Range
Every weapon has a range, the weapon’s approximate length in yards. Combat begins at the range of the longest weapon. A weapon can only be used to attack at its range, although it can be used to parry if the attacker is using a weapon with greater reach. Thus, two combatants are at range 2 from one another. One has a spear (range 2) the other a sword (range 1). Combat begins at range 2. The spearman can attack with the spear. The swordsman can parry the spear, but not attack—his weapon doesn’t reach.
Normal attacks are considered to include a step forward and normal parries and blocks are considered to take a step back, even if the maneuver fails. This means in regular combat the range between the two combatants stays the same. If a parrying character chooses not to step back (or cannot) there is a –2 modifier to his parry. Conversely, an attacker choosing not to step forward has a –2 modifier to his attack.
If a character attacks normally and his opponent does not use a maneuver that includes a step back (such as a parry with a –2 modifier) then the range is increased by one. If a character parries his opponent does nothing that register the range does not change. The opponent is considered to simply step forward to maintain the range.
There are also two special ranges, 0 also called close range, and wrestling range. At close range the combatants are near enough to touch one another barehanded. At wrestling range the combatants are effectively on top of one another. These ranges are discussed in more detailed in hand-to-hand combat, below.
There are certain maneuvers which will change the range in addition to these rules.
Shields, Parrying Daggers & Off-hand Weapons
It takes special skill to use a shield, parrying dagger or a second weapon in your off hand. A character using one of these secondary skills during combat draws a number of cards equal to either his main weapon skill, or the secondary skill, which ever is lower. The character may take a total number of maneuvers equal to the highest of the maximum maneuvers of the two weapons plus one, but may use neither weapon more times than its individual maximum maneuvers allows.
For Example:
For some bizarre reason, Devon is fighting with a medium axe (2 maneuvers, skill 4) and a poinard (3 maneuvers, skill 6). He draws four cards (his parrying dagger skill) and may take a total of 4 maneuvers. However, he may not take more than 2 maneuvers with the axe, nor 3 with the poinard. In this instance he would attack twice with the axe and, should his opponent seize the initiative, parry up to twice with the dagger.
Shield Bash
Small shields can also be used to attack at range 0 with a maneuver called shield bash. Shields have a maximum damage of 1 but get no benefit for hit location. All shield bashes are done to the head. Only one shield bash can be performed per round and the shield can not be used to parry that round.
Special Situations
Hit Location
Melee weapons can also be used to call shots. Called shots to an area of an opponent’s body have the same modifiers as in ranged combat.
Hit Location Attack Modifier
Head -5
Head Vitals -8
Torso Vitals -6
Legs -3
Arms -3
Changing Weapons
A character can not change the weapon he is using during a combat round and then use the new weapon during that round. To change a weapon the player must have a card from his draw remaining. The player uses that card to drop the old weapon and draw a new one. After a player changes weapons he can take no other action that combat turn. At the beginning of the next round the player draws a hand for the new weapon using either the weapon skill or his fast draw skill, which ever is lower. On the second round the player draws his weapon skill for the new weapon normally.
For Example:
Devon has been dueling with a young noble using a long sword (range 1). The noble got the better of him and reduced the range from 1 to 0. Since the range is too low to use his sword effectively, Devon drops his sword to draw his dagger.
During round one, Devon, using the sword, has initiative. The noble doesn’t step back while parrying, reducing the range to 0. During the second register Devon changes weapons. Even if he has more cards in his hand he may take no further actions this turn.
During the second register Devon still has the initiative, but since he switched weapons last turn he uses either his dagger skill or his fast draw skill to draw his hand, whichever is lower. Devon doesn’t have the fast-draw skill at all, so he defaults to one card.
When the third round starts Devon has had the dagger in his hand from the beginning and may draw his hand based on his dagger skill as he normally would.
Show Downs
In situations where characters have to draw their weapons to start combat, the fast-draw skill is used instead of combat training to determine initiative.
Charging
A character who charges another runs towards the foe and then ends in combat. The charge is the only action the attacker may take that turn. At the end of the turn both he and his opponent can make one (and only one) melee maneuver. The character who charged has the initiative (unless the opponent’s weapon has greater range). Next round the combat proceeds normally. The character who charged retains the initiative unless he lost it to the opponent by a maneuver.
Charging adds 1 to the maximum damage doable that turn.
Surprise
If one character surprises the other, either by an ambush or because they attacked before the other character was expecting it, the GM can declare that the target is surprised. The attacker then gets one attack which the opponent can not defend against. If the defender has the combat training skill, me may make an opposed skill check to see if he can avoid being surprised.
Hesitating
At any point a player with the initiative may hesitate and relinquish the initiative to his opponent. If both players hesitate, combat ends.
Multiple Opponents
When a character faces more than one opponent at once he must face them with his hand as normal and may never have initiative on more than one opponent at a time. If a character has the initiative over one foe and seizes the initiative from another, he automatically yields the initiative to the first foe.
All maneuvers occur simultaneously during each register, so if two opponents attack a character at the same time he could parry one attack, letting the other attack get through. The player can choose to parry multiple attacks during a single register, but each parry uses a maneuver and a separate card from his hand. The player declares which card parries each individual attack. The attack-parry combinations are resolved separately even though they all occur during a single register. This means to parry three attacks during the first register he would have to use three cards from his hand. This is the only way a player can use more than one card in a register.
Unopposed Actions
Any unopposed maneuver automatically succeeds. This gives a character with more maneuvers and greater skill than his opponent a significant advantage.
Unusual Foes
All of the maneuvers listed so far have assumed two combatants of equal size. But in the fantasy worlds of Karmic foes can come in all shapes and sizes. The following maneuvers may only be applied to foes of the appropriate size.
Large Creature Maneuvers
A creature is considered a “large creature” if it is twice the size of the attacker. Large creatures have different modifiers to hit on called shots.
Large Creature To-Hit Modifiers
Hit Location Attack Modifier
Head -5
Head Vitals -6
Torso Vitals -4
Legs 0
Arms -2
Flank (special): A character must have the initiative to flank. This maneuver is used to get around a larger creature. The modifier is equal to the target’s finesse. Once an attacker successfully flanks a target the target may not attack or dodge blows from the attacker next round or for the remainder of the current round. A flank can be prevented by a successful dodge.
Cling (-4): A character must have the initiative to cling. This maneuver allows a character to grab onto an enemy. Having clung onto an opponent the character may attack with any weapon he wishes while his opponent cannot use any attack with a range greater than 0 against the clinging character. If the attacker successfully flanked the target before clinging the target can not attack the character at all.
Chop (special): Occasionally, creatures will have some way of entangling its victims. A successful chop maneuver will free someone entangled by a limb. The modifier is equal to the vitality of the entangling appendage.
Small Creature Maneuvers
Any thing less than half the size of the attacker is considered a “small creature.” Small creatures have different modifiers to hit on called shots.
Small Creature To-Hit Modifiers
Hit Location Attack Modifier
Head -8
Head Vitals N/A
Torso Vitals -10
Legs -6
Arms -5
An attacker can not call a shot against the head vitals of a small creature.
Swipe (special): A character must have the initiative to swipe. A swipe maneuver allows a character to attack multiple small creatures at once. The negative modifier is the number of creatures being attacked. Each target gets a normal defense against the swipe. The damage done is applied normally to each target that does not successfully defend against the attack.
Swat (0): Resolve immediately. A swat is used to push a smaller creature away from the attacker. A swat does no damage but pushes the target back a number of feet equal to the damage the weapon would have done.
Smash (-2): A character must have the initiative to perform a smash. A smash attack uses the superior size and strength of a larger attacker to make an impact weapon more effective. A smash maneuver can only be used with an impact weapon (clubs and maces, for example). The damage and damage total from a smash maneuver is tripled. After executing a smash maneuver the attacker can take no other actions and surrenders the initiative to his opponent.
Buck (0): A buck maneuver throws off a target clinging to the attacker. A successful buck will counter a cling.
For Example:
Devon is facing an enemy soldier. Both are using swords with maximum manuevers of 3. Devon’s skill is 3, the soldier’s is 2.
1. They both draw for initiative. Devon draws from his combat training skill and gets +2. The soldier draws the default of one card and gets –4. Devon has the initiative.
2. Devon draws a hand from his sword skill and gets +3 (hit), -2, and +10. The soldier draws a –2 (hit) and +5.
3. Declare maneuvers. Devon has the initiative, so he declares first. He puts the +3 (hit) face down in front of him and declares an attack maneuver. This is his first register. In the soldier’s first register he declares a parry and puts the +5 face down. Devon’s sword allows two more maneuvers and he has the cards in his hand, so he continues. Devon declares another attack and puts down his –2, effectively a feint. The soldier puts down the –2 (hit) and declares another parry. Devon has both another card and another free maneuver, so he plays his +10 face down and declares a disarming attack. The guard has no more cards left to play so he can not defend against the last attack.
4. Resolve maneuvers. First register. Devon’s total combat modifiers are +1 (finesse +0, force +1), the guard’s total is 0 (finesse +0, force +1, armor modifier –1). The soldier’s parry total is +5 (+5 for card value, +0 for modifiers, +0 for maneuver difficulty). Devon’s total is therefore -1 (+3 for card value, +1 for modifiers, +0 for maneuver difficulty, -5 opponent’s parry total). The attack total is less than 1, so the attack fails. Second register. The soldier has a –2 parry total (he chooses not to hit when he sees Devon’s card revealed). His parry total isn’t positive so it doesn’t modify the attack total. The attack total is –1, though (-2+1+0) and misses. Third register. The soldier couldn’t take an action this turn. Devon reveals his +10. His attack total this turn is +6 (+10 card value, +1 for modifiers, -5 for maneuver difficulty). The modified total is above 0, so Devon successfully flings the soldier’s sword away from his grasp. This doesn’t necessarily end the combat, but the round is over.
Sunday, October 19, 2008
Hand to Hand Combat
Hand-to-hand combat is resolved using compound actions like melee combat. The range between each character must be 0 or wrestling range. A character will have to perform specific maneuvers to move from range 0 to wrestling range and vice-versa. Characters at range 0 may choose from the list of “striking” maneuvers. Characters wrestling may choose from either striking maneuvers or wrestling maneuvers. There are no restrictions to the number of maneuvers a character can make while fighting barehanded. He is limited only by his skill.
Maneuvers
Each maneuver is listed with a difficulty number in parenthesis, the maximum damage of the attack, and the “edge” modifier, which, like the edge of a weapon, modifies the damage total of the attack.
Striking Maneuvers
Hand Attack (0): Max. Damage (1), Edge (-1). This is an attack using the hand or arms to do damage.
Leg Attack (-1): Max. Damage (1), Edge (-1). This is an attack using the foot or leg to do damage.
Head Butt (-2): Max. Damage (1), Edge (-1). This is an attack using one’s head to hit the head of the opponent. There is no additional modifier for attacks to the head with the head butt attack. The attacker will take half the damage that he deals to the opponent. At the GM’s discretion a head butt can be performed when a character’s arms or legs are bound or held.
Lunge (-2): Max. Damage (1) Edge (-3). A character must have the initiative to lunge. A lunge is a way to attack an opponent who would otherwise be out of range. A lunge allows the character to attack the opponent at range 1. A player sacrifices the initiative to his opponent at the end of a lunge.
Disarm (-5): Max. Damage (-) Edge (-). A character must have the initiative to disarm. Instead of attacking the opponent’s body, the character attacks the opponent’s weapon. If successful, the opponent’s weapon is thrown from his hand. This does not necessarily end combat. If the opponent has no cards left to play, the attack total must still be greater than 0.
Take Down (Variable): Max. Damage (-) Edge (-). This is an attack used to trip or throw one’s opponent to the ground. The attacker’s check is negatively modified by the defender’s finesse. For instance, a target with a finesse +2 would apply a –2 modifier to the attack, whereas finesse –1 would provide a +1 modifier.
Tackle (-3): Max. Damage (-) Edge (-). A character must have the initiative to tackle. This attack does not do any damage but brings the combatants into wrestling range. Initiative must be re-determined after performing this maneuver. This maneuver be performed at a range of 1 or in conjunction with a charge for an additional –2 modifier.
Block (+1/-1) Max. Damage (-) Edge (-). The character uses his hands and/or arms to deflect or block an attack. The maneuver has a +1 modifier if the defender has a higher might than the attacker. Otherwise, the maneuver is at –1.
Block Grab (-4/-6) Max. Damage (-) Edge (-). Resolve immediately. In addition to blocking an attack, the defender moves the fight into wrestling range. The defender gains the initiative. The maneuver has a –4 modifier if the defender has a higher strength than the attacker. Otherwise, the maneuver is at –6.
Dodge (0) Max. Damage (-) Edge (-). A dodge prevents damage by moving out of the way of an attack.
Dodge Seize the Initiative (-3) Max. Damage (-) Edge (0). Resolve immediately. If this dodge is successful then the dodging character immediately gains the initiative, and can play the remainder of his hand first.
Disengage (-4) Max. Damage (-) Edge (-). Resolve immediately. A character must have the initiative to disengage. If the disengage is successful combat ends immediately. Next round the characters are not in combat and can behave normally. The opponent can try to reengage the character by either charging or moving and engaging normally. A disengage can be prevented with a successful dodge or block.
Wrestling Maneuvers
Suffocate (-4) Max. Damage (-) Edge (-). A character must have the initiative to suffocate. A successful suffocate maneuver ends normal combat. Every five seconds the hold is held the target must make a vitality check or else pass out. Every turn the target may make a might check to break the hold. This check is opposed by the value of the original card played to perform the maneuver. A suffocate maneuver can be prevented with a counter or reversal.
Pin (-5) Max. Damage (-) Edge (-). A character must have the initiative to pin. A successful pin maneuver ends combat. The target may not move. Every turn the target may make a might check to break the hold. This check is modified by the value of the original card played to perform the maneuver. Note that a character does not have to specifically pin an opponent to the ground with this maneuver. Anytime an attacker attempts to constrain or hold the defender the pin maneuver is used. A pin can be prevented with a counter or reversal.
Bash (0) Max. Damage (1) Edge (-2). A character must have the initiative to bash. A bash is an attempt to hurt an opponent at wrestling range.
Counter (0) Max. Damage (-) Edge (-). Prevents an opponent’s maneuver from succeeding. Multiple counters can be performed in one register, but only once per any given attacker that register.
Reversal (-2) Max Damage (-) Edge (-). Resolve immediately. In addition to preventing an opponent’s maneuver from succeeding, the defender gains the initiative.
Escape (-4) Max. Damage (-) Edge (-). Resolve immediately. The character moves from wrestling range to close range (0).
Gouge (Special) Max. Damage (*) Edge (-). This covers any special, dirty tricks one character might try on another during wrestling combat. The difficulty modifier has a base of –2, less the target’s vitality and self-discipline skill value. For example, a gouge maneuver performed against a target with +2 vitality and self-discipline of 3 would have a modifier of –7. A gouge attack may do up to one point of damage, but may end combat or have other affects at the GM’s discretion.
Maneuvers
Each maneuver is listed with a difficulty number in parenthesis, the maximum damage of the attack, and the “edge” modifier, which, like the edge of a weapon, modifies the damage total of the attack.
Striking Maneuvers
Hand Attack (0): Max. Damage (1), Edge (-1). This is an attack using the hand or arms to do damage.
Leg Attack (-1): Max. Damage (1), Edge (-1). This is an attack using the foot or leg to do damage.
Head Butt (-2): Max. Damage (1), Edge (-1). This is an attack using one’s head to hit the head of the opponent. There is no additional modifier for attacks to the head with the head butt attack. The attacker will take half the damage that he deals to the opponent. At the GM’s discretion a head butt can be performed when a character’s arms or legs are bound or held.
