Automata: ClickWise
Automata: ClickWise is a campaign I’ve prepped to run ever since the Penny Arcade comics were created. The setting was captivating, genius. I’m planning on cross-posting the things I’ve written on Obsidian Portal here. In case I ever destroy that portal, I’ll still have a copy of the work I’ve done. Before the break I’ll give you a taste of the character pitch, what the game is meant to be about. Then after the break you’ll find the write up for where the story is at and the rules for the game. Automata uses the Fudge system. Fudge is available free for download by following this link . Since Fudge is a fully customizable roleplaying game it seemed like a natural fit.
All characters are Detectives working for the ACI Division of the Metropolitan Police Department. As such, every character has done something undesirable and was sent to work with the ACI Division. The exact infraction is something minor, nothing that would get you bounced from the force entirely, but is otherwise left up to the player to decide. The What We Know section documents all the information released officially by Penny Arcade about the world of Automata. It’s suggested you at least read the comic before beginning play.
What We Know
Automata is a detective-noir story written by the guys over at Penny Arcade. The only details we have about the world comes from the comic strips published and the accompanying blog posts. You can find the comics linked below and what follows is a direct transcript of important or relative blog posts. Further more some fans have put together a few Automata projects based on the Penny Arcade works, also linked below.
- Automata, Page One
- Automata, Page Two
- Automata, Page Three
- Automata, Page Four
- Automata, Page Five
- Automata, Page Six
The second concept is Automata, nineteen-twenties crime fiction which unfolds in a time where “machine intellect” has been outlawed. It wasn’t always, certainly, and the problem of what to do with the existing “stock” of fully sentient, mechanical citizens endures. Detective Regal and his stenophone Carl Swangee traverse the margin where these worlds overlap.
I get five pages of this thing, to assert a few more facts about the world these characters live in. That’s not enough to tell a full story, not at the full resolution of this world, and I’m aware of it – so my aim is, instead, to tantalize the shit out of you, and get us in position to tell a wider story in the future. Hopefully you are amenable.
The Claptraps in today’s strip really turn my crank – and if I had more than one crank, I firmly believe that The Claptraps could turn both simultaneously. The idea that via a cultural form of propulsion – in this case, Jazz – a group of people could phase between social strata is incredibly appealing to me. Their logo communicates this fluidity.
It’s got an elegant, modern Art Deco motif that hides a secret affinity for the automated underclass. I can’t take credit for that: it’s Kiko’s doing. But it communicates the truth of the situation in a way I didn’t make explicit.
Edited Transcript of “The Big Night with Teddy Thursday” February 25th, 1927
Guests:
Franz Emmerich, Professor of Epidemiology (Replacing Faye Howard, Actress, No-Show) Jasper “Jimmy” Godwin, Comedian
Announcer: Make every night a Thursday Night with Teddy Thursday, coming to you absolutely live from the CBS Tower in New York. And ladies, be the talk of your block: send your husbands out into the world with the vigor of Wheatimax real wheat husks.
Teddy: That’s right, Robbie. I need the energy in a Wheatimax breakfast each morning just to get out of bed. The things a man sees out there in a given day, it’s a wonder we can sleep at all.
We had Faye Howard lined up for a chat tonight, maybe jaw about that new picture of hers, but apparently her highness doesn’t like the truth when she hears it. She doesn’t like hearing what’s happening out there, good men losing good jobs. This from a lady whose job is pretending to be a real person! No wonder she loves these (redacted) hatracks.
Well, good riddance, sweetheart. We’ve got a man here with us tonight, a doctor, who can tell us how to keep from catching The Tics.
Emmerich: Excuse me?
Teddy: We need to know how to keep these kids of ours safe from these things. God only knows what the fobs are getting up to out there.
Emmerich: It would be impossible for any living thing, let alone a person, to contract “the tics.”
Teddy: That so.
Emmerich: These tics, as you call them – “memetics,” in actual fact – are little notions that pass through the autonomous community. Have you ever yawned, and then…
Teddy: (laughter) Yeah, I’m yawning right now, Doc.
