Introduction
Mechanics
The World
Episodes
Character Creation
Hints
- Create a character that engages you, someone you care about or identify with in some way.
- Create a character who is danger-worthy. Getting routinely creamed is not any fun.
- Use your imagination!
- Follow the GM's lead. Develop a character that fits the series the GM has in mind.
- Be independent. Don't depend on other PCs or limited events in the game world.
- Be cooperative. Create a character that allows others (other PCs) to help you and work with you.
Character Creation Checklist
Your character includes:
Concept: Who or what you are.
Traits: One of these three traits is your "superior" trait; the other two traits are "good".
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One central trait: general profession or character type
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Two side traits: specific skills or abilities
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NPCs: Named non-player characters might have fewer traits than this, or (on rare occasions) more, at less or greater levels of ability. The vast majority of NPCs have two or three "average" traits, but these are unnamed characters and don't really matter.
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Trait Category
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Average
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Good
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Superior
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Monstrous
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T/U: Technical/Unusual
(doctor, electronics, sorceress) |
- |
2d6 |
3d6 |
4d6 |
NT/U: Narrow (Noncombat) Technical/Unusual
(dentist, robotics, wizard etiquette) |
- |
2d6 |
4d6 |
6d6 |
S: Standard
(gladiator, agile, brilliant) |
2d6 |
3d6 |
4d6 |
5d6 |
NS: Narrow (Noncombat) Standard
(patient, double-jointed, Old Earth history) |
2d6 |
4d6 |
6d6 |
- |
Flaws: Flaws should be something meaningful, preferably something related to the character's personality. Don't waste a flaw on something silly. Player characters should have some reasonably common flaw, but NPCs can have esoteric, plot-dependent flaws. You can have more than the minimum number of flaws if you like, but you don't get any extra (or better) traits for it.
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One standard flaw: e.g., "Relentlessly curious," "Driven to protect Humans," "Obstinate," "Prone to reckless overconfidence," "Megalomaniac"
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One magical flaw (if the character uses magic): e.g., "Bodyless head - must be carried from place to place," "Must have hands free to cast spells," "Can only use stage-style magic," "Cannot magically affect anyone holding the Black Pearl"
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NPCs: Named non-player characters will have at least this many flaws, and quite possibly more.
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Signs:
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A sign for each trait: e.g., "Gladiator (brawny and scarred)," "Sorceress (one eye like a jade green billiard ball)"
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A sign for each flaw: e.g., "Obstinate (frowns a lot)," "Must have hands free to cast spells (holds hands over head while casting spells)"
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Hit points: 2d6 x (score of survival-relevant trait), 14 minimum. This goes up by 2d6 whenever the trait its associated with goes up (which won't be bloody often).
Magic pool (if the character uses magic): 1d6 x (score of magic-relevant trait), 7 minimum. This goes up by 1d6 whenever the trait its associated with goes up (which also won't be bloody often).
Experience pool: Starts at one die, and the GM will give you more.
Plot Hooks: Stuff that makes it easier for the GM to run games with your character in them (this is a good thing).
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Motivation: Why you do what you do
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Secret: A thing you don't want others to know
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Important person in your past: Someone who affected your life
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Drawing: Draw your character, at least a rough sketch.
Name, Background, Equipment, Finances, etc.: Be reasonable.
Mechanics
When you use a trait, you roll a number of dice equal to its score (usually three dice, or four dice for your superior trait). The typical unnamed character gets two dice each for their central and side traits. The sum of all these dice is the "roll result."
You compare your roll with a difficulty factor, or a roll made by the GM, usually representing a NPC's traits. You succeed if your roll result is higher than the difficulty factor or the GM's roll. If the roll is for a skill attempt not opposed by an animate opponent, the GM will generally roll two dice. If the roll is for a magic spell not cast against an animate opponent, the GM will generally roll one die. If the skill attempt is not terribly important, or is well within the character's abilities, then you probably don't need to roll at all.
