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Legendary Realms is a role playing game of cinematic adventure, where you can
play a character from any novel, movie, or dream.
people have viewed this page since
09/02/97.

Table of Contents

The game uses a modified version of the D6 system from West End Games. They
deserve the credit for the core of the rules and have a copyright on it. Robert
Stehwien, however, has done a great deal of modifications. Inspiration for this
game came from: Myth Adventures, Everway, Nexus, Gatecrasher, Torg, among
others.
The game takes place in various Legendary Realms. Each realm embodies some
story, dream, or nightmare told by sentences. There are fantasy worlds, high
science worlds, and worlds where horrors lurk under every rock. The people and
physical laws vary wildly from place to place. The only constant in all the
worlds is the ability for Legends to be born and high action to reign. The
players are awakened to this greater reality and are able to carry their own
rules along with them.
 | Realms have gates to other realms.
 | A gate links one Realm to another specific realm.
 | A gate can be temporary or permanent.
 | Every world has at least one gate.
 | Gates can be hidden, require a specific task to open, only open at
certain times, etc.
 | More than 3 gates is very rare
| | | | |
 | There is a world called Gateway, where uncountable gates to other worlds
are located. The world is a vast sprawling city (with forests, mountains,
and lakes contained within it's environs) that relies on interworld travel
for it's prosperity.
 | Gateway is a world of magic and weird science with very little
government. Gateway is a happy anarchy run by various guilds (the
merchant guilds are the most powerful).
 | Most of powerful guilds have signed a treaty that formed the Gateway
Police Force (GP). This group maintains some semblance of order in the
city and protects it from various weird attacks. As you can imagine
there is a good deal of corruption in the force. Most cops supplement
their salary with various incentives (money, housing, cars, sex, etc.)
that many people offer to insure they are protected better than everyone
else.
 | The large numbers of gates have made the world's physical laws very
fluid. Only the efforts of Magicians and Technomancers can keep any
equipment above the simplest of mechanical devices working. Some devices
may have trouble working in various areas of Gateway.
 | The city's magicians and technomancers have placed a field over the
city and it's environs that allows any item or power from anywhere to
work. This suppresses the Realms natural tendency to break items.
 | The best estimate is that at any given time there are around 1000 open
gates in, or near downtown gateway. Most of the gates are permanent and
always open, while others are temporary or only open at specific times
etc.
 | Gateway lives on interworld trade (although some of it's trading
partners are unaware of the true nature of Gateway). There are very few
farms or factories on Gateway.
| | | | | |
 | Technology and magic used by the awakened seems to work just fine most
places, but if left behind it can often quit working or change if it does
not belong.
 | Any world or character imagined exists in the Realms
 | When you travel through a gate it "attunes" you to the world as
best it can.
 | You can live in the environment you arrive in.
 | Gates may cause items to change or vanish (unless you buy them with
character/experience points)
 | Gate travel always imparts knowledge of the most common language in
the destination area (written is also learned, if you can normally
read).
 | Gate travel will also modify your knowledge of science and magic so it
works as best as possible.
| | | |
 | Magic and technology are possible on all worlds, it can be easier or
harder and most worlds develop one or the other (and rarely develop
neither). Realms can also make some tasks easier or harder.
 | Some realms can give a penalty to magic, technology, or some other
action. Any appropriate actions are at -1D6. Most realms don't give any
penalties
 | Some realms can give a bonus to magic, technology, or some other
action. Any appropriate actions are at +1D6. Most realms don't give any
bonuses.
 | For Example: The Realm of Karsa is a dark, paranoid world of
cyber-technology and deceit. It's bonuses and penalties are: -1D6 Magic,
+1D6 To any Deceitful action
| | |
| | | | | |
// TODO Describe the awakened and make more clear
// TODO reorganize the format to be like this: Game World, Concept Intro.,
Character Creation, Trait Use, Combat, etc.
The game uses a modified version of the D6 system from West End Games.
Your Trait determines how many D6 you roll. Traits range from 1D6 to 10D6 or
more.
 | The actual die progression is: +1, +2, 1D6, 1D6+1, 1D6+2, 2D6, etc. Each
D6 can be divided up into 3 pips (a pip is worth +1).
 | The default trait value for player characters (and stars) is 3D6 if anyone
can try it; 0D6 if you need special training or a gift to use it.
 | The default for extras is 2D6 if anyone can try; 0D6 if you need special
training or a gift.
 | Max. starting value is 8D6
 | Min. starting value is 1D6 (unless the default is lower)
Value
|
Description
|
Example
|
0
|
Non-Existent and you can't even try
|
A dead person
|
+1 or +2
|
Totally incompetent
|
Fred the couch potato
|
1D6
|
Below average
|
Willie the wimp
|
2D6
|
Untrained average
|
Joe A. Verage
|
3D6
|
Average level of training
|
Average Guard
|
4D6
|
Professional level of training
|
Stormtroopers
|
5D6
|
Above average Professional
|
Elite Stormtroopers
|
6D6
|
One of the best in a city or area (about
1 in 100,000 people have this level in a trait)
|
Bilbo Baggens
|
7D6
|
Among the best in a realm (1 in
10,000,000)
|
Luke Skywalker, Inago Montoya
|
8D6
|
One of the best in several realms (1 in
100,000,000)
|
Wesley (Dread Pirate Roberts)
|
9D6
|
One of the best known (1 in a billion)
|
Aragorn
|
10D6
|
One of the best ever
|
Conan
|
13D6 +
|
The stuff that legends are made of
|
Hercules, Gandalf
|
 | Roll a number of D6 equal to your trait (add any bonuses as
necessary). Total the roll.
 | Wild Die - one of the dice you roll needs to be a different color (or
shape/size). If this die rolls a 1 or a 6 do the following:
 | If the die rolls a 6, roll again and add. Keep re-rolling 6's and
adding.
 | If the die rolls a 1, roll again and subtract. Keep re-rolling 6's
and subtracting.
| |
 | Unopposed rolls are made against a GM set difficulty. The GM may tell
you the level of difficulty but not the actual total required.
 | Opposed rolls are made by having two characters roll on their trait
and then compare the results. The one with the highest result wins.
