New TFT Campaign

Revised 06/24/02

Introduction

This is a high tech TFT variant with an interesting change – armor technology has rendered slug throwing guns obsolete. This has resulted in a “swords and space” type universe. Also, progress in computer technology dramatically slowed in the early 21st century, resulting in somewhat lower computer technologies than in typical science fiction settings. No commonplace cybernetics or self aware PDAs, for instance. However, a massive interest arose in biotechnology, which has resulted in some interesting changes in the human race. The discovery of a Psionic gene in the early 22nd century has resulted in a small (but powerful) class of Psions.

The players have all just mustered out on the frontier world of Drakis. Drakis is a critical jump point connecting the Rimward Main (a string of 52 systems connected by a Jump 1 route) and the Aderian Confederacy. It’s also an independent world. Thus, it gets more than its fair share of “scum and villany”…

                                                                                                         Combat System Changes    

Combat works normally, with the following exceptions:

 

Armor now has two values, for example Composite Weave 1 (16). The second value is against missile weapons, thrown weapons and explosive weapons. If no value is listed, the armor protects equally against both kinds of damage. High penetration weapons have a ½ or ¼ after their damage. This multiple is applied to the target’s total hits stopped (fractions rounded down). It does not apply to warrior and veteran talents or the toughness advantage.

 

Semiautomatic weapons may be fired in two ways:

 

Laser weapons, plasma weapons and fusion weapons fire 1 shot per turn.

 

Weapon Accuracy:

 

Using Weapons When You Lack the ST

Melee weapons do 1 point less damage for every ST point you lack. If your ST exceeds the weapon’s required ST, you’ll do 1 extra point of damage per extra ST point (maximum is +3).

 

Players should note that guns are barely effective against armor of the same tech level. The only guns that are even moderately effective are heavy stormguns, which are expensive and too heavy for most troops. This has forced a return to hand-to-hand fighting. Since modern combat armor is also highly resistant against shrapnel, artillery is far less effective than before.

Character Creation

You start with the basic number of points to create your character and divide between ST, DX and IQ. For every 4 years in age, you get one more point. If your race is a slow learning race, you get 1 point for every 8 years of age. When you arrive at the game, you’ll make aging rolls if your character is age 38 or older. At age 38, you must make a saving throw (4+ on one die) or you lose one point of ST and one point of DX (you’ll roll separately for each). For every 4 years of age thereafter, you’ll make the rolls. Maximum starting age is 58. Players who try to abuse this system by creating ancient characters and quickly killing them off if they roll poorly will face the wrath of the GM.

Up to your IQ in talents may be taken. You can spend one attribute point and get 2 IQ points of talents if you wish. All characters have Literacy at no cost. For every 4 years of age) after age 18, you get 1 roll on the benefits table:

1 – cr1000

2 – cr1500

3 – cr2000

4 – cr2500 (or 1 weapon worth cr5000 or less)

5 – cr3000 (or a high rank with a pension of 1d6 x cr100 per month)

6 – cr5000 (or a weapon, armor or piece of equipment worth cr10,000)

You can take multiple high ranks if you roll them (the pensions add). 1 high rank is an Army Colonel, Navy Captain, etc. 2 high ranks are an Army Brigadier, Navy Commodore, etc. 3 high ranks are an Army General, Navy Admiral, etc.

Races

Humans – Start with ST 8, DX 8, IQ 8 and 6 points to spend. MA 10.

Bulrathi (Intelligent Bears) Start with ST 14, DX 8, IQ 8 and 6 points to spend. MA 8. Disadvantages: Slow Learner, Nearsighted. Maximum starting DX is 10.

Eldar – Start with ST 8, DX 10, IQ 10 and 4 points to spend. MA 12. Disadvantages: Slow Learner. Maximum starting ST is 10.

Squats – Start with ST 12, DX 8, IQ 8 and 4 points to spend. MA 8. Disadvantages: Slow Learner.  Advantages: Toughness. Maximum starting DX is 10.

Kzinti – Start with ST 12, DX 12, IQ 8 and 1 point to spend. MA 12. Disadvantages: Slow Learner, Battle Lust.

Gorn (Reptile Men)– Start with ST 14, DX 8, IQ 8 and 4 points to spend. MA 8. Disadvantages: Slow Learner. Advantages: Toughness.

Disadvantages:

·          Slow Learner – you earn only ½ experience points.

·          Nearsighted – all ranged weapons are treated as one level less accurate. If you have a very inaccurate weapon, the DX modifier is –2 per hex of range.

·          Toughness – you subtract 1 point of damage from all attacks against you.

·          Battle Lust – up to twice per session, the GM may maliciously require you to make a 4/IQ roll or charge headlong into battle. Suggested occurences are retreating from superior foes, sneaking past guards without killing them, etc.

