Convert to 9 pt. Monospace (Courier or Monaco) --------------------------------------------------------- | __________ | | / /\ P L U S Revised | | / / / | | ______/ /_/_____ November 1997 | | / /\ | | / / / PLAYERS | | / / / LEVELS | | /______ ______/ / UTILITY | | \_____/ /\_____\/ SYSTEM | | / / / | | /__________/ / A Royalty-free Role | | \__________\/ Playing Game System | | | -------------------------------------------------------- Game design: Joseph Steven Coleman Key Andrew Leker Christopher Pound Thomas Biskup Contributors Harold Ogle Lloyd Wiebe Paul Arden Lidberg Nadine Miller Shawn Smith Richard Lee Eide James West Playtesters Harold Ogle Lloyd Wiebe Michael Hole Michael Kinney Nadine Miller Richard Lee Eide Shawn Smith James West Kieron Gillam Charles Wade Woody Woodward Fuzzy Pratt Hubert Bartels Carol Smith Tammantha Koonce Fred Langen P.L.U.S (Players Levels Utility System) Professional revision, copyright 1997 by Talewind Print & Production, 283 Columbine #119, Denver, CO 80218, all rights reserved. e-mail through talewind2@aol.com. Permission is granted for free duplication for personal use only. No license for any use requiring a charge to the end user is granted or implied. No other right to reproduce this material is granted or implied. To include P.L.U.S or its supplements at another ftp site or bbs or in any other medium requires express written permission of Talewind. INTRODUCTION TO P.L.U.S FIFTH EDITION REVISED ---------------------------------------------------------------------- P.L.U.S (Players Levels Utility System) is an accumulated die pool system where the players roll several multi-sided dice to meet or surpass a target number. The game is run, but not controlled by, a Gamemaster or GM. An average character, with an average education and an average body can roll 2d to reach a target number. A person who has trained himself in a particular field or interest or skill will have more dice to add to the die roll to improve the chances of reaching the target number. If you have specific skills or abilities that will contribute to reaching a target number, you may add those dice to the throw if the Gamemaster approves. You will normally have 2 dice (2d) to roll to add to the governing Characteristic to achieve or exceed a Target Number to succeed at an action or a task in the adventure. Sometimes your Sholari may allow you to roll directly on a Characteristic to achieve a Target Number (but not always). If you have levels in an appropriate Occupation, Benefit or Specialty, the Sholari will direct you to roll those dice in addition to the base of 2d. Levels can be added to skills. Each Level indicates an extra dice to roll with the base of 2d, to add to the governing Characteristic to achieve the Target number. Extra Levels increase the ability to utilize the benefits of the FATE DICE system. There will limits to the number of Levels you may add to your roll. P.L.U.S is a hybrid between die pools where a player has more dice to represent high levels of skills and abilities, and point based systems where you use an arbitrary number of points and allocate values to Characteristics and Given Skills. The inclusion of these backup dice rolls permit more flexibility during the game when the specially chosen skills and abilities are appropriate to the situation. P.L.U.S uses a series of die roles to model the reality of your campaign setting - Fate Dice, Trash Dice, Luck Dice, Oracle Rolls, Bonuses and Penalties. These allow difficult tasks to be accomplished, rolls to be modified to meet the circumstances, and to create the possibility for spectacular, superhuman feats with a minimal number of dice. The system is easy to learn and can model the reality of the game, pitting characters with extremely different levels of ability in confrontations with a realistic shift in scale to suit the needs of the races. There are dozens of gaming systems on the market and on the net. P.L.U.S was created after an examination of dozens of existing games and a few fundamental concepts: 1 A game system should be simple. 2 Character generation should not be painful and should result in a character you want to play. 3 Combat should be fast and deadly. (Take life and death risks and risk life and death.) 4 Players shouldnt have to learn a new game system every time they enter a new game world. P.L.U.S is not a perfect game system. You may decide that you want more detail, or more combat statistical math, or a list of specific skills - and when you make any of these decisions, there are dozens of gaming systems for you to choose from. P.L.U.S was written to allow players to concentrate on their characters and the Gamemaster to move the action forward with a minimum of charts and calculations. This system was designed to be easy to use, to provide quick and flexible character generation, to offer deadly in combat and to handle complex mechanics, like armor and special effects (Magic, Super Powers, High Tech, etc.). P.L.U.S can be your backup system for playing in settings where the published system blocks the enjoyment of the game world. P.L.U.S is a simple gaming system to allow presentation of GameWorlds to be presented. with stats and skills not directly tied to any existing system. At the end of this edition you will find a die translator to shift P.L.U.S characteristics into other die systems. If you are not familiar with the jargon of role playing games, see Appendix A - Role Playing Game Words. WHAT YOU NEED TO PLAY ---------------------------------------------------------------------- To play P.L.U.S Each player and the Gamemaster will need a P.L.U.S Rules , the materials for the specific campaign setting, and copies of the character sheet provided with this rule book and scratch paper. The GM will want the P.L.U.S Companion and the P.L.U.S Gamemaster documents for special features, tips and references. Members of the group will also need pencils, paper and some six sided dice. These are same dice you might find with a board game or for Vegas-style gaming. If you choose to play with game dice other than six-siders, you will sill need at least five d6 for the GM, plus four to six of the chosen game dice (d8, d12, etc.) for each player are preferred, although players have been known to share the same dice. HOW TO USE DICE IN P.L.U.S ---------------------------------------------------------------------- In a role-playing game, you, the other players and your Gamemaster will create a cooperative narrative involving your characters actions in the Gamemaster's prepared world. You decide what your character does - or attempts to do. Your game master will have you roll dice according to the number of dice you have put into the appropriate characteristic, skill or ability. In P.L.U.S you want to roll a high number, and the more dice you have the easier it is to roll a high number. With Fate Dice and Luck Dice, you may only have 2d to roll but can still roll well into the 20s and 30s. The Gamemaster will decide what other characters - those not played by real people - do or attempt to do. The GM rolls dice for the non-player characters (called ZIPs), animals and the machinations of fate. You will roll dice to determine the success or failure of your characters actions and tasks. When you throw dice, you will roll the number of dice you have distributed into the characteristic, perception, athletic, career, specialty or weapon that the GM agrees can be used in the situation facing your character. You roll your dice, total the numbers appearing on the top of each die. You will need to meet or exceed a Target Number to succeed. You remove the 1s that have been rolled (Trash dice), and may choose to re-roll dice that have come up with two or more of the same number (Fate dice). The Gamemaster may tell you to roll one or more extra dice and then remove the same number of high or low dice as a Penalty or a Bonus, to make your success more difficult or more assured. For particularly important rolls, you may be able to add Luck dice to improve your roll. You must have your dice in place before the game begins. The process is called Character Generation and consists of distributing available dice into your Characteristics, Perceptions, Athletics, Careers, Specialties and Weapons. When you take an action you will roll the number of dice on the Characteristics, Athletic, Perception, Career, Specialty or Weapon that applies to the situation, subject to the approval of your Gamemaster. You will add the dice, using the number on the top of each die. You will modify the total of those numbers in a variety of modifications given by the Gamemaster: Trash dice, Fate dice, Penalties, Bonuses, and Toxic rolls. TRASH DICE ---------------------------------------------------------------------- When you roll a die and the number comes up as 1 it is disregarded. If two or more 1s are rolled, you may re-roll them as Fate Dice but they do not contribute to a total when calculating the results. If you roll all 1s in a Fate Dice roll, the roll has become Toxic. If a player, ZIP or creature has only 1d to roll and the result is a 1, the roll has failed and is treated as a toxic roll. FATE DICE ---------------------------------------------------------------------- When the same number appears on more than one of your rolled dice, you may choose to re-roll the duplicate dice no matter how many come up as duplicates. If you roll multiples again, you roll again and continue re-rolling multiples until you fail to roll multiples. Fate dice make it possible to perform transhuman feats with very ordinary numbers of dice. Each set of multiples are re-rolled separately. For example, if you roll on 4d resulted in 2-4-4-2, you would re-roll the 4s and the 2s separately. A roll of all 1s in a Fate Dice roll makes the roll Toxic. A player is not required to re-roll duplicate (Fate) dice, which may help avoid Toxic rolls. If a player, ZIP or creature has only 1d to roll, fate determines that a 6 may be re-rolled and added to the results. A TOXIC ROLL ---------------------------------------------------------------------- If an additional roll is made under the Fate Dice and results in all 1s, the roll has become toxic and there is a negative result to the characters effort. The action fails and an additional negative event enters the round. This could include striking a member of the party, breaking or losing a weapon, revealing a location, taking damage, or whatever negative result the Gamemaster decides is appropriate to the moment. Ideally, the effect of roll turned toxic should be as horrible as the roll would have been good before going toxic. Since re-rolling is the players choice, the possibility of losing big should be taken as part of the risk. For example, a player who had a total of 17 before re-rolling Fate dice and obtaining a toxic result would have something inconvenient happen (like damaging the weapon). A player who rolled 47 and chose to re-roll Fate dice again, only to have the roll go toxic, would have something far more significant go wrong (like shooting a member of the party, revealing the partys position to the enemy, taking the damage intended for the target, etc.). If a player, ZIP or creature rolled a 6 on the single die roll, and re-rolls with a result of 1, the roll has become toxic. BONUSES AND PENALTIES ---------------------------------------------------------------------- From time to time the Gamemaster may designate additional dice to be thrown with the number of dice the player is normally entitled to throw for his or her