Lunge (-2): Max. Damage (1) Edge (-3). A character must have the initiative to lunge. A lunge is a way to attack an opponent who would otherwise be out of range. A lunge allows the character to attack the opponent at range 1. A player sacrifices the initiative to his opponent at the end of a lunge.
Disarm (-5): Max. Damage (-) Edge (-). A character must have the initiative to disarm. Instead of attacking the opponent’s body, the character attacks the opponent’s weapon. If successful, the opponent’s weapon is thrown from his hand. This does not necessarily end combat. If the opponent has no cards left to play, the attack total must still be greater than 0.
Take Down (Variable): Max. Damage (-) Edge (-). This is an attack used to trip or throw one’s opponent to the ground. The attacker’s check is negatively modified by the defender’s finesse. For instance, a target with a finesse +2 would apply a –2 modifier to the attack, whereas finesse –1 would provide a +1 modifier.
Tackle (-3): Max. Damage (-) Edge (-). A character must have the initiative to tackle. This attack does not do any damage but brings the combatants into wrestling range. Initiative must be re-determined after performing this maneuver. This maneuver be performed at a range of 1 or in conjunction with a charge for an additional –2 modifier.
Block (+1/-1) Max. Damage (-) Edge (-). The character uses his hands and/or arms to deflect or block an attack. The maneuver has a +1 modifier if the defender has a higher might than the attacker. Otherwise, the maneuver is at –1.
Block Grab (-4/-6) Max. Damage (-) Edge (-). Resolve immediately. In addition to blocking an attack, the defender moves the fight into wrestling range. The defender gains the initiative. The maneuver has a –4 modifier if the defender has a higher strength than the attacker. Otherwise, the maneuver is at –6.
Dodge (0) Max. Damage (-) Edge (-). A dodge prevents damage by moving out of the way of an attack.
Dodge Seize the Initiative (-3) Max. Damage (-) Edge (0). Resolve immediately. If this dodge is successful then the dodging character immediately gains the initiative, and can play the remainder of his hand first.
Disengage (-4) Max. Damage (-) Edge (-). Resolve immediately. A character must have the initiative to disengage. If the disengage is successful combat ends immediately. Next round the characters are not in combat and can behave normally. The opponent can try to reengage the character by either charging or moving and engaging normally. A disengage can be prevented with a successful dodge or block.
Wrestling Maneuvers
Suffocate (-4) Max. Damage (-) Edge (-). A character must have the initiative to suffocate. A successful suffocate maneuver ends normal combat. Every five seconds the hold is held the target must make a vitality check or else pass out. Every turn the target may make a might check to break the hold. This check is opposed by the value of the original card played to perform the maneuver. A suffocate maneuver can be prevented with a counter or reversal.
Pin (-5) Max. Damage (-) Edge (-). A character must have the initiative to pin. A successful pin maneuver ends combat. The target may not move. Every turn the target may make a might check to break the hold. This check is modified by the value of the original card played to perform the maneuver. Note that a character does not have to specifically pin an opponent to the ground with this maneuver. Anytime an attacker attempts to constrain or hold the defender the pin maneuver is used. A pin can be prevented with a counter or reversal.
Bash (0) Max. Damage (1) Edge (-2). A character must have the initiative to bash. A bash is an attempt to hurt an opponent at wrestling range.
Counter (0) Max. Damage (-) Edge (-). Prevents an opponent’s maneuver from succeeding. Multiple counters can be performed in one register, but only once per any given attacker that register.
Reversal (-2) Max Damage (-) Edge (-). Resolve immediately. In addition to preventing an opponent’s maneuver from succeeding, the defender gains the initiative.
Escape (-4) Max. Damage (-) Edge (-). Resolve immediately. The character moves from wrestling range to close range (0).
Gouge (Special) Max. Damage (*) Edge (-). This covers any special, dirty tricks one character might try on another during wrestling combat. The difficulty modifier has a base of –2, less the target’s vitality and self-discipline skill value. For example, a gouge maneuver performed against a target with +2 vitality and self-discipline of 3 would have a modifier of –7. A gouge attack may do up to one point of damage, but may end combat or have other affects at the GM’s discretion.
Melee Combat Maneuvers
During combat there are a variety of options available to each combatant. Maneuvers describe each of these in their simplest form. Each maneuver is described with a skill modifier and a description of the maneuver and its effects. Some descriptions say that the maneuver must be resolved immediately. These are maneuvers that can change who has initiative or force the combat to end prematurely. Certain maneuvers have limitations on when or how they are used. A successful block, parry or dodge, counts as any basic or advanced maneuver that includes that action in which the attacker does not succeed in hitting the defender.
Basic Maneuvers
Melee Dodge (-2): This basic maneuver is jumping backwards out of the way of an attack. Because no weapon is used to dodge the character does not receive any force bonus. Conversely, because no weapon is used, a melee dodge does not count toward the maximum maneuver limit of a weapon. Characters can only melee dodge once per combat turn.
Parry (0): A parry is simply stepping back and deflecting an opponent’s weapon, the basic defense against an attack. The attacker’s skill check that register is reduced by the parry’s MT. If facing multiple opponents, more than one parry can be used in a register, but not against the same attacker. Note that each parry does count against the weapon’s maximum maneuvers.
Attack (0): A character must have the initiative to attack. The most basic maneuver, a character steps forward and attacks his opponent. An attack can be prevented with a parry, dodge or block.
Block (0): A character uses his shield or buckler to block an attack. See shields and parrying daggers below for more information on how to use shields in combat.
Complex Maneuvers
Offensive Disengage (-4): Resolve immediately. A character must have the initiative to offensively disengage. This is an attack followed by a quick retreat. The purpose of this maneuver is to use one’s weapon to push the opponent out of the way and end combat. If the offensive disengage is successful the defender takes no damage but combat ends immediately. Next round the characters are not in combat and can behave normally (their range has increased by 2). An offensive disengage can be prevented with a successful parry or block.
Parry/Seize the Initiative (-3): Resolve immediately. If this parry is successful (meaning the attacker does not score a hit) then the parrying character immediately gains the initiative and may play the remainder of his hand first.
Disarming Attack (-5): Resolve immediately. A character must have the initiative to perform a disarming attack. Instead of attacking the opponent’s body, the character attacks the opponent’s weapon. If successful, the opponent’s weapon is thrown from his hand (the GM determines where exactly it lands). This does not necessarily end combat. A disarming attack can be prevented by a successful dodge, parry or block. An opponent can always defend against a disarming attack if he has cards remaining in his hand, regardless of the number of maneuvers the weapon has. If the opponent has no cards available the attack total still must be greater than 0 to succeed.
Lunge (-2): A character must have the initiative to lunge. A lunge is a way to attack an opponent who would otherwise be out of range (see range below). A lunge allows the character to attack with a weapon that would work at either the current range or one range less. The opponent is afforded the same advantage with his weapon. During a lunge the character’s weapon’s maximum damage is increase by 1, and his might by 2.
Close (-3): Resolve immediately. A character must have the initiative to close. Closing the distance reduces the range between the two combatants by one. This maneuver can be prevented by a successful block or parry.
Retreat (-3) Resolve immediately. A character must have the initiative to retreat. This maneuver increases the range between two combatants by one. A combatant can only retreat to the length of the longest weapon in the combat. This maneuver can be prevented by a successful parry or block.
Push (0) Resolve immediately. A character must have the initiative to push. This maneuver forces an opponent to move back. It increases the range between the opponents by one. A push may only be performed at range 0. A push can be countered by a successful dodge.
Basic Maneuvers
Melee Dodge (-2): This basic maneuver is jumping backwards out of the way of an attack. Because no weapon is used to dodge the character does not receive any force bonus. Conversely, because no weapon is used, a melee dodge does not count toward the maximum maneuver limit of a weapon. Characters can only melee dodge once per combat turn.
Parry (0): A parry is simply stepping back and deflecting an opponent’s weapon, the basic defense against an attack. The attacker’s skill check that register is reduced by the parry’s MT. If facing multiple opponents, more than one parry can be used in a register, but not against the same attacker. Note that each parry does count against the weapon’s maximum maneuvers.
Attack (0): A character must have the initiative to attack. The most basic maneuver, a character steps forward and attacks his opponent. An attack can be prevented with a parry, dodge or block.
Block (0): A character uses his shield or buckler to block an attack. See shields and parrying daggers below for more information on how to use shields in combat.
Complex Maneuvers
Offensive Disengage (-4): Resolve immediately. A character must have the initiative to offensively disengage. This is an attack followed by a quick retreat. The purpose of this maneuver is to use one’s weapon to push the opponent out of the way and end combat. If the offensive disengage is successful the defender takes no damage but combat ends immediately. Next round the characters are not in combat and can behave normally (their range has increased by 2). An offensive disengage can be prevented with a successful parry or block.
Parry/Seize the Initiative (-3): Resolve immediately. If this parry is successful (meaning the attacker does not score a hit) then the parrying character immediately gains the initiative and may play the remainder of his hand first.
Disarming Attack (-5): Resolve immediately. A character must have the initiative to perform a disarming attack. Instead of attacking the opponent’s body, the character attacks the opponent’s weapon. If successful, the opponent’s weapon is thrown from his hand (the GM determines where exactly it lands). This does not necessarily end combat. A disarming attack can be prevented by a successful dodge, parry or block. An opponent can always defend against a disarming attack if he has cards remaining in his hand, regardless of the number of maneuvers the weapon has. If the opponent has no cards available the attack total still must be greater than 0 to succeed.
Lunge (-2): A character must have the initiative to lunge. A lunge is a way to attack an opponent who would otherwise be out of range (see range below). A lunge allows the character to attack with a weapon that would work at either the current range or one range less. The opponent is afforded the same advantage with his weapon. During a lunge the character’s weapon’s maximum damage is increase by 1, and his might by 2.
Close (-3): Resolve immediately. A character must have the initiative to close. Closing the distance reduces the range between the two combatants by one. This maneuver can be prevented by a successful block or parry.
Retreat (-3) Resolve immediately. A character must have the initiative to retreat. This maneuver increases the range between two combatants by one. A combatant can only retreat to the length of the longest weapon in the combat. This maneuver can be prevented by a successful parry or block.
Push (0) Resolve immediately. A character must have the initiative to push. This maneuver forces an opponent to move back. It increases the range between the opponents by one. A push may only be performed at range 0. A push can be countered by a successful dodge.
Melee Combat
Melee combat refers to any attack using a swinging or thrusting weapon. It is resolved using the compound action rules, with one character having the initiative and declaring his maneuver before the other. A melee weapon is defined by the following attributes: range, force, maximum maneuvers, edge, maximum damage, and number of hands.
Melee Weapon Attributes
Range: The approximate reach of a weapon in yards. A weapon can only be used at this range.
Force: A skill modifier reflecting how accurate and difficult to block the weapon. It is added to your card value when performing the skill check to attack.
Maximum Maneuvers: The maximum number of maneuvers that can be taken with the weapon.
Edge: A skill modifier reflecting how penetrative ability of the weapon. This amount is added to the card value when determining the amount of damage delivered by the attack.
Maximum Damage: The limit to the amount of damage the weapon can deliver. Any damage total generated over the maximum damage is ignored, although certain maneuvers may allow you to supercede this rating.
Number of Hands: How many hands needed to fire the weapon.
Turn Sequence
During one on one melee combat follow this sequence of events:
1. Determine initiative
2. Draw hands
3. Attacker declares first maneuver
4. Defender declares first maneuver
5. Attacker declares second maneuver
6. Defender declares second maneuver
(and so on until all maneuvers are declared)
7. Resolve first register
8. Resolve second register
(and so on until all registers are resolved)
Note that a number of maneuvers can cause the initiative to change during the course of a turn. The characters may have an uneven number of maneuvers available to them. If the attacker has more maneuvers available than the defender he may take unopposed attacks (see below). If the defender has more maneuvers available than the attacker, those additional maneuvers are lost. An attacker may also elect not to use all of his available maneuvers, though he must use at least one or yield the initiative (see below).
Determine Initiative
When combat is initiated both participants make a combat training check modified by willpower. If a character doesn’t have the combat training skill he defaults to a willpower check. Who ever has the highest MT begins combat with the initiative. The character with the initiative is called the attacker for the rest of these rules, and the character without the initiative is called the defender. On subsequent turns of combat whoever ended the turn with the initiative begins the next round with the initiative.
At the start of a round, the attacker may yield the initiative to the other character. If the new attacker also wishes to yield, combat immediately ends and the characters take no actions that turn. The next turn they may act normally or reenter combat.
Draw Hands
All players involved in the combat draw their hands, but unlike most checks, the players should keep their hands secret. In this way, combat serves as a type of mini-game between the participants.
Hands are usually drawn based on the character’s skill in the weapon he is using. There are some instances where the player will draw from the lower of two skills or gain additional cards. Each of these situations is discussed below.
Declare Maneuvers
The attacker chooses his first maneuver, announces it, and plays a card face down in the first register. The defender then does likewise. Each player in turn announces and plays cards until either the attacker has used all the maneuvers available to him, or a maneuver is declared that needs to be resolved immediately. A player thus may be required to declare a maneuver without knowing the outcome of the previous one. This is to simulate the speed at which actual combatants must make their decisions.
A player can not declare more maneuvers than his weapon’s maximum maneuvers (except when using shields or multiple weapons, see below). Nor can a player declare more maneuvers than he has cards in his hand.
Resolve Maneuvers
Resolve all maneuvers for each register at the same time, i.e. resolve both the attacker’s and the defender’s first register, then resolve the attacker’s and the defender’s second register. If a combatant is killed or incapacitated before all the registers are resolved the combat ends and the remaining registers go unused.
Ending Combat
Combat must continue until all but one combatant is incapacitated, all combatants have yielded the initiative or a maneuver that ends combat is successful. If characters end their turn in melee combat they must continue it next turn, although they do have the option of changing skills if appropriate (see below).
Melee Weapon Attributes
Range: The approximate reach of a weapon in yards. A weapon can only be used at this range.
Force: A skill modifier reflecting how accurate and difficult to block the weapon. It is added to your card value when performing the skill check to attack.
Maximum Maneuvers: The maximum number of maneuvers that can be taken with the weapon.
Edge: A skill modifier reflecting how penetrative ability of the weapon. This amount is added to the card value when determining the amount of damage delivered by the attack.
Maximum Damage: The limit to the amount of damage the weapon can deliver. Any damage total generated over the maximum damage is ignored, although certain maneuvers may allow you to supercede this rating.
Number of Hands: How many hands needed to fire the weapon.
Turn Sequence
During one on one melee combat follow this sequence of events:
1. Determine initiative
2. Draw hands
3. Attacker declares first maneuver
4. Defender declares first maneuver
5. Attacker declares second maneuver
6. Defender declares second maneuver
(and so on until all maneuvers are declared)
7. Resolve first register
8. Resolve second register
(and so on until all registers are resolved)
Note that a number of maneuvers can cause the initiative to change during the course of a turn. The characters may have an uneven number of maneuvers available to them. If the attacker has more maneuvers available than the defender he may take unopposed attacks (see below). If the defender has more maneuvers available than the attacker, those additional maneuvers are lost. An attacker may also elect not to use all of his available maneuvers, though he must use at least one or yield the initiative (see below).
Determine Initiative
When combat is initiated both participants make a combat training check modified by willpower. If a character doesn’t have the combat training skill he defaults to a willpower check. Who ever has the highest MT begins combat with the initiative. The character with the initiative is called the attacker for the rest of these rules, and the character without the initiative is called the defender. On subsequent turns of combat whoever ended the turn with the initiative begins the next round with the initiative.
At the start of a round, the attacker may yield the initiative to the other character. If the new attacker also wishes to yield, combat immediately ends and the characters take no actions that turn. The next turn they may act normally or reenter combat.
Draw Hands
All players involved in the combat draw their hands, but unlike most checks, the players should keep their hands secret. In this way, combat serves as a type of mini-game between the participants.
