KEVIN & KELL ROLE -PLAYING G AME THE R
Authors Jamie C Borg Michael Hopcroft
2
Core Rules Action! System rules created by Mark Arsenault & Patrick Sweeney Action! System Core Rules written by by Mark Arsenault, Patrick Sweeney Sweeney & Ross Winn “Action! System” is designated as Product Identity and may not be used without written permission from Gold Rush Games Damage Save Variant Rules compiled and modified by Jamie C Borg
Line Editors
Jennifer Andersen Michael Hopcroft William Andersen Cover Art
Bill Holbrook Interior Art
Bill Holbrook Layout & Design
Jack Reynolds ComStar Media, LLC Product Code CSR4801 - First published May 2005 Kevin and Kell Copyright Copyright © 2005 Bill Holbrook is published by ComStar Media, LLC.
All illustrations in this book are the property of Bill Holbrook. 2005, ComStar Media, LLC All Rights Rights Reserved.
3
CONTENTS
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the licensed material or artwork contained herein is prohibited without the express written permission of Bill Holbrook, Inc. Please view the Open Gaming License Contained at the end of this book for further information on Open Content. Visit our website at http://www.comstar-media.com/ For more information about our games, please visit our game division at: http:// www.creativestar-games.com Learn more about Kevin and Kell, and follow the adventures online. For more information, visit our webpage at http://www.creativestar-games.com/kevin-and-kell.php at http://www.creativestar-games.com/kevin-and-kell.php
Action! System copyright 2001-2005 by Gold Rush Games. All rights reserved. This product contains derivative material based on the Action! System Core Rules released under the Open Game License. This product is not endorsed by Gold Rush Games. Action! System and the Action! Action! System logos are trademarks of Gold Rush Games and are used under license in accordance with the terms te rms of the Action! System Trademark License, available at www.actionsystem.com. “’Action! System’ and the Action! System logos are trademarks of Gold Rush Games and are used with permission.” “Furry” and “Cartoonist” is designated as Product Identity and may not be used without written permission from ComStar Media, LLC. All images & characters © Bill Holbrook. Holbrook. Unauthorized redistribution prohibited. The Introduction, Welcome To Domain, and Characters from the strip sections are Product Identity. Any Kevin and Kell character names and circumstances used throughout the rules are also deemed Product Identity. The Domestication Defect description was written by Chris Kohler, utilized by John Reynolds in his Unofficial Kevin and Kell FAQ and is considered Product Identity (used with permission – FAQ located at http://kevinandkell.com/about/faq.htmll). The “Food Chain Levelling” Trait and Defect is also specific to http://kevinandkell.com/about/faq.htm the Kevin & Kell world and is deemed product identity. Feel free to use any game mechanics and the character statistics subject to the Action! System Trademark License, however do not use any Kevin and Kell character names, situations or locations as they are owned by Bill Holbrook.
4
CONTENTS INTRODUCTION ..................10
LineDeveloper’s Introduction ..... 11 Some Conventions ....................... 12 WELCOME TO DOMAIN ......12
The Circle of Life.......................... 13 The Domain Earth ....................... 14 Religion in Domain...................... 14 The Christmas Story .................... 14 The Carnivore Church ................. 15 The Herbivore Church ................. 15 The Wild ...................................... 16 Government and Laws ................ 17 Business and the Economy.......... 18 A Little Bit of History .................. 19 Life in Domain ............................. 20 Education..................................... 21 The Great Bird Conspiracy .......... 21 Rabbit’s Revenge ......................... 22 HerdThinners Inc. ....................... 23 The Open Game License .............. 24 Dice .............................................. 24 The Cartoonist or Game Master .. 24 THE ACTION! SYSTEM .......24
Players and Characters ................ 25 Attributes & Skills........................ 25 Attributes ..................................... 25 Skills............................................. 25 Skill Rolls ..................................... 25 Attribute + Skill ........................... 26 Difficulty Levels and Target Numbers ...................................................... 26 Making the Roll ........................... 26 Attribute Saves ............................ 26 Combat......................................... 26 Damage ........................................ 27 Action Points ............................... 27 Campaign Level ........................... 27 Realistic ....................................... 27 Cinematic..................................... 27 Extreme........................................ 28 Character Concept ....................... 29 CHARACTER CREATION .....29
Body Group .................................. 30 Strength (STR)............................. 30 ATTRIBUTES ....................... 30
Strength Table ............................. 31 Reflexes (REF) ............................. 32 Health (HLT) ............................... 32 Mind Group ................................. 32
Presence (PRE) ............................ 32 Intellect (INT).............................. 32 Will (WIL).................................... 32 Buying Attributes......................... 32 Maximum Attribute Scores ......... 33 Unspent Attribute Points ............ 33 Using a Single Point Pool ............ 33 Derived Attributes ....................... 33 Defensive Target Number (DEF) 34 Initiative (INI) ............................. 34 Damage Save Bonus (DAM) ........ 34 Move (MOV) ................................ 34 Movement Table ......................... 35 Scaling.......................................... 38 Annotating Scale .......................... 38 Attributes ..................................... 38 Primary Attributes....................... 38 Derived Attributes ....................... 39 Buying Traits ............................... 40 Capabilities .................................. 40 Modifying Capabilities and Adjusting Point Costs ................................... 40 ANIMAL TRAITS..................40
Advanced .................................... 41 Ally ............................................. 41 Alternate Identity ........................ 41 Ambidextrous ............................. 41 Armor........................................... 42 Scaling Armor .............................. 42 Art of Distraction......................... 42 Attack Combat Mastery ............... 43 Attractive .................................... 43 Aura of Command ....................... 44 Autonomic Control ...................... 44 Authority Figure .......................... 44 Bird Granted Trait ....................... 45 Body Weapon .............................. 45 Danger Intuition .......................... 45 Defense Combat Mastery ............ 46 Divine Relationship ..................... 46 Distance Calculation.................... 46 Disease resistance ....................... 46 Eidetic Memory .......................... 46 Enhanced Attribute ..................... 46 Environment Acclimatization .... 47 Extra Arms ................................... 47 Fast Healer .................................. 47 Fast Learner (Skill Group) ......... 47 Flight ............................................ 48 Flunkies ....................................... 48 Food Chain Leveling .................... 49
5
Global Contacts............................ 49 Global Traveler ............................ 50 Good Sense of Time .................... 50 Hard to Kill ................................. 50 Heightened Senses ...................... 50 Type I ........................................... 50 Type II .......................................... 51 Interspecies Affinity .................... 51 Leaping ........................................ 51 Lightning Calculator.................... 51 Lucky ........................................... 51 Mechanical Genius ...................... 52 Natural Weapons ......................... 52 Claws or Spikes ............................ 52 Fangs, Beak, or Mandibles .......... 53 Horns ........................................... 53 Spines........................................... 53 Tail Striker .................................. 53 Tentacles ...................................... 53 Night Vision ................................ 53 Organizational Ties...................... 54 Pack Hunting ............................... 55 Regeneration ............................... 55 Social Advantage ......................... 55 Special Defense ............................ 56 Special Defense ............................ 56 Special Movement ....................... 56 Cat-Like ....................................... 56 Dimension Hop ........................... 56 Light-Footed ................................ 56 Slithering ..................................... 57 Swinging/Brachiating.................. 57 Untraceable.................................. 57 Wall-Bouncing ............................. 57 Wall-Crawling ............................. 57 Water-Walking ............................ 57 Zen Direction ............................... 57 Species Features .......................... 57 Speed Reader .............................. 57 Sprint Bonus ................................ 57 Tunneling..................................... 58 Water Movement ......................... 58 Wealthy ....................................... 59 Well Rested ................................. 59 Voice Alteration ........................... 59 Why Skill Groups? ....................... 60 Skill Group Scores ....................... 60 Skill Levels ................................... 60 SKILLS................................. 60
Specialties .................................... 61 Types ............................................ 61
CONTENTS Buying Skills ................................ 62 Using Skills .................................. 63 When to Roll ................................ 63 Difficulty Levels and Target Numbers ...................................................... 63 Difficulty Levels & Target Numbers ...................................................... 64 Target Numbers in Combat ......... 64 Making Sense of Difficulty Levels 64 Automatic Success & Failure....... 65 Expanded Target Number Table . 65 Target Numbers (Roll needed, or more)............................................ 66 Which Attribute to Use? .............. 67 Governing Attribute .................... 67 Unusual Applications of Skills .... 67 Both Body and Mind.................... 67 Making the Roll ........................... 68 Using a Skill—Summary .............. 68 Effect Numbers............................ 68 Contested Skill Rolls .................... 68 Skill Roll Modifiers ...................... 69 Complementary Skills ................. 69 Off-handed................................... 69 Time ............................................. 69 Time Chart ................................... 70 Taking Extra Time ....................... 70 Rushing ........................................ 70 Repeated Attempts ...................... 70 Tools & Equipment...................... 71 Which Skills to Use? .................... 71 Universal and Common Skills ..... 71 Instruction & Study ..................... 71 Finding a Teacher ........................ 71 Study Hindrances ........................ 72 Study Benefits ............................. 72 Study Time................................... 73 Required Time to Improve SL ..... 73 Skill Descriptions......................... 74 Arts & Crafts Skill Group ............. 74 Art (Type) .................................. 74 Cooking (Spec) ........................... 74 Craft (Type) ................................ 74 Jeweler ....................................... 74 Photography ............................... 74 Smith (Spec) .............................. 74 Athletics Skill Group.................... 75 Acrobatics ................................... 75 Climbing ...................................... 75 Contortionist ............................... 75 Jumping/Tumbling ..................... 75 Para (Spec) ................................. 76
Sport (Type) .............................. 76 Swimming ................................... 76 Throwing (Spec) ......................... 76 Unarmed Combat (Type) ............ 76 Zero-G ......................................... 76 Communication Skill Group........ 76 Instruction .................................. 76 Negotiation (Spec) ...................... 77 Orate (Spec) ................................ 78 Persuasion (Spec) ....................... 78 Poetry .......................................... 78 Writing (Spec) ............................. 79 Covert Skill Group ....................... 79 Disguise ...................................... 79 Forgery (Spec) ............................ 79 Gambling .................................... 79 Lockpicking ................................ 80 Shadowing /Evasion.................... 80 Sleight of Hand ........................... 80 Stealth ......................................... 80 Education Skill Group ................. 81 Geography (Spec) ....................... 81 History (Spec) ............................. 81 Hobby (Spec) ............................... 81 Knowledge (Type) ...................... 81 Language (Type) ......................... 82 Religion (Type) ........................... 82 Research (Spec) .......................... 82 Enterprise Skill Group................. 83 Accounting .................................. 83 Appraisal ..................................... 83 Bureaucracy ................................ 83 Business ...................................... 83 Economics (Spec) ....................... 83 Professional (Type) .................... 84 Trading ........................................ 84 Focus Skill Group ........................ 84 Ability Use (Type) ........................ 84 Area Knowledge (Type) .............. 85 Awareness (Spec) ........................ 86 Concentration ............................. 86 Intuition ...................................... 86 Lip Reading ................................. 87 Investigation Skill Group ............ 87 Cryptography .............................. 87 Deduction .................................... 87 Forensics .................................... 87 Intel Analysis .............................. 88 Interrogation ............................... 88 Surveillance (Spec) ..................... 88 Medical Skill Group ..................... 89 Dentistry .................................... 89
6
First Aid (Spec) .......................... 89 Physician (Spec) ......................... 89 Pharmacology ............................. 89 Surgery (Spec) ........................... 89 Melee Weapon Skill Group.......... 90 Axes (Spec) ................................. 90 Bayonets ..................................... 90 Flexible Weapons (Spec) ........... 90 Knives ......................................... 90 Maces/Clubs (Spec) ................... 90 Polearms (Spec) ......................... 90 Swords (Spec) ............................ 90 Nature/Outdoor Skill Group ....... 90 Hunting (Spec) .......................... 90 Navigation (Spec) ....................... 91 Survival (Spec) ............................ 91 Terrain Movement (Spec) ........... 91 Tracking ...................................... 91 Performance Skill Group ............. 91 Acting .......................................... 91 Dancing (Spec) ............................ 92 Instrument (Type) ..................... 92 Juggling ...................................... 92 Mimicry ....................................... 92 Singing ....................................... 92 Ventriloquist ............................... 93 Ranged Weapon Skill Group ....... 93 Boomerangs ............................... 93 Bows (Spec) ................................ 93 Crossbows (Spec) ....................... 93 Sling Weapons (Spec) ................ 93 Slingshots ................................... 93 Stake Cannon ............................... 93 Sciences Skill Group .................... 94 Astronomy .................................. 94 Biology (Spec) ............................. 94 Chemistry (Spec) ........................ 94 Mathematics ............................... 94 Physics (Spec) ............................. 94 Social Skill Group ........................ 95 Conversation ............................... 95 Intrigue ....................................... 95 Philosophy .................................. 95 Society (Type) ............................. 95 Style ............................................. 96 Symbols (Type) ........................... 96 Social Sciences Skill Group ......... 96 Anthropology (Spec) ................... 96 Archeology (Spec) ....................... 96 Criminology ............................... 96 Politics ......................................... 97 Psychology (Spec) ....................... 97
CONTENTS Technical Skills ............................ 97 Astrogation ................................. 97 Computer Use .............................. 97 Find File ....................................... 97 Defeat Computer Security ........... 98 Computer Hacking ...................... 98 Covering Tracks ........................... 99 Access the Site ............................. 99 Locate What You’re Looking For 99 Defeat File Security ..................... 99 Do Your Stuff ............................... 99 Defend Security ........................... 99 Degrade Programming ................ 100 Write Program ............................. 100 Operate Remote Device ............... 100 Special .......................................... 101 Time ............................................. 101 Electrician .................................. 101 Electronics (Spec) ...................... 101 Engineering (Type) ..................... 101 Mechanics (Spec) ....................... 101 Operate Electronics (Spec) ......... 101 Transportation Skills ................... 102 Driving (Spec) ........................... 102 Piloting (Spec) ........................... 102 Sailing (Spec) ............................ 102 Spaceships (Spec) ..................... 102 Watercraft (Spec) ...................... 102 Defects ......................................... 102 Achilles Heel ................................ 103 Activation Time ........................... 103 Awkward Dimensions.................. 104 Backlash ....................................... 105 Blind Fury .................................... 105 Concentration .............................. 105 Cursed .......................................... 106 Easily Distracted .......................... 107 Famous ........................................ 107 Food Chain Leveling .................... 107 Girl/Guy Magnet ......................... 107 Inept Attack ................................. 108 Inept Defense............................... 108 Involuntary Change ..................... 108 Ism ............................................... 108 Limited Use, Instantaneous ........ 109 Limited Use, Ongoing .................. 109 Marked ......................................... 109 Maximum Force .......................... 110 Nemesis........................................ 110 Nocturnal ..................................... 110 Not So Tough ............................... 111 Owned ......................................... 111
Part of Body ................................. 111 Permanent ................................... 112 Phobia .......................................... 112 Physical Impairment ................... 112 Recurring Nightmares ................. 113 Red Tape ...................................... 113 Reduction..................................... 114 Sample Reductions ...................... 114 Restriction ................................... 114 Sample Restrictions..................... 114 Sensory Impairment.................... 115 Significant Other (S.O.) ............... 115 Skeleton in the Closet .................. 116 Special Requirement ................... 116 Unique Defect .............................. 117 Unique Defect Example: Attack Restriction ................................... 117 Unreliable Natural Ability ........... 117 Unskilled ...................................... 117 Vulnerability ................................ 118 Wanted......................................... 118 Weak Point................................... 118 A Few Last Thoughts ................... 118 Putting it All Together ................. 118 Furry Statistics Layout ................ 119 Introducing the Character ........... 119 Getting Into the Story .................. 120 Time to Play! ................................ 120 WhenTo Use Action Points ......... 121 After the Dice Are Rolled............. 121 What Action Points Do ................ 121 Re-roll a check or save ................. 121 Improve Defense ......................... 121 ACTION POINTS ..................121
Eliminate Stun Hits ..................... 122 Recover ........................................ 122 Ignore Fatigue ............................. 122 Overcome Injury .......................... 122 Escape death ................................ 122 Boost an Attribute ....................... 122 Move Outside The Caption .......... 122 Gaining Action Points.................. 123 When to Award an Action Point.. 123 Dramatic or Heroic Actions ........ 123 Meet a Goal .................................. 123 Memorable Game Moments........ 123 Give the Cartoonist a Plot Hook .. 123 Other Circumstances ................... 123 How Many AP to Award .............. 124 Taking Actions ............................. 125 What Can I Do? ........................... 125
7
What Is An Action?...................... 125 Limitations on Taking Actions .... 125 One Action Per Turn .................... 125 No Impossible Actions ................ 125 Declaring Actions ........................ 125 RULES OF PLAY ..................125
Tooth ‘n’ Claw .............................. 126 Combat Turns .............................. 126 Initiative....................................... 126 Available Actions ......................... 126 Offensive ...................................... 126 Defensive ..................................... 127 Movement .................................... 127 Other ............................................ 128 Modifying Target Numbers ......... 129 DEF Modifiers ............................. 129 Combat Modifiers ........................ 129 Combat Modifiers Table .............. 130 Ranged Combat Example ............ 131 Action Modifiers .......................... 131 Damage Types ............................. 132 Types of Damage ......................... 132 Blunt ............................................ 132 Penetrating .................................. 132 Special .......................................... 132 Forms of Damage ........................ 132 Stunning Damage ........................ 132 Lethal Damage............................. 132 Special Damage ........................... 133 Scaling Damage ........................... 133 Attack Damage Bonus ................. 133 Damage Saves .............................. 133 Damage Save Results................... 134 Impossible Damage Saves ........... 134 Pulling Your Punches .................. 134 Damaging Mooks......................... 134 Sneak Attacks .............................. 134 Injury Conditions ........................ 134 Bruised (Stun Blow) .................... 134 Injured (Lethal Blow) .................. 134 Stunned........................................ 134 Unconscious................................. 135 Disabled ....................................... 135 Dying............................................ 135 Recovery ...................................... 135 Blows............................................ 135 Healing Period Chart ................... 135 Unconsciousness ......................... 135 Disabled ....................................... 135 Terrain ........................................ 136 Open Terrain ............................... 136
