R ULES.

This document is copyright, but you are encouraged to make copies and print-outs as needed. You may make modifications for your own use, but modified versions MUST NOT be distributed. If you find any of these files useful you are asked to register.
The first release of these rules was originally converted to HTML by Stefan Matthias Aust, to whom many thanks.
This document is a very large single file; a version split into several smaller files is also provided. Both should be accompanied by several files including larger versions of the game tables and a brief summary of the main rules for the use of players.
I like the dreams of the future better than the history of the past. Thomas Jefferson.
Draw the blinds on yesterday and it's all so much scarier. David Bowie.
W hat will the future be like? Every generation has its own set of ideas and predictions. At the turn of this century most pundits thought that the mighty power of steam and electricity would usher in a new age of peace and prosperity. In the fifties the future was mostly seen as doom, gloom, and nuclear destruction. In the nineties we are obsessed with computers, and convinced that the future will revolve around information technology. Each of the earlier views was valid for its era; each was at least partially wrong. By looking at earlier guesses we may be able to discover what is wrong with our own vision of the future - and make even worse mistakes when we try to correct it!
Forgotten Futures is a role playing game based on these discarded possibilities; the futures that could never have been, and the pasts that might have led to them, as they were imagined by the authors of the late nineteenth and early twentieth century.
Role playing games (usually shortened to RPGs) are story-telling games. One player is the referee who runs the game, and has an idea of what is to happen in the story, while the other players run characters in the story. Characters are defined by a name, a description, and a list of characteristics (such as 'M IND ') and skills (such as 'Marksman'). Players describe the actions of their characters, while the referee describes everyone and everything they encounter. This may sound like an impossible job for the referee, but it's easy if players are prepared to co-operate.
The Forgotten Futures rules work well when dealing with the activities of normal people, but don't easily stretch to deal with magic, superhuman powers, and the like. Some of the appendices deal with magic, exceptional characters, melodrama, and other matters that the core rules don't cover; mostly this is material that was originally written for one or another of the Forgotten Futures settings, but seems to have more general application.
One aspect of the Forgotten Futures rules may annoy players who prefer high levels of violence; it is easy to get hurt or killed in all forms of weapon-based combat, it takes a long time to recover if you are wounded, and most wounds require medical treatment. This seems more realistic than the systems offered by some other RPGs, in which a character can be shot three or four times and still come back for more. If you dislike this approach please feel free to amend the injury system, but please DO NOT distribute modified rules.
About This Release Since the game was originally published as shareware in 1993 there have been ten on-line releases, printed versions from two publishers, and conversions to pdf and html format. In all this the actual rules have stayed much the same. This release isn't going to change that; it's mainly tidying things up a little, adding in material originally written for one or another of the game settings which seems more generally useful, fixing some errors, improving layout, and generally making things more user-friendly. Most of the new material is in the appendices, but a few changes appear elsewhere. Where it's important the change is pointed out, one way or another. But you can still use any version of the rules to run anything written for the game.
An important change is an acknowledgement of something that many referees will already know. In Forgotten Futures actions are resolved on a table which opposes "attacking" and "defending" skills, characteristics, or difficulty. Most referees find that they don't need to refer to the table after a game or two, since the rule behind it is extremely simple, and that it can even slow things down. This time around the text explains the rule, and a few references to the table have been changed so that they are applicable to both methods. The actual game mechanics - the values of skills etc., and the way that they interact - are unchanged. All of the material previously released or published for the game can be used without modification.
All of the illustrations used come from the Forgotten Futures CD-ROM or one or another of the game releases, or were created for use with this release of the rules. Most have been cropped, reduced in size, or modified in other ways.
Example of Play.
Bert The airship is starting to rock from side to side, and pitching up and down in the cross winds from the hurricane. Eric I'll try to steer towards the eye of the storm. We'll drift with it until it ends. Bert How do you know where the eye is? Eric In this hemisphere storms spin anticlockwise. If I veer to the left, sorry, I mean port, while moving with the wind, I should go towards the eye. (Eric isn't sure, but it sounds plausible and is the sort of thing a real pilot would know. Bert isn't sure either, but knows that 'Kirk' should understand these things.) Bert Make your 'Pilot' roll, difficulty six. Eric (Rolls dice and consults table) No problemo. Gritting my teeth, I wrestle with the wheel and force the dirigible to its new heading. Aaron I pick up my pocket phono-recorder, slip in a new wax cylinder, and describe the captain's desperate duel with the elements. Bert Good idea, except you're still feeling airsick in the aft cabin and don't know what he's doing. Aaron I'll dictate a mood piece about airsickness instead. Let's see, how many different synonyms for the word "vomit" can I use. (starts to write list) Judy Ugh. Don't read it out loud. Bert Definitely not. Judy Once we're moving with the wind there should be less turbulence. Bert Yes, after a few minutes things seem to be getting quieter. Judy Kirk cut his head when the windscreen broke, didn't he? Bert You weren't in the control room, but yes he did. Judy Then I'll go forward and bandage Kirk's wounds. Bert I suppose he calls for your help through the speaking tube? Otherwise you wouldn't know. (Bert suggests this to keep the game moving. Players usually do better if their characters are together.) Eric Yes, as soon as things calm down enough to let go of the wheel for a few seconds. Aaron In that case I should feel better, so I'll tag along. Bert Roll for luck, to be there at the right time ..um. difficulty three. (Aaron rolls a 2, a success) OK, you get up and stagger forward in time to meet her. Judy I bat my eyelashes and ask him to carry my first aid kit. Aaron (speaking as Horace) Delighted to help, Miss Hickey. Bert You reach the bridge. Kirk is still at the wheel, and his forehead and arm are obviously badly gashed. Judy (as Ella Mae) Mah hero, you've saved us all! Eric (as Kirk) Shucks, it was nothing ma'am. Aaron (mimes speaking to recorder) Headline, Heroic But Modest Captain Defies Wounds In Hurricane Drama. Subhead, Southern Belle Angel Of Mercy. First paragraph: Captain Kirk T. James of the Confederate Zeppelin squadron today denied.. blah, blah, for a few paragraphs. Judy While he dictates I'll bandage the wounds. Bert Make a First Aid roll, difficulty four as he's lost a lot of blood. Eric Hey, I thought you said it was just cuts and bruises. Bert You didn't get her help straight away, and you've been bleeding for quite a while. It's now a flesh wound. (In this game prompt First Aid stops wounds getting worse, untreated wounds sometimes lead to additional damage. Some recovery time, and optionally the help of a doctor, is needed to restore health.) Judy Oh mah hero, let me tend to these awful cuts. (Rolls dice successfully) Eric Shucks, Ma'am, it's only a flesh wound. Ah feel better already. Bert Apart from bandages around your head and your left arm in a sling. You'll be walking wounded for at least a week. Eric Ouch. Judy When I pack my first aid kit afterwards I'll use my spy camera to take a picture of the maps on the bridge. Bert The camera concealed in your hat? It's the first chance you've had to use it, isn't it? Judy Uh-oh. Yes, it is. I have a bad feeling about this. Bert There's a loud whirring click, and the artificial flower at the front flaps out of the way, like the door of a cuckoo clock. The lens pops out on a concertina bellows and clicks, then retracts again. It takes two seconds. Eric Wow, really subtle. Do I notice this? (Eric - the player - knows that Judy's character is a spy, but Kirk - his character - is unaware of Ella Mae's real identity. A little schizophrenia is sometimes needed in an RPG) Bert Roll to notice. You too, Aaron. Difficulty six, I think, since her back is turned. Eric (Rolls dice) Rats - missed it. Bert Drowned out by the noise of the wind, perhaps. Aaron (rolls dice) Using my Detective skill I spot it, I think. (Horace is a reporter, so this skill - improved observational abilities - is naturally very useful) Bert Yes. What are you going to do about it? Aaron Nothing for now. It confirms what I thought when I saw her near the Marconi transmitter yesterday. I'll wait until we land, then try to get her to talk. An interview with a beautiful Yankee spy should sell a lot of papers! Bert Good thinking. Now, you seem to be in fairly clear air, and something big has just flown past the windscreen. Judy Another Zeppelin? Bert You're not too sure, but it looked like a pterodactyl.