Emmerich: Have you ever yawned, and another person seems to catch it?
Teddy: So what?
Emmerich: That’s typically the extent of these “tics.” A minor, wholly benign, involuntary effect. They run their course, and are gone. They catch them as we might catch a cold, apparently out of the air, but the means of transmission is different: an errant bit of radio static, or… the twinkling of a Chrismas tree…
Teddy: Oh, here we go again with this (redacted) Christmas (redacted).
Emmerich: That was not my intention. It’s just that automatons have no… If I may, they have no “biology.” They’re completely sterile. They may suffer conditions that resemble an illness, but I assure you…
Teddy: This is some real sparkling radio here, doctor, I bet they’re just glued to their cabinets out there. Let’s run a commercial before we lose ‘em for good, eh, Robbie?(Commercial Break)
Woman: Welcome home, George. But you look positively ill!
Man: (pause) I didn’t get the promotion.
Woman: Oh, darling!
Man: How is a man today supposed to compete with all those wind-ups out there?
And look at our Danny. He’s skin and bones! We need nutrition, Margaret.
I’m taking Danny, and we’re moving to a farm.
(A door slams)
Woman: Oh, what can I do?
Announcer: Our world is changing – and breakfast needs to change, too. Only Wheatimax brand husks are backed by a guarantee of purity, so you know they’re the best husks money can buy. Wheatimax: The Utmost.
(The commercial ends, with a conversation already in progress)
Teddy: You know what I want to know? Why you know-nothing eggheads can never answer a body so much as a simple (redacted) question.
Emmerich: In real terms, sir – in real terms – I’ve added more material of a genuinely educational nature to this program than…
Teddy: (crosstalk) Cram it. I’ve had it with this joker. There’s got to be some music or some (redacted) thing we can play around here.
Musical Selection: “Goodbye, Goodnight” performed by John Barclay and his New Revue, original author(s) unknown.
What Has Happened
It has been two years since the automaton known as “Carl Swangee” attacked Detective Frank Regal. Shortly after that event Detective Regal was bounced from the police force under mysterious circumstances and “Carl Swangee” was deactivated. “Carl” was shipped off to storage and Regal was shipped off to retirement. Ordinance 58499, the regulation of automatons as “unlicensed stills”, passed by landslide vote and opened the door to further Automaton Law. “Carl Swangee” and Detective Regal had a hand in the legislation of 58499 with Case 0620-0-912. When the case broke in the news the “Musician Murders” were suggested to have been committed by automatons. Ordinance 58499 was pushed to a vote and afterward Case 062-0-912 was put on hold. In the wake of radical Automaton Laws being passed Case 0620-0-912 slipped off the radar as quickly as “Goodbye, Goodnight” fell off the charts. The murders stopped and while the case was never officially solved, it hasn’t been re-opened since.
Detective Regal had two other cases that never saw complete investigation, both were shelved because when his work with “Carl Swangee” was called into question by Automaton Law. The first case, 0820-0-903, was an investigation into mechanical forearms that exceed the maximum grip strength held for inspection at a local dock. The second was case, 0820-0-910, an investigation in human police harassment of Automaton Agents, specifically the Agent known as “Carl Swangee”. The first case simply slipped between the priority cracks while the second was actively buried along with “Carl”.
Of course, this is where you come in. You pissed someone off higher up in the Police Department and earned yourself a transfer to Automaton Case Investigation. The heat from Ordinance 58499 died down a few months ago and the Department opened ACI, a special cases division that no detective wants to work in. ACI agents have the unpopular job to finish any investigations that may or may not have had automaton agents working on before being decommissioned. You and a small team of fellow Detectives have been assigned to finish the investigation on Case 0820-0-903, the investigation of reports that someone is selling Chinese mechanical forearms exceeding the maximum grip strength.
