Melee Combat

Melee combat is a melee skirmish scenario in which characters attempt to take each other out of action by damaging their opponent’s health or destroying their composure. In close combat, the order of action is decided by the initiative score. On their turn, characters may take one full action, one bonus action, and as many free actions as are reasonable. The scenario ends when all opponents have either conceded the conflict or have been taken out of action. A character is said to be engaged with an opponent if either of them has the other as the main focus of their attention.

Melee Combat Actions

In close combat, action is ordered by initiative, action is divided into rounds, and characters are limited in their action selection. In a normal round of action, each character in the scene takes one or more actions in initiative order. Each character has one full action and one bonus action, which they may take in any order. After each character has finished acting, the round resets and begins again.

If a character is engaged with an opponent when they take an action, the opponent normally has the opportunity to use an action (full action or bonus action) to respond out of the initiative order. Responding to an action uses the responding character’s action for the round.

If a character is required to make an ability check when it is not their turn, and they either choose not to use an action or do not have an action available to use, the ability check is automatically equal to the fixed value of the ability.

Initiative Order

The order of action is determined by the fixed value of the Perception: survival: awareness skill. Using the fixed value creates an ordered structure to the conflict. Characters with greater situational awareness will consistently act more promptly and decisively.

If the Game Master determines that the combat has become chaotic and disorderly, he may call for an awareness ability check to determine initiative order for the round, the encounter, or for a limited number of rounds. Characters with greater situational awareness still have the potential to act first in the round, but this ability is less consistent.

Full ActionsBonus ActionsFree Actions
AttackGain an AdvantageTrash Talk Opponents
DefendInteractBanter with Allies
MoveMoveMove
RecoverReady an ActionReady Equipment
Force an OpponentSupport a CharacterPlan an Action
Actions in Melee Combat

Full Action Selection

Characters may take one full action during their turn. A full action requires most of the character’s attention and usually requires an ability check. Full actions are used to make an attack roll, go on the defensive, move around difficult terrain, or force an opponent to respond.

Attack

An attack is an attempt to take an opponent out of action by creating a damage condition. If the attack is successful, the character will then roll their damage to generate result points and create conditions. The damage roll is determined by the weapon used in the attack.

To make an attack, a character rolls their skill dice against their opponent’s resistance. Unless their opponent has taken a defensive action, the difficulty of the roll is equal to the fixed value of the opponent’s defending skill.

In order to attack an opponent, a character must be within reach, close enough to strike the target but distant enough to use the weapon’s leverage. They defender must not be closer than the minimum distance and must not be farther than the maximum distance. The following skills are used to make an attack roll or to generate a fixed resistance value.

Attack SkillDefended by
Brawling: strikeBrawling: block
Melee: martial weaponsMelee: deflect
Melee: long weaponsMelee: deflect
Skirmish: close weaponsBrawling: block
Skirmish: light weaponsSkirmish: parry
Attack Skills with Matching Defensive Skills
Weapon CategoryMin ReachMax Reach
closeno minimum5 feet
martial
light
5 feet10 feet
long10 feet15 feet
Weapon Reach by Category

Defend

Characters normally defend against an attack using only the fixed value of a defensive skill and without using an action. As a full action, a character may go on the defensive: until their next full action, when a character is attacked, they may make a defensive ability check and add +10 to the total to generate their resistance.

Going on the defensive allows a character to focus all of their attention on defense. They may use any relevant skill to generate their resistance to an attack roll. If the attack roll is not equal to the fixed value of their defensive skill, there is no need to make an ability check to determine resistance.

In order to defend against an opponent – for both full actions and fixed values – a character must have distance and clearance. The defensive weapon must be distant enough to use the weapon’s leverage defensively and must have enough space around it to move without obstruction. The following skills are used to make a defense roll.

Defensive WeaponDefensive SkillDefends AgainstDistanceClearance
noneBrawling: blockunarmed strike;
close weapons
nonenone
lightSkirmish: parrylight weaponsnonenone
martialMelee: deflectmartial weapons;
long weapons
5 feet5 feet
longMelee: deflectmartial weapons;
long weapons
5 feet5 feet
Defense Skills with Matching Attack Skill and Reach

Move

A character may use a full action to make an Athletics or Acrobatics ability check to move over or around obstacles on the battlefield or to cross treacherous terrain. A character may move up to their full Move distance in a full action. If an ability check would be required, and the difficulty of the check is equal to or less than the fixed value of the character’s ability, no ability check is required. This allows characters to leap up low elevations, to the top of tables, fight on a narrow ledge, or knock over unstable terrain features. If a character fails a movement ability check, the movement may still occur, but the characters suffers a fatigue condition equal to the negative result points.

Normally, a character who is engaged with an opponent in melee combat cannot prevent their opponent from attempting to match their movement. By making a movement ability check, a character may move away from or towards an opponent; the opponent must use an action in order to respond to the movement.

DifficultyVery Easy
1-5
Easy
6-10
Moderate
11-15
Difficult
16-20
Very Difficult
21-25
Distance20 feet30 feet40 feet50 feet60 feet
Ascent10 feet, many handholds15 feet, ready handholds20 feet, some handholds25 feet, few handholds30 feet, finger holds
Terrainfirm groundsoft or loose grounduneven or shifting groundnarrow, weak, or unbalanced groundany previous concealed from view
Passagewide openwide with light obstructionswide with heavy obstructionsnarrow with light obstructionsnarrow with heavy obstructions
Shift Objectunsteady, up to 5D damageunsteady, up to 6D damagefirmly placed, up to 7D damagefirmly placed, up to 8D damagefirmly placed, up to 9D damage
Movement Difficulty Benchmarks

Athletics: sprint allows a character to cover open terrain quickly and suddenly, gaining an advantage from a new position or removing themselves from harm’s way. Any abrupt, sudden, or speedy movement that is primarily along a clear, horizontal surface requires a sprint check.

Athletics: climbing allows a character to quickly ascend or descend a vertical elevation. On the battlefield, this can include sheer walls, large boulders, trees, and netting or rigging. Any movement that is primarily along a vertical surface requires a climbing check.

Athletics: jumping allows a character to leap over, around, or through obstacles that would otherwise block movement. On the battlefield, this can include open pits, hindering terrain, low obstacles, and gaps between locations. Any movement that requires a character to leave the ground and land safely requires a jumping check.

Acrobatics: balance allows a character to quickly and safely cross slippery, unsteady, or treacherous terrain. On the battlefield, this can include a narrow ledge, a shifting log, moss covered rocks, or very small footholds. Any movement that places the character at risk of falling over or entering into an undesirable position requires a balance check.

Lifting: shift allows a character to move, relocate, and knock over objects or parts of the terrain. On the battlefield, this can include dislodging boulders, knocking over trees, toppling structures, and hurling heavy or unstable equipment. Any time a character attempts to move a heavy object, unbalance an object, or make an attack by knocking over or hurling a heavy object up to 15 feet, it requires a shift check.

Recover a Condition

If a character is suffering from a damage, fatigue, or composure condition, they may use a full action to attempt to recover a condition. In order to recover a condition, the character must make an ability check that generates enough result points to match the rank of a condition, including any ranks used to modify the condition recovered.

The difficulty of a recovery check is determined by the highest ranked damage or composure condition on the damaged character. The result points of the ability check determine the recovery condition created. If the recovery check does not create enough ranks to completely remove the condition, it may be able to reduce its severity or duration instead.

Stamina: recover allows a character to recover or reduce their own damage or fatigue conditions. The character takes a moment to bind their wounds, apply treatment, or simply catch their breath. The results of the recover ability check can be used to modify an existing damage or fatigue condition or to create a recovery condition.

Discipline: focus allows a character to recover or reduce their own or another character’s composure conditions. The character stops to think about their situation, focus their willpower, center their spirit, or reevaluate their position. They provide another character with motivation, encouragement, or a renewed sense of purpose. The results of the focus ability check can be used to modify an existing composure condition or to create a recovery condition.

Technical: medicine allows a character to recover or reduce another character’s damage or fatigue conditions. The character provides medical attention, treats injuries, or administers medications or holistic healing techniques. The results of the medicine ability check can be used to modify an existing condition or to create a recovery condition.

RankDifficultyRecovery Effects
1Very EasyRecover a rank 1 condition;
or +1D to the next recovery check.
2EasyRecover a rank 2 condition;
or reduce an existing condition’s duration from the end of the encounter to 1D rounds.
3ModerateRecover a rank 3 condition;
or reduce an existing condition’s duration from the end of the scene to the end of the encounter.
4DifficultRecover a rank 4 condition;
or reduce an existing condition’s duration from requiring intentional recovery to expiring at the end of the scene.
5Very DifficultRecover a rank 5 condition;
Recovery Conditions

Force an Opponent to Move

As a full action, a character may attempt to force their opponent to move around the battlefield, or attempt to forcibly move their opponent. A successful ability check allows the character to choose the direction their opponent moves. The opponent is moved five feet for every rank that would be created.

Tactics: arena allows a character to crowd and draw out their opponent and force them to move around the battlefield. An opponent may be forced into difficult or treacherous terrain, backed up against an obstacle, or forced to attempt a jump or climb. The opponent may even be forced into terrain they know to be damaging or forced into terrain that requires an ability check. This skill is normally resisted by the fixed value of the opponent’s Tactics: arena.

Brawling: grapple allows a character to forcibly move an opponent. The opponent is knocked down or bodily moved against their will. An opponent may not be forced to attempt an ability check but may be forced into damaging terrain. This skill is normally resisted by the fixed value of the opponent’s Brawling: grapple or Acrobatics: tumble.

Bonus Action Selection

Characters may take one bonus action per turn. A bonus action does not require a character’s full attention, and may or may not require an ability check. Bonus actions are used to move around the battlefield, interact with an opponent, or attempt to gain an advantage.

Gain an Advantage

A character may us a bonus action to attempt to gain an advantage over an opponent by creating a physical distraction, identifying a weakness in their opponent, or psyching themselves up. Advantages can be used by the character who created them or they can be “passed” to another character who is able to benefit from them.

Bluff: misdirection allows a character to create a distraction with a flashy or apparently threatening motion such as throwing something in the opponent’s face or setting off a flash bomb. Purely verbal distractions attempt to make an opponent worry about something other than their current situation. Drawing an opponent’s attention from the combat creates openings and makes their actions less effective. Misdirection is resisted by Insight: cues.

Research: memory allows a character to identify weaknesses in their opponent or to leverage patterns of behavior. It uses existing knowledge of an opponent in order to target their weaknesses and avoid their strongest attacks. The difficulty of the memory check is determined by the rarity or unfamiliarity of the opponent.

Survival: awareness allows a character to increase their initiative score on their next turn. It has a fixed difficulty of 10. Result points from the awareness ability check add directly to a character’s initiative on the next round.

