction reality, the
Rather, they have been designed though the gamemaster may allow players to spend more Fate Points
s, com ic book s, and movies.
reality of stories, television show in particularly challenging moments. This allows the character to do
to use this syste m to desc ribe the real
Gamemasters who want one action really well.
ifiers and limits.
world will need to add their own mod Once a Character Point or Fate Point is used, it’s gone. You gain
more Character Points at the end of a game for completing goals and
playing well. You may get back Fate Points at the end of the game if
Die, and it can have some interesting effects on your dice total. (If you they were used at a brave, heroic, or climactic moment.
only have one die to roll, then that die is the Wild Die.)
If the Wild Die comes up as a 2, 3, 4, or 5, add the result to the Try It Out!
other dice normally. If the Wild Die comes up as a 6, this is a Critical Now that you have the basics down, let’s try out a short scenario.
Success. Add the 6 to your other dice results and roll the Wild Die First, you’ll need a character. On the next page, you’ll find a template.
again. As long as you roll a 6, you keep adding the 6 and you keep Most of the game characteristic information is filled in. The attributes
rolling. If you roll anything else, you add that number to the total and and skills are listed in two columns on the left-hand side of the page.
stop rolling. If the Wild Die comes up as a 1 on the first roll, this is a The attributes names — Reflexes, Coordination, Physique, Presence,
Critical Failure. Tell the gamemaster, who will let you know whether Knowledge, Perception, and Extranormal — are printed in bold above
or not to add it to your total. the skill names. There are more skills in the game than the ones listed
The higher you roll, the better your character accomplishes the task on this sheet, but these are the ones commonly associated with the type
at hand. When your character tries doing something, the gamemaster of profession this template is supposed to represent.
decides on the required skill and a difficulty based on the task’s com- On the far left column, below the gray line at the bottom, you’ll
plexity. The gamemaster doesn’t usually tell you the difficulty number find “Strength Damage.” This shows how much harm your character
you need to equal or beat to succeed. He often won’t inform you which can cause with brute force.
tasks are easier and which are harder, though he might give you hints. Right next to those, in the center column below the gray line, are
(“Hmmm, catching your grappling hook around that small outcropping some more characteristics. Fate Points and Character Points show
is going to be pretty hard.…”) The gamemaster then uses the rules to the number of these special roll-improving bonuses your character
interpret the die roll and determine the results of the action. currently has. Funds is a measure of how much wealth your character
can usually get at. Below that is “Move.” This characteristic lists the
Taking Damage number of meters your character can easily walk in five seconds. This
To describe how much injury a character can sustain, the game- quick encounter doesn’t require using any of these.
master decides on one of two ways of determining how much damage In the far right column, you’ll see Advantages, Disadvantages,
a character can take: Body Points or Wounds. Special Abilities, and a description of your character. These give you
With the Body Points system, each character has a certain number an idea about the kind of character that you’re playing. The equipment
of Body Points (which are figured out when you create your character). paragraph lists the items your character can use during the game.
You subtract the amount of damage the attacker rolls for his weapon Below that are Body Points, Wound levels, and the related Body
from the total number of Body Points your character has. Point ranges for your character. Each of these represents how much
With the Wounds system, each character has a certain number of injury your character can take. This short adventure won’t use Wounds
Wounds. You roll your character’s Physique while the attacker rolls or the Body Points range, so you can ignore them. Instead, you only
damage. Compare the difference between the damage and the Physique need to use your Body Points number.
roll a Wounds level chart; the chart lets you know how many Wounds Now that you can find your way around a character template, let’s
your character gets from the attack. fill in the missing game characteristics. To keep it easy, pick seven skills
In either system, when your character has no more Body Points or that you want your character to have experience or training in. Look at
Wounds left, she’s toast.
Permission is hereby granted to photocopy this page for personal use. Copyright 2004 Purgatory Publishing Inc., www.westendgames.com.
than you by traveling the country, giving physi- Physique _____________ 3D
cal or financial aid wherever you find someone tracking __________________
lifting ___________________
in need. _________________________
running _________________
_________________________
stamina _________________
swimming _______________ Extranormal ____________0D
________________________ _________________________
________________________ _________________________
_________________________
Presence _____________ 3D
_________________________
charm ___________________
_________________________
command ________________
Body Points______________________ 33 _________________________
intimidation ______________
_________________________
Wound Level Body Points Range persuasion _______________
Stunned 20–27 willpower ________________
Wounded 14–19 ________________________ Fate Points ______________ 1
Severely Wounded 7–13 ________________________ Character Points __________ 5
Incapacitated 4–6 ________________________
Mortally Wounded 1–3
Funds ________________ 3D
Dead 0 Strength Damage ______ 2D Move __________________ 10
Int roduct ion • Page 6
the die code next to the attribute that the first skill is listed under, and resistance total, equals the Armor Value of any protection you’re wear-
add one to the number in front of the “D.” Write this new die code ing (like your coat) plus any other modifiers. Since there are no other
next to the skill. Do this for each of the seven skills you picked. modifiers, your damage resistance total equals 1 (which is the Armor
Example: If you decided to put 1D in climbing, your score for Value of the coat). Your adversary did four points of damage with his
climbing would be your Reflexes score plus one, or 4D+1. fist. So, the total amount of injury you take equals the tough’s damage
total minus your damage resistance total, or three points. Subtract three
Then fill in the top of the sheet, if you’d like, with your character’s
points from the total number of Body Points you have.
name and other details.