Hands are usually drawn based on the character’s skill in the weapon he is using. There are some instances where the player will draw from the lower of two skills or gain additional cards. Each of these situations is discussed below.
Declare Maneuvers
The attacker chooses his first maneuver, announces it, and plays a card face down in the first register. The defender then does likewise. Each player in turn announces and plays cards until either the attacker has used all the maneuvers available to him, or a maneuver is declared that needs to be resolved immediately. A player thus may be required to declare a maneuver without knowing the outcome of the previous one. This is to simulate the speed at which actual combatants must make their decisions.
A player can not declare more maneuvers than his weapon’s maximum maneuvers (except when using shields or multiple weapons, see below). Nor can a player declare more maneuvers than he has cards in his hand.
Resolve Maneuvers
Resolve all maneuvers for each register at the same time, i.e. resolve both the attacker’s and the defender’s first register, then resolve the attacker’s and the defender’s second register. If a combatant is killed or incapacitated before all the registers are resolved the combat ends and the remaining registers go unused.
Ending Combat
Combat must continue until all but one combatant is incapacitated, all combatants have yielded the initiative or a maneuver that ends combat is successful. If characters end their turn in melee combat they must continue it next turn, although they do have the option of changing skills if appropriate (see below).
Ranged Combat
Ranged combat is resolved from any weapon used from a distance, be it bow and archery, a throwing knife, a rock or a firearm. A ranged weapon is defined by the following attributes: aim, range, force, maximum maneuvers, edge, maximum damage, and number of hands.
Ranged Weapon Attributes
Aim: The maximum number of cards that can be chosen from when the character takes time to aim the weapon. The greater the aim the greater the weapon’s accuracy when aiming.
Range: The maximum number of yards it can be fired. A target that is up to half this rating is said to be at medium range and thus easier to hit. A target that is up to a quarter of this range is at close range, and even easier to hit. Any target that is within three feet of the attacker is at point blank range.
Force: A skill modifier reflecting how accurate and difficult to block the projectile is once leaving the weapon or hand. It is added to your card value when performing the skill check to attack.
Maximum Maneuvers: The limit to the number of times he uses a weapon in a turn by its maximum maneuvers. A maneuver expressed as a fraction means that it can be used once per a certain number of turns. For instance, a short bow has a maneuver of ½, which means that it can be used once every two turns.
Edge: A skill modifier reflecting how penetrative ability of the weapon. This amount is added to the card value when determining the amount of damage delivered by the attack.
Maximum Damage: The limit to the amount of damage the weapon can deliver. Any damage total generated over the maximum damage is ignored, although certain maneuvers may allow you to supercede this rating.
Number of Hands: How many hands needed to fire the weapon.
Resolving Ranged Attacks
Ranged combat is resolved with a basic skill check based on the applicable skill. The card drawn will be used to determine the attack total to see if the attack hits, as well as the damage total to see how much damage is done to the target.
In order for the attack to hit, the attack total (but not necessarily the card value) must be above 0, regardless of other factors.
A number of considerations can modify the attack total.
Basic Skill Modifiers
Force: The weapon’s force attribute.
Finesse: The character’s finesse attribute. Note that a character wearing armor may have a modifier to finesse for physical actions.
Dodging
The target of an attack can declare a dodge if he is aware of any attacks towards him, or if he suspects that there will be ranged attacks against him. Perform a basic skill check using the target’s dodge skill modified by awareness (representing knowing which way to jump). If the total is positive than subtract the total from all attackers’ attack totals that turn. A dodge counts against all ranged attacks during that turn. A character that dodges can take no other action that turn.
Blocking
A character with a shield may use the shield to skill to completely block all attacks coming from one direction, either front, left or right. This is an opposed check verses the attackers’ weapon skill checks. A character blocking with a shield in this way can take no other action that turn.
Aiming
Characters using a ranged weapon have the opportunity to take time aiming them to improve their chances of hitting. A character that is aiming doesn’t fire the weapon that round, but waits for a better shot. When a character takes a round to aim, he deals a card from the top of his deck. Each successive round that the character aims the player deals another card from his deck setting it beside the first. Any turn the player may choose to stop aiming and instead fire. That turn he uses the best showing card to modify the attack and damage totals.
Once the number of cards dealt from the deck exceeds the aiming value of the weapon the oldest played card is discarded as a new one is dealt. This process continues until the character fires the weapon or he stops aiming. This, while aiming may improve your chances of hitting, a player waiting too long may lose a good shot.
For Example:
Enris the barbarian wizard is aiming his spear at a dear. The spear has an aim of 3. The first turn he aims, his player draws a +2 and decides to keep aiming. The next turn he draws a –4, which he places next to the +2. Continuing to aim for the third turn he draws the –7. Not liking these choices, he aims on the fourth turn. Since his weapon has an aim of 3, he discards the first card drawn (the +2), and draws another card from his deck, this time a +5. Deciding that his aiming has paid off, Enris elects to throw the spear on the fifth turn, using the +5 to modify both the attack and damage totals.
Note that the GM could have made awareness checks for the deer each of these turns, allowing it to bolt if the deer sensed the hunter’s presence.
Hit Location
Unless the player states otherwise while declaring the attack, assume all attacks are aimed at the target’s torso or back. Other body parts may be targeted with the following modifiers. Details on the effects of damage to specific body parts are described later.
Hit Location Attack Modifier
Head -5
Head Vitals -8
Torso Vitals -6
Legs -3
Arms -3
Other Modifiers
Outside the modifiers for dodging and blocking, there are other modifiers to range attacks depending on what the target is doing. The GM should consult the table below for these modifiers. All such modifiers are cumulative.
Target is
Running -1
Walking 0
Stationary +1
Prone -3
Partially Obscured -3
In Low Light -2
Riding -2
At Point Blank Range -0
At Short Range -2
At Medium Range -4
At Long Range -6
Firing into Melee
If a missile is fired at a target engaged in melee combat, the target does not get the opportunity to dodge or block the attack. If the ranged weapon’s attack total is positive, it hits the intended target. If the total is 0 it misses all combatants. If the attack total is negative, then another character in the melee is hit (if there is more than one opponent, the GM determines who was hit.) Use the inverse of the card value to determine damage. (Thus playing a –4 would be treated as a +4.)
Ranged Weapon Attributes
Aim: The maximum number of cards that can be chosen from when the character takes time to aim the weapon. The greater the aim the greater the weapon’s accuracy when aiming.
Range: The maximum number of yards it can be fired. A target that is up to half this rating is said to be at medium range and thus easier to hit. A target that is up to a quarter of this range is at close range, and even easier to hit. Any target that is within three feet of the attacker is at point blank range.
Force: A skill modifier reflecting how accurate and difficult to block the projectile is once leaving the weapon or hand. It is added to your card value when performing the skill check to attack.
Maximum Maneuvers: The limit to the number of times he uses a weapon in a turn by its maximum maneuvers. A maneuver expressed as a fraction means that it can be used once per a certain number of turns. For instance, a short bow has a maneuver of ½, which means that it can be used once every two turns.
Edge: A skill modifier reflecting how penetrative ability of the weapon. This amount is added to the card value when determining the amount of damage delivered by the attack.
Maximum Damage: The limit to the amount of damage the weapon can deliver. Any damage total generated over the maximum damage is ignored, although certain maneuvers may allow you to supercede this rating.
Number of Hands: How many hands needed to fire the weapon.
Resolving Ranged Attacks
Ranged combat is resolved with a basic skill check based on the applicable skill. The card drawn will be used to determine the attack total to see if the attack hits, as well as the damage total to see how much damage is done to the target.
In order for the attack to hit, the attack total (but not necessarily the card value) must be above 0, regardless of other factors.
A number of considerations can modify the attack total.
Basic Skill Modifiers
Force: The weapon’s force attribute.
Finesse: The character’s finesse attribute. Note that a character wearing armor may have a modifier to finesse for physical actions.
Dodging
The target of an attack can declare a dodge if he is aware of any attacks towards him, or if he suspects that there will be ranged attacks against him. Perform a basic skill check using the target’s dodge skill modified by awareness (representing knowing which way to jump). If the total is positive than subtract the total from all attackers’ attack totals that turn. A dodge counts against all ranged attacks during that turn. A character that dodges can take no other action that turn.
Blocking
A character with a shield may use the shield to skill to completely block all attacks coming from one direction, either front, left or right. This is an opposed check verses the attackers’ weapon skill checks. A character blocking with a shield in this way can take no other action that turn.
Aiming
Characters using a ranged weapon have the opportunity to take time aiming them to improve their chances of hitting. A character that is aiming doesn’t fire the weapon that round, but waits for a better shot. When a character takes a round to aim, he deals a card from the top of his deck. Each successive round that the character aims the player deals another card from his deck setting it beside the first. Any turn the player may choose to stop aiming and instead fire. That turn he uses the best showing card to modify the attack and damage totals.
Once the number of cards dealt from the deck exceeds the aiming value of the weapon the oldest played card is discarded as a new one is dealt. This process continues until the character fires the weapon or he stops aiming. This, while aiming may improve your chances of hitting, a player waiting too long may lose a good shot.
For Example:
Enris the barbarian wizard is aiming his spear at a dear. The spear has an aim of 3. The first turn he aims, his player draws a +2 and decides to keep aiming. The next turn he draws a –4, which he places next to the +2. Continuing to aim for the third turn he draws the –7. Not liking these choices, he aims on the fourth turn. Since his weapon has an aim of 3, he discards the first card drawn (the +2), and draws another card from his deck, this time a +5. Deciding that his aiming has paid off, Enris elects to throw the spear on the fifth turn, using the +5 to modify both the attack and damage totals.
Note that the GM could have made awareness checks for the deer each of these turns, allowing it to bolt if the deer sensed the hunter’s presence.
Hit Location
Unless the player states otherwise while declaring the attack, assume all attacks are aimed at the target’s torso or back. Other body parts may be targeted with the following modifiers. Details on the effects of damage to specific body parts are described later.
Hit Location Attack Modifier
Head -5
Head Vitals -8
Torso Vitals -6
Legs -3
Arms -3
Other Modifiers
Outside the modifiers for dodging and blocking, there are other modifiers to range attacks depending on what the target is doing. The GM should consult the table below for these modifiers. All such modifiers are cumulative.
Target is
Running -1
Walking 0
Stationary +1
Prone -3
Partially Obscured -3
In Low Light -2
Riding -2
At Point Blank Range -0
At Short Range -2
At Medium Range -4
At Long Range -6
Firing into Melee
If a missile is fired at a target engaged in melee combat, the target does not get the opportunity to dodge or block the attack. If the ranged weapon’s attack total is positive, it hits the intended target. If the total is 0 it misses all combatants. If the attack total is negative, then another character in the melee is hit (if there is more than one opponent, the GM determines who was hit.) Use the inverse of the card value to determine damage. (Thus playing a –4 would be treated as a +4.)
Compound Actions & Other Rules
In a compound action the player gets to use more than one card from the draw. The different cards are played in distinct moments called “registers.” Additionally, the player will get to choose from multiple maneuvers in each register to better define his character’s actions.
Hands
When a character begins a compound action he draws a number of cards equal to his skill. If he is doing two things at once, such as fighting with two weapons or fighting from horseback, he draws his hand from the lower of the two skills. There may be special instances in which the character gains additional cards for his hand.
Registers
A register is a moment in time when something occurs. When performing a compound action, there are multiple registers in a turn. There is no fixed limit on the number of registers in a turn. Registers are numbered sequentially, starting at register 1. Cards will be played during different registers and all actions declared during a given register happen simultaneously. It may be helpful to think of the registers as spaces in which to lay your hand:
Character 1 1 2 3 4
Character 2 1 2 3 4
In the diagram above, two characters are competing in a compound action. They declare actions lay cards in spots for each register (see below). The first register is resolved using the cards in spot #1. Then the second register and the third and so on.
Maneuvers
Each skill that uses a compound action allows the player to choose from multiple maneuvers each register. A maneuver is a specific use of a skill that provides bonuses and skill modifiers. Certain maneuvers can only be used at certain times, and a few maneuvers can be played more than once in the same register.
Combining Skills
More than one character may work together to accomplish the taske. Both characters draw their hands, but the best card from either hand may be used for the check. The GM may limit the number of characters that can work together on one task. For example, a GM may decide that it’s reasonable to have 12 people try to build a house, but only one can pick a lock at a time.
Default Use of Skills
In almost every situation a character has the option to try something, even if he’s unskilled at it. This is called a default skill check. When using a default skill the player only gets to draw one card that is then modified as normal. Certain skills such as medicine and blacksmithing are too complex to be tried without training. These are considered advanced skills and characters without that skill may not even attempt them. Advanced skills can only be gained during character creation or through learning with a teacher.
Using Multiple Skills
There will be instances in which a character is effectively trying to do two things at once, such as fighting while riding a horse. In these cases, the player draws his hand from the lower of the two skills, and uses that hand for all checks that turn.
Hands
When a character begins a compound action he draws a number of cards equal to his skill. If he is doing two things at once, such as fighting with two weapons or fighting from horseback, he draws his hand from the lower of the two skills. There may be special instances in which the character gains additional cards for his hand.
Registers
A register is a moment in time when something occurs. When performing a compound action, there are multiple registers in a turn. There is no fixed limit on the number of registers in a turn. Registers are numbered sequentially, starting at register 1. Cards will be played during different registers and all actions declared during a given register happen simultaneously. It may be helpful to think of the registers as spaces in which to lay your hand:
Character 1 1 2 3 4
Character 2 1 2 3 4
In the diagram above, two characters are competing in a compound action. They declare actions lay cards in spots for each register (see below). The first register is resolved using the cards in spot #1. Then the second register and the third and so on.
Maneuvers
Each skill that uses a compound action allows the player to choose from multiple maneuvers each register. A maneuver is a specific use of a skill that provides bonuses and skill modifiers. Certain maneuvers can only be used at certain times, and a few maneuvers can be played more than once in the same register.
Combining Skills
More than one character may work together to accomplish the taske. Both characters draw their hands, but the best card from either hand may be used for the check. The GM may limit the number of characters that can work together on one task. For example, a GM may decide that it’s reasonable to have 12 people try to build a house, but only one can pick a lock at a time.
Default Use of Skills
In almost every situation a character has the option to try something, even if he’s unskilled at it. This is called a default skill check. When using a default skill the player only gets to draw one card that is then modified as normal. Certain skills such as medicine and blacksmithing are too complex to be tried without training. These are considered advanced skills and characters without that skill may not even attempt them. Advanced skills can only be gained during character creation or through learning with a teacher.
Using Multiple Skills
There will be instances in which a character is effectively trying to do two things at once, such as fighting while riding a horse. In these cases, the player draws his hand from the lower of the two skills, and uses that hand for all checks that turn.
Basic Actions
There are two types of actions, basic actions and compound actions. Most skills and actions are basic actions. Some, like combat or contests between two vehicles, require the more options and depth provided by compound action checks.
A check is usually performed when a player announces an action, but occasionally the GM will ask the player to perform a check in response to unknown or surprising situations.
Any time a player needs to know whether or not his character succeeds or fails at an action he must perform a “check” (also called a “skill check” or “attribute check.”) The steps to perform a basic check are:
1. The player describes what the character is attempting the GM.
2. The GM determines what skill (if any) is to be used and which attribute will modify the check.
3. The GM determines any addition situational modifiers that will affect the success of the check. This can include the difficulty of the action (the “difficulty modifier” or simply the “difficulty”) as well as opposing forces. The player does not necessarily need to be told all applicable modifiers.
4. The player draws a number of cards equal to the character’s skill from his karma deck. Further rules will refer to this as the draw. If the character does not have the appropriate skill, or no skill is involved, the player draws one card (see “defaults” below).