RankAdvantage Effects
1+2 to a single ability check for one turn
Advantage on a single ability check
2+1D to a single ability check for one round
+1 bonus action for one round
3+1D to a single skill for one encounter
+1 full action for one round
4+1 Action point
5+1 new ability
Effects for Advantage Conditions

Interact

A character may use a bonus action to interact with their opponent in an attempt to create a composure condition. Words become a powerful weapon on the battlefield when they are used to shake an opponent’s will to fight. A canny fighter not only has the ability to gain an advantage over their opponent, but can actually take an opponent out of action without ever causing damage.

Taunt: insult attempts to shake an opponent’s focus and cause them to make poor tactical choices. A taunt does not have to be verbal; insulting gestures or pointedly disregarding an opponent as a threat can both infuriate the weak willed. Insult is resisted by Insight: ego.

Intimidate: startle attempts to shock an opponent and cause them to react without thinking. Threatening gestures, unexpected actions, and creepy behavior can all unsettle an opponent and remove them from the fight. It is resisted by Discipline: resolve.

Command: demoralize questions the effectiveness of an opponent’s will to fight and reduces their confidence in their choices. Demoralizing an opponent causes them to devalue their achievements and remove their willingness to endure hardships and setbacks. Demoralize is resisted by Discipline: conviction.

Move

As a bonus action, a character may move up to half of their Move distance. If they are engaged with an opponent, that opponent has the option of responding by immediately matching the character’s movement if they are able to do so.

This allows a character to advance on an opponent, take advantage of terrain position, or withdraw from a combat. The opponent has the option of immediately backing away to prevent the advance or following to prevent a withdrawal.

Acrobatics: tumble allows a character to use a bonus action to cross over or around obstacles by making an ability check instead of using their fixed value. If the opponent wishes to follow them, they must also make an ability check.

Ready an Action

A character may use their bonus action to prepare a single ability check in response to a conditional action. If the conditional action never takes place, the bonus action is still considered to be used. The conditional action must directly enable the ability check in some way. For example: a melee weapons attack may be readied if an opponent moves within reach, or a sprint may be readied if an opponent moves out of reach.

A readied action is considered to be immediately prior to the triggering action in initiative order. For example: a melee weapons attack is readied if an opponent moves within reach. An opponent uses their bonus action to move within reach, triggering the readied attack; the readied character then takes their action. After the readied action is resolved, the triggering character may finish their round.

Defensive actions can be prepared as a readied action by choosing to fight defensively. This defensive ability check gains a special bonus of +5; the final defensive value is equal to the greater of the fixed value or the ability check.

Holding an action is a general form of readying an action, allowing a character to have an action available with which to respond to the actions of characters who are later in the initiative order.

Combine Actions

A character may use their bonus action to combine their action with an opponent or an ally in an effort to enhance or blunt the other character’s action, using the ordinary rules for combined actions. A combined action will require the character to have a skill that allows them to assist or interfere with the other character.

For example:

  • Combining attack skills with an ally to more effectively attack an opponent with a high defense.
  • Moving in such a way as to interfere with an opponent’s attempts to move around the field.
  • Combining taunt skills with an ally to really make an opponent lose their cool.

Free Actions

Free actions do not take up much of a character’s attention, and never require an ability check. Free actions account for incident movement, conversation, and simple actions during a melee combat.

Trash talking an opponent is a time-honored practice and an integral part of many characters’ personas. This is a great opportunity for some dynamic give and take between opponents and a way to build up history for call backs later in the game. Game Masters are known to award bonus luck points for memorable trash talk.

Witty banter with allies makes for a more entertaining game and offers the opportunity to build camaraderie. This is were friendly jabs are traded and characters really get to know each other. Game Masters are known to award bonus luck points for memorable witty banter.

Incidental movement does not consume an action. A character is allowed to move up to half of their Move distance as a free action. This movement must be across unobstructed terrain, must not require a skill check, and may be responded to with matching movement by an engaged opponent.

Readying equipment is a vital part of the skirmish conflict, but it is not usually very interesting. A character may use a free action to prepare a piece of equipment that they may reasonably and easily access, to reload a weapon that does not require excessive attention, or to stow a piece of a equipment into an easily accessible location.

Planning action with other party members often comes down to shouting instructions at each other at the last minute. If characters have the ability to easily communicate with each other, doing so does not require an action.

Melee Combat Conditions

Damage

When an attack generates result points, the first rank created is always used to make a damage roll. If the attack generated enough result points to create additional ranks, each additional rank adds 1D to the damage roll.

The value of the damage roll is determined by the weapon used to attack with. The damage roll is resisted by a character’s Strength ability, modified by armor or equipment, but not modified by skills. Ranks created by the damage roll create damage conditions. Damage conditions are cumulative.

RankDescriptionEffect
1StunnedCharacter suffers -2 to all ability checks until the end of their next turn.
2HurtCharacter suffers -1D to all ability checks until the end of their next round.
3WoundedCharacter suffers -1D to all Dexterity checks until the end of the encounter.
4IncapacitatedCharacter makes all ability checks at disadvantage.
5Out of ActionCharacter is taken out of action.
Damage Conditions

Fatigue

When a character attempts a movement ability check, whether they are forced to move or choose to take an action, and the check is failed, a fatigue condition equal to the negative result points is created on the character. Fatigue conditions are cumulative. Failing a movement ability check does not also automatically mean that the movement fails.

RankDescriptionEffect
1BreathlessCharacter makes all ability checks at disadvantage until the end of their next turn.
2WindedCharacter may not take a bonus action until the end of the next round.
3TiredCharacter suffers -2 to their fixed ability scores until the end of the encounter.
4ExhaustedCharacter suffers -1D to all Strength checks until the end of the scene.
5Out of ActionCharacter is taken out of action.
Fatigue Conditions

Composure

When a taunt, intimidate, or command ability check is successful, the result points generated create a composure condition. Composure conditions are cumulative.

RankDescriptionEffect
1StartledCharacter suffers -2 to their initiative on the next round.
2DisorientedCharacter makes all ability checks at disadvantage until the end of their next round.
3DiscouragedCharacter may not take a bonus action until the end the of the encounter.
4DemoralizedCharacter suffers -1D to all Presence checks until the end of the scene.
5Out of ActionCharacter is taken out of action.
Damage Conditions

Pillars of Gaming

There are three pillars of gaming in a FreeD6 game: skirmish, social interaction, and problem-solving. Role-playing means approaching each of these pillars using the attitude and abilities of a created character. The results of the game create the emergent narrative which feeds memorable role-playing. The three pillars are the ways in which characters interact with the setting of the game.

The Skirmish Game

The skirmish game allows players to make tactical decisions and resolve conflict within a tactical framework. Skirmish conflicts involve tactical scenes in which the order of action is important and in which the players are being actively opposed by the environment or other characters. Some common skirmish conflicts are melee combat, ranged combat, and pursuits.

The skirmish game is essentially a contest of resource depletion, where characters try to create damage or composure conditions on their opponent in an attempt to take them out of action.

CombatPursuit
MeleeRangedPersonalMounted
Skirmish Games

The Social Interaction Game

The social interaction game allows characters to interact with non-player characters and cause them to make decisions or take actions. Social interaction conflicts involve dramatic scenes or simple checks in which the order of action is not important, and which allows the characters to influence the behavior of NPCs. Some common social interactions are bluffing your way past a guard, interrogating a source of information, and charming your way into a mark’s good graces.

Social interaction is a way to control the actions and decisions of other characters in the setting. Social interactions allow players to force a reaction, prompt an action, coerce a decision, or weaken an opposing character’s resolve. The social interaction game involves an attempt to influence and control the decisions and actions of opposed characters.

A back-and-forth argument, or any type of verbal battle, is a type of social interaction. An argument conflict typically takes place for the purpose of impressing an audience rather than as an attempt to influence a character. Some examples of argument conflicts are: courtroom trial, formal debate, stage microphone battle (eg, rap or poetry), or schoolyard put-downs.

The social interaction game is essentially a press-your-luck exercise in which characters attempt to gain advantages or concessions from their target until they either cease to press their influence or they fail badly enough to lose all of their progress.

Skills to ConvinceSkills to Coerce
insight (resistance)discipline (resistance)
bluffrapport
fast-talktaunt
charmintimidate
commandpressure
Social Interaction Games

The Problem-Solving Game

The problem-solving game allows players to interact with otherwise passive elements of the setting in a dramatic scene or a simple check. Problem-solving conflicts involve dramatic scenes or isolated decision points in which the order of action is not important, and which allows characters to explore the setting and to react to the actions of the environment or other characters. Some common problem-solving conflicts are disabling traps, crossing treacherous terrain, and tracking a target.

Exploring the setting and making decisions about where to go and what to do next are also forms of problem-solving. Any time a player is presented with incomplete information, confronted with a situation that requires a reaction, or offered a choice between courses of action, they engage in a form of problem-solving. The problem-solving game includes interaction with characters and obstacles that are not actively opposed to the players in order to determine the outcome and effectiveness of the NPC actions. Problem-solving includes crafting traps, preparing equipment, conducting investigations, and exploring locations.

The problem-solving game is essentially a timed opportunity-cost game in which a player attempts to accomplish a goal within a limited time frame.

Investigation SkillsPreparation SkillsExploration SkillsInfiltration Skills
technicalresearchsurvivalstealth
contactsrepairtechnicaltradecraft
researchtacticsrepairfast-talk
surveillanceoperationsacrobaticscommunications
survivaltradecraftathleticsbluff
communicationscontactstradecraftcharm
Problem-Solving Games

Rewarding Play Styles with Different Dice Games

I keep thinking about D6 Legend, how it traded dice totals for counting successes. I find myself wondering if it would be practical and interesting to use both systems within the same game. I want to do this for several reasons: I want more ways to use the dice, I want to differentiate action applications within the dice game, and I want to vary the game experience to reward different types of players. I want every type of role-player to have a dice game that rewards them.

The prompt for considering this is a game I ran in which one of the players commented that the con and persuasion checks were “like punching people with words”. Both fighting and arguing worked exactly the same way. The player did not feel his efforts to play a social game were being rewarded by the dice when his con check was essentially a one-hit KO.

To illustrate by thoughts in application: melee and ranged combat would use the dice total system to resolve hits and damage. This allows players to total up big numbers.

In contrast: picking a lock or hacking a computer system would count successes. This allows players to succeed with a very slim margin of error.

The result is 1) for a narrative situation that is overcome by force, the players must generate dice totals of 5, 10, or 15 points above the difficulty – which is already set at 10, 15, or 20. The margins of differentiation have a broad (5-point) tolerance. Psychologically, any number above 5 (larger than one hand) is “significant” number, anything over 10 (larger than two hands) is a “big” number, and anything over 20 is “very big”. Success has psychological weight by virtue of large numbers both in the success margin and the total value of the dice. Large numbers emphasize force and imply power.