Difficulty Factor
Task
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Difficulty
Factor
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or
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Dice
to Roll
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Easy |
4
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1 |
Moderate |
7 |
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2 |
Hard |
11 |
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3 |
Really difficult |
14 |
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4 |
Pack it in and go home |
18+ |
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5-6 |
If you get a bonus die (by having some advantage), you roll an extra die along with your normal dice and then drop the lowest die out of the bunch. If you have to roll a penalty die (from having some disadvantage), roll an extra die along with your normal ones, but drop out the highest one.
If you roll all 1's, you botch (very bad).
If you roll all 6's, you blow the top off (very good). You get to roll an additional die. If that is a 6, you roll an additional die (and so on).
If you want to take multiple actions in one round, you can take one extra action, but you incur a penalty die on each action. With two extra actions, you get one fewer dice to roll. Three extra actions, two fewer dice, and so on.
Combat
Movement: 1 round = 3 seconds (give or take).
Movement
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km/h
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m/round
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Walking |
3 |
2.5 |
Hurrying |
6 |
5 |
Jogging |
9 |
7.5 |
Running steady |
12 |
10 |
Running fast |
18 |
15 |
Sprinting |
24 |
20 |
Initiative: Roll a combat, agility, or speed trait at the beginning of a combat. Actions proceed each round from the highest roller to the lowest.
Normal Attack: Roll a combat, strength, agility, or similar trait. The typical unnamed character gets two dice for a basic attack. Add the dice together: this is the "roll result." Compare attacker's roll result to the defender's roll result. A non-combat trait (like magic-related traits) can only be used for attack or defense each round, not both. You hit your opponent if your roll result is higher than your opponent's defense roll result.
Magic Attack: Roll a magic-related trait. Compare roll result to the defender's roll result. As a non-combat trait, a magic-related trait can only be used for attack or defense each round. You hit your opponent if your roll result is higher than your opponent's defense roll result.
Normal Defense: Roll a combat, agility, or similar trait. A non-combat trait (such as all magic-related traits) can only be used for attack or defense each round. The typical unnamed character gets two dice for a basic dodge. You get one defense roll for each attack made against you.
Magic Defense: Roll a combat, agility, or magic-related trait. Rolls using traits not magic-related are generally assigned a penalty die when used to defend against magic, unless the defender has some offsetting advantage such as a magic weapon. The typical unnamed character gets two dice for a basic dodge. Magic-related traits (like all non-combat traits) can only be used for attack or defense each round. You get one defense roll for each attack made against you (or against someone else, if you are using your magic to protect someone else from attacks instead of protecting yourself).
Rolling a magic trait to defend against an attack does not give you armor, per se, but it does reduce the chance of being hit, which also has the effect of reducing the damage you take if you are hit. So it sort of does give you armor, but only for the instant that you're making the trait roll, and the effect it has comes before the attack result is multiplied by the weapon's damage factor, rather than after. Don't think too hard about it.
Ranged Attack Defense Modifiers:
Weapon
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+1 die
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+2 dice
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+3 dice
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Thrown, balanced * |
8m |
16m |
32m+ |
Thrown, awkward ** |
6m |
8m |
10m+ |
Bow, Crossbow |
20m |
40m |
80m+ |
* Such as a ball or throwing knife.
** Such as a sword or sausage grinder.
Situation
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Extra Defense
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Cover |
1 or 2 dice |
Target moving |
1 die |
Attacker moving |
1 die |
Darkness, fog, etc. |
1 or 2 dice |
Target dodging (not attacking at all) |
2 dice |
Damage: On a successful hit, subtract the defense roll result from the attack roll result. Multiply the difference, the "attack result," by the weapon's damage factor to calculate the "damage result." Attack result may also determine the degree of success of a magic spell (it's up to the GM to decide exactly how).
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Example:
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Moog attacks Karnack. Moog rolls 4d6 to attack, Karnack rolls 3d6 to defend. Moog's roll result is 13, Karnack's roll result is 12. The attack result is 1 (13 - 12 = 1). Moog is using a sword (x3 damage factor), so Moog gets a damage result of 3 (1 x 3 = 3).
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Note: This is all just the number-crunching. The really important part is where Moog's player describes how she leaps headfirst at Karnack and tries to kneecap Karnack with her sword, and Karnack's player describes how he does a backflip into a tree to dodge the blow.