5. The player chooses which card to play. The unmodified number on the card is called card value. Note: while it is almost always preferable to use the highest card drawn, there may be instances when a player will chose another card instead.
6. Add all the modifiers to the card value; this is the modified total (MT).
7. If the modified total is greater than zero, the action succeeded. Otherwise, the character failed.
For example:
Enris the barbarian wizard is out in the mountains seeking the lair of the dreaded Dreaccle. He knows that the monster had to have come this way, and so he is searching for any tracks it may have left in the snow.
Enris’s player tells the GM he is looking for tracks, and the GM decides that this requires a tracking skill check, modified by awareness. The GM also decides that it is easy (because of the snow on the ground and the Dreaccle’s great weight) so he includes a +3 difficulty modifier.
Enris has a tracking skill of 3 so he draws three cards from his karma deck: -3, -4 and –7. He selects the highest, -3, and modifies it by his awareness (+2) and the situational modifiers (+3 for difficulty), for a total of +2.
The check’s total is greater than zero, so the GM tells the player that the character has found the tracks.
Difficulty Modifiers
The GM can modify a skill or attribute check based on his understanding of the action and guidelines presented in the rules. The table below lists generic modifiers based on the difficulty of the situation:
Difficulty of Task Modifier
Very Easy +5
Easy +3
Moderate 0
Difficult -3
Very Difficult -5
Nigh Impossible -8
Opposed Checks
Any use of skill to best another character is an opposed skill check. For instance, when trying to hide from someone a character is using his stealth skill against the other’s awareness. An opposed skill check is successful when the character’s modified total is greater than the opponent’s modified total. Unless the character is also trying to accomplish something, the MT does not have to be greater than zero, it merely needs to be greater than the opponent’s.
For example:
Enris drank more than he could pay for one evening, and came to realize he would either have to fight his way out, or charm his way out. Being, in general, a good person, he tried to appeal to the large barkeeper’s kind nature.
The GM decides that Enris’s player needs to make a charm check modified by his finesse opposed by the barkeeper’s awareness. Enris draws a +5, modified for his finesse the total is +6. The barkeeper draws a +8, and even with no modifiers (the GM determined he had an average awareness of 0) can see through Enris’s drunken arguments.
Skill Results
Typically you will only need to know whether an action succeeds or fails. But sometimes you will want to know exactly how well a character performed. The GM can compare the character’s modified total to the appropriate Result Chart below to gauge how well a character did. For opposed skill checks, compare the difference between the two character’s totals. Remember that if one character has a negative MT you add it to the opponent’s MT.
General Result
The general result column of the chart gives a brief, qualitative description of how well a character did. It can be used as a benchmark for determining difficulty numbers as well as a way to add description to a character’s success.
Information
The information column should be used both for checking how much a character knows about a subject as well as research checks. The information column is also used when a PC is trying to learn data from an NPC through either charm or force. The result is the amount of data gained from the NPC.
Money
The money column lists the percentage of a cost. During bargaining checks or other checks that will affect the price of an item, the GM should first establish a fair price for the item in question, and then adjust it by the factor determined through the check. This chart is based upon a character selling an item. For a character buying an item, find the inverse (positive is negative and vise versa) of the result and adjust the price accordingly.
Reaction
The reaction column is used to determine NPC reaction to the player character. It should be used only when the NPC and players first meet, but can also be used to determine reactions for request for aid.
Speed of Execution
The speed of execution column adjusts how long it takes to complete an action. The GM should assign the base amount of time (many skills include a time taken in their description), and then adjust this card to determine the speed of execution.
Multiple Results
The value of a check should not be used to determine multiple variables on the result chart. For instance, a check could determine how fast something took, but not how well it succeeded. The medicine skill, for example, takes half an hour to perform. A check is made to see how many hit points are healed during that half-hour. You can not modify the time taken based on the result, since it is already determining how well it worked. The cleansing skill, however, returns one card an hour, and only one card. By performing better on the skill check you can decrease the amount of time it takes to regain that one card.
MT General Result Information Money Reaction Speed of Execution
-10 Incompetence Erroneous Information -200% Loathing x5
-9 None -150% Hate x5
-8 Horrific None -125% Hate x5
-7 None -100% Aversion x4
-6 Awful None -75% Aversion x4
-5 None -50% Dislike x4
-4 Bad None -35% Dislike x3
-3 General Feeling -25% Annoyance x3
-2 Poor General Feeling -15% Annoyance x3
-1 General Feeling -10% Neutral x2
0 General Feeling 0 Neutral x2
1 Sufficient Basic Information +10% Neutral x1
2 General Information +15% Fondness/Impressed x1
3 Average General Information +25% Fondness/Impressed x1
4 Additional Trivia +35% Pleased/Intimidated ½
5 Good Additional Trivia +50% Pleased/Intimidated ½
6 Commonly Known Secrets +75% Affection/Afraid ½
7 Excellent Secrets Known to Some +100% Affection/Afraid 1/3
8 Secrets Known to Few +125% Delighted/Scared 1/3
9 Superb Secrets Known to Few +150% Delighted/Scared 1/3
10 Extraordinary Anything +200% Love/Terrified ¼
A check is usually performed when a player announces an action, but occasionally the GM will ask the player to perform a check in response to unknown or surprising situations.
Any time a player needs to know whether or not his character succeeds or fails at an action he must perform a “check” (also called a “skill check” or “attribute check.”) The steps to perform a basic check are:
1. The player describes what the character is attempting the GM.
2. The GM determines what skill (if any) is to be used and which attribute will modify the check.
3. The GM determines any addition situational modifiers that will affect the success of the check. This can include the difficulty of the action (the “difficulty modifier” or simply the “difficulty”) as well as opposing forces. The player does not necessarily need to be told all applicable modifiers.
4. The player draws a number of cards equal to the character’s skill from his karma deck. Further rules will refer to this as the draw. If the character does not have the appropriate skill, or no skill is involved, the player draws one card (see “defaults” below).
5. The player chooses which card to play. The unmodified number on the card is called card value. Note: while it is almost always preferable to use the highest card drawn, there may be instances when a player will chose another card instead.
6. Add all the modifiers to the card value; this is the modified total (MT).
7. If the modified total is greater than zero, the action succeeded. Otherwise, the character failed.
For example:
Enris the barbarian wizard is out in the mountains seeking the lair of the dreaded Dreaccle. He knows that the monster had to have come this way, and so he is searching for any tracks it may have left in the snow.
Enris’s player tells the GM he is looking for tracks, and the GM decides that this requires a tracking skill check, modified by awareness. The GM also decides that it is easy (because of the snow on the ground and the Dreaccle’s great weight) so he includes a +3 difficulty modifier.
Enris has a tracking skill of 3 so he draws three cards from his karma deck: -3, -4 and –7. He selects the highest, -3, and modifies it by his awareness (+2) and the situational modifiers (+3 for difficulty), for a total of +2.
The check’s total is greater than zero, so the GM tells the player that the character has found the tracks.
Difficulty Modifiers
The GM can modify a skill or attribute check based on his understanding of the action and guidelines presented in the rules. The table below lists generic modifiers based on the difficulty of the situation:
Difficulty of Task Modifier
Very Easy +5
Easy +3
Moderate 0
Difficult -3
Very Difficult -5
Nigh Impossible -8
Opposed Checks
Any use of skill to best another character is an opposed skill check. For instance, when trying to hide from someone a character is using his stealth skill against the other’s awareness. An opposed skill check is successful when the character’s modified total is greater than the opponent’s modified total. Unless the character is also trying to accomplish something, the MT does not have to be greater than zero, it merely needs to be greater than the opponent’s.
For example:
Enris drank more than he could pay for one evening, and came to realize he would either have to fight his way out, or charm his way out. Being, in general, a good person, he tried to appeal to the large barkeeper’s kind nature.
The GM decides that Enris’s player needs to make a charm check modified by his finesse opposed by the barkeeper’s awareness. Enris draws a +5, modified for his finesse the total is +6. The barkeeper draws a +8, and even with no modifiers (the GM determined he had an average awareness of 0) can see through Enris’s drunken arguments.
Skill Results
Typically you will only need to know whether an action succeeds or fails. But sometimes you will want to know exactly how well a character performed. The GM can compare the character’s modified total to the appropriate Result Chart below to gauge how well a character did. For opposed skill checks, compare the difference between the two character’s totals. Remember that if one character has a negative MT you add it to the opponent’s MT.
General Result
The general result column of the chart gives a brief, qualitative description of how well a character did. It can be used as a benchmark for determining difficulty numbers as well as a way to add description to a character’s success.
Information
The information column should be used both for checking how much a character knows about a subject as well as research checks. The information column is also used when a PC is trying to learn data from an NPC through either charm or force. The result is the amount of data gained from the NPC.
Money
The money column lists the percentage of a cost. During bargaining checks or other checks that will affect the price of an item, the GM should first establish a fair price for the item in question, and then adjust it by the factor determined through the check. This chart is based upon a character selling an item. For a character buying an item, find the inverse (positive is negative and vise versa) of the result and adjust the price accordingly.
Reaction
The reaction column is used to determine NPC reaction to the player character. It should be used only when the NPC and players first meet, but can also be used to determine reactions for request for aid.
Speed of Execution
The speed of execution column adjusts how long it takes to complete an action. The GM should assign the base amount of time (many skills include a time taken in their description), and then adjust this card to determine the speed of execution.
Multiple Results
The value of a check should not be used to determine multiple variables on the result chart. For instance, a check could determine how fast something took, but not how well it succeeded. The medicine skill, for example, takes half an hour to perform. A check is made to see how many hit points are healed during that half-hour. You can not modify the time taken based on the result, since it is already determining how well it worked. The cleansing skill, however, returns one card an hour, and only one card. By performing better on the skill check you can decrease the amount of time it takes to regain that one card.
MT General Result Information Money Reaction Speed of Execution
-10 Incompetence Erroneous Information -200% Loathing x5
-9 None -150% Hate x5
-8 Horrific None -125% Hate x5
-7 None -100% Aversion x4
-6 Awful None -75% Aversion x4
-5 None -50% Dislike x4
-4 Bad None -35% Dislike x3
-3 General Feeling -25% Annoyance x3
-2 Poor General Feeling -15% Annoyance x3
-1 General Feeling -10% Neutral x2
0 General Feeling 0 Neutral x2
1 Sufficient Basic Information +10% Neutral x1
2 General Information +15% Fondness/Impressed x1
3 Average General Information +25% Fondness/Impressed x1
4 Additional Trivia +35% Pleased/Intimidated ½
5 Good Additional Trivia +50% Pleased/Intimidated ½
6 Commonly Known Secrets +75% Affection/Afraid ½
7 Excellent Secrets Known to Some +100% Affection/Afraid 1/3
8 Secrets Known to Few +125% Delighted/Scared 1/3
9 Superb Secrets Known to Few +150% Delighted/Scared 1/3
10 Extraordinary Anything +200% Love/Terrified ¼
Actions - Character & World Decks
When a character attempts to use a skill or perform an action the GM may call for a skill check. Not every action will require one, but you should check for actions under great stress, actions that are opposed by another character (such as combat), or actions where it is not clear whether or not the character would succeed. During a check a player draws cards equal to his skill and modifies one or more of them based on his character’s attributes and other modifiers.
Each character has his own deck of cards to draw when resolving actions. When using a standard playing deck, the black cards (clubs and spades) count as positive numbers from 1-10 (aces are ones). The red cards (diamonds and hearts) are negative numbers. The jokers are wild cards.
Hit Cards
The three face cards, jacks, queens and kings, are “hit cards,” and represent 1, 2 and 3 respectively. When a player uses a hit card he may draw the top card from his deck and add it to the value of the hit card. Once a hit card is chosen the player may not change his mind. Thus, it is very possible to get a worse result by hitting. If the card drawn is another hit card, the player again has the option to add another card or not. This continues until a regular card is drawn.
Jokers
Jokers are the wild cards. They are an appeal to the Fates in their guise as the GM. When a player uses a joker the GM arbitrarily decides the success of the action. This can be in keeping with the dramatic needs of the scene, the whim and mood of the GM or any other reason the GM decides. The results should be drastic and impressive whether for good or ill.
World Decks
The GM uses a world deck to determine success and failure for NPCs. The world deck is built just like a karma deck, except there are no jokers, and it does not change over time. Also, unlike a karma deck, the GM should not reshuffle the world deck until all the cards are dealt. Of course, the GM is under no obligation to reveal any of his draws to the players.
Card Rules
In order to keep the game moving and to give players the opportunity to manipulate their own fate the GM may enforce the following rules regarding decks:
The Rule of Fives
A player may only reshuffle his deck if he just discarded his fifth or multiple of 5. This means that if a player draws one card and it’s the +10, he may not immediately shuffle it back into the deck. He must wait until four more cards are discarded.
For Example:
Enris has discarded three cards so far, so he can’t reshuffle them back into his deck yet. If his next check brings the discards to five or more cards, he can then choose to reshuffle. During the next skill check he draws three negative cards, bringing the discards to six. He decides he doesn’t want those cards in the deck and chooses not to shuffle. Having chosen not to shuffle on passing five, he may not shuffle until the discard is up to ten or more cards.
The Five Rules
1. A player does not have to shuffle until he is out of cards.
2. When shuffling, put the discarded cards on the bottom of the deck before shuffling.
3. A player must bridge shuffle.
4. Do not delay the game by shuffling, shuffle when it is not your turn to act.
5. If the GM asks you what you do, you must answer, resolve any checks with your deck as it is, and then you may shuffle.
Each character has his own deck of cards to draw when resolving actions. When using a standard playing deck, the black cards (clubs and spades) count as positive numbers from 1-10 (aces are ones). The red cards (diamonds and hearts) are negative numbers. The jokers are wild cards.
Hit Cards
The three face cards, jacks, queens and kings, are “hit cards,” and represent 1, 2 and 3 respectively. When a player uses a hit card he may draw the top card from his deck and add it to the value of the hit card. Once a hit card is chosen the player may not change his mind. Thus, it is very possible to get a worse result by hitting. If the card drawn is another hit card, the player again has the option to add another card or not. This continues until a regular card is drawn.
Jokers
Jokers are the wild cards. They are an appeal to the Fates in their guise as the GM. When a player uses a joker the GM arbitrarily decides the success of the action. This can be in keeping with the dramatic needs of the scene, the whim and mood of the GM or any other reason the GM decides. The results should be drastic and impressive whether for good or ill.
World Decks
The GM uses a world deck to determine success and failure for NPCs. The world deck is built just like a karma deck, except there are no jokers, and it does not change over time. Also, unlike a karma deck, the GM should not reshuffle the world deck until all the cards are dealt. Of course, the GM is under no obligation to reveal any of his draws to the players.
Card Rules
In order to keep the game moving and to give players the opportunity to manipulate their own fate the GM may enforce the following rules regarding decks:
The Rule of Fives
A player may only reshuffle his deck if he just discarded his fifth or multiple of 5. This means that if a player draws one card and it’s the +10, he may not immediately shuffle it back into the deck. He must wait until four more cards are discarded.
For Example:
Enris has discarded three cards so far, so he can’t reshuffle them back into his deck yet. If his next check brings the discards to five or more cards, he can then choose to reshuffle. During the next skill check he draws three negative cards, bringing the discards to six. He decides he doesn’t want those cards in the deck and chooses not to shuffle. Having chosen not to shuffle on passing five, he may not shuffle until the discard is up to ten or more cards.
The Five Rules
1. A player does not have to shuffle until he is out of cards.
2. When shuffling, put the discarded cards on the bottom of the deck before shuffling.
3. A player must bridge shuffle.
4. Do not delay the game by shuffling, shuffle when it is not your turn to act.
5. If the GM asks you what you do, you must answer, resolve any checks with your deck as it is, and then you may shuffle.