And 2) for a narrative situation that is overcome by skill, the players must generate 3, 4, or 5 successes out of a dice pool that will on average contain 6-9 dice. The margins of differentiation are very small (1-point) and any single die could be the difference between success and failure. Psychologically, this feeds the gambler’s fallacy – that a near success in a discrete event places you closer to success in successive events. Success has psychological weight due to leveraging the perception bias of the single-point margins. Small margins emphasize fragility and imply skill.

I also want to introduce a third mechanism that will further differentiate social encounters with a system emphasizes variability and implies cleverness. I don’t have that one all the way worked out yet.

Action Point Economy

Each player begins the game session with a single action point. Action points are spent during the game to reroll the dice, add dice to a roll, influence the narrative of the game, or temporarily alter the rules of the game. Additional action points are earned during the game for accepting complications based on the hooks in a character’s description or at the Game Master’s discretion for exceptional role-playing that entertains the table in a memorable way.

Whenever an action point is spent, the player describes an event or action that allows them to benefit from the action point. The action point then either provides a specific dice benefit, narrative effect, or change in the rules.

Action points may be spent to reroll the dice for any ability check. If the player is not satisfied with their first ability check, they may roll again and choose which dice total to accept.

Action points may be spent to add dice to a roll at a 1:2 exchange. One action point adds 2D to a single ability check. The point may be spent after the initial roll has been made.

Action points may be spent to influence the narrative of the game in a way that does not necessarily provide a dice benefit. Spending an action point allows the player to add a new element to the scenario, alter an existing element in the scenario, or to describe an event that occurs in the scenario.

Action points may be spent to alter the rules of the game. This allows characters to temporarily gain 1D in skills in which they are not trained or to substitute one skill for another skill in an ability check.

For example:

  • The Gray Maus attempts to cast a spell on his hated enemy but fails his skill roll and the GM informs him that his magic is not strong enough. The Gray Maus delves into his slain master’s spellbook for a more powerful ritual and the player offers the GM an action point to try casting the spell again.
  • Dr. Hu tackles a complicated sonic engineering problem with only his screwdriver. “If only I had a hydrospanner, that would be something!” he declares. The player offers the GM an action point; the GM accepts and declares there is a hydrospanner in the toolbox that will add 2D to the ability check.
  • Rick O’Shea is getting pummeled by The Viper but can’t seem to get away. After a hard hit, the player says it would be nice if the floor gave way and Rick fell down to the first floor out of the Viper’s range. He offers the GM an action point.
  • Sure-Luck Homes is tailing a suspect through the streets of Lundyn. He asks if the fog rolling in from the River Tims is thick enough to provide concealment, and offers the GM an action point.
  • Cloon-E finds himself the last cyberclone standing after a firefight. Bending over his injured pod mate, Cloon wants to help out but does not have the cybernetics skill. The player states that Cloon-E just binged a popular medical drama and some of it ought to apply. The GM agrees and awards Cloon a temporary 1D skill in the trained skill cybernetics.
  • Roz insists that all of the paperwork be filled out correctly. Sullivan doesn’t have the communications skill he needs, but says that he knows how to talk to people. The player offers the GM an action point to let Sullivan use his contacts skills instead.

Action points may be awarded by the Game Master if a character accepts a negative narrative effect based on a character’s narrative background hooks. The complication may be offered by the GM or prompted by the player. The narrative effect should make the character’s situation more complicated by requiring them to make a decision that incurs a narrative cost, by making their actions more difficult, or both. The complication should not be easily overcome by a single skill check. The action point is awarded at the end of the scene.

Action points may be awarded at any point in time by the GM for exceptionally entertaining role-playing or for memorable gaming that involves the entire table.

Normal Abilities, Skills, and Specializations

There are six normal abilities that describe characters and most opponents: Strength, Dexterity, Intelligence, Perception, Presence, and Wits. Each of these abilities has five untrained skills; each skill has three untrained specializations. Untrained skills and untrained specializations do not require ranks before they can be used.

Strength (normal ability)

Strength describes a character’s overall athleticism, the ability to exert physical force, and the ability resist damage or fatigue. This ability is used to calculate damage in unarmed combat, overcome obstacles that test endurance, and shift objects through applied leverage. The Strength ability, without any skill modifiers, is used to resist damage and to inflict unarmed damage.

BrawlingMeleeAthleticsLiftingStamina
strikemartial weaponsclimbingshiftrecover
blocklong weaponsjumpingcarryendure
grappledeflectsprintcrushresilience
Normal Strength Skills and Specializations

Brawling (Strength skill)

Brawling is the untrained skill of unarmed close combat. Unlike formal martial arts, brawling lacks structured training and discipline, relying more on instinct, brute strength, and adaptability. Brawling is used for attack and defense in unarmed close combat.

Strike (brawling specialization)

Striking in the context of brawling involves delivering powerful and effective hits meant to incapacitate an opponent and take them out of action. A strike includes attacks such as punches, kicks, elbows, knees, and even headbutts. This skill also includes attacks with improvised weapons such as broken bottles or steel chairs. Strike is used primarily to make an attack roll in close or melee combat when unarmed or considered unarmed.

Block (brawling specialization)

Blocking is the defensive counterpart to striking; it protects against unarmed and close weapon attacks. Blocking maneuvers involve ducking, weaving, side-stepping, and controlling where a blow strikes to protect vulnerable areas. Block is used primarily to provide a fixed or full-action defensive value in close or melee combat.

Grapple (brawling specialization)

Grappling involves close-quarters combat techniques focused on gaining control over an opponent, restraining them, or forcing them to move. Grappling includes arm or leg locks, shoves, throws, and takedowns. Grapple is used primarily to force an opponent to move, prevent them from moving, and to defend against grapple attempts.

Melee (Strength skill)

Melee is the untrained skill of using weapons for attack and defense in melee combat where fighting tends to involve multiple nearby combatants with a limited ability to move around. Weapons used in melee combat take advantage of weight, leverage, or a cutting edge to act as a force multiplier. A melee weapon may be considered martial, long, or both. Melee is used for attack and defense in melee combat when armed with martial weapons or long weapons.

Martial weapons (melee weapons specialization)

Martial weapons are designed for combat and personal defense. They have an effective reach between 5 feet and 10 feet, and they require 5 feet of clearance in order to be used effectively. Martial weapons include most swords, axes, and clubs. Martial weapons is used primarily to make an attack roll when armed with a martial weapon.

Long weapons (melee weapons specialization)

Long weapons emphasize reach and leverage to provide a combat advantage. They have an effective reach between 10 and 15 feet, and they require 10 feet of clearance in order to be used effectively. Long weapons include most spears, polearms, and staffs. Long weapons is used primarily to make an attack roll when armed with a long weapon.

Deflect (melee weapons specialization)

Deflecting attacks involves using weapons to block or redirect an opponent’s strikes, minimizing damage and creating openings for counterattacks. Both martial weapons and long weapons may be used to deflect attacks; deflect may only be used against martial, long, or light weapons. Deflecting requires a minimum distance of 5 feet from the attacker and requires 5 feet of clearance to be used effectively. Deflect is used primarily to provide a fixed or full-action defensive value in melee combat.

Athletics (Strength skill)

Athletics is the untrained skill of navigating a location using strength and endurance. It is used during exploration to overcome obstacle, move around terrain, and perform athletic feats. It can be used to throw objects accurately and with force, including weapons. Athletics is used to move during exploration and combat.

Climbing (athletics specialization)

Climbing involves rapidly and safely ascending vertical or near-vertical surfaces, such as rock faces, walls, or trees. It involves grip strength, footwork, and body positioning. Climbing is used primarily to overcome vertical obstacles during exploration or for positioning during melee combat or pursuit.

Sprint (athletics specialization)

Sprinting involves covering open terrain, with the ability to start quickly, stop rapidly, and change direction fluidly. It involves controlled breathing, stride, and balance. Sprint is used primarily to cover short distances quickly during exploration or for positioning during melee combat or pursuit.

Jumping (athletics specialization)

Jumping involves powerful leaps and precise landings, which can be used both to overcome physical obstacles and to gain strategic advantages in combat. It is used to reach high places, to clear horizontal gaps, to cross obstructed terrain, and to land safely. Jumping is used to overcome obstacles in exploration, and for positioning during melee combat or pursuit.

Lifting (Strength skill)

Lifting is a foundational skill in strength training and physical conditioning, involving the ability to move, carry, and manipulate heavy objects. Lifting is used during exploration to move objects or to alter the terrain during melee combat.

Shift (lifting specialization)

Shift involves moving or adjusting the position of heavy objects without necessarily lifting them entirely off the ground. It focuses on leverage and positioning to alter an object’s balance or location. Shift is used to change aspects of the terrain or to use objects that are part of the terrain to make an attack during melee combat.

Carry (lifting specialization)

Carry allows a character to maintain control and stability of an object while relocating it and lifting it completely off the ground. It relies on proper distribution of weight and balance. Carry is used to relocate obstacles during exploration, placing them quickly and securely in new locations.

Crush (lifting specialization)

Crushing includes any form of object manipulation that forcibly changes the shape or function of an item. It emphasizes leverage and pressure to maximize the force that may be brought to bear on an object. Crush is used to overcome obstacles during exploration by changing them, or to enhance social interaction through feats of strength.

Stamina (Strength skill)

Stamina is the skill of overcoming physical limits; it is essential for maintaining physical and mental resilience during combat and exploration. It involves the capacity to resist fatigue, toxins, and stress, recover from physical and mental damage, and endure challenging conditions. Stamina is used during exploration and combat to resist damaging effects and to recover from damage.

Recover (stamina specialization)

Recover focuses on the ability to heal and regain strength after physical or mental exertion or damage. It is crucial for bouncing back quickly from injuries, stress, and fatigue. Recover is used during combat to remove damage and fatigue conditions.

Endure (stamina specialization)

Endure focuses on sustaining performance under prolonged hardship or challenging conditions. It emphasizes pain tolerance, training for physical improvement, and cultivating the ability to adapt to adverse conditions without breaking down. Endure is used during combat and exploration to resist fatigue.

Resilience (stamina specialization)

Resilience involves building resistance against toxins, pain, and other harmful influences, including extranormal effects. Resistance training helps the body and mind withstand environmental effects with the potential to cause immediate or long-term harm. Resilience is used during exploration to overcome environmental effects and to resist non-damaging area effects during exploration and in combat.

Dexterity (normal ability)

Dexterity describes a character’s agility, reflexes, coordination, balance, and the ability to act with precision. This ability is used to dodge ranged attacks, use light weapons, pilot vehicles, and to navigate obstacles that require precise body control.