Attackers always win ties. The GM may set a minimum difficulty for
success.
 | Unfamiliar or out of character penalty is -1D6 to -3D6. Characters
should not attempt actions that are completely out of character. If
characters are insistent about acting completely out of character the GM
can force them to spend one or more karma points (and give a penalty)
 | If doing something could derail the plot, the difficulty will be
increased (sometimes it will be impossible). For Example: If finding the
evil mastermind's secret lair too early would ruin the game, the hideout
cannot be found (the characters will probably find someone else's
hideout).
 | If failing at something could derail the plot, the difficulty will be
lowered. For Example: Often times when looking for clues, the character
with the highest roll will find the clue (it doesn't matter how low that
roll is, the clue must be found or the game will come to a halt).
| | | | | | |
Difficulty
|
Description
|
Example
|
0
|
To easy to bother rolling for
|
walking, breathing, watching TV
|
1 - 5
|
Very Easy
|
personal grooming, cleaning a gun, making
cookies
|
6 - 10
|
Easy
|
ducking a falling object, sneaking up on
average person, punching alert average person
|
11 - 15
|
Moderate
|
picking basic lock, repairing a computer,
trailing wary individual
|
16 - 20
|
Difficult
|
picking sophisticated lock, sneaking up
on trained guard, outrunning attack dog
|
21 - 25
|
Very Difficult
|
hiding in brightly-lit area, safely
leaping from speeding car, intimidating undead monster
|
26 - 30
|
Heroic
|
deflecting bullets with sword, leaping 15
feet straight up, defusing a missile while riding it
|
31 +
|
Nigh Impossible
|
walking along a trail of bullets to a
foe, punching right through one foe to hit another
|
Note: Some of the above actions could be opposed rolls.
 | The level of success is the amount by which you made your roll. The GM
can have better effects based on the level of success.
 | The level of failure is the amount by which you failed your roll. If
you fail by more than 20 or have a 0 or less total, it is a critical
failure.
| |
Karma points are meta-game gifts that may be used to buy "luck"
during a game - they let the players fudge a game result. These are
"metagame" gifts because they operate at the player-GM level, not
character-character level.
The GM sets the starting number of Karma points. The recommended range is
from one to five. Unused Karma points are saved up for the next gaming
session. Each player may get an additional number each Act and may gain some
each session by performing "game contributions". (This is also set
by the GM, and may or may not equal the starting level.)
Player contributions such as character backgrounds, diary entries,
stories, session logs, artwork, and adventure ideas; can gain the player
extra Karma points for each contribution.
- A player may spend one Karma point to double the number of dice they
roll and the pip bonus. You must declare this before you roll. You only
get to roll one wild die. Subtract any penalties (such as wounds and
attacking multiple extras) after you double the number of dice rolled.
This option can only be done once per roll.
- A player may spend one Karma point to add 1 wild die to their roll
(cannot lower the result, a one is just a one) . You can add this die
after the roll has been made. Multiple Karma points can be spent in this
manner.
- A Karma point can be spent to reduce the wound level taken by 1 level.
Multiple Karma points can be spent in this manner.
- A Karma point can be spent to automatically succeed at a KO check.
- A player may spend one Karma point to declare that wounds aren't as
bad as they first looked. This allows the player to heal one extra wound
level at the end of a scene.
- A Karma point can be used to cancel a Karma point that was spent to
directly effect you (such as a Karma point spent to hit you in combat).
- One or more Karma points may be spent to alter a story element or
ensure favorable coincidence. You could know someone, be in the right
place at the right time, have the right bit of equipment, etc. For
example, if the PCs are in a maximum security prison, perhaps one of the
guards turns out to be the cousin of one of the PCs - and lets them
escape! Or the captain of the fishing boat rescuing the PCs turns out to
be someone who owes a favor to one of them, and is willing to take them
out of his way to help them out . . . And so on. This option can cost a
bunch of Karma points based on how bizarre or unlikely the event is.
- One (or more) Karma points can be spent to do something unusual with a
power or trait (that could not normally be done).
 | A GM may have a pool of Karma points for the player's opponents
(including extras) to use in an encounter. Individual stars may have
their own Karma points.
|
// TODO decide if the players can contribute Karma to a group pool of
points. Players would only be able to use these points if they contribute at
least one point at the beginning of an adventure. Maybe every 2 points
contributed is 3 points in the pool.
This game will be using "story" time instead of the standard
seconds, minutes, hours, etc. Story time is derived from RPG, novel, movie,
and play time elements. The usual times used are:
 | Shot - A quick frame of film or panel in a comic book. This is
used as the smallest element of time. Several shots make up a sequence
and each can be from a second to about a minute. Used mostly for combat.
 | Sequence - Several shots put together like a page in a comic
book. Lasts anywhere from 10 seconds to a few minutes. Used mostly for
combat.
 | Scene - One shooting location.
 | Act - A plot segment that consists of one or more scenes.
 | Adventure - An entire adventure.
 | Life - The life of a character. (if the character will never
grow old and die Life is really Forever)
 | Forever - that's a mighty long time
| | | | | | |
There are two special story elements:
 | Session - One game session from 1+ hours long. This can be
anywhere from a Sequence to an Adventure long.
 | Interlude - A break in the adventure time. Usually used for
travel or when waiting for something to happen.
| |
 | Instead of using feet and meters to measure distance, this game will
use "Areas", these are the number of hexes, squares, or inches
used on a combat map. If you are not using a map, an Area is anywhere
from one to 10 meters.
|
Just like in movies, beings in Legendary Realms are divided up into Stars
and Extras. The player characters and some powerful NPC's are Stars and
everything else is an Extra.
Extras are basically background or thugs (mooks) used to give the game some
depth and harry the players. The GM is not expected to keep a bunch of
information about them or track their damage or life carefully.
 | An extras default is 2D6 for any untrained trait.
 | Extras are taken out (killed or KO'ed) if you hit them by 10 or more
or do their (Soak X 4) or more points of damage (don't roll to soak).
 | Normal "human" extras can have at most a trait of 8D6.
Strength and Health are usually no more than 5D6.
 | When recording an extra that may be used in combat list:
 | Passive Defense - The difficulty to hit the extra. Don't bother
making active defense rolls for an extra.
 | Defense TO (Take-out) value - The difficulty to just take out the
extra. This is their passive defense + 10.
 | Soak TO value - The amount of damage that must be done to take out
an extra that was not hit by their Defense TO value.
 | Move
 | Initiative
 | Weapon Damage and Skill
 | Any important traits
 | Everything else is 2D6
| | | | | | | |
| | | |
Stars are always more powerful and colorful than extras and consist of the
players and a few other GM characters. The GM should flesh these characters
out more.
 | A stars default is 3D6 for any untrained trait.
 | Stars take damage using the full damage rules
 | Stars can have Karma points
 | Stars have no trait limits.
 | You should fill out a complete character sheet for any star. Use the
character creation rules if you desire, or just fill them out.
| | | | |
- Think of a character concept. Discuss it with the GM and if approved
write it down.