Equipment Limits

Humans, Eldar and Squats use normal sized weapons and equipment. Bulrathi, Kfrr and Gorn use large sized weapons and equipment. If you try to use equipment or weapons of the wrong size, you’ll suffer a –2 DX.

Gorn, Bulrathi and Kfrr are not as technologically advanced as Humans. Their equipment is limited to TL10. Human built TL 11+ equipment can be custom made for these races, but at 3 times the cost.

New Talent List

for The CAMPAIGN

 

The point cost of talents is in parenthesis after the name of the talent. All languages cost 1 point. Psionic powers cost 1 point, unless you have the Psionic talent. In that case, powers cost 1/2 point each.

Asterisked talents may be taken at three levels: novice, expert, master. Typically, an expert rolls one die less to succeed and does a task in half the time that a novice takes. A master rolls 2 dice less to succeed and does a task in ¼ the time that a novice takes. Masters can also perform technical tasks at a novice level when they completely lack tools. Master costs the same as the base level; Expert costs the same again.

Combat Talents

Notes: A weapon talent lets you use any weapon from that weapon class, subject to ST requirements. If you lack the talent for a particular weapon, you can use it at -4 DX (except for clubs; anyone can use a club). If you have the talent for a weapon that can be thrown, then you can throw the weapon.  Unless otherwise stated Combat talents have a minimum IQ of 8 at the basic level, 9 at the expert level and 10 at the master level.

 

Knife (1): Ability to use all knives, daggers, etc.

Sword (2): Ability to use all swords. This talent includes Knife, and costs only 1 point if you already have Knife.

Expert Swordsman (2). Prerequisite: Sword, IQ10+, and AdjDX 13+. You’re a superb swordsman and can fight well. You increase your damage by 1 point for every die of damage the weapon does. An expert swordsman with a cutlass does 2 dice damage for instance. Opponents must roll 4d6 to hit you in melee combat – if you’re using a sword. An expert swordsman may use the sabre.

Master Swordsman (2). Prerequisite: Expert Swordsman, IQ10, AdjDX 16+. You’re a legendary swordsmaster. You increase your damage by 2 points per die of damage that your weapon does. For instance, a master swordsman armed with a cutlass will do 2+2 damage. Opponents must roll 5d6 to hit you in melee combat – if you’re using a sword.

Hafted Weapons (2): Ability to use all axes, maces, and hammers on the Weapons Table. But note that anyone can use a club at no DX penalty.

Expert Hafted Weapon (2). Prerequisite: Hafted Weapons, IQ10+, and AdjDX 13+. You’re a superb fighter and can fight well with hafted weapons. You increase your damage by 1 point for every die of damage the weapon does. For instance, an expert with a battleaxe will do 3+3 damage. Opponents must roll 4d6 to hit you in melee combat – if you’re using a hafted weapon.

Master Hafted Weapon (2). Prerequisite: Expert Hafted Weapons, IQ10+, AdjDX 16+. You’re a legendary master of hafted weapons. You increase your damage by 2 points per die of damage that his weapon does. For instance, a master with a battleaxe will do 3+6 damage. Opponents must roll 5d6 to hit you in melee combat – if you’re using a hafted weapon.

Polearm (2): Ability to fight with all polearms except the naginata.

Expert Polearm (2). Prerequisite: Polearm, IQ10+, and AdjDX 13+. You’re a superb fighter and can fight well with polearms (and naginatas if you have the naginata talent). You increase your damage by 1 point for every die of damage the weapon does. For instance, an expert with a pikeaxe will do 2+2 damage. Opponents must roll 4d6 to hit you in melee combat – if you’re using a polearm/naginata.

Master Polearm (2). Prerequisite: Expert Polearm, IQ10+, AdjDX 16+. You’re a legendary master of polearms (and naginatas if you have the naginata talent). You increase your damage by 2 points per die of damage that his weapon does. For instance, a master with a pikeaxe will do 2+4 damage. Opponents must roll 5d6 to hit you in melee combat – if you’re using a polearm or naginata.

Bow (2): Ability to use all bows and slings (but not crossbows).

Expert Bowman (2): Prerequisite: Bow, IQ10+. You are good with bows. You increase the accuracy of your weapon 1 level. You can also fire your bow twice per turn as long as your AdjDX is at least 14 (not including ‘to hit’ bonuses or penalties).

Master Bowman (2): Prerequisite: Expert Bowman, IQ10+. You are very good with bows. You get a +2 DX to hit with bows/slings and you increase the accuracy of your weapon 2 levels.

Crossbow (1): Ability to use the heavy and light crossbow.

Expert Crossbowman (1): Prerequisite: Crossbow, IQ10+. You are good with crossbows. You increase the accuracy of your weapon 1 level. You can also fire your crossbow every turn as long as your AdjDX is at least 14 (not including ‘to hit’ bonuses or penalties).