Game Requirements.
Game Terms.
Most role playing games incorporate specialised terms. Forgotten Futures uses some, as well as a few abbreviations and contractions, as follows: 1D6 Roll one dice (one die if you feel pedantic) 2D6 Roll two dice and add the numbers B ODY A characteristic, often abbreviated as B. M IND A characteristic, often abbreviated as M. S OUL A characteristic, often abbreviated as S. Effect Numerical rating used to calculate the damage caused by weapons and other forms of attack. Average of.. Add two numbers (eg characteristics) and divide by two. Round UP if the result is a fraction. Usually abbreviated as Av, e.g.AvB&S Half of.. Divide a number (usually a characteristic) by two and round UP. Usually shown as /2, e.g.B/2, 1D6/2 Some skills are based on half the average of two characteristics. Add the characteristics, then divide by 4, then round up. e.g.AvB&S/2 +1 Add 1 to a dice roll or other number. +2 Add 2 to a dice roll or other number. -1 Subtract 1 from a dice roll or other number. -2 Subtract 2 from a dice roll or other number. 2+, 3+, etc. 2 or more, 3 or more, etc. Round A flexible period of time during which all PCs and NPCs can perform actions. In combat a round is a few seconds, in other situations it might be a few minutes or hours. Optional Rule This means exactly what it sounds like; something that can be tacked onto the game if you want to use it, but isn't essential for play. Usually optional rules add extra realism, but make life harder for players or the referee, or involve complexities which you may wish to avoid. Most of the appendices are optional rules. FF Forgotten Futures (what else?) Forgotten Futures I, II, etc.
Acknowledgements.
Numerous playtesters helped to develop the system or commented on its flaws. There are too many to name, my thanks to all.
Finally, literally dozens of people were helpful, supportive, and/or sympathetic to the ideas of this game, or encouraged its development. Again there are too many to name.
Forgotten Futures Character Record.
Player Name.
Profession __________________________________.
__________________________________ Characteristics Skills Age ____ Sex ____.
Bonus [ ]
[ ] __________________________________.
__________________________________ Notes and Equipment.
Weapon Mult? Effect A B C Notes.
Wounds B[ ] F[ ] I[ ] I[ ] C[ ]
Each player will need at least one character, whose details should be recorded. You can use the HTML record form provided, one of the rather pretty .pdf record forms that were originally part of the printed version of the game, a spreadsheet template, or just write everything down on scrap paper. The example to the right shows the format that's generally used.
Players should record their names and the name (including any title or rank), sex, and age of the character. They may wish to give their characters aristocratic or military names and rank, academic honours, and the like; the referee must decide if this will cause problems.
Sex (Male or Female, and [optionally] sexual orientation) may be important in some game settings. Most scientific romances are based on ideas current in the early 20th century, and there are very few prominent female characters, apart from swooning maidens and an occasional competent scientist's daughter. It is rare to see a woman attain any influential business or academic status. In this setting a male adventurer is probably most useful. In a civilisation derived from a successful suffragette revolt women might have all the power, with men down-trodden or enslaved. In most scientific romance settings homosexual characters will encounter severe social problems.
Age is usually unimportant for adult characters; exceptionally young or old characters may be at a social disadvantage, otherwise there is no effect in game terms.
For "profession", write in something appropriate to the game setting; the referee should tell players if they have made an unsuitable choice. Since this game is based on a wide range of backgrounds almost anything might be useful.
Try to avoid professional ranks that will give players too much power, or restrict them too badly. A member of the Royal family is an example of both; someone accompanied by three or four detectives and a small army of servants can't personally be very adventurous. Wealthy characters are perfectly acceptable, but should not be able to buy their way out of every problem. Avoid occupations that restrict character freedom and mobility; an obvious example is a slave or a serf, but a clerk with no money, a businessman with a full work schedule, or a mother tied down by young children aren't much better off.
The next sections of the record are completed using character points.
Purchase characteristics.
Value 1 2 3 4 5 6 7* Cost (points) 0 2 3 5 7 10 14* * At the discretion of the referee ONLY. Example: Lady Janet Smedley-Smythe-Smythe (2) The player running Lady Janet buys B ODY [3] = 3 points M IND [4] = 5 points S OUL [4] = 5 points Total 13 points. 8 points are left. The table to the right shows the cost of characteristics. Average human characteristics are 3 or 4. 5 is above average, 6 is very good (for example, B ODY [6] might be a professional athlete), 7 is extraordinarily unusual and is available only at the referee's discretion.
B ODY (B) covers physical strength, toughness, speed, and dexterity.
M IND (M) covers all intellectual capabilities, reasoning, and observation.
S OUL (S) covers emotions, charisma, and psychic ability.
See below for full details of the effect of characteristics.
Skill Base Value Notes Actor AvM&S Any form of stage performance. Artist AvM&S Any artistic endeavour. Athlete B Swimming, running, etc. Babbage Engine M Use also for computers, golems, etc. Brawling B Boxing, wrestling, & improvised weapons. Free at base value Business M Any financial or organisational work. Detective AvM&S Good at noticing small details. Doctor M/2 Knowledge and licence to practice. Driving AvB&M Any ground vehicle. First Aid M Emergency treatment to stop bleeding etc. Linguist M Linguist/2 languages (round UP) are initially known. Marksman M Use of directly aimed projectile weapons. Martial Arts AvB&S/2 Any martial art. Allows multiple attacks. Mechanic M Any form of engineering etc. Medium S/2 A genuine medium, not a fake. Melee Weapon AvB&M All close range non-projectile weapons Military Arms M Use of field guns, explosives, etc. Morse Code M Knowledge of Morse and telegraphy. Pilot AvB&M/2 Use for aircraft, submersibles, etc. Psychology AvM&S Use to spot lies, calm people, etc. Riding AvB&S Riding all animals, and training them. Scholar M Detailed knowledge of Scholar/2 related fields (round UP) Scientist M Use of any science. Stealth B/2 Hiding, camouflage, sneaking, etc. Free at base value Thief AvB&M/2 Pick pockets, locksmith, forgery, etc. This game uses very general skills; for example, Scientist covers everything from Archaeology to Zoology, Pilot covers everything from Autogyros to Zeppelins. Players may spend up to three points per skill during character generation.