You’ve been given clearance to reactivate the Automaton “Carl Swangee” for investigation, but only under strict controlled circumstances. The Department also strongly suggests you leave Former Detective Regal alone, he’s enjoying his retirement and there is no need to drag him back into this line of work. The case didn’t have too much footwork done on it. Dock Forman Charles Salvatori was questioned briefly and his statements are on record. The mechanical arms in question were locked away in evidence but you also have clearance to pull those back out for the case. This is purely a clean-up job, the Department wants you to rubber stamp this and say it was an accident, there isn’t any illegal arms smuggling going on in their fine city. Still, you have to do your Due Diligence, questioning “Carl Swangee”, examining the forearms, and confirming the Foreman’s story. Those three things done and its back to the rest of the shit work. Hopefully if you play ball with ACI you’ll find yourself on real cases again.
Character Creation
Overview
| Cost | Level |
|---|---|
| +3 | Superb |
| +2 | Great |
| +1 | Good |
| 0 | Fair |
| -1 | Mediocre |
| -2 | Poor |
| –3 | Terrible |
Attributes
Each Basic Attribute (Body, Mind, & Soul) starts at the Fair level. Then have three points to raise your basic attributes with. Each Social Attribute (Wealth, Visibility, & Status) start at Terrible and you get six points to spend on those as well. The cost to raise an Attribute is one per one level and when you lower an Attribute you gain an additional level. The chart to the right illustrates the costs to raise or lower a skill at Fair.
Example: Jacob wants to raise his Body score from Fair to Great. Its going to cost one point to raise his Body score from Fair to Good and one more point to raise it to Great, for a total of two points. He then decides he wants a Great Soul too but he only has one point left to spend, so Jacob lowers his Mind to Mediocre. This gives him one extra point to spend and now he can raise his Ego to Great.
No Attribute can start above Superb or below Terrible.
| Level | Wounds |
|---|---|
| Terrible | 0 points |
| Poor | 1 points |
| Mediocre | 1 points |
| Fair | 2 points |
| Good | 2 points |
| Great | 3 points |
| Superb | 3 points |
Wounds
You have a number of Light Wounds equal to your Highest Basic Attribute, a number of Moderate Wounds equal to your 2nd Highest Basic Attribute and a number of Severe Wounds equal to your 3rd Highest Basic Attribute. The chart to the right will help you decide how many wound levels you’ll have. If you have two Basic Attributes that are the same level they are resolved in the following order: Body, Mind, then Soul.
Example: Jacob’s Body and Soul are both Good while his Mind is Mediocre. This means his Body determines his Light Wounds, his Soul determines his Moderate Wounds, and his Mind determines his Severe wounds. This all translates to Jacob having 2 Light Wounds, 2 Moderate Wounds, and 1 Severe Wound for a total of 5 wounds before he dies. Once Jacob takes six points of damage, he’s a goner.
| Cost | Level |
|---|---|
| 1 | Terrible |
| 2 | Poor |
| 3 | Mediocre |
| 4 | Fair |
| 5 | Good |
| 6 | Great |
| 7 | Superb |
Skills
Your Skills are limited to the level of their connection Attribute, you can never raise your Skill higher than its connected Attribute. Sub-Skills can exceed the Connection Attribute but at character creation they can not exceed Superb. When improving a Skill all of its Sub-Skills go up as well and when first buying sub-skills they start at whatever level the Skill is at.
You have thirty points to spend on Skills and Sub-Skills. Skills cost one point per level, including the first Terrible level. Sub-Skills also cost one point per level but can be lowered below their main Skill at a one-for-one rate. Points gained by lowering Sub-Skills can be used to raise other Skills or other Sub-Skills but can not be used to raise the Skill that they were connected to. The chart to the right is the cost for raising Skills, since the Sub-Skills starting level is based on the Skill level no chart is given.
No Skill or Sub-Skill can start above Superb or below Terrible.
| Points | Type |
|---|---|
| 1 | Gift |
| 2 | Attribute |
| 3 | Skill |
Gifts and Faults
At character creation every character gets one Gift free and to earn more you’ll have to pickup some Faults. By taking one point of fault you can increase Attributes, Skills or buy more Gifts as the chart to the right indicates.