CONTENTS Close Terrain ............................... 136 Tight Terrain ............................... 136 THE HUNT ........................... 136
Initial Lead .................................. 137 Chase Movement ........................ 137 Chases: Step By Step ................... 137 Step One: Initiative...................... 137 Step Two: Choose Maneuvers .... 138 Maneuver Descriptions ............... 138 Predator Maneuvers .................... 138 Box In (Finishing) ....................... 139 Crowd (Finishing)........................ 139 Cut Off (Finishing) ...................... 139 Gun It ........................................... 139 Herd ............................................. 139 Ram (Finishing)........................... 139 Strained Sprint ............................ 140 Shortcut ....................................... 140 Prey Maneuvers ........................... 140 Barnstorm (Finishing)................. 140 Bootlegger Turn ........................... 140 Hairpin Turn (Finishing) ............ 140 Lure .............................................. 140 Obstacle Course ........................... 141 Pull Ahead .................................... 141 Extreme Maneuvers (Finishing) . 141 Vanish (Finishing) ....................... 141 Step Three: Attribute Rolls .......... 142 Step Four: Resolution ................ 142 Step Five: Obstacles .................... 142 Avoid Hazard ............................... 142 Typical Hazards ........................... 143 Step Six: Damage and Crashes ... 143 Condition Summaries ................. 143 Damage Save ............................... 143 Asphyxiation and Drowning........ 144 Falling .......................................... 144 GAMING ENVIRONMENTS..144
Falling and Velocity Table ........... 145 Poison and Drugs ........................ 146 Mode ............................................ 146 Topical (TN 15) ............................ 146 Ingested (TN 24) ......................... 146 Inhaled (TN 21) ........................... 146 Blood (TN 18) .............................. 146 Speed of Poisons and Drugs ........ 146 Effect ............................................ 147 Duration of Poisons and Drugs ... 147 Treating Poison Victims .............. 147 Making Poisons ........................... 147
Alcohol ......................................... 148 Effects of Drinking....................... 148 Alcohol Effects ............................. 148 Hangovers (Optional).................. 148 The Elements ............................... 149 Element Damage Table ............... 149 Explosions.................................... 149 Targeting Explosive Attacks ........ 149 Direction Missed Attack Lands ... 150 Damage Reduced by Range ......... 150 Inanimate Objects ....................... 150 Striking an object......................... 150 Object Defense and attack bonuses ...................................................... 150 Ineffective Attacks ....................... 150 Effective Attacks .......................... 150 Hardness ...................................... 150 Damage to Objects....................... 151 AV and Damage Save of Common Materials ...................................... 151 Sample Vehicles........................... 154 Getting Lost ................................. 156 Poor Visibility .............................. 156 Difficult Terrain ........................... 156 Chance To Get Lost ...................... 156 Effects of Being Lost .................... 156 THE GREAT OUTDOORS .....156
Random Direction of Travel ........ 157 Recognizing that You’re Lost ...... 157 Setting a New Course ................... 157 Conflicting Directions.................. 157 Regaining Your Bearings ............. 157 The Forests .................................. 157 Trees ............................................ 157 Undergrowth ............................... 158 Forest Canopy .............................. 158 Other Forest Terrain Elements ... 158 Stealth And Detection In A Forest ...................................................... 158 Forest Fires .................................. 158 Heat Damage ............................... 159 Catching on Fire .......................... 159 Smoke Inhalation ........................ 159 The Marshes ................................ 159 Bogs.............................................. 159 Undergrowth ............................... 160 Quicksand .................................... 160 Hedgerows ................................... 160 Other Marsh Terrain Elements ... 161 Stealth And Detection In A Marsh ...................................................... 161
8
The Hills....................................... 161 Gradual Slope .............................. 161 Steep Slope .................................. 161 Cliff............................................... 161 Light Undergrowth ...................... 161 Other Hills Terrain Elements...... 161 Stealth And Detection In Hills .... 162 The Mountains............................. 162 Gradual and Steep Slopes ............ 162 Cliff............................................... 162 Chasm .......................................... 162 Light Undergrowth ...................... 162 Scree............................................. 162 Dense Rubble............................... 162 Rock Wall ..................................... 163 Cave Entrance .............................. 163 Other Mountain Terrain Features ...................................................... 163 Stealth And Detection In Mountains ...................................................... 163 Avalanches ................................... 163 Mountain Travel .......................... 164 Acclimatized Furries.................... 164 Altitude Zones.............................. 164 The Desert.................................... 165 Light Undergrowth ...................... 165 Ice Sheet....................................... 165 Light Rubble ................................ 165 Dense Rubble............................... 165 Sand Dunes .................................. 165 Other Desert Terrain Features .... 166 Stealth And Detection In The Desert ...................................................... 166 Sandstorms .................................. 166 The Plains .................................... 166 Undergrowth ............................... 166 Light Rubble ................................ 166 Trench .......................................... 167 Berm ............................................ 167 Fences .......................................... 167 Other Plains Terrain Features..... 167 Stealth And Detection In Plains . 167 The Rivers and Oceans ................ 167 Flowing Water ............................. 167 Swept Away.................................. 168 Non flowing Water ...................... 168 Stealth And Detection Underwater ...................................................... 168 Invisibility.................................... 168 Underwater Combat .................... 168 Ranged Attacks Underwater ....... 168 Attacks from Land ....................... 168
CONTENTS
9
INTRODUCTION Thank you very much for your purchase of the “Kevin and Kell” role-playing game, and for entering the world inhabited by the Dewclaws and their friends. It is a community familiar yet strange, in which everyday concerns become issues of life and death. With the stakes raised to the highest levels, the supreme mega-weaponry in one’s arsenal turns out to be love, trust and tolerance. These issues were on my mind in the early months of 1995 when I finally decided to call the phone company to install a second line into the den, allowing me to hook up the 9600 baud modem I’d bought the previous summer. Within a week I was on CompuServe, and “Kevin and Kell” began to form in my mind. In my other strips “On the FastTrack” and “Safe Havens” I’d frequently had my characters take the form of animals in fantasy sequences, and I wanted to bring this one step further by doing a strip populated entirely by non-humans. As I got into the online culture, I began to see a wealth of material in the contrast between the high-tech world and a bucolic woodland setting. Contrasts became the theme of the project, and I started by having two natural enemies meet online, fall in love before discovering their backgrounds, get married and raise a family. I chose a rabbit and a fox and named them Kevin and Kell. Get it? Heaven and Hell. Contrasts. Yuk. Yuk. Never mind.
this idea. I drew about thirty gags and showed them to my wife Teri, and she immediately had a negative reaction to the relationship which seemed too one-sided in the female’s favor. Also, the cultural stereotype of the fox contains negative associations of sly underhandedness; plus, the “foxy lady” cliché was pretty lame. Back to the drawing board. I changed Kell into a wolf because of that specie’s more noble reputation. I had some initial hesitation since rabbits and wolves aren’t natural enemies (wolves prefer larger prey), but it seems to have worked out. One thing I had to change was the setting since I had them living in a hole they’d dug together. That made initial sense because foxes and rabbits reside underground. However, wolves don’t. Thus, the treehouse was born. As for the rest of the family, I had a carnivorous baby rabbit and Kell’s preteen wolf cub son from a previous marriage. The more gags I drew, however, the more something seemed missing. The baby and the son didn’t interact much, and in this family some sibling rivalry was required. I created Lindesfarne so that the herbivore/ carnivore relationship between the parents would be mirrored with the children. I didn’t want a third rabbit in the family, so for variety’s sake I made her an adopted porcupine. This was important since with her natural defenses the readers wouldn’t worry about her living with predators. (Later on, of course, she was revealed to be a hedgehog, an insectivore.)
Of course, Walt Kelly’s legendary “Pogo” was a major influence. He was a genius at using animals to illuminate the foibles of human society, complete with anthropomorphic versions of political figures. I took a slightly different tack, focusing more on general cultural attitudes rather than specific issues of the day.
I took another week in May to write about thirty more gags incorporating these changes, which pulled everything together. “Kevin and Kell” came online on September 4, 1995. Doug Pratt was the systems operator of the Comics Forum on CompuServe, and he and I decided to try to market the strip to other CompuServe forums at After getting a week ahead on my King Features $5 per week. Thanks to his salesmanship after a strips, I took the first week of April off to develop year fifty clients were paying for the strip, making 10
INTRODUCTION it cyberspace’s first profitable comic strip. Other factors intervened, and CompuServe was soon operating under a different business model. Fortunately banner ad revenue was picking up steam, and by 2000 “Kevin and Kell’s” audience of two million page views a month was bringing in almost as much income as my two newspaper strips combined. The dot.com collapse put an end to that. Since then the audience (which has grown to three million monthly page views and climbing) has directly supported the strip through the Kell’s Angels patron program. In a way, the net has always been about the individual so it seems natural that “Kevin and Kell” should survive in this fashion. I’m pleased to say that this role-playing game is the latest in a line of merchandise based on the strip. Of course, there have been eight book collections from Plan Nine Publishing, a comic book about Kevin and Kell’s wedding called “Origin of the Species,” T-shirts, mugs, mouse pads and (especially important for gamers) dice pouches. Equally important is the community that has grown up around the strip through the mailing list that has lively discussions over the characters and the challenges they encounter in the natural environment of Domain. Through this game you now have the opportunity to actually inhabit this world, either through an existing character or one of your own invention. Whether you’re predator or prey, you will face choices and decisions guaranteed to require resourcefulness, quick-thinking and the occasional trait to groom for parasites.
Shanda the Panda #25 . I wish I still had that. It
turned out I’d been a fan of Bill Holbrook’s from years of reading his newspaper strip Safe Havens in the Oregonian. I followed the comic on the website but never thought to contact Bill. But near the end of my tenure at Seraphim Guard I got up the nerve to contact Bill and ask how much he wanted for the license. I expected Bill to reject the idea outright or quote some outrageous figure that I could never hope to reach. But Bill surprised me. He took to the idea, quoted me a very reasonable price, and offered me the use of his entire archive. What followed was the sort of false starts, reconsiderations, and other things that are prone to happen in game design. My original plans for the system design went completely out the window, and when the Action! System became available I leapt at the chance to use it. When Jamie Borg volunteered to adapt the core rules to Domain’s unique needs, I was elated. And when I finally got the rules, I knew the hard work had only begun. As I write this, I am setting out on the hard part – translating Bill Holbrook’s unique creation to something you can take to your gaming table and have entertaining adventures with. Why write the Introduction before the game is finished? Because I felt there was something I had to say, which is this – I may not be the ultimate authority on everything K&K – that honor goes to Bill – but I am ever so grateful for this unique opportunity. By the time you are reading this, my work will be done, and I hope I have done it well. I owe the Dewclaws and Bill that much. What is more, I owe YOU, the gamer, that much.
Welcome!
I promise I won’t disappoint you.
-- Bill Holbrook
-- Michael Hopcroft
LINE DEVELOPER’ S I NTRODUCTION I got the idea of doing this project in late 2003. I’d been reading Kevin and Kell off-and-on ever since I first discovered Bill’s ad in the back of 11
WELCOME TO DOMAIN On behalf of the family of Kevin and Kell Dewclaw, I would like to welcome you to the township of Domain. It may seem like a strange place to you, because everybody walking around is an animal. Over there a fennec fox, six feet tall and walking on his hind legs wearing a suit, is carrying a bag of takeout burgers into a tree that has literally been converted into a house. A rabbit dressed in women’s clothing greets him at the door, gives him a kiss on the cheek, and furtively they sneak into the house – it would get weird looks if a rabbit were to eat hamburgers in public. A few blocks away, a gigantic bipedal rabbit is spreading ranch dressing over his lawn in front of his own tree-house. In the basement, a bat is maintaining aging servers for the ISP run by the big rabbit and owned by the fennec fox.
Today is not a school day, but if it was you’d be seeing teenage animals of all species flocking (sometimes literally) to Caliban Academy, home of the defending city Hunting championship team. At Caliban, there are tracks that teach predators, herbivores, and nocturnal species how to survive and prosper in a violent world. This also includes modern skills like computer programming – the night class of which is actually taught by a Caliban student. A brilliant and lovely hedgehog, she is the adopted daughter of the big rabbit we met earlier spreading ranch dressing over his lawn. Right now she’s sleeping. Go ahead. Greet the big rabbit. He looks fearsome, and if you threaten his family in any way he’ll pummel you seven ways to Sunday, but he’s really quite a nice guy. His name is Kevin Dewclaw. And this is a rabbit who has broken many taboos over the course of his lifetime, and emerged the stronger and happier for it. Depending on your species, he might offer you some grass from his lawn or send you inside to greet his wife Kell, who’ll offer you a nice steak. The Dewclaws are good people, in spite of all the talk about them. When a rabbit marries a wolf, people will talk.
That’s the thing about Domain. All the animals who live here, and in the rest of the world, are sentient and capable of thought, speech and selfawareness. That doesn’t mean they’re not still animals. Under normal circumstances, the fennec fox would not be feeding the rabbit – he’d be eating her. But some unusual things happen in Domain. The fox and the rabbit woman are newlyweds. She in turn is the sister of the big rabbit, who works But don’t get too close to the baby. She might for the fox. And the bat works for the fox under mistake you for food, and Coney can swallow an the rabbit’s direction (and watchful eye – the bat antelope whole and spit out all the bones. is also dating his daughter). A ways away is the office of HerdThinners inc., leading supplier of groceries to carnivores who for whatever reason cannot hunt. Their professional predators frequently go out into the Wild outside Domain to track prey. Sometimes they’ll try to pick off herbivores who live in town, but that’s not as common as it used to be. If you think the predators at HerdThinners are vicious, you should sample the office politics. Under the firm hand of R.L., HerdThinners remains strong, profitable, and performs the traditional predator function is strengthening the bloodlines of the prey it pursues.
S OME C ONVENTIONS Before we begin a detailed description of Domain, a few conventions. When the residents of Domain Township speak of their world, they call it “Earth”, just as we call our world. However, for purposes of this book we will be referring to the entire world as “Domain” to make it clear that we’re not in Arkansas – at least not the human Arkansas – anymore. Domain is also used to refer to the township where the Dewclaws live; in those cases we will call it “Domain Township”. There are hundreds of sentient species on 12
WELCOME TO DOMAIN Domain – everything that lives, in fact, has a sapient mind. When we use the term “person” in this book, we could be referring to any of these species. Everyone in Domain, whether they’re a wolf, a fox, a rabbit or a snake, refers to themselves as a ‘person” in addition to as a member of their species, so we shall show them the same privilege. Finally, we’ll be using terms “Carnivore”,”Predator”, “herbivore” and Species” a lot. These terms in no way superiority or inferiority for a species individual. Even someone you are trying and eat is a person worthy of respect.
T HE C IRCLE OF L IFE
like “Prey imply or an to kill
and herbivores alike are intelligent, capable and resourceful. The hunt is a duel of minds and will as much as of foot, tooth and claw. In addition, the hunter has a sort of duty to the prey. If the prey is strong enough, it will get away and go on with its life. If not, the predator will end its life quickly so it doesn’t suffer, only eat what will fill their bellies, and leave the rest for the meat packers and scavengers. And while some will actually hunt in town, it is increasingly becoming considered bad form to hunt in town. The Wild, where animals of all types live free of civilization’s strictures and by a code of their own, is a much better hunting ground anyway. While herbivores do not enjoy being stalked, some enjoy the challenge of a good chase – sometimes too much for their own good. They will put all their wits and resources into their own protection. Each prey species has its own secret methods of escape and defense, taught for generations and adapted as situations change.
The first thing you have to understand about life in Domain is that everyone, no matter where they stand on the food chain, respects the “circle of life”. Although civilization has blurred the natural roles of species and the lines between them, there are certain things that are taken as a given by Not everyone entirely lives by the cycle. With everyone, and one of them is that some people can the coming of civilization, many live their lives only survive by eating the flesh of other sentient away from deadly danger. Many members of beings. c\carnivorous species simply buy their meat This is not as gruesome as it sounds. Both with money they earn at their jobs, and retirees predators and prey have bought into the concept. are given food and money by the government. There are rules to the game which everyone follows. Likewise, many herbivores only graze in their own And most Herbivores who live in civilization can go front yards, and buy the rest of what they need. their entire lives and have to fend off only four or The rules of dietary boundaries are not absolutely. five attacks over the course of it. And just because A wolf who buys a hamburger and trimmings at the a predator can’t hunt doesn’t mean someone isn’t local fast-food joint won’t throw away the bun – willing to feed him. they need fiber in their diet too. And a herbivore is physically capable of digesting meat – it’s just that Domain functions like any other ecology. most intensely dislike the taste, especially of their Plants create food by photosynthesis and grow. own species. And some who are born carnivores Herbivores eat the plants. Carnivores eat the can, through the miracles of modern medicine, herbivores. Eventually a carnivore will die and be adopt the herbivore lifestyle, even replacing their buried, where their body decomposes and deposits digestive tracts to get the maximum nourishment nutrients in the soil, which feeds the plants, which from things like grass and hay. in turn feeds the herbivores. It’s an endless cycle that cannot be interrupted \without resulting in Finally, the boundaries between species ruin for everybody. themselves are not set in stone. Any person can breed with any other person of the opposite sex. But now throw universal sapience into the Most people confine their choice of mate to their mix and it takes on new dimensions. Carnivores own species, but not all do. Many come to see the 13
WELCOME TO DOMAIN person behind the species and fall in love, even if their species are natural enemies. The story of Kevin and Kell centers on the marriage between Kevin; a rabbit, and Kell; a wolf. They had a child of their own, a rabbit with the dietary habits of a carnivore, and each brought a child from a previous marriage into the family. What was once considered scandalous is happening more and more often, to the point that it is sometimes difficult to tell at sight what species a person belongs to. And many of them like it that way.