SkirmishShootingAcrobaticsStealthPursuit
light weaponshandgunstumblehidepositioning
close weaponsriflesbalancecoverspeed
parryheavy weaponsthrowingfollowtiming
Normal Dexterity Skills and Specializations

Skirmish (Dexterity skill)

Skirmish combat involves close-quarters fighting that relies on speed, agility, and precision rather than brute strength. Characters proficient in skirmish combat excel in dodging, quick strikes, and using lighter melee weapons. Skirmish combat involves multiple opponents spread out over the battlefield and with the ability to move around relatively freely. Skirmish is used for attack and defense in melee combat when armed with light or close weapons.

Light weapons (skirmish specialization)

Light weapons focuses on the use of small, agile weapons that allow for quick strikes and fast maneuvers. These weapons are typically easy to wield and allow the user to attack rapidly and move swiftly. This skill can be used with any balanced weapon up to 24 inches. Light weapons is used primarily to make an attack roll when armed with a light weapon.

Close weapons (skirmish specialization)

Close weapons involves the use of weapons designed for extremely close-quarters combat. This includes weapons that are effective in confined spaces, where range and reach are limited. Close weapons occupy a hand, and the user counts as armed. Close weapons is used primarily to make an attack roll when armed with a close weapon.

Parry (skirmish specialization)

A parry is a defensive technique that uses a weapon to deflect or block incoming attacks by redirecting but not interrupting the attack. This allows the skirmisher to protect themselves while setting up counterattacks. Both martial and light weapons may be used to parry; a parry may only defend against attacks by martial or light weapons. Parrying requires a minimum distance of 5 feet from the attacker but requires no minimum clearance to be used effectively. Parry is used primarily to provide a fixed or full-action defensive value in melee combat.

Acrobatics (Dexterity skill)

Acrobatics is the skill of moving over, around, or through obstacles in a location. Tumbling techniques dodge attacks and move unpredictably, making it harder for opponents to land hits. Acrobatic skills allow a character to escape from dangerous situations or to navigate through difficult terrain. Throwing techniques use the whole body to place objects with accuracy and force at a distance. Acrobatics is used to move during exploration and combat, and to attack with thrown weapons.

Tumble (acrobatics specialization)

Tumble focuses on the ability to roll, flip, and maneuver quickly to avoid attacks and navigate obstacles. It allows a character to evade ranged attacks and rapidly change position. Tumble is used to overcome obstacles in exploration, resist damage from falling, and for positioning in melee combat.

Balance (acrobatics specialization)

Balance focuses on maintaining stability and control on precarious surfaces and during complex maneuvers. It allows a character to navigate narrow or unstable terrain such as slippery, uneven, or shifting surfaces. Balance is used to overcome obstacles during exploration or during movement in melee combat.

Throwing (acrobatics specialization)

Throwing involves placing objects at a distance with force and accuracy. The whole body is used to generate power, with emphasis placed on grip, stance, and follow-through. Throwing is used primarily to overcome distant obstacles during exploration or for short ranged attacks.

Shooting (Dexterity skill)

Shooting is the skill of firing ranged weapons. Precision shooting anticipates changes in speed and direction of the target; it may be used both offensively and defensively. Shooting is used to attack in ranged combat when armed with handguns, rifles, or heavy weapons.

Handguns (shooting specialization)

Handguns includes all weapons with a barrel shorter than 16 inches and which do not incorporate a shoulder stock. Handguns is used primarily to make ranged attacks with firearms designed to be wielded with one hand.

Rifles (shooting specialization)

Rifles includes all weapons with a barrel of 16 inches or longer and which incorporates a shoulder stock. Rifles is used primarily to make ranged attacks with firearms designed to be wielded with two hands or with bracing.

Heavy weapons (shooting specialization)

Heavy weapons include any firearm used primarily from a fixed position, primarily designed for indirect fire, or mounted to a platform. Cannon, mortars, vehicle weapons, and grenade launchers are all heavy weapons. Heavy weapons is used primarily to make attacks with weapons that do not allow the user to move while firing.

Stealth (Dexterity skill)

Stealth is a crucial skill in many contexts, particularly in tactical situations, espionage, and survival scenarios. It involves the ability to move quietly and remain undetected, enabling individuals to avoid attention, gather information, or position themselves advantageously. Stealth is used to defend during ranged combat and to remain unseen during exploration.

Hide (stealth specialization)

Hiding means remaining out of sight through the use of cover, concealment, and misdirection in order to prevent detection in general. Hiding often involves remaining stationary; it is more difficult to hide while moving. Effective techniques incorporate efforts to blend in with the scenery and minimize contrast. Hide is used to defend against traps, obstacles, or observation during exploration.

Cover (stealth specialization)

Cover uses objects, terrain, or structures to prevent discovery or observation by a specific individual; both natural and artificial cover may be used. This skill allows movement between sources of cover with minimal exposure. Cover which does not include a physical barrier is known as concealment. Cover is used to defend during ranged combat by interposing physical and visual obstacles between the target and the shooter.

Tracking (stealth specialization)

Tracking is following a target without making them aware they are being followed. Trackers take advantage of obstacles in the terrain, identify signs of passage, mimic their target’s movements, and predict their most likely paths. Tracking is used during exploration to follow a target without being noticed.

  • Pursuit is the skill of guiding vehicles or mounts through precision maneuvers and dangerous situations. It is used to maneuver a vehicle or mount during a fight and to overcome obstacles during movement.
    Specialties: speed, timing, positioning.

Intelligence (normal ability)

Intelligence describes the breadth of a character’s knowledge and their ability to apply that knowledge to problem solving and procedural navigation. This ability is used repair and manipulate devices, integrate with social customs, research subjects, and treat injuries.

The normal skills associated with Intelligence are: communications, technical, research, repair, and contacts.

  • Communications is the skill of understanding and manipulating information systems. It is used to obtain or defend against sensor sweeps or target locks, defeat security systems, and manipulate information banks.
    Specialties: computer hacking, security systems, sensors.
  • Technical is the skill of evaluating and applying information to solve problems. It is used to evaluate locations, examine items or information, and apply knowledge in practical ways.
    Specialties: medicine, forensics, construction.
  • Research is the skill of discovering information and sifting through logical constructions. It is used discern weakness, establish patterns and reveal information.
    Specialties: mysteries, memory, puzzles.
  • Repair is the skill of building, rebuilding, and changing equipment. It is used to construct gear, repair vehicle damage, and disable traps.
    Specialties: traps, gear, vehicles.
  • Contacts is the skill of using and navigating social networks. It is used to gather allies, collect information from people, and learn about behavior.
    Specialties: streetwise, allies, resources.

Perception describes a character’s ability to anticipate actions, gather information from their surroundings, focus the mind, and influence the perceptions of others. This ability is used for sleight of hand, recovering willpower, searching, and resisting sensory manipulation.

The normal skills associated with Perceptions are: tradecraft, operations, surveillance, tactics, and survival.

  • Tradecraft is the skill of physical deception and misdirection. It is used to perform sleight of hand, construct a disguise, and forge documents.
    Specialties: sleight of hand, disguise, forgery.
  • Operations is the skill of using heavy machinery and following system processes. It is used to fire ship weapons, operate ship defenses, and set up all kinds of complex systems.
    Specialties: gunnery, shields, systems.
  • Surveillance is the skill of gathering information through observation. It is used to trail a suspect, examine a location for dangers or traps, and spot hidden people or objects.
    Specialties: trail, search, camouflage.
  • Tactics is the skill of anticipating and controlling the choices available in a situation. It is used to provoke actions or remove options in a conflict.
    Specialties: fire team, cavalry, arena.
  • Survival is the skill of situational awareness and knowledge of the wilderness. It is used to determine initiative in close or ranged combat, to track a target through a location, and to interact with the environment.
    Specialties: awareness, tracking, wilderness.

Presence describes the force of a character’s personality, their determination, their ability to influence others, and their ability to resist influence. This ability is used to endure hardship, inspire others, ingratiate oneself with them, and to overawe them.

The normal skills associated with Presence are: discipline, command, charm, intimidate, and pressure.

  • Discipline is the skill of self-control. It is used to resist coercion and mental effects.
    Specialties: callousness, resolve, conviction.
  • Command is the skill of leadership through force of personality. It is used to create conditions that inspire and embolden allies or to impress and demoralize opponents.
  • Charm is the skill of creating admiration through one’s behavior. It is used to create conditions that evoke empathy and sympathy.
  • Intimidate is the skill of provoking reactions as a result of fear or surprise. It is used startle opponents with sudden movements, demoralize them with physical force, or threaten them with potential actions.
  • Pressure is the skill of coercing behavior through continual requests and judiciously applied reasoning. It is used to compel behavior by wearing down resistance and discouraging argument.

Wits describes a character’s ability to adapt and react to their environment and to the influence of others. This ability is used to deceive others, perceive their deceptions, provoke a reaction, and to lay out a convincing argument.

The normal skills associated with Wits are: insight, rapport, bluff, fast-talk, and taunt.

  • Insight is the skill of discerning motivations and methodology. It is used to resist persuasion and deception attempts.
    Specialties: cues, logic, ego.
  • Rapport is the skill of connecting with people and finding common interests. It is used to calm and reassure allies or to make opponents more susceptible to deception.
  • Bluff is the skill of deceiving people by showing them what they expect and allaying suspicions. It is used to prey upon people’s willingness to believe and to aid in infiltration.
  • Fast-Talk is the skill of laying out an argument or course of reasoning that sounds believable. It is used to gain cooperation through agreement or persuasion.
  • Taunt is the skill of provoking a reaction by appealing to pride or greed. It is used to cause an opponent to act in a way or at a time that does not benefit them.

Abilities and Hooks

Every element in the game is first described by its narrative before any abilities or die codes are ever assigned. The narrative description either directly or indirectly references abilities and hooks. The narrative description , or portions of the description, are summarized in a short phrase referred to as the concept.

An element’s concept determines whether or not the element has agency. An element with agency can make decisions and take actions; characters, opponents, and animals are examples of elements with agency. An element without agency may react to actions if appropriate but will not initiate them; traps, hazards, and computers are examples of elements without agency. The concept describes an element’s abilities in terms of the nature of those abilities, the scale of those abilities, and the scope of those abilities. The concept describes one or more hooks that are used to provide narrative happenstance and to stimulate the action point economy. An element may have as many concepts as needed and that make sense together.

The Nature of Abilities

An element’s concept describes what abilities are natural to the element. In the context of the game, every element is going to possess one of these natures.

Character: a character can move, speak, and manipulate objects. A character possesses agency. They possess the normal abilities of: Strength, Dexterity, Intelligence, Perception, Presence, and Wits. Any element of the game that possesses agency is treated as a character, even if it does not possess the usual normal abilities.

Vehicle: a vehicle is a tool for transporting things and does not possess agency. A vehicle possesses the normal abilities of Body, Handling, and Speed.