Skills are based on one or more characteristics, to which at least one point must be added. For instance, Actor is based on the average of M IND and S OUL , plus at least one point. A character with M IND [3] and S OUL [3] would get Actor [4] for one point, Actor [5] for 2 points, or Actor [6] for 3 points.
Brawling and Stealth are available at the values shown without spending points on them. Naturally they can be improved if points are spent.
See later sections for full details of the purchasing system and use of skills, and a more detailed explanation of each skill.
At the end of an adventure the referee should give players bonus points for successes, for unusually good ideas, for unusually good role playing, and anything else that seems appropriate. Try to give each player 3-6 points per successful adventure, less if they blow things completely. Bonus points should be noted in the Bonus box on the character sheet, and deleted as they are used.
For example, here is a genuine sample of dialogue that earned a player a bonus point:
OPTIONAL RULE: Buying Advantages.
Immensely Rich, Own Spaceship, Royalty Rich, Own Airship, Aristocrat Well off, Own car, Minor Title 3 points each 2 points each 1 point each Optionally, give players extra points then charge points to buy unusual backgrounds and equipment, such as incredible wealth or a personal airship, as in the examples on the right.
Under this system Lady Janet would need to spend eight points to get her special advantages. Use it if players seem to want to take unfair advantage of the referee. Referees who can take care of themselves are advised to omit it! One of the appendices covers more options for character background and traits.
Equipment And Notes, Weapons, etc.
Sample Character Record.
Player Name Character Name Profession Eric Jones Lady Janet Smedley-Smythe-Smythe Incredibly rich eccentric explorer Characteristics Skills Age 25 Sex F.
B ODY M IND S OUL Bonus [ 3 ] [ 4 ] [ 4 ] [ 0 ] Business [5], Scientist [6], First Aid [5], Marksman [6], Athlete [4], Brawling [3], Riding [5], Stealth [2] Notes and Equipment Owns numerous factories, houses, flats, cars, Cavorite sphere-ship. Carries _50 gold, _1500 gems, Derringer, laudanum, smelling salts. Keeps shotguns, rifles, and other supplies aboard sphere-ship and in some of her homes. Laboratories in mansion and sphere-ship. Weapon Fist Kick Wrestle Derringer Hunting Rifle Large Shotgun Large Shotgun Mult? No No No Max 2 No Max 2 No Effect 3 3 3 4 7 7 14*/7 A B B B F F F I B B B KO F I I C C KO F KO/I I/C C/K C/K K Notes.
1 barrel 2 barrels *Short range only.
Wounds B[ ] F[ ] I[ ] I[ ] C[ ]
The weapons section is used to record weapons that the character routinely carries. The columns list the weapon's name, whether it is capable of multiple attacks, the Effect number which determines how much damage it can cause, and the results of any damage caused. For now it isn't necessary to worry about the use of this system; it's explained in the section on combat below. Weapons are also listed below.
The section marked "Wounds" is left blank for use during play. Note that this is the wound chart for humans and animals of roughly human size and toughness; some animals use different charts.
B ODY represents general physique, well-being, stamina, and speed. If characters expect to spend a lot of time in combat, or performing manual labour, B ODY should be high. Inanimate objects also have B ODY . B ODY is NOT necessarily indicative of size or weight; it's possible for something to be physically small or light and still have high B ODY (e.g. a bantam weight boxer, a steel key), or big and have low B ODY (e.g. a fat invalid, a greenhouse).
M IND covers all mental skills and traits including intelligence, reasoning ability, common sense, and the like. Anyone in a skilled job probably needs high M IND . M IND is also important in the use of most weapons.
S OUL covers artistic abilities, empathy, luck, and spiritual well-being. If S OUL is low the character should be played as aloof, insensitive, and unlikeable (as in the phrase "This man has no soul"); if high, the character does well in these areas. It is also used for other forms of human interaction, such as fast-talking, acting ("A very soulful performance"), and other arts (including martial arts). If your S OUL is low better not try to con anyone, and forget about learning baritsu or karate.
Normal human characteristics are in the range 1-6, with 1 exceptionally poor, 3 or 4 average, and 6 very good, the top percentile of normal human performance. Player characters may have characteristics of 7 at the discretion of the referee ONLY; this is freakishly good, far better than normal human performance. For example, a gold-medal Olympic athlete might have B ODY [7], a Nobel Prize winner M IND [7].
Characteristics cannot normally be improved; under really exceptional circumstances changes might be allowed, but this is a once in a lifetime event. For example, someone discovering the fountain of eternal youth might gain extra B ODY , but there should be a price to pay; reduced M IND or S OUL , hideous deformity, and the like. In the unlikely event of an increase in any characteristic, any skills already derived from it (see below) should be recalculated and (if necessary) improved.
Characteristics may sometimes be reduced. For instance, someone crippled after a fall might lose B ODY , someone suffering a severe head injury might lose M IND . S OUL might be damaged by insanity or drug abuse. If any characteristic is reduced, recalculate the values of all skills derived from it.
Using Characteristics.
Depending on circumstances, characteristics may be used against other characteristics, against skills, or against an arbitrary "Difficulty". Skills give an edge in most of these situations, as explained in later sections, but it's occasionally necessary to use them directly. For this, and for all other use of characteristics and skills, roll 2D6 on the table below:
Attacking Characteristic, Skill, Effect, etc. Defending Characteristic, Skill, or Difficulty 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 1 7 6 5 4 3 2 2 2 - - - - - - - - - - 2 8 7 6 5 4 3 2 2 2 - - - - - - - - - 3 9 8 7 6 5 4 3 2 2 2 - - - - - - - - 4 10 9 8 7 6 5 4 3 2 2 2 - - - - - - - 5 11 10 9 8 7 6 5 4 3 2 2 2 - - - - - - 6 11 11 10 9 8 7 6 5 4 3 2 2 2 - - - - - 7 11 11 11 10 9 8 7 6 5 4 3 2 2 2 - - - - 8 11 11 11 11 10 9 8 7 6 5 4 3 2 2 2 - - - 9 11 11 11 11 11 10 9 8 7 6 5 4 3 2 2 2 - - 10 11 11 11 11 11 11 10 9 8 7 6 5 4 3 2 2 2 -
If the result is below 12 and less than or equal to the number indicated on the table, the attempt succeeds. A dash (-) indicates that there is NO chance of success, otherwise 2 is ALWAYS a success and 12 is ALWAYS a failure.
If you prefer to do without the table a little mental arithmetic can be used as follows:
Add the characteristic, skill or Difficulty to be overcome. Subtract the skill or characteristic used. If the modified result is 7 or less it's a success. However: A roll of 2 always succeeds if the skill etc. to be overcome is 8 or less. Any roll of 12 ALWAYS fails, regardless of modifiers, and may have additional unfortunate consequences.