Attributes
We’ll be using three basic attributes and three social attributes. Your basic attributes are only used when you don’t have an appropriate skill associate with that realm of attribute. In the Skills section each skill corresponds with one of the three basic attributes. The three basic attributes are:
- Body: Ideas or concepts commonly associated with Body include Agility, Aim, Balance, Brawn, Build, Constitution, Coordination, Deftness, Dexterity, Endurance, Fatigue, Fitness, Health, Hit Points, Manual Dexterity, Muscle, Nimbleness, Quickness, Physical, Reflexes, Size, Speed, Stamina, Strength, Wound Resistance, and so on. Anything relating to the physical body is Body.
- Mind: Ideas or concepts commonly associated with Mind include Cunning, Education, Intelligence, Knowledge, Learning, Mechanical, Memory, Mental, Mental Strength, Perception, Reasoning, Smarts, Technical, Wit, and so on. Anything relating to the mental state is Mind.
- Soul: Ideas or concepts commonly associated with Soul include Charisma, Charm, Chutzpah, Common Sense, Coolness, Disposition, Drive, Ego, Empathy, Fate, Honor, Intuition, Luck, Presence, Psyche, Sanity, Self Discipline, Social, Spiritual, Style, Will, Wisdom, and so on, and so on. Anything relating to the human condition is Soul.
There are also three social attributes and while they don’t map directly to any skill they are still extremely important. These social attributes represent various features and aspects that you’ve accumulated in your lifetime, be it credit, social standing, respect, or other various social constructs. There are various sub-attributes to the three main attributes as well. As a default you’re considered to have a score equal to your base attribute across the board but you might gain or lose levels in the sub-attributes without effecting the main attribute. For example, overall you might have Good Status in society but you a police officer could have Great Status with the Detectives and Poor Status with Beat Cops. Sub-Attributes are variable, not everyone will have every listed Sub-Attribute and there is potential for more Sub-Attributes to exist then are listed here.
- Wealth: Wealth represents your raw financial standing. Wealth represents overall how much money you have at your disposal at any given time.
- Sub-Attributes: Sub-Wealth are simply the more specific ways to a gain, lose, or acquire wealth. New Sub-Wealth are invented all the time, maybe your character opens a Bank Account or gets access to the Corporate Credit Card. Feel free to play around with different ways of accessing money. Examples: Credit Score, Pocket Cash, Bank Account, Stocks, or Corporate Credit Card
- Visibility: This is how widely you’re known. Characters with Terrible Visibility might only be known to a couple people, somehow no one really knows their name. Characters with Superb Visibility are known worldwide, everyone seems to know their name and recognize them. A rough guideline would be as follows; Superb: World, Great: Country, Good: State, Fair: City, Mediocre: District, Poor: Block, & Terrible: Intimidate Family… maybe. Remember that Visibility isn’t always a good thing, especially when it comes to the Sub-Attributes.
- Sub-Attributes: Sub-Visibility is denoted by specific groups, a career criminal might have Good Visibility with the Mafia and Fair Visibility with Law Enforcement. A career criminal who’s really good at his job might have Great Visibility with Fences and Terribly Visibility with Law Enforcement. Examples: Military, Law Enforcement, Universities, Mafia, Hackers, Skateboarders, Jews, or Politicians.
- Status: Your Status is, roughly, how well liked or respected you are across your Visibility. The President of the United States might have Fair Status across a Superb Visibility while a local detective might have Good Status across a Fair Visibility.
- Sub-Attributes: Just like Visibility, Sub-Status is broken up by specific groups. A detective might have Good Status with Law Enforcement while having Terrible Status with the Mafia. Examples: Military, Law Enforcement, Universities, Mafia, Hackers, Skateboarders, Jews, or Politicians.