Weapon: a weapon is a tool for damaging things and does not possess agency. A weapon possesses the normal abilities of Damage, Ammo, and Range.

Equipment: equipment is any tool that enables, disables, or modifies abilities but it does not possess agency. Equipment may have any ability in the game as a normal ability. Any ability the equipment allows a user to use is considered a normal ability for that user. Any ability used by equipment but not by its user is considered extranormal for that user.

Object: an object is any element in the game that is not a character or a tool and does not possess agency. Objects may have any ability in the game as a normal ability.

The Scale of Abilities

An element’s scale describes the level of effect at which abilities operate. A element is said to have parity of scale with something if it can reasonably affect or compete with it. Acting against something of a different scale results in a disparity of scale. Abilities that operate at a lower scale than their target are less effective or not effective at all. Abilities that operate at a higher scale than their target are more effective or overwhelmingly effective. Scale is necessarily progressive in the same way as conditions. Disparity of scale affects the result points of an action by reducing (lower scale) or adding (higher scale) 5 result points to the action total per level of disparity.

SizeDamageSpeedSocial Status
TinyMouseHumanSerf
SmallHousecatHorsePeasant
MediumHumanCarMerchant
LargeBearAirplaneKnight
HugeTruckJetRuler
Examples of Scale

The Scope of Abilities

An element’s scope describes the range of effects upon which an ability operates. Elements may affect things which are within their scope normally, and things which are outside their scope to a lesser degree or not at all. Scope is not progressive; a broader scope may include more limited scopes wholly or partially. The degree and way in which an element affects something outside of its scope is determined by the Game Master on a case-by-case basis.

There are many ways an element may affect something outside of its scope. When a target is outside the scope of an element, it may, for example, have an increased difficulty to create conditions, the possible effects may be different, or the result points may be affected. If a scope partially or fully encompasses another element’s scope, it provides no additional effects to the results.

Tech LevelJurisdictionMovementMental Telepathy
Stone AgeOwn PropertyUnderwaterAnimals
Iron AgeNeighborhoodLandPeople
Electronic AgeCityVertical SurfacesLiving Creatures
Nuclear AgeCountyFlightMonsters
Quantum AgeStateMicro-GravityEnergy Beings
Examples of Scope

Hooks

Hooks are short phrases or single words from the narrative description that provide a narrative justification for a happenstance or an extranormal ability. Conditions are a type of hook with some pre-defined mechanical and narrative effects.

Hooks Provide Abilities

An ability hook allows a character to posses an extranormal ability. Ability hooks do not require activation. A character with an ability hook has access to extranormal abilities, but they must spend action points to make extranormal ability rolls until they have at least 1 full rank in the extranormal ability.

Examples of ability hooks:

Trevor Stevens was a test pilot in a plane crash. He was rebuilt with bionic limbs. Trevor has the extranormal ability: cybernetics, which augments his athletic ability.

Carra Radine is a monk who has spent years honing his martial art skills and mastering mind-over-body. His fists can shatter steel. Carra has the extranormal ability: chi mastery, which allows him to match the damage scale of an opponent.

Man-Spider is a man who bit a radioactive spider; he has developed great powers which he uses responsibly. Man-Spider has the extranormal ability: totem power (spider), which allows him to walk on vertical surfaces.

Hooks Influence the Narrative

A narrative hook uses the action point economy to create narrative happenstance, to allow characters to temporarily use abilities they don’t have, or to allow characters to use abilities in normally disallowed ways. A narrative hook always requires activation by making an ability check with a relevant skill or through the expenditure of an action point. A narrative effect makes the character’s actions more efficient or effective in a specific way.

Just as a player can spend an action point to influence the narrative of the game in a character’s favor, the Game Master can award an action point to a player in order to make a character’s life more complicated. Players need not wait for the Game Master to do this. A player can suggest a narrative complication for their character; if the Game Master accepts, the scenario gets more interesting and the character is awarded an action point at the end of the scene. A narrative complication should involve hooks that make the character’s actions more costly or difficult in a specific way.

Examples of narrative hooks:

Trevor Stevens is staring at a nuclear device with only moments left until detonation. He does not have any skills that would let him disarm the bomb. Trevor’s player declares that if Trevor can interface his cybernetic arm with the bomb’s detonator, he might be able to disarm it, and he offers the GM an action point. The GM accepts, and Trevor attempts to disarm the bomb using his ranks in cybernetics.

Carra Radine is fighting an armored battlesuit in an abandoned warehouse. The battlesuit is tracking him with laser imaging and Carra can’t get close enough to punch. Carra’s player declares that if Carra triggers the fire suppressant system, the constant heavy downpour would interfere with the laser imaging. The GM assigns an ability check and difficulty number to the action; if Carra’s ability check is successful, the battlesuit will have Disadvantage on its targeting checks.

Man-Spider is fighting his arch-enemy The Octopus Doctor and it looks like the fight is about over. As the fight is about to end, a street punk grabs an old lady’s purse and flees. The Game Master notes that Man-Spider must use his power responsibly, and should try to stop the purse-snatcher as well as the arch-villain. Man-Spider’s player accepts the complication, and is forced to split his actions between the two opponents. The action point is awarded at the end of the scene.

Inachon’s Point, Coastal City

Perched on the side of a coastal mountain is the seaport city of Inachon’s Point. For over 200 years, the city has served as a coastal beacon with its towering lighthouse. Inachon’s Point is a free city-state, ruled by a six-member governing council and an Assembly of 500 citizens, legislating for a population of nearly 100,000.

Decades before the city’s founding, it served as a base for pirate fleet that scoured the coastal cities, plundering every place encountered. But all residents of the now thriving trade and port city agree that the ugly history is behind them.

Defended by massive stones walls, a rocky outcrop, and the sea, this maritime settlement is well protected — which was part of the appeal for the original pirate base. Visitors to the city find plenty of soldiers patrolling the streets and docks. While all are welcome to enter the magnificent city, those who disrupt business or cause civil unrest are dealt with severely.

From a distance, the brilliant white houses of lime and sandstone catch the sun, making Inachon’s Point shine like a gem. Even at night, its lighthouse blazes, warning ships of the shallows and welcoming them to a delightful haven. Merchant ships, caravans, and traders all descend upon the thriving city each day. Spices, textiles, precious metals, gems, and common and rare items are all to be found within its time-worn walls.

The Port

When the city’s location existed as a pirate base, a lonely, ramshackle pier served all the ships that ventured into port. But after the pirates were forced from their stronghold, the newly formed Assembly constructed a marina that extends for nearly one mile. This mammoth undertaking has served Inachon’s Point well. It allows over 100 ships to dock and load or unload cargo. Like most other areas of the city, soldiers patrol it. Damage to the harbor would be catastrophic for the city’s economy. All those who threaten this important part of the city are executed for the crime.

The Bazaar

Located near the port is the open-air bazaar where merchants sell, trade, and barter all manner of goods. Day and evening, the bazaar bustles with traffic, its narrow cobblestone streets so crowded that simply moving from one end to another is time consuming. During the hot afternoons, many of the merchants hang rugs above their stalls, offering shade to their customers in the hopes of selling more wares. Lamps and candles guide the customers once the sun sets, while the enormous flames from the lighthouse add an eerie cast to the area. But all business ends at midnight: Even the profitable merchants need to rest.

Heroes who venture into the maze of merchant stalls and pushcarts are likely to find most anything they could need. The air is redolent with the sweet and spicy smells of cooking food, the calls of hawkers, and the consistent buzz of amazed customers. Unless a player’s character is familiar with the bazaar or has a guide, he must make either a Moderate streetwise or a Difficult search attempt to find a particular merchant during the day. The difficulty increases by +5 at night.

If a hero is in search of a particularly rare item (such as a well-crafted weapon, poison or exotic materials for spells), increase the difficulty by +10 during the day and +15 during the night. A guide familiar with the twisting streets of the bazaar can reduce the difficulty by 10, but an incompetent one can make things worse!

The prices in the bazaar vary from day to day. A gamemaster might change the location or price each day, or require a player’s character to haggle over prices — the more unusual the item, the greater the cost. Some items have such high prices that heroes might have to work for the merchant before the fee is met. Many merchants in the city hire daring adventurers to seek out extraordinary things to resell.

Kasen the Merchant

For the entire 40 years of his life, Kasen has lived in the city of Inachon’s Point. From outer appearances, he is a moderately successful spice merchant — but this is deceiving. During the years of toiling at his stationary wagon, Kasen has acquired a vast amount of wealth. He has also purchased stalls for family members who, while not as successful as he, have done well for themselves. Although Kasen has much experience, this is not the secret of his success. Rather, he sells unusual potions and incense that possess nearly magical qualities. His years of working in the bazaar have provided him with numerous contacts from distant shores, and the amazing qualities of his product have made him a favorite among warriors and wizards. His goal is to one day sell his stall and move to a large house above the city. To

protect his investment, he sleeps in a caravan wagon in the bazaar, and he has hired two guards, who never leave his side.

Because of Kasen’s renown, many potential customers seek him. Trying to get Kasen to part with some of his special stock requires a suitable (and successful) interaction attempt, greased by an appropriate monetary off ering. Th e merchant response much better to charm than anything else.

Agility 3D: dodge 3D+2, stealth 4D Coordination 3D Physique 2D: running 2D+1 Intellect 3D+1: reading/writing 3D+2, scholar 4D+1, speaking 3D+2, trading 5D Acumen 3D: hide 4D, search 3D+1, survival 3D+2, tracking 3D+1 Charisma 3D+2: charm 4D, persuasion 4D Strength Damage: 1D Move: 10 Fate Points: 1 Character Points: 5 Body Points: 21 Wound levels: 4 Disadvantages: Devotion (R2), spends much time searching for new plants and herbs, and pays little attention to local events; Employed (R3), driven to work until he can earn enough money to quit the business Special Abilities Uncanny Aptitude (R1), has a natural sense about plants — can select herbs and mix them into incense and potions that have astounding properties Advantages Contacts (2), has many contacts from various lands who supply him with rare plants and herbs Equipment: fi ne clothes; keys; pouch bulging with coins

Kasen’s Potions and Incense

Dragon’s Kiss (Moderate price diffi culty/5 gold): Rubbing this pungent concoction upon wounds hastens the healing process (+2 bonus to two healing totals). Th e mixture must be kept dry at all times; otherwise, its healing properties are lost. Th ere’s enough in one packet for two uses.

Adrik Incense (Moderate price diffi culty/4 gold): Burning this incense while performing any Intellect skill adds a +2 bonus to all related totals for one round. Each stick of incense provides one use.

Dried Lion Flower Tea (Moderate price diffi culty/5 gold): Brewing this tea and consuming adds 2 to stamina totals for two hours. Th e dry tea is sold in silk packs with enough for a single use.