character. After the dice have been thrown, the Gamemaster will ask you to remove an equal number of high or low dice. PENALTY DICE - If you are asked to remove the equal number of high dice (as compared to the number additional dice Gamemaster required you to roll), it was a penalty which makes your success more difficult. If the penalty dice to be removed would have counted as Fate Dice, it is as if the extra dice were never rolled for consideration as Fate Dice. BONUS DICE - If you are asked to remove the equal number of low dice results, it is a bonus, which makes your success easier. If the penalty dice to be removed would have counted as Fate Dice, the duplicate dice are kept for re-rolling as Fate Dice and the next higher dice are removed from the total. The Gamemaster may ask to throw extra dice up to a limit of the total number of dice you are throwing. The maximum dice thrown at any one time would be 14 (6 dice in the original pool, 6 bonus or 6 penalty dice, and 2 luck dice). IF YOU ONLY HAVE ONE DIE TO ROLL ---------------------------------------------------------------------- If anyone has a single dice to roll on the skill, Luck dice may be added to help gain a good result. If only 1d6 is to be rolled, rolling a 6 with 1d6 allows you re-roll and add the result to your roll. Rolling a 1 on 1d6 counts as a Toxic Roll. If you are using other dice styles, the highest number of the type of die being used for the game. ORACLE DICE ---------------------------------------------------------------------- From time to time a situation may pop up in your game that is not expected and cannot be resolved adequately with a simple roll on an existing Characteristic, Athletic, Perception, Career, Specialty or Weapon. You can quickly resolve this by asking a question that can be answered yes or no and then rolling 3d. A high result is positive, a low result is negative. Ask the questions so that the answer can lead to more plot development, such as: Is this a good thing? Does the character know anyone here? Is there a way out? Does the character know about ...? CHARACTER GENERATION SEQUENCE ---------------------------------------------------------------------- 1 Develop a character concept - what kind of character do you want to play in this campaign? 2 Calculate AGE (3 Optional methods - ask your Gamemaster which one will be used) then roll LUCK, and BODY. 3 Check the Age Key to Distribution Dice table for the numbers of dice to distribute. Include additional dice from second table for higher game levels. 4 Get the Power Level of the game from your Gamemaster. Record the basic number of dice for distribution and the level bonuses on your Worksheet. 5 Distribute Characteristic dice, including Special Effect, if any. 6 Distribute Given Dice (Strength, Reflexes, Education and Intuition, plus the dice granted for your gaming level) into Athletics, Basic Skills and Senses. 7 Distribute Career Dice and determine Careers. Determine Benefits (personal choice). 8 Distribute Specialty dice to narrow, personal interest skills. 9 Do any additional development required for the games Special Effect. 10 Calculate Money AGE ---------------------------------------------------------------------- Your age determines the number of careers you may have and may provide benefits to Cultural Skills and Characteristics. The Careers are not necessarily in the chronological order they were experienced. Your 1st Career can be the one with which you are most identified OPTION 1 The GM sets the age and assigns the dice according to that age, plus the power level bonus. OPTION 2 Roll 2d6 and add 14. If 2 6s are rolled, add 1d6. Other duplicates (Fate Dice/Trash Dice) do not apply to Age generation. Additional age can be purchased by permanently sacrificing 2 LUCK dice to roll 1d6 of additional age. Nor more than 2d6 for additional age can be purchased (costing 4d LUCK). OPTION 3 Start at age 15 and roll 1d6. That is the number of years spent in your earliest occupation. You are then that many ears older. Roll a second 1d6 and that is the number of years spent in the next occupation - add that number to your age. Roll a 3rd 1d6 and that is the number of years spent in the final occupation and by adding that third roll to your age, you have a final age to begin the game. Note: If you use Option 3 and roll a 5 on any single age increase roll, you get one additional Specialty (which may or may not be related to your Career). If you roll a 6 on any single age increase roll, you get two (2) additional Specialties from time spent in that career (so these extra Specialties could be related to your career, or simply something you had the opportunity to learn). TABLE 1 - AGE KEY TO DISTRIBUTION OF DICE ---------------------------------------------------------------------- CHARACTER SPECIALTIES| CAREERS | Max. | STARTING AGE - GIVEN * - |Primary Secondary Minor| Dice | MONEY (Modern ) 16 2 +2 4 | 3 - - | 3 | $ 25 x 2d x Mod 17 2 +2 5 | 3 2 - | 3 | 50 x 2d x Mod 18 2 +3 5 | 3 2 - | 3 | 75 x 2d x Mod 19 3 +3 5 | 3 2 - | 3 | 100 x 2d x Mod 20 3 +4 5 | 3 2 - | 3 | 100 x 2d x Mod 21 3 +4 6 | 3 2 - | 3 | 100 x 2d x Mod 22 3 +5 6 | 3 2 - | 3 | 125 x 2d x Mod 23 4 +5 6 | 3 3 2 | 3 | 125 x 2d x Mod 24 4 +6 6 | 3 3 2 | 4 | 150 x 2d x Mod 25 4 +6 6 | 4 3 2 | 4 | 150 x 2d x Mod 26 4 +7 6 | 4 3 2 | 4 | 150 x 2d x Mod 27 4 +7 6 | 4 3 3 | 4 | 175 x 2d x Mod 28 5 +7 7 | 4 3 3 | 4 | 175 x 2d x Mod 29 5 +8 7 | 4 4 3 | 4 | 200 x 2d x Mod 30 5 +8 7 | 4 4 3 | 4 | 200 x 2d x Mod 31 5 +9 7 | 4 4 4 | 4 | 200 x 2d x Mod 32 up 5 +9 7 | 5 4 4 | 4 | 200 x 2d x Mod TABLE 2 - HIGHER GAME LEVELS ---------------------------------------------------------------------- PROFESSIONAL ADVENTURER HERO Characteristics +1d +2d* +3d* Given +3d +6d* +9d* Careers +1d +2d* +3d* Specialties +4d +8d* +12d* Maximum Dice* 5 6 7* * If your total dice exceed the allowed maximum dice limit, the excess dice may be used in several ways. 1) you have a total number of Benefits equal to the original number of dice allowed. MAXIMUM DICE ---------------------------------------------------------------------- As starting characters, there will be a limit on the number of dice you can have in any single dice pool (Characteristic, Perception, Athletics, Careers, Specialties and each Weapon are all separate dice pools). This keeps the level of play between characters fairly even (depending on their distribution of dice and the task before them). It also gives the player a place to go in character development - through bonus dice, you may improve beyond your original limit. For Example: If you have 8 dice, but have a 5 dice limit to your character, you may have 8 benefits to the career at 5 dice, and 3 dice which may be used as Bonus Dice for rolls on that career or benefit, or you may apply a +1d to other skills that have not reached the limit, even if they are not related to the source of the extra dice. GIVEN SKILLS ---------------------------------------------------------------------- The way in which you distributed your Character Dice will shape your characters Given Skills. For game play, round up fractions. ATHLETICS Brawl STRENGTH+REFLEXES/2 Climb STRENGTH+COORDINATION/2 Dodge REFLEXES -1 Fist STRENGTH -1 Kick (STRENGTH+REFLEXES/2) -1 Run (STRENGTH+COORDINATION+WILL)/3 Swim (STRENGTH+WILL/2) -1 Throw (Balanced) COORDINATION+WILL/2 Throw (Unbalanced) STRENGTH+WILL/2 BASIC SKILLS Common Devices EDUCATION+MECHANICAL/2 Conceal Item INTUITION -1 Conceal Self WILL -1 Drive (MECHANICAL+WILL/2) -2 Evaluate EDUCATION+INTUITION/2 First Aid EDUCATION -2 Follow INTUITION+WILL/2 Info. Search EDUCATION Local Lore . EDUCATION -1. NATIVE LANGUAGE Your spoken language at 3d, read at 2d, write at Speak 1d. If the culture is not literate, spoken is at 4d and read/write must be purchased with no base. Other languages are either Benefits from Careers, a GMs Award or as one of your Specialties. Negotiate CHARM+INTUITION/2 Recent Events EDUCATION+CHARM/2 Search INTUITION+WILL/2 Stealth REFLEXES+WILL/2 Survival (specify area) Own at 3d, one adjacent at 2d Track EDUCATION+WILL+INTUITION/3 BODY ---------------------------------------------------------------------- This is the amount of damage you can take. Roll 2d and add the value of the dice used in the game (6 for dice games, 8 for d8, etc.). Your character will have between 14 and 24 body points with D6, 14 to 28 with d8 and 14 to 36 with d12. BODY is lost as damage is taken. Trash Dice and Fate Dice do not figure into Body calculation. Damage is the difference between the attacking roll, the defending roll and any modifiers from Armor, the weapon or a GM determined modifier. LUCK ---------------------------------------------------------------------- Luck dice are thrown with your other dice at a time when you really need to hit a Target Number. This is not a Bonus die, but an extra die you throw to increase the total of the roll. No more than half the available Luck Dice can be used in a single gaming session. If you decide it is important for a given roll to succeed after the action or task has failed, you have the option to burn up to two Luck die to roll to improve the roll. Burning a die means that it is rolled, then permanently removed from your Luck Dice and cannot be restored. No more than two Luck Dice may be burned in any single gaming session. RESTORING LUCK Luck dice are restored one week after each individual it was used (as experienced by the player character). If you used one Luck die on Monday, and three on Wednesday, you will regain one luck die the following Monday, and three on the following Wednesday. To keep things simple, the Luck die is restored at the same time of day it was used in the previous week. If you used your Luck die at Noon on Monday, it will return at Noon on the following Monday. AWARDS ---------------------------------------------------------------------- The Gamemaster may (or may not) choose to grant certain skills based on your background, your race, your family or other elements of your character creation. These may include increases of Characteristics, Given Skills, Senses or new skills at base levels, all without point cost to the player. If a player is developing a new career through free-form development, the Gamemaster may give you certain Awards to bring your character into line with the power levels of the game. Gamemasters are not required to grant Awards, but may to improve the tone of the campaign. CHARACTERISTICS ---------------------------------------------------------------------- Your character begins with a series of die pools - six attributes called Characteristics. These Characteristics are the most basic illustration of your characters strengths and weaknesses. Add dice to the Characteristics you want to be strong. All Characteristics begin with 2d, which represents an average person with an average body under normal circumstances. SPECIAL EFFECTS ---------------------------------------------------------------------- These are optional dice the Gamemaster may allow or alter to suit the needs of a game. Common effects would be magic, super powers, psionics, etc. Prior to Character Generation the GM should explain the way the chose special effect will work in the game and give the players the option of distributing dice into the effect for this campaign. Each P.L.U.S GameWorld will define Special Effects for that game, if any apply. Athletic Skills ---------------------------------------------------------------------- Under Given Skills you have 9 Athletic skills. Skills marked with (*) begin with 2d. A minimum of 1d allows you to roll