- Build your character
 | You have 20D6 to build your character
 | You can get an extra 5D6, if you write up a character background
(yes this is a bunch of points, but it should be easy to get).
 | You start with 4 Karma Points
 | Traits start at 3D6
 | 1D6 can be split into 3 pips. Each pip can buy:
 | +1 pip to a trait (the progression is +1, +2, + 1D6, +1D6+1,
etc.)
 | +1D6 with a trait Specialization
 | 1 Power Talent
 | 1 Karma Point
| | | |
 | Traits can be sold back for 1D6 per D6 sold back.
 | The maximum trait level is 8D6, and you can only start with one
trait at 8D6
 | The minimum trait level is 1D6, and you can only start with one
traits at 1D6
 | You can only start with 4 traits at 7D6
 | You can only start with 4 traits at 2D6
 | Gifts cost 1D6 or more
 | Faults give back 1D6 or more
 | Powers are a broad group of abilities and are a combination of a
Gift, Trait, and Power Talents.
 | Any unspent D6 can be converted into Karma or Experience points:
1D6 = 3 Karma points = 1 Experience point
| | | | | | | | | | | | | |
Get your equipment. Just write down what would make sense for your
character Have the GM look over your equipment list and make sure it is
reasonable (using your Resources trait and concept as a guide).
Write down a little description of you character.
Figure out your derived traits.
 | Passive Defense [number] - The difficulty (number) to hit you when
you are not actively defending. This is: (your best defensive combat
trait's # D6 + 5). Your best defensive combat trait can be: Martial
Arts, Marksmanship, Athletics, and some Powers.
 | Active Defense [D6] - What you get to roll when you actively
defend yourself. The number rolled replaces your passive defense as
the number necessary to hit you. This is your best defensive combat
trait and can be: Martial Arts, Marksmanship, Athletics, and some
powers.
 | Soak [D6] - What you roll to soak up physical damage. This is your
Health + Armor Value
 | Initiative [number] - How fast you act in combat, you roll 1D6 (no
wild dice) and add it to this number to determine how many shots you
have in a combat sequence. = Number of Speed D6
 | Move [number] - Your combat movement. Based on the best of your
Speed or Athletics. You can move your Move in areas (squares or
hexes on the map) while you perform another action and can run (3 X
your Move) for an action (3 shots).
 | Weapon Damage [D6] - figure out and write down the damage for any
of your weapons
 | Mana [number] - Power that supplies some reality altering powers
(like magic and psionics). = Number of Aura D6
| | | | | | |
[D6] - This is just like a regular trait and consists of a number of
D6 (maybe with a bonus) that you roll.
[number] - just a number and not a number of D6. You don't roll on
these derived attributes.
// TODO explain mana
 | Specialization in a trait gives a +1D6 when performing actions within
that specialization.
 | Artistry - arts and crafts
 | Example Specializations - drawing, painting, sculpture, rug
weaving
|
 | Athletics - sports and full body movement
 | Example Specializations - football, acrobatics, climbing,
swimming, running, horseback riding
|
 | Aura - Strength of your aura, this is used to power some
mystical or reality altering abilities
 | Example Specializations - Magic powers, Technology powers, Martial
Arts powers
|
 | Awareness - perception of your environment
 | Example Specializations - Sight, hearing, smell, Guard, light
sleeper
|
 | Deduction - figuring out stuff (clues, riddles, etc.)
 | Example Specializations - Crimes, riddles
|
 | Empathy - knowing and dealing with people and animals on an
emotional level
 | Example Specializations - Determine persons emotion, Animal
communication, Detect Lies
|
 | Engineering - applied science and engineering
 | Example Specializations - Demolitions, traps, auto repair
|
 | Etiquette - knowing what to do in social situations
 | Example Specializations - high society, streetwise, Mafia
|
 | Health - physical health and endurance
 | Example Specializations - Endurance, resistance to disease, tough
skin
|
 | Intrusion - getting into places you are not wanted
 | Example Specializations - lock picking, security systems, guards
|
 | Lore - knowledge about stuff. If you don't have the appropriate
specialization the GM may lower your skill, increase the difficulty,
give you less detailed knowledge, or no knowledge at all.
 | Example Specializations - science, occult, plants, animals,
trivial pursuit, world gates (how they operate, where they are is
covered by the Realms trait)
|
 | Luck - how lucky are you
 | Example Specializations - gambling
|
 | Marksmanship - hitting something at range (bows, thrown,
firearms, etc.)
 | Example Specializations - throwing dagger, longbow, machine gun
|
 | Martial Arts - hitting someone in close combat (weapons and
unarmed)
 | Example Specializations - Blocking, Akido, Wrestling, Swords
|
 | Medicine - how to heal
 | Example Specializations - Herbalism, surgery, first aid
|
 | Obfuscate - The art of not being seen (hiding yourself and
things and stealth)
 | Example Specializations - Sneaking, Hide in Shadows, Camouflage
|
 | Performance - singing, dancing, acting, etc.
 | Example Specializations - Singing, Lyre, Acting
|
 | Persuasion - getting people to do stuff
 | Example Specializations - Seduction, torture, intimidation,
leadership
|
 | Pilot - driving and piloting vehicles
 | Example Specializations - boats, cars, racing
|
 | Prestidigitation - Sleight of hand and general eye-hand
coordination
 | Example Specializations - Pick pocket, video games
|
 | Realms - Knowledge about different worlds and their gates
 | Example Specializations - Specific Worlds, World Gate Locations,
Criminal Connections (other specific types of connections are
possible)
|
 | Resources - what sort of stuff you have access to
 | Example Specializations - Money, cars, land, weapons
|
 | Speed - how fast are you (movement and reaction time)
 | Example Specializations -Running, combat reflexes
|
 | Strength - physical strength
 | Example Specializations - lifting, causing damage, arm wrestling,
carrying capacity
|
 | Survival - surviving in hostile environments
 | Example Specializations - mountains, forest, desert, space, urban,
uncle Ted's house
|
 | Tactics - strategy tactics and organization
 | Example Specializations - Air Tactics, Sea Tactics, Infantry,
Chess
|
 | Trickery - fooling people through lies and deceit
 | Example Specializations - Fast talk, con
|
 | Willpower - strength and resiliency of mind
 | Example Specializations - Resistance to persuasion, resistance to
magic
|
 | <misc. skill> - Specify a misc. trait that is not covered
above, is a sub-trait of one of the above traits, or is a new trait that
may be covered by several different traits above. Trivial traits or
sub-traits cost 1 or 2 pips per D6 (1 normal D6 = 3 Pips). The cost and
default value (usually 0 or 3D6) is at the GM's discretion.
