Post by Deleted on Jul 4, 2014 9:31:21 GMT -6
1882
Health
15 + 2d5 + 2x Endurance Bonus (Minimum 19)
Can reroll using a stat reroll
If a character reaches 0 HP they are considered incapacitated. They are rendered prone or flattened, and can only use full turns to fire or move. They are also rendered helpless.
If a character reaches -(10 + 2xEndurance Bonus) they will die.
All attacks that connect on an incapacitated character are considered Solid Hits. All solid hits against an incapacitated character are critical hits.
An incapacitated character can dodge at a -20 penalty, or parry at a -10.
A character's health is represented as
Non-Lethal Health/Health/Max Health
EG: 16/20/20 after taking a non-lethal blow, or 20/16/20 after a lethal blow.
If a character's Non-Lethal Health reaches 0 they are considered knocked out until awoken. It takes two full rounds for another character to awaken them in combat.
Heroism
1 + 1d4
Can reroll using a stat reroll
Heroism points can be used to automatically succeed at any roll.
Heroism points replenish at a rate of 1 per day.
A Heroism point can be permanently burnt in order to prevent a character from dying. The dead character will revive with 1d4 health + Endurance Bonus remaining.
Characteristics
Skill - A measure of one's skill with Melee based weapons
Aim - A measure of one's skill with Ranged weapons
Strength - A measure of one's physical strength
Dexterity - A measure of one's ability with one's hands
Endurance - A measure of one's physical toughness and ability to withstand punishment
Agility - A measure of one's agility and grace
Intelligence - A measure of one's mental capacity and ability to retain information
Perception - A measure of one's sensory capability
Nerve - A measure of one's courage and initiative in times of strife and terror
Faith - A measure of one's belief, whether it be in God, a number of Gods, or simply in ones self.
Charisma - A measure of one's likability and ability to speak publicly, not intrinsicly linked to physical beauty
3d10+10 plus any background bonuses
4 Rerolls for stats
Carry weight is 10 + 4(1/2SB + 2EB) [Ten, plus four times the sum of half strength bonus and twice endurance bonus.]
Basic Skills
Jump STR, AG - Ability to jump, leap and propel one's self through the air.
Climb STR, END, AG - Ability to scale objects
Swim STR, END, AG - Ability to move proficiently through fluids
Sprint STR, END, AG - Ability to move quickly, especially under duress
Awareness PER - Awareness of one's surroundings at all times
Charm CHA - Ability to beguile others into liking one's self
Intimidate STR, CHA - Ability to threaten others
Barter CHA - Ability to negotiate deals with others
Bluff CHA - Ability to lie convincingly and deceive others
Dodge AG - Ability to dodge threats and avoid danger
Disguise CHA - Ability to disguise one's self as another
Hide AG - Ability to camoflauge and hide one's self
Appraisal INT, PER - Ability to accurately judge the price and authenticity of an object
Inquiry PER, CHA - Ability to read into complex matters and dig up secrets, information and rumours
First Aid INT, DEX - Ability to treat small wounds
Logic INT - Problem solving capability and proficiency with logical puzzles
Stealth AG, DEX - Ability to move silently
Evaluate CHA, PER, INT - Ability to see through bluffs, evaluate what a person is wearing, and evaluate ones surroundings
Search PER, INT - Ability to actively find hidden persons and objects
Common Lore INT - Basic Understanding and Knowledge of [High Society, Middle Class, Lower Class, Underclass, Secret Societies, Exotica, Spirits, Werecreatures, Vampires, Undead]
Speak Language INT, CHA - Ability to fluently speak [English, Germanic, Celtic, Scandinavian, Russian, French]
Where a skill has multiple characteristics assigned, the characteristics may all make some small contribution, or the characteristic used may vary according to context.
Advanced Skills
Require training or rolls are halved on checks
Drive INT, DEX - Ability to drive land-based vehicles
Ride DEX, STR - Ability to ride creatures and people
Pilot INT, DEX - Ability to pilot vehicles based in the sea and air
Medicine INT, DEX - Ability to treat serious medical problems
Acrobatics DEX, AG - Ability to perform complex tests of agility and exertions
Craftmanship INT, DEX - Ability to create things
Alchemy INT, DEX - Ability to brew potions and poisons
Sholarly Lore INT - Greater Understanding and Knowledge of [High Society, Middle Class, Lower Class, Underclass, Secret Societies, Exotica, Spirits, Werecreatures, Vampires, Undead]
Demolitions INT, DEX, NERVE - Ability to use and create explosive devices
Interrogation CHA, STR, DEX, INT, NERVE - "Now son, there's a few ways we can do this..."