on the skill. - Luck dice may help gain a good result. Rolling the highest number with 1d allows you re-roll and add the result to your roll. For example, if your game is using d6 a 6 allows a re-roll, and if you are using d8, an 8 is required for a re-roll. Rolling a 1 on 1d counts as a Toxic Roll. See Appendix C - Athletic Skills Defined. BASIC SKILLS ---------------------------------------------------------------------- Under Given Skills you will have 16 Cultural Skills as a result of growing up in your society. Skills marked with (*) begin with 2d. Others begin with 1d and will require distribution of other dice to be effectively used. Your GM may want to change some of the definitions to suit the campaign you are playing. See Appendix D - Athletic Skills Defined. SENSES ---------------------------------------------------------------------- This represents the sensitivity of your physical senses. All Sense begin with a base of 2d as an average persons perceptions. If you add dice to Sense, from your Given dice and you add duce to a specific sense and the added dice are only available when using that specific perception. CAREERS ---------------------------------------------------------------------- Careers and Benefits are defined by the player, subject to the approval of the GM. You decide what you did for each career and decide what benefits you derived from that occupation. Your Careers are defined by you as a Primary career, and two possible Secondary Careers, subject to your character's age. Your Primary Career is the one with which you most identify yourself, whether or not that self identification is known to the world. When you identify a Career, you will have a certain number of dice in that career. For every die given in the Career, you receive: 1 Benefit with 1 Bonus die 1d to add to Given Skills related that Career A 3-die career gets 3 Benefits, plus 3 dice to add to Givens as they would be derived from that career. A 4-die career gets 4 Benefits and 4 Given dice, a 5-die career gets 5 benefits and 5 Given dice to distribute. A Career is a broad definition of your characters primary career, source of income and the source of some of skills, according to the characters age. P.L.U.S is a freeform system - your career and the skills that can be exercised through that career are up to your Gamemaster. Your first career (to the age of 18) is usually as a student, but it is possible that you were on the street, working at a burger joint, or at a private military academy. The player can choose additional careers if you have sufficient age, subject to the approval of the. Gamemaster. Career Dice may not be used for Characteristics, Perceptions or Athletics, but may be used for Specialties and Weapons. A Career cannot be all encompassing - a soldier, a spy, a desk clerk, a reporter, a big game hunter, etc. A Career like Jack of All Trades would be in appropriate for P.L.U.S. Note: A series of model careers and benefits are included at the end of the rules. These are only examples, but may be a useful guide in creating a character that is exactly what you want for your character. BENEFITS ---------------------------------------------------------------------- The Benefit is the special skill or knowledge that is derived from your chosen Career - it is what you got out of your career. A benefit could be a weapon, an area of knowledge, a language, or a physical skill. You decide on the particular Benefits from your chosen Career to empower your character for the game. You have the option of breaking one Benefit into the separate dice to add to other skills related to the career, including Athletics, Cultural Skills, or Senses. When called upon to roll on your career without the specific value of the Benefits you have named, your Gamemaster may allow you to roll the full value of the career, the value with Bonus or Penalty dice to suit the situation, or roll a reduced number of dice. When you choose a career you will receive the number of dice available in that career. This does not mean you will always be able to roll that number of dice, but it gives you that potential number of dice - the final number will be determined by your choice of benefits from the career, and the GMs decision on modifiers. Under each career is room to write specific skills you received as benefits from that career for that age level. You can describe these benefits as what you got out of it. You have the same number of benefits at each stage of your characters development as the number of dice you put into that career. Each Benefits rolled at the die level of the career, plus one Bonus die. Other abilities which the Gamemaster agrees could be considered appropriate to the career, but were not covered by your specified full number of dice in the Career. These may be allowed by the Gamemaster at the full level of the career, with penalty dice or with a lower number of dice. For Example: If you put 2 dice into the skill, you also have two specified benefits of the career to roll with a Bonus die; if you put 3 dice into the skill, you also have three specified benefits of the career to roll with a Bonus, and so on. If you were a beat cop, you might have your service revolver as a Benefit on a 3 die career, meaning you would roll 4d for your revolver and take the best three of the roll. You may know how to fill out the paperwork on the job with all three dice, but if you are trying to second guess how the DA is going to treat the evidence you provided, you may only get to roll 2d, according to the Gamemasters decision. WEAPONS AS BENEFITS ---------------------------------------------------------------------- A career may offer a weapon as a Benefit of serving in that career. Weapons may also be added as Specialties as a personal choice. Additional dice may be added from the Career Dice for that career, from repeat careers, related careers where the same weapon is taken as a benefit, or the player specifies the weapon as a Specialty. The number of dice invested in a weapon represent the ability to use the weapon. If the weapon hits (the Attack roll is higher than the Defense roll), the damage to the target is the difference between the total of the Attack and the total of the Defense. Most weapons have a method to modify the damage, which may mean a multiple (including formulas that may reduce the damage), or extra dice rolls based on a Characteristic or Damage from the weapon. For Example: Dean Swift has his .38 revolver as a benefit of his career as a law enforcement officer with a 4d career - 4d + 1B to roll to shoot. If he hits, his ammunition does an additional 1d of damage. He has the potential of 24 points plus any Fate Dice, and an additional d. Fate dice can apply to the roll to hit with the weapon, but do not apply to the dice rolled as a benefit of the ammunition. No weapon can be used at a level higher than the limit indicated for the Dice Limit of the game level in which the character is used. CAREER LIMITS ---------------------------------------------------------------------- A starting character must conform to the game levels limit to the maximum number dice in any one pool, even if a career is taken more than once. SPECIALTIES ---------------------------------------------------------------------- You have the freedom to build your characters Specialties as you like. You can think of this as the skills gained from occupations or just the way your character spent his time. Specialties are expressions of life-experience that shape the player characters unique personality and abilities. They include skills obtained from working in specific occupations. Specialties are areas of knowledge or ability without which the character would have no specific dice to throw and no chance to succeed. P.L.U.S allows you to create narrow areas of knowledge, including knowledge, skills, weapons or fighting abilities. Specialties may be related to other dice pools - added to your Cultural Skills, or particular benefits within a Career. Sample Specialties: Romance Languages, Handgun, Gourmet Cook, Acrobat, Palm-Reader, Comic Collector, Killer Fashion Sense, Strategies of the Civil War, etc. MONEY ---------------------------------------------------------------------- Careers are the way your character spent the most significant part of his/her time during any given age period. This becomes the key to the amount of money you have at the beginning of the game. Additional age gives your character some advantages in career-related skills (additional dice to add to the abilities gained from the skill) and better access to income.. In early years, career will usually be student although a part time job may have offered other skills while the character was still in school. After school the choices of college or work will shape your character with contacts, abilities and knowledge, all of which may become available during the game. Starting money will be based on your age. The older your character is, the more starting money will be available. The amount represents the amount of goods and cash the character has been able to retain after covering the costs of food, shelter, clothes, etc. Staring purchases come out of this money. Remember to apply Recent Loses at each stage. SUGGESTED MODIFIERS ---------------------------------------------------------------------- Income is calculated as Starting money divided by the multiplier as a monthly disposable income. Every month the character is assumed to receive that amount from a paycheck, contracts, dealings, royalty, or trust funds. The following are suggestion for possible careers. Players are encouraged to develop new careers to suit their desires the career and cash modifier are subject to the approval of the. RL means roll on the Recent Losses table. TYPE OF CAREER MOD. RL SAMPLES ---------------------------------------------------------------------- Unskilled Labor .25 no construction, road crew, shipping loader, delivery, factory, etc. Skilled Labor 1 no Heavy equipment operator, crew supervisor, warehousing, etc. Food Service 1.5-3 no Fast food, restaurant, cafeteria, lunch wagon, bakery, cannery, etc. Unskilled Clerical 2 no Filing, light typing, phones, copying, etc. Skilled Clerical 2.5 no Shorthand, transcription, research, conference coordinator, etc. Apprentice Trade 2 no mechanic, plumbers helper, sales, mercenary, enlisted military, etc. Professional Trade 3 no Reporter, Public Safety (Police, Fire, EMT, etc.), DJ, etc. Journeyman Trade 4 no Master Plumber, Carpenter, veteran military, police, Writer, etc. Academic Student - HS-Graduate .5-4 yes (GM determined) Research student 4 yes Teacher - High School 3 yes Teacher - College 5 yes Teacher - Tenured 6 yes Criminal 2-8 yes (GM determined) PROFESSIONAL Medical 5-9 yes (GM determined) Legal 4-10 yes (GM determined) Government (staff) 4-6 no (GM determined) Government (elected) 5-10 yes (GM determined) * subject to Gamemaster approval RECENT LOSSES ---------------------------------------------------------------------- Roll 3d6 for recent losses on the total of your money, including previous career savings or purchases. They can be because of theft, legal fees, confiscated goods, withdrawn grant moneys or just plain bad judgment in handling your money. ROLL RESULT 13-18 No losses. 