Advancing Characters
As characters go about their adventures they will grow and change. They and their players will learn more about themselves and the world in which they exist. Their perceptions and believes about life and the universe may grow and change. But innate characteristics and abilities of a character can change as well. A hero will learn new skills, improve those he already knows. He can grow stronger, quicker, even healthier with exercise and exertion. Or even grow slower and weaker but wiser and more insightful with age.
Some of these changes will be noted solely by the group, the player and the game master. The manner in which the character acts and the choices he makes will alter leading to different adventures. Other changes, physical and metaphysical ones must be additionally represented by the rules and the character sheet.
NUMBER OF SKILL CHECKS
After each adventure players have the opportunity to increase their character’s skill levels and gain new skills. The GM determines how hard the character worked, how much of an effort he put forth during the adventure. This determines the number of skill checks the character receives. The more a character pushes himself, the more opportunities he has to learn and improve. Consult the chart below:
Effort Skill checks
Very little work 0
Some work 1
Hard work 3
Very difficult 6
Long and tiring 8 or 1 attribute
For each skill check a character earns, the player chooses a skill he would like to improve. The skill must be either one that the character had an opportunity to use during the adventure or could reasonably be expected to improve, or one that the character doesn’t have on his character sheet but based on his background could be considered “missing.”
For instance, Devon and Enris the barbarian wizard are traveling together by sea. The sea trip took three months to accomplish, but no time was spent role-playing the trip. Even so, at the end of the adventure either character should be able to gain or improve their sailing skill having plenty of opportunity to improve it during the voyage. If, however, Enris spent a month wandering the northernmost wastelands encountering only deadly monsters and spawn of the gods, he should not have the opportunity to improve, say, diplomacy. But if he traveled in the company of Devon who spent time telling tales of the Queen’s Court then he may take an improvement check with Devon serving as his teacher (see below).
Likewise, Devon may have grown up in a military culture and entered the army at a young age. When his player made the character he didn’t have the cards or the points to take the skill strategy. But he is able to convince his GM that it is reasonable that Devon would have picked some up while in the service. So, the GM rules that it is a “missing skill” and allows the player to take a skill check.
The player makes a list of skills he wishes to check. He may list a skill multiple times to get a better chance of improving it, but any one skill can only be improved once per adventure. A player may also save up his skill checks to use them later or to try to improve an attribute. If a character has eight skill checks, he may instead choose to try to improve one attribute.
THE IMPROVEMENT CHECK
To improve a skill or attribute, the player draws one card from his character deck. If the card is higher than the current level of the skill or attribute, the skill or attribute increases by one. If the card is equal to or lower than the current level there is no effect.
TRAINING
Characters may have opportunity to take large amounts of time to actually train to improve skills. A character that dedicates a month to training (approximately 150 hours of work time) may make a check to improve that skill. In this way, a character who trains for a whole eight months can also earn a chance to improve an attribute. If his training is interrupted for any significant amount of time (as determined by the GM) he must start anew. A character is likely to have more opportunities to improve a skill through adventuring than training. This is intended to reward characters who act, as oppose to those who passively study.
TEACHERS
A character may attempt to instruct other characters in a skill he has. At the end of a month’s training with a teacher, the teacher may attempt to provide a bonus to the student’s training check. First, the teacher makes an instruction skill check modified by his awareness and his level in the skill he is teaching. If the check is successful the student may draw an additional card during his improvement check.
Training with a teacher is the easiest way to gain new skills.
LEARNING NEW SKILLS
Ordinarily, new skills can only be gained by training with a teacher. However, if a character successfully uses a skill at default level during the course of an adventure the GM may allow him to make a check to see if the character gains that skill (increasing the skill level 2). This should only be allowed if the use of the skill was made at a significant moment in the adventure or reasonably would provide the character with some insight into the nature of the skill. Advanced skills, which can not be used through default, can never be learned in this way.
Some of these changes will be noted solely by the group, the player and the game master. The manner in which the character acts and the choices he makes will alter leading to different adventures. Other changes, physical and metaphysical ones must be additionally represented by the rules and the character sheet.
NUMBER OF SKILL CHECKS
After each adventure players have the opportunity to increase their character’s skill levels and gain new skills. The GM determines how hard the character worked, how much of an effort he put forth during the adventure. This determines the number of skill checks the character receives. The more a character pushes himself, the more opportunities he has to learn and improve. Consult the chart below:
Effort Skill checks
Very little work 0
Some work 1
Hard work 3
Very difficult 6
Long and tiring 8 or 1 attribute
For each skill check a character earns, the player chooses a skill he would like to improve. The skill must be either one that the character had an opportunity to use during the adventure or could reasonably be expected to improve, or one that the character doesn’t have on his character sheet but based on his background could be considered “missing.”
For instance, Devon and Enris the barbarian wizard are traveling together by sea. The sea trip took three months to accomplish, but no time was spent role-playing the trip. Even so, at the end of the adventure either character should be able to gain or improve their sailing skill having plenty of opportunity to improve it during the voyage. If, however, Enris spent a month wandering the northernmost wastelands encountering only deadly monsters and spawn of the gods, he should not have the opportunity to improve, say, diplomacy. But if he traveled in the company of Devon who spent time telling tales of the Queen’s Court then he may take an improvement check with Devon serving as his teacher (see below).
Likewise, Devon may have grown up in a military culture and entered the army at a young age. When his player made the character he didn’t have the cards or the points to take the skill strategy. But he is able to convince his GM that it is reasonable that Devon would have picked some up while in the service. So, the GM rules that it is a “missing skill” and allows the player to take a skill check.
The player makes a list of skills he wishes to check. He may list a skill multiple times to get a better chance of improving it, but any one skill can only be improved once per adventure. A player may also save up his skill checks to use them later or to try to improve an attribute. If a character has eight skill checks, he may instead choose to try to improve one attribute.
THE IMPROVEMENT CHECK
To improve a skill or attribute, the player draws one card from his character deck. If the card is higher than the current level of the skill or attribute, the skill or attribute increases by one. If the card is equal to or lower than the current level there is no effect.
TRAINING
Characters may have opportunity to take large amounts of time to actually train to improve skills. A character that dedicates a month to training (approximately 150 hours of work time) may make a check to improve that skill. In this way, a character who trains for a whole eight months can also earn a chance to improve an attribute. If his training is interrupted for any significant amount of time (as determined by the GM) he must start anew. A character is likely to have more opportunities to improve a skill through adventuring than training. This is intended to reward characters who act, as oppose to those who passively study.
TEACHERS
A character may attempt to instruct other characters in a skill he has. At the end of a month’s training with a teacher, the teacher may attempt to provide a bonus to the student’s training check. First, the teacher makes an instruction skill check modified by his awareness and his level in the skill he is teaching. If the check is successful the student may draw an additional card during his improvement check.
Training with a teacher is the easiest way to gain new skills.
LEARNING NEW SKILLS
Ordinarily, new skills can only be gained by training with a teacher. However, if a character successfully uses a skill at default level during the course of an adventure the GM may allow him to make a check to see if the character gains that skill (increasing the skill level 2). This should only be allowed if the use of the skill was made at a significant moment in the adventure or reasonably would provide the character with some insight into the nature of the skill. Advanced skills, which can not be used through default, can never be learned in this way.
Character Creation - Card Method
The card based system of character creation requires that the players work communally to make their parties. It also requires a specially prepared deck of character cards. A number of character cards are distributed by the GM, the players then trade their cards with one another to make their character. This method creates a very balanced group of heroes with a limited overlap of special abilities as no skills are completely removed from the mix.
SET-UP
The GM selects the character deck to be used by the players. You can purchase a deck from us, down-load one from our website formatted to print on standard business card stock or create your own. In addition to the standard cards the you may also deal in 4-6 distinction cards.
THE DEAL
Deal out a number of cards to each player based on the starting power level of the campaign. The more cards a player can use, the more advanced and powerful the character will be. 17 cards make a good, well-rounded character. See the chart below to determine how many cards to deal.
# of Cards Skill Slots Type of Character
9 4 Youth
14 8 Average Adult
17 11 Young Hero
21 14 Hero
27 20 Veteran Hero
31 23 Legendary Hero
Not all of the cards dealt will be used to make the character. Five cards will be used for attributes, the GM will decide how many others may be used for skills and distinctions. Any extra cards will be discarded at the end of character creation. The chart above also gives a general guide for the number of cards that should be dealt and how many should be used for skills. After the character cards have been dealt out the players should take a moment to look them over. There is a lot of information on each character card for even experienced players to take in so this process may take a little bit of time.
When you look at a character card the first thing to notice is that they are dual sided and that the two sides are not the same. As well as different text at either end of the card there is an attribute value printed in the center. On each opposing side is a skill name and a skill level/bonus.
A card can be used for any of its qualities: an attribute value, one of two skills at the level listed, or to increase a skill with a bonus.
Five cards must be used in each of the attributes. Only one card may placed in any attribute, players can not combine them.
The GM will assign players a number of skill slots. One card is used in each slot. A card can either give the character a new skill at the level listed or increase a skill the character already has by the bonus. A skill can only be raised by a bonus once. Only one side of the card is used, thus each card provides one of two skills, not both.
TRADING
Players are encouraged to trade their cards among one another on any terms they see fit. Additionally, they may trade in with the deck, getting one card less than they turned in. Cards traded in are discarded and can not be returned to the players.
CONTINUING
After skills and attributes are determined and any excess cards are discarded, complete the creation as for the point system: buy distinctions, determine hit points and calculated numbers and equip the character.
Identity
Even once you have determined a character’s attributes and skills, purchased distinctions with karma and equipment with money there is still more to determine about the character. A player needs to consider who the character is, where he comes from, and what his goals are. It is especially important that you discuss these decisions with the other players and the GM so that the characters can fit the type of game everyone wants to play.
BACKGROUND
Consider where the character was born and how he was raised. Was he part of a family and if so what was it like? Take a moment to learn about the setting in which you will be adventuring, choosing a homeland and see what information the GM can provide you about its history, customs and the type of people it typically produces. Consider even the people he would still know there, friends and colleagues. Player characters, even wandering heroes and adventurers should not exist in a vacuum. This is also a point to consider the character’s appearance. Think about his mannerisms and his style of dress
PERSONALITY
A player character should be more than just a selection of statistics on a piece of paper and a deck of cards. Think about your character’s personality. What sort of decisions would he make? How does he interact with other people? What is he fond of and what can’t he stand? Perhaps you can consider one or two little personality quirks that will make him more memorable to the other players and more interesting for you to play.
MOTIVATIONS AND GOALS
Try to think of what your character wants in life, what are his goals and ambitions. In addition to broader issues of personality and philosophy, try to think of one or two concrete things your character would like to accomplish, be it gaining certain items or seeking vengeance for ancient wrongs. Talk about your character’s goals with the GM and other players to find more ideas for adventures and challenges to face together.
RELATIONSHIPS
Finally, consider your character in relation to the other player’s characters. Work together to determine how they met, how well they know each other, what their common goals and interests are. Remember that in Karmic the Fates are real and powerful and can easily contrive to bring any two people together, especially if they were created from the same character deck. But even so, a fuller concept of the characters’ history and interactions will provide many more opportunities for interesting interplay and entertainment.
SET-UP
The GM selects the character deck to be used by the players. You can purchase a deck from us, down-load one from our website formatted to print on standard business card stock or create your own. In addition to the standard cards the you may also deal in 4-6 distinction cards.
THE DEAL
Deal out a number of cards to each player based on the starting power level of the campaign. The more cards a player can use, the more advanced and powerful the character will be. 17 cards make a good, well-rounded character. See the chart below to determine how many cards to deal.
# of Cards Skill Slots Type of Character
9 4 Youth
14 8 Average Adult
17 11 Young Hero
21 14 Hero
27 20 Veteran Hero
31 23 Legendary Hero
Not all of the cards dealt will be used to make the character. Five cards will be used for attributes, the GM will decide how many others may be used for skills and distinctions. Any extra cards will be discarded at the end of character creation. The chart above also gives a general guide for the number of cards that should be dealt and how many should be used for skills. After the character cards have been dealt out the players should take a moment to look them over. There is a lot of information on each character card for even experienced players to take in so this process may take a little bit of time.
When you look at a character card the first thing to notice is that they are dual sided and that the two sides are not the same. As well as different text at either end of the card there is an attribute value printed in the center. On each opposing side is a skill name and a skill level/bonus.
A card can be used for any of its qualities: an attribute value, one of two skills at the level listed, or to increase a skill with a bonus.
Five cards must be used in each of the attributes. Only one card may placed in any attribute, players can not combine them.
The GM will assign players a number of skill slots. One card is used in each slot. A card can either give the character a new skill at the level listed or increase a skill the character already has by the bonus. A skill can only be raised by a bonus once. Only one side of the card is used, thus each card provides one of two skills, not both.
TRADING
Players are encouraged to trade their cards among one another on any terms they see fit. Additionally, they may trade in with the deck, getting one card less than they turned in. Cards traded in are discarded and can not be returned to the players.
CONTINUING
After skills and attributes are determined and any excess cards are discarded, complete the creation as for the point system: buy distinctions, determine hit points and calculated numbers and equip the character.
Identity
Even once you have determined a character’s attributes and skills, purchased distinctions with karma and equipment with money there is still more to determine about the character. A player needs to consider who the character is, where he comes from, and what his goals are. It is especially important that you discuss these decisions with the other players and the GM so that the characters can fit the type of game everyone wants to play.
BACKGROUND
Consider where the character was born and how he was raised. Was he part of a family and if so what was it like? Take a moment to learn about the setting in which you will be adventuring, choosing a homeland and see what information the GM can provide you about its history, customs and the type of people it typically produces. Consider even the people he would still know there, friends and colleagues. Player characters, even wandering heroes and adventurers should not exist in a vacuum. This is also a point to consider the character’s appearance. Think about his mannerisms and his style of dress
PERSONALITY
A player character should be more than just a selection of statistics on a piece of paper and a deck of cards. Think about your character’s personality. What sort of decisions would he make? How does he interact with other people? What is he fond of and what can’t he stand? Perhaps you can consider one or two little personality quirks that will make him more memorable to the other players and more interesting for you to play.
MOTIVATIONS AND GOALS
Try to think of what your character wants in life, what are his goals and ambitions. In addition to broader issues of personality and philosophy, try to think of one or two concrete things your character would like to accomplish, be it gaining certain items or seeking vengeance for ancient wrongs. Talk about your character’s goals with the GM and other players to find more ideas for adventures and challenges to face together.
RELATIONSHIPS
Finally, consider your character in relation to the other player’s characters. Work together to determine how they met, how well they know each other, what their common goals and interests are. Remember that in Karmic the Fates are real and powerful and can easily contrive to bring any two people together, especially if they were created from the same character deck. But even so, a fuller concept of the characters’ history and interactions will provide many more opportunities for interesting interplay and entertainment.
Character Creation - Point Based
There are two different ways to create a character: a point-based system, and a card-based system. In the point-based system, players spend a given number of character points to buy attributes, skills and distinctions. In the card system, a group of players are dealt cards which they may trade among themselves to build a character.
In the point-based character creation system, each player spends a number of character points (CP) on attributes, and skills. Low attribute values cost a negative number of points. A player may gain additional points in this manner.
Points not spent during character creation are lost. Follow these steps to create a character:
1. Determine point value
2. Create a character concept
3. Buy attributes
4. Buy skills
5. Gain distinctions
6. Determine Hit Points
7. Equip the character
8. Figure pre-calculated modifiers
DETERMINE POINT VALUE
Based on the type and style of game the group decides to play, the GM must choose how many points the players should spent to create their characters. Additionally, if the group agrees, not all players need to spend the same number of points on their character. Use the following chart as a guide:
Type of Character Number of CP Starting Money
Youth 10 $50
Average Adult 15 $150
Young Hero 25 $250
Hero 30 $400
Veteran Hero 40 $600
Legendary Hero 50 $1000
The GM also determines how karma can be gained or lost through distinctions. It’s reasonable to prohibit a character from taking more than –X in distinctions.