Literacy INT, PER - Ability to pick up exotic languages with ease
Speak Tongues INT, CHA - Ability to fluently speak secret, dead or exotic languages [Latin, Street, Secret Languages]
Performance CHA, DEX, STR, NERVE - Ability to perform in a variety of ways
Security DEX, NERVE - Ability to bypass traps and locks
Tracking PER, INT - Ability to follow creatures and people not in line of sight
Parry DEX - Ability to redirect melee and ranged attacks
Attacks
1d100 against Skill (Melee) or Aim (Ranged), if roll below relevant Characteristic, hit.
If roll with two degrees of success, solid blow [x1 Damage, but may have other effects.]
If roll with four degrees of success (Or below a ten, GMs Discretion), critical hit, [x2 Damage, and may have other effects.]
If roll 95+ with melee, make Dex check or drop weapon
If roll 95+ with ranged, weapon jams, use Dex or Int to attempt to unjam as a half action
Intiative
1d10+Agility Bonus
Action Points
Characters have 4+Agility bonus in Action Points.
Action points allow one to act in combat.
Free actions cost no action points, swift actions cost 1, and half actions cost 2.
Full actions cost 4 agility points, but Round (or Full Round) actions cost all a character's action points.
Action points are replenished at the start of a character's turn.
Reaction Points
Characters have 1+(1/2 Agility Bonus) in Reaction Points (Round down)
Reaction Points allow a character to dodge and parry attacks made when it is not their turn.
Hitboxes
Head 1-10
Right Arm 11-20
Left Arm 21-30
Chest 31-50
Abdomen 51-70
Right Leg 71-85
Left Leg 86-100
Disease
When hit by an attack that will cause disease, roll a d10
On a 1-3, you are infected, and lose a turn to throwing up, requiring treatment to fight off the infection or a series of very hard endurance tests. On a 4-6, you throw up, and feel sick, losing one turn, and for 1d4 turns you get a -10 to rolls (fatigue). On a 6-9, you feel sick, but otherwise okay, and for 1d4 turns you have a -10 to rolls. On a 10 you are unaffected.
Attacks that cause disease are natural weapon attacks by infected creatures or people (Ie, biting, clawing, etc.), which hit for more than a set amount of damage.
Trades
Blacksmith - Focused around Crafting Armour and Weapons, uses Hammers as a weapon.
Criminal - Wide, arcing tree allowing for agile gunslinging, heavy bruising, or cunning deceit. Can use almost any weapon.
Tinkerer - Experimental Crafting Tree that can create a wide range of substances and items of remarkable effects. Uses small calibre pistols and self made items.
Alchemist - Chaotic Tree capable of creating massive explosions, raging fires, and debilitating poisons. Uses bombs, fire, and poison.
Policeman - Peacekeeping Combat and Investigation tree focusing on dealing lots of damage to mobs or incapacitating targets rather than killing.
Mainly uses Revolvers and Truncheons.
Priest - Specialised tree focusing on Faith, eradication of spirits, and miraculous happenings.
Uses blind faith as a weapon in most circumstances.
Hunter - Combat tree focused on eliminating the Undead in all their forms with extreme prejudice with a wide variety of weapons made for hunting the unnatural.
Merchant - Specialised tree focusing on liberating the possessions of others. Legally.
May hide a small knife.
Scholar - Specialised tree focusing on the acquisition and use of knowledge in many ways.
May hide a small knife.
Bohemian - Artistic Tree centred around Performances and Charisma. May be surprisingly skilled with swords, pistols or bows.
Weapon Types
Melee Weapons
Straight Blades - Bladed weapons with a straight edge or edges. Common daggers, swords, and the like.
Curved Blades - Exotic weapons with curved blades for cutting flesh.
Hammers - Blunt weapons designed to inflict blunt trauma and crush armour.
Axes - Bladed weapons designed for chopping, originally created for felling trees.
Great Weapons - Extremely large weapons designed to be wielded purely two handed.
Whips - A favourite of Hunters and Trappers.
Knuckles - Solid weapons to augment the fists. Popular for self-defence and bar brawls.
Ranged Weapons
Single-shot Pistols - Common, cheap flintlocks, matchlocks and other single-shot pistols, almost outdated now, but popular among the poor and wealthy for differing reasons.
Revolvers - Common, reliable pistols capable of firing both small and large calibre rounds from a revolving cylinder.
Derringers - Small, cheap, reliable self-defence pistols easily hidden in the sleeve, commonly holding only one or two small-calibre rounds.
Automatic Pistols - Modern, expensive pistols capable of semi-automatic fire.
Volley Pistols - Almost futuristic hand-held pistols capable of fully-automatic fire.
Single-shot Rifles - Single-shot rifles, often muzzle-loading flintlocks or breech-loading sporting guns. Mostly outdated now.
Repeater Rifles - Modern lever-action or bolt-action rifles capable of repeated fire, common military service weapon.
Automatic Rifles - Highly expensive modern rifles capable of semi-automatic fire.