Skills
Academics
Attribute: Mind
Sub-Skills: Anthropology, Art, Culture, Economics, English, Geography, History, Humanities, Law, Philosophy, Political Science, Psychology, Religion, Research, Sociology, or Various Languages
Animal Care
Attribute: Mind
Sub-Skills: Animal Handling, Animal Needs, Cattle Wrangling,Fighting, Imminent Attack, Racing, Herding, Training, Tricks, or Zoo Keeping
Athletics
Attribute: Body
Sub-Skills: Acrobatics, Bicycling, Climbing, Hang-Gliding, Hiking, Jumping, Kayaking, Long Distance Running, Skateboarding, Skiing, Sprinting, Surfing, or Swimming
Commerce
Attribute: Mind
Sub-Skills: Appraisal, Bartering, Mathematics, or Merchant
Computer
Attribute: Mind
Sub-Skills: A.I., Computer Engineering, Data Retrieval, Graphics, Internet, Networking, Programming, Video/Photographic Forgery or Virus’
Crafting
Attribute: Body
Sub-Skills: Armor Smithing, Bricklaying, Carpentry, Carving, Cooking, Fletching/Bowery, Gun Smithing, Metal Smithing, Poisons, Pottery, Sculpting, Sewing, or Weapon Smithing
Defense
Attribute: Body
Sub-Skills: Blocking, Dodging, Parrying, or Diving for Cover
Drive
Attribute: Body
Sub-Skills: Cars, High Performance, Motorcycles, Off-Road, Trucks, Aircraft, Boat, Cargo/Airliner, Fighter Jet, Glider, Helicopter, Small Fixed Wing, Small Sailboat, or Speedboat
Empathy
Attribute: Soul
Sub-Skills: Attribute: Body Language, Emotions, Gambling, Lies, Motives, or Personalities
Engineering
Attribute: Mind
Sub-Skills: Explosives, or Traps
Intimidation
Attribute: Body
Sub-Skills: Bluster, Physical Threats, Stare-Down, Torture, or Veiled Threats
Investigation
Attribute: Soul
Sub-Skills: Artifacts, Autopsies, Crime Scenes, Cryptography, Interrogation, Puzzles, Riddles, or Science Experiments
Locksmith
Attribute: Mind
Sub-Skills: Lock Assembly, Lock Picking, Safecracking, or Security Systems
Medicine
Attribute: Mind
Sub-Skills: Anatomy, Anesthesiology, Antidotes, Autopsy, Diagnosis, Disease, Doctor, Emergency Care, First Aid, Herbalism, Neurology, Ob/Gyn, Pathology, Pediatric, Pharmaceuticals, Physical Therapy, Surgery, Torture, or Wound Treatment
Melee Attack
Attribute: Body
Sub-Skills: Axes, Clubs, Fencing, Flails, Knives, Pole Arms, Staves, Swords, Whips, Boxing, Dirty Tricks, Grappling, Improvised Weapons, Kung Fu, or Throws
Occult
Attribute: Soul
Sub-Skills: Alchemy, Cultural Beliefs, Fortune Telling, Ghosts, Gypsies, Magic, Monsters, Paganism, Superstitions, Theomancy, or Witchcraft
Perception
Attribute: Soul
Sub-Skills: Notice or Search
Performance
Attribute: Soul
Sub-Skills: Actingm Bragging, Dancing, Drama, Music, Oratory, Poetry, Rhetoric, Speech, or Storytelling
Persuasion
Attribute: Soul
Sub-Skills: Fast-Talk, Inspiring Troops, Motivational Speech, Sales Pitch, or Seduction
Politics
Attribute: Soul
Sub-Skills: Bribery, Elections, Federal, Gossip, Lobbyists, Local, Political Maneuvering, Scandals, or State
Ranged Attack
Attribute: Body
Sub-Skills: Bow, Cross-Bow, Auto-Fire, Rifle, Shotgun, Sniping, Pistol, Revolver, SMG, or Thrown Weapons
Repair
Attribute: Mind
Sub-Skills: Aircraft, Autos, Computer Hardware, Forging, HVAC, or Jury-Rig
Science
Attribute: Mind
Sub-Skills: Biology, Chemistry, Civil Engineer , Geology, Metallurgy, Physics, or Statistics
Slight of Hand
Attribute: Body
Sub-Skills: Concealing, Escape, Pick-Pocketing, or Stealing
Socialize
Attribute: Soul
Sub-Skills: Bar Hopping, Dress Balls, Etiquette, Bureaucracy, Conversation, Sincerity, Formal Events, Frat Parties, Speech, or State Dinner
Stealth
Attribute: Body
Sub-Skills: Ambush, Camouflage, Crowds, Darkness, Shadowing, Sneaking, or Woods
Streetwise
Attribute: Mind
Sub-Skills: Black Market, Gangs, Rumors, Under Cover, or Underworld
Subterfuge
Attribute: Soul
Sub-Skills: Con Jobs, Deceit, Hiding Emotions, Lying, Misdirection, or Spotting Lies
Survival
Attribute: Body
Sub-Skills: Camping, Foraging, Hunting, Meteorology, Navigation, Outdoorsman, Shelter, Tracking, or Trailblazing