Master Crossbowman (1): Prerequisite: Expert Crossbowman, IQ10+. You are very good with crossbows. You get a +2 DX to hit with crossbows and you increase the accuracy of your weapon 2 levels.. You can use the long range marksmanship rules. You can also fire your crossbow every turn as long as your AdjDX is at least 14 (not including ‘to hit’ bonuses or penalties).

Shield (1): Ability to use a shield properly. If you lack this talent, using a shield will adjust your DX by –4, in addition to any other adjustments for the shield itself.

Quickdraw (1): Allows character to ready a weapon and strike in the same turn. If the character makes a 3/DX roll, then he can strike in his normal DX order. If the roll is missed, he strikes at the end of the melee phase. If he rolls a 16, the weapon is not readied. On a 17 or 18, the weapon is dropped. Quickdraw must be taken separately for each class of melee weapon: sword or ax/mace. Quickdraw is unavailable for pole weapons, thrown weapons (but see the thrown weapons talent) or missile weapons (except for the modern talent Pistol).

Archaic Guns (1): Ability to use and maintain archaic gunpowder weapons, such as the arquebus, blunderbuss and flintlock pistol and muskets.

Expert Gunner (1): Prerequisite: Gunner, IQ10+. You are good with archaic guns. You increase the accuracy of your weapon 1 level.

Master Gunner (1): Prerequisite: Expert Gunner, IQ10+. You are very good with guns. You get a +2 DX to hit with archaic gunpowder weapons and you increase the accuracy of your weapon 2 levels.

Thrown Weapons (1). Ability to throw things hard and accurately. You can throw any weapon on the same turn you ready it. This also allows you to throw spears, javelins or daggers, even if you lack the talent (Sword/Knife, Polearms) for them. You can also throw darts, and any other normal thrown weapons.

Expert Thrown Weapons (1): Prerequisite: Thrown Weapons, IQ10+. You are good with thrown weapons (normal thrown weapons and any peculiar ones that you have the talent for). You get a +2 DX to hit with thrown weapons and your DX adjustment for range is –1 per 2 hexes rather than –1 per hex. You can use the dagger marksmanship rules.

Master Thrown Weapons (1): Prerequisite: Expert Thrown Weapons, IQ10+. You are very good with thrown weapons (normal ones and any peculiar ones that you have the talent for). You get a +4 DX to hit with thrown weapons and your DX adjustment is –1 per 3 hexes. You can use the dagger marksmanship rules.

Two Weapons (2). Prerequisite: AdjDX 13+; talents for weapons that you use. You can use two one-handed weapons at the same time. You can, on any turn you attack, to do any one of the following:

(a) attack with both weapons (against the same or different foes), normally for the first attack and +1 die on Dx for the second one;

 

(b) make a normal attack with one weapon and parry with the other, absorbing 2 hits of damage; or

 

(c) parry with both weapons, stopping 4 hits of damage, but not threatening the enemy.

 

Warrior (1): You subtract one hit from any attack made against you. Prerequisite: ST 14+.

Veteran (2): You subtract another hit from any attack made against you. Prerequisite: ST 16+ and the Warrior talent. So if you have Warrior and Veteran, you'll stop two hits.

Unarmed Combat I (1). Prerequisite: IQ 8, DX 13+, cloth armor or less. Basic martial arts knowledge. You do one extra hit of damage whenever you fight bare-handed in either HTH or regular combat. You must be wearing cloth armor or no armor to use the Unarmed Combat talents.

Unarmed Combat II (1). Prerequisite: IQ10, U.C. I and DX of 14+. You do a total of two extra hits of damage bare-handed. You can also "shield-rush" without a shield. This simulates a throw or take-down.

Unarmed Combat III (1). Prerequisite: IQ10, DX 14+, U.C. II. You’re a master of martial arts. You do 3 extra hits of damage with your bare hands, and can knock a foe down as described under U.C. II. But because of your great skill, the opponent must make a 5/DX to avoid falling (4 dice if he has more than twice your ST). You can attempt to "throw" any foe whose ST is less than 3 times yours. You can also choose the "defend" option barehanded.

Unarmed Combat IV (2). Prerequisite: IQ10, DX 15+, U.C. U.C. III. Your side hexes count as front hexes, and your rear hex counts as a side hex. If you take the "defend" option bare-handed, your opponent must roll five dice to hit you.

Unarmed Combat V (2). Prerequisite: IQ10, DX 16+, U.C. IV. An attacker must roll four dice to hit you in normal combat – six if you’re dodging a missile attack, seven if you’re defending. If you strike an armed foe and do more than 3 hits of damage (after armor), he’s hit on a nerve and automatically drops his weapon.

Unarmed Combat VI (2). IQ 14, Prerequisite: UC I-V. The highest level of unarmed combat skill. You do four points of extra damage bare-handed. It also takes five dice to hit you in normal combat -- six if you’re dodging a missile attack, seven if you’re defending. You can also channel your Chi into a Great Blow. For every ST that you put into the blow, you do an extra die of damage. You can put a maximum of 4 ST into this blow. You may also expend Chi to make yourself more skillful. For every ST you expend, you will increase your DX by 1. ST expended this way is exactly like fatigue expended by a Psionic.