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
 | Something that helps a character
 | The base cost is 1D6 modified as follows:
 | -1D6 if it frequently effects play
 | -1D6 if it is versatile
 | -1D6(or more) if it has a major effect on the characters ability
| | |
 | Normal gifts can give
 | +1D6 for a broad group of specilizations, traits, or concept (GM's
discretion)
 | +2D6 for a narrow group (or specialty)
 | something equivalent
| | |
 | Major gifts can give
 | +2D6 for a broad group of specilizations, traits, or concept (GM's
discretion)
 | +3D6 for a narrow group (or specialty)
 | something equivalent
| | |
 | For some gifts the GM will have it cost Mana
 | The GM may modify the suggested dice bonuses based on the effect.
| | | | | |
// TODO describe Frequent, Major, and Versatile
 | Absolute Time Sense (-1D6) - Always know what time it is
 | Ambidexterity (-1D6) - Can use both hands equally well
 | Never Lost (-1D6) - Always know where you are.
 | Combat Reflexes (-2D6; frequent)- +3 to initiative
 | Danger Sense (-2D6; frequent)- Get a premonition of danger on
an awareness roll
 | Eidetic Memory (-2D6; frequent) - You remember everything and
are reminded by the GM on an Awareness roll
 | Immunity to Iocane Powder (-1D6) - Immune to that nasty poison
 | Immunity to Poison (-2D6; versatile) - Immune to all poisons
 | Lucky (-3D6; frequent, major) - gain 1 Karma point each
session.
 | Invisibility (-3D6; frequent, major)- turn invisible and move
about. Costs an action to activate and has a cost of 1 Mana per
sequence.
 | Unlimited Ammo (-2D6; frequent) - always has some ammo
 | Lightning Reload (-2D6; frequent) - never need to spend time
reloading
 | Snake Strike (-2D6; frequent) - only costs 2 shots to attack an
extra with Martial Arts
 | Lightning Strike (-3D6; major, frequent) - only costs 1 shot to
attack an extra with Martial Arts
 | Fists of Steel (-3D6; major, frequent) - +3D6 to damage with
fists only.
 | Fast Healing (-2D6; frequent) - lower one extra wound per scene
 | Regeneration (-3D6; major, frequent) - lower one wound per
sequence
 | Sexy (-1D6) - +2D6 to seduction attempts with the opposite sex
(if they would find you attractive)
 | Nobility (-1D6) - a noble on one world (not Gateway)
 | Personal Realm (-4D6; twice major, versatile) - Complete
political control over one realm (not gateway). Twice major because you
can get just about anything, including an army. The Realm should be
relatively small or could be the area around the only gate(s) in the
realm. The GM can regulate the amount/size of equipment or armies you
can get by making the gate only allow so much stuff out at one time (or
something like that).
 | Werecat (-4D6; frequent, twice major) - turn into a large cat
that takes 2 less wounds from anything but silver and have claws and
bites for Str + 2D6. Twice major because you are take less damage and
can do some serious damage.
 | Speak to Dead (-2D6; major) - can talk to the dead
 | Unaging (-1D6) - will never grow old
 | Unkillable (-4D6; frequent, twice major) - cannot be killed by
any means, but you can take wounds and still grow old
 | Create Flame (-4D6; frequent, major, versatile) - create flame
at will (cost X mana); can do +1D6 damage w/ melee attacks and 3D6
damage at range.
 | Heroic Reputation (-3D6; frequent, versatile) - many people
know you and love you, get a +2D6 to appropriate interactions
 | High Pain threshold (-2D6; frequent) - Lower the wound penalty
by one.
 | Signature Weapon (-2D6; frequent) - +1D6 to a specific weapon.
This is a specific weapon not a class of weapons. For example: Jacko's
signature weapon is the L'antern Saber, not just any saber. It is a
saber that has been in his family for generations. Signature weapons
will never be permanently destroyed and cannot be lost unless it is part
of the plot.
 | Major Signature Weapon (-3D6; frequent, major) - +2D6 to a
specific weapon.
| | | | | | | | | | | | | | | | | | | | | | | | | | | | |
// TODO organize the gifts into Martial Arts, Marksmanship, Body, Mind,
Social, and Misc.
 | Something that hurts a character
 | You gain back a base of 1D6 modified as follows:
 | +1D6 if it frequently effects play
 | +1D6 if it is broad in scope
 | +1D6 (or more) if it has a major effect on the characters ability
| | |
 | Normal faults can give
 | -1D6 for a broad group of specilizations, traits, or concept (GM's
discretion)
 | -2D6 for a narrow group (or specialty)
 | something equivalent
| | |
 | Major faults give
 | -2D6 for a broad group
 | -3D6 for a narrow group (or specialty)
 | something equivalent
| | |
| | | |
// TODO describe frequent, broad, and major
 | One Eye (+2D6; frequent) - missing an eye. have a blind side
and -1D6 to sight Awareness rolls and you are easy to identify. This
fault doesn't really have any effect on combat because it never does in
the movies.
 | Overconfidence (+1D6) - have an overly high opinion of your own
abilities and will take unnecessary risks
 | Weirdness Magnet (+2D6; frequent) - weird things happen to you
all the time but are usually not dangerous
 | Enemy (+4D6; frequent, broad, major) - Wants to kill you and is
hunting you full time. There are lesser versions of enemies.
 | Nuisance (+1D6) - This is a minor enemy that only occasionally
comes by and annoys you.
 | Unable to Walk (+4D6; frequent, major, broad) - you are
paralyzed (if you can fly or something the value may be lowered or this
may not be allowed)
 | Curse of the Werewolf (+2D6; major) - you turn into a
uncontrollable werewolf every full moon and will kill anything you find
 | Berserk (+3D6; frequent, major) - Go into a killing frenzy at
the sight of blood or violence. You will first try to kill your enemies,
then any innocents, and finally your friends. A willpower roll is made
to resist going berserk and to come out of it (roll once per sequence
vs. a GM set difficulty). This does not give you any bonuses in combat.
If you want to go berserk like the legendary warriors did, you could
increase your combat ability for each decrease in defense and decrease
the wound penalties. This type of berserk is really a gift because those
warriors could control it.
| | | | | | | |
A powers is a combination of a Gift, Special Trait, and Power Talents that
combine to create a broad special ability group.
Steps to buying a power
- Think about what the power would do and discuss it with the GM
- Buy a gift for that power. The more powerful the power the more this
will cost. Add 1D6 to the cost of each gift for the ability to do
spontaneous Power Talents.
- Buy a new Trait (starts at 0D6) to control that power.
- Buy various Power Talents that you already know how to do costs 1
creation point for every 3 Power Talents. These are the Power Talents
you know how to do, if you wish to do any spontaneous effects you must
buy the gift with "spontaneous" and spend a karma point each
time you want to use an unknown power talent.