Writing
Attribute: Soul
Sub-Skills: Document Forgery, Exposes, or News Articles
Wounds
| Level | Wounds |
|---|---|
| Terrible | 0 points |
| Poor | 1 points |
| Mediocre | 1 points |
| Fair | 2 points |
| Good | 2 points |
| Great | 3 points |
| Superb | 3 points |
Wounds are how much damage you can take before you die. The most any human character can have is Nine Wounds, while the least is Zero. You can take a number of points of damage equal to your Wounds before you die, meaning it takes Ten Wounds to kill the toughest human and only One Wound to kill the weakest. There are also three different levels of Wounds and those levels apply penalties to any character with any wounds at that level. The Three Levels are Light, Moderate, and Severe.
You have a number of Light Wounds equal to your Highest Basic Attribute, a number of Moderate Wounds equal to your 2nd Highest Basic Attribute and a number of Severe Wounds equal to your 3rd Highest Basic Attribute. The chart to the right will help you decide how many wound levels you’ll have. If you have two Basic Attributes that are the same level they are resolved in the following order: Body, Mind, then Soul.
If you have Wound Penalties you are considered to already be in the hole before you roll. Depending on the Level of Wounds you are now at you take a number of automatic Minuses to any roll you make. The chart below illustrates the number of automatic minuses for various wound levels. The Penalties do not stack with earlier Wound Penalties, if you have a Moderate Wound then you only take the Moderate Wound Penalties, not the Moderate and Light.
Wound Penalties
- 1st Light Wound = One Automatic Minus
- 1st Moderate Wound = Two Automatic Minuses
- 1st Severe Wound = Three Automatic Minuses
Example: Mike has been shot and currently has a Moderate Wound. He wants to shoot the guy back so he rolls against his Ranged Attack skill, normally Good. Mike Rolls two Blanks, a Plus, and a Minus. The rolled Plus and Minus cancel each other out and Mike looks down the chart two more levels because of his Moderate Wound. Mike’s shot is only Mediocre. If Mike wants a Good roll he needs to roll at least two Pluses with no Minuses.
Gifts and Faults
Gifts are simple phrases that make your character better at things while Faults are phrases that make your character worse at things. Their mechanical function is simple, if you’re doing something that falls into the preview of your Gift then you get to ignore a single minus die rolled. Faults work in the reverse, making you ignore a single plus dice rolled. Gifts and Faults do nothing with blank dice rolled.
Phrasing of Gifts and Faults can be tricky and we highly suggest working with your Game Master to get just the right phrase. Phrases like, “I am a fantastic shot with a revolver” would work but you’re Game Master might allow for a broader phrasing such as “I’m an expert when it comes to revolvers” or even “I was raised with a revolver in my hand”. While the original phrase mostly would only apply when shooting a revolver the second two might come up when cleaning or identifying a revolver, and maybe even when dealing with a wound caused by a revolver.
Rolling Dice
FUDGE Dice
Of the four dice techniques presented in FUDGE, this one is recommended. It gives results from –4 to +4 quickly and easily, without intruding into role-playing or requiring complex math or a table.
FUDGE dice are six-sided dice with two sides marked +1, two sides marked –1, and two sides marked 0. You can make your own FUDGE dice easily enough. Simply get four normal white d6s. Using a permanent marker, color two sides of each die green, two sides red, and leave the other two sides white. When the ink has dried, spray the dice lightly with clear matte finish to prevent the ink from staining your hands. You now have 4dF: the green sides = +1, the red sides = –1, and the white sides = 0.