CREATE A CHARACTER CONCEPT
Talk to the GM and the other players to get a good idea about the mood and goals of the campaign. Then take some time to decide what sort of character you would like to play. It is very useful to have a good idea of what you want the character to be like before you start assigning points to skills and attributes.
During this period of consultation, you should get a good idea from the GM if the character concept will fit the campaign he is constructing, as well as an idea of what skill would be available to the character based on his background. For instance, it is unreasonable for someone who has been raised in the desert to be a master sailor. Unless, of course, he was kidnapped by raiders and sold as a slave on the galley where he participated in a revolt that started his piracy career…
Be aware that it is unlikely that you will have quite as many character points as you would like, and so the actual character you create could fall short of the one you envision.
BUYING ATTRIBUTES
Attributes begin at +0. It costs 5CP to increase an attribute by 1 and –5CP to decrease it by one. Thus a Force of +3 would cost 15CP, and a Will of –2 would cost –10CP. Remember, attributes above +4 range in the superhuman level, so be sure to get GM approval before buying them that high.
BUYING SKILLS
Skills are bought according to the accompanying chart. Advanced skills are bought at a different rate than normal skills.
Cost in CP
Level Normal Advanced Description
1 0 1 Beginner
2 1 2
3 3 4 Professional
4 6 7
5 10 11 Master
6 15 16
7 21 22 Expert
8 28 29
9 36 37 Legendary
Specializing: A character with F.O.E. skills must select sub-fields for the character to have studied. The character learns one sub-field per level of the skill. If the player wishes, he may “double-up” a certain field giving a +1 bonus to the skill for each time that field was taken. A maximum of +4 can be gained in this manner.
BUYING DISTINCTIONS
Distinctions are gained through a character’s karma, not his character points. Each distinction has a value, either positive or negative. A player taking a distinction with a negative value either loses a number of cards from his deck to his sideboard that add up to that value or gains a number of negative cards to his deck that add up to that value. Likewise, a player taking a distinction with a positive value either gains a number of negative cards that add up to that value or loses one or more positive card from his deck that add up to that value. (Since starting decks only have +6 and up in their sideboard, it is unlikely that the cards will be able to come from it.)
For example, Blahblah has a value of –4. So a player taking that distinction could remove either a +4 from his deck, a +1 and a +3, or two +2 cards.
DETERMINE HIT POINTS
Each character has a grid of hit points that represent how much physical damage they can suffer and how it affects them. A character begins with five rows of six hit points. The number of points in a row is modified by a character’s vigor. For example, a character with +2 vigor will have five rows of eight hit points, while –1 vigor will leave a character with five rows of five hit points.
EQUIP THE CHARACTER
Characters begin with money to purchase beginning adventuring gear based on their starting level. Chapter X lists equipment and prices, but the GM has final say over what equipment is available or not.
Wizards (any character with more than 3 levels total in magic art skills) also begin the game with a spell book. The player may choose the size and organization of the book:
· 40 spells in notes
· 30 spells in unindexed book
· 20 spells in an indexed book
FIGURE PRE-CALCULATED MODIFIERS
Every time a character takes an action, the card he draws is modified by attributes and conditional situations. Some of these are known and can be prepared before hand, especially during battles. By taking a moment and working out the base modifiers for a character’s to-hit and damage, he can speed play during fight scenes.
Finesse: some armor has a negative effect on a character’s finesse. Record the character’s finesse while wearing armor next to his base finesse on the character sheet.
Might: likewise, some armor can reduce the strength of a character. Record this on the character sheet as well.
Combat modifier: A combat modifier has to be computed for each weapon the character will use. It is the total modifier to a character’s attack and parry totals.
Combat Modifier= Character’s Finesse + Weapon’s Force – Armor’s Dexterity Modifier
Damage modifier: The damage modifier should be recorded for each weapon as well. It is the total number that modifies the amount of damage done in an attack.
Damage Modifier = Character’s Vigor + Weapon’s Edge – Armor’s Strength Modifier
In the point-based character creation system, each player spends a number of character points (CP) on attributes, and skills. Low attribute values cost a negative number of points. A player may gain additional points in this manner.
Points not spent during character creation are lost. Follow these steps to create a character:
1. Determine point value
2. Create a character concept
3. Buy attributes
4. Buy skills
5. Gain distinctions
6. Determine Hit Points
7. Equip the character
8. Figure pre-calculated modifiers
DETERMINE POINT VALUE
Based on the type and style of game the group decides to play, the GM must choose how many points the players should spent to create their characters. Additionally, if the group agrees, not all players need to spend the same number of points on their character. Use the following chart as a guide:
Type of Character Number of CP Starting Money
Youth 10 $50
Average Adult 15 $150
Young Hero 25 $250
Hero 30 $400
Veteran Hero 40 $600
Legendary Hero 50 $1000
The GM also determines how karma can be gained or lost through distinctions. It’s reasonable to prohibit a character from taking more than –X in distinctions.
CREATE A CHARACTER CONCEPT
Talk to the GM and the other players to get a good idea about the mood and goals of the campaign. Then take some time to decide what sort of character you would like to play. It is very useful to have a good idea of what you want the character to be like before you start assigning points to skills and attributes.
During this period of consultation, you should get a good idea from the GM if the character concept will fit the campaign he is constructing, as well as an idea of what skill would be available to the character based on his background. For instance, it is unreasonable for someone who has been raised in the desert to be a master sailor. Unless, of course, he was kidnapped by raiders and sold as a slave on the galley where he participated in a revolt that started his piracy career…
Be aware that it is unlikely that you will have quite as many character points as you would like, and so the actual character you create could fall short of the one you envision.
BUYING ATTRIBUTES
Attributes begin at +0. It costs 5CP to increase an attribute by 1 and –5CP to decrease it by one. Thus a Force of +3 would cost 15CP, and a Will of –2 would cost –10CP. Remember, attributes above +4 range in the superhuman level, so be sure to get GM approval before buying them that high.
BUYING SKILLS
Skills are bought according to the accompanying chart. Advanced skills are bought at a different rate than normal skills.
Cost in CP
Level Normal Advanced Description
1 0 1 Beginner
2 1 2
3 3 4 Professional
4 6 7
5 10 11 Master
6 15 16
7 21 22 Expert
8 28 29
9 36 37 Legendary
Specializing: A character with F.O.E. skills must select sub-fields for the character to have studied. The character learns one sub-field per level of the skill. If the player wishes, he may “double-up” a certain field giving a +1 bonus to the skill for each time that field was taken. A maximum of +4 can be gained in this manner.
BUYING DISTINCTIONS
Distinctions are gained through a character’s karma, not his character points. Each distinction has a value, either positive or negative. A player taking a distinction with a negative value either loses a number of cards from his deck to his sideboard that add up to that value or gains a number of negative cards to his deck that add up to that value. Likewise, a player taking a distinction with a positive value either gains a number of negative cards that add up to that value or loses one or more positive card from his deck that add up to that value. (Since starting decks only have +6 and up in their sideboard, it is unlikely that the cards will be able to come from it.)
For example, Blahblah has a value of –4. So a player taking that distinction could remove either a +4 from his deck, a +1 and a +3, or two +2 cards.
DETERMINE HIT POINTS
Each character has a grid of hit points that represent how much physical damage they can suffer and how it affects them. A character begins with five rows of six hit points. The number of points in a row is modified by a character’s vigor. For example, a character with +2 vigor will have five rows of eight hit points, while –1 vigor will leave a character with five rows of five hit points.
EQUIP THE CHARACTER
Characters begin with money to purchase beginning adventuring gear based on their starting level. Chapter X lists equipment and prices, but the GM has final say over what equipment is available or not.
Wizards (any character with more than 3 levels total in magic art skills) also begin the game with a spell book. The player may choose the size and organization of the book:
· 40 spells in notes
· 30 spells in unindexed book
· 20 spells in an indexed book
FIGURE PRE-CALCULATED MODIFIERS
Every time a character takes an action, the card he draws is modified by attributes and conditional situations. Some of these are known and can be prepared before hand, especially during battles. By taking a moment and working out the base modifiers for a character’s to-hit and damage, he can speed play during fight scenes.
Finesse: some armor has a negative effect on a character’s finesse. Record the character’s finesse while wearing armor next to his base finesse on the character sheet.
Might: likewise, some armor can reduce the strength of a character. Record this on the character sheet as well.
Combat modifier: A combat modifier has to be computed for each weapon the character will use. It is the total modifier to a character’s attack and parry totals.
Combat Modifier= Character’s Finesse + Weapon’s Force – Armor’s Dexterity Modifier
Damage modifier: The damage modifier should be recorded for each weapon as well. It is the total number that modifies the amount of damage done in an attack.
Damage Modifier = Character’s Vigor + Weapon’s Edge – Armor’s Strength Modifier
The Skill List
Athletic Skills
ACROBATICS: This is the generalized ability to leap and jump about in a graceful manner. Any time the character tries to leap over an object, walk a tightrope, swing from a rope, or a similar task check against this skill. A character can also use acrobatics as a dodge check while moving.
CLIMBING: This is the ability to climb up vertical surfaces. A climbing check is modified by the type of surface and the equipment available. Both of these modifiers are added together and then applied to the climbing check. See below for modifiers.
Mod Surface
0 An average tree
-1 A rock surface with numerous outcroppings
-2 A rock surface with some outcroppings
-3 A stone wall
-4 A brick wall
-5 A rough rock surface with no outcroppings
-7 A smooth rock surface with no outcroppings
Mod Equipment
+4 Using a top rope
+5 Using a knotted top rope
+2 Using pitons
+2 Using climbing shoes
+3 Using a belay device with a skilled belayer
DRIVING: Whenever a character tries to get excess speed or maneuverability out of any vehicle drawn by a horse, a driving check is required. For normal use of the vehicle a carriage check is not necessary, only during extreme situations.
ENDURANCE: This skill involves training one’s body to endure hardship with out breaking down. Any time a character must make a health check for fatigue, starvation, dehydration or any other physically taxing situation he may substitute the endurance check for a regular health check.
ESCAPE ARTIST: This is the ability to wiggle and twist ones way out of and through tight confining situations.
RIDING: This is simply the ability to ride on the back of an animal for long distance and at great speeds. When a person rides on the back of an animal for an entire day he must make a riding check at the end of the day. If this check succeed there is no negative result from his riding. If the check fail the person takes one card of fatigue for the next 12 hours.
RUNNING: This is the skill used to move fast. It is important to note that there are two types of runs that the character can engage in. A sprint uses dexterity and is very fast, but the character is exhausted after 5 minuets or so. A long distance run where the character is pacing him self is based on health. Long distance runs are slower but the character can run for hours. The basic speed that the character can run remains unchanged by this skill however it does effect how long he can run for. To find out how long a character can run for use the deal the skill and then compare it to the time chart. Average times for running are 5 minutes for sprint 1 hour for run.
SAILING: This is the ability to operate sail based boats and vehicles.
SELF-DISCIPLINE: A character with this skill has trained him self not to become frightened or tempted by the out side world. When ever a character has to make an intelligence check for fright or willpower he may use self-discipline instead
SWIMMING: In addition to conferring the ability to swim this skill increased the length of time that a character can hold his breath. Normally the length of time that a character can hold his breath is determined solely by his health but a successfully swimming deal can increases this time. Use the inverse of the speed of execution chart to see how much longer the character natural breath holding time.
Knowledge Skills
ETIQUETTE: This is the ability to act appropriately in a social group. For each level of etiquette that the character has he is skill in one type of social situation. So a character with an etiquette skill of 2 might be skilled in aristocratic etiquette and in street etiquette allowing him to maneuver successfully in both the high court of the gentile set as well as the back ally ways of the slums.
FIRST AID: This is the ability to prevent a person from dying of his wounds. A successful first aid check will stop the loss of any more hitpoints due to bleeding. A person can not recover hitpoint with a first aid check that requires a medical. Like medicine, first aid receives a negative modifier for equal to the total number of positive or negative hitpoints the subject has.
HISTORY: This skill provides knowledge of the important people and events in the past as well as how they effect the current day. For each level of this skill the character gains knowledge of the history of one particular geographic or political area.
INSTRUCTION: This skill allows a character to teach others any skills he already possesses. See Advancement below.
LANGUAGES: This skill represents the number of different languages that the character knows. Each level of this skill represents a language that the character knows. So a character with a languages skill of 4 knows 4 distinct languages. Further more this skill is used to pick up on common contexts and verb roots for languages that the character does not know. A successful deal will allow the character to pick up the gist of a conversation in a language that he does not know. The language deal is modified according to how similar the foreign language is to one of the language that the character knows. Check the chart below to determine the modifier for a language check.
-1 the language is derived form or a derivative of a language the character knows i.e.: American English and Irish English
-3 The language is from the same root and tradition of one of the character language i.e.: Italian and Spanish
-5 The language share the same root language i.e.: German and Italian
-8 The cultures of the two languages have interacted in the past i.e.: Russian and Chinese
-10 The language solely share the same species as speaker i.e.: Navajo and Chinese
Optional rule: With the GM’s permission the player can choose not to assign his character’s Language at the start of play. Instead whenever the player encounters a new language he deal against his Language skill using the above modifiers. If he succeeds then he knows that language. The character can still only know a number of languages equal to his skill but they are assigned during play
LIP-READING: This is the ability to tell what a person is saying by looking at the movement of their mouth. Lip reading is an imprecise way of communicating and can lead to misunderstandings. Confusion is not a problem in normal conversation where the lip-reader has other cues to help him. But if the lip-reader is trying to “listen” secretly to a conversation he must make check to avoid getting confused. When spying the lip-reader must make a check every minute of the conversation.
LORE: This is knowledge of the stories and histories of an area or people. It differs from history in that it recalls what people believed, not just what historian wrote.
MEDICINE: This is the ability to help some one (or even ones self) recover from injures. Medicine is the actual process of recovering hit points in a secure location not preventing some one from dying of shock (which is first aid).
NAVIGATION: This is the ability to use the stars and instrumentation to find ones way across featureless expanses.
POLITICS: This is knowledge of how political systems work and who are the important people in those systems.
RELIGION: This is knowledge of spiritual entities, organizations dedicated to them and their beliefs.
STRATEGY: This is the ability to make effective battle plans and to find weakness in an enemy defenses or fighting tactics. This skill is essential to mass combat.
TRACKING: This is the ability to follow a path left by a person or creature. Under normal circumstances it takes one hour for every mile tracked. Consult the speed of execution chart to see if the tracking time is different than the normal time. On a deal of -10 or less the trail is lost completely.
WILDERNESS SURVIVAL: This is the ability to live in a hazardous environment. Each level of wilderness survival gives the character skill in one particular environment.
Craft Skills
ANIMAL TRAINING: This is the ability to get an animal to do what you want it to. Use this skill when a character tries to control a trained animal or to tame a wild one.
ARTISTRY: This skill is the creation of an object of beauty. For each level of this skill a player has he gain skill in one medium of art (sculpting, painting, drawing etc). To find the monetary value of an artwork a player creates make a skill check -5 and compare the MT to the cash section on the results table.
BLACK SMITH: The craft of making metal objects with the aid of a forge. A character must have sufficient resources including a smithy in order to make an object. To determine the quality of an object refer to the Result Chart. The GM may decide that anything above 6 counts as fine quality and may receive bonuses, and anything below –4 is of poor quality and may receive penalties to associate statistics. To find the base resale value compare the modified total to the base price of the object.
DISGUISE: This skill is used to both change ones appearance and to hide object on ones person. A failed deal will give people a positive modifier to their perception check to notice what the PC is trying to hide.
ENGINEERING: This is the knowledge of how to build and destroy large structures. It can be used in conjunction with the mass combat rules to build and direct the building of fortifications, or the repair of castles and battleworks.