- Figure out the difficulty and mana cost for Power Talents with the GM.
 | Can use any known Power Talents by rolling the trait against a
specific difficulty
 | Can pull a new Power Talent out of you hat by spending a Karma point
and temporarily lowering your trait by one.
 | You can not have a specialization in the new trait
| | |
 | Necromancy (-5D6; frequent, versatile, major, spontaneous) -
can summon spirits, speak with the dead, get spirits to do stuff for you
and animate the dead.
 | A new trait Necromancy must be bought and it has a default of 0
 | Power Talents could be: Animate Dead, Summon Spirit, Bind Spirit,
Drain Life,
 | Costs mana to use
 | Roll on necromancy to cast spells
| | | |
 | Enchantment (-6D6; frequent, versatile, 2 X major, spontaneous)
- can create magic items that do pretty much anything
 | twice major because items can do anything
 | A new trait Enchantment must be bought and it has a default of 0
 | Power Talents could be: Ring of Invisibility, Sword of Flame,
Identify Magic Item, Detect Enchantment
 | Causes a permanent Aura drain to create permanent magic items
 | Causes a temporary Aura drain to create temporary or one shot
magic items
 | Takes time to create (less than weird science)
 | Roll on Enchantment to create or identify magic items
 | You can start the game with magic items you are willing to pay the
price for (either temporary or permanent Aura drain)
| | | | | | | |
 | Weird Science (-6D6; frequent, versatile, 2 X major,
spontaneous) - can create weird science devices
 | twice major because items can do anything
 | A new trait Weird Science must be bought and it has a default of 0
 | Power Talents could be: Rocket Pack, X-ray goggles, Teleportation
Booth, analyze gadget, Jury-rig gadget
 | Takes time to create (longer than enchantment)
 | Roll 2D6 once per scene, item breaks if a 4 or less is rolled
(could make up a malfunction chart). The device could be fixed, but
it takes time.
 | Roll on Weird Science to create or analyze gadgets
 | You can only start with a few gadgets
 | Cannot do spontaneous effects. You must design a Power Talent and
then buy it.
| | | | | | | |
 | Technomancy (-6D6; frequent, versatile, 2 X major, spontaneous)
- Much like Enchantment except that it uses magic and science.
Technomagic items are usually the cheapest to buy (because using a
little science and magic is sometimes easier than all one or the other)
and are quicker than Weird Science devices and less Aura expensive than
enchantment, but they take the worst penalty from magic or technology.
 | twice major because items can do anything
 | A new trait Technomancy must be bought and it has a default of 0
 | Power Talents could be: Infinite Ammo Clip, Flying Ship, Fix It
(magically make an technological item work)
 | Causes a permanent Aura drain to create permanent magic items, but
this drain is less than the same item using Enchantment (because you
must have some sort of technology to work on)
 | Causes a temporary Aura drain to create temporary or one shot
magic items , but this drain is less than the same item using
Enchantment (because you must have some sort of technology to work
on)
 | Takes time to create, the time is more than enchantment but less
than weird science
 | Roll on Technomancy to create or identify technomagic items
 | You can start the game with magic items you are willing to pay the
price for (either temporary or permanent Aura drain)
| | | | | | | |
 | Telekinesis (-5D6; frequent, versatile, major, spontaneous) -
can move matter around with a thought
 | A new trait Telekinesis must be bought and it has a default of 0
 | Power Talents could be: Move Object, Telekinetic Hand, Telekinetic
Shield
 | Costs mana to use
 | Roll on Telekinesis to use telepathy
 | // TODO need to define how much can be lifted
| | | | |
 | Telepathy (-7D6; frequent, versatile, 3 X major, spontaneous) -
read and control minds
 | 3X major because it can really disrupt the game and I don't like
telepathy. If you just wanted to read surface thoughts and the like,
just take a gift to do so.
 | A new trait Telepathy must be bought and it has a default of 0
 | Power Talents could be: Read Surface Thoughts, Suggestion
 | Costs mana to use
 | Roll on Telepathy to use telepathy
 | Controlling minds and reading minds when it will ruin the plot
will be very difficult and mana expensive, or simply impossible.
| | | | | |
 | World Walking (-4D6; frequent, major, spontaneous) - can
move from one Legendary realm to another
 | A new trait World Walking must be bought and it has a default of 0
 | Power Talents could be: Open gate to a <Specific World>,
Find World Gate
 | Takes time
 | Roll on World Walking to move between worlds
| | | |
 | Sorcery (-8D6; frequent, versatile, 4 X major, spontaneous) -
full spellcasting, can do pretty much any sort of spell like effect with
chanting, gestures, and sometimes material components.
 | 4 X major because you can do anything except enchantment
 | A new trait Sorcery must be bought and it has a default of 0
 | Power Talents could be: Magic Missile, Fireball, etc.
 | Costs mana to use
 | Roll on Sorcery to cast spells
 | The GM may make some spells more difficult, limit what spells you
can cast, or charge you more than one Karma point to cast
spontaneous spells, if there is another player that has a more
specific magic or power. Other players should not be made to feel
bad for not spending more points. This should not make you all
powerful.
| | | | | |
 | Wizardry (-9D6; frequent, versatile, 5 X major, spontaneous) -
full spellcasting (as sorcery) but with enchantment too, can do pretty
much any sort of spell like effect or enchantment with chanting,
gestures, and sometimes material components.
 | 4 X major because you can do anything including enchantment
 | A new trait Wizardry must be bought and it has a default of 0
 | Power Talents could be: Magic Missile, Fireball, Belt of
Invisibility, etc.,
 | Costs mana to use, and Temp/Permanent Aura for enchantments
 | Roll on Wizardry to cast spells
 | The GM may make some spells more difficult, limit what spells you
can cast, or charge you more than one Karma point to cast
spontaneous spells, if there is another player that has a more
specific magic or power. Other players should not be made to feel
bad for not spending more points. This should not make you all
powerful.
| | | | | |
 | Shapeshifting (-6D6; frequent, versatile, 2 X major,
spontaneous) - full freeform shapeshifting. can even gain some of
the powers of what you change into
 | 2 X major because you can turn into very useful things
 | A new trait Shapeshifting must be bought and it has a default of 0
 | Power Talents could be: Specific Form, Disguise, Combat
Shapeshifting
 | Costs mana to change form and the mana used to change is
unavailable until you change back
 | Powers, gifts, and size changes gained through power expenditure
 | Sample difficulties are as follows:
 | Normal Medium to small animals - Easy to Moderate
 | Normal Large or dangerous predators - Difficult
 | Flying animals - Very Difficult
 | Supernatural animals - Heroic or more
| | | |
 | Roll on Shapeshifting to change form
| | | | | | |
| | | | | | | | | |
 | Passive Powers - Powers that are just always on. This is normally used
for defenses and movement. These powers don't normally require rolls to
activate, they just work when needed.