(While you can try to play with normal d6s, reading: 1&2 = –1, 3&4 = 0, 5&6 = +1, this is not recommended. It takes too much effort, and intrudes into role-playing. 4dF is functionally equivalent to 4d3–8, but this is also not recommended for the same reason, even if you have d6s labeled 1-3 twice.)
To use FUDGE dice, simply roll four of them, and total the amount. Since a +1 and a –1 cancel each other, remove a +1 and –1 from the table, and the remaining two dice are easy to read no matter what they are.
Example: if you roll +1, +1, 0, –1, remove the –1 and one of the +1s, as together they equal 0. The remaining two dice, +1 and 0, are easily added to +1. If there is no opposing pair of +1 and –1 dice, remove any zeros and the remaining dice are again easy to read.
The result of a die roll is a number between –4 and +4. At the top of the character sheet, there should be a simple chart of the attribute levels, such as:
- Superb
- Great
- Good
- Fair
- Mediocre
- Poor
- Terrible
To determine the result of an action, simply put your finger on your trait level, then move it up (for plus results) or down (for minus results).
Example: Nathaniel, who has a Good Bow Skill, is shooting in an archery contest. The player rolls 4dF, using the procedure described above. If he rolls a 0, he gets a result equal to Nathaniel’s skill: Good, in this case. If he rolls a +1, however, he gets a Great result, since Great is one level higher than his Good Archery skill. If he rolls a –3, unlucky Nathaniel has just made a Poor shot.
Action Modifiers
There may be modifiers for any given action, which can affect the odds referred to in the preceding section. Modifiers temporarily improve or reduce a character’s traits.
Example: Joe, Good with a sword, is Hurt (–1 to all actions). He is thus only Fair with his sword until he’s healed.
Example: Jill has Mediocre Lockpicking skills, but an exceptionally fine set of lock picks gives her a Fair Lockpicking skill while she’s using them.
Unopposed Actions
For each Unopposed action, the GM sets a Difficulty Level (Fair is the most common) and announces which trait should be rolled against. If no Skill seems relevant, choose the appropriate Attribute. If there is a relevant Skill, but the character is untrained in it, then treat it as one level below Terrible. If a high attribute could logically help an untrained skill, set the level as Terrible or higher.
Example: A character wishes to palm some coins without being observed. The GM says to use Sleight of Hand skill, but the character is untrained in Sleight of Hand. The player points out that the character’s Body attribute is Superb, so the GM allows a default of Poor Sleight of Hand for this attempt.
The player then rolls against the character’s trait level, and tries to match or surpass the Difficulty Level set by the GM. In cases where there are degrees of success, the better the roll, the better the character did; the worse the roll, the worse the character did.
Opposed Actions
To resolve an Opposed action between two characters, each side rolls four dice against the appropriate trait and announces the result. The traits rolled against are not necessarily the same.
Example: A Persuasion attempt would be rolled against a Persuasion skill for the active participant and against Perception for the resisting participant. There may be modifiers: someone with a vow of chastity might get a bonus to his Perception, while someone with a Lecherous fault would have a penalty — or not even try to resist.
The Game Master compares the rolled degrees to decide a relative degree.
Example: Lisa is trying to flimflam Joe into thinking she’s from the FBI and rolls a Great result. This is not automatic success, however. If Joe also rolls a Great result on his trait to avoid being flimflammed, then the relative degree is 0: the status quo is maintained. In this case, Joe remains unconvinced that Lisa is legitimate. If Joe rolled a Superb result, Lisa’s Great result would have actually earned her a relative degree of –1: Joe is not going to be fooled this encounter, and will probably even have a bad reaction to Lisa.
The Opposed action mechanism can be used to resolve almost any conflict between two characters. Are two people both grabbing the same item at the same time? This is an Opposed action based on a Body attribute — the winner gets the item. Is one character trying to shove another one down? Roll Body vs. Body (or Melee Attack skill) to see who goes down. Someone trying to hide from a search party? Perception skill vs. Stealth skill. Trying to out-drink a rival? Body vs. Body (or Socialize skill, Athletics, etc.). And so on.
