Character Creation
The Three Main statistics
of every character are Brains, Brawn, and Will.
Brains is a measure of smarts and
know how, Brawn is physical power and general all around body athletics, and
Will is inner strength and willpower.
The Character begins with 10 points divided between the three. Points can go from 1, very poor, to 6,
exceptional. Example: John has Brains 4,
Brawn 2, and Will 4. Now choose an
upbringing and three associated skills to go with it. Players upbringing will help determine the
skills. Skills can be anything within
reason. The Player gets 10 points to
allot to these skills. Skills again can
range from 1 to 6. Example: John grew up
on a farm so the skills he chooses are Operate Farm Equipment 2, Horse Riding
5, Animal First Aid 3.
Next, the Player chooses
an Occupation and Five corresponding skills.
The occupation is what the player has devoted his time to; it need not
necessarily be a career. The Player gets
to allot 20 points to these skills.
Example: John moved to the big city and became a Reporter for a local
underground Anarchist newspaper. His
skills are: Research 6, Breaking and Entering 3, Writing (English) 3, Computer
Operation 4, and Interview 4.
The Player then Chooses
two skills for hobbies, these can be anything within the characters
ability. Allot 6 Points to these skills,
again ranging from 1-6. John chooses
Antiques 2 and Swimming 4
After that the characters
Toughness, the amount of punishment he can take, which is derived from adding
Brawn and Will together. John has a
Toughness of 6. The last step is to
derive Health, which is equal to Brawn, so John has a Health of 2.
Fear, Hopelessness, and Mental Stability
Every character has these
three negative aspects, which start at zero and increase over time. Each aspect it tied to Main Statistic;
Fear-Brawn, Hopelessness-Will, and Mental Stability-Brains. Any time a Negative aspect is more than a
Main statistic the character is consumed by it.
So if John has a Will of 4 and a Hopelessness of 5 he becomes hopeless
about the future. The player can role
play this any way he wishes within reason.
All Negative aspects when dominant cause self-destructive behavior and
actions.
Dominant Negative Statistics and Traits
Fear-
Character flees or cowers away from what he is afraid of and will not take
risks to help anyone but themselves.
Survival is the top priority
Hopelessness-
Character does not care about his own safety and becomes fatalistic and
uncaring. He will not care if people die
and may refuse to help in crisis situations.
Mental Stability- Character becomes unstable and dangerous. A player might attack others, eat glue,
attempt to hug the evil out of a monster, or just plain babble nonsense.
So Let us look at John:
Main Stats Skills
Brain 4 Operate Farm Equipment 2
Brawn 2 Horse Ridding 5
Will 4 Animal First Aid 3
Toughness 6 Research 6
Health 2 Writing 3
Breaking and Entering 3
Computer Operation 4
Computer Operation 4
Fear 0 Interview 4
Hopelessness 0 Antiques 2
Mental Stability 0 Swimming 4
Making Checks
The only dice you will
need are a bunch of d6’s. The object of
a check is to roll doubles with the amount of d6’s you have. When the GM calls for a check roll a
corresponding skill or if no skill is relevant roll to the closest Main
Statistic. The Skill number or Main
Statistic Number is equivalent to how many D6’s a character rolls. Example: John is going to Jump a ravine, he
has no relevant skill so he will roll on Brawn.
John has a Brawn of 2 so he rolls 2d6.
He rolls a 4 and a 2, no doubles, he fall down the ravine.
The two types of checks
are opposed and unopposed. Opposed
checks are where two people are engaged in some sort of contest with a winner
and loser. Both players roll for corresponding
skills or Main Statistics, if the skill is not available, and the person with
the highest double wins. If no doubles
are present the highest number wins.
Three of a kind always beat any double and four of a kind always beat
any three of a kind; so three 4’s will beat a pair of 6’s. If there is a tie then reroll. John is in a contest to wrestle a knife out a
cultists hands, he rolls 2d6 for Brawn, having no applicable skill, while the
cultist rolls 4d6 for his skill of Knife Fighting. John ends up with a 1 and a 6 while the
Cultist gets a pair of 3’s. The knife is
now in the Cultists hands and he moves in for the attack.
Unopposed rolls are where
there is no opposed action. Shooting
someone who is not aware of you or Sneaking are Unopposed rolls. The GM then decides how difficult the action
is and assigns it a Challenge number 1-6.
The player has to roll doubles at or above that number to succeed. The Challenge Rate is as Follows:
1
Moderately
Difficult Jumping a ravine with 50 ft
running start
2
Difficult Jumping a ravine with
20ft running start
3
Hard Jumping a
ravine with 10ft running start
4
Very
Hard Jumping a
ravine with 5ft running start
5
Exceptionally
Hard Jumping a ravine at the edge at
rest
6
Unlikely
to succeed Jumping a ravine at the edge…,
backwards
Three, four, and five 6’s may be used
but those things are near impossible to accomplish and only by the highest
trained and the luckiest.
Fear,
Hopelessness, and Mental Stability checks are all unopposed rolls and
correspond to the previous chart. Having
a pet die would be a 1 on the hopelessness scale, the player would have to roll
a double of 1 or higher to succeed.
Entering a Nazi concentration camp and seeing all the inhumane suffering
would be a 6, the player would have to roll a pair of 6’s or higher to
succeed. Any time a character fails a
check on any of the Negative Statistics then the score goes up by 1.
Death, Healing, and Removing Negative Statistics
Characters
when hurt subtract from Toughness first and then Health. When a characters Toughness and Health are
both at 0 they are dead. A Characters
Toughness naturally heals at 1 Point per hour, and Health heals naturally at 1 point per day. The GM may allow for a higher healing rate if the characters have access to supplies, perform a relevant skill check such as first aid, or both. A player can lose points in Negative
Statistics by doing specific actions.
For Fear a player must be removed from what frightened him or her and
spend at least an hour relaxing without any further fright, then the Fear can
be reduced by 1. Trapped in a closet
while a beast is waiting outside to eat you is not relaxing. For Hopelessness a character needs to be
inspired by others significant successful actions or the characters actions
themselves, then Hopelessness can be reduced by one. Escaping from a monster of some sort would
warrant a loss of 1 Hopelessness. Mental
Stability can be recovered usually by three ways; therapy of some sort, Mental
Reconditioning (Hypnosis, Meditation, Extensive Self Study), and Drugs. A character who participates in such things
for an appropriate amount of time can reduce their Mental Stability by 1.
Weapons and Equipment
Weapon Damage
Small Knife 1 Point
Large Knife 2 Points
Club, Axe, Sword 3 Points
Small Gun 2 Points
Large Gun 4 Points
Shotgun 5 Points
Explosives 6 Points or Death
Any
Equipment the players have with them that help them in a skill, a first aid kit
to bandage some ones wounds or a grappling hook for climbing, should give them
an extra 1-3 d6’s depending on how relevant to the situation and skill.
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