T HE DOMAIN E ARTH The Earth in which Domain township is located is the same planet as the one the humans inhabitant – just in a different time line. The alternative time line was created fifteen thousand years ago when time travelers from the future arrived and decided to massively intervene. The travelers, who would be the ancestors of what would later become known as the Great Bird Conspiracy, had the best of intentions – the Earth they had left behind had been practically destroyed by human ecological neglect. They had decided that by making all animal species intelligent that the fate of the Earth could be prevented. As it’s the same planet, the geography is identical. Domain Township is located in the southern United States; it has not been specified exactly where, but somewhere in Georgia is suspected. It is near a large city and about five hour’s drive away from the North Carolina coast. The same nations that exist on our Earth exist in Domain. The United Kingdom, for example, is a monarchy rules by hedgehogs descended directly from the original King Arthur (legendary for pulling “The Quills from the Tree”). The natural nobility of most countries, however, consists of carnivores. Most of the major historical events of our world had parallels in Domain, from the American Revolution to the Civil War through to the events of September 11, 2001. The American Revolution was the result of foxes who had fled England (to avoid being hunted for sport by hounds) being pushed
around by Britain. Once they were in power, they created a form of government that gave all species a voice – unique at the time, but becoming more accepted now worldwide. Transportation around is by a mix of natural and technological means. Birds, bats, and many insects fly and regularly travel long distances in this manner. Many animals can run very quickly for short distances, but this is mainly used in hunting and avoiding being hunted. Civilized people drive cars, take buses, and fly in airplanes.
R ELIGION IN DOMAIN Domain’s religious structure is somewhat different from our Earth’s, but it does have some similarities. Christianity is practiced, there is a Bible, and there was apparently a historical Jesus of Nazareth. Although they are not mentioned, it is presumed that such faiths as Judaism, Islam and Buddhism exist in Domain as well. However, since the Dewclaws are Christians we are mainly exposed to the Domain view of Christianity, so that will be our major focus in this subsection.
T HE C HRISTMAS S TORY According to the Gospels as they were written in Domain, Joseph and Mary went to Bethlehem to be recorded for the roman tax. They were apparently a mixed-species couple, and thus faces such heavy disapproval from the inhabitants of Bethlehem that they were not allowed to stay in the inn and had to sleep in the stables with the beasts of burden (who, like all animals in Domain, were sentient). In Holbrook’s version of the story as told in the strip, Kevin was cast as Joseph and Kell as Mary – though this may have been for the reader’s benefit (by enabling Holbrook to use familiar characters to tell the story) it did illustrate the point. Soon others started coming to the stable. Although no midwife could be summoned to attend to the delivery, shepherds from the fields cam to the stable entirely on their own and assisted in the delivery of the baby. It was at the moment of birth that Jesus performed his first miracle – everyone 14
WELCOME TO DOMAIN on the scene perceived the infant as belonging to the prey species survive, so it is sinful to hunt to their own species. Jesus evidently retained this excess or to hunt down a species to the point of ability throughout his entire life. extinction. One should never be gluttonous and eat more than what will fill ones own belly, leaving Christians on Domain believe that in this the rest for fellow pack members, scavengers, or manner, Jesus was able to spread his message (in modern society) professional meat-packers of love to all species without threatening any of like HerdThinners who service those who cannot them. Thus his message spread across all species hunt. and classes of people. One particular portion of the service that T HE C ARNIVORE C HURCH caused Kevin great discomfort during his one visit to the carnivore Church is the practice of a “flesh Jesus’ central message was, as on this world, offering”. Parishioners can, in lieu of money, bring “Love your neighbor as yourself”. But what if pieces of their kills to the service for the collection your survival depends on your ability to kill and plate. The meat is given to the clergy, the poor, and eat sentient beings? Coping with this seeming those carnivores who cannot hunt for themselves. contradiction is the focus of the Carnivore Church, Kevin was mistaken for an especially generous one of three major religious bodies mentioned offering, which offended him deeply. Kell was not in the strip. Kell Dewclaw was raised in the too happy either. S EE CS-1 Carnivore Church, whose rite and ritual bears Kell Dewclaw has occasionally felt yearnings some resemblance to our world’s Roman Catholics in that it is a heavily traditional organization. towards her old faith. However, the church When the priest mentions in the liturgy that ‘this hierarchy does not approve of her marriage, and is my body” and “this is my blood”, he means it she has chosen to follow her heart over their quite literally – the flesh and blood partaken of in dictates. Communion is “transubstantiated” into the actual T HE H ERBIVORE C HURCH flesh and blood of Christ, and by partaking of it communers share in his sacrifice and in the power Before his marriage to Kell, Kevin Kindle was a of his resurrection. member of the Herbivore Church. The Herbivore The Carnivore church teaches respect for all Church does not have set meeting places, moving creatures, including prey. It is not sinful to kill from place to place to avoid the attention of prey for ones own needs or to meet the needs predators. Herbivore belief centers around the of others, but it is considered a grave offense to idea that being prey means being part of the circle torture a prey animal before killing them, cause the of life, and that even if you yourself are caught and victim undue pain or fear, or cause unnecessary eaten by a predator, your species will go on. Thus suffering in any way. It is important that even if the individual is sublimated to the needs of the an individual member of a prey species is killed, group, with the knowledge that an herbivore that CS-1
15
WELCOME TO DOMAIN
CS-2
lives a good life, even if shortened by predation, with grace and self-respect, not as mere food. will be rewarded in the afterlife. Unitarianism is becoming more and more A true follower of the Herbivore Church does popular as society gets more urban and more not actively seek out death, but he does not fear and more people are separated from the cycle of it either. If he’s fast and strong enough, he can predator and prey. Now that many carnivores and should outrun the predators. If he can’t, then buy their meat at a grocery store and herbivores he goes on to the next world knowing he tried his can live out their entire lives in relatively safe best. If the carnivore is keeping their part of the environments, a religious philosophy that accepts social contract, death will be quick and relatively all people becomes very appealing. S EE CS3 Since painless. S EE CS-2 both the Carnivore and herbivore Churches value the purity of species, inters-species couples who The Unitarians hold to Christian beliefs often find the Unitarians to In between these two extremes are the Unitarians, be their only choice, and many (like the Dewclaws) a sect that was formed with the express purpose of find true spiritual homes there. being able to accept everyone of all dietary types and T HE W ILD food groups. Families with members in multiple species, such as the Dewclaws, tend to gravitate to The Wild is not just a place – it is a way of life that the Unitarians. Unitarian belief is centered on the rejects all civilized thought and belief. To a resident idea that all beings, of all species, deserve respect of the Wild, animals are animals and should revel and are equal in God’s eyes. Predation is inevitable in their animal instincts. Wild predators hunt and accepted, but the more bloodthirsty instincts of with wild abandon as their ancestors did, and wild carnivores are kept in check, while herbivores are herbivores graze and flee. In both cases, the strong taught to hold up their heads and carry themselves survive, the weak perish, and that is the way it CS3
16
WELCOME TO DOMAIN
CS-4
is. The “religion” of the Wild, which bears many elements of a cult, rejects any afterlife beyond the continued survival of the species and the passing along of favorable traits to the next generation through natural selection. They are, in a sense, the ultimate Darwinists, believing that civilized folk will eventually succumb to the failings of their technology and the weakness bred by their culture and that the strong, hardy, ruthless creatures of the Wild are the ones to whom the future belongs. S EE CS-4
Despite their disdain for civilization, the Wild often seeks to recruit in civilized areas, luring carnivores and herbivores alike into their ranks with promises of freedom from all social constraints. Many flee to the Wild because they have no other choice – Vin Vulpin, for example, retreated to the Wild when it became obvious that he was marked for death in the civilized world. The more organized part of the Wild will try to hunt down and kill anyone who tries to return to civilization after joining them. On the other hand, they will also kill or cast out anyone who cannot pull their weight in their roles.
G OVERNMENT AND L AWS The United States of America was founded essentially by foxes who had emigrated from England to avoid being hunted by hounds. However, their experience as prey taught them that their status as carnivores did not give them an inherent superiority, so they devised a system of government where all species had a voice. This experiment has been copied by many other nations,
but it has never worked quite so well elsewhere as it does in the United States. The current President of the United States is a butterfly, previous presidents have been foxes and rabbits and many other species we haven’t heard about in the strip. The US has a federal, state, and local governments. The strip has mainly dealt with state and local politics, with occasional references to national politics but nothing of major significance to the storyline. State and local legislatures and officials hold a great deal of power in the United States. At all levels officials are elected by a majority vote of eligible voters who bother to vote; the only exception is the President, who is chosen indirectly through the Electoral College process. As a result of this, herbivores have come to dominate Domain political life. Of course, the official government only thinks they have the real power. Many of the actual trappings of power are held by an unelected bureaucracy of teachers, social workers, regulators, lawyers and others. A vast majority of these positions are held by birds, and nobody is really sure why. Everyone just assumes they have a natural aptitude for it, unaware of the actual role of the birds in the world. In a world where killing is a way of life, it may surprise the casual observer to realize there is still such a thing as murder. Murder in Domain is a killing that is motivated neither by food or defense. It is just as illegal to carve up your rich uncle so you can inherit his fortune in Domain as it is in our world, even if you eat the pieces to cover it up. Generally using a weapon is considered a sign of
17
WELCOME TO DOMAIN illegal premeditation (in addition to being a major temporarily revoked for a crime he did not commit, social taboo). and Danielle-H lost her Rabbit License after failing the scampering test. S EE C S -5 A growing number Other things that are illegal here are illegal of individuals defy easy categorization into species, there. Since most transactions are still conducted as the product of interspecies unions, and both with money, anything that steals money is a crime. these unions and the Species registry itself have Internet fraud is especially common, as are con become increasingly controversial. games and other methods of separating people from their money. The rules of self-defense are The United States maintains a military to somewhat looser than in our world – it is expected fight its wars. The military and the police are the that if you can’t flee a threat to your life or property only people for whom it is socially acceptable to you will fight if you are able. use weapons. The FBI maintains a presence in Domain Township as well, as the township seems Different places take things to even greater to be a hotbed of sometimes dangerous activities. extremes. The Rabbit Warren, the vast underground A particular pair of FBI agents tends to involve network of tunnels and caverns where most of themselves with the affairs of the Dewclaws Domain’s rabbits live, gives the death penalty to on occasion originally assigned to deal with any carnivore caught penetrating its labyrinthine paranormal activities, they have since moved on corridors. The cult-like rulers of the Wild kill to the anti-terrorism effort. anyone who tries to flee them. One element of the law that people in Domain have to deal with on a regular basis is the Species Registry. The Species Registry’s job is to determine to which species an individual belongs and determine whether an individual meets the minimum physical and mental requirements to be an active member of that species. To be considered a rabbit under the law, for example, you need a Rabbit License in which you have to prove you have the skills to survive as a rabbit. Even if you were born a rabbit, you cannot enter the Rabbit Warrens without a Rabbit License, which is also revocable for grave offenses against the community of rabbits. Kevin Dewclaw had his rabbit license
BUSINESS AND THE E CONOMY While those who live in the Wild can get by as subsistence hunters or grazers, most people in Domain require money to get what they need. While there is some barter allowed and even encouraged, usually trading food for services or goods, most things are handled through currency systems. Every nation has its own currency; in the United States it is the dollar. Nobody is quite sure on what the value of the dollar is based, but everyone agrees that a cross-species currency is
essential.
C S -5
18
WELCOME TO DOMAIN While the government employs a substantial number of people, the private sector is the main generator of both income and jobs for the economy. Many of the things that are sold on our world are sold here. Cars, the gasoline that powers them, computers, phones, and houses are paid for with money. A lot of houses in Domain Township (including the Dewclaws’) are literally carved into the insides of large trees; it is an art form that enables the tree to continue to grow and thrive while the family inside lives in comfort. Contracting to build these tree houses is big business; beavers are known to be especially good at it.
money for HerdThinners. (more meat left to sell). As its name implies, HerdThinners has an ecological as well as an economic function – to strengthen the prey species by weeding out those who would be too sick, slow or stupid to survive. The Internet has revolutionized Domain’s economy in many different ways. Internet service providers do good business, from major outfits like AOL to local ISPs like HareLink. The Internet allows for things like grooming-trade services, in which people offer to rid each other of parasites. Any sort of activity can be done in such a way that, when properly managed, it generates a profit. Businesspeople like Steve Lop of Carrot Computers are generally admired, especially if they started from scratch. Still, many businesses have been involved in scandals, including HerdThinners itself (although the CEO was actually framed and finally exonerated).
Agriculture is quite different. The animals who live on farms are not raised for their meat; indeed, they are there voluntarily and the farmer actually protects them from predation. In return they give milk, wool and other services. Farmers also grow vegetable crops for the vast civilized herbivore population, from traditional staples like wheat and hay to vegetables like carrots and lettuce. These A L ITTLE B IT OF H ISTORY are sold to grocery stores that cater to carnivores and herbivores alike; professional predators often It actually began in the far future of our own buy vegetables for use as bait. A member of a farm world. Mankind, the stewards of this world, had community who dies on the farm can volunteer well and truly botched their assignment. Each to leave their body to the meat packers or, if they was covered head-deep in toxic sludge and other prefer, can be buried on the farm. products of human folly. The humans, thinking The meat that is sold in carnivore-catering only of themselves, evacuated the planet and stores generally comes from professional predation headed for a distant star, leaving some very services. The largest of these (holding a near- powerful and advanced technology behind. The monopoly), and one of the largest corporations only animal species to survive were the birds, who in the country, is HerdThinners Inc., whose were able to fly above the sludge. Everything else headquarters is just outside Domain township. perished. HerdThinners hires predators from many different Eventually, the birds became the new sentient species to go out into the Wild and take down species on Earth, but they didn’t particularly like prey. In addition to financial compensation, the the world they lived in. When they found a cache predator gets to eat a portion of what he or she of advanced human technology, including a time kills. She then calls back to the main office, which machine, the birds decided they were going to sends a butchering crew to cut apart the rest of the make things different. So some birds traveled back carcass for distribution to stores, leaving the bones, twenty-five thousand years into the past and began offal and a bit of meat behind for the scavengers. tinkering with history. Predators who work for HerdThinners are judged by how well they manage to meet or exceed their The first thing they did was prevent the quota of kills. All prey is fair game, but large prey evolution of humans. They had seen how efficient like deer, elk and wild cattle generate the most humans were at destroying their environment 19
WELCOME TO DOMAIN and wanted no part of them. But what about the other animals? As long as all the other animals were wild, they posed a threat to the birds. So the birds “uplifted” every animal species on the world that would become Domain to sentience. Unfortunately, this did nothing to quell the blood lust of predators, so the Birds tried another tactic, splicing into every species a recessive gene for “domestication” that would make creatures more capable to trusting one another and working together. But this didn’t help either. Evolution and natural selection continued to take their course, and the bird scientists who first traveled back in time set down to their descendants the secrets of their origins and the task of preventing the world from destroying itself in an orgy of bloodshed. This was the birth of what would later become known (to those few who knew about it) as the Great Bird Conspiracy (or GBC). Working in secret, the Birds guided the people, predator and prey alike, toward civilization. When civilization did finally emerge, it happened in roughly the same way it did on Earth. Gradually predators came to recognize that it was not to their advantage to eat every prey animal they came across. In turn, the prey realized that as long as they exercised due caution they could survive being in the presence of a predator. Thus developed the first great mixed-species cities in Egypt, Mesopotamia, China, India and Central America. The cities worked out laws to limit slaughter while at the same time preserving the balance between predator and prey. Not everyone went in for cities, agriculture and civilization. In every part of the world many areas remained wild. Although the inhabitants were sentient, they chose to live like their wild forbearers, which would eventually lead to a cultlike devotion to those practices. Still, civilizations spread, rose, and fell. Moral teachers emerged and religions were founded and flourished. Art, music, and culture thrived. Explorers explored, conquerors conquered, and warriors made war. The end result was the Domain we know today – a civilization similar to
and yet entirely unlike anything a human would recognize.