That’s not even enough to knock the wind out of you. Now it’s
In addition to your character sheet, you’ll need a pencil and some
your turn.
six-sided dice, one of which should be a different color or size than
the others. This special die is your Wild Die. As you go through this • If you want to talk him out of hurting the woman, go to 7.
scenario, don’t read the sections in order. Instead, start with number • If you think he’ll only listen to force, go to 9.
1, make a selection, and read the section where your selection tells you
to go. Keep doing that until you get to section 16, which is the end.
6
Then you’ll be ready for your first D6 adventure! You rolled a Critical Success on the Wild Die. Add the 6 to the
total of the other dice, and roll only the Wild Die again. As long as
An Ordinary Day you get a 6 on the Wild Die, keep adding that 6 to the total and roll
the die again. If you get any other number – even a 1 – simply add
1 that number to the total you already have. (If you’re using the Aspiring
The crisp breeze on this bright day tugs at your jacket as you stroll Hero sample character, then you add a 1 to the final total.)
through the streets of a town that looked interesting enough to stop in
• Go to 10.
on your way across the country. As you read the titles of some novels
on display, you hear a harsh voice say, “Your money or your life!” A 7
quick glance reveals no one standing near you, so it must have been...
“Come on,” you tell the young man. “Why don’t you step out of
from the alleyway a meter or so to your left. What do you do?
the alley and leave the woman alone before a police officer comes by.
• If you ignore it and walk in the other direction, go to 4. You really don’t want to spend a night in jail, right? It’d really cut into
• If you move quickly to the alley’s entrance and look in, go to 12. your bar time.”
Look at your character sheet and find charm or persuasion. If you put
2 extra dice in either of these, look at the die code next to the skill name.
You rolled a Critical Failure on the Wild Die. Take away the one If you didn’t, then look at the die code of their governing attribute,
and your highest number. Read the result on the remaining die, and Presence. Take a number of dice equal to the number in front of the “D”
add any pips if your Perception die code included them. (If you’re using of whichever one you’re using; make sure one of those dice is the Wild
the Aspiring Hero sample character, then you add a 1 to the number Die. Roll the dice. If the Wild Die is a 1, take it away as well as the
on the die.) highest die and add the rest of them. If the Wild Die is a 6, add the 6,
• Go to 5. reroll the Wild Die, and keep adding and rerolling as long you get a 6
(otherwise, just add the number to the rest of the total). If it’s anything
3 else on the Wild Die, add together the results of all of the dice.
You seemed to have convinced the man. His shoulders sag, and he • If the total on the dice is greater than or equal to 15, go to 3.
edges around you and onto the sidewalk. As soon as he’s out of the • If the total on the dice is less than 15, go to 15.
alleyway, he bolts down the street.
• Go to 14. 8
You give him a quick and sharp jab on the jaw. The young man’s
4 eyes go wide, and he decides that this purse is not worth the hassle.
Considering that your character’s occupation is “aspiring hero,” you He pushes quickly past you and runs down the street.
might find it easier to reach that goal if you move closer to trouble. • Go to 14.
Go back to section 1 and pick the other option. You’ll also be able to
learn more about how the game works if you do that. 9
• Go to 1. Some people can be reasoned with, and others need a tap on their
craniums to get their attention. Look at your character sheet and find
5 brawling. If you put extra dice in this skill, look at the die code next to
The mugger is quicker on his feet than he looks. Before you can the skill name. If you didn’t, then look at the die code of the governing
react, he rushes forward to punch you. His wild swing connects with attribute, Reflexes. Take a number of dice equal to the number in front
your stomach, causing you to stagger a step. Let’s find out how much of the “D” of whichever one you’re using; make sure one of those dice
that’s going to hurt. Your ability to resist damage, called your damage is the Wild Die. Roll the dice. If the Wild Die is a 1, take it away as
Introduction • Page 7
well as the highest die and add the rest of them. If the Wild Die is a 13
6, add the 6, reroll the Wild Die, and keep adding and rerolling as The young man must have anticipated your move, because he steps
long you get a 6 (otherwise, just add the number to the rest of the out of the way just as your fist is about to connect with his face. “You
total). If it’s anything, else on the Wild Die, add together the results gonna be that way, you have her!” he snaps as he shoves you. He bolts
of all of the dice. out of the alley and down the street.
• If the total on the dice is greater than or equal to 5, go to 8. • Go to 14.
• If the total on the dice is less than 5, go 13.
14
10 The woman leans against the building wall, shaken but otherwise
You’re a little quicker at assessing the situation than the mugger unhurt. When you offer to take her to a café just across the street, she
is. You get the chance to do something before he can react. What do gladly accepts. As you walk the little old lady across the road, you think
you want to do? that it was nice to have a quiet day for a change.
• If you want to talk him out of hurting the woman, go to 7. • Go to 16.
• If you think he’ll only listen to force, go to 9.
