Core Rulebook Version 1.02 2

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Core Rulebook Version 1.02 2 1 Core Rulebook Version 1.02 2 Dedications: To Mom : Thanks for giving me encouragement in whatever I wanted to do. To Awesome Josh and Ashley, Jay, Sam-The Dragon Lover: Thanks for all the months of fun and lessons about the world of Tabletop Games. To /tg/: Couldn't have done it without the criticisms, advice, suggestions and help. To /k/: Thanks for all the firearm knowledge. Couldn't have created the firearms list without you all. To Archibald, Tiago, Jessica, and Dare : Thanks for helping build, playtest, and giving me ideas that could have only come from playing each rule through. To Alex, for giving me the title, bouncing ideas off of you, and giving me a ton of great ideas. Couldn't have done it without you. To Moose, for his sharp eyes to point out all of the errors that I’ve made. To Hospes, for his knowledge on bows, and bow accessories, and the rest of the sup/tg/ crew, for those ideas! And finally to all those that read and enjoy this, and may your games be fun, adventurous, and enjoyable. Written and designed by Alex A. Mazyck, Sweet Soul Bro !!H5XdMKmBv5G 3 Table of Contents Combat.......................................................................233 Injury and Death...........................................236 The Basics......................................................................4 Saving Throws...............................................238 Core Mechanics.................................................4 Actions in Combat.........................................240 Character Archetypes......................................................9 Attack Actions..................................243 The Strong........................................................10 Move Actions....................................254 The Fast.............................................................12 Speak Actions...................................255 The Tough........................................................13 Combat Modifiers..........................................257 The Smart........................................................14 Special Initiative Actions..............................259 The Wise..........................................................16 Facing............................................................262 The Charismatic..............................................17 Vehicle Movement and Combat....................264 Multi-archetype Characters.............................19 Game Mastering.........................................................273 Starting Occupations...................................................21 Character Occupation Notes.........................273 Academic.........................................................21 Setting Prices and Salary..............................289 Adventurer.......................................................22 Encounter Goals and Encounter Levels........289 Athlete.............................................................22 Environments.................................................290 Blue Collar.......................................................22 Conditions Summary......................................294 Celebrity..........................................................23 Enemies, NPC's and Monsters.......................298 Creative...........................................................23 Creature Types..................................299 Criminal...........................................................23 Special Abilities................................300 Dilettante........................................................24 Creatures..........................................303 Doctor.............................................................24 Ordinaries.........................................327 Emergency Services........................................24 Heroic GM characters.......................367 Entrepreneur...................................................25 Alternate Rules..........................................................368 Investigative....................................................25 Homebrew Rules........................................................371 Law Enforcement............................................26 Character Sheet.........................................................374 Military............................................................26 Religious..........................................................27 Rural................................................................27 Student............................................................27 Technician.......................................................28 Unemployed....................................................28 White Collar....................................................28 Skills............................................................................29 Acrobatics.......................................................30 Animal Handling..............................................31 Athletics..........................................................33 Craft................................................................34 Demolitions.....................................................49 Disable Device................................................50 Drive................................................................51 Gamble............................................................51 Knowledge.......................................................52 Linguistics.......................................................54 Perception.......................................................55 Perform...........................................................55 Pilot.................................................................56 Presence..........................................................57 Ride.................................................................58 Stealth.............................................................59 Speechcraft......................................................59 Technology Use...............................................61 Treat Injury.....................................................64 Feats.......................................65 Equipment....................................................................94 General Equipment..........................................98 Melee Weapons................................................123 Ranged Weapons.............................................131 Ammunition...................................................182 Armor............................................................215 Lifestyle and Services...................................219 4 THE BASICS DICE NOTATION These rules use the following die notations: d2 = two sided die or coin d3 = three sided die d4 = four sided die d6 = six sided die d8 = eight sided die d10 = ten sided die d12 = twelve sided die d20 = twenty sided die d% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit. The other is the ones digit. Two 0s represent 100.) Die rolls are expressed in the format: [#] die type [+/- modifiers] Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2." ROUNDING FRACTIONS In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage and hit points, have a minimum of 1. MULTIPLYING Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3). BASIC TASK RESOLUTION SYSTEM These rules assume a standardized system for determining the success or failure of any given task. That system is: d20 + Modifiers vs. Target Number The Modifiers and Target Number are determined by the type of task. If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure. A "natural 20" on the die roll is not an automatic success, unless the rules state otherwise. A "natural 1" on the die roll is not an automatic failure, unless the rules state otherwise. Ability Scores The ability scores are the six scores that are the core of your character. They affect everything else about your character. It is possible for a creature to have a score of "none". A score of "none" is not the same as a score of "0". A score of "none" means that the creature does not possess the ability at all. The modifier for a score of "none" is +0. Ability Modifiers Each ability will have a modifier. The modifier can be calculated using this formula: (ability/2) - 5, rounded down. The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty. Strength and Dexterity are special skills, in that they have focuses. 5 Ability Focus When a character assigns their score and determines their ability modifiers for their Strength and Dexterity ability score, they then assign the separate ability modifier scores for Focus and Power, and Marksmanship and Grace, equal to their total Ability Score(A
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