LOCK PICKING: This is the ability to open a lock modified by the type of lock and equipment available. Consult the chart below for the modifiers.
Modifier Equipment
+2 Professional lock picks
+0 Basic tools
-2 Utility knife
-4 Hair pin or other small piece of metal
-7 Straw or wood chips
Lock Quality
+2 Poor quality lock (suitcase lock)
+0 Average door lock
-2 High quality door lock
-3 Strongbox lock
-5 Heavy duty lock (prison lock)
Other Considerations
-3 Leaving no damage or mark to the lock
MACHINERY: This is the ability to make and repair mechanisms such as clockworks.
PICK POCKETS: This is the ability to remove something from a person’s body with out them noticing.
Personal Skills
ACTING: When a character tries to pretend to be someone he is not, or hide his true emotions he use the acting skill. To successfully fool or convince another character, conduct a contest of skills: acting vs. the target’s interrogation skill or awareness.
BARD: This is a character’s ability to compose poems, ballads, sonnets and stories of and entertaining nature as well as the ability to perform them in front of an audience. To see how entertained an audience is by the performance compare the checks MT to the general result table. If the character is performing for money the GM should set a general pay amount and compare the bard MT to the cash table.
CHARM: This skill is the ability to make people to like you. When a character ties to charm someone compare the MT to the reaction chart. The deal should be modified as the GM sees fit according the situation. If the target is resistant to the character’s attempts, an opposed check against willpower.
CON: This skill is used when the character tries to get an NPC to believe a fictitious story. The character performs an opposed skill check against the NPC’s awareness. If the check succeed the NPC will at least temporarily accept the story.
COMMAND: This is the ability to order troops in battle and carry ones self with an air of authority. Command is used to keep troops from breaking during mass combat.
DISGUISE: This skill is used to both change ones appearance and to hide object on ones person. A failed deal will give people a positive modifier to their awareness check to notice what the PC is trying to hide.
GAMBLING: This is the skill at engaging in games of chance and win. Compare the player’s gambling deal against the cash table to see how much money is gained or lost. If the player has an opponent subtract the opponent’s gambling deal from the players before consulting the table. For multiple opponents use the only highest gambling check of opponents for the negative modifier.
INTERROGATION: This is the ability to tell when a person is lying to you as well as a method of inducing them to tell you the truth. When interrogation is used to force some one to tell you the truth the venue is important. If the person is trying to use his skill subtlety such as in a public area then the normal interrogation skill is used. For more forceful interrogation such a torture the character’s skill level in intimidation is added to the numerical total of the interrogation skill check.
INTIMIDATION: This is the ability scare people. When attempting to intimidate perform an opposed check against self-discipline and compare the MT to the reaction chart.
MUSICAL INSTRUMENT: This is the ability to play a musical instrument well a produce a pleasant performance. For each level of this skill the character is skill in one musical instrument.
PRESTIDIGITATION: This is the ability to do slight of hand and other mundane magic trick. This skill does not give the person any real magic powers.
Combat Skills
BRAWLING: This is the ability to punch, kick and wrestle your opponent.
COMBAT TRAINING: The character is very familiar with battle and has had extensive training to prevent freezing under pressure. Combat training is used at the beginning of any combat to determine who has the initiative. Additionally when surprised and character with combat training can make a deal with a -3 modifier, -5 if he taken totally unaware. If he succeeds he is not surprised. This skill can be learned without a teacher.
CROSSBOW: This is the ability to use and tend for a crossbow like weapon. Primitive firearms also fit into this skill.
AX: This is the ability to use an ax as melee weapon.
AX THROWING: This is the ability to throw an ax as a range attack.
DAGGER: This is the ability to use a dagger to attack and parry. With this skill the character can also use a specially designed parrying dagger in conjunction rapier type weapon. When using a parrying dagger with a rapier the player gains an additional card and an additional maneuver (over the sword’s maximum) which may be used only to parry. To do this the character’s dagger skill must be as high as his rapier skill.
DODGE: This is the ability to quickly jump out of the way of any attack. Dodge can be used against ranged and melee attacks. When used in melee combat, draw a hand based on the dodge skill (as though it were a weapon); no weapons or attacks can be used while dodging.
FAST DRAW: This skill allows a character to quickly pull out a weapon or change weapon in the middle of combat. A character changing weapons in the middle of the fight uses the lower of his weapon skill or fast draw the turn in which it is drawn.
FLAIL: This is the ability to use a ball and chain type weapon or simple whips.
IMPACT WEAPON: This ability to use a large unbalance hammer as a weapon.
KNIFE THROWING: This skill deals with the ability to throw small blades at ones opponent.
LANCE: This is the ability to attack with a large pike or lance while on horseback. A lance attack is considered a range attack with no modifier for distance. A jousting character can only attack one particular target once every 4 round.
OFF-HAND WEAPON*: This skill provides a character the ability to use a secondary weapon (such as a parrying dagger) in combat. When the skill taken, the player must determine what weapon he is trained in. The character can take the off-hand weapon skill multiple times for more than one weapon. During combat the character can perform up to the maximum maneuvers of the fastest weapon, but can not use any single weapon more time than its maximum maneuvers allows. While using this skill in conjunction with a primary attack skill, the player draws his hand from the worse skill, plus one. (See Combat.)
POLEARM: This is the ability to use large unbalanced weapon effetely in combat.
RAPIER: This is the ability to use thin fencing style blades.
SHIELD: This skill allows the character to use a shield to block attacks. When using a shield in conjunction with a weapon, a character draws from the lower of his weapon or shield skill, plus one. A shield provides a skilled character with an additional maneuver (to block only) during combat.
SHOT-PUT: This is the ability to throw large heavy object (like stones) so they do damage.
SPEAR: This is the ability to use a spear for melee combat only.
SPEAR THROWING: This is the ability to throw a spear for a range attack.
SWORD: This is the ability to use a thick stiff type blade, both one and two handed.
STAFF: This is the ability to use a long stick to attack with.
Occult Skills
AUGURY: The augury skill allows a character to foresee events based on natural signs. Any time a significant event is going to occur, or when a distant but momentous event occurs, the GM should allow a character with this skill to make a check. If successful, the character will only be aware that a good or bad event will occur and its intensity. A character may also actively use this skill to get a general feeling, good or bad, about a situation or person. This check can only be made once per situation. The skill check is modified by the proximity of the event and the scale of its consequences.
BANISHMENT: The magical art of destruction and oblivion.
CLEANSING: For wizards with training in the magical arts this is a special skill that allow them to recover their lost Karma. When a wizard cleanses he must remain stationary is a quiet peaceful place. He then enters a trance like state. The character is aware of the world around him but can not interact with it unless he wants to give up the cleansing attempt. As long as a wizard stays in this meditative state he gets the bonus of cleansing. Cleansing can return one card (chosen by the player) to the player’s deck. This takes a base time of one hour, modified by the general result chart. If the cleansing check fails the wizard must wait an hour before he can attempt to cleanse again.
CONTROL: This skill is used to control the energy released when casting magic. When a wizard suffers a blood failure, his control skill can prevent the energy being released from negatively effecting the world.
DIVINATION: The magical art of learning and knowledge.
ENCHANTMENT: The magical art of granting new properties to people and things.
METAMORPHOSIS: The magical art of transforming an object or creature from one thing to another.
RESEARCH: This is the skill of finding information needed in a library or large book. It can be used to speed up finding a spell in a spell book. Use the results chart to see what degree the persons research check increased the speed of the search.
ACROBATICS: This is the generalized ability to leap and jump about in a graceful manner. Any time the character tries to leap over an object, walk a tightrope, swing from a rope, or a similar task check against this skill. A character can also use acrobatics as a dodge check while moving.
CLIMBING: This is the ability to climb up vertical surfaces. A climbing check is modified by the type of surface and the equipment available. Both of these modifiers are added together and then applied to the climbing check. See below for modifiers.
Mod Surface
0 An average tree
-1 A rock surface with numerous outcroppings
-2 A rock surface with some outcroppings
-3 A stone wall
-4 A brick wall
-5 A rough rock surface with no outcroppings
-7 A smooth rock surface with no outcroppings
Mod Equipment
+4 Using a top rope
+5 Using a knotted top rope
+2 Using pitons
+2 Using climbing shoes
+3 Using a belay device with a skilled belayer
DRIVING: Whenever a character tries to get excess speed or maneuverability out of any vehicle drawn by a horse, a driving check is required. For normal use of the vehicle a carriage check is not necessary, only during extreme situations.
ENDURANCE: This skill involves training one’s body to endure hardship with out breaking down. Any time a character must make a health check for fatigue, starvation, dehydration or any other physically taxing situation he may substitute the endurance check for a regular health check.
ESCAPE ARTIST: This is the ability to wiggle and twist ones way out of and through tight confining situations.
RIDING: This is simply the ability to ride on the back of an animal for long distance and at great speeds. When a person rides on the back of an animal for an entire day he must make a riding check at the end of the day. If this check succeed there is no negative result from his riding. If the check fail the person takes one card of fatigue for the next 12 hours.
RUNNING: This is the skill used to move fast. It is important to note that there are two types of runs that the character can engage in. A sprint uses dexterity and is very fast, but the character is exhausted after 5 minuets or so. A long distance run where the character is pacing him self is based on health. Long distance runs are slower but the character can run for hours. The basic speed that the character can run remains unchanged by this skill however it does effect how long he can run for. To find out how long a character can run for use the deal the skill and then compare it to the time chart. Average times for running are 5 minutes for sprint 1 hour for run.
SAILING: This is the ability to operate sail based boats and vehicles.
SELF-DISCIPLINE: A character with this skill has trained him self not to become frightened or tempted by the out side world. When ever a character has to make an intelligence check for fright or willpower he may use self-discipline instead
SWIMMING: In addition to conferring the ability to swim this skill increased the length of time that a character can hold his breath. Normally the length of time that a character can hold his breath is determined solely by his health but a successfully swimming deal can increases this time. Use the inverse of the speed of execution chart to see how much longer the character natural breath holding time.
Knowledge Skills
ETIQUETTE: This is the ability to act appropriately in a social group. For each level of etiquette that the character has he is skill in one type of social situation. So a character with an etiquette skill of 2 might be skilled in aristocratic etiquette and in street etiquette allowing him to maneuver successfully in both the high court of the gentile set as well as the back ally ways of the slums.
FIRST AID: This is the ability to prevent a person from dying of his wounds. A successful first aid check will stop the loss of any more hitpoints due to bleeding. A person can not recover hitpoint with a first aid check that requires a medical. Like medicine, first aid receives a negative modifier for equal to the total number of positive or negative hitpoints the subject has.
HISTORY: This skill provides knowledge of the important people and events in the past as well as how they effect the current day. For each level of this skill the character gains knowledge of the history of one particular geographic or political area.
INSTRUCTION: This skill allows a character to teach others any skills he already possesses. See Advancement below.
LANGUAGES: This skill represents the number of different languages that the character knows. Each level of this skill represents a language that the character knows. So a character with a languages skill of 4 knows 4 distinct languages. Further more this skill is used to pick up on common contexts and verb roots for languages that the character does not know. A successful deal will allow the character to pick up the gist of a conversation in a language that he does not know. The language deal is modified according to how similar the foreign language is to one of the language that the character knows. Check the chart below to determine the modifier for a language check.
-1 the language is derived form or a derivative of a language the character knows i.e.: American English and Irish English
-3 The language is from the same root and tradition of one of the character language i.e.: Italian and Spanish
-5 The language share the same root language i.e.: German and Italian
-8 The cultures of the two languages have interacted in the past i.e.: Russian and Chinese
-10 The language solely share the same species as speaker i.e.: Navajo and Chinese
Optional rule: With the GM’s permission the player can choose not to assign his character’s Language at the start of play. Instead whenever the player encounters a new language he deal against his Language skill using the above modifiers. If he succeeds then he knows that language. The character can still only know a number of languages equal to his skill but they are assigned during play
LIP-READING: This is the ability to tell what a person is saying by looking at the movement of their mouth. Lip reading is an imprecise way of communicating and can lead to misunderstandings. Confusion is not a problem in normal conversation where the lip-reader has other cues to help him. But if the lip-reader is trying to “listen” secretly to a conversation he must make check to avoid getting confused. When spying the lip-reader must make a check every minute of the conversation.
LORE: This is knowledge of the stories and histories of an area or people. It differs from history in that it recalls what people believed, not just what historian wrote.
MEDICINE: This is the ability to help some one (or even ones self) recover from injures. Medicine is the actual process of recovering hit points in a secure location not preventing some one from dying of shock (which is first aid).
NAVIGATION: This is the ability to use the stars and instrumentation to find ones way across featureless expanses.
POLITICS: This is knowledge of how political systems work and who are the important people in those systems.
RELIGION: This is knowledge of spiritual entities, organizations dedicated to them and their beliefs.
STRATEGY: This is the ability to make effective battle plans and to find weakness in an enemy defenses or fighting tactics. This skill is essential to mass combat.
TRACKING: This is the ability to follow a path left by a person or creature. Under normal circumstances it takes one hour for every mile tracked. Consult the speed of execution chart to see if the tracking time is different than the normal time. On a deal of -10 or less the trail is lost completely.
WILDERNESS SURVIVAL: This is the ability to live in a hazardous environment. Each level of wilderness survival gives the character skill in one particular environment.
Craft Skills
ANIMAL TRAINING: This is the ability to get an animal to do what you want it to. Use this skill when a character tries to control a trained animal or to tame a wild one.
ARTISTRY: This skill is the creation of an object of beauty. For each level of this skill a player has he gain skill in one medium of art (sculpting, painting, drawing etc). To find the monetary value of an artwork a player creates make a skill check -5 and compare the MT to the cash section on the results table.
BLACK SMITH: The craft of making metal objects with the aid of a forge. A character must have sufficient resources including a smithy in order to make an object. To determine the quality of an object refer to the Result Chart. The GM may decide that anything above 6 counts as fine quality and may receive bonuses, and anything below –4 is of poor quality and may receive penalties to associate statistics. To find the base resale value compare the modified total to the base price of the object.
DISGUISE: This skill is used to both change ones appearance and to hide object on ones person. A failed deal will give people a positive modifier to their perception check to notice what the PC is trying to hide.
ENGINEERING: This is the knowledge of how to build and destroy large structures. It can be used in conjunction with the mass combat rules to build and direct the building of fortifications, or the repair of castles and battleworks.
LOCK PICKING: This is the ability to open a lock modified by the type of lock and equipment available. Consult the chart below for the modifiers.
Modifier Equipment
+2 Professional lock picks
+0 Basic tools
-2 Utility knife
-4 Hair pin or other small piece of metal
-7 Straw or wood chips
Lock Quality
+2 Poor quality lock (suitcase lock)
+0 Average door lock
-2 High quality door lock
-3 Strongbox lock
-5 Heavy duty lock (prison lock)
Other Considerations
-3 Leaving no damage or mark to the lock
MACHINERY: This is the ability to make and repair mechanisms such as clockworks.
PICK POCKETS: This is the ability to remove something from a person’s body with out them noticing.
Personal Skills
ACTING: When a character tries to pretend to be someone he is not, or hide his true emotions he use the acting skill. To successfully fool or convince another character, conduct a contest of skills: acting vs. the target’s interrogation skill or awareness.
BARD: This is a character’s ability to compose poems, ballads, sonnets and stories of and entertaining nature as well as the ability to perform them in front of an audience. To see how entertained an audience is by the performance compare the checks MT to the general result table. If the character is performing for money the GM should set a general pay amount and compare the bard MT to the cash table.
CHARM: This skill is the ability to make people to like you. When a character ties to charm someone compare the MT to the reaction chart. The deal should be modified as the GM sees fit according the situation. If the target is resistant to the character’s attempts, an opposed check against willpower.