15
11 He sneers at your ridiculous state-
Since you didn’t get a 1 or 6 ment, and he rushes forward to punch
on the Wild Die, simply total the you. His wild swing connects with your
dice and add any pips if your Per- stomach, causing you to stagger a step.
ception die code included them. Let’s find out how much that’s going
(If you’re using the Aspiring Hero to hurt. Your ability to resist damage,
character, then you add a 1 to the called your damage resistance total,
total on the dice.) equals the Armor Value of any protec-
• If the Perception total is greater tion you’re wearing (like your coat)
than or equal to 6, go to 10. plus any other modifiers. Since there
• If the Perception total is less are no other modifiers, your damage
than 6, go to 5. resistance total equals 1 (which is
the Armor Value of the coat). The
12 mugger did four points of damage
You rush over to the alleyway to with his fist. So, the total amount
find a young man in a brown cordu- of injury you take equals your
roy jacket, green turtleneck, and blue adversary’s damage total minus
jeans threatening an old lady, who’s your damage resistance total,
tightly clutching her large black purse. or three points. Subtract three
He whirls at your footsteps and growls, points from the total number of
“Go away. Me and my grandma were Body Points you have. That’s not
havin’ a talk.” even enough to knock the wind
You don’t believe that for moment; out of you.
you’re going to have to do something As you’re recovering, he
about this. First, let’s find out who’s pushes past you and onto the
got the faster reactions in this combat sidewalk. Without looking back,
encounter. Look at your character sheet he takes off down the street.
and find “Perception” and the die code • Go to 14.
next to it. Take a number of dice equal
to the number in front of the “D”; make 16
sure one of those dice is the Wild Die In a full-length adventure, you’d have a lot more choices, but hope-
(and differently colored from the rest). So, if the die code is 3D+1, you fully, this short adventure gave you an idea of how the game works. If
would have two regular dice and one Wild Die. Roll the dice and then you’re unsure, go back through the scenario, picking different answers
select the option that matches the results on the Wild Die. and, probably, making different die rolls. When you think you’re ready,
• If you rolled a 1 on the Wild Die, go to 2. you can use the Aspiring Hero character to play in other adventures
• If you rolled a 6 on the Wild Die, go to 6. with your friends or you can go to Chapter 1 and learn how to make
• If you rolled any number other than a 1 or a 6, go to 11. your own character. Happy adventuring!
Key Terms
These definitions provide you with a general idea of what each term Fate Point: A bonus representing that a character is using all of
means; they are described in more detail within the book. Terms italicized her concentration to try to succeed. Allows the player to, at least,
within each definition refer to another entry within this glossary. double the number of dice on one roll. Sometimes the gamemaster
action: A task that the character undertakes or something that the will provide other benefits.
character does, like give a speech or climb a wall. free action: Any action that takes only a few seconds to perform or
active defense value: A number the character gets when concentrat- do, such as take a few steps or a quick glance around a room.
ing on getting out of the way of an attack. modifier: A number or die code that is added or subtracted from
Armor Value: A die code representing the amount of protection a another number or die code to represent a change in the typical situ-
defensive covering provides. It can help determine the damage resistance ation.
total. This term is sometimes abbreviated AV. opposed difficulty, opposed roll: A difficulty that applies when one
Body Points: The amount of injury a character can sustain, listed character resists another character’s action. In this case, both characters
as a number. The damage total is subtracted from the character’s cur- roll die codes related to the activity and compare them.
rent Body Point total. passive defense value: A number representing a character’s innate
Character Point: A bonus representing a surge of adrenaline or ability to get out of the way of danger. It usually equals 10.
that extra luck the main characters of a story seem to have. Allows the pip: An added bonus to the total result that came up on the dice.
user to roll an additional Wild Die. A “+1” means one is added to the total, while “+2” means two is
combat difficulty: A number representing how challenging it is to added.
attack someone or something. It equals the active defense value or the range (in combat): The distance from the attacker to the target.
passive defense value. result points: The difference between the total rolled with an
complementary skill: A skill whose results could benefit from the attribute’s or skill’s die code and the difficulty of an action.
use of another skill. result point bonus: Usually, one-half (rounded up) of the result
creation points: Points used when designing a character to purchase points figured for an action. It sometimes may be used to affect other
die codes in game characteristics or other features that represent the rolls.
character’s abilities, experience, and background. round: A unit of time equal to five seconds in the game world.
Critical Failure: A result, represented by a 1, on the Wild Die that Figuring out what happens in a round can take longer.
indicates something bad has occurred. scale: A game mechanic representing that opponents of vastly dif-
Critical Success: A result, represented by a 6, on the Wild Die that ferent sizes can affect each other differently in combat.
indicates something good has happened. Generally, the player adds standard difficulty: A number, generally selected from a chart,
the 6 to the current total and rolls again, adding and rerolling as long assigned to an action based on how challenging it is.
as a 6 comes up. Strength Damage: A die code representing the amount of harm a
D (as in “1D”): An abbreviation for “six-sided dice.” The number character can do because of his or her physical prowess.
in front of the “D” lets you know how many six-sided dice to roll. Toughness: A die code representing the amount of damage an object
damage resistance total: A number that indicates how much injury can take, similar to a character’s Physique attribute.
a character or object can absorb, soak, or deflect. unskilled modifier, untrained modifier: A modifier added to
damage total: A number representing how much injury or destruc- an action’s difficulty that represents the increased difficulty of doing
tion something has caused. something without the right training or experience. The terms are
defaulting to an attribute: Using the die code for an attribute when used interchangeably.
the character doesn’t have a higher die code in the needed skill. Wild Die: A six-sided die, of a different color or size from other
die code, score: The number of six-sided dice players roll (1D, 2D, dice used, that represents the randomness of life, with the 1 and the 6
3D, 4D, 5D, etc.), and sometimes an amount (called pips) of “+1” or indicating a special result (see Critical Failure and Critical Success).
“+2” that is added to the total result that came up on the dice. “Die Wounds: The amount of injury a character can sustain, listed as a
code” and “score” are used interchangeably. level. The level is determined by comparing the difference between the
difficulty: A number representing how challenging it is to perform damage total and the damage resistance total to a chart.
an action.