Machine Guns - Experimental modern rifles, either hand-held or mounted, and often with multiple barrels, capable of full-automatic fire.
Single-shot Shotguns - Single-shot Blunderbusses and their kin, popular for pest control, and for keeping bar.
Double-barrel Shotguns - Cheap, common, reliable shotguns holding two shells.
Repeater Shotguns - Modern lever-action or pump-action shotguns capable of holding more than two shells and firing repeatedly.
Volley Shotguns - Experimental modern shotguns capable of semi-automatic, and rumouredly fully-automatic fire.
Bows - Stringed Ranged weapons designed to accurately loose arrows over range.
Compound Bows - Highly Specialised Bows able to pierce the thickest armour with incredible ease even at extreme range.
Crossbows - Stringed Ranged weapons designed to pierce armour with heavy bolts, and for easy use by the untrained.
Repeater Crossbows - Magazine-fed Crossbows capable of repeated fire.
Hellsang Bows - Fully-automatic Crossbows beloved of Elite Hunters.
Weapon Qualities
Reliable - The Weapon is reliable, and does not jam, only misfires (The Ammunition is unreliable, not the gun). On a jam, the weapon misfires, wasting a single round, but not requiring clearance of a jam.
Accurate - The Weapon is particularly accurate, and gains +10 to hit while aiming.
Heavy - The Weapon is very heavy, so much so that every successful solid blow made with it will knock the enemy back by 1 metre and render them flattened, and Critical Hits will knock them back by 1d4 metres, also flattening them.
Unwieldy - The Weapon is unbalanced and unwieldy. Parry checks are made at a -30.
Balanced - The Weapon is well balanced and responsive in the hand. Parry checks are made at +10.
Dangerous - The Weapon is known for explosive failures. Applicable Ranged Weapons may explode on a Jam, dealing 1d8 damage to the arm wielded in. Roll a d10. If above 5, the weapon catastrophically fails.
Fragile - The Weapon is very fragile, and may break as a result. If used to parry, or all damage dealt is negated by armour or a parry during an attack, roll a d10. If the result is a 1-2, the weapon breaks.
Lacerating - The Weapon cuts horribly, causing excessive bleeding. Solid Blows cause 1d4 Bloodloss per turn, and Critical Hits cause 1d8.
Non-lethal - The Weapon is not designed to kill, only incapacitate. Solid Blows concuss the target for 1d4 turns, and Critical Hits render them unconscious for 1d8 turns. The weapon only deals non-lethal damage, and cannot put a character below 0 health as a result.
Tearing - The Weapon is spiked or otherwise designed to tear and rip flesh. It deals 2x Damage, but armour is twice as effective.
Compact - The Weapon is very easily concealable, and gets a +10 to concealment tests
Bulky - The Weapon is not easily concealable, and loses -10 on concealment tests
Dismembering - The Weapon is particularly brutal, capable of disabling limbs on a Solid Blow, and severing them on a Critical Hit.
Silver Gilt - The Weapon is enlaid with silver, or coated with it, and is capable of slaying Vampires, Werewolves, and other silver-susceptable undead.
Silver - The Weapon is entirely made of silver. It deals 1.5x extra damage to Undead due to being made of pure silver.
Holy - The Weapon is blessed by the clergy, and is capable of harming spirits and other intangible beings, and can harm undead, but at half damage.
Hallowed - The Weapons is powerfully blessed and revered, and is capable of harming spirits and other intangible beings, as well as proving uncomfortable to the undead. It deals 1.5x extra damage to spirits, and can harm undead normally.
Threatening - The Weapon is particularly threatening, and offers a bonus to intimidation. (+5 for Small Weapons, +10 for Standard Weapons, +20 for Large Weapons. +30 for Overkill weapons.)
Weighted - The Weapon is specially waited for throwing. It can be thrown with no penalties.
Scatter - The Weapon fires a spread of bullets as opposed to one single bullet. For every degree of success on your hit roll, you hit another 1d2 times.
Blasting - The Weapon hits with an incredible amount of force. On a solid blow at point blank range, knock the target back 1d2 metres and flatten them. On a critical hit at point blank range, knock the target back 1d4 metres and flatten them.
Improved Blasting - Even at long range, the weapon hits with an incredible amount of force. On a solid blow or critical hit within 25 metres, knock the target back 1d4 metres and flatten them, 1 metre on a solid blow.
Burning - The Weapon is hot or otherwise on fire. On a solid blow or critical hit, it sets fire to the target for 1d6 turns, dealing 1d4 Fire damage each turn. Target must pass a difficult (-30) Nerve test or panic.
The target may make Agility, Dexterity, or Intelligence tests to put the Fire out.
Automatic - The Weapon can be fired repeatedly without being readied.
Fully-Automatic - The Weapon is capable of full-automatic fire.