L IFE IN DOMAIN The first thing a visitor to Domain would notice is that everybody seems a bit wary of everybody else. A sheep may work alongside a wolf on an assembly line building cars, but he will never forget that the wolf is a predator who could turn around and eat him at any moment. Yet most of the time the wolf restrains himself and does not eat the sheep. In fact, the wolf is making good money on the assembly line and can afford to buy his meat at the grocery store. He doesn’t have to hunt, and so he doesn’t. The wolf and the sheep may even have come to a sort of understanding or become seemingly unlikely friends. They might even share a beer after work. Where does that meat come from? If you live in the United States, more than likely it was provided by some affiliate of HerdThinners Inc. HerdThinners is a company of predators who have the twofold function of putting meat on the table of carnivores who for whatever reason cannot hunt and maintaining the health of the herds of herbivores by weeding out the sick and the slow. A typical member of HerdThinners’ crack crew of professional predators will go out into the wild, pick off some prey that couldn’t escape them, eat their fill of the kill, and then send for the retrieval team to pick up the remaining parts of the carcass to be butchered and sold. The bones and marrow, and whatever sticks to them, are usually left behind for the scavengers. If the prey was brought down in the Wild, that is the end of the matter. Thus it is as common to find venison and wild boar on the dinner table of a carnivore household as it is to find beef and pork. The sheep, after his day of labor, will go home and eat some grass he’d purchased from the local Feed Store. He supplements this by munching on his lawn from time to time, which not only provides a welcome change from the taste of store bought grass but saves him the trouble of mowing 20
WELCOME TO DOMAIN it. He might also have a garden where he grows more exotic vegetables like carrots and celery. He’ll watch the news on TV, or read the evening paper, maybe tune in a sporting event, and spend time with his family. The wolf will pretty much do the same thing.
and social studies, math, computer science, biology and other sciences, and civics. Sometimes a particularly talented student (such as Lindesfarne) may be tapped to teach a class in something they are specialized in. They are not paid for this service, because the school district is notoriously cheap.
Come election time the sheep and the wolf will go to the same polling place and cast ballots for the same candidates. Any member of any species who meets the citizenship and age requirements can hold office in Domain. In practice most successful politicians are herbivores, because herbivores outnumber carnivores by an order of ten to one even among the civilized people who turn out and vote. This is far from universal – as of 2004 the President of the United States was a butterfly. One of his predecessors was a rabbit who had the misfortune of being investigated by a special prosecutor who was a wolf – and became the prosecutor’s lunch.
The athletic life at Caliban is very lively. In addition to regular sports like football, basketball, baseball and soccer, the most popular sport at Caliban is competitive hunting. Teams of teenage predators from different schools compete to bring down either a designated prey animal or the most prey at any given time. One of the rules of the “game” is that all athletes on the winning team must share the kill – this poses problems for noncarnivores. There is no equivalent sport for prey species.
E DUCATION
After high school graduation, many students go on to college or directly to the working world. Lindesfarne and Rudy Dewclaw attend Caliban as students; Catherine Aura was once a teacher there. Fenton Fuscus is an alumnus.
In Domain, children of all civilized species go T HE GREAT BIRD CONSPIRACY to school. Public education at schools like Caliban Academy is the norm for teenage furs. Only the One of the outstanding features of Domain’s wealthiest can afford to send their children to history is the secret role played by birds. Most private schools. people in Domain think birds are just people who Caliban Academy has several study tracks for the happen to gravitate to the supporting roles in society various dietary types. There are carnivore studies, – teachers, nurses and doctors, bureaucrats, etc. herbivore studies, insectivore studies and night The reality, of course, is that from these positions school for the nocturnal. There are also separate the Birds actually keep the world running – at cafeteria facilities for each dietary type. least, they used to. Other subjects taught at Caliban include history
It all started with the time travelers who CS-6
21
WELCOME TO DOMAIN uplifted animals thousands of years ago and prevented the emergence of Man. They had seen the effects of a single species controlling society, and vowed to prevent that world’s mistakes. S EE CS-6 Unfortunately, they soon saw that intelligent predators were hard to control, so they developed elaborate means of social control to keep things functioning smoothly. Gradually it became an almost cult-like system in which the Birds lived a dual life, servants part of the time but masters in reality.
family.
After their triumph, the Great Bird conspiracy retreated. However, its influence is still felt. Some of the birds have not given up their Machiavellian ways and work behind the scenes to keep society moving in the right direction. Remnants of the Conspiracy watch over the portal between Domain and our world. Although Catherine Aura is gone now, it is likely that the birds will continue to influence society and the lives of the Dewclaw
The groups’ signature weapons are gunpowderpowered and fire wooden stakes in the shape of a carrot. These stakes are usually painted orange, like a real carrot. The ends of the stakes are very sharp and they are very effective at penetrating flesh.
R ABBIT ’ S R EVENGE
Few animals really like to be eaten, but most herbivores accept the risk of consumption. However, among the residents of the Rabbit Warrem resentment has simmered for a long time over the fact that rabbits are a popular food source of just about all predators. Many felt that rabbits should take their rightful place as masters of all they surveyed. The height of this feeling was However, like all who wield great power expressed by the activities of Rabbit’s Revenge, the birds eventually found it a burden. So they Domain’s most dangerous terrorist group. launched a plan to relieve themselves of their power. Naturally, it was elaborate. By creating Rabbit’s Revenge believes in the destruction of the Y2K computer bug and then endowing Fiona predators as part of society and the end of anyone Fennec with the power to fix it, the Birds hoped to preying on rabbits. To achieve this aim they force the species of Domain to learn to cooperate. have embarked on a campaign of assassination, S EE CS-7 In the end, it turned out that Kevin and kidnapping, and other activities designed to Kell Dewclaw were the ones who wiped out the inspire prey species (particularly rabbits) to rise last vestige of Y2K, which was also part of the up and slaughter the predators. The fact that Birds’ plan. As Catherine Aura explained once, the success in their aims would result in massive prey Dewclaw family is vital to what the Birds see as the overpopulation does not concern them; in their necessity of teaching the species of Domain to live mind, the more rabbits there are in the world the together. better.
To join Rabbit’s Revenge, the applicant has to go through a complex initiation ritual that includes
CS-7
22
WELCOME TO DOMAIN hunting down and killing a predator with one of these weapons. If the initiate succeeds in the mission and is not caught, they can join Rabbit’s Revenge.
their kill. HerdThinners predators must meet a daily quota of kills, usually expressed whether in pounds or in number of members of prey species killed. S EE CS-7
Rabbit’s revenge is well-organized – perhaps too well. At one point they were keeping all the files needed to run their organization on a single network server. The defector Danielle Kindle realized this and led an expedition to destroy the server. She succeeded, but gave her life in the process. Since the destruction of their files and the arrest of dozens of their members, Rabbit’s Revenge has been dormant. But it seems unlikely that this will be permanent, and if they have the capacity to learn from their mistakes then Rabbit’s Revenge will be even deadlier when they return.
Like all large corporations, HerdThinners is full of corporate intrigue. The current CEO, R.L., is a ruthless manipulator who fires employees by eating them. Under him, many underlings jockey for position and power within the company. Capable of showing distinct favoritism, R.L. has elevated his wife Angelique to a very high position even though she is not a traditional predator species. Although some resent this, Angelique’s position is so powerful that few can stand up to her.
H ERDT HINNERS I NC .
Kell Dewclaw has worked for HerdThinners for many years, in a variety of capacities. She stared out as the company’s’ top predator, and has since moved on to serve as webmaster, a junior executive, and as Director of Security.
One of the largest corporations in Domain., and the corporation with a near monopoly on HerdThinners is a major sponsor of athletic the grocer’s meat trade, is HerdThinners Inc. and cultural events, and sponsors many of the HerdThinners send predators into the Wild to high school and collegiate professional hunting “harvest” herbivores – after the predator eats his programs. or her fill they call a crew to butcher and distribute CS-7
23
THE ACTION! SYSTEM Kevin and Kell’s game rules are based upon the Open Gaming Licensed Action! System rules by Mark Arsenault, Patrick Sweeney & Ross Winn and published by Gold Rush Games. The core rules are unchanged with skills and the modified 3d6 roll against a target number being the core resolution system for Kevin and Kell. The damage system has been tweaked to reflect the near total lack of modern weaponry in the world of Domain.
D ICE The game rules use three six-sided dice. It’s traditional to abbreviate “three six-sided dice” by writing “3d6.” In this custom, the first number is the number of dice being used (in this case 3) and the second number represents the type of dice being used (specifically, number of sides they possess), so “d6” means “six-sided dice.”
Six-sided dice are the common, square-shaped In this section we present a quick overview of dice that can be found in many board games. They the most basic rules of the game. can also be purchased in many general department stores, but chances are you have at least three T HE O PEN G AME L ICENSE of these dice somewhere in your house, in other Kevin and Kell is published under the terms of games. the Open Game License and the Action! System There are options to use other numbers and Trademark License. The OGL allows us to use the Action! System and to publish gaming material kinds of dice, which are discussed later and in derived from those rules. In fact material that is other optional rules. For now all you need to play strictly rules related is Open Content. You can use the game using the core rules are 3d6—three sixthis material in your own works, as long as you sided dice. follow the conditions of the Open Game License. T HE C ARTOONIST OR G AME M ASTER You can copy the material to your website or even put it in a book that you publish and sell. One member of the group assumes the role of Not everything in the book is Open Content, moderator and controls the Non-Player Characters however. The character creation, skills, (“NPCs” for short). This player is known as the capabilities, defects, gaming mechanics, combat Game Master, or GM. The nature of the Kevin rules and chase rules are all Open Content. Quotes, and Kell game, where we are attempting to bring history, character names, character write-ups, and a cartoon strip to life, means the Game Master can examples listing characters and situations owned also be called the “Cartoonist.” by Bill Holbrook are closed content (Product In situations when the rules are unclear or need Identity) and cannot be republished, copied or to be applied in a new or unique way, the GM uses distributed without the consent of Bill Holbrook his or her best judgment. The GM also constructs via ComStar Media, LLC. All illustrations, pictures the basics of the game. Basics include the setting, and diagrams in this book are Product Identity theme, NPCs and some goals for the players’ and the property of Bill Holbrook © 2005. The group, normally called a Party, but also referred Open Game license is printed in its entirety at the to as a Team, Troupe, Group, or Cabal. We’ll talk end of this book. For further information, please more about what makes a good Cartoonist later in visit the Open Gaming Foundation website at www. this book. opengamingfoundation.org.
24
THE ACTION SYSTEM
P LAYERS AND C HARACTERS
Aptitude Attribute and a Resistance Attribute.
New attribute groups can be added, providing Each player has a fictional character, called a Player Character (or “PC”), a made-up person that more variety and additional attributes for the player will use during the game. The player characters, but the core rules use only these two. chooses what his character does and says during S KILLS the game. Each character also has skills, which represent Players are in no way assumed to actually be their characters. Players are real people. Characters are the character’s general ability or aptitude in pretend. Think of the player as an actor, and the various tasks. There are skills for arts and crafts, PC as a role that the actor is playing in a movie or using weapons, and even diplomacy. Skills reflect how good your character is at what he knows. play, and you’ll begin to get the idea. S EE CS-8 Skills are also arranged into groups. Each group In the Kevin and Kell Role-playing Game, the characters are also referred to “Furries” in reference contains from 5 to 8 related skills. to their animal origins. The term “Character” and Each skill is associated with a specific Attribute “Furry” is interchangeable and used for flavor. Group. Persuasion, for example, is associated with the Mind Group, whereas the Swords skill is ATTRIBUTES & S KILLS associated with the Body Group. When a character attempts a simple task, such Each character has attributes and skills that represent the character’s personal ability or as walking or opening an unlocked door, the player aptitude in various areas or for performing certain doesn’t need to roll dice. When a character attempts an action that has a chance of failure, however, tasks. such as attacking an opponent or maneuvering a Each attribute and skill has a numerical score. car through an obstacle course, the player must This score tells you how strong or proficient the make a skill roll. character is in that area. Most characters will have scores from 1 to 10, which represents the normal S KILL ROLLS human range of ability. Skill rolls are used to determine if a character is ATTRIBUTES successful at some attempted action or task. There are six attributes, which are arranged in Players decide if they want their character to two groups: Body and Mind. perform an action. An action can be as simple as Each group contains a Power Attribute, an walking through a door, which would not require a skill roll. Sometimes there is a level of skill involved CS-8
25
THE ACTION SYSTEM in performing the action, however, so the player may need to make a skill roll for his character. The GM decides whether or not an action requires a skill roll. ATTRIBUTE + S KILL
rolls, with the GM determining a Difficulty Level and assigning a Target Number. The difference is that instead of adding an attribute score to a skill score, the player simply doubles the character’s attribute score and then adds that number to the dice roll.
If the GM determines that a player’s chosen John’s character has a Reflexes score of 4. The action requires a skill roll, the GM determines GM tells John to make an Difficult attribute save which Skill and which Attribute (from the Attribute (TN 21) using his character’s Reflexes. He then Group associated with the skill) apply to the task. rolls 3d6, and gets 13. Because 13 plus 4 equals 17, If a character attempts to shoot an opponent with a revolver, the player must make a Pistols skill roll. Because the Pistols skill is associated with the Body Group, the GM must choose Strength, Reflexes, or Health as the attribute that the player uses with the Pistols skill. The logical choice is Reflexes, the Aptitude Attribute for the Body Group.
John’s character’s attribute save is unsuccessful. However if John’s character had a skill that would have helped the task, the skill level would have been added to the roll.
Attribute saves are also integral part of the Damage Save mechanic. Like a skill roll, the Damage save is usually made up of the HLT attribute + DAM attribute + 3d6. The Health attribute can be substituted for any Body or Mind D IFFICULTY L EVELS AND attribute that would be affected by an attack. T ARGET N UMBERS For example a psychic attack made against a character could mean a Willpower Damage save The GM then determines the Difficulty Level roll (WIL+DAM+3d6). (or “DL”) of the action being attempted. Each Difficulty Level has an associated Target Number C OMBAT (abbreviated as “TN”; see the Difficulty and Target Combat in Kevin and Kell is cyclical. Everybody Number Chart ). The more difficult the action being attempted is, the greater the Difficulty Level acts in turn in a regular cycle. and the higher the Target Number. The Cartoonist determines which characters are The Target Number is the number that the aware of their opponents at the start of the battle. player must meet or beat when making a dice roll If some but not all of the combatants are aware of in order for the task to be successful. A Target their opponents, a surprise attack may be granted Number of 18 would be shown as “(TN 18).” by the Cartoonist. In initiative order (highest to lowest) combatants take turns in making either M AKING THE ROLL movement, movement then action (with a penalty) or a full action either offensively or defensively. To make a skill roll, a player rolls 3d6 and adds When everyone has had a turn, the combat turn is his character’s attribute and skill scores to the repeated with initiative rolled. number rolled on the dice. If this new total is equal to or more than the Target Number, the attempted Attack rolls are made with 3d6 and attack action is successful. If the total is lower than the modifiers. If the result exceeds the target’s total Target Number, the attempt fails. DEF; a hit is made and damage may be inflicted. Various modifiers affect the attack roll, such as certain animal traits. ATTRIBUTE S AVES Modifiers are made up from size, distance,
Attribute saves are made much the same as skill 26
THE ACTION SYSTEM offensive actions, defensive actions, terrain and (novels, television and movies), high-powered, epic other Cartoonist included circumstances and may or supernatural heroes, and even giant monsters! be bonuses or penalties to the total roll modifier. To reflect the type of heroes being portrayed in the game, the game uses Campaign Levels.
D AMAGE
The three Campaign Levels are Realistic, A variant to the Action! System Core Cinematic, and Extreme. Rules.
R EALISTIC
When a target is hit with an attack, damage is Realistic games are those in which the player dealt. Each attack has a damage bonus. For melee attacks the damage bonus is equal to your STR characters are life-like, everyday heroes. For bonus, plus any modifiers for traits like Natural example, the characters may be street cops, investigators of the occult or otherworldly horrors, weapons. or soldiers in World War II. A target hit with a damaging attack must make Realistic games typically involve real-world a Damage Saving Throw (or Damage Save). This is typically a HLT attribute save modified with the situations (and their aftereffects) faced by everyday derived DAM attribute. The target rolls 3d6 and heroes. Because characters are not as capable of adds his or her Attribute Damage Save against the physically handling devastating encounters and total Damage TN. The result of the Damage Save traumatic events as cinematic or heroic characters, determines what sort of damage the target takes. Realistic games tend to involve more role-playing If the Damage Save succeeds, the target suffers no than combat and action, though this needn’t be damage. If it fails, the target suffers a blow. If it the case for all games. If elements of the fantastic fails by more than 5, the target is also stunned. If are present in the game setting, they are usually it fails by more than 10, the target is unconscious obscure and mysterious and beyond the grasp of (for a stun attack) or disabled (for a lethal attack). the PCs. For example, while many people may This variant also affects the rules for a character’s believe that magic and miracles are real, there is generally no way to scientifically prove so. Recovery.
ACTION P OINTS A slight variant to the Action! System Core Rules.
Whether it’s luck, talent or sheer determination, furries have something that sets them apart from the rest of Domain. This lets them perform amazing acts under the most difficult circumstances. Furries in Kevin and Kell have Action Points to reflect that special quality. Spending an Action Point can make the difference between success and failure.