 | Active Powers - Powers that must be activated. Normally attacks and
such. These powers usually require a trait roll of some sort to use.
 | Powers/Gifts - Powers are just an advanced form of gift that requires
a special trait to use.
 | Mana - The energy that drives some mystic powers
 | Powers can be mystic or natural. A GM decides if a power is mystic or
natural.
 | Natural powers are usually innate, based on race, and/or have some
obvious physical manifestation. Natural powers normally have no mana
cost, but must be at least vaguely realistic.
 | Mystic powers - Magic, psionics, and other weird powers. These
powers are not constrained by realistic guidelines but require mana
to power them.
| |
 | The following may be listed in the description for a gift/power
 | Name - The name of the power
 | Cost - how much mana does it cost.
 | Difficulty - A difficulty number
 | Time - The time it takes to do it.
 | Duration - How long one use of the power lasts
 | Range - How far away it can reach.
 | Targets/Size - Who or how much is effected including how
many.
 | Effect - What happens when it is used. This includes damage
effects, limitations, and the like.
 | Can always choose to have a lesser effect
| | | | | | | | |
| | | | | |
 | Hitting someone with a damaging attack power has a base difficulty of
their Defense. The difficulty may be increased based on the complexity
of the power and its intended result.
 | Effecting someone in a mystic or mental way has a base difficulty of
their Willpower. The difficulty may be increased based on the complexity
of the power and its intended result.
 | Sometimes a power my target a persons Health, Luck, or best ability.
Really nasty powers like transformations or banishings should always use
the best ability as the difficulty. Most of the time they would get a
"free" active defense.
 | For mental effects the defender rolls Willpower and gets a bonus to
their roll based on how extreme the mental effect (+5 for Mind control
to do something you would not mind doing)
 | If not effecting a character, the normal difficulty guidelines should
be used. Here are some examples:
| | | | |
// TODO need examples
 | Permanent mystic power use costs the basic mana cost plus it
permanently drains one D6 level of Aura (an Aura of 4D6 becomes 3D6).
 | Technomancy drains 1 point from Aura (an Aura of 4D6 becomes
3D6+2)
|
 | Stored mystic powers (like potions or magic item charges) temporarily
drain one D6 of Aura per charge.
 | Technomancy drains 1 point from Aura per D6 per "charge"
(an Aura of 4D6 becomes 3D6+2)
|
| |
All mystic powers/gifts require the expenditure of mana to use. The basic
mana cost is one modified by the following factors:
How long does it take you to use the gift/power.
Time
|
Mana Cost
|
1 Shot (only against Extras)
|
+4
|
2 Shots (only against Extras)
|
+2
|
3 Shots
|
0
|
1 Sequence
|
-1
|
2 Sequences
|
-2
|
3 Sequences
|
-4 (most powers/gifts should not take
longer than this)
|
Scene / Interlude
|
-8
|
Act / Session
|
-16
|
Adventure
|
-32
|
Life / Forever
|
NA - you could never finish
|
How long does your gift/power last per use
Duration
|
Mana Cost
|
1 Shot
|
0
|
2 Shots
|
+1
|
3 Shots
|
+2
|
1 Sequence
|
+3
|
2 Sequences
|
+4
|
3 Sequences
|
+5
|
Scene / Interlude
|
+1
* Temporary drain of 1 level of aura
|
Act / Session
|
+2
* Temporary drain of 1 level of aura
|
Adventure
|
+4
* Temporary drain of 1 level of aura
|
Life / Forever
|
+8
* Permanent drain of 1 level of aura
|
 | There may be special durations like "until kissed by a
prince", etc. The GM should decide the cost for these using the
above guidelines. Usually these will at least temporarily drain a level
of Aura.
 | Note that damage usually lasts until healed.
| |
How far away from you the power can effect.
Range
|
Mana Cost
|
Self
|
-3
|
Touch - must make a Martial Arts check to
touch
|
-2
|
Close - within reach, but don't have to
actually touch
|
-1
|
Near - A stones throw away
|
0
|
Far - Most ranged weapons
|
+1
|
Sight - I see you
|
+2
|
 | Special ranges are also possible. Like "been there before",
"have something from there", etc. The GM should decide on a
cost and may modify the difficulty too.
|
How big of an area or how many people can be effected at once.
Targets/Size
|
Mana Cost
|
Small (bread box)
|
-1
|
One - (one person)
|
0
|
Few (2-4 people, a closet sized space)
|
+1
|
Several (5 - 10 people, a whole room)
|
+2
|
Many (a small crowd, a small building)
|
+4
|
Great (large crowd, a large building)
|
+8
|
 | More can be effected at an increased cost.
 | Effecting multiple targets should not be selective; it affects
everyone in the area. If you wish to selectively target people or things
in an area, the difficulty or mana cost will be increased.
 | Can attack multiple extras using a single person mystic power using
the normal rules.
| | |
 | Damage starts at 2D6
 | +2D6 damage (max. damage is your power trait): +1 mana
 | -1D6 Damage: -1 mana
 | Stun Damage only: -2 mana
 | Ignores Mundane (physical) Armor: +2 Mana
 | Mental Attack (uses Willpower instead of Health for soak and ignores
mundane armor): +3 Mana
 | Bonus to other damage +1D6 (max. bonus damage is 1/3 your power trait
RD): +2 mana
| | | | | | |
// TODO decide if damage should start at Trait/2 and cost 1 mana per +1D6.
Adding damage
// TODO work on the cost
Drop All Wounds By
|
Mana Cost
|
1 Level
|
+0
|
2 Levels
|
+1
|
3 Levels
|
+2
|
4 Levels
|
+4
|
5 Levels
|
+8
|
Raise Dead (still mortally wounded)
|
+16
|
 | Only one mystic healing per scene
|
 | +1D6 Armor: +1 mana
 | Mystic/Mental Armor: -1 mana
 | +1 Passive Defense And +1D6 Active Defense: +2 mana
| | |
 | The mana cost for miscellaneous effects is 1/2 [RD] the difficulty
plus any special modifiers.
 | Each level of health sacrificed (does not have to be designed into
power): - 2 mana
 | Each point of Karma (does not have to be designed into spell): -3 mana
 | +1D6 to Power Trait (only if designed into power): +2 mana
 | -1D6 to power Trait (only if designed into power): -2 mana
 | Using appropriate props: -1 or more mana
 | Backlash - failure causes damage to user (or something similar): -2
mana
 | Wild Power - any roll of a 1 on the Wild die causes damage to user (or
something similar): -3 mana
 | Concentration; can't do anything else except move 1*Move per sequence,
lower defense by -2D6 (only for effects that take 1 sequence or longer):
-2 Mana
 | Total Concentration; can't even move, lower defense to 0 (only for
effects that take 1 sequence or longer): -4 Mana
 | Misc. limit: -1 or more mana or a difficulty mod
 | Not doing a required limitation (like gestures or incantations for
spellcasters): double the mana cost
| | | | | | | | | | | |
Note: Some limits are required for various powers and don't decrease the
mana cost. Most spellcasting requires gestures and incantations.
 | The Resources trait determines what sort of stuff you can afford
 | Items will have a resource level, make a roll to buy stuff.
 | When you get treasures and such the GM will reduce it to a Loot value.