Damage Types
Slashing - S
Ballistic - B
Explosive - X
Fire - F
Cold - C
Electrical - E
Acid - A
Impact - I
Piercing - P
Clothing Qualities
Fire Retardant - The Clothing is made to prevent fire. While wearing fire retardant clothing on the body, the user only catches fire on an 9 or 10. When wearing fire retardant gloves or boots, the user can safely walk on or handle burning substances for 1d3 turns, taking only half damage.
Fireproof - The Clothing is completely fireproofed. A user wearing fireproofed clothes can't be set on fire, and only takes half damage from all sources of thermal damage.
Acidproof - The Clothing is proofed against Acid. Take half damage from acid, and it doesn't corrode clothing.
Insulated - The Clothing is warm and comfortable, and prevents heat loss. Take half cold damage.
Padded - The Clothing is heavily padded to absorb Impact damage. The clothing's AP counts double against Impact damage.
Plated - The Clothing is made of solid plates and deflects slashes. The clothing's AP counts double against Slashing damage.
Blastproof - The Clothing is made to deflect blasts and shrapnel. The clothing's AP counts double against Explosive damage.
Ballistic - The Clothing is made to absorb gunshots. The clothing's AP counts double against Ballistic damage.
Stabproof - The Clothing is made to absorb stabs and thrusts. The clothing's AP counts double against Piercing damage.
Bulky - The Clothing is exceptionally thick and bulky. If they cover the hands, they give a penalty of 20 to Dexterity Checks. If they cover the legs and/or body they give a penalty of 20 to Agility checks.
Fitted - The Clothing is fitted to the wearer perfectly, making it exceptionally comfortable. It confers no penalties to agility or dexterity it would normally confer. This may also apply to environmental hazards that slow the wearer.
Waterproof - The Clothing is waterproofed, and does not absorb water. It will not become waterlogged, preventing it from becoming heavy and bulky when soaked, but also preventing it from gaining fireproofing benefits water confers.
Closed Cycle - The Clothing is fitted with a rebreather, and allows the character to breathe normally underwater.
Races
All characters, regardless of Race or Origin, start the game with Speak Language [English]
, except where stated.
Human - Humans. Adaptable, wide-spread and well-known, they have a reputation for turning up everywhere, grasping things quickly, dying easily, and taking on sudden, unexpected roles as heroes. Humans start with an extra heroism point, and can learn to better use points and regenerate them faster.
Vampire - Vampires, one of the most well-known undead. Blood-drinking once-humans, they drain health from others to maintain their own perpetual life. Vampires are very difficult to damage, and take only non-lethal from traditional sources, unless beheaded, or struck with holy weapons, fire, garlic, or sunlight. Vampires can learn to drain health from enemies in combat, charm and intimidate others hypnotically, and change their form.
Were - Werecreatures are among Vampires as the most prolific and well-known once-human 'undead'. Half-human, half-animal creatures susceptible to silver that transform under moonlight or strong emotion, they are tough, brutal, and hard to kill. They take non-lethal damage from traditional sources, but are susceptible to silver, and fire. A Werecreature can learn to control their transformations, and take advantage of them while in human form.
Shadow - Shadows. The lingering spirits of those killed violently by fire, or have otherwise had their bodies completely destroyed. They exist as intangible shadowy forms in the air, typically seen only as a pair of eyes in the shadows, or a shadow on a wall that has nothing to cast it. They cannot be killed by any means other than holy rituals and salt, but are generally harmless, and can be chased away with any strong light. Characters who play as shadows take no damage from any source other than salt or holy rituals, and may require another character in whose shadow to live. They can learn to become tangible given time.
Ghost - Ghosts are the lingering spirits of the dead, who have unfinished business to attend to. Ghosts are intangible beings, but can exert their will on their world around them, and can chose to be invisible. They can be damaged by salt, holy rituals, and silver however, but take no damage otherwise. Ghosts can learn to possess others, move objects and exert forces without motion and over distance, and exert a terrifying presence.
Spirit - Spirit is a blanket term for the numerous different spiritual creatures who inhabit the world, from Dryads, Kappas and Huldras, to Gnomes, Nisse and Leprechauns. There's no one set way to harm or heal a spirit, and they most all be learned about seperately. If a player wishes to be a spirit, they must consult their GM. (And Bestiary if I make one.)
Zombie - Zombies are the archetypical undead. Reanimated by Science or Magic, a Zombie is a once-dead human given life once more, for better or for worse. A Zombie's intelligence varies greatly, but they are fragile, as they are easily burned, and cannot repair themselves. They are also susceptible to holy weapons. An intelligent zombie gains Scholarly Lore [Undead] and can choose to take Tongues [Latin] or Tongues [Zombie]. A "Dumb" Zombie loses 2d10 on their intelligence roll, but gains 1d10 on their Strength and Toughness, gains Scholarly Lore [Undead], but is only able to speak Tongues [Zombie] until taught another Language.