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Armor: The defender determines armor protection: usually 1 point for casual leather, 1 die for basic armor, and 2 dice for really good armor. Roll the armor dice and subtract this protection value from damage result to get damage taken. Walls, wrecked cars, magic barriers and so on have armor too, sometimes as high as 4d6! (But keep in mind that inanimate objects only get 2d6 for a defense roll, if they get one at all.)
Unnamed Characters: If an unnamed character takes more than 7 points of damage from an attack, that character is out of the fight. If an unnamed character takes less than 7 points of damage from an attack, they ignore the damage.
Lost Hit Points: If the target of an attack is a named character, subtract the damage taken from the target's hit points. If the target is at half hit points or below, they take a penalty die on further actions. If at 0 hit points or below, the target is out of the fight. If at a level of hit points equal to the negative of their normal hit points (e.g., -21 for a character with 21 hit points), they are out of the game until the GM decides they can come back (if ever).
Recovery: After a chance to rest and recuperate (maybe half an hour), a character recovers two-thirds the hit points they’ve lost from punches, kicks, and general brawling damage, and one-half the damage they've taken from weapons, magic, or other more serious attacks. After that, they recover only by rest or magic.
Magic Pool: This is how many spells a magician may cast per day.
Equipment
This is obviously not exhaustive, and is only intended as a general guideline.
Weapon Type
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Damage
Factor
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Unarmed Combat |
x1 |
Throwing Knife |
x1 |
Brass knuckles, cesti, gauntlets |
x1.5 |
Knife, lead pipe, throwing axe |
x2 |
Sword, axe, railroad tie |
x3 |
Average energy weapon |
x3 |
Good energy weapon |
x4 |
Large (superior) energy weapon |
x6 |
Huge (monstrous) energy weapon |
x8 |
Stun ray, stun arrow (All damage from a stun ray or stun arrow is temporary.
Record it separately; it all comes back when the character recovers) |
x5 |
Armor Type
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Protection
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Comfortable leather |
1 point |
Average armor (heavy leather, furs, Mok hide) |
1d6 |
Good armor (hard leather, metal/plastic reinforced)
imposes 1 penalty die on attack rolls |
2d6 |
Superior armor (heavy metal, plastic, ceramic)
imposes 2 penalty dice on attack rolls |
4d6 |
Experience
All characters start with one die in their experience pool, but this will change as time goes on.
Gaining Experience
Generally, the GM awards one experience die per worthwhile game session. On rare occasions the GM may award an extra die for outstanding role-playing, completion of a long-term goal, an ingenious player idea, and so on.
Using the Experience Pool
You can use each die in your experience pool to improve one roll per game session. The dice from your experience pool act as bonus dice. Once you use an experience die as a bonus die, you cannot use it again in that session. As you play, you can acquire more dice for your pool.
Adding and Improving Traits
If you spend experience dice to add or improve a trait, you lose those experience dice permanently (unlike using them as bonus dice).
Advancing to...
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Requires...
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1 die (new trait) |
5 experience dice (possibly with training) |
2 dice |
5 experience dice |
3 dice |
5 experience dice |
4 dice |
10 experience dice + 6 to 12 months training |
5 dice |
15 experience dice + extensive training |
6 dice |
20 experience dice + a hell of a long time |
For central traits, double the time and number of experience dice required.
To increase the character's Magic Pool, spend 2 experience dice for each point.
Magic
In the world of 3994, magic frequently looks like high technology, and vice versa. The difference between the two isn't really important most of the time. For example, a creature or character that has the trait "Resistant to Magic (T/U), 2 dice" (giving the character 2d6 armor against magic attacks or two penalty dice to attacking wizard's rolls, depending on the circumstances) is also resistant to energy weapons and other obviously high-tech weapons (such as Thundarr's Sunsword). Even unmistakably mechanical constructions and robotic warriors may in fact be magical fabrications which vanish when they are damaged.
Spell Modifiers
This is (although longer than I'd intended) obviously not exhaustive, and is meant only as a guideline. Unless otherwise noted, duration is typically attack result in minutes, and range is typically attack result times 10 meters.