Guards

Nevest, Guard: Agility 4D, melee combat 5D, Coordination 3D, Physique 4D, stamina 4D+2, Intellect 2D, Acumen 3D, streetwise 3D+2, search 3D+1, Charisma 2D, intimidation 2D+1. Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 0. Body Points: 17/Wound levels: 2. Equipment: ring mail armor (Armor Value +1D+1); long sword (damage +2D+2).

Cire, Guard: Agility 3D, fi ghting 4D, melee combat 4D, Coordination 3D, Physique 4D, stamina 4D+2, Intellect 2D, Acumen 3D, streetwise 4D, Charisma 3D, intimidation 3D+1. Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 0. Body Points: 17/Wound levels: 2. Equipment: ring mail armor (Armor Value +1D+1); long sword (damage +2D+2).

The Scar

Nearly at sea level, running along the outskirts of the bazaar is Inachon’s slum quarter. Th is district of the city is the oldest, and it looks its age. Scattered throughout the ramshackle neighborhoods are the occasional stone buildings, but for the most part, the structures are comprised of rotting wood. Age and the damp wind have conspired to destroy many of the once beautiful residences and stores.

Gathered in this neighborhood are the laborers who load and unload cargo. Th ere are far more people then there are jobs, so each morning thousands of the Scar’s denizens trot to the docks, each waiting in line, hoping to be selected for work. Th e pay is low and the work is hard. But desperate people work for desperate wages.

Fane’s Tavern

Sitting among the myriad rows of unassuming buildings in the Scar is a shuttered shack that has served as tavern and secret guild house for decades. Although history tells that the pirates who once called Inachon’s Point home are long dead, it isn’t the case. On the contrary, the pirates have simply adapted. When sailing the seas and stealing gold and jewelry became too risky, many of the former seamen traded their sea legs for walking boots — soft-soled walking boots.

On the surface, Fane’s appears nothing more than a rats’ nest of a tavern. All respectable citizens of Inachon’s Point avoid the despicable site. But underneath its haggard façade is the gathering place for the city’s thieves. Beneath the fl oor of the tavern is the cellar where meetings, plans, and territories are discussed. Th e descendents of the forgotten pirates do not limit themselves to stealing from wealthy houses. They help themselves to cargo on the docks — bribing soldiers to watch the stars while barrels and crates vanish into the night. Th ey also smuggle cargo into the city, avoiding tariff s and taxes, allowing them to resell it to merchants on the cheap. Th is is accomplished by a series of smugglers’ coves that pepper the coastline, with a maze of tunnels leading beneath the city. Th e members of this exalted guild are sensitive about freelancers.

Any thief who attempts to practice her trade inside the city is certainly going to encounter a member of the guild. Such an event is only a matter of time. When this happens, the “scab” thief is given the option to join the guild, usually by performing several jobs that are both risky and profi table, or the thief is told to leave the city. If one or the other option is not accepted, the members of the guild are ruthless in remedying the situation.

Fane, Tavern Owner

Fane is a spry man in his mid-fi fties, with dark hair streaked with gray. He is rotund, friendly, and unimposing. Underneath this friendly exterior is the head of the thieves’ guild, and a ruthless criminal. Although he no longer practices his trade, he does train and guide the members of his guild. He assures their interests are protected by eliminating any other guilds that vie for power, and by preventing any outside thieves from working the city.

Any new customer who enters Fane’s business is carefully scrutinized. Unable to resist practicing his art to some degree, Fane greets all new faces with a warm smile, while patting them down for money and belongings. He never steals anything; he just sizes up his prey. He doesn’t’ want to draw any attention to the tavern by having a client accuse him or one of his customers of theft. Once he knows the “worth” of a person, later that night he sends out one of his guildsmen to acquire the goods.

Besides being the leader of the largest underground business in Inachon’s Point, he is also a useful source for rumors and information. Heroes who manage to befriend him fi nd him a useful ally for garnering secrets, gossip, and news.

Agility 3D: dodge 3D+1, fi ghting 3D+1, melee combat 3D+1, stealth 4D Coordination 4D: lockpicking 4D+2, sleight of hand 5D, throwing 4D+1 Physique 2D: lifting 2D+1, stamina 2D+2 Intellect 3D: reading/writing 3D+1, speaking 3D+1 Acumen 3D: hide 4D+2, search 3D+2, streetwise 3D+1, tracking 4D Charisma 3D: bluff 3D+2, charm 3D+1, intimidation 4D, mettle 4D+2 Strength Damage: 1D Move: 10 Fate Points: 1 Character Points: 2 Body Points: 21 Wound levels: 4 Disadvantages: Enemy (R1), detested by other guilds attempting to move into the city; Enemy (R2), harassed by local authorities Advantages Authority (R2), respected leader of the local thieves’ guild Special Abilities none Equipment: lockpicking tools; long sword (damage +2D+2); soft leather vest (worn beneath a jerkin; Armor Value +2); dagger (damage +1D)

Typical Guild Member

Agility 3D, fi ghting 3D+1, melee 3D+1, Coordination 4D, lockpicking 4D+1, sleight of hand 5D, Physique 3D, Intellect 2D, Acumen 3D, hide 3+1, streetwise 4D, search 3D+2, Charisma 3D, bluff 3D+1, charm 3D+1. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 1. Body Points: 14/ Wound levels: 2. Equipment: clothes; cloak; basic lockpicking tools; dagger (damage +1D).

High Town

Sprouting from the mountainside upon which the city’s lighthouse rests are numerous residences, each growing larger as they move upward. Th is quarter of the city is where the money lives. It can be seen in the limestone-plastered houses, and the mansions lining the cobblestone streets. Groomed gardens and spraying fountains are common fare for this neighborhood. Few residents walk the streets, preferring to ride in carriages. Every morning, there’s a great exodus from High Town as the servants plod down to the bazaar to purchase food and daily necessities. Unlike the lower levels of the city, this is the land of successful merchants, bankers, politicians, and city offi cials.

Phylo Duran’s Library

Standing tall among the stone buildings of High Town is the city’s only library. Funded and erected by one of the city’s most eccentric citizens, it serves as a research library for Inachon’s Point scholars. It’s visited by people from hundreds of miles away and across the sea.

While the library’s oblong, eight-story exterior is rather bland, it’s one of the tallest buildings in the city. From the port and from the city gates, the bright white library stands out among the surrounding buildings.

Besides being a library with a vast collection of manuscripts, it’s also the residence of Phylo Duran. His private rooms can be found on the highest fl oor. On warm days, he stands upon the fl at roof, either reading in the sunlight or gazing at the horizon.

Even though Phylo is a lighthearted man, he doesn’t let everyone peruse his collection of tomes. Heroes longing to gain entrance to this large and unusual library must fi rst persuade Phylo. A hero that succeeds through charm or bluff is welcomed into the library. If she fails, she must return on another day, and Phylo adds a +2 bonus to his opposed mettle total. For each failure, another bonus accumulates.

Another approach is to engage Phylo in a scholarly debate. Again the player’s character makes an opposed roll against Phylo, both using their scholar skills. If the player’s character wins, the librarian is stumped and invites the character into the library for further discussion.

The last alternative is the use of a letter of reference. The persuasion or reading/writing total used to craft the letter must beat Phylo’s reading/writing roll by fi ve points, as he’s always careful to examine a letter of reference closely to make sure it isn’t a forgery.

Phylo Duran, Librarian

The somewhat eccentric librarian lacks good interpersonal skills. He spends much of his time with books, which seldom speak back. The endless years of one-way conversations has made Phylo a bibliophile and an introvert. He is lanky, gray haired, and 55 years old. He tends to overdress and is seldom seen without a book in hand. The truth is Phylo feels awkward without the heft of a volume of lore to balance him. When engaged in conversation, he occasionally turns away and commences reading from whatever book he is toting around. He is very imaginative, so sometimes when an idea is lodged in his head, he tends to stare into the distance, pondering whatever thought has captured his fancy.

The peculiar librarian is a diffi cult man to befriend. Even if a hero manages to charm him, this only lasts for a few hours, after which, Phylo grows weary of the person’s presence and requests her to leave. The only sure method of gaining the man’s favor is by entering into a debate with him or by presenting him with an interesting manuscript. Because of his vast collection, the character’s scholar roll must beat Phylo’s scholar total, with a +5 modifi er to the librarian’s total. If this succeeds, the hero has gained a lifelong friend.

Agility 3D: climbing 3D+2 Coordination 2D Physique 2D: lifting 2D+2, stamina 3D Intellect 4D: cultures 5D, reading/writing 6D+2, scholar 6D, speaking 4D+1 Acumen 4D: investigation 5D, search 4D+2 Charisma 3D: bluff 3D+1, intimidation 3D+2, mettle 4D, persuasion 3D+1 Strength Damage: 1D Move: 10 Fate Points: 1 Character Points: 6 Body Points: 21 Wound levels: 4 Disadvantages: Employed (R2), dedication to the library and Inachon’s Point prevents venturing from the town; Hindrance: Intellectual Snob (R1), +1 to charm, persuasion, and speaking diffi culties; Quirk (R2), loathes ignorance and anyone less knowledgeable than he (which is most everyone) Advantages Patron (R3), the ruling council of Inachon’s Point pays for the funds the library, its employees, and new acquisitions Equipment: mismatched clothes; keys; cloth bookmarks

The Library

1. Entry Hall: Th is is the main entrance to the library. The door is made of oak with iron rivets hammered into the wood to strengthen it (Toughness of 3D). Most of High Town’s residences consider this an unnecessary security measure that only reduces the beauty of the neighborhood. However, it does make the door much more diffi cult to smash. (Picking the lock has a diffi culty of 22.) Also located in this hallway is a trapdoor, which leads to the cellar. The door is normally locked and has a diffi culty of 15 to successfully be picked. The cellar stores mostly food and wine.

2. Common Library: Shelves stacked with books, scrolls, and loose paper clutters this room. In the center is a reading table, and a fi replace is set into the eastern wall. A tall ladder leans against each shelf, providing access to the higher texts in the room. In the northeast corner is an iron spiral staircase leading to the next level. Performing a search in this room with a diffi culty of 15 reveals the majority of volumes on the shelves are historical and probably only of interest to local scholars. (Exceptionally high totals may reveal a hidden book of obscure and valuable signifi cance.)

3. Rare Collection: Th is smaller room off the entrance hall is designed for private study. It also has a collection of unusual manuscripts, many of which discuss legendary beasts and magical practices. Heroes who use search have a diffi culty of 10 to fi nding some of Phylo’s personal notes.

4. Second-Level Hallway: The spiral stairs that lead to this level continue upward, all the way to the top level. Locked and set in the eastern walls of this hallway are two doors. The locks on both doors have a diffi culty of 15.