Health
15 + 2d5 + 2x Endurance Bonus (Minimum 19)
Can reroll using a stat reroll
If a character reaches 0 HP they are considered incapacitated. They are rendered prone or flattened, and can only use full turns to fire or move. They are also rendered helpless.
If a character reaches -(10 + 2xEndurance Bonus) they will die.
All attacks that connect on an incapacitated character are considered Solid Hits. All solid hits against an incapacitated character are critical hits.
An incapacitated character can dodge at a -20 penalty, or parry at a -10.
A character's health is represented as
Non-Lethal Health/Health/Max Health
EG: 16/20/20 after taking a non-lethal blow, or 20/16/20 after a lethal blow.
If a character's Non-Lethal Health reaches 0 they are considered knocked out until awoken. It takes two full rounds for another character to awaken them in combat.
Heroism
1 + 1d4
Can reroll using a stat reroll
Heroism points can be used to automatically succeed at any roll.
Heroism points replenish at a rate of 1 per day.
A Heroism point can be permanently burnt in order to prevent a character from dying. The dead character will revive with 1d4 health + Endurance Bonus remaining.
Characteristics
Skill - A measure of one's skill with Melee based weapons
Aim - A measure of one's skill with Ranged weapons
Strength - A measure of one's physical strength
Dexterity - A measure of one's ability with one's hands
Endurance - A measure of one's physical toughness and ability to withstand punishment
Agility - A measure of one's agility and grace
Intelligence - A measure of one's mental capacity and ability to retain information
Perception - A measure of one's sensory capability
Nerve - A measure of one's courage and initiative in times of strife and terror
Faith - A measure of one's belief, whether it be in God, a number of Gods, or simply in ones self.
Charisma - A measure of one's likability and ability to speak publicly, not intrinsicly linked to physical beauty
3d10+10 plus any background bonuses
4 Rerolls for stats
Carry weight is 10 + 4(1/2SB + 2EB) [Ten, plus four times the sum of half strength bonus and twice endurance bonus.]
Basic Skills
Jump STR, AG - Ability to jump, leap and propel one's self through the air.
Climb STR, END, AG - Ability to scale objects
Swim STR, END, AG - Ability to move proficiently through fluids
Sprint STR, END, AG - Ability to move quickly, especially under duress
Awareness PER - Awareness of one's surroundings at all times
Charm CHA - Ability to beguile others into liking one's self
Intimidate STR, CHA - Ability to threaten others
Barter CHA - Ability to negotiate deals with others
Bluff CHA - Ability to lie convincingly and deceive others
Dodge AG - Ability to dodge threats and avoid danger
Disguise CHA - Ability to disguise one's self as another
Hide AG - Ability to camoflauge and hide one's self
Appraisal INT, PER - Ability to accurately judge the price and authenticity of an object
Inquiry PER, CHA - Ability to read into complex matters and dig up secrets, information and rumours
First Aid INT, DEX - Ability to treat small wounds
Logic INT - Problem solving capability and proficiency with logical puzzles
Stealth AG, DEX - Ability to move silently
Evaluate CHA, PER, INT - Ability to see through bluffs, evaluate what a person is wearing, and evaluate ones surroundings
Search PER, INT - Ability to actively find hidden persons and objects
Common Lore INT - Basic Understanding and Knowledge of [High Society, Middle Class, Lower Class, Underclass, Secret Societies, Exotica, Spirits, Werecreatures, Vampires, Undead]
Speak Language INT, CHA - Ability to fluently speak [English, Germanic, Celtic, Scandinavian, Russian, French]
Where a skill has multiple characteristics assigned, the characteristics may all make some small contribution, or the characteristic used may vary according to context.
Advanced Skills
Require training or rolls are halved on checks
Drive INT, DEX - Ability to drive land-based vehicles
Ride DEX, STR - Ability to ride creatures and people
Pilot INT, DEX - Ability to pilot vehicles based in the sea and air
Medicine INT, DEX - Ability to treat serious medical problems
Acrobatics DEX, AG - Ability to perform complex tests of agility and exertions
Craftmanship INT, DEX - Ability to create things
Alchemy INT, DEX - Ability to brew potions and poisons
Sholarly Lore INT - Greater Understanding and Knowledge of [High Society, Middle Class, Lower Class, Underclass, Secret Societies, Exotica, Spirits, Werecreatures, Vampires, Undead]
Demolitions INT, DEX, NERVE - Ability to use and create explosive devices
Interrogation CHA, STR, DEX, INT, NERVE - "Now son, there's a few ways we can do this..."
