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 |
|
|
|
|
|
|
|