Players can divide the Loot however they want.
 | Loot points are a generalized concept to cover the bootie you gain in
adventures. This can be treasure or miscellaneous stuff.
 | Loot points are temporarily spent to increase your resource level by
one or more D6. Each level of increase costs the number of levels you
are increasing it by to increase. The first level of increase costs 1,
the second level costs another 2 (for a total of 3), the third level
costs 3 (for a total of 6), etc.
 | Loot awards are from 1 to 10 or more. Keep in mind that in the
multi-realm game of ROL paper money is only valuable in the realm it
comes from. Resources and Loot is a measure of stuff. For example if the
players get a chest of jewels and gold you could say that has a value of
8 loot points. A bunch of cash on the other hand is not very valuable,
although they may be able to buy something with a loot value before they
leave the world.
| | | | | |
 | The GM will award from 1-3 Karma points at the end of each act and an
additional 1-3 at the end of the adventure.
 | 1-3 Experience points will be awarded at the end of the adventure.
These points can be used to increase traits and buy gifts.
 | Game contributions such as diaries, adventure ideas, realms, detailed
NPC's, organizations, pictures, and stories, each give 1 Karma point per
session (what you create may not be used in it's original form). There
is a maximum of 3 Karma points per session from this and the luck gift.
 | When you get treasure and other such bootie the GM will award you Loot
points.
 | 3 Karma points can be traded in for 1 Experience point.
 | 1 Experience point can be traded for 3 Karma points
 | Specializations cost 1 experience point.
 | Gifts cost 3 X the character creation cost
 | Faults can be bought off for 3 X their creation cost
 | Traits cost your current number of dice to increase 1 point. It would
cost 3 experience points to increase a 3D6 trait to 3D6 +1. Another 3
experience points would increase the trait to 3D6+2, and 3 more would
increase it to 4D6.
 | Improving powers costs the same as improving traits.
 | Buying new powers costs the same as buying a Gift and the Trait.
 | The resources trait can be increased with experience or Loot. It costs
5 Loot times the current level to increase it one point.
| | | | | | | | | | | | |
 | At the beginning of each sequence roll 1d6 (no Wild Die) and add it to
your Initiative. This is the number of Shots you have for the sequence.
 | The GM will begin counting down from the highest shot. If it is your
shot value you can take an action.
 | Most actions (including attacking) cost 3 shots
 | The difficulty to hit you is your defensive value.
 | An active defense may be declared when you are attacked (even if it is
not your initiative) and costs 1 shot. When actively defending roll your
defense and substitute it for the difficulty to hit you. An active
defense lasts for the entire shot it is taken.
 | If totally unaware or prepared for attack Defense is 0, you are only
unprepared if you have no idea that combat is coming to you (just being
unaware of one attacker in a melee is not enough to warrant this
penalty).
 | If you are performing a continuous action, increase the shot cost by
1.
| | | | | | |
// TODO describe shot use better and give an example of combat.
To figure out if you hit and how much damage you do:
- Roll your Attack using your opponents Defense as the difficulty. You
hit your opponent if you equal or exceed their defense.
- Each 6 you roll in your attack adds 1D6 to your damage.
- The amount of damage you do is: Weapon Damage + To Hit Bonus
To figure out how much damage you take:
 | Extras (a.k.a. mooks or thugs) - Extras are taken out (either stunned
or killed, the GM or players choice) ) if you hit them by 10 or more or
do their (Soak X 4) or more points of damage (don't roll for soak).
|
- The attacker rolls their damage dice, and the defender rolls their
soak dice.
- The amount of damage done is Damage Roll - Soak Roll
- The amount of damage taken determines the wound level. Check the Wound
Level Chart below to see what wound level is taken.
 | If your Soak roll is higher than the Damage, you don't take a
wound.
 | If your opponents attack roll only equaled your Defense, the
highest wound you can take is a Scratch.
| |
If there is a KO chance for the wound level taken, roll immediately on
your Health or Willpower against the KO chance to remain conscious.
Damage
|
Wound
|
Taken
|
Result
|
Levels
|
Penalty
|
KO
|
1 - 5
|
Scratch
|
OOOOO
|
0
|
--
|
6 - 10
|
Light
|
OOOO
|
-1D6
|
--
|
11 - 15
|
Medium
|
OOO
|
-2D6
|
5
|
16 - 20
|
Heavy
|
OO
|
-3D6
|
10
|
21+
|
Mortal
|
O
|
-4D6
|
15*
|
* Mortally wounded characters must roll the KO chance every sequence and the
difficulty increases by 5 each sequence. i.e. The difficulty is 15 the first
sequence, 20 the second, 25 the third, etc. Roll at the end of the second
and later sequences.
Damage Taken - The amount of damage done to you minus your Soak roll.
Wound Result - The wound you take.
Wound Levels - How many wounds of this type you can take.
Wound Penalty - The penalty for all actions. Take the penalty for the
highest wound you have.
Wound KO - The difficulty of the KO roll. If you fail the roll you are
unconscious or incapacitated in some fashion.
Note: You may notice that their is no "Dead" rating on the
wound level. This is to stop accidental PC death. Sometimes death may be
Automatic (like being caught in a Nuclear bomb or having your head cut off
while you sleep).
Total damage points taken are compared to the above chart and result in a
given wound. If all of the boxes in a wound level are filled and you take
another wound at the same level, you take one wound of the next higher
level. You can only take a wound of two levels higher. If all of the boxes
in the current and next two wound categories are filled the wound is
ignored. (ex. A scratch can only give you a Medium wound at most)
 | Whenever you take a wound that has a KO chance, roll Heath or
Willpower versus the KO difficulty. If you fail, you pass-out.
 | Characters that are Mortally wounded must make a KO check every
sequence and the KO difficulty increases by 5 each sequence. i.e. The
difficulty is 15 the first sequence, 20 the second, 25 the third, etc.