10-12 25% of money and purchases lost. 6-9 50% of money and purchases lost. 3-5 75% of money and purchases lost. HOLDING BACK POINTS ---------------------------------------------------------------------- A player may choose to set aside a few points to buy a few skills later in the game when everyone has a better feel for the world or the campaign. You may not hold back more than 10% of your total skill points. COMBAT ---------------------------------------------------------------------- Each person participating in combat with another character, animal, device or other opponent, rolls on REFLEXES to determine the order of Combat, High number goes first, with GM-determined modifications. A Combat Order roll is considered Easy. Fate dice do not apply to Combat Order rolls. The only formula you need to remember in combat is: Damage = (Attack + Additional Damage Roll) - (Defense + Armor Roll) In an attack, the damage is the difference between the Attack and the Defense. If the Defense is greater than the Attack, the Attack has failed. If the Attack is greater than the defense, the Attack has been successful with damage equal to the points of difference between the Attack and the Defense. If the Attackers Weapon inflicts additional damage, the Additional Damage is rolled and added to the deference between the Attack and the Defense. If the Defender is wearing Armor, the Armor is rolled to absorb the damage - Armor is compared against the points of damage in a successful attack. If the Armor roll is greater than the attacking damage, the damage has been absorbed by the Armor. If the damage is greater than the Armor roll, the damage above the Armor is rolled against the Defenders BODY and Damage Effects need to be applied against the Defender. If the Attack has achieve a final damage number greater than six (6) points, the Quality of the success will affect the final damage. Damage may also be modified by the part of the body receiving the damage. QUALITY OF SUCCESS ---------------------------------------------------------------------- In combat, your roll is measured against your opponent. If your roll is sufficiently greater than your opponent, your damage will be modified by the degree of your success. With each level of success your damage is increased and becomes more lethal. Difference 1-6 7-11 12-17 18-23 24+ Damage Bonus 0 +1 +2 +3 +4 TARGET NUMBERS ---------------------------------------------------------------------- When you perform a task without opposition from another player character or ZIP, your will set a target number for the difficulty of a task. When you perform a task in opposition to another player character or an ZIP, you will roll according to the table below. The Gamemaster may not tell you the target number in advance, but will simply tell you whether you failed or succeeded The Gamemaster chooses a target number to represent the difficulty of a particular task. The Gamemaster will assess the situation and assign extra dice, if they are appropriate. You will then roll available dice against the target number. The suggested table for difficulties is: TARGET RESULTS EASY MODERATE HARD TASK OR SKILL COMBAT ORDER 3-or less 4 or less 5 or less Complete Failure No action is possible 4-5 5-6 6-10 Minimal Failure. Dodge or Run only 6-11 7-13 11-17 Minimal Success Defense or Attack - 1 Action Possible 12-14 14-19 18-24 Beneficial Success 2 actions Possible, or 1 action with 1B 15-20 20-25 25-32 Significant Success 3 actions possible, or 2 actions with 1B each, or 1 action with 2B 21 and up|26 and up|33 and up Legendary Success 4 actions possible, or 2 actions with 2B, or 1 action with 3B OPTIONAL COMBAT ORDER RULE ---------------------------------------------------------------------- Roll REFLEXES. Divide number by 10. 9 or less, no action possible. 10-19, 1 action; 20-29, 2 actions, or 1 action with 2 bonus dice; 30-39, 3 actions or 2 actions with 1 bonus dice each, or 1 action with 3 bonus dice; 40-49 4 actions, or 3 actions - 1 with 2 bonus dice, 2 with 1 bonus die each; etc. HIT LOCATIONS ---------------------------------------------------------------------- There is a shift in damage according to the hit location. Range weapons are more likely to his the central trunk than a face-to-face melee fight. MELEE WEAPONS DAMAGE RANGE WEAPONS DAMAGE BODY PART 4d6 ROLL BONUS BODY PART 5d6 ROLL BONUS Rump/Crotch 4 +4 Rump/Crotch 5 +4 Weapon Arm 5-7 +3 Weapon Arm 6-8 +3 Right Leg 8-9 +2 Right Leg 9-12 +2 Right Flank 10-11 0 Right Flank 13-14 +1 Lower Trunk 12-13 0 Lower Trunk 15 0 Central Trunk 14 0 Central Trunk 16-18 0 Upper Trunk 15-16 0 Upper Trunk 19-20 +1 Left Flank 17-18 0 Left Flank 21-22 +2 Left Leg 19-20 +2 Left Leg 23-24 +3 Other Arm 21-22 +3 Other Arm 25-27 +3 Head 23-24 +5 Head 28-30 +5 AREA DAMAGE ---------------------------------------------------------------------- When an area effect is required (small explosion, a creature attacking in a random direction, etc.), each of the player characters will roll 4d to determine their likelihood of being hit. Fate and Trash dice to NOT apply to this roll. The GM will roll for the ZIP/NPCs. The GM will then roll 4d for each die used in the roll used to create the area damage - if the roll is the same as one of the numbers rolled by the ZIP/NPCs or player character, then that character will share damage with any others hit. Damage is divided by the number of people hit - one person takes it all (modified by Armor), three people each take 1/3, six people each take 1/6, etc. Round up on all fractions - you cannot take a fraction of a damage point. DAMAGE EFFECTS ---------------------------------------------------------------------- Basic damage is the difference between the attacking and defending roll. Some weapons are assigned additional damage in either dice or a percentage of the Strength characteristic. Modifiers for the quality of success and the characters armor can reduce the damage. The actual damage is loss to the player characters BODY and hit location is determined by the grid on the character sheet. Left/right, front/back determination is according to player character placement during the confrontation. At 1/3 BODY loss, the character is functioning at a 1d penalty to actions (roll 1d and deduct it from the characters action roll). Each wound taken after 1/3 of BODY is compounded by an additional 1d3 damage. A roll on WILL must be successful for the wounded character to take any action. At 2/3 BODY loss the additional damage is 1d. The character must succeed at a roll against WILL to remain conscious and perform any task or action. If an action is possible, the character is functioning at a 1d Penalty. Each wound after losing 2/3 of BODY is compounded by 1d(1B) additional damage. At 0 BODY the character is unconscious and will continue losing BODY at 1d per hour until treated or dead if the character is untreated. Under professional medical care, the rate will be a loss of 1d BODY every six hours if the medical caretakers fail their required rolls to treat the injuries... While being treated, the injured character must reach a minimum BODY of 1. At that point normal recovery can begin. At a negative body number equal to the original number of BODY, the character is dead beyond healing. For example: if the character started with 18 Body, at 12 BODY the 1/3 BODY effects would kick in, at 6 BODY, the 2/3 body effects would take effect, at 0 BODY the character falls unconscious and cannot be revived and will begin taking 1d of damage per hour (if untreated) or 1d damage per six hours (on a failed professional medical care attempt). At -18 BODY, the character is dead and cannot be revived, healed or resurrected. In most P.L.U.S settings there is no resurrection. RECOVERY ---------------------------------------------------------------------- Wounds will normally recover BODY points at a rate of 1d3 for the first day, 1d for each week until the original BODY level is reached. If the wounded person is successfully treated by someone with applicable First Aid skills, 1d can be recovered during the first day of the wound. If treated by a character with professional medical skills, the victim will recover an additional 1d points to BODY. For higher skills, such as a Emergency Medical Technician or a medical Doctor, an additional 1d recovery beyond First Aid can happen in the first day of treatment. Each week of full immobilization under medical care, in a hospital, with a personal attendant or something similar, an additional 1d points of BODY can be recovered. If the wounds have taken the characters BODY below 0, First Aid and professional medical skills must be successfully applied every six hours to avoid the standard 1d additional damage given with treatment a damaged character may die. The six hour treatment of injuries may continue only until a character crosses the threshold of 0 BODY. At a BODY of 1, these extraordinary measures are no longer required and normal healing can proceed. It is possible to recover up to 3d in the first day of the wound (1d normal with 1d for first aid, plus 1d for professional medical care), and up to another 2d during week of recuperation (1d normal recovery, plus 1d for professional medical care). ARMOR ---------------------------------------------------------------------- Armor purchases provide die rolls for armor protection from damage. If your opponent has succeeded with hitting your character, your damage can be reduced if you wear good armor. Three questions must be answered. 1 - Where were you hit? 2 - Do you have armor there? 3 - Is it the right kind of armor? Armor effectiveness is determined a) if your armor provides resistance to the type of weapon being used against you, and b) you win a roll of your armor dice against the damage to be taken (the numerical success of your opponents attack) against you by rolling your armor dice. If you succeed in your armor roll, you reduce the damage number rolled. If you roll extremely well with armor you can eliminate all damage. Fate dice apply with Armor rolls. The following table provides the number of dice allowed for armor rolls. ARMOR VALUE Cotton No protection Canvas 1d6 Wool 2d6 Denim 3d6 Leather 4d6 Ring Mail 5d6 Kevlar 6d6 Plate Armor 7d6 SUCCESSFUL ARMOR ROLL BONUS Successful Armor Roll 6 or Less 8-11 12-16 17-22 23-Up --------------------- --------- ---- ----- ----- ----- Additional Reduction None +1d3 +1d6 +2d6 +3d6 ARMOR TYPES ---------------------------------------------------------------------- A variety of armors can be used, and usually only the armor appropriate to the setting can be used. Check with your GM. Cost is according to the campaign setting. Effective Code: Bludgeon (B), Puncture (P), Slicing (S), Electrical (E), Fire (F) LEATHER AND FABRIC ---------------------------------------------------------------------- Type Cover** B P S E F Notes Leather Workshoe F Y N Y Y Y Canvas Shoes F Y N Y Y Y Cotton Clothing n+a - - - - - Denim Coveralls TAHL Y N Y Y N Denim Dungarees L Y N Y Y N Denim Jacket TA Y N Y Y N Denim Longcoat TAHL Y N Y Y N Denim Vest T Y N Y Y N Felt Hat S Y N N Y Y Heavy Long Coat LTA Y N Y Y Y Heavy Uniform STAHL Y Y Y Y N Leather Boots F Y N Y Y Y Leather Shoes F Y N Y Y Y Leather Chaps L Y N Y Y Y Leather Jacket TA Y N Y Y Y Leather Pants HL Y N N Y Y Leather Vest T Y N Y Y Y Leather Helmet S Y N Y Y Y Pith Helmet S Y Y Y Y Y Wool Cloak LHTA Y N Y Y N Wool Suit LHTA Y N Y Y N Wool Trousers L Y N Y Y N METAL ---------------------------------------------------------------------- Type Cover** B P S E F Notes Metal Plate SHTHAL Y Y Y N N 2P Agility Metal Studded SHTAL Y Y Y Y Y 1P Agility Helmet (Military) S Y Y Y N Y Ring Mail SHTA Y Y Y N Y 1P Agility Coverage code: A = Arms, F = Feet, H=Hips, L=Legs, S=Skull, T=Trunk WEAPONS ---------------------------------------------------------------------- Damage