An Opposed action can also be handled as an Unopposed action. When a PC is opposing an NPC, have only the player roll, and simply let the NPC’s trait level be the Difficulty Level. This method assumes the NPC will always roll a 0. This emphasizes the PCs’ performance, and reduces the possibility of an NPC’s lucky roll deciding the game.
NPC Reactions
Sometimes a non-player character has a set reaction to the PCs. Perhaps she’s automatically their enemy, or perhaps the party has rescued her, and earned her gratitude. But there will be many NPCs that don’t have a set reaction. When the PCs request information or aid, it might go smoothly or it might not go well at all. Negotiation with a stranger is always an unknown quantity to the players — it may be so for the GM, too.
When in doubt, the GM should secretly make a roll. If the PC in question has a trait that can affect a stranger’s reaction, this should grant a +/–1 (or more) to the result. Examples include an appearance gift or fault, Soul, Visibility, Status, and such habits as nose-picking or vulgar language. The Reaction roll can also be modified up or down by circumstances: bribes, suspicious or friendly nature of the NPC, proximity of the NPC’s boss, observed PC behavior, etc.
The higher the Reaction roll result, the better the reaction. On a Fair result, the NPC will be mildly helpful, but only if it’s not too much effort. She won’t be helpful at all on Mediocre or worse results, but will react well on a Good result or better.
Combat
Combat Terms
- Melee: any combat that involves striking the opponent with a fist or hand-held weapon. Any attack from further away is a Ranged attack.
- Story Element: a distinct segment of the storyline in the game. In combat, the interval between story elements can be a practical place for a die roll.
- Combat Round: an indeterminate length of time around three seconds. Combat rounds may vary in length, depending on the situation. Generally, when each character involved has made an action, a given round is over.
- Offensive Damage Factors: those which contribute to damaging an opponent: Melee or Ranged Attack (depending on the weapon) and deadliness of weapon.
- Defensive Damage Factors: those which contribute to reducing the severity of a received blow: Armor, and Body.
- Total Damage Factor: the attacker’s Offensive Damage Factor minus the Defender’s Defensive damage Factor.
Combat Rounds
Combat is meant to kill people. There are only three skills that can be used to fight with other people; Defense, Melee Attack, and Ranged Attack. Every Round you decide on which skill you are using and make an Opposed Roll. Whomever rolls the Highest wins and depending on what skill you are using depends on what happens.
Melee Attack vs. Melee Attack
The Winner inflicts Wounds equal to the Difference between the rolls plus the Weapon’s Damage minus the Loser’s Body Rating.
Melee Attack vs. Ranged Attack
If the Ranged Attack roll is higher then the Melee Attack Roll then the Winner inflicts Wounds equal to the Difference between the rolls plus the Weapon’s Damage minus the Loser’s Melee Attack.
If the Melee Attack Roll is higher then the Ranged Attack Roll then the Winner inflicts Wounds equal to the Difference between the rolls plus the Weapon’s Damage minus the Loser’s Body Rating.
Melee Attack vs. Defense
If the Defense roll is higher then the Melee Attack Roll then the Winner managed to take no damage from the attack.
If the Melee Attack Roll is higher then the Defense Roll then the Winner inflicts Wounds equal to the Difference between the rolls plus the Weapon’s Damage minus the Loser’s Body Rating.
Ranged Attack vs. Ranged Attack
The Winner inflicts Wounds equal to the Difference between the rolls plus the Weapon’s Damage.
Ranged Attack vs. Defense
If the Defense roll is higher then the Ranged Attack Roll then the Winner managed to take no damage from the attack.
If the Ranged Attack Roll is higher then the Defense Roll then the Winner inflicts Wounds equal to the Difference between the rolls plus the Weapon’s Damage.
Defense vs. Defense
The Winner and Loser both avoid taking Damage this round and the combat sits in a stand-off.

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