Roll at the end of the second and later sequences
 | KO'ed characters are not necessarily unconscious (they could be
writhing around in pain), but they are incapacitated an incapable of
action.
| | |
 | Weapons do 2 types of damage Stun and Lethal.
 | Lethal - no modification needed; this is the norm for weapons and
bare-handed attacks with special training (martial arts). Mark
lethal wounds with an X.
 | Stun - Take damage as normal, but the damage is completely healed
at the end of the scene. Mark stun wounds with a /.
| |
 | Strike to Stun - Do stun damage as above.
 | Pulling Punches - -1D6 to skill (sometimes not hurting someone is
difficult). Can set maximum wound level and if you will knock them out
or not. They must make a KO roll using the real wound level.
 | Thugs (a.k.a. mooks or extras) - many of the things players will fight
are not worth heavy book-keeping so they are taken out (either stunned
or killed, the GM or players choice) ) if you hit them by 10 or more or
do their (Soak X 4) or more points of damage (don't roll to soak).
 | Somethings cannot be KO'ed or take wound penalties. These are things
you have to hack apart to stop (like zombies). These things
"die" when all of their wound boxes are filled up. Thugs like
this could have to be "taken out" a few times before they
"die". They could just get up the next sequence after being
"taken out".
 | One on Many - Attacking multiple targets gives you a -1D6 for each
extra opponent (over 1) you are attacking (only make one roll for the
attack versus the highest defense). Only stars can use this on extras.
Stars attacking stars must be handled one at a time. You can attack as
many extras as you want in an action, you just take the penalty and
either hit them all or none of them. Increase the extras soak by one for
each extra opponent attacked.
 | Many on One - Multiple extras can attack a star and gain a bonus of
+1D6 for every two full attackers up to a maximum of +4D6. Only make one
roll for the attack using the lowest attack trait.
 | Mass Extra Combat - If multiple extras are attacking each other, have
each side make a roll on their worst attack trait and add one for each
extra on that side. Compare the rolls for each side. Remove one extra on
the other side for each 6 rolled, remove one of your own for each 1
rolled. The loosing side looses one extra for every 5 (or fraction
thereof) the winners side exceeded their roll.
 | You are encouraged to perform cinematic actions and describe your
actions. You can gain a +1D6 for a good description. A cinematic martial
arts attack on 3 goons could go like this: "I'll slide down the
banister and kick the first goon, then I'll slash the rope holding the
chandler; which will fall down on the other two goons." This action
will give you a -2D6 penalty for attacking 3 extras, but nothing more.
 | Range: Near (0), Far(-1D6), Extreme(-2D6)
 | Automatic Fire - Firing a weapon on full auto (or burst) gives a +1D6
to attack and +1D6 to damage.
| | | | | | | | | | |
When a character is Near Death, make a death check using the best of their
Health, Will, or Luck either at the end of the scene or after they receive
medical/magical attention (whichever comes first). Get a +1D6 for medical
attention and +1D6 for magical healing. A result of 10 or more means the
character lives.
 | Everything is healed between adventures
 | KO
 | Characters regain consciousness at the end of the scene
 | Characters can be awoken with a successful Medicine roll (vs. the
highest damage point value for their highest wound) or some
powers/gifts.
| |
 | Wounds
 | All wounds are recovered during long interludes between acts (if
not much time passes between an act heal per scene as below)
 | Stun wounds heal completely at the end of the scene.
 | All wounds drop down 1 level per scene
 | Successful Medicine roll (vs. the highest damage point value for
their highest wound) drops all wounds 1 level. Can only get 1
medicine roll per scene.
 | Mystic powers can heal too
| | | | |
 | Temporary Trait Loss
 | Regain 1D6 in all temporarily drained traits each act
|
 | Mana - recover all Mana at the end of each sequence
 | Karma Points - only gain new Karma when awarded
| | | | | |
// TODO make an equipment list with costs (a Resource difficulty value)
 | Add to Soak (partially covering yourself with armor gives you 1D6 less
protection, like chain mail bikinis)
Armor
|
Value
|
Example
|
Light
|
+1D6
|
leather, padded
|
Medium
|
+2D6
|
chain, bullet proof vest
|
Heavy
|
+3D6
|
plate, full body armor (-1D6 defense)
|
Extra Heavy
|
+4D6
|
powered armor (-1D6 defense)
|
 | Shield - +1 Passive Defense, +1D6 Active Defense
|
Weapon
|
Damage
|
Example
|
Most Unarmed
|
Str
|
punches, headbuts, grappling, etc.
|
Kicks
|
Str+1
|
|
Small
|
Str+2
|
blackjack, knife, brass knuckles, thick
boots
|
Medium one-handed weapons
|
Str+1D6
|
billy club, machete, shortsword, epee,
hatchet, etc.
|
Large one-handed weapons
|
Str+1D6+1
|
broadsword, ax, large club, etc.
|
Light two-handed weapons
|
Str+1D6+2
|
spear, staff, etc.
|
Most two-handed weapons
|
Str+2D6
|
polearm, two-handed sword, battleaxe,
etc.
|
Weapon
|
Damage
|
Examples
|
Thrown Weapon
|
Same as melee damage
|
throwing knife, suriken
|
Sling
|
Str+2
|
a sling
|
Bow
|
Str+1D6
|
most bows
|
Big Bow
|
Str+1D6+2
|
longbows
|
Light Crossbow
|
3D6
|
light crossbows
|
Crossbow
|
3D6+2
|
most crossbows
|
Small Gun
|
3D6
|
most handguns
|
Medium Gun
|
4D6
|
some (small) rifles, big handguns, SMG
|
Large Gun
|
5D6
|
most rifles, hunting shotguns and rare
huge handguns
|
BFG
|
6D6
|
combat shotguns, battle or sniper
rifles
|
Grenade
|
5D6
|
Loose the highest die each 5 areas
|
 | The damage listed is for near modern weapons (around 1990). High
tech or magical weapons can get +1D6 or more (rarely more than
+3D6). Primitive weapons would get -1D6. For example: A blaster
pistol could do 5D6 and a wheel-lock pistol would be 3D6 instead of
the normal 4D6 for a big handgun.
|
 | Amulet of Disguise (can be found as any form of jewelry or
clothing) - This item allows you to disguise yourself as a local
citizen of any Realm. You first have to find a local to emulate (the
more locals you observe, the less you look like a specific one).
These items are commonly sold in Gateway. They can be made using
technology, magic, or technomancy.
 | Babble Ring (can be found as any form of jewelry or clothing) -
This item allows you to speak any language. These items are commonly
sold in Gateway. They can be made using technology, magic, or
technomancy.
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