Ch ap ter 1 • Page 12
Skil ls Continued —
know-how: Ability to figure out how to perform an
action in persuasion: Influencing others or getting information
which the character does not have experience, as well out of
as a catch-all them through bribery, honest discussion, debate,
skill encompassing areas not covered by other skills diplomacy, or
(such as basic, speeches. Also useful in negotiations, business transactions
not fancy, sewing or cooking). , and put-
repair: Creating, fixing, or modifying gadgets, weapo ting on performances (such as singing, acting, or storyt
ns, armor, elling).
and vehicles. willpower: Ability to withstand stress, temptation, other
people’s
search: Spotting hidden objects or people, recon interaction attempts, mental attacks, and pain. The gamem
noitering, aster may
lipreading, or eavesdropping on or watching anoth allow a specialization in a specific faith tradition or belief
er person. system to
streetwise: Finding information, goods, and contacts enhance many, though not all, applications of willpo
in an urban wer.
environment, particularly through criminal organ
markets, and other illicit operations. Also useful for
izations, black Extranor mal: Mag ic
determining Magic is one possible Extranormal attribute. For specifi
possible motives and methods of criminals. c informa-
survival: Surviving in wilderness environments. tion on Magic, see its chapter in this book.
tracking: Following the trail of another person, anima alteration: Casting spells involving change.
l, or crea- apportation: Casting spells involving movement.
ture, or keeping after a moving target without being
noticed. conjuration: Casting spells involving creation.
Presence divination: Casting spells involving knowledge.
animal handling: Controlling animals and makin
perform tricks and follow commands.
g them Extranor mal: Psio nics
charm: Using friendliness, flattery, or seduction to Psionics is another possible Extranormal attribute.
influence For specific
someone else. Also useful in business transactions information on Psionics, see its chapter in this book.
, putting on astral projection: The ability to leave one’s body.
performances (such as singing, acting, or storytelling
), and situa- empathy: The ability to sense emotions.
tions involving etiquette.
command: Effectively ordering and coordinatin far-sensing: The ability to use one’s senses at a distan
g others in ce.
team situations. healing: The ability to heal injuries with the mind
.
con: Bluffing, lying, tricking, or deceiving others, medium: The ability to speak with the spirits of the
as well as dead.
verbal evasiveness, misdirection, and blustering. protection: The ability to psychically defend again
Also useful in st injury.
putting on acting performances. psychometry: The ability to sense information about
a person,
disguise: Altering features or clothing to be unrecogniz place, or event by looking at an object connected
able or to it.
to look like someone else. Also useful in acting perfo strike: The ability to psychically cause injury.
rmances. telekinesis: The ability to move things with the mind
intimidation: Using physical presence, verbal threats, .
taunts, tor- telepathy: The ability to read thoughts.
ture, or fear to influence others or get information
out of them.
more skills, or improve attributes (at a rate of four skill dice for each
When using templates or defined limits for attributes and skill
attribute die).
dice, players may use skill dice or dice received from Disadvantages
to get Advantages and Special Abilities. Players in games using char-
acter creation point pools may use some of the points in their pool Disadvantages
or points gained from Disadvantages to purchase Advantages and Many Disadvantages exist as counterparts to the Advantages or
Special Abilities. Special Abilities listed herein. A Skill Bonus Special Ability is the posi-
A maximum of 10 creation points or 10 skill dice worth of Disad- tive end of a Hindrance Disadvantage. Some have roleplaying effects,
vantages is recommended for any genre. while others alter attributes and skills.
When choosing Disadvantages, keep a few things in mind:
Using the Additional Creation Points 1. You’re going to have to live with the Disadvantage. Take only
You may use creation points that you earn from giving your character Disadvantages that you don’t expect to ever get rid of — there are rules
Disadvantages to buy Advantages (at their rank cost), more skill dice for eliminating Disadvantages, but gamemaster may allow their use
(at a rate of one creation point for each skill die), or more attribute dice only after lots of adventuring.
(at a rate of four creation points for each attribute die). 2. Choose more roleplaying Disadvantages than game mechanic
ones. Instead of taking easy-to-use modifiers to skill attempts or abilities,
Using the Additional Skill Dice select Disadvantages that you can roleplay. Granted, you won’t want
You may spend additional skill dice gained from including Disad- to have an overwhelming number of either type of Disadvantage, but
vantages in your character to buy Advantages (at their rank cost), add Disadvantages that can be roleplayed and can work themselves into
C HA PT ER N INE
Combat Options
What’s in this Chapter
Players sometimes want their characters to do some pretty fancy
maneuvers during combat. This chapter offer guidance with several
common ones.
Marksmanship Options
Burst Fire as Single: A character may perform this attack only with
a weapon capable of burst fire (like an assault rifle) and switching to
single fire. The firer fires only one shot instead of a burst; it is primarily
used to conserve ammunition.
Full Auto: This attack is only possible with weapons that can fire
at fully automatic settings (such as assault rifles, submachine guns,
and machine guns). Since the character is taking quite a bit of time to
“hold down the trigger” and pump ammo into the air, the extra “to hit”
and “damage” bonuses are somewhat compensated for by the modifier
to the character’s defensive value during the round he is performing
a full auto attack.