is calculate by applying the difference between a successful attack roll and a failed defensive role. To that number you add the Damage Factor for the weapon, missile or ammunition. That total is deducted from the victims Body. (See Damage Effects for effects of loss from Body.) Strength under Range means, roll the number of dice you have in Strength . The result is the number of yards are able to throw during this action round. Strength under Additional Damage means damage will be the difference between the succeeding Attack roll and the failed Defending roll, plus the total of a throw of the number of dice the character has in Strength, adjusted by the indicated fraction or multiplier. Damage Bonus and Penalty dice are thrown with the weapon. (*) rolls are unmodified - no Fate or Trash Dice apply to those rolls. FOUND WEAPONS GM Determined ---------------------------------------------------------------------- WEAPON COST TYPE RANGE (YARDS) ADDITIONAL DAMAGE Stick (small) - Bludgeon 1/2 STRENGTH 1B Stick (Medium) - Bludgeon 1/2 STRENGTH 1B Baseball Bat - Bludgeon 1/2 STRENGTH 2B +1d Lamp ** - Bludgeon 1/2 STRENGTH 1B Wooden Chair - Bludgeon 1/4 STRENGTH 1B Metal Chair - Bludgeon 1/2 STRENGTH 2B Pipe (metal small) - Bludgeon STRENGTH 1B Pipe (metal medium)- Bludgeon 1/4 STRENGTH 2B +1d Pipe (metal large) - Bludgeon 1/3 STRENGTH 2B +2d Pipe (PVC) - Bludgeon 1/2 STRENGTH 1B Brass Knucks (Brawl) Bludgeon n/a 2B +1d Boxing Glove (Brawl) Bludgeon n/a 1B Rock ** - Bludgeon STRENGTH** 1d to 14d** BLADED WEAPONS ---------------------------------------------------------------------- WEAPON COST TYPE RANGE (YARDS) ADDITIONAL DAMAGE Axe $200 Slicing STRENGTH 2B Dart $ 8/3 Puncture STRENGTH 2X 1B Knife $ 20 Slicing - 1B Knife (throwing) 35 Puncture STRENGTH 2X 1B ** Dagger $ 50 Slicing - 2B Dagger (thrown)$ 50 Puncture STRENGTH 2X 2B *** Dirk $ 75 Puncture - 2B Short Sword $150 Slicing - 2B Puncture STRENGTH 2B Med. Sword $250 Slicing - 2B +1d Puncture 1/2 STRENGTH 2B +1d Long Sword $350 Slicing - 2B +2d Puncture 1/3 STRENGTH 2B +2d ** Base is Throw (Balanced) *** Base is Throw (Balanced) -1 BOWS ---------------------------------------------------------------------- WEAPON COST TYPE RANGE (YARDS) ADDITIONAL DAMAGE Standard $200 Bludgeon - 2d Longbow $250 Bludgeon - 3d Steel Arrow $ 12/12 Puncture 45 3d Sheaf Arrow $ 20/12 Puncture 60 4d +1d Crossbow $300 Bludgeon - 3d Wood Bolt $ 20/15 Puncture 75 4d AP Bolt $ 45/10 Puncture 60 5d +2d BLUDGEONS ---------------------------------------------------------------------- WEAPON COST TYPE RANGE (YARDS) ADDITIONAL DAMAGE WEAPON COST TYPE RANGE (YARDS) ADDITIONAL DAMAGE Club $ 65 Bludgeon 1/2 STRENGTH 1B Points * - Puncture 1/4 STRENGTH 2d War Club $ 85 Bludgeon 1/2 STRENGTH 2B Points * - Puncture 1/4 STRENGTH 2d Mace $120 Bludgeon 1/4 STRENGTH Morning Star $300 Puncture 1/4 STRENGTH 3d POLEARMS ---------------------------------------------------------------------- WEAPON COST TYPE RANGE (YARDS) ADDITIONAL DAMAGE DAMAGE Spear * $ 45 Slicing - 1B Puncture STRENGTH * 2** 1B Bludgeon - - Trident * $ 80 Held (Slicing) - 1B Thrown (Puncture) STRENGTH * 2** 1B Bludgeon - Staff of weapon can be used as small club. Thrown object ranges aremultiplied by Strength, measured 1d6 yards. FIREARMS ---------------------------------------------------------------------- WEAPON COST TYPE RANGE (YARDS) ADDITIONAL DAMAGE WEAPON COST TYPE RANGE (YARDS) ADDITIONAL DAMAGE Derringer $125 Bludgeon 5 2B Revolver $200 Bludgeon 10 3B Automatic $250 Bludgeon 20 3B Semi-Autofire $300 Bludgeon 10 3B Full Autofire $400 Bludgeon 8 3B Rifle $250 Bludgeon 5 4B Scattergun $150 Bludgeon 5 4B Shotgun $200 Bludgeon 5 4B AMMUNITION buckshot $5/10 Bludgeon 15 +1d .22 short subsonic $5/30 Missile 45 +1d .22 long subsonic $5/30 Missile 45 +2d .22 long rifle $5/30 Missile 45 +3d .25 ACP subsonic $5/30 Missile 45 +3d .32 ACP subsonic $5/30 Missile 45 +4d .32 long $5/30 Missile 45 +4d .38 special $5/30 Missile 45 +4d .38 +P $5/30 Missile 45 +4d .357 Magnum $10/20 Missile 100 +5d .45 longs $7/20 Missile 75 +5d .45 ACP $7/20 Missile 75 +5d .41 Magnum $7/20 Missile 75 +5d .44 long $8/20 Missile 45 +6d .44 Magnum $8/20 Missile 45 +6d .50 Magnum Express $8/20 Missile 45 +6d (Only able to be shot with the Desert Eagle) Hollow point ammunition, +1d6 Bludgeon means the weapon being used as a club. Bullets cause main damage. NOTES FOR GAMEMASTERS ---------------------------------------------------------------------- P.L.U.S is designed to be a simple system for players to use in creation of their characters and ease in game play. To help you do your job creating and running whole scenarios, we have created a simplified system for creating non-player characters (ZIPs) and creatures. For the basic rules creatures is assumed to mean animals you might encounter in an average American city or town. For more adventurous setting, you will want to pre-generate your own special animals for the game. ZIPs ---------------------------------------------------------------------- When you play in a dramatic scenario, you need to interact with other people or creatures you encounter. The non-player characters in P.L.U.S are called Zeitgeist instant Profiles, or ZIPs. Zeitgeist means the spirit of the times and sips can be generated to suit any time or setting. Unlike player characters, ZIPs only need three Characteristics of Physical, Mental and Combat and some specific skills to make each ZIP unique. To help your stories advance, we have also allowed for ZIPs to have Luck, Body and Weapons, as well as special skills unique for that specific ZIP. ZIPs are generated in advance of the game. PHYSICAL are non-combat efforts by the ZIP, alone or with others. MENTAL are non-physical efforts by the ZIP, to recall information, judge a situation, solve a problem, etc. COMBAT is the ability of a ZIP in direct combat opposition with another character (ZIP or PC), or other opponent. SPECIAL is any particular area where the ZIP excels with a score higher than the other available ZIP Characteristics. LUCK is identical to the LUCK of a player character. For ZIPs, roll 1d (the dice style being used for the campaign, divide by 2 (round up). ZIP luck regenerates in 3 days of game time.. If the level shown for the ZIP is greater than the allowable level of the game, then the excess dice may be treated as Bonus Dice, or may be redistributed to create a Specialty for the ZIP within the limits of the game level. ZIP LEVELS Avg. Pro. Adv. Hero* PHYSICAL 2d 2d 3d 4d MENTAL 2d 3d 4d 5d COMBAT 3d 4d 5d 6d SPECIAL 3d 4d 5d 6d * plus bonus dice in an equal number. BONIUS DICE FOR ZIPS ---------------------------------------------------------------------- From time to time a ZIP will be so spectacular with a skill, a weapon or an area of ability, that zip will gain a number of Bonus dice to show just how well that ZIP can do his/her thing. Bonus dice for ZIPs should never exceed 100% of the normal dice. RESISTANCE OF OBJECTS ---------------------------------------------------------------------- Sometimes the player characters will need to do damage to something other than a ZIP or an animal. This may include breaking down a door, smashing furniture, breaking into a car, or otherwise destroying a physical object. For those occasions, the Gamemaster will need a formula to determine how much the object can resist their efforts. Remember, to break through an object, you usually only need to damage a single part of the thing, while to destroy the object you need to overpower every point of body within the whole object. You can break a glass window by breaking one point in a large pane. To destroy that same piece of glass you need to damage all sections of the pane. To break into a door, you need to break through the panel to open the door from the other side, but to rip through a reinforced 3" panel means tearing apart the whole door. Glass brick usually means breaking through two 1+2" thicknesses of glass plus the mortar. (Remember, broke glass can do knife damage). To tear through metal requires a lot of damage. These figures are appropriate to determine the BODY of such inanimate objects. A Gamemaster can take them to build objects within the game - buildings, vehicles, etc. OBJECT BODY BASE ---------------------------------------------------------------------- Brick 1d for every 2 of thickness every 4 2 4d +1B 4 4d +1B 8 is an average . Clay (round) 1d3+1 for every 1/2 of thickness for every 3 length. (flat) 1d3 for every 1+2 of thickness for every 3 length. Cloth (canvas) 1d for every square yard. (cotton) 1d for every two square yards. (denim) 1d per square yard. (nylon) 1d per square inch. (silk) 1d per square inch. Fiberglass 3d per ply per square yard. Formica 1d per square foot Glass (bulletproof) 3d per 1+4 of thickness per square foot. (safety) 1d +3 per 1+4 of thickness per square foot. 1+4 (inwire) 2d per 1+4 of thickness per square foot 1/2 thickness is 1d per 1+4 of thickness per square foot. Metal (alloy) 5d per square foot of 1+4 (galvanized) 2d per foot (iron) 2d per square foot or 1+4 thickness. (lead) 2d per square foot or 1+4 thickness. (steel) 4d per square foot or 1+4 thickness. Mortar 1d3 per foot of mortar. Particleboard 1d3+1 per 1+2 of thickness for every two feet of length. Plastic (sheet) 1d3 per square yard per ply. (soft) 1d per pound of soft plastic (tubs, etc.) (thick) 1d per half pound (rigid molded, etc.) Plywood 1d per 1+2 of thickness per foot of length. Rubber (tire - metal belt) 4d per two feet of circ. (tire - w/inner tube) 2d per two feet of circ. Wood (balsa) 1d3 per 1+2 of thickness or per two feet (oak) 1d per 1+2 of thickness or per two feet (pine) 1d3+2 per 1+2 of thickness or per two (redwood) 1d3+1 per 1+2 of thickness for every two feet LARGE DAMAGE FACTORS ---------------------------------------------------------------------- While players must limit themselves to damages in d3 through multiple dice with Bonus Dice, the Gamemaster may need to play with larger items. The following should give guidelines for real engines of destruction. ITEM BASE MODIFIER IMPACT (Bludgeon) Automobile (compact) 3d +1B 2X per 20 MPH Automobile (mini-van) 4d 3X per 20 MPH Automobile (pickup) 4d +2B 3X per 20 MPH Automobile (sedan) 3d 2X per 20 MPH Automobile (stn. wagon) 3d +2B 3X per 20 MPH Bombs 3d -6d 2X-5X (GM determined) Bus (cross country) 4d +2B 4X per 20 MPH Dynamite (1 stick) 3d +1B 4X Electric 3d 2X Grenade 3d 3X Lasers 3d to 7d 2X to 6X (GM determined) Truck (18 Wheel) 2d +2B 5X per 20 MPH Truck (delivery/pick-up) 3d +1B 4X per 20 MPH Welding Torch 3d +2B 4X BURN Barbecue 3d 2X Blowtorch 3d 2B 3X Candle 2d 2B 1X Fireplace 3d 2B 4X Kiln 4d 6X Match 2d 1X CREATURES ---------------------------------------------------------------------- This grid will provide you with basic creatures for normal encounters. The Effective Number shows the number required to effect a point of damage. Boxes half filled indicate 1d3 for the creatures die roll. NUMBER APP. PHY MEN COM LUC BODY BITE KICK CLAW RUN SPECIAL Bear 1d3 5 2 4 2 10+4D6 2d 3d 3d 4d +8 Adv Bull 1 4 1 3 2 6+2d 1d 4d - 3d Gore Cow 1d 2 1 1 2 5+2d 1d 3d - 2d Butt 3d Deer-doe 1d3 3 2 2 1 3+2d 1d 2d - 1d Butt 2d Deer-Stag 1 4 2 3 2 5+2d 2d 2d - 2d Gore 4d Dog-small 1d 1 2 1 1 1+2d 1d 1d3 - 2d may pee 1st Dog-avg. 1d 2 2 2 2 3+2d 2d 1d - 2d +1d damage Dog-large 1d 3 2 3 2 4+2D6 2d 1d - 3d +2d damage Feral Cat 1 2 2 2 1 4+1d 1d - 2d 3d +2d /scared Horse 1d 4 2 3 3 4+5d 2d - - 4d Hooves 4d Housecat 1d 2 3 2 3 2+1d3 1d - 1d - Mtn. Lion 1d/2 4 2 3 2 10+2d 2d - 2d 4d chases runners Mule 2d/3 3 2 2 2 5+3d3 2d 3d 2d 2d Tiger 1d/3 4 2 3 2 10+2d 2d - 2d 4d +4d stalks Rattlesnake 1d 2 1 3 1 1+1d 1d - - - Venom +2d VARIATIONS ---------------------------------------------------------------------- P.L.U.S. may be used for any existing game setting. You can translate existing characters to P.L.U.S after you have determined how the seven characteristics relate to your source game. You can also translate your P.L.U.S character into other systems. The chart below will help you with conversions. Remember that almost no converted character will match the original system perfectly -some adjustments in game play will be required. You also have the right to add or delete any features you decide are appropriate. TRANSLATIONS ---------------------------------------------------------------------- Characters created in P.L.U.S maybe translated into another game system, or characters from other systems can be translated into P.L.U.S using this table. The type of dice used in the game you are translating from cam be compared against the other options on the scale. Translating skills or characteristics may be more complex and will require a Gamemaster to take the time to split or combine skill levels form one system to another. 