Optional Rule: For both methods, to improve the odds very slightly assume that any roll of 2 is a success, regardless of Difficulty. This means that there will always be at least a 1 in 36 chance of success.
Whether the table or mental arithmetic is used, the referee may prefer to keep the target value a secret, and simply tell the player if the result is a success or failure.
For both methods, if the result is EXACTLY the number needed to succeed, the attempt has come very close to failure; referees may want to dramatise this appropriately. If the number rolled is much lower than the number needed to succeed, the referee should emphasise the ease with which success was achieved. Similarly, a roll just one above the number needed for success should be dramatised as a very near thing that came within an ace of succeeding, a very high roll as an abject failure. These dramatics aside, any success is a success, any failure a failure.
Example: Breaking down a door Fred (B ODY [4]) wants to break a household door (B ODY [6]). The first attempt is a roll of 7. 7 (the roll) + 6 (the door's B ODY ) - 4 (Fred's B ODY ) = 9 The kick's a failure, and the door rattles but stays shut. After a brief rest Fred kicks the door again. On a 2 the lock breaks. The referee dramatises this by describing the wood splintering and the knob flying across the room and shattering a priceless Ming vase. Example: Arm Wrestling Fred (B ODY [4]) and Nigel (B ODY [2]) are arm wrestling. In each round each should roll B ODY as attacker with the other character's B ODY as defender. Round 1: Fred and Nigel both roll 10, much too high to succeed. Nothing happens, apart from a slight flabby quivering of opposed muscles. Round 2: Fred and Nigel both roll 3, and succeed. Again, nothing happens. Since both succeeded this is described in terms of bulging muscles, a clash of titans. Round 3: Fred rolls 10 and fails, Nigel rolls 2 and succeeds. Nigel smashes Fred's arm to the table and wins the match.
This system isn't perfect. For example, a man with B ODY [3] theoretically has a 1 in 36 chance of lifting a B ODY [10] elephant; in practice the referee should make this task much harder. Referees should be firm if players want to do something that's physically impossible, or make them tackle the job in smaller chunks. "Pass the saw, I need to cut up this elephant. "
Example: Excuse Me, Where Is The British Consul? Lady Janet has been captured by Venusian savages who have decided that she is their long-awaited god (her gender isn't obvious to Venusians). They have no common language. The referee decides that her S OUL [4] must be used against the native chief's S OUL [5] to make her manner sufficiently forceful, and ensure her release. On a 2 the natives build a sedan chair to carry her back to the sphere-ship. Note: Sadistic referees might prefer to make players act out scenes like this. Example: It's Up His Sleeve! On their way back to the ship the native witch doctor decides that Lady Janet's charismatic presence undermines his authority. He challenges her to a duel of magic (actually conjuring), using his skill Acting [6]. She must use her M IND [4] to spot his tricks. He begins by making a fruit "disappear"; on a 3 she notices that he's tucked it into a fold of his loincloth, and points out the bulge to the audience. This causes so much lewd merriment that the duel ends in his abject defeat. Example: I Can Take It. The wily witch doctor has persuaded the chief that Lady Janet must be tested again. This time it's a test of endurance; she must put her hand into a jar of stinging insects. Their stings are extremely painful but do no permanent damage. Lady Janet must use her M IND [4] to attack an arbitrary difficulty of 8. This is a tough test; on a 6 she fails, pulling her hand out before the test ends. Fortunately she has the sense to grab a handful of insects and throw them at the witch doctor; he also fails, and starts to scream as they sting him. The chief decides that nothing has been proved. Incidentally, the referee might instead have asked for a roll of AvB&M, rather than just M IND , to check if the character has the will-power and endurance to overcome the pain, or S OUL to check if the character has the courage to endure it.
BIG Numbers.
Improving The Odds.
At the discretion of the referee ONLY players may spend bonus points to temporarily modify an attacking or defending value as appropriate. Players must declare that they are doing this, and mark off the point(s) used, before the dice are rolled.
This rule does NOT mean that you can spend points to perform the physically impossible. No matter how many points are spent, a B ODY [1] weakling will not lift an elephant single-handed. Regardless of points spent, a 12 is still a failure.
Common Characteristic Rolls.
Characters may occasionally need sheer luck. Ask them to use S OUL against a difficulty number. If they need to notice things, such as a concealed movement or a faint smell, use M IND against a difficulty number (incidentally, the skill Detective can be used to improve this ability). To get a bright idea use a roll of M IND against a difficulty number.
All of the above situations have something in common; they should not occur frequently, and must not be an essential stage in an adventure. There must always be an alternative which does not rely on the luck of the dice. Sometimes players get unlucky in situations where their characters should succeed; in one play-test five adventurers failed to hear something at difficulty 3, and an extra clue was needed to put them back on the right track.
Skills are initially calculated from one or more characteristics, with the number of points spent added to the result. For instance, Marksman (the use of all forms of hand-held firearm and other hand-held projectile weapons such as crossbows) is based on M IND . Acting is based on an average of M IND and S OUL . Skills may be raised to a maximum value of 10.
Using Skills.
Example: It's All Greek. (1) Fred has the skill Linguist [5] and knows Greek. He is buying a box of matches in a shop in Athens. No dice roll is required. Example: . If Gills Are Green Go To Section 6b. Lady Janet wants to identify Venusian foods that are safe to eat. Her backpack contains a copy of the Oxford Guide To Extra-Terrestrial Vegetables, and she is using its key to identify a curious warty fungus. This is routine easy use of her Scientist [6] skill and no roll is needed.
An opponent's characteristics, e.g.M IND , B ODY , S OUL An opponent's skills, e.g. Business, Martial Arts, Acting An arbitrary difficulty number set by the referee (usually when dealing with inanimate objects, puzzles, combination locks, and the like.
Example: Trouble At T'mill On her return to Earth, Lady Janet finds that one of her factories is on the verge of bankruptcy. She travels to Lancashire to investigate, using a series of Business skill rolls to overcome the Business skill of a crooked manager who has been bleeding the company dry. Once the villain is unmasked she should theoretically use her Business skill to unravel years of tortuously complicated accounts and restore the factory to prosperity. In practice, she uses the skill to weigh up the merits of several candidates and hires another manager. Example: It's All Greek. (2) Fred is still in Athens, and wants to buy a box of silver bullets, ten crucifixes, a certified genuine saint's relict, and a Mk 4 Carnacki Electric Pentacle. When the police arrest him as a suspected lunatic he will need to make several Linguist rolls against Difficulty 6 to explain his need for these items, and at least one Acting roll at Difficulty 8 to persuade them to let him go.
Temporary Skills.
Bonus points may not be used to help in this situation.
Projects.
Some projects simply require routine use of a skill for a prolonged period, with any failure extending the time. For example, the creation of an average quality monolithic sculpture might need five Difficulty 6 Artist rolls at intervals of a month; any failure leads to major revision of the work, extending the time needed by two months. The project is completed when the fifth successful skill roll is made.