CON: This skill is used when the character tries to get an NPC to believe a fictitious story. The character performs an opposed skill check against the NPC’s awareness. If the check succeed the NPC will at least temporarily accept the story.
COMMAND: This is the ability to order troops in battle and carry ones self with an air of authority. Command is used to keep troops from breaking during mass combat.
DISGUISE: This skill is used to both change ones appearance and to hide object on ones person. A failed deal will give people a positive modifier to their awareness check to notice what the PC is trying to hide.
GAMBLING: This is the skill at engaging in games of chance and win. Compare the player’s gambling deal against the cash table to see how much money is gained or lost. If the player has an opponent subtract the opponent’s gambling deal from the players before consulting the table. For multiple opponents use the only highest gambling check of opponents for the negative modifier.
INTERROGATION: This is the ability to tell when a person is lying to you as well as a method of inducing them to tell you the truth. When interrogation is used to force some one to tell you the truth the venue is important. If the person is trying to use his skill subtlety such as in a public area then the normal interrogation skill is used. For more forceful interrogation such a torture the character’s skill level in intimidation is added to the numerical total of the interrogation skill check.
INTIMIDATION: This is the ability scare people. When attempting to intimidate perform an opposed check against self-discipline and compare the MT to the reaction chart.
MUSICAL INSTRUMENT: This is the ability to play a musical instrument well a produce a pleasant performance. For each level of this skill the character is skill in one musical instrument.
PRESTIDIGITATION: This is the ability to do slight of hand and other mundane magic trick. This skill does not give the person any real magic powers.
Combat Skills
BRAWLING: This is the ability to punch, kick and wrestle your opponent.
COMBAT TRAINING: The character is very familiar with battle and has had extensive training to prevent freezing under pressure. Combat training is used at the beginning of any combat to determine who has the initiative. Additionally when surprised and character with combat training can make a deal with a -3 modifier, -5 if he taken totally unaware. If he succeeds he is not surprised. This skill can be learned without a teacher.
CROSSBOW: This is the ability to use and tend for a crossbow like weapon. Primitive firearms also fit into this skill.
AX: This is the ability to use an ax as melee weapon.
AX THROWING: This is the ability to throw an ax as a range attack.
DAGGER: This is the ability to use a dagger to attack and parry. With this skill the character can also use a specially designed parrying dagger in conjunction rapier type weapon. When using a parrying dagger with a rapier the player gains an additional card and an additional maneuver (over the sword’s maximum) which may be used only to parry. To do this the character’s dagger skill must be as high as his rapier skill.
DODGE: This is the ability to quickly jump out of the way of any attack. Dodge can be used against ranged and melee attacks. When used in melee combat, draw a hand based on the dodge skill (as though it were a weapon); no weapons or attacks can be used while dodging.
FAST DRAW: This skill allows a character to quickly pull out a weapon or change weapon in the middle of combat. A character changing weapons in the middle of the fight uses the lower of his weapon skill or fast draw the turn in which it is drawn.
FLAIL: This is the ability to use a ball and chain type weapon or simple whips.
IMPACT WEAPON: This ability to use a large unbalance hammer as a weapon.
KNIFE THROWING: This skill deals with the ability to throw small blades at ones opponent.
LANCE: This is the ability to attack with a large pike or lance while on horseback. A lance attack is considered a range attack with no modifier for distance. A jousting character can only attack one particular target once every 4 round.
OFF-HAND WEAPON*: This skill provides a character the ability to use a secondary weapon (such as a parrying dagger) in combat. When the skill taken, the player must determine what weapon he is trained in. The character can take the off-hand weapon skill multiple times for more than one weapon. During combat the character can perform up to the maximum maneuvers of the fastest weapon, but can not use any single weapon more time than its maximum maneuvers allows. While using this skill in conjunction with a primary attack skill, the player draws his hand from the worse skill, plus one. (See Combat.)
POLEARM: This is the ability to use large unbalanced weapon effetely in combat.
RAPIER: This is the ability to use thin fencing style blades.
SHIELD: This skill allows the character to use a shield to block attacks. When using a shield in conjunction with a weapon, a character draws from the lower of his weapon or shield skill, plus one. A shield provides a skilled character with an additional maneuver (to block only) during combat.
SHOT-PUT: This is the ability to throw large heavy object (like stones) so they do damage.
SPEAR: This is the ability to use a spear for melee combat only.
SPEAR THROWING: This is the ability to throw a spear for a range attack.
SWORD: This is the ability to use a thick stiff type blade, both one and two handed.
STAFF: This is the ability to use a long stick to attack with.
Occult Skills
AUGURY: The augury skill allows a character to foresee events based on natural signs. Any time a significant event is going to occur, or when a distant but momentous event occurs, the GM should allow a character with this skill to make a check. If successful, the character will only be aware that a good or bad event will occur and its intensity. A character may also actively use this skill to get a general feeling, good or bad, about a situation or person. This check can only be made once per situation. The skill check is modified by the proximity of the event and the scale of its consequences.
BANISHMENT: The magical art of destruction and oblivion.
CLEANSING: For wizards with training in the magical arts this is a special skill that allow them to recover their lost Karma. When a wizard cleanses he must remain stationary is a quiet peaceful place. He then enters a trance like state. The character is aware of the world around him but can not interact with it unless he wants to give up the cleansing attempt. As long as a wizard stays in this meditative state he gets the bonus of cleansing. Cleansing can return one card (chosen by the player) to the player’s deck. This takes a base time of one hour, modified by the general result chart. If the cleansing check fails the wizard must wait an hour before he can attempt to cleanse again.
CONTROL: This skill is used to control the energy released when casting magic. When a wizard suffers a blood failure, his control skill can prevent the energy being released from negatively effecting the world.
DIVINATION: The magical art of learning and knowledge.
ENCHANTMENT: The magical art of granting new properties to people and things.
METAMORPHOSIS: The magical art of transforming an object or creature from one thing to another.
RESEARCH: This is the skill of finding information needed in a library or large book. It can be used to speed up finding a spell in a spell book. Use the results chart to see what degree the persons research check increased the speed of the search.
Characters
Characters in Karmic are defined by four broad categories: their attributes, their skills, their distinctions and their karma. All of these are used to determine how a character is able to interact with the game world and whether an attempted action succeeds or fails.
Karma
Perhaps the most important aspect of a character, karma represents the character’s relationship with destiny and the Fates. As a character takes actions which advance him towards his destiny or is in character with his “mantle” assigned to him by the Fates, he is awarded with positive karma. Should a character reject his role, he may be punished with negative karma.
In game terms, karma is represent by a deck of playing cards that is made up of the “karma deck” and the “karmic sideboard.” Black cards are read as positive numbers, and red cards are read as negative. Aces and jacks are ones, queens two, and kings three. Additionally, the face cards (jack, queen and king) are “hit” cards.
Each character has his own karma deck. When he attempts an action he draws cards from this deck to determine if he succeeds or fails. The GM also has a deck called the world deck, and may make up decks for important NPCs. Over the course of the game, a character’s karma deck may change: cards may be added or removed into the sideboard. The world deck never changes.
To make a deck for a new character, remove the 6-10 of one red suit and one black suit from a standard deck of playing cards. Leave the jokers in the deck. This will leave you with 44 cards. A character will have opportunities to exchange cards from his deck for distinctions (see below) and through play.
Atributes
Any time a character tries to perform an action one of the five attributes will modify his chance of success. Each attribute is expressed as a positive or negative number. The human average for each attribute is 0. While the values are theoretically limitless, +4 is as high as most humans could ever hope to achieve, +5 or greater enters the realm of the super-human. –4 or less is abysmal.
No one attribute is the most important in the game. They are all used some more so than others depending of the type of character being played. Mighty, strong warriors may prefer a high Force to deal great damage and a high Fortitude to soak it up. A fencer might prefer a high finesse to score points and deflect attacks, and perhaps a good Awareness to get the drop on his opponent. Sorcerers would want a high Awareness and Will to tap and use his essence in casting spells.
Force (Might)
Force describes a character’s physical might. It is used to determine how much a character can lift or move, if a character is able to break an object, or how much damage he can deliver during a melee fight among other things.
Fortitude (Vigor)
Fortitude describes a character’s health and physical toughness. It is used to determine how much physical damage the character is capable of withstanding, and to resist the effects of illness and poisons.
Finesse
Finesse measure’s a character’s connection between his mind and body. It represents the smoothness with which he executes his actions and the orderliness of his thoughts. Characters with a high finesse are focused, suave and have a high precision to their movements. It is used to determine if a character is able to hit a target, evade being hit, and perform various athletic feats such as acrobatics.
Awareness
Awareness describes how perceptive a character is. It measures not only how capable a character’s senses are, but also how well he pays attention to his environment. It is very possible for a character to have excellent eyesight or hearing, but to never think to use them. Awareness is used when a character is trying to find something, to determine initiative in combat, and picking up subtle social clues.
Will
Will measures a character’s internal strength and reserves. It is used in many magical feats, to resist effects affecting one’s mind, and to keep one’s concentration during stressful situations.
Skills
Unlike attributes, skills are learned abilities. They can be studied and improved more quickly that attributes. As a character improves in a skill his chances of succeeding increases dramatically, for every level a character has in a skill he may draw that many cards from his karma deck.
When a character uses a skill, he will modify the value of the card drawn by an attribute. Which attribute used will depend on the exact situation. For your convenience each skill listed below includes the attribute most commonly used in conjunction with that skill.
Fields of Expertise
Some skills are listed as Field of Expertise Skills or F.O.E. These are special broad skills. For every level a character has in the skill he must chose a subcategory of that skill. A character can only use the skill in conjunction with the field in which he has experience. For example, a character with a Musical Instrument skill of 3 chooses three instruments he knows how to play, the lute, the flute and the piccolo. If during the course of his adventures his skill raised to 4 he could choose another instrument.
A player can also choose to take a field of expertise twice instead of a new field. This gives the character +1 to any attempts in that field. For example, instead of learning three instruments, our character can learn two: the lute and then taking the piccolo twice. Now, whenever the character makes a check for using the piccolo, we add +1 to the total.
Advanced Skills
A few skills are marked as being advanced skills. Only characters who have studied the skill may attempt a check using that skill.
Distinctions
Distinctions are special abilities or disadvantages a character may have that are not properly described through attributes nor are usable skills. Other distinctions are used to provide bonuses or penalties to a character’s attributes in specific situations. For instance, a character may have the distinction “keen sighted,” providing a bonus to awareness when using sight; another might have “empathic” giving a bonus on using awareness in social situations. Distinctions could even be combined so that the same character could have “poor sight” giving a penalty to awareness checks for sight, and “empathic.” Both affect awareness, but in different situations.
The distinctions and their effects are listed below. Also included in the description is a karma value which is used during character creation.
[I'm sure that somewhere I have a list of the distinctions. You know, somewhere]
Karma
Perhaps the most important aspect of a character, karma represents the character’s relationship with destiny and the Fates. As a character takes actions which advance him towards his destiny or is in character with his “mantle” assigned to him by the Fates, he is awarded with positive karma. Should a character reject his role, he may be punished with negative karma.
In game terms, karma is represent by a deck of playing cards that is made up of the “karma deck” and the “karmic sideboard.” Black cards are read as positive numbers, and red cards are read as negative. Aces and jacks are ones, queens two, and kings three. Additionally, the face cards (jack, queen and king) are “hit” cards.
Each character has his own karma deck. When he attempts an action he draws cards from this deck to determine if he succeeds or fails. The GM also has a deck called the world deck, and may make up decks for important NPCs. Over the course of the game, a character’s karma deck may change: cards may be added or removed into the sideboard. The world deck never changes.
To make a deck for a new character, remove the 6-10 of one red suit and one black suit from a standard deck of playing cards. Leave the jokers in the deck. This will leave you with 44 cards. A character will have opportunities to exchange cards from his deck for distinctions (see below) and through play.
Atributes
Any time a character tries to perform an action one of the five attributes will modify his chance of success. Each attribute is expressed as a positive or negative number. The human average for each attribute is 0. While the values are theoretically limitless, +4 is as high as most humans could ever hope to achieve, +5 or greater enters the realm of the super-human. –4 or less is abysmal.
No one attribute is the most important in the game. They are all used some more so than others depending of the type of character being played. Mighty, strong warriors may prefer a high Force to deal great damage and a high Fortitude to soak it up. A fencer might prefer a high finesse to score points and deflect attacks, and perhaps a good Awareness to get the drop on his opponent. Sorcerers would want a high Awareness and Will to tap and use his essence in casting spells.
Force (Might)
Force describes a character’s physical might. It is used to determine how much a character can lift or move, if a character is able to break an object, or how much damage he can deliver during a melee fight among other things.
Fortitude (Vigor)
Fortitude describes a character’s health and physical toughness. It is used to determine how much physical damage the character is capable of withstanding, and to resist the effects of illness and poisons.
Finesse
Finesse measure’s a character’s connection between his mind and body. It represents the smoothness with which he executes his actions and the orderliness of his thoughts. Characters with a high finesse are focused, suave and have a high precision to their movements. It is used to determine if a character is able to hit a target, evade being hit, and perform various athletic feats such as acrobatics.
Awareness
Awareness describes how perceptive a character is. It measures not only how capable a character’s senses are, but also how well he pays attention to his environment. It is very possible for a character to have excellent eyesight or hearing, but to never think to use them. Awareness is used when a character is trying to find something, to determine initiative in combat, and picking up subtle social clues.
Will
Will measures a character’s internal strength and reserves. It is used in many magical feats, to resist effects affecting one’s mind, and to keep one’s concentration during stressful situations.
Skills
Unlike attributes, skills are learned abilities. They can be studied and improved more quickly that attributes. As a character improves in a skill his chances of succeeding increases dramatically, for every level a character has in a skill he may draw that many cards from his karma deck.
When a character uses a skill, he will modify the value of the card drawn by an attribute. Which attribute used will depend on the exact situation. For your convenience each skill listed below includes the attribute most commonly used in conjunction with that skill.
Fields of Expertise
Some skills are listed as Field of Expertise Skills or F.O.E. These are special broad skills. For every level a character has in the skill he must chose a subcategory of that skill. A character can only use the skill in conjunction with the field in which he has experience. For example, a character with a Musical Instrument skill of 3 chooses three instruments he knows how to play, the lute, the flute and the piccolo. If during the course of his adventures his skill raised to 4 he could choose another instrument.
A player can also choose to take a field of expertise twice instead of a new field. This gives the character +1 to any attempts in that field. For example, instead of learning three instruments, our character can learn two: the lute and then taking the piccolo twice. Now, whenever the character makes a check for using the piccolo, we add +1 to the total.
Advanced Skills
A few skills are marked as being advanced skills. Only characters who have studied the skill may attempt a check using that skill.
Distinctions
Distinctions are special abilities or disadvantages a character may have that are not properly described through attributes nor are usable skills. Other distinctions are used to provide bonuses or penalties to a character’s attributes in specific situations. For instance, a character may have the distinction “keen sighted,” providing a bonus to awareness when using sight; another might have “empathic” giving a bonus on using awareness in social situations. Distinctions could even be combined so that the same character could have “poor sight” giving a penalty to awareness checks for sight, and “empathic.” Both affect awareness, but in different situations.
The distinctions and their effects are listed below. Also included in the description is a karma value which is used during character creation.
[I'm sure that somewhere I have a list of the distinctions. You know, somewhere]
The Karmic RPG
A long time ago, my friend Eric and I made a card-based roleplaying game. We thought about self publishing it or something, but it never came together. Since a couple fellows on RPG.net asked about it in a recent post, I thought I'd toss it up here so people could take a look at it.
I don't have all the rules we wrote up here, but it will give an idea of what we did.
Enjoy!
I don't have all the rules we wrote up here, but it will give an idea of what we did.
Enjoy!
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