C AMPAIGN L EVEL
C INEMATIC Cinematic games are those in which the player
characters are larger-than-life action heroes such as those found in fantasy, science fiction and action stories. The characters may be maverick cops (such as the characters portrayed in many police-oriented dramatic and action films and television programs), unlikely but capable heroes, avenging do-gooders and battlers of evil, Japanese chanbara (sword fight film) heroes, or heroes in a science fiction setting or fantasy setting. Cinematic games typically involve lots of high-
action and plausible, albeit unlikely, situations. The The game rules are versatile enough to handle heroes tend to be highly capable, as do the major games simulating adventures of average, everyday antagonists. Minor enemies (henchmen, flunkies, heroes, cinematic action heroes from fiction goons, mooks, etc.) are dangerous and numerous, but not as skilled as the heroes. Cinematic games 27
THE ACTION SYSTEM tend to involve as much role-playing as they do combat and action. If elements of the fantastic are present in the game setting, they are usually accessible to the characters if not altogether common. For example, magic spells or advanced technology, such as blasters and starships, may be available in the setting.
the Japanese kaiju genre films)! Extreme level games typically involve lots of
E XTREME Extreme games are those in which the player
characters are heroes of epic or supernatural power or abilities (or both), such as those found in superhero comic books, many animé films and cartoons, and even some video games. The characters may be superheroes, seemingly normal but powerful heroes, heroes with access to incredibly powerful abilities, devices, or supernatural creatures or themselves beings of incredible power or ability, Japanese sentai fighters or even giant monsters (such as those in
high-action and implausible, if not impossible (in the real world), situations. Entire city blocks (and sometimes entire worlds!) may be destroyed in the wake of powerful battles between entities. The heroes are often among an elite group of super-powered beings, often called upon to save their locale from one threat or another. Minor enemies are an annoyance, though typically many in number and not nearly as skilled as the heroes. Extreme games tend to involve more combat and action than role-playing. Elements of the fantastic are a staple of this level of game play, though they are usually accessible only to a limited group of people. For example, super-powers may be present but the vast majority of people are “normals” rather than “supers.”
28
CHARACTER CREATION The game system itself is a tool for creating and role-playing fictional characters to tell a story. In this section we present a recap of the of the character creation rules, including important table and charts, so that you don’t have to flip back and forth to various pages throughout the book.
given name. Does Jack have a last name? Yes. We decide that Haire fits as a last name. So we know that Jack Haire limps.
What does Jack do and where is he now? This doesn’t have to be Jack’s job. It can be a hobby or even a talent that Jack possesses. We give it Characters have numerical scores that define some thought and decide that Jack was a Private their capabilities. Each character has attributes, Investigator. He was a P.I, so he isn’t one any traits, benefits and skills. These are described in more. He could have been hurt in an accident and detail below. that could explain the limp.
CHARACTER CONCEPT The first step in creating a character is to think of a concept. What kind of character do you want to play? A strong-willed, square-jawed, two-fisted hero? A mild-mannered reporter? A sneaky covert operative? A rock star? To simplify things, start with a single idea. Ross is creating an Australian Bilby (Rabbitlike Marsupial) character for a modern Kevin and Kell game. Ross only needs one idea to start. He think about it for a moment and into his heads pops “Jack Limps.” In this one idea we know two things: the character thinks of himself as Jack, and he limps.
Where to go from here? Think about the five Ws: Who, What, Why, Where, and When?
Why was Jack hurt? Jack was on a case hunting down a gang of Crocodiles and he discovered something. Whatever it was that he discovered, it shook him up so badly that he did something stupid and accidentally hurt himself, so now he walks with a limp. Where and when did the accident occur? Was it recently? We decide that Jack was recently returned from the Northern Territory, so the accident that caused his injury has also resulted in Jack resigning from the Croc Hunting case. Maybe Jack didn’t report what really happened out there in the mangroves that fateful day, so maybe Jack has a secret. Ross records the character’s basic information on the character sheet.
With the beginnings of the character firmly in mind, we can start thinking about and determining Who is Jack? Jack is sometimes a nickname Jack’s attributes. Then animal traits, skills and for John, but is also a name in and of itself. So is finally defects will allow the character to take Jack a nickname? Australians don’t shorten the shape. name Jack to “John” so we decide that Jack is his
29
ATTRIBUTES Attributes are scores that reflect the character’s are not subject to the maximum score of 10 rule. basic physical and mental abilities. In short, the A score of 0 means the character has absolutely core attributes define the character’s “body and no capability in that area. Generally, if a character’s mind.” attribute drops to 0 for any reason, the character is All attributes are based on a scale of one to ten completely impotent in that area. (1-10), denoting the normal “human” levels of possibility. Characters in certain types of games BODY G ROUP may have attributes with scores higher or lower than humanly possible. The three attributes that define a character’s “body” or physical being are Health, Strength, and The higher an attribute score the better the Reflexes. character is in that area. For example, a character with a Strength of 3 is average, whereas a character S TRENGTH (STR) with a Strength of 1 is roughly equivalent to an infant or small animal. Strength (abbreviated STR) is the “Power” A score of 9 or 10 represents the pinnacle of attribute for the Body Group. STR represents raw human achievement. It should be rare to encounter physical prowess, including the ability to lift, push someone with an attribute or skill at this level (at and otherwise exert force. least among NPCs), and such a person may be The total weight that a character can lift to waist well-known for his ability. level without moving (i.e., dead lift) is shown on For example, a strength score of 9 could the Strength Table below. A character is able to represent the strength of an Olympic weight-lifter carry (lift and move) weight equal to half his lift and an Intellect of 10 could represent Hawking- capacity. A character can drag or pull twice his lift capacity. like genius. Tom’s character has a STR of 7. He can dead lift Scores higher than 10 are superhuman and are only possible through some unusual or 250 kilograms (about 550 pounds), he can carry supernatural means, such as drugs, magic, or 125 kilograms (275 pounds), and he can drag or paranormal power. Creatures, legendary beings, pull up to 500 kilograms (1,100 pounds)! superheroes, and otherwise extraordinary beings
30
ATTRIBUTES
S TRENGTH T ABLE STR
Drag
Dead Lift
Carry
Example of Dead Lift Weight
1
10 kg
5 kg
2.5 kg
Infant’s weight, M1 Garand, shot-put
2
50 kg
25 kg
12.5 kg
Child’s weight, full suitcase, 27” TV set
3
100 kg
50 kg
25 kg
Adolescent’s weight
4
200 kg
100 kg
50 kg
Average man’s weight
5
300 kg
150 kg
75 kg
Football lineman’s weight
6
400 kg
200 kg
100 kg
Sumo wrestler , GBU-12 (500-lb bomb)
7
500 kg
250 kg
125 kg
Large black bear, large stag
8
600 kg
300 kg
150 kg
Grand piano, small nuclear warhead
9
700 kg
350 kg
175 kg
120mm mortar, large wooden canoe
10
800 kg
400 kg
200 kg
Motorcycle, sailboat, female polar bear
11
1,200 kg
600 kg
300 kg
Male polar bear, camel
12
1,600 kg
800 kg
400 kg
Small trailer
13
2,400 kg
1,200 kg
600 kg
Economy car
14
3,200 kg
1,600 kg
800 kg
Mid-size pickup, mini-van
15
4,800 kg
2,400 kg
1,200 kg Luxury car, van
16
6,400 kg
3,200 kg
1,600 kg Truck
17
9,600 kg
4,800 kg
2,400 kg Large ship’s anchor
18
12.5 tons
6,400 kg
3,200 kg Armored limousine, Lear jet, Tyrannosaurus rex
19
18.75 tons
9,600 kg
4,800 kg Killer whale (male)
20
25 tons
12.5 tons
6,400 kg Subway car, male African elephant 31
ATTRIBUTES
R EFLEXES (REF) Reflexes (abbreviated REF) is the “Aptitude” attribute for the Body Group. REF covers the character’s agility, coordination, reaction, and overall speed. The higher a character’s REF, the more dexterous and agile he is, and the better his sense of balance is. A REF of 0 represents total lack of control over one’s muscles and movement (e.g., severe palsy or total paralysis).
H EALTH (HLT) Health (abbreviated HLT) is the “Resistance” attribute for the Body Group. HLT reflects the character’s overall constitution, general health, resistance to disease, and overall fitness. The higher a character’s health, the more resistant he is to illness and physiological degradation and injury. A HLT of 0 represents an absence of life (i.e., death).
inanimate object).
W ILL (WIL) Will (abbreviated WIL) is the “Resistance” attribute for the Mind Group. WIL reflects the character’s mental strength, ego, and force of conviction. The higher a character’s Will, the greater his resolve, focus, and level of concentration. A WIL of 0 represents no resistance to emotional influence and/or a complete lack of self-awareness (e.g., an automaton, robot or zombie).
BUYING ATTRIBUTES Characters have numerical scores that define their basic capabilities, called Attributes. Each character can also have traits, benefits, and skills. These are described in detail later in their own sections.
Attributes cost 1 Attribute Point for each level in an attribute. Buying a STR of 5 for a starting M IND G ROUP character, for instance, has a cost of 5 Attribute The three attributes that define the character’s Points. “mind” or mental and emotional being are Each player gets a number of points to divide Presence, Intellect, and Will. among the character’s attributes. This number is usually equal to the average attribute score used by P RESENCE (PRE) characters in the game multiplied by the number of attributes used, rounded to the nearest 5. (See Presence (abbreviated PRE) is the “Power” the table below.) attribute for the Mind Group. PRE represents the character’s general personality, charm, charisma, Campaign Avg. Attributes = Starting and innate persuasiveness. The higher a character’s Level Score x (Core Rules) Attr. Pts PRE, the more influential he can be. A PRE of 0 represents a total lack of personality, charisma, Realistic 4 6 25 and emotion (e.g., a brick or a wall). Cinematic 6 6 35 Extreme 8 6 50
I NTELLECT (INT)
Intellect (abbreviated INT) is the “Aptitude” attribute for the Mind Group. INT represents the sharpness of the character’s mind, clarity of thought and overall alertness. The higher a character’s INT, the brighter and more perceptive he is. An INT of 0 represents a complete lack of intelligence and thought (e.g., brain death or an
Attributes can be improved after character creation by spending Experience Points (see Experience, page 173). To increase an attribute by one level costs 5 times the new level in experience points. Tom wants to increase his character’s current STR from 3 to 4. It will cost 4 x 5 = 20 experience
32
ATTRIBUTES points to increase Tom’s character’s STR to 4.
based information on his character sheet.
M AXIMUM ATTRIBUTE S CORES
U SING A S INGLE P OINT P OOL
The recommended maximum score for any attribute depends on the campaign level of the game (See the Maximum Attribute Score Table). Players may purchase up to the maximum score for any primary attribute. This limit does not include any bonuses for applicable Capabilities (see the chapter on Traits).
Developers or GMs who wish to use a single pool of points for character creation may do so. Simply multiply the number of Attribute Points allotted times 10 and then add those points to the Furry Points to form one pool of points used for character creation. The cost of attributes is also multiplied by 10. Thus, when creating a new character, it costs 10 Furry Points to buy 1 level Jim is creating a character for a Realistic level in any primary attribute. The cost of increasing game, with a maximum characteristic score of 6. Derived Attributes remains the same.
Jim buys a REF score of 5 for his character and also buys a trait that defines it as providing a +2 REF bonus to his character. This makes the character’s effective REF score a 7, which is higher than the suggested maximum attribute score for the campaign, but is allowable.
Example: Tom is running a Cinematiclevel American Revolution game, set in the American colonies in 1776. Tom decides to use a single pool of points for character creation, so instead of giving each player 25 Attribute Points and 50 Furry Points, he converts the Attribute Points to Furry Points (25 x 10 = 250). He tells the players that they each have 300 Furry Points with which to create their characters.
The GM is free to ignore this rule for his or her game. Campaign Level
Realistic Cinematic Extreme
Sugg. Attribute Maximum Score
5 8 None
D ERIVED ATTRIBUTES
There are also a few special attributes. They are not assigned points during character creation like the core attributes. Instead, the following U NSPENT ATTRIBUTE P OINTS attributes are derived from attributes in the Body Any unspent Attribute Points may be converted or Mind Group. to Furry Points at a rate of 10:1. Furry Points are Derived attributes in the core rules are Defensive used to buy advantages, benefits, or skills. This Target Number, Initiative, Toughness, Life, and means that for every 1 Attribute Point that a Move. You can create new derived attributes in player wishes to spend on something besides his addition to these. character’s attributes, the player can “exchange” the Attribute Point for 10 Furry Points. Furry Some special attributes can have scores higher Points can’t be used to increase a character’s than 10; derived attributes are not necessarily attributes, however. scaled the same as a character’s attributes, such as STR, INT or REF.
The game Ross is playing in is a Cinematic level game, so Ross has 35 Attribute Points to spend Derived attributes can be increased using Furry on his character’s attributes. Ross decides on the Points (but not Attribute Points). The cost for following attribute scores for his character, Jack increasing each Derived Attribute above its base Haire: STR 4, REF 8, HLT 5, PRE 7, INT 5, WIL 6. score is given in the description. Ross records Jack’s attribute scores and attribute-
33
ATTRIBUTES D EFENSIVE T ARGET N UMBER (DEF) Cinematic and Extreme level games. A character’s Defensive Target Number (abbreviated DEF) represents how difficult it is to successfully hit the character in combat. DEF becomes the base Target Number (TN) needed for any skill rolls made to hit the character in combat, for hand-to-hand, melee and ranged attacks. A character’s DEF score may be modified up or down for variables such as distance, armor (heavy armor lowers a character’s effective REF) and so on. A character’s DEF equals his REF + 10.
D AMAGE S AVE BONUS (DAM) A target hit with a damaging attack must make a Damage Saving Throw (or Damage Save). Usually this is a Health Attribute save except for special attacks that call for a different save. Psychic attacks, for instance, would require a WIL roll. The saving throw is modified with the DAM attribute. A furry’s Damage Save bonus is calculated as follows:
The Damage Save Bonus equals (HLT + STR Mike’s character , Arelius, has a REF of 7. His REF+10 gives him a DEF of 17, so any characters + WIL)/3 (rounding up). who attempt to attack Arelius must roll against a The Target Number of a Damage Save is equal Target Number of 17. to (12 + Attack’s Damage TN Bonus) . The Defensive Target Number may be increased The Damage Save Bonus may be increased at a at a cost of 5 Furry Points for each additional point cost of 5 Furry Points for each additional point of of DEF. A character’s DEF score may not exceed 20 DAM. A character’s DAM score may not exceed 5 in Realistic-level games, though it may be higher in Realistic-level games, though it may be higher than 20 in Cinematic and Extreme level games. than 10 in Cinematic and Extreme level games.
I NITIATIVE (INI)
M OVE (MOV)
Initiative (abbreviated INI) represents how Move (abbreviated as MOV) represents the quickly a character can act in a turn. distance a character can move in a single action. A A character’s Initiative equals his (REF + character may move up to his MOV in meters each INT)/2, rounding up. At the beginning of each turn turn, as a normal Move action or, if running, up to of combat (or any other time the GM calls for the 2x his MOV in meters per turn. A character may players to determine initiative), each player rolls also sprint, moving up to 3x his MOV in meters 1d6 and adds the number rolled to his character’s per turn, but a character can only sprint for a maximum number of turns equal to his HLT, after INI score. which time he must rest for one minute for each The character with the highest INI total acts turn spent sprinting (see Taking Actions). first in a turn. In cases of a tie, the character A character’s MOV is REF + (STR+HLT)/2, with the higher INT goes first. If both characters have the same INT, then the characters act rounding up. simultaneously. Albert is playing in a pulp adventure game. His For more information about how Initiative character, Swingin’ Sam, a brawler, has a REF of 6, a HLT of 5 and a STR of 4. Albert averages his works, see the section on Combat . Initiative may be increased at a cost of 3 Furry Points for each additional point of Initiative. A character’s Initiative score may not exceed 10 in Realistic-level games, though it may be higher in
character’s STR + HLT and gets 5. Then he adds his REF of 6, for a total MOV of 11. Swingin’ Sam can move up to 11 meters each turn normally (the equivalent of 13.2 kph or 7.8 mph) or 22 meters per turn when running (26.4 kph or 15.5 mph),
34
ATTRIBUTES and he can sprint for up to 6 turns at a speed of 33 meters per turn (about 40 kph or 23 mph)!