Sometimes practice is all that is needed. This is especially true when learning languages.
NOTE: This considerably underestimates the difficulty of learning a new language. Linguistic problems are not usually much fun to role-play, unless you particularly want to inflict an unreliable translator on characters, and most scientific romances either ignore them completely or assume that their heroes will easily teach the natives English! The Astronef stories, in FF II , are a little more honest; after weeks of contact with the cultures of Venus and Ganymede, the hero and heroine remain completely ignorant of the native languages. In The Lost World (FF III) the heroes spend weeks with an Indian tribe without learning much of their language.
Research projects, such as the development of a new invention, are resolved a little differently. The referee should decide how difficult the work will be, and how long it will take, then require a series of skill rolls of gradually increasing difficulty, repeated until the final difficulty level is reached. The same procedure might also be used for creation of an artistic masterpiece.
The referee need not say that characters are attempting the impossible, but it's advisable to drop a few hints if serious amounts of time are being wasted on a completely fallacious idea.
Improving Skills.
If the result is a success, the skill has been improved. If the attempt is a failure, but the dice roll is not a 12, the character loses the points but does NOT improve the skill; more training is needed. After some more experience (another adventure) the player can try again. This can be repeated until the skill has been improved. A skill's rating may not be improved more than one point per adventure. If the result is a 12 the character has "peaked" with this skill; she loses the points, does not improve the skill, and CANNOT improve it at a later date.
Characters with the Linguist skill may add extra languages by practice during the campaign, as described above, or by spending one or more Bonus points per extra language for training between adventures (most will cost one point, something particularly obscure will cost more). Only one language may be added per adventure. Improving the Linguist skill itself costs the new value of the skill, e.g. 5 bonus points to raise Linguist [4] to Linguist [5], as above.
Characters with the Scholar skill may only add new areas of knowledge by improving the skill.
Adding Skills.
The referee should decide if a new skill is appropriate for the character; for example, a priest shouldn't normally be allowed to buy the Military Arms skill without a good reason. The new skill is acquired at its lowest possible value.
An attempt to add a new skill costs DOUBLE its rating; eg, an attempt to add a skill with rating 5 costs 10 bonus points. This represents the considerable investment in time and money needed to learn a completely new skill.
If the result is a success, the skill has been acquired. If the attempt is a failure, the character loses the points but does NOT acquire the skill; more training is needed. After some more experience (another adventure) the player can try again. This can be repeated until the skill has been acquired, or until a 12 is rolled, indicating that the character is incapable of learning that skill.
The referee may make things easier for players if a new skill is a natural result of events in the game:
Example: Klatuu Barada Nichtu, My Dear Chap. Lady Janet has spent several months on Venus, and the referee agrees that she has probably picked up some of the language, and thus earned the Linguist skill. She has M IND 4, so this skill will begin with a rating of 5. Normally an attempt to learn the skill would be a roll against difficulty 5, costing ten points; because of her experience the referee reduces the difficulty to 3 and the cost to six points. On a roll of 4 it's an easy success, and she adds Linguist [5] (Venusian aboriginal) to her skill list. Since this is a new skill, she initially knows no other languages, but this can be improved by experience. Example: If I Had The Wings Of An Angel. Gordon, a glutton for punishment, has decided that he also wants to be a pilot. The referee warns him that he must spend several months of his spare time in training (see difficult skills, below). After several adventures the referee finally lets him roll the dice; on a 12 the instructor has a nervous breakdown after a few flights with Gordon, and he is permanently barred from the training course. The points he spent are wasted.
Difficult Skills.
Doctor: Needs several years of training at a medical school. Martial Arts: Needs years of training and a suitable instructor. Medium: Cannot be acquired after character generation unless events in the game somehow trigger psychic sensitivity. Pilot: Needs several months of training. Stealth: This skill is automatically given to all characters. Thief: Needs months of training and a suitable instructor; referees may optionally wish players to make luck rolls to avoid arrest while training.
Adding Skills Below Base Values.
Under the rule above, additional skills based on high characteristics cost more than skills based on low characteristics.
Optionally the referee may allow adventurers to add skills at less than base value with an appropriately reduced bonus point cost. By the time the skill reaches base value it will cost much more than the usual method, but this allows players to spread the cost over several adventures.
For instance, a character with M IND [5] might add Marksmanship at a low level; just enough to shoot for the pot, not to shoot for the British Olympic team. In this example the player might choose to take Marksmanship [3] for 6 points, not Marksmanship [6] for 12 points. Once acquired such skills can only be improved by the normal process, and one point at a time. Referees are also advised to limit the number of below-base skills acquired to M IND /2; once skills are up to the usual base value they don't count towards this limit. The "difficult skills" described above may not be acquired this way.
Free Skills.
Skill List.
Skills are listed in the following format: Name, basic value (to which the points spent should be added), and explanation. The following abbreviations are used:
AvM&S = average of M IND and S OUL (round up) M/2 = M IND divided by 2 (round UP) AvB&S/2 = average of B ODY and S OUL divided by 2 (round UP)
Actor — Basic Value: AvM&S.
Artist — Basic Value: AvM&S.
Athlete — Basic Value: B.
Babbage Engine — Basic Value: M.
Brawling — Basic Value: B *
Business — Basic Value: M.
Detective — Basic Value: AvM&S.
Doctor — Basic Value: M/2.
Driving — Basic Value: AvB&M.
Any ground vehicle (car, land ironclad, railway engine, tractor, etc.). This skill does not apply to exotic vehicles (such as aircraft, Spacecraft, submersibles) whose operators require a high degree of training. Specialities might include horse-drawn wagons, steam cars, etc., e.g. Driving (Railway engine) Car chases and other vehicle pursuits should be resolved by using the skill of the chasing driver to attack the skill of the fleeing driver. Attempts to follow cars should be resolved by use of the tailing driver's skill to attack the observational ability (or Detective skill) of the lead driver. The performance of the vehicles may also be a factor, of course.
First Aid — Basic Value: M.
Linguist — Basic Value: M.
Marksman — Basic Value: M.
Martial Arts — Basic Value: AvB&S/2.
This is by far the most powerful unarmed combat skill in this game, and is not necessarily appropriate to the scientific romance genre (although Sherlock Holmes was a master of Baritsu, an obscure Oriental martial art; see the article The New Art of Self-Defense on the FF CD-ROM ). Players should only be allowed to take the more obscure martial arts at the referee's discretion, and only if they can devise a background to explain acquisition of this skill. Referees can make it a little less useful by adopting one or both of the following optional rules: Martial artists may not use firearms and Martial Arts simultaneously. Martial artists must choose to specialise in unarmed or armed combat, but not both; to gain these advantages with both, the skill must be purchased twice.
Mechanic — Basic Value: M.
Medium — Basic Value: S/2.
Melee Weapon — Basic Value: AvB&M.
Military Arms — Basic Value: M.
Morse Code — Basic Value: M.
Pilot — Basic Value: AvB&M/2.
Psychology — Basic Value: AvM&S.
Riding — Basic Value: AvB&S.
Scholar — Basic Value: M.