Rifle* (1) You can use semi automatic rifles. Figures without the Rifle talent decrease the accuracy of their weapon 1 level. Experts increase the accuracy of their weapon 1 level. Masters increase the accuracy of their weapon 2 levels and get +2 DX.

Pistol* (1) You’re a good shot with pistols. Figures without the Pistol talent decrease the accuracy of their weapon 1 level. Experts increase the accuracy of their weapon 1 level. Masters increase the accuracy of their weapon 1 level and get +2 DX.

Laser Weapons* (1) Like Rifle or Pistol, except with lasers.

Energy Weapons* (1) Like Rifle, except with FGMPs or PGMPs.

Auto Weapons* (1) Like Rifle, except with Assault Rifles, SMGs, Gauss Rifles, Auto Rifles and Machineguns.

Tac Missile* (1) You can use tactical missile systems, RPGs and LAWs. Figures without the talent have at least a –4 DX. Experts get +2 DX. Masters get +4 DX.

Artillery Systems* (1) You can operate field artillery systems and mortars.

Recon* (1) You have a much lower chance of being seen by the enemy when you’re in the brush (add 2 dice to his IQ roll, 3 dice if you’re an expert and 4 dice if you’re a master). You also have a correspondingly easier chance to see him in the field.

Demolitions* (1) You can use explosives, rig booby traps, etc. Most normal tasks (with plenty of time and apprpriate materials) require a 2/DX or IQ roll to succeed. Hasty tasks add 1 or 2 dice. Inadequate materials add 1 or 2 dice. If you have Expert Demolitions, roll 1 die less. If you have Master Demolitions, roll 2 dice less.

Vacc Suit* (1) You can operate a Vacc Suit.

Battle Dress* (1) Prerequisite: Vacc Suit. You can operate Battle Dress.

Interrogation* (1) You can extract information from an opponent. His IQ roll to resist is increased by 1 die (2 dice if you’re an expert, 3 dice if you’re a master).

Zero G Combat* (1) You roll 1 die less on your DX when executing zero-g maneuvers. (2 dice less if you’re an expert, 3 dice less if you’re a master).

Fleet Tactics* (1) You can command fleets of ships in space battles.

Tactician (1). Prerequisite IQ 10+. You get a +1 on initiative rolls if you're the party leader. You can also (on a 5/IQ roll) guess what the enemy will do. If you succeed, the GM will tell you what he plans to have the enemies do in the immediate situation. Of course, if you fail badly, he can lie to you.

Master Tactician (2). Prerequisite IQ 10+. Knowledge of military history, theory, and practise; ability to command a military force in the field. If a Master Tactician is in command of a party, the party gets +2 on all initiative rolls in combat. You can also guess the enemy’s intention on a 4/IQ roll.

Peculiar Weapons Talents (Requires IQ 8)

Naginata (1). Prerequisite: Polearms.

Boomerang (1). Prerequisite: Thrown Weapons.

Bola (1). Prerequisite: Thrown Weapons

Net and Trident (1). Prerequisite: Polearms.

Shuriken (1). Prerequisite: Thrown Weapons.

Cestus (1)

Quarterstaff (1)

Expert Quarterstaff (1). Prerequisite: Quarterstaff, IQ10+, and AdjDX 13+. You increase your damage by 1 point for every die of damage the weapon does. Opponents must roll 4d6 to hit you in melee combat – if you’re using a quarterstaff.

Master Quarterstaff (1). Prerequisite: Expert Quarterstaff, IQ10, AdjDX 16+. You increase your damage by 2 points per die of damage that your weapon does. Opponents must roll 5d6 to hit you in melee combat – if you’re using a quarterstaff.

Lasso (2)

Whip (1)

Nunchaku (1)

Blowgun (1)

 

TECHNICAL TALENTS

Unless otherwise noted, these talents have a minimum IQ of 10 at the base level, IQ 11 at the expert level, and IQ 12 at the master level. Generally, you roll 1 die less if you have an expert talent and 2 dice less if you have a master talent. They are:

Armorer* (1). You can build and maintain ordinary weapons and armor. You know weapons very well; you'll know a fine weapon for what it is. You’ll recognize an alien weapon on a 3/IQ roll – but you’ll need an additional 4/IQ roll to figure out how it works. Monomolecular weapons require Master Armorer.

Mechanic* (1) You know how to operate, repair and maintain mechanical systems. A Master mechanic knows how to build complex mechanical devices. The GM should create rolls on IQ to repair devices (3/IQ for normal devices – vehicles, industrial machines, etc.), with more complex machines needing more dice.