Single Fire as Multi: The character fires a weapon (such as a pistol)
several times in a round at the same target. Characters may use this
option only when a weapon automatically reloads itself after firing a
single shot or when it is fairly easy to ready it for firing again (such
as a .45 automatic, which puts a new cartridge in the slide as soon as
the first one clears the barrel). It increases the character’s chance to hit
a target, as well as the damage. It does not count as a multi-action as
long as the shot is taken at the same target. One target, one die roll,
one damage total.
Sweep (Ranged): The character wants to “spray an area” with
ammo. Only characters with weapons that go full auto, burst, or single
fire as multi (in general, just about any automatic weapon) can perform
this maneuver. The gun uses the amount of ammunition needed by
whichever setting is used. They gain a positive modifier to hit (because
of the sheer volume of shots), but this “non-targeted” attack results in
a lower damage total.
Ch ap ter 14 • Page 116
Firearms —
Range
Damage Ammo Short Medium Long Price (Ammo Price)
Handguns
.30 M1 Carbine† 5D+1 8 45 450 600 M (E)
Colt Snub .38 revolver 4D 6 5 10 15 E (VE)
Colt .45 Peacemaker 4D+1 6 15 30 45 E (VE)
Glock 17 9mm† pistol 3D+2 16 8 16 24 D (E)
Luger P08 9mm 3D+2 8 10 20 30 E (VE)
Derringer .45 pistol 4D* 2 10 20 30 E (VE)
Smith & Wesson .38 revolver 4D 6 15 30 45 E (VE)
Smith & Wesson .357 Magnum 5D 6 20 35 50 E (VE)
Walter PPK 9mm short 3D* 7 7 14 21 M (E)
Rifles
Blunderbuss** 4D* 1 12 20 30 M (E)
Flintlock musket** 3D+2* 1 25 40 100 M (E)
Springfield M1903 Rifle (.30-06) 7D 5 40 80 160 E (VE)
Remington Mod 30 5D+1 6 20 75 200 E (VE)
Winchester 94 lever action (30-30)† 6D+1 6 30 60 120 M (E)
Shotguns
Mossberg M500 (12-guage pump) † 6D 5 20 40 60 M (E)
Remington 30 (12-guage side by side) 6D 2 20 40 60 E (VE)
Sawed-off (12-guage) 6D 2 15 20 30 E (VE)
*May not fire single fire as multi. **Requires eight rounds to reload or a marksmanship roll of 8 to reload in one round.
Assault Rifle†
Kalashnikov AK-47 (7.62x39mm) 6D 30* 45 85 170 D (E)
Submachine Guns
Bergmann MP18 (9mm) 3D+2 12 15 30 60 E (VE)
Schmeisser MP38/40 (9mm) 3D+2 32 30 60 90 E (VE)
TEC-9 machine pistol (9mm)† 3D+2 30 15 30 45 M (E)
Thompson M1928/M1 (.45ACP) 4D+2 30/100-drum 25 50 75 E (VE)
Israeli Uzi (9mm)† 3D+2 30 20 40 60 M (E)
Machine Guns
MG42 “Spandau” (7.92x57mm) 8D+2 500 300 600 1.2K M (VE)
Vickers MK.1 (.303) 7D+1 250 150 300 900 M (VE)
Energy Weapons†
Laser pistol 4D 15 25 75 150 L (VD)
Laser rifle 4D+2 20 30 250 1000 L (VD)
Blaster pistol 4D+1 12 20 50 150 L (VD)
Blaster rifle 7D 30 25 150 300 L (VD)
†
Not available in the early part of the twentieth century.
Notes: Range values given in meters. Ammo prices are for 50 rounds of ammunition or one energy cell. See firearm type description for details
on firing settings. Add one price difficulty level to get modern-day prices for items listed as available in a pulp fiction setting; add no modifier to
those marked as not available in a pulp fiction setting.
Rifles tend to have longer effective ranges than any other weapon nine, or even 15 rounds. Usually, higher damage score rifles have fewer
(barring the machine gun), and they have slightly better damage die rounds, since the bullets are larger.
codes than handguns, mainly because (in general) they maintain better As with handguns, rifles may fire once per round or twice if they
velocities over distance and are capable of firing larger rounds. are semi-automatic (using the single fire as multi combat option). They
While some rifles only hold single bullets, typical rifles hold six, cannot fire on full auto, since that is the province of assault rifles.