Scientist — Basic Value: M.
Stealth — Basic Value: B/2 *
Thief — Basic Value: AvB&M/2.
"B" means "Bruised"; if you are hurt to this extent you are stiff and a little slow, but otherwise unharmed, and recover in a day or two. It's possible to suffer multiple bruises without any additional effect, apart from spectacular flesh colours and superficial marks. "Bruised" includes all forms of minor cut and scald. "F" means "Flesh Wound". This is a deep cut, concussion, or sprain, a moderately serious burn, and so forth. You are slowed, and may become infected or suffer other long-term medical effects, but there is little risk of death. If a flesh wound isn't treated promptly it may deteriorate and become an Injury (below). Recovery takes at least a week. Additional flesh wounds must be treated separately but have no other effects. "I" means "Injury". This is nasty; a gaping wound, punctured lung, broken bone, skull fracture, serious poisoning, first degree burns, or the like. You need first aid and reasonably prompt medical attention; without it you will probably suffer serious medical effects. You can only move slowly. If you take two injuries (a tick in both boxes) you can barely crawl and cannot fight. Injuries need at least a month to heal, longer if there are medical complications. If all Injury boxes are ticked and you take another injury you are critically injured, as below. Small animals don't have an "Injury" box on their wounds record; any result of "Injury" is automatically "Critical". Really big animals have three or more "Injury" boxes. "C" means "Critical". The victim is unconscious and will die without medical aid. If First Aid or the Doctor skill is used successfully the victim reverts to severely injured status (all injury boxes ticked), otherwise death occurs in a matter of minutes, hours at best.
Wound B ODY Recovery Period Recovery Difficulty Notes Bruised - 1 Day 2 Purple marks etc. Flesh Wound -1 1 Week 4 A nasty cut etc. Injury -2 1 Month 6 Broken bones etc. 2+ Injuries -4 1 Month 8 per injury Humans cannot fight or run, other species may be less seriously affected Critical N/A N/A 8 Unconscious, dying. Knocked out - 6D6 min 4 May be additional to other wounds e.g. B + KO Note that some weapons, and some other forms of damage, have two additional results possible. "KO" means knockout; the victim is knocked unconscious for a few minutes, but isn't necessarily permanently harmed. There is no need to record this since it is a temporary effect. Record bruises instead if appropriate. "K" means "Kill". For obvious reasons there isn't any need to have a tick box for this!
The table shows the effects of wounds. Temporarily reduce the value of B ODY and B ODY -related skills by the value shown, but not below a minimum of 1.
Medical Skills, Recovery, and Death.
Without first aid the wound may eventually deteriorate; roll the recovery Difficulty against the patient's B ODY , if the result is a success the wound will get worse. Flesh wounds become Injuries and Injuries become Critical (usually as fevers and illnesses such as gangrene) if they get worse.
The Doctor skill acts like First Aid, and also speeds healing. If a successful roll is made recovery time is halved. Since the Doctor skill usually begins at a lower level than First Aid, devoted healers may wish to take both skills.
To recover from wounds without medical help, roll B ODY against the recovery difficulty - AFTER the minimum recovery period. If the result is a success, the wound is healed. If the result is a failure, the illness drags on for another period before the roll can be made again.
Death is death, and is usually permanent. In some settings there may be some rationale for reanimation or resurrection, but in most games there is no recovery. The referee should explain if this applies.
Some examples of common forms of injury follow the combat rules below; they are clearer if you understand some details that are introduced in the combat rules.
The combat rules take up a large chunk of this file; this does NOT mean that they are the most important aspect of the game - it just means that they are a little more complicated than other sections. DON'T make the mistake of thinking that every adventure must involve several fire-fights!
These rules borrow an idea that is found in some war games. All the events in a combat round occur simultaneously. If ten people are firing guns, all of them fire BEFORE the results are assessed. You can shoot a gun out of someone's hand, but he will have a chance to shoot you before he loses it. Attacks are usually a use of skill against a defence; if the attack penetrates the defence, the damage is determined by use of the attack's Effect against the B ODY of the target. All of these concepts are explained in more detail below.
Combat Rounds.
Movement. A normal human can walk about ten feet, or run twenty. On a Difficulty 6 B ODY or Athlete roll, or on expenditure of a bonus point, this can be pushed to thirty feet. OR An action, such as ducking for cover or opening a door. Referees may OPTIONALLY allow two actions, or an action and a movement, in a round; for instance, opening a door and diving through. THEN An attack, or several attacks with some weapons and skills. THEN Wounds take effect.
Anyone taken completely by surprise CANNOT fight, move, or dodge in the first round of combat, but CAN perform a simple action. For example, intruders would have a round to attack someone who was standing a few feet from an alarm button; he would not have time to get to it first. They could not stop him pressing the button if he already had his hand on it. By definition, someone with a weapon in his hand pointed at an attacker is NOT taken by surprise!
Resolving Attacks.
All players should state who or what they intend to attack; the referee should explain who NPCs are attacking. This should be done before any attacks are made. Each character and NPC attacks the chosen target. Roll the attacking skill or characteristic against a defending skill, or against a difficulty number of 6 if there is no better defence available. There are various modifiers for distance etc. If the roll to hit succeeds, the Effect of the attack is used to attack the B ODY of the victim. Damage is calculated according to the success of this roll.
Rolling To Attack.
Situation Modifier Notes Attacker hasn't moved +1 Target is immobile/inanimate +1 Target is twice man sized or more +1 Target is very close +1 Projectiles only Using a fully automatic weapon +1 Machine guns Firing both barrels of a shotgun +1 Target is TOO close -1 NOT brawling Target is running/moving fast -1 Target is half man sized or less -1 Target is distant -1 Projectiles only Target partially hidden / camouflaged -1 Attacking two or more targets -2 Attacker is ducking or dodging -1 Target is ducking or dodging -2 Attacking for limited damage -1 See below Attacking for minimal damage -2 See below The bonuses and penalties shown on the right are available, and should be added to the attacking skill if appropriate (to a maximum of 10) or subtracted (to a minimum of 1).
One modifier may need explaining, since it is frequently misunderstood; machine guns are a little less accurate than other firearms, but more than make up for it by firing LOTS of bullets, increasing the chance of a hit over that for a normal gun. This is the main reason why automatic weapons are used. The idea that machine guns rarely hit and do less damage than other firearms is a myth. Even when used for single shots they are no less accurate than other weapons of similar size.
Example: Collecting A Specimen (1) Lady Janet (Marksman [6]) wants to "collect" a Ganymedan lion. The lion isn't defending itself, so she must fire the shot against a basic difficulty of 6. The lion is immobile (+1) and large (+1), so her skill would normally be modified to 8; unfortunately it's a long way off (-1), and has skin coloration that makes it harder to see (-1), so the skill stays as Marksman [6]. On an 8 the shot misses; the lion is startled and runs away. In the second round the lion is moving (-1), but Lady Janet didn't move (+1). The lion is still big (+1) and isn't trying to dodge or hide, and is no longer camouflaged, but it's still a long way off (-1), so Lady Janet uses an effective Marksman [5] for her next shot. On a 4 it's an easy hit. Example: Take That You Cad! (1) Bobby and George have decided to settle their differences in a boxing match. Both have B ODY [4] and the Brawling [5] skill. In the first combat round Bobby dodges and weaves (-1) then tries to punch the immobile (+1) George; George stays still (+1) and tries to hit the dodging (-2) Bobby when he gets close. In this round Bobby has an effective skill of Brawling [5], George an effective skill of Brawling [4]. On a 3 Bobby easily breaks past George's guard, but on a 2 George also hits Bobby.