3d games inicate systems like HERO (4th Ed) or GURPS. FUDGE is a marvelously innovative gaming system available free on the web and commercially published by Grey Ghost Games. It uses verbal descriptions and a special Fudge-die to determine outcomes of an effort. PLUS 1 1 3 1 1 FUDGE Dice* d100 d20 d d10 d12 Levels ----------------------------------- 1 5 1 3 1 1 Terrible 1 10 2 3 1 2 Terrible 1 15 3 4 2 2 Terrible 1 20 4 4 2 3 Terrible 2 25 5 5 3 3 Mediocre 2 30 6 5 3 4 Mediocre 2 35 7 6 4 4 Mediocre 2 40 8 7 4 5 Mediocre 3 45 9 8 5 5 Fair 3 50 10 9 5 6 Fair 3 55 11 10 6 6 Fair 4 60 12 11 6 7 Good 4 65 13 12 7 7 Good 4 70 14 13 7 8 Good 5 75 15 14 8 8 Great 5 80 16 15 8 9 Great 5 85 17 16 9 9 Great 6 90 18 17 9 10 Superb 6 95 19 18 10 11 Superb 6 100 20 18 10 12 Superb Fate Variant ---------------------------------------------------------------------- If you find the standard Fate Dice rules result in too much success for your players, change your rules to indicate: If you roll doubles, you may re-roll one die. If you roll triples, you may re-roll two dice. With four of the same number, you may re-roll three dice, and so on. P.L.U.S. X(TM) ---------------------------------------------------------------------- For extremely high-power games, dice are multiplied for results. With a 6d6 limit, you have a range of 2 (five 1s and a 2), and 46,656 (6 x 6 x 6 x 6 x 6 x 6). Damage is the difference between a successful and a failed roll. It should be possible to wipe out an airplane with a high level success. Fate Dice do not apply. Trash Dice are 1s. Luck Dice are extra dice rolled and multiplied as with others. Toxic rolls is all 1s on the first roll. Penalties are additional dice rolled and the equal number of high results are eliminated. Bonuses are additional dice rolled and an equal number of low results eliminated. MINUS ---------------------------------------------------------------------- Instead of distributing whole dice into your Characteristics and Skills, you have a skill level and start off rolling 5d to roll under your number. Characteristic levels are based on die rolls of 4d (lowest die). Skills, Career/Benefits/Specialty formulae to be developed.. As you become more expert, you will reduce the number of dice you are required to roll, making it easier to make your roll. Moderate and Hard skills are far more difficult to use. Trash Dice, Luck Dice, Fate Dice, Bonuses and Penalties are reversed. Trash Dice are 6s. Every 6 must be re-rolled and added to the total, except on Toxic Rolls.. A roll of all 6s is Toxic. If you only have 1d to roll, the high number is not considered toxic - it is the only way you can fail with 1d. Luck dice are rolled separately and the number rolled on the luck die is deducted from the total. If you roll multiples, you may re-roll the multiples and deduct them from the total. If you have a Bonus, remove the number of high dice equal to the number of dice for the Bonus. If you have a Penalty, remove the number of low dice equal to the number of dice for the Penalty. If Fate Dice or Penalties bring your roll to Zero, you have achieved a Spectacular success and gain an extra benefit of the action from the GM. If your roll all 1s, 1d may be rolled and deducted from the total. D I F F I C U L T Y Easy Moderate Hard --------------------------------------------------------------- Ignorant 1 5d | 0 n/a | 0 n/a Unfamiliar 4 4d | 2 5d | 0 n/a Familiar 8 3d | 6 4d | 3 5d Experienced 12 2d | 12 3d | 6 4d Seasoned 16 1d | 15 2d | 9 3d CHARACTER IMPROVEMENT ---------------------------------------------------------------------- As your character proceeds to a variety of individual games and campaigns, he or she should improve on specific skills. There are three ways to improve skills in P.L.U.S. Unless otherwise determined by the GM prior to the start of the campaign, all three methods are available for players to use. METHOD ONE This method may be used to improve an existing skill of the players choice, or to learn a new skill for the character. One hash mark is earned for each study period with a teacher. Find a teacher, pay for lessons or otherwise take the time and resources to study a skill and make it available to the character. The player will ask the GM for the difficulty of the skill to be learned. One hash mark is earned for each study period with a teacher - keep track of these, you will need them to improve the skill. The cost of lessons, the reaction of the teacher and your success at learning the improvement or obtaining the first dice in a new skill, should be role played between the player and GM, with Oracle rolls to determine the NPC teachers response to the student, rolls on WILL (for intellectual skills) or REFLEXES (for physical skills) to the students response to the teacher. For example, in game play Larry the Milkman wants to learn how to handle a sword to defend himself. He stops at Mr. Limbaughs Academy of Sharp, Pointy Things to study swordsmanship. His instructor, Big Louise, gives him a few bruises to point up what he needs to learn and tells him to practice every day. In game terms, if the player does not make time for Larry to practice every day, he will not learn quickly and Big Louise will have a bad reaction to him, making it more difficult to learn. If Larry practices every day (meaning the player says that is what Larry is doing at some point in the game), then Louise will be more favorably impressed, Larry will get more practice and he has a better chance of learning the necessary skills faster. Since the GM will play Big Louise, it becomes fairly simple to determine her reaction to Larry and his homework. At the end of study (not less than one month of game time as experienced by the characters) the player may roll on the appropriate difficulty of the skill to be learned. With a successful roll (a total less than the number of hash marks) the character will improve wit 1d. Once a skill has been learned to 1d, it may be improved through further study, or may be improved with Method 2 or Method 3. METHOD TWO Determine whether your character learns by Success or Failure. For this game this will mean choosing either Complete Failures or Toxic Rolls to learn on failed actions, or Significant Successes and above for learning on successful actions. You will record the learning rolls with simple hash marks next to the appropriate skill (one hash mark for Complete Failure or Toxic rolls, if that was your choice, or one has mark for Significant Success or above, if that was your choice). When you have accumulated a sufficient number of hash marks on any skill, you may improve that skill by rolling the applicable Characteristic dice to roll under the number of hash marks to improve. You can to roll to improve that skill at a time of your own choosing by rolling against your own Characteristic - at the end or beginning of any game session, but not during a game. For physical skills roll your REFLEXES dice under the number of hash marks you have obtained for the skill which you want to improve. For mental skills WILL dice to improve on the skill. When it is time to improve, you will roll on the applicable against the number of accumulated hash marks. FOR EXAMPLE: Larry has 2d in REFLEXES, and rolls 4-4, resulting in 8, which is over his number of hash marks he had accumulated. His number of hash marks for that skill returns to zero and he must try again. BUT, Larry rolled two fours. There is more. Fate Dice MUST be rerolled during Character Improvement. If your re-rolls go Toxic, you much change your skill to improve for at least one week of game time. METHOD THREE Select a specific skills for improvement for one half the number of dice you have distributed into REFLEXES (physical skills to improve) and one half the number of dice distributed WILL (for mental skills to improve). These are skills which your character has determined are important to learn, for whatever reason. When you have chosen specific skills to improve, they are where you attention is focused and you will receive a hash mark for either failures (Complete Failure and Toxic Rolls) and successes (Significant successes and above). Hash marks are recorded and rolls against the number of hash marks works exactly the same as in METHOD 2. HOW IMPROVEMENT WORKS FOR METHODS TWO AND THREE Once the roll is made, whether the roll succeeds or fails to improve the skill, all hash marks are erased and improvement will begin again. With a successful roll (a total less than the number of hash marks) the character will improve with 1d3 to be rolled with the regular dice. On the second successful improvement of a skill, the 1d3 becomes 1d. Further improvement is on the same 1d3 and 1d additions. THE LIMITS OF IMPROVEMENT Characters may improve up to the dice limit of the game, but may continue to use the improvement system to add d3 and dice Bonus dice to the skill to improve future rolls. The number of Bonus dice possible are equal to the maximum number of dice for the games skill level. APPENDIX A - ROLE PLAYING GAME WORDS DEFINED ---------------------------------------------------------------------- In role playing games a vocabulary has developed which experienced players use regularly. A new player may have trouble following the discussion without knowing a list of words commonly used in gaming: B - A Bonus Die. Bonus means roll 1 extra die (1B) and remove the lowest die in the result, unless that would deprive the player of Fate dice, when the play has the option of removing the next lowest die that does not deprive him/her of Fate Dice. CAMPAIGN - A series of game sessions with a through line of story, setting and adventure. CHARACTER SHEET - The piece of paper on which the Player records the Characters Characteristics, Perceptions, Cultural Skills, Careers, Benefits, Money, Weapons, Armor and Possessions. Most people use a pencil to fill in the Character Sheet because the information changes during character creation, during the game, and with Character Improvement. COCKED DICE - Dice that do not come to rest on a flat surface, so the top face cannot be determined. The GM and Player need to determine if a cocked die roll means all dice being rolled must be re-rolled, or only the die that landed cocked should be re-rolled. d - The most frequently used abbreviation in gaming is d. d stands for dice or die (the singular of dice). There are many polyhedron figures used in most role playing games. P.L.U.S can be played with d6, d8, d10, or d12 polyhedrons. d2 - Sometimes (not often) the game may call for a simple d2. A d2 can be created by flipping a coin (1 = heads, 2 = tails). You can also roll 1d6. using either Odd = 1, Even = 2, or 1,2,3 = 1 and 4, 6, 6 = 2. Ask the GM which version is used in your game. d3 - These may be called upon for special events or as a reward to a character as a result of their actions in the game. To roll 1d3, roll 1d6. 