Electronics* (1) You can operate, repair and maintain electronic devices. The GM should create rolls on IQ to repair devices (3/IQ for normal electronics – computers, tri-vids, etc.), with more complex devices needing more dice.

Computer* (1) You can program and operate computers. You can also do basic repairs on standard computers, if you have the parts. The GM should create rolls on IQ to create programs, hack into systems, etc. The normal roll is 3/IQ.

Gravitics* (1) You can repair and maintain artificial gravity systems, as well as grav propulsion systems.

Engineering* (1) You can operate, repair, and maintain starship engines and power plants.

Navigation* (1) You can navigate a starship. Interstellar ships require a skilled navigator and this skill will suffice for that.

Pilot* (1) You can pilot a starship. Success rolls are on your IQ.

Comm Systems* (½) You can operate communication, sensor and ECM systems on starships.

Wheeled Vehicle* (1) You can drive wheeled vehicles. Rolls are made on your DX.

Tracked Vehicle* (1) You can drive tracked vehicles. Rolls are made on your DX.

Grav Vehicle* (1) You can pilot grav vehicles. Rolls are made on your DX or IQ.

Fixed Wing Aircraft* (1) You can fly fixed wing aircraft. Rolls are made on your DX or IQ.

Helicopter* (1) You can fly helicopters. Rolls are made on your DX or IQ.

Lighter than Air Craft* (1) You can fly blimps, balloons and dirigibles.

Grav Belt* (1) You can operate a grav belt. Rolls are made on your DX or IQ.

Ship’s Boat* (1) You can fly interplanetary craft under 100 tons.

Medical* (2) You can heal two points of damage like a Physicker. An expert is an M.D. and rolls one die less and can heal three points of damage like a Master Physicker. A master rolls two dice less and can heal four points of damage (1 if you have no medical kit). Characters with medical skill can diagnose and treat illnesses. Strange illnesses will take more dice on IQ to diagnose and treat. Experts and Masters can also prescribe medications.

Forward Observer* (½) You can call artillery support down. The roll for the barrage to be on target on the initial shot is 4/IQ. You can adjust subsequent shots on target on a 3/IQ roll.

Business Sense* (1). You have a general knowledge of business. You get a +l on any reaction roll involving a business deal. You can also try to swindle a chance met figure by either selling him something at twice its value, or buying one thing at half its value, if (a) you're smarter than the mark and and his companions, and (b) you make a 4/IQ roll. If you meet the mark again after he's has had time to think things over, he will be hostile if he makes a 4/IQ roll. Hostility is roughly equal to a -2 on the reaction roll, but GMs may use their discretion.

Chemistry* (1) You can identify (usually on a 3/IQ roll) and make chemical mixtures. If you miss the roll to identify a mixture, you'll be uncertain; if you miss badly, you'll be mistaken (the GM gets to lie to you).

Combat Engineer* (1). Ability to build and maintain fortifications, minefields, etc.

Jeweler* (2). You can work with gold, silver, jewels, etc. You need this talent and Armorer to manufacture silver weapons and armor. Prerequisite: Value Recognition.

 

 

OTHER TALENTS

Unless otherwise noted, these talents have a minimum IQ of 10 at the base level, IQ 11 at the expert level, and IQ 12 at the master level. They are:

Acrobatics* (1). Prerequisite: IQ 10+, DX 12+. You get to roll 1 die less on DX whenever a saving roll is called for to avoid some type of fall, clumsiness, or to avoid falling objects. You can also jump over your opponent on a 5/DX roll during the movement phase, after he has moved. If you fail, you fall down in your hex and he gets to hit you at the normal DX bonus for attacking a prone figure. If you succeed, you get an attack in his rear. You can also climb up a rope at the rate of 2 yards per turn with no risk of falling. A non-acrobat climbs at 1 meter per turn, and make a 2/DX saving roll to avoid falling.

Acute Hearing (2): Prerequisite: IQ 10+. You can sense walls, obstructions, and living beings by sound and pressure waves in the air. You can hear approaching beings before they hear you, unless your party is making too much noise (GM's discretion). You can also travel in the dark at only half normal speed, (though you have no chance of noticing hidden doors, traps, etc.). If your own party is silent, you can detect invisible or hidden creatures within 10 hexes on a 4/IQ roll. Finally, you can fight in the dark at -4 DX instead of -8 DX. On any roll to hear something, you roll 1 die less. This is cumulative with Alertness, above.

Admin* (1) You understand bureaucracies. You can avoid normal red tape and entanglements on a 3/IQ roll. Very obtuse bureaucracies require more dice.

Alertness (2). Prerequisite: IQ 10+. You're alert and perceptive. You roll 1 less die when looking for anything hidden or when noticing something. You also get a 3/IQ roll to detect most ambushes before being attacked. The GM can add a die for particularly well-planned ambushes, or for distractions (the party's talking loudly, etc.).