Some attacks can be used via two or more skills; for example, a longbow might be used via the Marksman or Martial Arts skill, a club via the Brawling or Melee Weapons skill. Use whichever skill is best. If all else fails weapons may be used via characteristic rolls; these are usually poorer than skills.
Defences may also be based on skills or characteristics; for example, someone might try to avoid an arrow by ducking (B ODY versus the attacking skill), by hiding (Stealth skill), or by use of the Martial Arts skill to catch it! If no better skill is available, the basic defending value is 6.
If the result of any attack is a success, some damage occurs. Roll for damage as described below.
Damage.
Roll Needed Column A if result Column B if result Column C if result 2 3-12 2 - 3 4-12 2-3 - 4 5-12 3-4 2 5 6-12 3-5 2 6 7-12 4-6 2-3 7 8-12 4-7 2-3 8 9-12 5-8 2-4 9 10-12 5-9 2-4 10 11-12 6-10 2-5 11 12 6-11 2-5 Roll to cause damage, using the Effect of the attack (see below) against the victim's B ODY .
All attacks have an Effect number. For hand-to-hand weapons, martial arts, and other unarmed combat skills it is either the skill level or the user's B ODY plus a bonus; for example, a club gains most of its power from the user's strength, and has an Effect equal to the user's B ODY +1. A fencing foil, like all swords and daggers, has an Effect equal to Melee Weapon skill. For firearms the Effect number is usually intrinsic to the weapon, and thus independent of the user's skill or B ODY .
Damage is determined by using the Effect number to attack the target's B ODY . The result of this roll will sometimes be a failure; this is interpreted as minimal damage for the weapon, from column A of the weapons table. While this is always preferable (for the victim!), many weapons have a flesh wound or worse as their minimal damage.
If the result is a success, but more than half of the result needed for a success, check column B of the weapon table.
If the result is a success, and the dice roll is less than or equal to half the result needed for a success (round DOWN), check column C of the weapon table. If in doubt, use the table to the right to calculate which damage column is used.
Example: Collecting A Specimen (2) Lady Janet's hunting rifle is recorded as follows: Weapon Multiple Effect Damage Targets A B C Big Rifle No 8 F I C/K This means that it does the following damage: A: Flesh wound B: Injury C: Roll the Effect against B ODY again; if the result is a failure the injury is critical, otherwise it's a kill. Effect [8] attacking B ODY [8] succeeds on a 7 or less. If the result is an 8 or more the lion suffers a flesh wound. If the result is 5-7 the lion is injured. If the result is 2-4 the lion is critically injured or killed. On 4, then 6, the lion is killed. Example: Take That You Cad! (2) Both combatants are using fists, which are rated as follows: Weapon Multiple Effect Damage Targets A B C Fists No B ODY B B KO There is no reason to modify these results, so both must use B ODY [4] against B ODY [4]. On a 9, George just grazes Bobby. On a 2, Bobby catches George with a perfect right hook and knocks him out.
Machine guns use a special rule for Effect. If they are used on more than one target, the Effect is reduced by 2. The attacker must roll separately to hit each target, and to damage the victim if the attack is successful. It's easy to abuse machine guns; players often say that they are trying to shoot at victims in two or three different areas, which should not be allowed. Shooting at several targets in one direction (such as a group of men running along a corridor) is acceptable, but the targets in front will conceal those behind, or at least reduce the Effect. They are powerful weapons, but not all-powerful.
Pulling Punches & Aiming To Wound.
Attacking for limited damage; damage effects are limited to column A and B only, column C damage is taken as column B. Skill -1. Attacking for minimal damage; damage effect is limited to column A only, column B and C damage are taken as column A. Skill -2.
It isn't possible to limit damage with shotguns, machine guns, or area effect weapons such as explosives or flame throwers, or with ANY attack on multiple targets.
OPTIONAL RULE: Hit Locations.
Location Skill modification Effect Random hit Head -2 +2 2 Arms -1 -1 3 Right, 4 Left Torso None 0 5-9 Legs -1 -1 10-12 Players may sometimes wish to aim at a specific part of the body. To do so, modify the attacking skill and the damage Effect as on the table to the right. This makes it harder to hit if you are aiming at someone's limbs or head, but increases the likelihood of serious damage from a head injury.
If it is used, someone who rolls to hit a target without trying to hit a specific area should roll 2D6 for a random hit location as indicated above, and modify the Effect accordingly.
It is not possible to attack a specific hit location with machine guns or area effect weapons such as grenades, or while performing any form of multiple attack. Damage from these weapons should attack random hit locations.
Armour.
Armour Effect Notes Bulletproof vest -4 projectile and blade attacks Kevlar Body Armour -6 projectile and blade attacks Bullet Proof Glass -4 projectile attacks Medieval Plate Mail -4 melee weapon attacks Medieval Chain Mail -2 melee weapon attacks Motorbike Leathers -2 impact weapons (eg clubs) WW1 Steel Helmet -3 attacks to head ONLY Crash Helmet -2 impact damage to head ONLY Armour isn't often worn in the stories on which this game is based, but may occasionally become important. It can reduce the Effect of weapons, but doesn't modify the roll to hit; in fact, someone wearing heavy armour should theoretically be slower and easier to hit.
The list to the right includes some modern armour as well as equipment that might be available in the late 19th century. The level of protection depends on the type of armour. Naturally only the area covered by the armour is protected; for example, motorbike leathers cover the torso, arms, and legs, but don't protect the head. A full-face crash helmet protects the head only. Similarly, body armour doesn't protect limbs or the head.
It's possible to imagine heavier armour, possibly as part of a powered suit, but generally speaking if it gives much more protection than this it should be treated as a building or a vehicle, not as personal armour. A good example of heavier armour is the steel plate legend ascribes to the outlaw Ned Kelly, which could allegedly resist rifle fire, but must have restricted visibility and mobility and restricted skills. The photograph of Ned Kelly's real armour, to the left, makes the legend seem somewhat suspect; a more realistic assessment would give it a -2 or -3 Effect modifier.
Remember also that armour is usually heavy and conspicuous, especially in a modern city. It will soon attract attention, both from the public and from the authorities.
Weapons.
Abbreviations F Flesh Wound I Injury C Critical KO Knockout K Kill M.Arts Martial Arts Use the tables below to determine the capabilities and effects of combat skills and weapons. Where damage results are shown (eg C/K), roll the effect against B ODY again; if this roll fails the first result is used, otherwise the second result is used.