Move may be increased at a cost of 3 Furry Points for each additional point of MOV. A Furry’s Movement attribute is unhindered by realism levels as some animals are naturally quite fast. M OVEMENT T ABLE Speed Kph
Mph
Example Speeds
1
1.2
0.7
2
2.4
1.4
3
3.6
2.1
4
4.8
2.8
Average walking speed
5
6.0
3.5
M113 APC (water speed)
6
7.2
4.2
Brisk walk
7
8.4
4.9
Power-walk
8
9.6
5.6
Jog
9
10.8
6.4
Bumblebee
10
12.0
7.1
11
13.2
7.8
12
14.4
8.5
13
15.6
9.2
Chicken Running
14
16.8
9.9
Running a 6-minute mile
15
18.0
10.6
Pig Running
16
19.2
11.3
17
20.4
12.0
18
21.6
12.7
19
22.8
13.4
20
24.0
14.1
21
25.2
14.8
22
26.4
15.5
23
27.6
16.2
24
28.8
16.9
(m/turn)
Leisurely walk
Squirrel Running
Running a 4-minute mile
35
ATTRIBUTES
Speed (m/turn)
Kph
Mph
25
30.0
17.6
26
31.2
18.4
27
32.4
19.1
28
33.6
19.8
29
34.8
20.5
30
36.0
21.2
Leatherback Turtle swimming
32
38.4
22.6
Trout
34
40.8
24.0
Attack submarine
36
43.2
25.4
38
45.6
26.8
40
48.0
28.2
Fastest recorded human running
42
50.4
29.6
Grizzly Bear
44
52.8
31.1
Bat
46
55.2
32.5
Trolley/cable-car
48
57.6
33.9
Killer Whale
50
60
35.3
Rabbit, Greyhound
55
66
38.8
Pheasant
60
72
42.4
Blue Shark
65
78
45.9
Bluefin Tuna
70
84
49.4
Lion
75
90
52.9
Duck Flight
80
96
56.5
Swan Flight
85
102
60.0
Highway driving speed
90
108
63.5
95
114
67.1
Sailfish
100
120
70.6
Max hwy. speed limit (U.S.), Cheetah
105
126
74.1
110
132
77.6
115
138
81.2
120
144
84.7
Example Speeds
Economy car (max speed) 36
ATTRIBUTES
Speed (m/turn)
Kph
Mph
Example Speeds
125
150
88.2
Passenger train
130
156
91 . 8
MLB fast-ball pitch
135
162
95.3
Frigate Bird
140
168
98.8
145
17 4
102
150
180
106
160
192
113
170
2 04
12 0
180
216
12 7
190
228
13 4
2 00
240
141
210
252
148
220
2 64
155
230
276
1 62
240
288
169
250
300
177
260
312
18 4
270
3 24
191
280
336
198
NASCAR Racing Car
290
348
205
Peregrine Falcon (dive)
Spin-Tailed Swift
Police patrol car (max speed) Single-engine private plane Single-engine private plane (cruising speed)
CH-47 Chinook
37
ATTRIBUTES
S CALING CALING At times you may wish to compare the relative scores of things that are vastly different in size. For example, how does a mouse’s STR compare to the STR of an elephant? Is a mouse’s LIF worth as much as the elephant’s? Are small arms useless against battleships? What scale should we use for aerial combat?
in Mega Scale have a value ten times greater than those in Human Scale. PRIMARY ATTRIBUTES
In ACTION ! S YSTEM YSTEM , it is assumed that all living creatures have the six primary attributes that make up the Body and Mind Attribute Groups. That is, all living things have STR, REF, HLT, PRE, INT and WIL. They may have a score of 0 Using these scaling rules, you can easily in one or more of the attributes, but for purposes determine the relative scores of vastly different of describing them, all creatures can be written to include all six attributes. sized characters or objects.
Of the primary attributes, only STR is scaled. The three basic scales used in the Core Rules That is, the relative values of all of the other are Micro Scale, Human Scale, and Mega Scale. attributes are on the same relative scale, regardless Human Scale is the default scale for the Core of the size of the creature. An elephant with a REF Rules. This is the scale that most games will use, of 4 is roughly equal to a mouse that also has a whether the players realize it or not. REF of 4. The difference between the two comes in terms of their physical size, which is reflected in A NNOTATING NNOTATING SCALE a DEF bonus for the mouse and a DEF penalty for To indicate a score or statistic in Micro Scale, the elephant (see the Combat Modifiers table). simply write “MS” after it, either in parenthesis or Strength (STR): Strength, on the other hand, in superscript. To indicate a score or statistic in is handled differently. STR is scaled in multiples Mega Scale, simply write “MG” after it, either in of 10. For example, a mouse-sized character with parenthesis or in superscript. a STR score of 5 in Micro Scale would have the For example, STR 5 (MS) or STR 5 MS indicates equivalent of a STR of .5 in Human Scale. A human a STR of 5 in Micro Scale. STR 5 (MG) or STR 5 MG with a STR of 5 would have the equivalent of a STR of 50 in Micro Scale or a STR of .5 in Mega Scale. indicates a STR of 5 in Mega Scale The Extended STR Table provides information for STR values ranging from .1 (1MS) to 120 (12MG). A TTRIBUTES TTRIBUTES Attributes in Human Scale have a value ten times greater than those in Micro Scale, and attributes
38
ATTRIBUTES
MS STR Drag STR
1MS 2MS 3MS 4MS 5MS 6MS 7MS 8MS 9MS
0.1 0 .2 0 .3 0 .4 0.5 0.6 0 .7 0 .8 0.9
20 g 1 cg 2 cg .5 kg kg 1 kg 2 kg 3 kg 4 kg 7 kg
10MS
1
10 kg
Dead Carry Example of Dead Lift Weight Lift
10 g 5g 50 g 25 g 1 cg 50 g .25 kg kg 125 g .5 kg .25 kg 1 kg .5 kg 1.5 kg .75 kg 2 kg 1 kg 3.5 kg 1.75 kg 5 kg
DERIVED ATTRIBUTES ATTRIBUTES
(.352 oz./10.5 grams) Needle, match (1.76 oz./52.8 grams) Mouse, small bird (3.52 oz.) Empty shot glass, paperback novel, rat (.55 lb lbs./8.8 oz oz.) A pint of of wa water, sq squirrel, sm small ha handgun (1.1 lbs.) Large book, cup of water (2.2 lbs.) Purse, notebook computer, medium handgun (3.3 lbs.) Laptop computer (4.4 lbs.) Car tire, cat, large handgun (7.7 lbs.) M-16A2, book bag
2.5 kg Infant’s weight, M1 Garand, shot-put
DAM can simply divide the score by 10. In most cases the result will be less than 1. We recommend that you allow even Micro Scale characters a minimum Human Scale DAM score of 1; even Micro Scale characters are supposed to be heroes, after all.
Like primary attributes, all living creatures are assumed to have all of the basic Derived Attributes presented in the Core Rules— Defensive Target Number (DEF), Initiative (INI), Damage Save Bonus (DAM), and Move (MOV). Of these, DAM Move (MOV): This is perhaps the trickiest of and MOV are the only attributes that are affected attributes to deal with when it comes to scaling. by scaling. Rather than assigning a straight conversion Defensive Target Number (DEF): rule, we recommend using whichever scale is Differences between the DEF scores of creatures most convenient and dividing the score by the of different scales is handled by applying the DEF appropriate number. For example, in Human Modifier to each creature, based on its size (see Scale, each hex on a map might represent 1 meter Combat Modifiers). (the default measurement for a 1-inch scale map figures). If you decide Initiative (INI): Initiative remains the same. when using 25mm or 28mm figures). that during a scene in which the characters are Damage Save Bonus (DAM): The Damage participating in an aerial dogfight that each hex save bonus can be scaled as for attributes. When represents 100 meters, then you would simply calculating the DAM of a creature that has Mega divide the Human Scale MOV score by 100. So a Scale STR, convert the STR score to Human Scale human (let’s say a superhero who can fly) with a and then calculate the DAM score normally. The flying MOV of 200 would have a scaled MOV of resulting DAM score is still measured in Human 2. Likewise, if in the same dogfight you decided Scale, however. GMs wishing to use a simplified that each hex on the map represents 200 meters, Mega Scale DAM can simply divide the score by then an F-18 Hornet, which has a MOV of 1,800 in 10. Human Scale, would have a scaled MOV of 9 when Creatures with Micro Scale STR should calculate moving on the hex mat for the dogfight. their DAM as follows: (HLT + STR MS + WIL) /3. The resulting DAM score is measured in Micro Scale. GMs wishing to convert it to Human Scale 39
ANIMAL TRAITS Any time a situation occurs in a game that is covered by a character’s trait, it automatically comes into play and will affect the character, influencing his behavior or actions, or otherwise limiting or expanding that character’s choice of actions.
Many Capabilities have a mixture of positive and negative effects on the character, and this should be reflected in game play. For For example, a character who is wealthy and well-connected can enjoy those those benefits easily enough, but he is likely to attract bandits and thieves, who might want some (or all) of that money for their own. It is up to the GM to It is important to note that not all Traits may be weigh the pros and cons of each benefit and, in the appropriate for all game settings. The GM should appropriate game circumstances, introduce them decide which Traits will be allowed in his or her to the game. game before the players create their characters. There are many different Character Capabilities, There are two basic types of traits: Capabilities each representing a particular talent or special and Defects which are variants of the typical attribute. Each Capability is rated with a Level from Action! System Advantages and Disadvantages. 1-6 (or in some cases, 1-10), but you can extend it beyond Level 6 with GM permission. Acquiring BUYING T T RAITS a Capability or increasing it in Level requires Capabilities are purchased with the pool of the expenditure of one or more Furry Points Furry Points available for skills (see Buying Skills Skills) depending on the Capability’s Furry Point cost or with Experience Points (with GM’s permission). per Level. The Capability descriptions indicate the The cost (for Capabilities) or the value (points Furry Point cost, its game effects and limitations, gained for Defects) is listed in the description of and the Attribute most relevant to the Capability’s use should an Attribute check dice roll be needed. each. The selection of Capabilities is one of the Characters can buy innate traits only during character creation, except with the permission of most important steps during character creation. Through Capabilities, you define your character’s the GM. unique capabilities compared to other individuals. Detailed description of each trait are listed Think carefully about the balance between a few below. Guidelines for creating new Traits for high-level Capabilities and a large number of low your game are outlined at the end of the trait level Capabilities. descriptions. If you find yourself needing more Furry Points than you have been assigned, consider burdening C APABILITIES your character with one or more Character Defects. Capabilities provide some benefit to the Each Defect can provide you with an additional character in the game and thus cost points to Furry Point or two, which can be used to acquire more Character Capabilities or further increase “purchase” when the character is created. your character’s Attribute Scores. Most Capabilities have a related and opposite Defect. A player may not buy a Capability that is MODIFYING C APABILITIES AND the opposite of a Defect that his character already DJUSTING POINT COSTS A DJUSTING possesses without special permission from the GM. Players may occasionally find that a Capability 40
ANIMAL TRAITS does not exactly match their concept of how a particular power or capability should function. The GM (and, with GM permission, the players) may redefine the effects of existing Capabilities to better suit particular character concepts. If the GM feels a changed effect makes the Capability significantly more or less powerful, he or she may alter its Point cost to reflect this. Additionally, the value of Capabilities assumes the setting of the game gives them a good chance of actually being useful in play. If a character is given a Capability that the GM decides is unlikely to have much, if any, utility in the campaign, he or she can reduce its Furry Point Cost or even give the Capability away for free. If circumstances change and the Capability becomes useful on a regular basis, the character should pay for the Capability with Furry Points granted through Level progression. A DVANCED Cost: 2 Points Relevant Attribute: Intellect
The character hails from a technologically advanced society by the standards of the dominant civilizations of the setting. The character will have access to technology superior to most cultures (in some cases vastly superior). The character receives a bonus to appropriate skill rolls when he has access to tools or equipment incorporating advanced technology. The character’s native culture may have a poor attitude and low tolerance for those from less advanced cultures, and/or may be unfamiliar with primitive technology and skills. Examples of characters with this trait include alien visitors from an advanced civilization, Atlanteans in the Victorian Era, and Interstellar Fleet officers who go back in time to visit 20th century Earth. Compared to the majority of the cultures in the game setting, the character’s native culture has a +3 bonus to appropriate skill rolls when using advanced technology
A LLY
Cost: 1 Point for a Helpful Contact and 2 Points for a Benevolent Contact Relevant Attribute: Presence or Intellect Progression: Local Influence is +0 Points, National is +1 Point and International is +2 Points Allies are people or forces that are willing to aid, defend or otherwise assist the character. An ally can be an individual (such as a contact within an organization, confidential informant, and so on), a small group, or even an entire nation. The player or GM should also define the reason and history of the ally, even if the character himself is unaware of it. Ally Levels are “Helpful” and “Benevolent”. A Helpful ally can get characters bailed out of jail, obtain a special piece of equipment or arrange an item smuggled into a secure location. A Benevolent ally can have a criminal incident swept under the rug, get characters the use of special vehicles or even bring in the “Special Forces.” Influence can be Local, National or International. This ability may be bought more than once with each time it is bought representing an additional Ally. A LTERNATE I DENTITY Cost: 1 Point per Alternate Identity Relevant Attribute: Intellect Progression: Identity may have abilities or
disabilities that will affect point costs. The total of these alternate traits are then halved and added/refunded to the furry point pool. The character has a second (or perhaps more) established identity. This identity is completely separate from the primary identity. The alternate identity can have its own social traits giving the character access to people, places and things that the primary identity does not. This trait may be purchased more than once representing an additional Alternate Identity. A MBIDEXTROUS Cost: 1 Point/Level
41
ANIMAL TRAITS Relevant Attribute: Reflexes
attack form only, and no protection against other Using your off hand normally incurs a -3 penalty forms. A character can acquire both Optimized to the character’s skill roll (see the O ff Handed Armor and ordinary Armor by assigning the Armor rule). Ambidextrous characters can use the off Attribute twice. hand with a reduced penalty or no penalty at all, Shield Only Armor does not cover the depending on the level of the trait. The character character’s entire body. Instead, it is a shield that is able to use his off hand at only a -1 penalty with the user must deliberately interpose in front of one level purchased. 2 Levels earns the character a melee or unarmed attack using a Block. If the no Off-handed penalty. character successfully defends, the shield’s Armor can protect against damage associated with the A RMOR Attribute Level. This option reduces the cost of Armor to 2 Point/Level (rather than 4 Points/ Cost: 2 for Partial, Optimized and Shield Level), and increases the protection provided from Armor or 4 Points/Level for Full body armor. 1 Points/Level to 2 Points/Level. Relevant Attribute: Health Progression: Adds a Damage Save SCALING A RMOR Bonus against most attack types including All Armor Values for armor are given in Human Penetrating Lethal ones. Scale unless noted otherwise. Always convert The Armor Trait represents actual Armored armor to the same level as the damage that is plates, or simply skin or clothing that is highly applied to it, or vice versa. resistant to damage. It is most often found on Our tiny mouse warrior has 5 DAM MS (he’s a armadillos, turtles, tortoises, crustaceans, and thick hide animals such as rhinos (probably with stout little mouse!) and tree bark armor that affords him a bonus DAM of 2 MS . But our brave partial armor). Armor increases the damage save roll that is inflicted on the furry or structure by 1 per level. Armor protects against both stunning or lethal attacks equally. A number of options are available for the Armor Trait; which alter the Trait’s Point cost or modify the Armor’s effectiveness. The minimum Point cost of Armor, regardless of options, is 1 Furry Point. Armor is susceptible to armor piercing attacks however.
mouse warrior has just been bitten by a dog for a total TN of 18 points of Human Scale damage! Our hero’s armor does not allow a damage save bonus of 3d6 + HLT + DAM + Armor against the attack. Instead, the attributes are converted to Human Scale (7 ÷ 10 = a rounded bonus of +1!) . Our hero has to roll 3d6 + HLT +1 against a TN of 18, not impossible, but a terribly big ask. Luckily he still has an Action Point or two…
A RT OF D ISTRACTION Cost: 1 point/Level
Partial Armor has a small thin area (half
DAM bonus value) or an unarmored area (no DAM bonus) that can be targeted using a Called Shot. Optimized Armor is focused against a
particular uncommon attack form. Eligible attack forms include electricity, cold, laser beams, fire/ heat, energy blasts, etc. Armor cannot be optimized against broad categories such as blunt impacts or piercing weapons, however. Optimized Armor provides doubled protection against the chosen
Relevant Attribute: Presence Progression: Descriptive; see below
Art of Distraction may represent oratorical ability, innate Presence, or even a beautiful or resonant voice. This Trait allows a character to distract a number of people or animals at a critical moment, provided he or she has some method of communicating with them (for example, talking, 42
ANIMAL TRAITS dancing, television broadcast, illusionary image, audience will be motivated. written word, etc.) If the character is trying to Level 6 The character can distract a very large directly distract a potentially hostile group, such crowd (5-1000 individuals), or 95-100% as an angry mob or a group of security guards, of an audience will be motivated. his or her Level dictates how many people are distracted. If the character has an audience that ATTACK C OMBAT M ASTERY is already prepared to listen, the Level determines Character Skill Point Cost: 3 Points/Level the percentage of that audience that is distracted or moved enough to take action, whether that Relevant Attribute: None involves buying the character’s next CD, donating Progression: The character’s Base Attack is money to a charity, or voting for the character in increased by 1 Point/Level an election. Combat Mastery denotes either an innate “killer If multiple people with this Trait work as a team, instinct” or the character’s intimate knowledge of a the total number of people distracted is added wide range of offensive combat techniques covering together. Presence is used both when distracting all aspects of armed and unarmed encounters people physically (for example, with sex appeal) (including ranged weapons). Individual Combat and when distracting someone through emotion, Skills let a character specialize with particular rhetoric, or force of personality. weapons or specific styles, but Combat Mastery Level 1 The character can distract one allows a character to pick up any weapon (or use individuals, or 5% of an audience will none at all) and still be dangerously proficient. If the TN to hit a target was 12 + Target DEF, then be motivated. the Trait gives the character a blanket decrease of 1 Level 2 The character can distract up to two point to the TN to make the roll to beat 11 + DEF. individuals, or 10% of an audience will be motivated. ATTRACTIVE Level 3 The character can distract a small Cost: 1 Point/Level crowd (1-10 individuals), or 20% of an Relevant Attribute: Presence audience will be motivated. Progression: +2 bonus to skill rolls involving Level 4 The character can distract a medium situations in which his/her appearance is crowd (11-50 individuals), or 50% of important for every Level. an audience will be motivated. The character is exceptionally attractive and Level 5 The character can distract a large others take notice, to the character’s advantage. crowd (50-5 individuals), or 75% of an An attractive person receives a bonus on all skill
43
ANIMAL TRAITS rolls involving situations in which his or her Level 5 The character can inspire a large team feature is important (GM’s discretion). This trait (50-5 people). could impose a penalty to skill rolls in certain Level 6 The character can inspire a very large situations, such as interaction with individuals or team (5-1000 people). species that find the feature unappealing, at the GM’s discretion. AUTONOMIC C ONTROL AURA OF C OMMAND
Cost: 2 Points/Level
Character Skill Point Cost : 1 point/Level
Relevant Attribute: Varies
Relevant Attribute: Presence
Progression: +2 Bonus to rolls against
Progression: Descriptive; see below
The character possesses a natural knack for leadership. This Trait is similar to Art of Distraction, except it only works on allies or subordinates or possibly with leaderless individuals looking for guidance (such as ordinary people caught in an emergency). Instead of distracting them, the character is able to inspire allies or neutrals into following him or her into dangerous situations that they might otherwise avoid. Simply because a character is in a position of authority over other people does not automatically imply that he or she possesses the Aura of Command Trait. In a military structure, subordinates will usually follow most orders (even dangerous ones) without hesitation because it is part of their job. Aura of Command reflects a character’s almost unnatural ability to inspire others to engage in actions that few people would ever consider undertaking. Note that few leaders have an Aura of Command sufficient to inspire their entire force at once. Commanders usually concentrate on key individuals (such as immediate subordinates) and hope the actions of these people will encourage others to follow them. Level 1
various Target Numbers per Level. With this trait, a character can modify their normally unconscious bodily functions in unusual ways. After a moment or two of preparation (1d6 turns) the character can hold their breath longer, lower the heart rate, keep their cool, and shrug off the natural effects of sleepiness or drowsiness. The character keeps a cool head under moments of stress or intense emotion. Under such circumstances, the character receives a bonus to offset any penalties or increased difficulty for any skill rolls due to stress, distraction, or intense emotions such as anger or fear. The character is able to withstand pain exceptionally well, and receives a bonus to skill rolls to resist torture or extreme pain, and suffers reduced penalties due to wounds (see Wounds and Effects of Damage). It gives the character appropriate bonuses when HLT rolls come into play, the value of the bonus is interpreted by the GM given the conditions. This trait also can modify INT rolls when trying to remember or focus on something locked in the character’s memory. It does not provide protection against psionic attacks, diseases or poisons. AUTHORITY F IGURE Cost: 1 Point/Sphere of Influence
The character can inspire one person.