Animal Handling (2). You can make friends with and train "normal" animals. To make friends with an animal, you must be at least 3 hexes away from other people or animals in your party. You must also act friendly. If you make a 3/IQ roll, the animal won't attack, and may befriend you for a while (make a reaction roll). If you miss the 3/IQ roll, the animal will behave normally, which means he might attack you. This works only on "normal" animals - not monsters, undead, bugs, dragons, octopi, reptiles, slimes, etc.

Bard* (2). Prerequisite: IQ 10+. Ability to entertain others. You also get a 3/IQ or 3/ST roll to ingratiate yourself to others. If you succeed on the roll, you get a +1 reaction from any human or humanoid creature. If you also have Courtesan, it's a 2/IQ or 2/ST roll. In non-life or death situations, you get a +l on reaction rolls automatically. The Bard talent requires that you speak the language of those you're trying to impress. If you have Expert Bard, you sing very well, play all manner of musical instruments, and compose songs and poetry to please listeners. You get an automatic +2 on all reaction rolls where you speak the language, and +l on rolls made to determine reactions even when you don’t speak the language, or when animals are involved. If you have Master Bard, you’re good enough to be a professional entertainer. You may even have a record deal!

Boating* (1). Ability to use a small rowboat, canoe, sailboat, raft, etc., skillfully.

Bribery* (1) You know how to bribe people and avoid negative consequences if the bribe attempt fails. First, the official must be corrupt (roll law level or less on 2d6). Then, you need a decent bribe to succeed. Petty officials typically require a cr100 bribe and a 2/IQ roll to succeed. Higher level officials require more money and more dice. A failed bribe will bring judicial revenge unless you make a 3/IQ roll. If you lack bribery, you can try it at +2 dice.

Carousing* (1) You’re good at partying and showing people a good time. +1 to reaction rolls in leisure situations (+2 for expert and +3 for masters).

Charisma (2). You get a +l on reaction rolls, except with animals, undead, monsters, and similar nasties. You also get a chance to make friends with any humanoid creature: 3/IQ in an ordinary encounter, 4/IQ if combat was about to occur, 5/IQ if attempted on or by a prisoner. If you make the roll, the beings will be friendly, or at least "neutral". Charisma works even if you can't speak the language, but your new friends can't do you much good, since you can’t tell them what you want.

Climbing* (1). You can climb! You can use ropes, spikes, and other climbing gear easily. You can climb a very rough rock face or decorative stone wall without equipment, but you need handholds, etc. You roll 1 die less on saving throws involving climbing.

Courtesan (2). Ability to charm the opposite sex (or the same sex if he/she goes that way). You get 3/ST (or 3/IQ, your choice) saving roll against being slain by members of the opposite sex. Instead, they'll take you away to slavery instead of killing you. A critical success means that the member of the opposite sex falls in love with you and will help you. You can also use this talent when negotiating with a member of the opposite sex. If you make you saving throw, add 1 to the reaction die roll. If you fail, subtract 1 from the reaction roll.

Detect/Remove Traps (2). Prerequisite IQ 10+. You roll 2 fewer dice when looking for a trap. You roll the printed number of dice to remove a trap. Without this talent, you'd have to roll twice as many dice.

Detect Lies (2). You can tell when people lie to you. You can use it after conversing with any character. If he's smarter than you, you need to make a 5/IQ roll. If he has the same IQ as you, the roll is 4/IQ. If he's dumber than you, the roll is 3/IQ. If you succeed, the GM tells you if the figure lied. If the roll fails, the GM gets to lie about whether the figure lied.

Diplomacy (2). You can lead a party containing members of races hostile to you or each other; you can talk to a member of a hostile race without an automatic minus on the reaction roll.

Disguise (2). Prerequisite IQ 10+. You can impersonate others. It takes about an hour to disguise oneself (less if it’s a simple disguise). Each minute (12 turns) the GM rolls against the disguised character's IQ to see if he is detected: 6 dice if he is impersonating someone wholly disimilar (like a goblin impersonating a giant) OR someone known to those he's trying to fool; 4 dice for a creature of a different species than his own or a member of the opposite sex; 3 dice for an ordinary disguise. On a very simple disguise, (like putting on old clothes and going into a tavern in an enemy city to see what rumors you can pick up) the GM need not roll at all. If you have this talent, you won't slip up on a simple job. If your disguise is penetrated, those you are attempting to fool will probably attempt to seize you - but if they are very smart they will string you along, pretending to be fooled, to see what advantage they can gain. If a wizard casts a glamor, illusion or shapeshift to perfect your physical appearance, you roll one less die. If you have the Mimic ability (and know the language!) you roll one less die.

Driver (1).You can drive wagons, carts, chariots, etc., or act as a mahout to control an elephant, dinosaur, or other huge animal, even in battle. You have Horseman-type abilities with respect to large riding animals.