5. Forbidden Volumes: Th is library only Phylo and his most trusted associates may enter. It contains several volumes of works that would prove dangerous in the wrong hands. Rumor of this precious library has reached ears as far as the Scar — Fane has even heard of them but has not devised a method of acquiring them that won’t result in his capture. If asked, Phylo simply claims that this room is storage. A successful opposed roll of bluff against Phylo’s bluff allows a hero to discern that Phylo is fi bbing about the room.

6. Storage Room: Th is is a storage room. Inside are several crates of bound manuscripts and barrels of scrolls that Phylo hasn’t inspected yet. After he scans them, he places them in the proper location in the library.

The Scroll of the Lost City

Secreted away in Phylo’s library is a lengthy scroll that describes a lost city located deep within a desert. The unknown author of the manuscript describes the city as being covered by a sandstorm, and all of its occupants smothered in their homes. While the document itself is no more than one century old, the knowledge it contains dates back several centuries. There are enough clues in the book that a character, through careful examination, could fi gure out where the lost city is.

Additionally, scattered throughout its pages are also spell fragments. With some months of study, a player’s character can piece together these fragments and form entire spells.

The Point

Nearly 1,000 meters above the city, at the highest point of the stony mountain, rests Inachon’s lighthouse. It’s guarded day and, as it’s the guiding beacon for those who journey to the city. As night approaches, one guard carries a torch, climbing a spiraling staircase, to the stone summit. There he ignites the wood that burns until morning. Each morning, the guards clear the summit and restock the wood so the lighthouse has fuel for the next night.

Typical Lighthouse Guard: Agility 3D+2, fi ghting 4D+2, melee combat 4D+2, Coordination 2D, Physique 3D+1, running 3D+2, stamina 4D+2, Charisma 3D, intimidation 3D+1, Intellect 2D+1, Acumen 3D+2, investigation 4D, streetwise 4D. Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 0. Body Points: 15/Wound levels: 2. Equipment: chain mail armor (Armor Value +2D); halberd (damage +3D); pouch of food and water.

Smugglers’ Tunnels

Staggered along the coast on both sides of the city’s port are numerous smugglers’ tunnels. When Inachon’s Point served as a pirate base, these subterranean routes were often used to transport material and people in and out of the city. Although most people have forgotten them, Fane and his gang have not. Th ieves regularly use them to haul cargo in small boats to and from ships anchored off the coast. Forming a vast network beneath the city, it’s possible to exit at most any place, providing the person navigating the tunnels knows her way around. The tunnels require a Diffi culty navigation roll to get through. A roll can be made once per hour. A failure means that the hero spends another hour searching the tunnels for an exit. To fi nd a specifi c exit from the tunnels, one other than the one that was used to enter the tunnels, the diffi culty increases by +5. The gamemaster should add modifi ers if the hero is in a hurry or is traveling without a light.

The tunnels themselves are rugged and fi lled with water. In most areas, the water is only waist high, but in other locations, it requires swimming or the use of a boat to pass through. Unless a hero has experience in the tunnels, there’s no way of knowing which passages contain which depth of water.

Kiselton, Riverside Town

Nestled upon the banks of the Durbin River is the town of Kiselton. With a population of over 1,000, it’s a booming trade center that relies upon its salt mines as a chief source of revenue. Like most settlements of its size, Kiselton has a ruling council and a mayor to perform the civic duties, such as appointing a sheriff, negotiating trade agreements, and collecting the taxes required to maintain the town’s dock, roads, defensive walls, and government buildings. Over the years, Kiselton has done well, attracting laborers to work in the mine for wages seldom seen in smaller villages or warrens. Along with the opportunity for greater earnings comes a broad range of entertainment, attracting more residents with a variety of talents to the riverside town. Its ease of access makes it a popular stopping place for travelers, caravans, and various touring merchants.

The Salt Mines

Located northwest of Kiselton is the vast series of underground salt mines that have brought the town its rapid growth and wealth. Each year, several tons of salt are pulled from the earth and sold to smaller and larger cities, near and far. Although the work is wretched and dangerous, it’s the lifeblood this thriving riverside settlement. The recent deaths of miners have forced Mayor Garvin Belot to place city guards inside and outside the mines. No one in Kiselton is sure what or who is killing the workers, but the talk in the taverns is that a monster is lurking about, feeding upon warm flesh.

Such rumors do not sit well with the mayor, or the ruling council. At every opportunity, all town officials deny claims of monsters; instead, they place the blame on rogues, claiming that soon a band of brave souls will arrive and offer to rid the town of the “bandits.” These so-called heroes are the true perpetrators, and the members of the council anticipate their arrival.

Rumors of War

Perhaps council members have hired ruffians in an attempt to oust the firmly planted mayor. Or maybe they hired toughs, but there’s also a monster prowling about. However, should the players’ characters hear the rumors and offer to help, the mayor doesn’t hesitant to have the sheriff arrest them, and he proclaims he has captured the villains responsible for the deaths, hoping to keep the favor of the people.

The Town

With wealth often comes a fear of losing that wealth. As Kiselton started to prosper, one of the first undertakings of the ruling council was to construct defensive walls around the town, leaving only the riverfront open.

Each wall has a guarded gate, which is normally open during daylight hours. During the night, the gates are closed, though the guards remain. Gaining entry to the town is much more difficult at night, as the guards carefully inspect all who wish to enter.

Here are a few of the locations with the town, but there’s plenty of other places that weren’t visited during a visit not too long ago. As things hardly ever change in these little places, it’s likely that other visitors will find the sights familiar from these descriptions.

Locations in Kiselton

1. Government House (Mayor’s Abode): This luxurious manor was one of the first town structures to be erected. Beautifully tended, old hardwood trees surround the structure, providing plenty of shade for the three flagstone patios situated on the north, west, and south sides of the building. Standing two stories, constructed of stone and mortar, the Government House is the location for council meetings and trade negotiations with merchants and emissaries from neighboring cities.

Garvin Belot, Mayor: Agility 2D, dodge 3D, stealth 3D, Coordination 2D, lockpicking 2D+1, Physique 2D, Intellect 2D, cultures 2D+1, reading/writing 2D+1, scholar 3D+2, speaking 3D+1, trading 3D+2, Acumen 2D, hide 3D, streetwise 4D, Charisma 4D, bluff 4D+1, charm 4D+1, persuasion 4D+1. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2. Body Points: 16/Wound levels: 3. Advantages: Authority (R2), mayor. Equipment: clothes; coins; keys to Government House.

2.Temple:Kiselton’s temple rivals the Government House in size and beauty. Entirely built at the cost of the temple’s followers, it’s another of town’s prominent structures. Not only does it serve as a house of worship for the locals, it also provides boarding for its growing number of clergy. Presently, the temple houses 15 priests, but it’s capable of rooming twice that number.

Ladira Almer, Head Priestess: Agility3D,fighting 3D+1,meleecombat4D,Coordination2D,Physique2D, Intellect 3D+1, cultures 3D+2, reading/writing 3D+2, scholar 4D, speaking 4D, Acumen 3D, search 3D+1, Charisma 3D, mettle 4D+2, Miracles 2D, divination 2D+2, favor 4D, strife 4D. Move: 10. Strength Dam age: 1D. Fate Points: 0. Character Points: 2. Body Points: 16/Wound levels: 3. Disadvantages: Devotion (R3), to religion;Employed(R3),must follow sect’s regulations. Advantages: Authority(R1), religious leader; Equipment (R1), special holy symbol. Equipment: robes; holy symbol (provides +2 bonus to divination, favor and strife skill totals); quarterstaff (damage +1D+2).

Typical Acolyte: Agility 2D, melee combat 3D, Coordination 2D, Physique 3D, Intellect 3D, cultures 3D+1, reading/writing 3D+1, speaking 3D+1, Acumen 3D, investigation 3D+2, Charisma 3D, mettle 3D+1, Miracles 1D, divination 2D, favor 2D+1, strife 2D+2. Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2. Body Points: 11/ Wound levels: 2. Disadvantages: Devotion (R1), to religion; Employed (R1), must follow sect’s regulations. Equipment: robes; holy symbol; quarterstaff (damage +1D+2).

3. Durbin River Inn: This inn existed years before the city walls were erected around Kiselton.

It’s a favorite haunt of the riverboat crews and road weary travelers. Its sturdy wooden frame stands three-stories high, and it has 20 rooms, varying from cramped and windowless on the lower floors to large and brightly lighted on the top floor. As with most settlements, the local inn is a locus of rumors, gossip, and shady deals.

Renting a room at the Durbin River Inn varies in price with the quality of the room. Cramped, single bed rentals are Very Easy (10 copper pieces), while large two- and three- bed suites are Moderate (four gold pieces). Jurin is not fastidious when it comes to cleaning the cheaper rooms. Dust and discarded material are included in the low-budget rentals, and the bedding is crawling with lice. These extra amenities are not found in the upper, more expensive suites.

Jurin Coram, Inn Keeper: Agility 2D, riding 2D+2, Coordination 2D, Physique 2D, stamina 3D+1, Intellect 2D, cultures 2D+1, trading 4D, Acumen 2D, streetwise 3D+2, search 4D, Charisma 3D, bluff 4D, charm 3D+1, persuasion 3D+1, . Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2. Body Points: 16/Wound levels: 3. Equipment: clothes; pipe; small knife (damage +2).

Ori Swifthand, Inn Regular: Agility 3D, riding 3D+1, Coordination 4D, lockpicking 4D+1, sleight of hand 4D+1, throwing 4D+1, Physique 3D, Intellect 2D+1, cultures 2D+2, Acumen 2D+2, hide 4D+1, streetwise 4D+2, search 3D, Charisma 3D, bluff 3D+2, charm 3D+1. Move:10. Strength Damage: 2D. Fate Points: 0. Character Points: 1. Body Points: 19/Wound levels: 3. Disadvantages: Enemy (R1), suspected of being a foot pad and watched carefully by the mayor. Equipment: clothes; cloak; bag of pepper (+1 to difficulties for animals using track); lockpicking tools (+1D to lockpicking rolls); throwing dagger (damage+1D); stiletto (damage +1D); soft leather boots (+1 to stealth totals).

4. Dock: While commerce is readily conducted by road, it’s much easier by water. Th is is truer when transporting heavy loads of salt. While many of the neighboring settlements haul the precious mineral by horse, along the rutted roads leading to and from Kiselton, the larger cities use riverboats, carrying vast cargoes of salt to be resold to even more distant locations. As a result, the dock has become an essential part of the town’s economic success. It’s not difficult to hitch a ride on one of the riverboats — for a small fee paid to the captain, naturally.