Literacy INT, PER - Ability to pick up exotic languages with ease
Speak Tongues INT, CHA - Ability to fluently speak secret, dead or exotic languages [Latin, Street, Secret Languages]
Performance CHA, DEX, STR, NERVE - Ability to perform in a variety of ways
Security DEX, NERVE - Ability to bypass traps and locks
Tracking PER, INT - Ability to follow creatures and people not in line of sight
Parry DEX - Ability to redirect melee and ranged attacks
Attacks
1d100 against Skill (Melee) or Aim (Ranged), if roll below relevant Characteristic, hit.
If roll with two degrees of success, solid blow [x1 Damage, but may have other effects.]
If roll with four degrees of success (Or below a ten, GMs Discretion), critical hit, [x2 Damage, and may have other effects.]
If roll 95+ with melee, make Dex check or drop weapon
If roll 95+ with ranged, weapon jams, use Dex or Int to attempt to unjam as a half action
Intiative
1d10+Agility Bonus
Action Points
Characters have 4+Agility bonus in Action Points.
Action points allow one to act in combat.
Free actions cost no action points, swift actions cost 1, and half actions cost 2.
Full actions cost 4 agility points, but Round (or Full Round) actions cost all a character's action points.
Action points are replenished at the start of a character's turn.
Reaction Points
Characters have 1+(1/2 Agility Bonus) in Reaction Points (Round down)
Reaction Points allow a character to dodge and parry attacks made when it is not their turn.
Hitboxes
Head 1-10
Right Arm 11-20
Left Arm 21-30
Chest 31-50
Abdomen 51-70
Right Leg 71-85
Left Leg 86-100
Disease
When hit by an attack that will cause disease, roll a d10
On a 1-3, you are infected, and lose a turn to throwing up, requiring treatment to fight off the infection or a series of very hard endurance tests. On a 4-6, you throw up, and feel sick, losing one turn, and for 1d4 turns you get a -10 to rolls (fatigue). On a 6-9, you feel sick, but otherwise okay, and for 1d4 turns you have a -10 to rolls. On a 10 you are unaffected.
Attacks that cause disease are natural weapon attacks by infected creatures or people (Ie, biting, clawing, etc.), which hit for more than a set amount of damage.
Trades
Blacksmith - Focused around Crafting Armour and Weapons, uses Hammers as a weapon.
Criminal - Wide, arcing tree allowing for agile gunslinging, heavy bruising, or cunning deceit. Can use almost any weapon.
Tinkerer - Experimental Crafting Tree that can create a wide range of substances and items of remarkable effects. Uses small calibre pistols and self made items.
Alchemist - Chaotic Tree capable of creating massive explosions, raging fires, and debilitating poisons. Uses bombs, fire, and poison.
Policeman - Peacekeeping Combat and Investigation tree focusing on dealing lots of damage to mobs or incapacitating targets rather than killing.
Mainly uses Revolvers and Truncheons.
Priest - Specialised tree focusing on Faith, eradication of spirits, and miraculous happenings.
Uses blind faith as a weapon in most circumstances.
Hunter - Combat tree focused on eliminating the Undead in all their forms with extreme prejudice with a wide variety of weapons made for hunting the unnatural.
Merchant - Specialised tree focusing on liberating the possessions of others. Legally.
May hide a small knife.
Scholar - Specialised tree focusing on the acquisition and use of knowledge in many ways.
May hide a small knife.
Bohemian - Artistic Tree centred around Performances and Charisma. May be surprisingly skilled with swords, pistols or bows.
Weapon Types
Melee Weapons
Straight Blades - Bladed weapons with a straight edge or edges. Common daggers, swords, and the like.
Curved Blades - Exotic weapons with curved blades for cutting flesh.
Hammers - Blunt weapons designed to inflict blunt trauma and crush armour.
Axes - Bladed weapons designed for chopping, originally created for felling trees.
Great Weapons - Extremely large weapons designed to be wielded purely two handed.
Whips - A favourite of Hunters and Trappers.
Knuckles - Solid weapons to augment the fists. Popular for self-defence and bar brawls.
Ranged Weapons
Single-shot Pistols - Common, cheap flintlocks, matchlocks and other single-shot pistols, almost outdated now, but popular among the poor and wealthy for differing reasons.
Revolvers - Common, reliable pistols capable of firing both small and large calibre rounds from a revolving cylinder.
Derringers - Small, cheap, reliable self-defence pistols easily hidden in the sleeve, commonly holding only one or two small-calibre rounds.
Automatic Pistols - Modern, expensive pistols capable of semi-automatic fire.
Volley Pistols - Almost futuristic hand-held pistols capable of fully-automatic fire.
Single-shot Rifles - Single-shot rifles, often muzzle-loading flintlocks or breech-loading sporting guns. Mostly outdated now.
Repeater Rifles - Modern lever-action or bolt-action rifles capable of repeated fire, common military service weapon.
Automatic Rifles - Highly expensive modern rifles capable of semi-automatic fire.
Machine Guns - Experimental modern rifles, either hand-held or mounted, and often with multiple barrels, capable of full-automatic fire.