Etiquette (1).You're suave, debonaire and cultured. You get +l on all reaction rolls involving nobility or similar figures. You also get +l on reaction rolls where very LOW-class figures are involved. But if you use your etiquette in an unwise, inappropriate, or obnoxious manner, though, you get a -2.

Farming (1). General practical knowledge of farming.

Forgery* (1) You can forge documents. A person requires a 2/IQ roll to detect forged papers, etc. Add 1 die if you have Forgery, 2 dice if you’re an expert, 3 dice if you’re a master. Subtract 2 dice for most currencies. Subtract 3 dice for Imperial currency.

Gambling (2) Get a +1 on any die roll involving gambling (+2 for experts, +3 for masters). Detect a crooked game on 4/IQ (3/IQ for expert, 2/IQ for master).

Horsemanship (1): The ability to deal with horses (and other similar riding animals). You understand animals, and can spot good quality animals in a buying situation. In combat, you use weapons at -1 DX while on horseback. If you lack this talent, you're at -3 DX on horseback, and must make a 3/DX saving roll each turn to avoid falling.

Expert Horseman (1). Prerequisite: Horsemanship. An Expert Horseman can break wild horses and other riding animals of any type with which he is familiar, and can ride an already-trained animal even if it is of a new type. He suffers no DX penalties of using weapons while riding, as long as he has the appropriate talent for the weapon he is using. An Expert Horseman can train riding animals as though he were an Animal Trainer, and doctor them as though he were a Vet.

Literacy (0): Ability to read and write all the languages that you know.

Psionics (6): This is a talent for psionics and is necessary for being a legal psionic. All powers cost 1/2 point instead of 1 point. Only individuals with the Psionics talent can join the Rhine Institute.

Mathematics (2) Prerequisite IQ 10+. This the knowledge of math below the calculus level: algebra, geometry, possibly some trigonometry, and accounting. This also includes astronomy and astrology. Mathemeticians are always in demand as ccountants, astrologers, teachers, etc. and earns an extra 10% profit due to effective cost accounting and/or cheating on taxes. Prerequisite: Literacy.

Mimic (2). You can reproduce any voice, accent, or (if you're a Naturalist) animal call. The victim is fooled if he fails a 4/IQ roll. Animals get a 2/IQ roll. Roll each time you speak. You must know the language that you're attempting to mimic, or at least a few words.

Monster Followers I (2). Works the same as New Followers, but you get to bring any monster with an IQ of 6-10 into your service You make a die roll against IQ -- 2 dice for every 10 ST (round up) that the monster has AT THAT MOMENT. Each 10 ST that the monster has counts as one "regular" follower in your total number of followers.

Monster Followers II (2). Prerequisite: Monster Followers I. Works just the same way, but on monsters of IQ 11 or more. The die roll against your IQ is 2 dice for every 8 ST the monster has at that moment. Remember: this is a talent that lets the player take over one of the GM's monsters and run it as his own. The GM may decide that an intelligent monster is joining a party of it own free will - but that's not the same thing.

Mundane Talents (1): Beekeeper, Butcher, Carpenter, Draper, Fisherman, Tanner. 2 points to learn: Baker, Brewer, Cook, Gardener, Joiner, Leatherworker, Potter, Sculptor, Vintner, Wood-Carver, Artist/Calligrapher.

Naturalist (2). You know about about herbs, animals, etc.; you recognize most races and creatures from your environment. You get s 3/IQ roll (5/IQ if you're fighting or running) to see a slime or similar ambushing creature, just before you walk into the ambush area.

Master Naturalist (2). Prerequisite IQ 10+, Naturalist. You get a 2-die saving roll to see ambushes by slimes, etc., before they occur, or a 4-die Saving roll if he is running or fighting. He is capable of recognizing all races of intelligent creature and all types of monsters and beast, and he knows all important information about them; he can make a good guess (4-die roll against IQ) as to the general nature of new beings the GM has introduced.

Priest (2). Prerequisite IQ 10+. This is the ability to act as a clergyman, of a religion. You can run temples, get donations, attract converts, perform rituals, etc.

High Priest (2). Prerequisite: Priest, IQ 12+. You’re a high priest of your religion.

Recruiting* (1) You can find and recruit folks for ventures. +1 to reaction rolls in recruiting situations. +2 for expert and +3 for master.

Running (1): You add 2 to your MA.

Scholar (2). Prerequisite IQ 10+. You're kowledgable and well-educated. You'll recognize any language (even if you don't speak it) on a 3/IQ roll. You automatically recognize common languages. You can teach, do research, etc., and will receive respect (+1 on any reaction roll) in civilized areas. You speak well, with proper grammar, diction, etc. You know a lot about history, customs of various races and people, and can (on a 4/IQ roll) make a very good guess about the origin of most artifacts or objects Prerequisite: Literacy.

Shipbuilder (2). Ability (given time) to construct any type of water-going vessel. Prerequisite: Seamanship.