INDEX
A page number in italics Knowledge, 10 blank character sheet, lunge, 67 damage bonus, 53 Prejudice (R1), 25–26
refers to a sidebar on that page. Perception, 10 138–139 marksmanship, 66, 67 guidelines for describing Prejudice (R2), 26
Physique, 10 bodyguard, 128 melee combat, 67–68, 67 success, 53 Price (R1), 26
Advantages, 15. See also Presence, 10 correspondent, 129 multiple weapons, 69 skill bonus, 53 Price (R2), 26
character options Reflexes, 10 doctor, 130 prone, 69 special, 52 Quirk (R1), 26–27
Authority (R1), 27 field scientist, 131 push, 67 derived, 52 Quirk (R3), 27
Authority (R2), 28 Body Points, 14 investigator, 132 quick draw, 69–70 Wild Die Only, 52 Quirk (R2), 27
Authority (R3), 28 determining, 14 magician, 133 ready a weapon, 70 standard, 51, 52 Reduced Attribute (R2),
Contacts, Patrons, and healing, 64 paranormal expert, 134 scale, 70, 70 unskilled attempts, 48, 53 27
Enemies, 29 improving, 44 reading the template, 4 single fire as multi, 66, 67 Disadvantages, 15, 17. See suggested maximum, 17
Contacts (R1), 28 reformed thief, 135 surprise, 69 also character options
Contacts (R2), 28 character creation, 9–14 supernatural hunter, 136 sweep (close combat), 67, Achilles’ Heel (R3), 18 encumbrance option, 115
Contacts (R3), 28 Advantages, weapons master, 137 67 allergy, 18 equipment, 112–120. See
Contacts (R4), 28 Disadvantages, and combat, 58–60. See sweep (ranged), 66, 67 atmospheric also vehicles
costs at character creation, Special Abilities, 13 also damage tackle, 67 incompatibility, 18 explosives, 117
16 attributes, 10 block, 58 trip, 67 cultural allergy, 18 burst radius, 118
Cultures (R1), 29 putting dice in, 11 chart, 59 unwieldy weapon, 70 environmental types, 118
Cultures (R2), 29 background and character determining success, 59–60 using modifiers, 59, 66 incompatibility, 18 firearms
Cultures (R3), 30 features, 14 difficulty creation points. See character metabolic difference, 18 assault rifle, 116
Cultures (R4), 30 Body Points, 14 active defense, 58 creation, by creation nutritional assault rifles, 117
Equipment (R1), 30 by creation point pool, 10 full defense, 59 point pool requirements, 18 energy weapons, 116,
Equipment (R2), 30 experienced or existing partial defense, 59 using additional creation rot, 18 117
Equipment (R3), 30 characters and, 10 base, 58–60 points, 17 vulnerability, 18 handguns, 115, 116
Equipment (R4), 30–31 points gained from Dis- defense modifier option, Critical Failure, 46 Achilles’ Heel (R4), 19 machine guns, 116, 117
Fame (R1), 31 advantages and, 17 59 result options, 46 allergy, 19 rifles, 115, 116
Fame (R2), 31 by defined limits, 9–14 dodge, 58 Critical Success, 46 cultural allergy, 19 shotguns, 116, 117
Fame (R3), 31 dice gained from Disad- example, 60 rot, 19 submachine guns, 116,
gaining and losing after vantages and, 17 modifiers, 59–60, 67 damage, 60 symbiosis, 19 117
character creation, 44 experienced or existing blind or blinded adjusting the deadliness, 63 Advantage Flaw (R1), 19 gear, 113–114, 113
list, 16 characters and, 10 attacker, 67 Body Points, 61 Advantage Flaw (R2), 19 improvised weapons,
Patron (R1), 31 by templates, 9 blind or blinded target, damage resistance Advantage Flaw (R3), 20 119–120
Patron (R2), 32 character options. See 67 total, 61 Age (R1), 20 melee weapons, 118
Patron (R3), 32 character creation, cover, 59 killing blow, 61 Age (R2), 21 missile weapons, 118, 119
special equipment, 30 Advantages, crouching target stun damage, 62 Bad Luck (R2), 21 mystical items, 114
Trademark Specialization Disadvantages, and (moving), 69 Wound levels chart, 62 Bad Luck (R3), 21 amulet of protection,
(R1), 32 Special Abilities crouching target Body Points versus Wound Bad Luck (R4), 21 114
Wealth (R1 or more), Character Points, 13 (stationary), 69 levels, 61 Burn-out (R1 or more), 21 blessed water or herbs,
32–33 Equipment, 14 damage bonus, 60 descriptive damage, 63 Contacts, Patrons, and 114
adventure tips, 122–127. See Fate Points, 13 prone target, 69 gamemaster’s characters Enemies, 29 enchanted dagger, 114
also rewards Funds, 14, 14 range, 59 and, 61 costs at character creation, holy items, 114
adventures types, 122 gamemaster’s characters estimating, 59 massive damage option, 63 16 magical artifacts, 114
creating adventures, 122 and, 9 using, 59, 66 miscellaneous types, 61 Cultural Unfamiliarity ring of power, 114
gamemaster’s characters, height and weight, 14 nonplayer characters negative damage resistance (R1), 22 warding holy symbol,
123 Move, 13 and, 61 total, 63 Cultural Unfamiliarity 114
assigning characteristics, Skills, 11 parry, 58 unconsciousness and (R2), 22 protective gear, 114
123 skills passive defense value. See death, 62 Cultural Unfamiliarity combining, 114
generic character examples, putting dice in, 11 combat, difficulty, Wound levels, 62, 62 (R3), 22 encumbrance option,
126–127 focused skills, 11 base damage resistance Debt (R1), 22 115
genre types, 122 special points. See steps, 58–60 total, 62 Debt (R2), 22 maximum damage