Single-shot Shotguns - Single-shot Blunderbusses and their kin, popular for pest control, and for keeping bar.
Double-barrel Shotguns - Cheap, common, reliable shotguns holding two shells.
Repeater Shotguns - Modern lever-action or pump-action shotguns capable of holding more than two shells and firing repeatedly.
Volley Shotguns - Experimental modern shotguns capable of semi-automatic, and rumouredly fully-automatic fire.
Bows - Stringed Ranged weapons designed to accurately loose arrows over range.
Compound Bows - Highly Specialised Bows able to pierce the thickest armour with incredible ease even at extreme range.
Crossbows - Stringed Ranged weapons designed to pierce armour with heavy bolts, and for easy use by the untrained.
Repeater Crossbows - Magazine-fed Crossbows capable of repeated fire.
Hellsang Bows - Fully-automatic Crossbows beloved of Elite Hunters.
Weapon Qualities
Reliable - The Weapon is reliable, and does not jam, only misfires (The Ammunition is unreliable, not the gun). On a jam, the weapon misfires, wasting a single round, but not requiring clearance of a jam.
Accurate - The Weapon is particularly accurate, and gains +10 to hit while aiming.
Heavy - The Weapon is very heavy, so much so that every successful solid blow made with it will knock the enemy back by 1 metre and render them flattened, and Critical Hits will knock them back by 1d4 metres, also flattening them.
Unwieldy - The Weapon is unbalanced and unwieldy. Parry checks are made at a -30.
Balanced - The Weapon is well balanced and responsive in the hand. Parry checks are made at +10.
Dangerous - The Weapon is known for explosive failures. Applicable Ranged Weapons may explode on a Jam, dealing 1d8 damage to the arm wielded in. Roll a d10. If above 5, the weapon catastrophically fails.
Fragile - The Weapon is very fragile, and may break as a result. If used to parry, or all damage dealt is negated by armour or a parry during an attack, roll a d10. If the result is a 1-2, the weapon breaks.
Lacerating - The Weapon cuts horribly, causing excessive bleeding. Solid Blows cause 1d4 Bloodloss per turn, and Critical Hits cause 1d8.
Non-lethal - The Weapon is not designed to kill, only incapacitate. Solid Blows concuss the target for 1d4 turns, and Critical Hits render them unconscious for 1d8 turns. The weapon only deals non-lethal damage, and cannot put a character below 0 health as a result.
Tearing - The Weapon is spiked or otherwise designed to tear and rip flesh. It deals 2x Damage, but armour is twice as effective.
Compact - The Weapon is very easily concealable, and gets a +10 to concealment tests
Bulky - The Weapon is not easily concealable, and loses -10 on concealment tests
Dismembering - The Weapon is particularly brutal, capable of disabling limbs on a Solid Blow, and severing them on a Critical Hit.
Silver Gilt - The Weapon is enlaid with silver, or coated with it, and is capable of slaying Vampires, Werewolves, and other silver-susceptable undead.
Silver - The Weapon is entirely made of silver. It deals 1.5x extra damage to Undead due to being made of pure silver.
Holy - The Weapon is blessed by the clergy, and is capable of harming spirits and other intangible beings, and can harm undead, but at half damage.
Hallowed - The Weapons is powerfully blessed and revered, and is capable of harming spirits and other intangible beings, as well as proving uncomfortable to the undead. It deals 1.5x extra damage to spirits, and can harm undead normally.
Threatening - The Weapon is particularly threatening, and offers a bonus to intimidation. (+5 for Small Weapons, +10 for Standard Weapons, +20 for Large Weapons. +30 for Overkill weapons.)
Weighted - The Weapon is specially waited for throwing. It can be thrown with no penalties.
Scatter - The Weapon fires a spread of bullets as opposed to one single bullet. For every degree of success on your hit roll, you hit another 1d2 times.
Blasting - The Weapon hits with an incredible amount of force. On a solid blow at point blank range, knock the target back 1d2 metres and flatten them. On a critical hit at point blank range, knock the target back 1d4 metres and flatten them.
Improved Blasting - Even at long range, the weapon hits with an incredible amount of force. On a solid blow or critical hit within 25 metres, knock the target back 1d4 metres and flatten them, 1 metre on a solid blow.
Burning - The Weapon is hot or otherwise on fire. On a solid blow or critical hit, it sets fire to the target for 1d6 turns, dealing 1d4 Fire damage each turn. Target must pass a difficult (-30) Nerve test or panic.
The target may make Agility, Dexterity, or Intelligence tests to put the Fire out.
Automatic - The Weapon can be fired repeatedly without being readied.
Fully-Automatic - The Weapon is capable of full-automatic fire.