Relevant Attribute: Presence or Intellect
Level 2 The character can inspire up to two
Progression: +0 Points for Local Influence,
people.
+1 for National Influence, +2 Points for International Influence. (1-10 people). The character has an occupation or reputation Level 4 The character can inspire a medium that allows the unilateral dispensation of justice team (11-50 people). or administration of the Law. The character could Level 3 The character can inspire a small team
44
ANIMAL TRAITS be a law enforcement officer, local gang member, government agent, respected vigilante, civilian security officer or a member of an espionage agency. B IRD G RANTED T RAIT Cost: 1-5 Points/Level Relevant Attribute: Varies Progression: Descriptive; see below
the furry or game. BODY W EAPON Cost: 2 Point per Attack type or Appendage Relevant Attribute: None
The character can turn a physical attack or appendage into a Penetrating/Lethal attack rather than the normal Blunt/Stunning damage. This can represent some form of martial art technique, natural bone structure or “mind over matter” talent. Penetrating attacks increase lethal damage bonuses but are susceptible to the protection of armor. For example a character with a martial
The birds of Domain have advanced technologies and knowledge that allows them to travel through time and imbue creatures with all sorts of special abilities that may or may not be covered with the listed animal traits listed here. For instance, Fiona art technique called “Shin Kick of Doom” and a
Fennec was briefly endowed with the trait to STR attribute of 8 would be able to inflict kick instantly fix the Y2K bug in any computer system damage of +9 of P/L damage bonus. A punch with a STR of 4 would normally inflict +4 B/S damage, she clicks her claws at. but with a “Pointy Bone Knuckles” body weapon, Often a single Point is sufficient to give the furry damage would turn it into a lethal damage save trait “flavor,” but more Points can be allocated to at +4 bonus.
enhance the effects on game play and must be added if the Trait would be of considerable benefit. Discuss the Trait with the Cartoonist to determine what specific game effects the Trait possesses.
D ANGER I NTUITION Cost: 2 Points/Level Relevant Attribute: Varies
The Cartoonist should assign a Point cost per Progression: TN 12 for the first level; +2 for Level based on how the Trait compares to other every additional Level purchased Traits and how useful it is. In general, an Trait The character has a preternatural sense of that is somewhat useful in the game should cost 1 Point/Level, one that is very useful should cost danger to themselves only. This can represent a 2-3 Points/Level, and one that is extremely useful mystic sense, street smarts, zanshin, or whatever the player wants it to represent. Whenever that should cost 4-5 Points/Level (or more). character is in immediate danger, the GM makes Level 1 The Trait has little furry or game a secret WIL + Intuition roll for that character. effect. The difficulty of the roll depends on the level of The Trait has a moderate furry or the trait. If the roll is successful, the character Level 2 becomes aware of the danger, though some details game effect. may remain a mystery. Once aware of the danger, The Trait has a large furry or the character gets one free turn to perform one or Level 3 game effect. more actions and has no penalty for surprise. A Level 4 The Trait has a major furry or character’s danger sense can be annulled in some way that depends on the trait’s concept. This should game effect. not happen often, but players should be aware The Trait has an extreme effect that there is the possibility. If the effect number of Level 5 on the furry or game. the character’s WIL+ Intuition roll is 6 or higher, The Trait has a primal effect on the character knows the precise direction and the Level 6 45
ANIMAL TRAITS general distance of the threat. If the effect number is 12 or more, the character knows the precise distance and nature of the threat.
D ISTANCE C ALCULATION Cost: 1 Point/Level Relevant Attribute: Intellect
D EFENSE C OMBAT M ASTERY Character Skill Point Cost: 5 Points/Level Relevant Attribute: None Progression: The character’s normal DEF
increased by 1/Level Defense Combat Mastery denotes either an innate “danger instinct,” or the character’s intimate knowledge of a wide range of defensive combat techniques covering all aspects of armed and unarmed encounters (including Special Attacks and ranged weapons). Individual defense combat Skills let a character specialize with particular weapons or specific styles, but Defense Combat Mastery allows character to defend him or herself proficiently at all times. Unlike spending the points at the attribute purchase stage, buying DEF as a trait allows Defects to be allocated.
Progression: +2 to TN and +1 to skills per
Level. Characters can calculate, with various degrees of accuracy, the distance from their current location to another landmark. The distance between two noticeable landmarks may also be estimated within reason. The ability could save the character navigation time by calculating better routes. Risks in traveling through dangerous terrain (for indepth descriptions see the Error! Reference source not found.) can be calculated with this ability. Estimating distances is rolled against a Target Number of 15 and relevant skills get a +1 bonus at Level 1. D ISEASE RESISTANCE Cost: 2 Points/Level Relevant Attribute: None
D IVINE R ELATIONSHIP Character Skill Point Cost: 1 point/Level Relevant Attribute: None Progression: The player may re-roll a
number of dice rolls each game session equal to Level purchased. A character possessing a Divine Relationship may have powerful forces acting as his or her guardian, which can beneficially influence the outcome of important events. Alternatively, the character may be really lucky, have great karma, or can subtly influence his or her surroundings with thought alone. This relationship is represented through the re-rolling of undesirable dice rolls (this includes undesirable re-rolls as well). The player may choose to use the original roll, or any of the rerolls, when determining the success of the action. The Level dictates the number of times dice can be re-rolled in a single role-playing session, though the GM can alter this time frame as desired.
Progression: bonus of +1 per level to HLT
checks Characters with this ability have a bonus to resist the effects of toxins or diseases. E IDETIC M EMORY Cost: 1 Point/Level Relevant Attribute: Intellect Progression: The character can recall
important, minor or trivial details depending on Levels purchased. The character has a near-“photographic memory” and retains much more information than the average person. The character rarely forgets anything he sees, hears, or reads. In addition, the character receives a +2 bonus/Level on any skill rolls involving memory (at GM’s discretion). E NHANCED ATTRIBUTE Cost: 3-5 Points/Level
46
ANIMAL TRAITS Relevant Attribute: Varies Progression: Allows further progression
of Core and Derived attributes past their maximums. This animal trait can be used in various ways. By linking to various Defects, the enhanced attribute capability can result in temporary boosts in strength or health or willpower under certain situations. The Game Master can veto any enhanced attributes that unbalance the campaign. Primary Attributes cost 5 FP for each incremental increase. Use the costs listed under each derived attribute to spend further furry points on increasing that attribute past its maximum.
as the way chimpanzees can use their feet to grasp objects). Extra arms are useful for holding onto several things at once, but do not give extra attacks. Possessing only one arm or no arms is reflected by the Physical Impairment Defect. Level 1
The character possesses 1 extra arm.
Level 2
The character possesses 2-3 extra arms.
Level 3
The character possesses 4-8 extra arms.
Level 4
The character possesses 9-15 extra arms.
Level 5
The character possesses 16-25 extra arms.
Level 6
The character possesses 26-50 extra arms.
E NVIRONMENT ACCLIMATIZATION Cost: 1 Point/Level Relevant Attribute: Varies Progression: Gives a bonus of +1 per Level
to Attribute or skill rolls when subjected to physical conditions of a certain type of environment (select one) as described in the The Great Outdoors on page 156. An example would be a +1 to the HLT check in high temperatures. E XTRA A RMS Cost: 1 Point/Level Relevant Ability: None Progression: Descriptive; see below
Unless indicated otherwise, all characters possess two arms (or similar appendages) and hands. By assigning this Attribute, the character can acquire more. In Kevin and Kell, robots, octopods and furries with prehensile tails often have Extra Arms.
F AST H EALER Cost: 3 Points/Level Relevant Attribute: Health Progression: The character heals one step
faster on the time chart per level. The character heals stun or lethal blows more quickly than normal. Determine the normal rate of healing for the game (see Healing), and then apply the time modifier listed for the appropriate level of the trait. For example, if characters normally heal a number of blows every month, then a character with this Capability at the first level would heal the same amount of damage every day. This Capability can represent mystical healing, a cyborg’s nanotechnology, regeneration, an alien physiology, and so on. Fast Healing applies to all forms of healing. First Aid skill rolls to aid the character are normal.
An “arm” is defined loosely as an appendage that can reach out and manipulate objects with some finesse. A trunk, tentacle, or prehensile tail is an arm. Legs with paws or feet are not usually considered to be “arms” unless the character has good manipulation ability when using them (such
F AST L EARNER (S KILL G ROUP ) Cost: 2 Points/Level Relevant Attribute: Intellect Progression: The character’s bonuses to skill
rolls involving research, study or instruction 47
ANIMAL TRAITS are +2 per level. The character is a quick learner, and is able to retain knowledge more readily than the average person. A fast learner can improve any skills from a specific skill group and also receives a bonus to skill rolls involving research, study or instruction on a topic relating to that skill group.
bird Flight costs 4 Points/Level if the furry can hover and fly at variable speeds, take off and land vertically, or stop in mid-air. This is the most common type of flight possessed by hummingbirds.
Flight costs 3 Points/Level if the flyer cannot hover, but instead flies like a normal avian. Thus, The player must choose the skill group to which the furry needs a surface for landing and take off, this capability applies when the trait is purchased. and must maintain a minimum speed (at least This trait may be purchased multiple times, once cautious speed) once airborne to avoid crashing. for each skill group. Flight costs 2 Point/Level if the flyer is a Glider. The flyer can only become airborne if he or she F LIGHT launches from a high place (like a tree or rooftop) Cost: (Flight Trait Level × Flight Movement in or from a fast-moving vehicle. Additionally, he or meters per Turn)/REF Attribute. she can only gain speed by diving, or gain altitude by riding thermals. Relevant Attribute: Reflexes Progression: The furry can climb to 20x Fenton Fuscus; a bat; can hover in one place it’s STR in meters at no cost. To increase the and fly at around 9 meters/Turn (a maximum ceiling height the cost is 1 Furry Point for every of 20mph/32kph). Bats also don’t fly too much 10x STR in meters/yards. Thus, a furry with an higher than the tree canopy. STR of 10 can climb to 1000m (3000ft) for 10 Furry Points. Most birds fly below 170m (510 F LUNKIES feet) except during migration (which can be Character Skill Point Cost: 1 or 2 Points/ bought cheaply with defects). Level A furry with Flight can fly through the Relevant Attribute: Presence atmosphere. This is a common trait for winged Progression: Descriptive; see below furries from the Bat and Bird species. Depending on the speed at which the furry is moving, opponents Flunkies hang around the character doing may suffer a penalty to hit the furry. A fast-moving whatever he or she wants and never ask for furry may have an attack penalty as well. anything in return. They can provide a character Keep in mind that 90 kph is the maximum with more free time (“Got some more homework horizontal speed of a peregrine falcon, the fastest for you, my faithful friend....”), can keep the character safe from danger (“Quickly! Interpose
48
ANIMAL TRAITS yourself between me and that rabid wolf....”), or can simply make the character’s life easier (“My shoe is untied. Fix it!”) Flunkies aim to please, even at their own expense. They are also known as groupies, stooges, or toadies. For 1 point/Level, the Flunkies are not warriors; they may get in the way of an enemy, or fight in selfdefense, but will not attack. For 2 Points/Level, the Flunkies will take up arms at the request of their master. For specific talented and loyal battleready followers, see the Servant Trait. Mercenaries who the character hires for specific tasks are not Flunkies, since they have their own agenda and expect compensation. Individual Flunkies are NPCs. A character’s Flunkies normally have identical Traits and Attributes, although Skills may vary. A character may have Flunkies with varied Traits or Attributes, but each one with a different set of Traits or Attributes counts as two Flunkies. A Flunky should be built on 100 Furry Points (includes Attribute Points costing x10 plus any Defects). Level 1
The character controls 1 flunky.
Level 2
The character controls 2 flunkies.
Level 3
The character controls 3 or 4 flunkies.
Level 4
The character controls 5 to 7 flunkies.
Level 5
The character controls 8 to 12 flunkies.
Level 6
The character controls 13 to 20 flunkies.
following level in the food chain. A furry’s ranking on the food chain may give a bonus to any Presence checks equal to the ranking purchased. Note that this level may not actually match the furry’s official “Species Registration” designation in this age of interspecies reproduction. Level 1
Other carnivores wonder why they would get surgery to implant more stomachs. This level also applies to inter-species carnivores whom resemble their herbivore parent the most.
Level 2
Insectivore: A Carnivore that
Reformed
Carnivore:
happily slurps up large quantities of insects every day. Level 3
Scavenger: A
Carnivore that doesn’t hunt and survives by eating the carrion left over by predators.
Level 4
Small Game Predator: The furry
is only really equipped to take down prey smaller than itself. Level 5
Big Game Predator: No prey is
too big or too small for the hunt. Level 6
This species is equipped to digest vegetation and flesh equally well. Omnivorous
Predator:
G LOBAL C ONTACTS Cost: 10 Points, +5 per additional Level Relevant Attribute: Presence Progression: +2 to TN with additional Levels
purchased. F OOD C HAIN L EVELING A well-traveled or connected character can have the unlikely ability to make contact with Cost: 1 Point/Level an information source or minor ally wherever Relevant Attribute: Intellect they go. The character can make a PRE attribute Progression: No points spent means the check against a base TN of 18 to be able to cross character is a herbivore. paths with a contact in any population center he Each level in the food chain allows the furry or she visits. The GM decides on the usefulness to survive lesser species in the circle of life. Each of the Contact based on the type game and the level spent allows the character to achieve the situation. Depending on the Level purchased, most 49
ANIMAL TRAITS Contacts are relatively “Helpful” connections, but “Benevolent” connections can be contacted if the GM decrees. This trait is most appropriate for cinematic campaigns but has its place in lower level games if the concept is right. If there is no possible way the character could have a Global Contact in a particular situation, then the GM should sh ould not feel obliged to provide one. G LOBAL T RAVELER Cost: 10 Points, +5 per additional Level
The furry is extremely hard to kill. This can represent the furry’s exceptional will to survive, dedication to a cause, use of chi (or ki ), ), a tough body, resistance to wounds, or anything else that the player wishes. The furry can apply these bonus blows to Lethal damage (such as from an arrow, stake cannon, or sword wound) effectively giving the furry an extra pool of injury points without a blow penalty until the levels are used up. The amount of resistant blows cannot exceed the furry’s normal DAM score.
Relevant Attribute: Intellect
H EIGHTENED S ENSES
Progression: +1 to Educational Group and
Area Knowledge Skill Score with additional Levels purchased. The character’s world knowledge and experience gives him or her the ability to recall practical knowledge about a wide array of subjects. The character has a chance at a skill score of 1 (Novice if a Skill Type, Amateur if a Skill Specialty) at applying some form of knowledge in any given situation. A classic example of this ability would be Higgins from the TV show “Magnum P.I” OOD S ENSE OF T G OOD T IME
Cost: 1 Point/Level Relevant Attribute: Intellect Progression: Can innately sense the time to
the minute, second or thousandths of a second depending on Levels purchased. The character has an innate ability to tell time, even without a clock. The character always knows what time it is with incredible accuracy. Jet Jet lag will not affect this character as they are attuned with the time enough that his or her circadian rhythm will re-balance after an hour.