obstacles types, 122 character creation, vehicle combat, 60 killing blow, 62 Debt (R3), 22 resistance total
rewards, 126 Character Points; combat options, 66–70 stun damage and, 62 Devotion (R1), 23 option, 115
running, 124 character creation, acrobatic tricks, 67 die code simplification, 142 Devotion (R2), 23 purchasing, 112
allowing failure, 125 Fate Points all-out attack, 67, 67 difficulties Devotion (R3), 23 thrown weapons, 118, 119
getting feedback, 125 Strength Damage, 14 brawling, 67–68, 67 choosing, 51 Employed (R1), 23 weapon terminology, 115
misdirection, 125 Wounds, 14 breaking things, 68 determining success, 53 Employed (R2), 23
setting the scene, 124 character options, 15–42. burst fire as single, 66, 67 guidelines for Employed (R3), 23 Fate Points, 13, 47
starting, 124 See also Advantages; called shot, 68 describing, 53 Enemy (R1), 23–24 Funds, 14
alternate dice rolling option, Disadvantages; crouching, 69 second chances, 53 Enemy (R2), 24 determining, 14
46, 142 Special Abilities disarm, 68 examples, 71-82, 140– Enemy (R3), 24
aerial character movement. non-Humans and, 15 entangle, 69 141. See also combat; gaining and losing after game-enhancing cards, 48
See vehicle and aerial expanding the character escape, 69 Magic; movement; character creation, 44 gamemaster tips, 121
character movement concept, 15 full auto, 66, 67 Psionics Hindrance (R1 or more), generic character examples,
attributes, 10. See also skills gaining and losing after grab, 66–68, 67 gamemaster’s fiat, 53 24 126–127
Coordination, 10 character creation, 44 arm pin, 68 generic modifiers, 52, 53 Illiterate (R1), 24 animals, 127
definition, 10 playing, 16 choke, 67 good roleplaying modifier, Infamy (R1), 24–25 bat (brown, red), 127
Extranormal, 10 selecting, 15 flip, 67 53 Infamy (R2), 25 bird of prey (falcon,
Magic, 11, 13. See also Character Points hold, 67 information, 71 Infamy (R3), 25 hawk), 127
Magic character creation and, 13 slam, 67 interaction modifiers, 72 Language Problems (R2), cat, domestic, 127
Psionics, 11, 13. See also using, 47 throw, 67 interrogation modifiers, 72 25 cat, large (lion, puma,
Psionics character sheet (blank), group attack, 69 mental defenses, 72 Learning Problems (R1), tiger), 127
improving, 43 138–139 hit locations, 69, 69 observation, 72 25 demon, minor destructive,
character options and, character templates knockdown, 67 opposed, 52 list, 16 127
43 aspiring hero, 5 knockout, 69 result points, 53 Poverty (R1), 25 dog, domestic, 127
Index • Page 144
dog, guard, 127 aid, 97 straight values, 46 survival, 13, 81 Singularity, 41 other conditions, 94
henchman, 126 bad luck curse, 100 Wild Die, 46 swimming, 12, 54 Super-science, 42 unreal effects, 92, 93
horse, 127 cage, 100 rounds, 48 tech, 12, 71–72, 81 list, 17 variable duration, 93
monsters, 127 communicate with telekinesis, 13, 110, 111 Longevity, 36 variable effect, 93
people, 126 animals, 101 skills telepathy, 13, 108, 111, Luck, Good, 36, 36 variable movement, 94
police officer, 126 displacement, 101 acrobatics, 12, 66, 73 111 Luck, Great, 36 Spell Measures (table), 87
scientist, 126 flight, 101 alteration, 13, 83, 88 throwing, 12, 82 Master of Disguise, 37 benchmarks, 87
security guard, 126 helping hand, 101 animal handling, 13, 74 tracking, 13, 71–72, 82 Multiple Abilities, 37 conversions, 87
shark, 127 light, 102 apportation, 13, 83, 88 using. See using skills Natural Armor, 37 using, 86
soldier, 127 meal, 97–103 artist, 12, 74 using the example Natural Hand-to-Hand Spell Worksheet, 96
thug, 127 mystical shield, 102 astral projection, 13, 107 difficulties and Weapon, 37 targeting, 84
vampire, young, 127 mystic bolt, 102 brawling, 12, 66–67, 67 modifiers, 71 Natural Magick, 37 using, 84
walking dead (mummy, voodoo curse, 102 business, 12, 71–72 willpower, 13, 62, 63, 82 Natural Ranged Weapon, attack and protection
skeleton, zombie), divination, 102 charm, 13, 72 Special Abilities, 16, 33–42. 37 spells, 88
127 detect the living, 102 climbing, 12, 54, 74 See also character Omnivorous, 37 Strength Damage, 14
scrying, 103 command, 13, 74 options Paralyzing Touch, 37 determining, 14, 60
healing, 64–65 sense past, 103 con, 13, 72 Accelerated Healing, 33 Possession, Full, 38 improving, 43
Body Points, 64, 64 view, 103 conjuration, 13, 84, 88 Ambidextrous, 33 Possession, Limited, 37, 38 system overview, 3–4
medicine modifier option, Psionics contortion, 12, 75 Animal Control, 33–42 Quick Study, 38 improving rolls, 4
65 backlash option, 104 definition, 11 Armor-Defeating Attack, Sense of Direction, 38 introductory adventure,
rest period, 65 delay, 104–105 demolitions, 12, 75 33 Shapeshifting, 38, 39 4–7
Wounds, 64–65, 65 learning skills, 104 disguise, 13, 75 Atmospheric Tolerance, 33 Silence, 38 making actions, 3–4
modifiers, 105 divination, 13, 84, 88 Attack Resistance, 33 Skill Bonus, 38 taking damage, 4
initiative, 48–49 community, 105 dodge, 12 Attribute Scramble, 33 Skill Minimum, 39
initiative bonus option, 49 components, 105 empathy, 13, 108 Blur, 34 Teleportation, 39 using skills, 47–51. See also