Some of the weapons shown have very high effect numbers, which go well off the "attack versus defence" table. This usually indicates an attack which will do maximum damage unless a 12 is rolled, or the effect number is somehow reduced; for example by distance (e.g. explosives), by the damage being spread to cover several targets (mini gun), or by armour.
Note that most unarmed attacks and some weapon attacks don't show death as a possible outcome; it simply isn't very likely in the course of a fast-moving fight. Referees should feel free to ignore the suggested result in unusual conditions; for example, if someone is attacked by a mob, while unable to resist, or is completely outmatched by his attacker.
Melee Weapons Effect is based on B ODY or skill. Weapon Multiple Targets Effect Damage Notes A B C Fist No [1] B ODY [2] B B KO See above Kick No [1] B ODY [2] B B F See above Wrestling No B ODY [2] B KO KO / I See above Animal Bite No B ODY +2 F I C See above Animal Claw No B ODY +1 F I C See above Animal Horns No B ODY +2 F I C/K See above [1] Using the Martial Arts skill it is possible to perform one fist and one kick attack in a single round against one target, or against two targets that are close together. Against two targets the attacks are at -2 Effect. [2] Users of the Martial Arts skill can use B ODY or Martial Arts for Effect in these attacks, whichever is better. Club Max 2 [3] B ODY +1 F F KO/K Eg. Cricket Bat Spear No Melee F I C/K e.g. bayonet on rifle. Axe No B ODY +2 F I C/K Sword Max 2 [3] Melee+1 F I C/K Dagger No Melee+1 F I I/K Eg. flick knife Whip No Melee/2 B B F Chair No Brawling B F I/KO Broken bottle No Brawling+1 F F I Nunchuks Max 2 [3] M. Arts B F KO/K Martial arts skill ONLY Staff Max 3 [3] Melee+2 F I KO/C [3] Targets must be within 5ft. Multiple attacks are at -2 Effect. Multiple attacks are available with the Martial Artist skill ONLY. Range For all melee weapons, targets are TOO CLOSE if they block effective use of the weapon; within a couple of feet for swords and axes, within 6 ft for whips (a lousy weapon, despite Indiana Jones), and so forth. If unsure, give players the benefit of the doubt. Projectile Weapons Effect is usually based on skill (for thrown weapons), on B ODY (for longbows and thrown axes), or on the weapon rather than the user for firearms etc. Weapon Multiple Targets Effect Damage Notes A B C Spear No Melee F I C/K Thrown Axe No B ODY +1 F I C/K Thrown Dagger No B ODY +1 F I C/K Thrown Shuriken Max 3 M.Arts ONLY B F F Thrown Boomerang No Marksman B F KO/I Thrown Cricket Ball No Marksman B F KO/I Thrown Longbow No [4] B ODY +1 F I C/K Hunting bow Crossbow No 7 F I C/K Military bow [4] Maximum 2 targets if attacking with Martial Arts skill. Small handgun Max 2 [5] 6 F I C/K e.g. .22 revolver Big handgun Max 2 [5] 6 I I C/K e.g. .38 revolver Huge handgun Max 2 [5] 8 I I C/K e.g. .45 revolver Small rifle No 5 F I C/K e.g. .22 rifle Big rifle No 7 F I C/K e.g. Winchester Huge rifle No 9 I C K e.g. Elephant gun. Small Shotgun Max 2 [5] 4 F I I One barrel Small Shotgun No [5] 8* / 4 * short range ONLY I I C Both barrels Large Shotgun Max 2 [5] 7 F I C/K One barrel Large Shotgun No [5] 14* / 7 * Short range ONLY I C K Both barrels Machine pistol Yes [6] 7 F I C/K e.g. Schmeisser Submachine gun Yes [6] 9 F I C/K e.g. Tommy Gun Machine gun Yes [6] 11 F I C/K e.g. Gatling / Maxim Gun Harpoon No 15 I C C/K Non-explosive whaling Harpoon No 25 C C K Explosive whaling [5] Hand guns can be used to fire at two targets, or twice at one target. If firing at two separate targets each attack is at -2 to hit. If firing two shots at one target there is no modifier. Each attack is resolved separately. Shotguns can fire twice at one target (no modifier to hit, small effect), fire at two different targets (modifier -2 to hit, small effect), or fire both barrels at once (+1 modifier to hit, big effect at SHORT range ONLY). In all but the last case the two shots are resolved separately. The doubled Effect of firing two barrels simultaneously is felt at short range ONLY! [6] Reduce Effect by 2 if fired at additional targets Ammunition Players will undoubtedly have their own ideas about the number of rounds in their weapons, and usually keep track without prompting. If you don't want to bother with bookkeeping it's perfectly acceptable to ignore the matter. As a rule of thumb six shots for all rifles and handguns, and three bursts or twenty single shots for machine guns, should satisfy most players. Gatling guns (including chain guns, rotary cannon, and mini-guns) cannot fire single shots, but the referee may wish to allow many more bursts to be fired. Range Normal range for all hand-thrown weapons, handguns, machine pistols, and submachine guns is 10-20 ft; normal range for bows, rifles, machine guns, and mini guns is 50-100 ft. Anything closer is at short range, anything further away at long range. Targets are too close if they are closer than the end of the weapon! Area Effect Weapons All explosives damage everything at full effect inside the radius shown, at effect -1D6 to double that radius, at effect -2D6 to three times the radius, and so forth. The effect of these weapons is not reduced if there are multiple targets. Weapon Damage Radius Effect Damage Notes A B C Stun Grenade 6 ft 8 B KO I+KO Hand Grenade 10ft 10 F I C/K Dynamite 10ft 10 F I C/K +2 Effect per additional stick. Mortar Shell 10ft 12 I C K Howitzer Shell 10ft 15 I C K Anti-tank mine 10ft 20 I C K Car Bomb 20ft 15 I C K Truck Bomb 20ft 20 I C K Flame Thrower 10ft 10 I C K No damage outside 20ft radius. Exotic Weapons Things that might conceivably come into play in a campaign, in no specific order. Weapon Multiple Targets Effect Damage Notes A B C Radium gun No 8 F I C/K Burrough's Mars Disintegrator Yes [6] 15 I C K Most SF Mini gun Yes [6] 8 I C K Terminator II Weapon Damage Radius Effect Damage Notes A B C Stun Gun 3ft 8 B KO KO Most SF Heat Ray 75ft 30 C K K War of the Worlds Black Smoke 500yd 10 C K K War of the Worlds Hydrogen Bomb 1 mile 40 C K K Not recommended!
Weapon Multiple Targets Effect Damage Notes A B C No 6 F I C/K single shot Max. 2 8 I I C/K 9 shots The .40 Le Mat is a 9-shot .40 revolver and single-shot shotgun, manufactured in France and the USA from the 1860s onwards in percussion cap and, later, cartridge models. There are two barrels; the revolver cylinder revolves around the lower shotgun barrel. It can fire two shots per round as a revolver, or one as a shotgun, but can't fire both in the same round. The long-barrelled model (more than 2ft long) is in most respects no better than any other big revolver, and harder