Typical Dock Worker: Agility 3D, fighting 4D, melee seaport city of Inachon’s Point. For over 200 years, the combat 4D, Coordination 2D, pilotry 3D+1, Physique 4D, lifting 5D, running 4D+1, stamina 5D, Intellect 3D, Acumen 3D, gambling 3D+1, hide 4D, streetwise 4D, Charisma 3D, bluff 3D+2. Strength Damage: 3D. Fate Points: 0. Character Points: 0. Body Points: 12/Wound levels: 2. Equipment: clothes; small knife (damage +2); heavy garments (Armor Value +1)

Rumors

All who spend an evening at the inn are likely to hear numerous rumors. The Game Master can use the following table for determining random rumors, deciding which is true and which are not. Amend the table to suit the needs of an existing adventure, if desired.

1. A clandestine band of thieves practices their trade in town. They identify each other and communicate through secret gestures.

2. The mayor is planning on expanding the dock. The ruling council had a private meeting. They intend to purchase the houses along the river before announcing the plan, so that they can buy the property at a low price.

3. The priestess at the temple is an excellent healer. It’s said she came here from a distant city, hiding from the elders of her order for a crime she committed.

4. Monsters did not kill the mine workers! The mine foreman had them murdered to slow the production of salt. The foremen have been secretly mining it and selling on their own.

5. The mines run deep into the earth. Something has been disturbed there, something that should not have been awakened.

6. The bard Selwyn of Burch knows many histories of Kiselton and the local lands. Often he visits the inn, regaling customers with forgotten tales and delightful songs.

Delmara, Forest-side Hamlet

Standing alongside a trade route is the small hamlet of Delmara. The ancient deciduous forest that edges the city provides the inhabitants with the material for housing, fuel, and trade. Carpenters, wainwrights, and shipwrights favor the ancient hardwood trees in the area, providing most of the 300 denizens with a valuable commodity for barter. Those in Delmara who are not foresters rely upon farms for their sustenance, selling their excess nuts, fruits, vegetables, and livestock at markets. Even though the hamlet is small, it’s situated upon a heavily traveled trade road, bringing many merchants to the settlement. In turn, Delmara’s solitary inn is quite successful and is a favored gathering point at sunset. Not even Bede Trowbryde, Delmara’s mayor, is immune to the appeal of the Forest Nymph Inn.

Although the fertile ground makes the land surrounding Delmara perfect for farming, its rich soil lacks an abundance of stone. Over the years, many people have attempted to dig a stone quarry, but each attempt has failed as there’s seldom enough stone for the construction of more than one or two buildings. The majority of the structures in the settlement are wattle and daub buildings. These are constructed of woven strips of oak, covered with a mud and straw plaster to insulate against the cold weather.

Delmara Forest

Spanning for miles around the hamlet are the tall, brooding hardwood trees of the Delmara Forest. Bards sing songs about this ancient woodland, and the resilient trees. The songs recount a history of a forest imbued with magical properties, tended and farmed by Elves. The Delmara Forest in these songs is often called the Bowood Forest, as it’s told that for centuries elves used the trees to make beautiful and powerful bows. Most folk in Delmara consider this nothing more than a folktale. Certainly many bowyers have attempted to construct bows from the hardwood of the trees, but none have succeeded, as the wood either cannot be bent or snaps during shaping.

Darkwater Swamp

Just north of Delmara is the foreboding Darkwater Swamp. This place is avoided by all of the inhabitants of the hamlet. Both animals and people have lost their lives in this treacherous region. Many folk believe that the swamp is not natural, that it’s a living thing itself. It’s said that it often calls to those who wander within its sight, luring them into its watery clutches with familiar voices. Or its fetid stench is replaced by an alluring smell of food that leads animals to a watery grave. At night, for those who dare to look, lights are often seen floating over the black waters, dancing about as though they were alive. All who visit Delmara are warned away from the Darkwater Swamp.

The Hamlet

Pushcart Market: Just off the road, north of the Forest Nymph Inn, is where the local farmers gather each day with their pushcarts. In this small, mobile market, fresh fruits and vegetables are sold. Salted and smoked meat is also offered. While the hamlet is small, the market sees much traffic, as all of the locals, and some travelers, frequent the spot for food. On occasion, a traveling caravan that offers cloth, spices, pottery, and other rare products joins the farmers. By noon each day, the pushcarts vanish as quickly as they appeared, only to return again on the morrow.

Church: One of the few buildings to be constructed of stone is Delmara’s church. In the early years of the hamlet, the cleric Cernay Avers arrived, and with his newly acquired flock, constructed the church. Believing the daub and wattle building did not properly serve his deity, Cernay convinced his sect to rebuild the church in stone. It’s become an emblem of Delmara’s staunch and steadfast devotion. Many travelers who encounter Cernay find him a trifle over zealous. The locals tend to overlook his determined attitude.

Cernay Avers, Cleric: Agility 2D+1, melee combat 4D+1, Coordination 2D, throwing 2D+2, Physique 2D, Intellect 3D, cultures 4D, reading/writing 3D+1, scholar 3D+1, speaking 3D+1, Acumen 3D, search 3D+1, Charisma 3D, mettle 4D, Miracles 2D, divination 3D, favor 2D+1, strife 2D+2. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2. Body Points: 16/Wound levels: 3. Disadvantages: Devotion (R3), to religion; Employed (R2), must follow sect’s regulations. Equipment: robes; coins; pouches containing holy symbols; mace (damage +1D+1).

Bede Trowbryde’s House: Opposite the Fang River from the church stands Delmara’s second stone building, the mayor’s house. When the building was first erected, the intention was to make it the abode of the elected mayor. As it happens, Bede Trowbryde has been the elected mayor for 20 years. Most of the people in the ham let now simply refer to the dwelling as the “Trowbyrde House” or “Bede’s House.” Because of the stone and mortar used, the building stands two stories high, and is quite comfortable compared to many of the smaller residences in Delmara.

Bede Trowbryde, Mayor: Agility 2D, riding 2D+1, Coordination 2D, sleight of hand 2D+2, Physique 2D, running 2D+1, Intellect 2D, cultures 3D, reading/writing 2D+2, scholar 3D, speaking 3D, trading 4D, Acumen 2D, hide 2D+1, streetwise 4D, search 3D, Charisma 3D, bluff3D+2, charm 4D, persuasion 3D+1. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 1. Body Points: 16/Wound levels: 3. Advantages: Authority (R2), mayor. Equipment: fine clothes; cloak; hat; pouch with coins.

Zombies

Zombies are staples of late night horror cinema. The walking dead have shambled across the countryside for the past several decades in their never ending quest for fresh victims. Theirs is an existence dominated by the driving urge to consume living cranial matter. Humanity has but one purpose for these rotting creatures: They’re what’s for dinner!

Much of the living world does not know that there a re several different types of zombies. The most common, of course, are the necromantic-spawned undead. There are those, however, who are created by chemical reactions or a rampaging, heretofore undiscovered disease. Such creatures could confound those who have fought their more mundane brethren as tried and true methods of defense may prove useless. Disease-born zombies could come from a variety of vectors. They may be given unlife from a new malady or the biological-warfare testing of a mutated virus that exploits a genetic Saw in the host body. Plague-carrying zombies could rapidly affect civilized areas as the uninfected might not have a natural defense against the virus they carry.

Those of chemical origin could be spawned by the chance mixing of common chemicals, nefarious drug pushers that sell tainted goods, or nanobots that break free of their parameters. Their rampages could spark bombardment with nuclear weapons in an attempt to eliminate such horrors once and for all. Of course, this might only intensify the problem if the fallout triggers further mutation. Disease- and chemical-spawned zombies can spring up virtually anywhere.

Heroes could find themselves fleeing a large city that’s overrun with the undead after toxic waste leaks into the water supply. Wild West locals might see the birth of these creatures when a snake oil salesman sells unstable chemicals to an embalmer, which causes the dead to rise. The carelessly dumped waste of secret government projects could also be the culprit. One may also be faced with a traumatic situation when forced to destroy the risen corpses of friends and loved ones.

Typical Chemical-Spawned Zombie

Reflexes 2D: brawling 2D, climbing 1D+2
Coordination 1D
Physique 5D: lifting 6D, stamina 6D
Knowledge 1D
Perception 1D
Presence 1D: intimidation 5D
Strength Damage: 3D
Move: 8
Fate Points: 0
Character Points: 0
Body Points: 25
Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), nutritional requirements: living brain matter; Advantage Flaw: Infection (R3), victim becomes zombie 24 hours after the target is brought to Mortally Wounded or less than 10% of Body Points by zombie attacker; Hindrance: Movement (R1), base running. jumping, and swimming Move reduced by 2 meters; Reduced Attribute: Reflexes, Presence (R4 each), -1D each; Reduced Attribuce: Knowledge, Perception (R7 each), -2D each

Advantages: none

Special Abilities: Armor-Defeating Attack (R1), acidic couch negates +1D of armor when attacking non-sealed armor; Attack Resistance: Acid (R3), +3D to damage resistance rolls against related attacks; Fear (R5), +5 to intimidation totals against and combat defense difficulties by chose who fail a willpower attempt with a difficulty of 15; Hardiness(R2), +2 to damage resistance totals; Immortality (R1), ceases functioning when smashed to pieces or decapitated, with Additional Effect (R2), does not need to eat or drink; Skill Bonus: Mindless (R5). + 15 to willpower totals; Skill Bonus: Painless Wounds (R4), +12 to stamina total

Typical Plague-Carrying Zombie

Reflexes 2D: brawling 3D, climbing 2D+2
Coordination 1D
Physique 4D: infection 6D, lifting 5D, stamina 5D
Knowledge 1D
Perception 1D
Presence 1D: intimidation 6D
Strength Damage: 2D
Move:8
Fate Points: 0
Character Points: 0
Body Points: 22
Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), nutritional requirements: living brain matter; Advantage Flaw: Infection (R3), victim becomes zombie 24 hours after the target is brought to Mortally Wounded or less than 10% of Body Points by zombie; Advantage Flaw: Stench (R3), +6 to stealth attempts; Hindrance: Movement (R1), base running. jumping, and swimming Move reduced by 2 meters; Reduced Attribute: Reflexes, Presence (R4 each), -1D each; Reduced Attribute: Coordination, Knowledge, Perception (R7 each), -2D each

Advantages: none

Special Abilities: Attribute Scramble (R4), instead of damaging a target on a successful attack the zombie may reduce their Physique by 2D with a successful scramble attack; Fear (R5), + 5 to intimidation totals against and combat defense difficulties by chose who fail a willpower attempt with a difficulty of 15; Hardiness (R4), +4 to damage resistance totals; Immortality (R1), cease functioning when smashed to pieces or decapitated, with Additional Effect (R2), does not need to eat or drink; Skill Bonus: Mindless (R5), +15 to willpower totals; Skill Bonus: Painless Wounds (R4), +12 to stamina total

A System Reference Document and Development Forum for OpenD6.