Offensive Spells
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Damage Factor
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Modifiers
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Average offensive blast |
x1 |
1 bonus die |
Average offensive spell with special effect
(entangling, imprisoning, mutating, etc.) |
(x1) |
1 bonus die |
Good offensive blast |
x2 |
none |
Good offensive spell with special effect
(entangling, imprisoning, mutating, etc.) |
(x2) |
none |
Superior offensive blast |
x4 |
1 penalty die |
Superior offensive spell with special effect
(entangling, imprisoning, mutating, etc.) |
(x4) |
1 penalty die |
Monstrous offensive blast |
x8 |
2 penalty dice |
Monstrous offensive spell with special effect
(entangling, imprisoning, mutating, etc.) |
(x8) |
2 penalty dice |
Stun ray (All damage from a stun ray is temporary. Record it separately; it all comes back when the character recovers) |
+3 to damage factor (x2 becomes x5) |
as above |
Magic Barriers
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Modifiers
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Average magical barrier (which has 1 die of armor) |
1 bonus die |
Good magical barrier (which has 2 dice of armor) |
none |
Superior magical barrier (which has 4 dice of armor) |
1 penalty die |
Telekinesis
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Modifiers
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Telekinesis, move stuff or a person around, ood strength |
1 bonus die |
Telekinesis, move stuff or a person around, superior strength |
none |
Telekinesis, move stuff or a person around, monstrous strength |
1 penalty die |
Teleportation
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Modifiers
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Teleportation, magician can teleport herself and her stuff to her stronghold, at a range up to the attack result in kilometers |
none |
Teleportation, the magician can teleport stuff or a person to her stronghold, at a range up to the attack result in kilometers |
none |
Teleportation, the magician can teleport stuff or a person up to the attack result times 100 meters |
1 penalty die |
Mental Spells
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Modifiers
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Scan for minds, range is everywhere within wizard's stronghold, or attack result in meters if outside of the wizard's stronghold |
none |
Telepathic communication, range is attack result times 10 meters if the magician does not know the target, or the attack result in kilometers if the magician knows the target |
none |
Domination, bends another person to the magician's will, duration is indefinite if target is unnamed, attack result in minutes if target is named, range as for Telepathy |
none |
Clairvoyance, range is everywhere within wizard's stronghold, or attack result times 100 meters outside of the wizard's stronghold |
none |
Retrocognition, range is attack result in hours (accuracy +/- 10d6 minutes) |
none |
Retrocognition, range is attack result in centuries (accuracy +/- 1d6 years) |
1 penalty die |
Technomancy
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Modifiers
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Activate or deactivate a machine with which the magician is familiar, duration is indefinite |
1 bonus die |
Activate or deactivate a machine with which the magician is marginally familiar, duration is indefinite |
none |
Activate or deactivate a machine with which the magician is unfamiliar, duration is indefinite |
1 penalty die |
Summoning and Animating
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Modifiers
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Summon from elsewhere...
Create from nothing...
Animate an object as...
an average unnamed creature, duration is indefinite, maximum number of creatures = wizard's magic pool |
1 bonus die |
Summon from elsewhere...
Create from nothing...
Animate an object as...
a good creature, duration is attack result in hours |
none |
Summon from elsewhere...
Create from nothing...
Animate an object as...
a superior creature |
none |
Summon from elsewhere...
Create from nothing...
Animate an object as...
a monstrous creature |
1 penalty die |
Counterspells
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Modifiers
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Undo/Cancel a spell cast by another magician, rolled as if other magician is the target of the spell |
1 penalty die |
Various Modifiers
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Modifiers
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Spell is needed to advance plot or improve game |
Spell succeeds |
Spell is illusionary (all damage from an illusion is temporary: record it separately, it all comes back when the character recovers) |
2 bonus dice, or +3 damage factor |
Spell only affects non-living, non-magical material (if spell could otherwise be used on living things) |
1 bonus die |
Spell affects a large area or a group of unnamed targets |
1 penalty die |
Spell is subtle |
2 penalty dice |
Spell derails plot or ruins game |
Spell fails |
Portions of this document were reproduced with permission from the Over the Edge role-playing game, and are Copyright © 1992, 1997 John Nephew. Over the Edge is a trademark of John Nephew, used with permission. Thundarr the Barbarian is Copyright © 1981 Ruby-Spears Enterprises, Inc., and is used here without permission.
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