1 or 2 equals 1 point. 3 or 4 equals 2 points. 5 or 6 equals 3 points. d6 - A six sided die. Since they are usually used in sets of two or more, we know them as dice. These are the dice used in gambling, Monopoly(TM), Yahtzee(TM) and hundreds of other family games. Dice are available at most hobby and game shops. 1d6 means roll 1 six-sided die. 2d6 means roll 2 six-sided dice. 5d6 means roll five six-sided dice. d8 - An 8-sided polyhedron die, found in most sets of gaming dice. d10 - A 10-sided polyhedron die, found in most sets of gaming dice. May be rolled with a second d10 for percentile results. d12 - A 12-sided die composed of pentagons on each side. d12 are found in most sets of game dice. d20- A dodecahedron - 20-sided die. d20 games are modified percentiles with each number on the die representing 5% of the potential. d20s may be the ideal random die for gaming.. d100- A percentile die. This may be an actual 100 sided die, which looks a bit like a golf ball, or two d10 die rolled simultaneously to allow one to result in 1s and the other to result in 10s for the roll. The player needs to determine which die is 10s and which die is 1s prior to rolling. Some manufacturers make dice marked 1-9 (with a 0 for 10) and 10-90 (with a 00 for 100) to eliminate confusion. 0, 0 equals 100. DICE - For P.L.U.S, the well known six sided polyhedrons, marked from 1 to 6, which are rolled to create totals by adding the top faces after the dice have stopped rolling. DIE POOLS - Die Pools are groups of dice used in the process of the game. Initial pools of dice are allowed for Starting Dice, Career Dice, and other dice to be distributed. During character generation more die pools are created to allow the Player to roll on different levels of ability. For example, every player starts with two dice in Strength. That would mean you roll two dice and total the numbers on the top sides of the dice. If you add one of your Starting Dice to the Strength pool, you have 3d. Since the you need high numbers, more dice make it easier to roll high numbers. GAME - A session with the Gamemaster and Players. First, the GM and Players work together to create the Characters for the Players to use in the adventure. Then GM will present the initial setting, introduce a story narrative, present NPCs/ZIPs, props, clues and other details for the player characters to encounter. The players will then choose actions according to their characters skills and attempt to move into an narrative with the Game-master. A game may be a single session or may continue for many sessions (a campaign). GAMEMASTER - The person who has responsibility for creating and running the adventure. The Gamemaster will set the scene for the players and introduce choices and NPCs. NPC - Non Player Characters. Characters in the adventure who are not controlled by individual players, but are controlled by the Gamemaster. In P.L.U.S they are called ZIPs. P - A Penalty die. To roll one penalty die (1P) you roll an additional die with the dice for the required characteristic or skill, then remove the highest number of the result. If removing the highest die deprives you of Fate die - too bad - thats why they call them Penalties. PLAYER - A person participating in the game with a character who moves through the games adventure. The Player uses the Character as an alter ego to move through the adventure as if it were happening to the Player. ROLE PLAYING GAME - A shared creation of an adventure with players and a Gamemaster using an agreed upon set of rules and guidelines to determine the success or failure of player character actions in the course of the game. For the purposes of P.L.U.S, Role Playing Games will refer to a system of pencils, paper and dice, where players create characters on their character sheet, using dice to determine the success of failure of the tasks and actions of the characters. These games are also called Interactive Story Telling. RPG - Role Playing Game ZIPs - Zeitgeist Instant Personas - NPCs for P.L.U.S. Additional phrases are used specifically in P.L.U.S or the campaign GameWorlds and will be explained as they are introduced. APPENDIX B - CHARACTERISTICS DEFINED ---------------------------------------------------------------------- STRENGTH - Your ability to lift weights or resist the effect of force exerted on you. An average person will be able to lift his or her number of dice in STRENGTH times 100 pounds. This does not always mean you can control the lifted object, or continue to hold it, but an average person will be able to lift 200 pounds. Characters will usually be able to lift an additional 50 pounds for every 1d added to STRENGTH. Unless the power level of your game is as super-powered beings, a human with six dice in STRENGTH should be able to lift 400 pounds. REFLEXES - 2d allow you a chance to respond to an out of control car barreling down the hill toward you (a roll on coordination or a specific athletic skill would be required to actually get out of the way). It is your ability to recognize a situation and determine the appropriate reaction to it. A roll on Reflexes will determine the order of actions during combat. COORDINATION - The ability to synchornize mental and physical activites to the desired effect. EDUCATION - The ability to put the pieces of a puzzle together to solve problems or anticipate actions. A roll on Education will determine whether or not you have already learned a particular piece of information, or if you can put the available information together appropriately. WILL - Will gives you the focus and concentration required to perform actions in difficult surroundings. To fail a Will roll is to be stressed and possibly functioning at a penalty. MECHANICAL - The ability to perceive and deal with effects of relation of the parts and the function of the whole in mechanical objects, organic itmes, or interlinking elements of a construct. CHARM - The major basis of other peoples response to your character. INTUITION - A non-rational ability to perceive meaning and patterns from significant, but insufficient information. SPECIAL EFFECT - A specific area of skills defined by a Gamemaster for a specific setting. APPENDIX C - ATHLETICS DEFINED ---------------------------------------------------------------------- BRAWL - Your ability to handle yourself in an informal fight, including tackling, wrestling and using nearby objects as weapons. CLIMB - The ability to elevate on an uneven surface with a degree of safety and control. DODGE - The ability to evade an object that may collide with your body. Dodge will not work in a vehicle. The skill DRIVE or a career benefit is required. FIST - The ability to put your hand and its bones into the face, body or tender parts of an opponent. KICK - The ability to put your foot, the bones within and the covering (if any) into the backside, body or tender parts of an opponent. RUN - The characters ability to cover ground. An average character can cover six yards in two seconds. Each 1d added to this skill is considered another three yards for an average person, but exception rolls can indicate unexpected bursts of speed. SWIM - The ability to remain afloat and move in the desired direction in bodies of water, which may be modified by temperature, characters physical condition and the presence of animals. THROW (Balanced) - The ability to propel a balanced object toward a target - such as a knife, throwing stick, baseball or similar regularly shaped object. NOTE: Throw (Balanced) is you base level when you choose a weapon like Throwing Knives - you may add to the specific weapon with Career/ Benefit or Specialty dice. THROW (Unbalanced) - The ability to propel an unbalanced object toward a target - such as a tree limb, uneven piece of scrap metal, beer mug or oddly shaped rock. Appendix D - Basic Skills Defined -------------------------------------------------------------- COMMON DEVICES - Within the limitations of the culture, this may include anything from well pumps to photocopiers. The Gamemaster will determine which skills are covered under this section, depending on the type of campaign you are playing. CONCEAL ITEM - The ability to hide one or more objects to escape detection. The number rolled becomes the target number for the opposing SEARCH roll, to uncover the hidden object. CONCEAL SELF - The ability to use common features of the terrain to conceal your body from observation. In the wild this might include rocks, depressions in the ground, trees, etc. In an urban setting this will include cars, buildings, crowds, etc. EVALUATE - The characters ability to consider personal knowledge, common knowledge, and other factors in determining the value or trustworthiness of an item or piece of information. FIRST AID - Simple actions to treat visible or detectable wounds. This would include things like bandages, compresses and artificial respiration, but would not include surgery, traction, prescription of drugs or other skills that require a specific knowledge of Medicine. FOLLOW - The ability to follow a person, animal or vehicle that has recently moved through an area under normal conditions while maintaining a visual connection to the quarry. INFORMATION SEARCH - Obtaining information through normal channels; asking people in the neighborhood, checking local papers or magazines, research in a library, etc. LITERACY - The ability to read and understand normal written information at an eighth grade level. This may include non- technical books, newspapers, magazines and legible handwritten information. Jargon, technical data or other languages require a specific skill related to the material. LOCAL AREA - Your personal ability to identify locations, lore, businesses, people and the history of your neighborhood, culture or city. NATIVE LANGUAGE * - Indicate the language with which you are most familiar. Indicate the spoken, editing and writing levels. NEGOTIATE - The ability to talk with, strike deals with, or get information from other people. Under some conditions, a good roll on your CHARM may enhance your ability to gain information or conduct business. This would also include minor aspects of arithmetic and handling money. RECENT EVENTS - Through gossip, news sources (papers, radio, television, etc.) the things you know about what is going on in the world, the nation or otherwise outside your local area. You can only know information that would have entered the awareness of the general population, not specialized information known only to a few. SEARCH - The ability to find people and things that are hidden from view, either through a Conceal Item or Conceal Self effort on the part of another character or ZIP, or by the circumstances of the scene. STEALTH - The ability to move quietly without making noise to escape detection. SURVIVAL - The ability to deal with people and situations within your normal surroundings. For an average character in a modern game, this would mean surviving in your home town or its equivalent. For a fantasy character this might be in the