interrogation attempts, 72 concentration, 105, 106 example difficulties, 71-82, Combat Sense, 34 Transmutation, 39 difficulties; initiative
countenance, 106 140–141. See also Confusion, 34 Ultravision, 35 actions that take time, 49
Magic. See also spells feedback, 106 combat; Magic; costs at character creation, Uncanny Aptitude, 39 aiming, 68
artifacts and legends, 85 gestures, 105 movement; Psionics 16, 40, 40–41 Ventriloquism, 40 alternate attribute option,
learning skills, 83 incantations, 105 far-sensing, 13, 108 Darkness, 34 Water Breathing, 40 48
obtaining access to, 83 link to target, 106 flying, 12 Elasticity, 34 Youthful Appearance, 40 free actions, 51
skills, 83 physical contact, 106 focused skills, 11 Endurance, 34 spells. See also precalculated game time, 48
alteration, 13, 83, 88 reception, 106–107, 107 forgery, 12, 76 Enhanced Sense, 34 spells group actions, 51
apportation, 13, 83, 88 result points, 107 gambling, 12, 76 Enhancements, 40 applying the effect, 85 performing actions in
conjuration, 13, 84, 88 speed, 107 healing, 13, 109 Additional Effect, 40 backlash option, 85 rounds, 49
divination, 13, 84, 88 untrained, 107 hide, 12, 73, 73 Bestow, 40 basic aspects, 86 preparing, 51
untrained Magic, 84 obtaining access to, 104 intimidation, 13, 72 Extended Range, 40 cast time, 89 related skills, 51
using other systems, 83 range, 105 investigation, 12, 76 list, 17 duration, 89, 89 rushing, 51
mental defenses, 72 skills, 107 jumping, 12, 54, 77 Magically Empowered, effect, 86, 88. See also unskilled. See using skills,
Move, 13. See also movement astral projection, 13, know-how, 13, 77 40 spells, Spell Measures untrained
movement, 54–57. See also 107 Knowledge-based, 71, 71 Multiple Targets, 40 (table) untrained, 48
Move; vehicle and empathy, 13, 108 languages, 12, 77 Environmental Resistance, die codes, 86
aerial character far-sensing, 13, 108 learning and improving, 43 34 range, 88 vehicles. See also vehicles
movement healing, 13, 109 character options and, Extra Body Part, 34 skill used, 86 and aerial characters
accelerating and medium, 13, 109, 109 43 Fast Reactions, 34 speed, 88 movement
decelerating, 54–55 protection, 13, 110, 110 lifting, 12, 77 Fear, 35 building, 85 terminology
fatigue, 55 psychometry, 13, 110, lockpicking, 12, 78 Flight, 35 adjusting and Maneuverability, 120
flying rate, 55 110 marksmanship, 12 gaining and losing after readjusting, 85 passengers, 120
maximum, 54 strike, 13, 110, 110 options, 66, 67 character creation, 45 example, 95 Toughness, 120
other modifiers, 55 telekinesis, 13, 110, 111 medicine, 12, 78, 78 Glider Wings, 35 spell difficulty, 94 vehicles and aerial characters
short distances, 54 telepathy, 13, 108, 111 medium, 13, 109, 109 Hardiness, 35 starting Negative Spell movement, 55–57
vehicles and aerial lie detecting, 111 melee combat, 12 Hypermovement, 35 Total Modifiers, 86 attacking, 56
characters, 55–57 using and resisting, 104 options, 66 Immortality, 35 Spell Total dodging, 56
precalculated spells using other systems, 104 missile weapons, 12 Immunity, 35 final, 94 leaping out, 57
alteration, 98 navigation, 12, 78 Increased Attribute, 35 minimum, 94 passenger injuries, 57
countermagic, 98 reference sheet, 140–141 Perception-based, 71–72, Infravision, 35–42 starting, 86 chart, 57
countermagic ward, 98 rewards, 126 72 Intangibility, 35 cantrips, 94 ramming, 56
deadly bullet, 98 Advantages and persuasion, 13, 72, 78 Invisibility, 35 characteristics, 84 repairing, 57
drain toughness, 99 Disadvantages, 126 piloting, 12 Iron Will, 35 design time, 94 sideswiping, 56
fear, 99 Character Points, 126 Presence-based, 72, 72 Life Drain, 35–36 optional aspects, 89 stunts, 55, 56
heighten attribute, 97 equipment and other loot, protection, 13, 110, 110 Limitations, 40–42 area effect, 89 vehicle damage, 56
apportation, 99 126 psychometry, 13, 110, 110 Ability Loss, 41 change target, 90 chart, 57
alter movement, 99 Fate Points, 126 repair, 13, 57, 79 Allergy, Minor, 41 charges, 90 collision damage
doorway home, 99 Funds, 126 riding, 12, 79 Burn-out, 41 community, 90 modifier, 57
open lock, 98 information, 126–127 running, 12, 54 Cybernetics, 41 components, 91 speed damage modifier,
relocate person, 100 roleplaying game scholar, 12, 71–72 Debt, 41 concentration, 91 57
retrieve, 99–100 definition, 3 search, 13, 71–72, 79 Flaw, 41 countenance, 91 vehicle movement, 55
cantrips introductory adventure, 4 security, 12, 80 list, 17 feedback, 92
aid, 97 need to play, 3 sleight of hand, 12, 80 Minor Stigma, 41 focused, 92 Wild Die, 46
heighten attribute, 97 rolling dice, 46 sneak, 12, 73 Others Only, 41 gestures, 92 Wounds
meal, 97–98 improving a roll, 46–47 stamina, 12, 62, 63, 80 Price, 41 incantations, 92 character creation and, 14
open lock, 98 Character Points and, 47 streetwise, 13, 81 Restricted, 41 multiple targets, 92 improving, 44
conjuration, 100 Fate Points and, 47 strike, 13, 110, 110 Side Effect, 41 other alterants, 94