Starship Architect (2). Ability (given time) to design any type of space-going vessel. Prerequisite: Seamanship.

Silent Movement (2). You can walk so quietly that beings with normal hearing can't hear you. You can be heard by someone with Acute Hearing, or a wolf, dog, etc., but only if he was actively listening for something and if you're with 10 hexes. You must be wearing leather armor or lighter, and may not be traveling faster than half your MA to use this ability.

Spying (2). Prerequisite IQ 10+. This is the ability to move so inconspicuously that people will look right through you. You must already have Silent Movement. This talent lets you open door a crack and look, or peek around corners without being seen, etc., on a 3/DX roll. On a 4/DX roll, you can escape pursuit (even close pursuit) by ducking into a room, branching tunnel, or wide point, if one is available. To spy, you must be wearing leather, cloth, or no armor.

Swimming (1). General swimming ability. This talent also increases your chances of surviving a fall into water when in armor (roll one die less on the saving throw).

Master Swimmer (1). Prerequisite: Swimming. A high level of Swimming ability. You roll one die less on all saving throws involving drowning. You also may attempt to save another figure from drowning by making a 3/DX roll. If the drowning figure is in plate or chain, no roll can be made. The attempt must be made immediately after the drowning figure fails its own DX roll to stay afloat. Only one attempt may be made and if you fail your DX roll you must make 3/DX roll or be drowned yourself. You can also attempt to resuscitate (see DEATH) any drowned figure if the body is recovered within 3 minutes (36 turns) of drowning. This requires a 4/IQ roll to save the drowned figure. Subtract one die if you're a Physicker.

Thief (2) You can pick locks, pick pockets, and commit similar acts of depredation. You know how to fence stolen goods, as well as the ins and outs of smuggling, selling illegal substances, etc. To pick an ordinary lock, you must make a 3/DX saving throw. You can try once per minute until you succeed, but you subtract 1 from the roll on subsequent attempts and there's no automatic success after the first try. Better locks may add to the number of dice required. Roll 3 dice vs. DX to pick a pocket or steal a purse; failure means you're noticed. Roll only 2 dice if some distraction is arranged to fool your victim. Without this talent, roll double the number of dice that a thief would.

Master Thief (2). Prerequisites: Thief talent, IQ 10+ and DX 14+. Like THIEF, except you roll 1 less die to pick any lock or pocket. You also know the Thieves' Argot at no extra IQ cost. You’re an excellent liar; whenever you lie (even to one one with the Detect Lie talent) add one die to the other person’s IQ roll to believe or detect the lie.

Tracking (1). You can look at an area 10' in diamater and on a 3/IQ tell accurately what has passed within the last day (or the last thing to pass, if several have gone by). You also get a general idea of what frequents an area. If you miss the roll the GM can lie to you, or say that nothing has passed.

Value Appraisal (1). You can determine the fair market value of most objects. You can't determine the value of an enchanted item unless you know what the enchantment is. Prerequisite: Value Recognition, IQ 10+.

Value Recognition (1). You can spot valuable items. You can tell good wine from bad, real jewels from fakes, etc. You can attempt a 4/IQ roll to get an approximate value of the item. If you fail, the GM is encouraged to lie.

Ventriloquist (2). You can "throw" your voice and fool others. They get a 3/IQ roll to avoid being fooled; subtract 1 for every 3 hexes from your character to the target.

Veterinarian (2). Prerequisite IQ 10+. This is the Physicker talent (above), for use on animals. To know this talent, you must have the Animal Handler ability already.

Woodsman (1). Prerequisite: Naturalist. You can "live off the land." You're a camping and survival expert. You can build a camp, make a fire in the rain, find edible plants, etc.

 

 

Armor Chart

 

Type

Hits Stopped

 

DX Adj.

 

TL

 

Cost

 

Notes

Leather

1 (1)

-2

1

10

 

Chain

1.5 (1)

-3

2

100

 

Half Plate

2 (2)

-4

3

200

rigid

Plate

2.5 (2)

-5

3

400

rigid

 

 

 

 

 

 

TriKev  Weave

1 (12)

0

8

100

 

TriKev Mesh

2 (12)

-2

8

400

 

TriKev Plate

4 (16)

-4

8

2,000

rigid

 

 

 

 

 

 

Composite Weave

1 (16)

0

9

200

 

Composite Lt. Mesh

2 (16)

-1

9

500

 

Composite Mesh

3 (16)

-2

9

800

 

Composite Carapace

5 (20)

-4

9

4,000

rigid

 

 

 

 

 

 

Ceramic Weave

2 (20)

0

10

400

 

Ceramic Lt. Mesh

3 (20)

-1

10

1,000

 

Ceramic Mesh

4 (20)

-2

10

1,600

 

Ceramic Carapace

6 (24)

-4

10

8,000

rigid

Powered Cer. Carapace

8 (32)

-2

10

18,000

ST x 1.25; Mov x 1.25