village and woods. A character may have gained beneficial survival skills in other areas as a benefit of a career or as a specialty. TRACK - The ability to find people and things that are hidden or have left the area long ago. This may include following footprints, spore, debris or using local information sources to ask about the quarry. The difference between Track and Follow is that Track may be attempted even if the quarry cannot be spotted. SPECIAL NOTES ---------------------------------------------------------------------- From time to time special circumstances in games may call for the application of non-standard rules. These have emerged from gaming sessions. CALLED SHOTS ---------------------------------------------------------------------- It is reasonable for a Character to take a penalty on a Call Shot - a pre-roll declaration of the exact target or body part the Player wants to hit. The attacking character will have a 2d penalty If the roll succeeds with the penalty, the player will generally succeed. But if the target has a defensive roll, and succeeds with 20 or more points above the target number, the shot degrade to a random hit. It is an attempt to model the world - you may be aiming diligently, but if the target has any skill in moving around and knows you are trying to hit them, they may prevent you from hitting the exact spot you aimed for. If the attacking character succeeds there is still a hit, but a random roll is needed - the value of the Call Shot is lost by the target's excellent roll. This also applies when the player character is the target evading a ZIP call shot. MARTIAL ARTS ---------------------------------------------------------------------- A favorite of many gamers, Martial Arts does not qualify as a Special Effect in PLUS terms. It becomes a possible Career or Benefit the player may choose. MARTIAL ARTS BENEFITS A player may take martial arts as a career or a specialty at the full power level for your PLUS campaign (determined by the GM and dependent on your age). If, for example, the GM determines that the game will be played at the Professional level, then the player may take their martial art career or specialty at that level, provided that they have the career slot or specialty dice to use. However, the benefits tables are different for martial arts, to reflect the difficulty of obtaining a career or specialty in martial arts, to reflect the great dedication necessary to obtain such a career or specialty, and to preserve game balance (if it was easy to get a martial arts career, wouldn't we all?). Careers progress at Xd-1 number of benefits per career rather than the normal Xd number of benefits. So, for example, if a player were to take kenpo as a 4d career, they would only receive 3 benefits (e.g. 4d-1). Additionally, basic skills requirements must be taken first (see career lists for examples). Some martial arts careers may require that other skills be taken in a particular order as well. These requirements simulate the building-block nature (e.g. you learn the basic moves first and build on them to get to the more advanced moves) of most martial arts. For martial arts taken as a specialty, players receive benefits similarly to careers (unlike normal specialties), but at a much reduced rate. Again, this is to reflect the time requirement necessary to become proficient at martial arts. Once the player has chosen their specialty art, they receive Xd/2 possible benefits associated with that art (GM's option: at level 5d and above, allow a 3rd specialization). Basic skills must be taken first. For example, if you take a 3d level specialization in karate, you get 1 benefit. If you take a 4d specialty in karate, you get two benefits. Disclaimer: My listing of martial arts and their benefits reflects my own personal bias toward traditional martial arts, and my dislike of categorizing certain "sports" as martial arts. True martial arts should teach one to respect life, to avoid violence, and above all, not to under-estimate the enemy nor over-estimate one's own skill level. You cannot properly defend yourself if you do not recognize your own limits. Following are the descriptions of the benefits available to each of the arts. o TAI CHI o KARATE/KENPO o JUDO o SAVATE o AIKIDO o ESCRIMA o BRAZILIAN MARTIAL ART o THAI BOXING o JUJITSU/AKIJITSU o KUNG FU KARATE/KENPO/TAI CHI Fist Dodge Kick Parry Dodge Grapple Falling Throw (person) Bo Fist Jo Kick Nunchuka Falling Sai (2) @4d only Kami (2) @4d only JUDO/SAVATE Falling Fist Throw Kick Grapple Dodge Parry AIKIDO/ESCRIMA Falling Escrima sticks (2) Throw (balanced) Parry Grapple Dodge Dodge Kick Joint Locks (success = you control opponent) Falling BRAZILIAN MARTIAL ART / THAI BOXING Kick Fist Dodge Kick Acrobatics Dodge Falling Parry Fist JUJITSU / AKIJITSU Fist Dodge Kick Falling Grapple Joint Locks (success = you control opponent) KUNG FU Knife Fist Spear Throwing knife Dodge Tonfa (2) Falling Throwing stars Throw (balanced) Nunchuka Grapple Kami (2) @4d+ only Sai (2) @4d+ only Chain @5d+ only Bo 3-section staff @5d+ only Jo Hook Sword @5d+ only P.L.U.S CHARACTER SHEET Text Format ----------------------------------------------------------------------- PLAYER ................................................................ CHARACTER ............................................................. CONCEPT ............................................................... ............................................................. ............................................................. AGE ____ HEIGHT ______ WEIGHT ______ HAIR ______ EYES ______ CHARACTERISTICS STRENGTH....|_|_|_|_|_|_| EDUCATION |_|_|_|_|_|_| CHARM....|_|_|_|_|_|_| REFLEXES....|_|_|_|_|_|_| WILL..... |_|_|_|_|_|_| INTUITION|_|_|_|_|_|_| COORDINATION|_|_|_|_|_|_| MECHANICAL|_|_|_|_|_|_| .........|_|_|_|_|_|_| LUCK Full ____ Current ____ BODY Full____ 2/3____ 1/3____ CURRENT____ MONEY Banked $ _____ Stashed $ _____ On Hand $ _____ Monthly $_____ GIVEN SKILLS CAREERS ATHLETICS PRIMARY: __________________ |_|_|_|_|_|_| Brawl ........ |_|_|_|_|_|_| Benefit: ............................. Climb ........ |_|_|_|_|_|_| Benefit: ............................. Dodge ........ |_|_|_|_|_|_| Benefit: ............................. Fist ......... |_|_|_|_|_|_| Benefit: ............................. Kick ......... |_|_|_|_|_|_| Benefit: ............................. Run .......... |_|_|_|_|_|_| Benefit: ............................. Swim ......... |_|_|_|_|_|_| Benefit: ............................. Throw (Bal.).. |_|_|_|_|_|_| Throw (Unbal.) |_|_|_|_|_|_| SECONDARY:__________________ |_|_|_|_|_|_| BASICS Benefit: ............................. Common Devices |_|_|_|_|_|_| Benefit: ............................. Conceal Item . |_|_|_|_|_|_| Benefit: ............................. Conceal Self . |_|_|_|_|_|_| Benefit: ............................. Drive ........ |_|_|_|_|_|_| Benefit: ............................. Evaluate ..... |_|_|_|_|_|_| Benefit: ............................. First Aid .... |_|_|_|_|_|_| Benefit: ............................. Follow ....... |_|_|_|_|_|_| Home Town .... |_|_|_|_|_|_| MINOR: __________________ |_|_|_|_|_|_| Info. Search . |_|_|_|_|_|_| Benefit: ............................. Native Language Benefit: ............................. Speak ........ |_|_|_|_|_|_| Benefit: ............................. Read ......... |_|_|_|_|_|_| Benefit: ............................. Write ........ |_|_|_|_|_|_| Benefit: ............................. Negotiate .... |_|_|_|_|_|_| Benefit: ............................. Recent Events. |_|_|_|_|_|_| Benefit: ............................. Search ....... |_|_|_|_|_|_| Stealth ...... |_|_|_|_|_|_| SPECIALTIES and AWARDS (GM Option) SURVIVAL (specify area) ............................. |_|_|_|_|_|_| Local ........ |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| .............. |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| .............. |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| Track......... |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| SENSES ............................. |_|_|_|_|_|_| Hearing *..... |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| Smell *....... |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| Taste *....... |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| Touch *....... |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| Vision ....... |_|_|_|_|_|_| ............................. |_|_|_|_|_|_| P.L.U.S Character Worksheet Text Format PLAYER ............................................................. CHARACTER ............................................................. CONCEPT ............................................................. ............................................................. HEIGHT ______ WEIGHT _______ HAIR ______ EYES ______ ------------------------------------------------------------------------ ROLLS AGE ____ Years = _____ Careers LUCK _____ BODY _____ BASE Chars __ Givens* __ Primary __ Secondary __ Minor __ Specialty __ LEVEL Chars __ Givens* __ Primary __ Secondary __ Minor __ Specialty __ TOTAL Chars __ Givens* __ Primary __ Secondary __ Minor __ Specialty __ ------------------------------------------------------------------------ PLAYER ......................................... | * GIVEN SKILL DICE CHARACTER .......................... Level ........ | Age Base Dice.. __ CONCEPT ......................................... | Level Bonus.... __ ......................................... | Primary Career. __ ......................................... | Sec..Career.... __ Die used for this campaign d__ | Minor Career... __ ----------------------------------------------------+from CHARS CHARACTERISTICS SPECIALTIES/WEAPONS | to AthleticsSkills Strength.... __ ............................... __ | Strength..... __ Reflexes.... __ ............................... __ | Reflexes..... __ Coordination __ ............................... __ | Coordination. __ Education... __ ............................... __ | to Basic Skills Will........ __ ............................... __ | Education.... __ Mechanical.. __ ............................... __ | Mechanical... __ Charm....... __ ............................... __ | Will......... __ Intuition... __ ............................... __ | Intuition.... __ Effect ............................... __ | Total Dice ____________ __ ............................... __ | for Given ............................... __ | Skills ....... ___ ----------------------+-------------+---------------+-+----------------- CAREERS and BENEFITS | ATHLETICS | BASICS | Survive Primary __ | Brawl... __ | Com. Devices __ | ____________ __ ..................... | Climb... __ | Conc. Item.. __ | ____________ __ ..................... | Dodge... __ | Conc. Self.. __ | LANGUAGE (Own) Secondary __ | Fist ... __ | Drive....... __ | ____________ __ ..................... | Kick.... __ | Evaluate.... __ | Speak....... __ ..................... | Run ... __ | First AId... __ | Read........ __ Minor __ | Swim ... __ | Follow...... __ | Write....... __ ..................... | Throw | Info Search. __ | SENSES ..................... | Bal. .. __ | Local Lore.. __ | Hearing..... __ Awards (GMs Option) | Unbal.. __ | Negotiate... __ | Sight ...... __ ..................... | | Rec. Events. __ | Smell....... __ ..................... | | Search...... __ | Taste....... __ ..................... | | Track....... __ | Touch....... __ ----------------------+-------------+-----------------+----------------- (C) 1997 Talewind All Rights Reserved