Damage Types
Slashing - S
Ballistic - B
Explosive - X
Fire - F
Cold - C
Electrical - E
Acid - A
Impact - I
Piercing - P
Clothing Qualities
Fire Retardant - The Clothing is made to prevent fire. While wearing fire retardant clothing on the body, the user only catches fire on an 9 or 10. When wearing fire retardant gloves or boots, the user can safely walk on or handle burning substances for 1d3 turns, taking only half damage.
Fireproof - The Clothing is completely fireproofed. A user wearing fireproofed clothes can't be set on fire, and only takes half damage from all sources of thermal damage.
Acidproof - The Clothing is proofed against Acid. Take half damage from acid, and it doesn't corrode clothing.
Insulated - The Clothing is warm and comfortable, and prevents heat loss. Take half cold damage.
Padded - The Clothing is heavily padded to absorb Impact damage. The clothing's AP counts double against Impact damage.
Plated - The Clothing is made of solid plates and deflects slashes. The clothing's AP counts double against Slashing damage.
Blastproof - The Clothing is made to deflect blasts and shrapnel. The clothing's AP counts double against Explosive damage.
Ballistic - The Clothing is made to absorb gunshots. The clothing's AP counts double against Ballistic damage.
Stabproof - The Clothing is made to absorb stabs and thrusts. The clothing's AP counts double against Piercing damage.
Bulky - The Clothing is exceptionally thick and bulky. If they cover the hands, they give a penalty of 20 to Dexterity Checks. If they cover the legs and/or body they give a penalty of 20 to Agility checks.
Fitted - The Clothing is fitted to the wearer perfectly, making it exceptionally comfortable. It confers no penalties to agility or dexterity it would normally confer. This may also apply to environmental hazards that slow the wearer.
Waterproof - The Clothing is waterproofed, and does not absorb water. It will not become waterlogged, preventing it from becoming heavy and bulky when soaked, but also preventing it from gaining fireproofing benefits water confers.
Closed Cycle - The Clothing is fitted with a rebreather, and allows the character to breathe normally underwater.
Races
All characters, regardless of Race or Origin, start the game with Speak Language [English]
, except where stated.
Human - Humans. Adaptable, wide-spread and well-known, they have a reputation for turning up everywhere, grasping things quickly, dying easily, and taking on sudden, unexpected roles as heroes. Humans start with an extra heroism point, and can learn to better use points and regenerate them faster.
Vampire - Vampires, one of the most well-known undead. Blood-drinking once-humans, they drain health from others to maintain their own perpetual life. Vampires are very difficult to damage, and take only non-lethal from traditional sources, unless beheaded, or struck with holy weapons, fire, garlic, or sunlight. Vampires can learn to drain health from enemies in combat, charm and intimidate others hypnotically, and change their form.
Were - Werecreatures are among Vampires as the most prolific and well-known once-human 'undead'. Half-human, half-animal creatures susceptible to silver that transform under moonlight or strong emotion, they are tough, brutal, and hard to kill. They take non-lethal damage from traditional sources, but are susceptible to silver, and fire. A Werecreature can learn to control their transformations, and take advantage of them while in human form.
Shadow - Shadows. The lingering spirits of those killed violently by fire, or have otherwise had their bodies completely destroyed. They exist as intangible shadowy forms in the air, typically seen only as a pair of eyes in the shadows, or a shadow on a wall that has nothing to cast it. They cannot be killed by any means other than holy rituals and salt, but are generally harmless, and can be chased away with any strong light. Characters who play as shadows take no damage from any source other than salt or holy rituals, and may require another character in whose shadow to live. They can learn to become tangible given time.
Ghost - Ghosts are the lingering spirits of the dead, who have unfinished business to attend to. Ghosts are intangible beings, but can exert their will on their world around them, and can chose to be invisible. They can be damaged by salt, holy rituals, and silver however, but take no damage otherwise. Ghosts can learn to possess others, move objects and exert forces without motion and over distance, and exert a terrifying presence.
Spirit - Spirit is a blanket term for the numerous different spiritual creatures who inhabit the world, from Dryads, Kappas and Huldras, to Gnomes, Nisse and Leprechauns. There's no one set way to harm or heal a spirit, and they most all be learned about seperately. If a player wishes to be a spirit, they must consult their GM. (And Bestiary if I make one.)
Zombie - Zombies are the archetypical undead. Reanimated by Science or Magic, a Zombie is a once-dead human given life once more, for better or for worse. A Zombie's intelligence varies greatly, but they are fragile, as they are easily burned, and cannot repair themselves. They are also susceptible to holy weapons. An intelligent zombie gains Scholarly Lore [Undead] and can choose to take Tongues [Latin] or Tongues [Zombie]. A "Dumb" Zombie loses 2d10 on their intelligence roll, but gains 1d10 on their Strength and Toughness, gains Scholarly Lore [Undead], but is only able to speak Tongues [Zombie] until taught another Language.