Cost: 1 Point/Level Relevant Attribute: Will Progression: The furry gains one heightened
sense or technique/Level A furry with Heightened Senses has one or more senses that have been sharpened to a superhuman level of acuity. It can represent either the preternatural sharpening of a specific sense honed by special training (such as a blind person’s trained sense of touch) or the enhanced senses of a paranormal or technologically augmented furry. Additionally, several Levels of Heightened Senses reflect the capabilities of sensors built into spaceships and other commercial or military vehicles. For each Level of the Heightened Senses Trait, the furry will either gain one enhanced sense (Type I), one sense technique (Type II), or a combination of Type I and Type II senses. The furry must make a successful Will or relevant Skill check against an appropriate TN to detect and pinpoint a specific target within a large area (for example, to listen to a specific conversation thought the background noise of the city). YPE I T YPE I
H ARD TO K ILL
One of the furry’s five senses — hearing, smell, vision, taste, or touch — is enhanced, and can Cost: 3 Points/Level operate over an area of several city blocks. The furry Relevant Attribute: Health may take the same sense twice, which doubles the Progression: 1 lethal blow bonus per Level to effect and extends the area of detection. A furry a maximum of the furry’s DAM attribute. using a Heightened Sense has a +3 bonus (+6 if 50
ANIMAL TRAITS the sense was heightened twice) on Attribute and relevant Skill checks that relate to using that sense to perceive things that someone with human-level senses might conceivably notice.
vertical jumps, but not actually fly. This ability is very appropriate for martial artists, bouncy nonhuman races like cat-people, and agile or jump-jet equipped robots or powered suits. The Character can jump his or her STR attribute in Meters/Yards YPE II T YPE II multiplied by a jump modifier. Assign the character a jump multiplier that applies to the Character The furry has one Heightened Sense technique, STR from ×1 to ×10. Bipedal or Animal Character which extends beyond human capabilities. without this module can dive, upwards or across, Examples of techniques include: dark vision, one half its STR score in meters. electric current detection, infra-vision, magnetic field detection, microscopic vision, radar sense, Characters receive a bonus of +3 to their DEF radio reception, sonar detection, ultrasonic while jumping or diving. This bonus lasts until hearing, ultra-vision, vibration detection, X-ray their next action. vision. Most techniques only work at short range, The character declares the spot (i.e., the target often requiring line of sight. hex/area) where he wants to land and makes a The Heightened Awareness Trait allows a lower skill check. The base TN for the roll is equal to 12, Level of enhancement for all of a furry’s senses. plus the Jump Multiplier figure. I NTERSPECIES A A FFINITY Cost: 1 Point/Animal Group Relevant Attribute: Presence or Intellect Progression: +4 if selecting an entire class of
If the roll is successful, the character clears the distance and lands safely. If diving to avoid an area attack, a successful roll means the character avoids the attack altogether. A failed roll means the character was caught in the area of effect in mid leap, suffering normal damage or effect of the attack plus any applicable falling damage.
animal (Mammals, Crustacean) Various Animal Groups like the furry. They For example a character with STR 4 and Jump would never harm nor attack the furry unless severely aggravated. The furry always seem to Multiplier of ×4 would be able to jump STR×4 in attract whatever animals in the group that are meters or yards (16) in a single turn. The TN for common to the area, and they will bias towards the the successful 16m jump is 12 + 4 = 16. furry’s side. This isn’t a language trait, however, L IGHTNING C C ALCULATOR and they may not necessarily do what the furry asks them to. Examples of animal groups are, Cost: 1 Point/Level Birds, Fish, Sharks, Rodents, Cats, Dogs, Aquatic Relevant Attribute: Intellect Mammals and Reptiles. Progression: +1 to appropriate skills per level. L EAPING The character can mentally perform complex Cost: 2 points per leap multiplier mathematical equations without using any physical 2 Points per -1 Mind Control DEF (or when aids. Will allow the character bonuses to perform trying to break established contact). skills requiring mathematical solutions, such as Relevant Character Attribute: Strength navigation, missile target locks, chemical analysis and other GM approved situations. Progression: Each level progresses multipliers starting ×1 at Level 1. LUCKY The character can make very high, unaided Cost: 3 Points/Level 51
ANIMAL TRAITS Relevant Attribute: Intellect Traits and Defects. Progression: At the start of each game session, Level 1 The furry can build/repair machines the character receives 1 extra Action Point per at 2 times normal speed. level. Level 2 The furry can build/repair machines The character is luckier than most. Even small at 5 times normal speed. misfortunes have a way of turning into advantages Level 3 The furry can build/repair machines for the character. This trait can reflect a divine at 10 times normal speed. blessing, good karma, plain old-fashioned luck, or anything the player wishes. Level 4 The furry can build/repair machines at 20 times normal speed. In game terms, the character receives extra Action Points at the start of each game session. Level 5 The furry can build/repair machines These extra Action Points do not count against the at 50 times normal speed. normal 3 AP starting limit for game sessions (see Level 6 The furry can build/repair machines Action Points Points). at 100 times normal speed. M ECHANICAL G ENIUS N ATURAL W EAPONS Cost: 2 Points/Level Cost: 1 Point/Level Relevant Attribute: Intellect Relevant Attribute: None Progression: Descriptive; see below Progression: The furry gains 1 Natural The furry has an innate knack for creating, Weapon/Level modifying, and working with complex machines. The furry has one or more relatively mundane Unlike someone who is merely well trained in a particular technical skill, a Mechanical Genius is a natural weapons, such as sharp teeth, claws, natural and is able to flip through a tech manual for tentacles, etc. Natural weapons are normally an advanced technology in 30 seconds and figure possessed by animals, monsters, and similar out a way to repair the machine in an hour or so. furries, but could also represent technological Such furries often have high levels in Electronics capabilities that mimic such abilities such as an and Mechanical Skills as well. (Cartoonists may android or cyborg with retractable claws. want to consider these high skills as a prerequisite The furry possesses one such attack form per to this Trait.) level. Possessing more than one such natural A furry with this Trait can also build new n ew and weapon gives the furry a wider variety of attack modify existing gadgets at an astonishing rate, forms. provided he or she has appropriate parts and Hands, feet, a heavy tail, ordinary teeth, or facilities. In game terms, this means he or she can hooves are not normally counted as Natural modify existing Personal Gear or technology-based Weapons since they are (relatively) blunt; and Items of Power by exchanging Traits and Defects, thus inflict usual Unarmed damage. as long as the overall Point total is unchanged. A Mechanical Genius can also build Gear and Items CLAWS OR SPIKES of Power, but their creation requires the furry to The furry possesses sharp talons or spikes on allocate the appropriate number of Furry Points. his or her fingers, paws, or feet. In addition to Alternatively, the Cartoonist may describe this regular damage, the claws inflict an additional +4 Trait as “Magical Genius,” that allows a furry to P/L damage bonus when used in melee combat. modify magical Items of Power by exchanging 52
ANIMAL TRAITS This attack uses the Unarmed Combat (Strikers) Skill. F ANGS, BEAK , OR M ANDIBLES
The furry has very sharp sh arp teeth, or alternatively, a beak or insect-like mandibles. This natural weapon inflicts +2 P/L damage bonus in melee combat, but a successful strike that penetrates Armor gives the furry the option to maintain a biting grip and continue to inflict equivalent damage in subsequent rounds. These additional attacks are automatically successful, but the opponent can break the hold with a successful Strength check. While the attacker is maintaining maintaining a biting grip, his or her own trait to defend is impeded: the attacker cannot use weapons to defend, and suffers a -4 DEF penalty against any attack. This attack uses the Unarmed Combat (Bites) Skill.
SPINES
The furry is covered in nasty spikes, quills, or sharp scales. Anyone who wrestles with the furry automatically suffers +2 P/L damage each turn. This damage is in addition to any other attacks delivered. During these struggles, the opponent’s clothes will also be ripped and shredded unless they are Armored. Spines can also be a reason to buy some levels of armor to reflect their damage absorbing qualities. T AIL STRIKER
If the furry has a combat-ready tail, it can be equipped with spikes, a stinger, or other similarly nasty weapon. The attack inflicts an additional +2 P/L damage bonus (in addition to normal STR damage). Upon a successful attack, the target must make a Reflexes roll or suffer a -4 INI penalty the following combat round (the target is off balance). ORNS H ORNS This attack uses the Unarmed Attack (Strikers) These are large horns for butting or stabbing. Skill. Horns add 2 B/L damage bonus to normal damage in melee combat but are exceptionally effective ENTACLES T ENTACLES if the furry charges into battle. If the furry wins One or more of the furry’s limbs — or possibly Initiative against an opponent and has room for a running start, he or she can lower his or her head his or her hair — are actually tentacles. A furry with and charge. A successful attack will deliver normal tentacles gains a +2 bonus to his or her Unarmed attack damage, with an additional +2 P/L damage Combat Skill and DEF when engaged in a wrestling bonus. If a charge fails to connect, the charging attack or defending against one. Tentacles are also furry will be off balance and suffers a -2 penalty to difficult to avoid in combat (opponent suffers a -1 his or her DEF for the remainder of the round and DEF penalty). a -4 Initiative roll penalty on the following combat N IGHT V V ISION round. This attack uses the Unarmed Attack (Strikers) Skill. Cost: 1 Point/Level
53
ANIMAL TRAITS Relevant Attribute: None
Student Council might wield “significant power,” Progression: The character can see normally while in most other settings it would be completely trivial and not worth any Points. Similarly, a in starlight and/or moonlight (cat’s vision), criminal organization like the Mafia or Yakuza near-total darkness with ambient ultraviolet light (e.g., infrared vision, night vision goggles) might count as “great power” (3 Points/Level) in or absolute total darkness, such as in a sensory a traditional low-powered game set in modern times, but merely as “moderate power” (1 point/ deprivation tank (e.g., true thermal or “heat” Level) in a high-powered magical girl campaign. vision) depending on the levels purchased. Normal organizations should be limited to The character is accustomed to seeing in low light or even no light at all (depending on the level a geopolitical area, such as a single country. of the trait), and suffers no penalties to sight-based Global organizations, or those that span multiple geopolitical areas, function at 1 Level lower. Multi Awareness rolls in these conditions. planetary organizations function at 2 Levels lower, while multi-galaxy organizations function at 3 O RGANIZATIONAL T IES Levels lower. For example, the president of a global Character Skill Point Cost: 1-3 Points/ mega-corporation needs to assign Level 6 to gain Level access to the Controlling Level category (1 Level Relevant Attribute: Presence lower). Similarly, a character who has Senior Level in a universe-wide military organization should Progression: Descriptive; see below have Level 7 Organizational Ties (3 Levels lower). Organizational Ties represents a character’s Some organizations may be ostensibly limited to close relationship with a hierarchy of some sort a single country, but the higher Levels still have that grants him or her access to respect and global or multi-planetary influence. For example, privileges. Monetary advantages are usually the President of the United States is a Controlling covered by the Wealth Trait, while access to Level (Level 6). Since the US has great influence special equipment may be represented by the across the world, however, the position would be Personal Gear Trait. Examples of organizations Level 7 (as if it was a global organization). include the feudal system, powerful corporations, organized crime rings, secret guilds and societies, These far-ranging organization positions are governmental positions, military organizations, only relevant, however, if the character can actually and some religions. For campaigns in which all gain access to the resources of all branches of the players belong to the same organized group, the group. If an Earth character is Connected to a GM may decide that Organizational Ties are not multi-planetary police organization, for instance, required. Consequently, this Trait is optional; the but can only interact with and be influenced by GM may prefer to treat organization membership the Earth chapter of the organization, the group as a background detail instead. is only considered to be a global organization (1 Level lower) for that character. The group is not The value of Organizational Ties depends on categorized as multi-planetary (2 Level lower), its importance in the setting. An organization that since the extensive resource benefits normally exerts moderate power within the setting is worth associated with an organization that size are not 1 point/Level, one that has significant power costs available to the character. 2 Points/Level, and one that has great power in the setting costs 3 Points/Level. Players should Level 1 The character is connected to the not assign this Trait to represent organizations organization and can rely on it for that have very little power. The GM determines occasional support and favors (and the extent of the organization’s influence. In a high expect to be called on in return). school comedy campaign, the school’s autocratic 54
ANIMAL TRAITS dependent on the Level of Pack Hunting; a furry can combine with up to 2 other furries for each Level. The attack takes place on the Initiative of the furry with the lowest Initiative and uses the furry with the lowest REF to determine if it hits. A single attack roll is made. The target has a DEF of -1 per furry involved in the attack. If the attack succeeds, it inflicts double damage (for example, if two furry combine, one with a +4 TN Special Level 3 The character has middle Level in an Attack and one with a +6 TN Special Attack, the organization such as a corporate vice total damage inflicted would be +10). president in charge of a department, a lesser feudal lord with a castle Note that furries with the Combination Attack and lands, or a Mafia “captain” Trait are not subject to the same restrictions as who runs a neighborhood, or a normal furries that perform a similar action. junior congressman or member of R EGENERATION parliament. Cost: 4 Points/Level Level 4 The character has senior Level in an organization, such as the senior viceRelevant Attribute: None president of a large corporation, a Progression: The Furry heals very rapidly. high-ranking officer in the JSDF, or The character regains its regeneration level in a US senator. Stun and lethal hits every minute, in place o the normal stun blows all characters recover. Level 5 The character has controlling Level The regeneration can be spread evenly over in an organization, such as the the 20 turns (1 minute), so at level 5, the furry president of a mega-corporation, the recovers one blow every 4 turns and at 10th boss of a large crime family, or a US level the character would recover one blow state governor. every 2nd turn. Add the levels of regeneration Level 6 The character has a controlling Level to Health attribute checks to recover from that spans multiple organizations, unconsciousness and to avoid dying. If such as the ruler of a small nation, disabled, characters get a Health check on the or “boss of bosses” of many different following turn to recover, with the bonus of crime families. the regeneration level. If it fails, characters must wait a day to attempt to recover again, P ACK H UNTING but furries get their level of regeneration as a Cost: 3 Points/Level bonus on all recovery checks Relevant Attribute: None S OCIAL A DVANTAGE Progression: The furry can combine attacks Cost: 1 Point/Level with up to 2 other furries/Level Relevant Attribute: Presence With training, individual furries can learn to Progression: Skill rolls involving social combine their hunting skill and animal abilities interaction are at +2 per level. into awesome displays of joint prowess. In order to do this, all the furries must have both the Pack The character is at an advantage in social Hunting Trait and at least the Hunting Skill. The situations and dealings with other people. This number of furries that can combine at once is trait may be defined as the character being 55 Level 2
The character has respected status in an organization such as a landed knight in the feudal system, a junior executive in a corporation, a city council member, or a Mafia “Wise Guy” in an organized crime family. The organization brings the character status and some wealth.
ANIMAL TRAITS charming, smooth-tongued, exceptionally considerate, chivalrous, well-bred, courteous, or well-mannered. Alternatively, the advantage may be due to a particularly disarming personal habit that the character has, a “gift for gab,” general charisma, or any other explanation that the player thinks up (with the GM’s permission).
No Disruption effects Downtime once every No need to Downtime 3-7 days shut down Specific +3 Defense and +6 Defense Attack Character Trait and checks Ability checks Unwanted disruption Ionization is reduced
While it might seem minor at first glance, this trait can have very positive or beneficial consequences, depending on the culture. Wooing a wealthy patron, impressing His Majesty the King and gaining the favor of an influential member of an organization are all good examples of where this trait might come into play.
S PECIAL M OVEMENT Cost: 1 Points/Level Relevant Character Attribute: Reflex Progression: The character gains 1 type of
movement/Level This Character Trait is appropriate for Character Cost: 1 Point/Level which may be of an exotic species that lets them perform unusual stunts like running over Progression: The character gains 1 Special water, etc. The character may select one special Defense slot/Level movement ability for every Level of this Character Character with this Capability is resistant or Trait. GMs may also develop a selection of other completely immune to a specific type of uncommon special movement abilities. ailment or injury, normally one whose effects are otherwise insidious in nature. Special Defense can C AT -LIKE be acquired multiple times to represent a character who is resistant or immune to different kinds of The character will take half damage (round attacks/events. down) from most falls and always lands on his or her feet. If a category is assigned one slot, the character is partially resistant; for two slots, the character DIMENSION H OP has complete or enhanced resistance. Several examples of Special Defenses and their effects are Upon a successful Intellect attribute check shown. The GM and players are encouraged to against TN 12, the character can instantly travel develop their own as well. between his or her home dimension to one other dimension, such as Asgard, Heaven, Hell, alternate SPECIAL DEFENSE Earth, the astral plane (the body is left behind), etc. Each time this method is assigned, the character Effect 1 Slots 2 Slots can travel to another single dimension. The GM Wear and Does not will determine if Dimension Hop is appropriate Wears slowly Tear wear for his or her campaign. Air/ Doesn’t Survive in low-oxygen Oxygen to require LIGHT -F OOTED environment function oxygen The character can skim over sand, snow, or ice Eat once every 2-4 Never need Sustenance at full speed. days to eat. S PECIAL D EFENSE
56
ANIMAL TRAITS
SLITHERING
S PECIES F EATURES
The character can slither along the ground at normal walking/running speeds. This allows a character to move quickly while maintaining a very low profile.
Cost: 1 Point/Level
The character can move at regular walking speed without touching the ground by bounding back and forth between nearby vertical surfaces (walls). For example, he or she can proceed down hallways or climb an alleyway between two buildings (bouncing from wall to wall).
S PEED R EADER
Relevant Attribute: None Progression: The furry has 1 feature per
Level The furry possesses one or more secondary SWINGING /BRACHIATING abilities that grant useful but mundane, nonThe character can swing through forests and combat related Traits. Features are typically cities (areas with natural or artificial structures possessed by animals and reflect various, minor above swinging height) using vines/ropes/webbing biological or technological Traits. All Features or simply his or her arms. must be approved by the campaign’s Cartoonist before they can be purchased for a furry. U NTRACEABLE Examples of racial features include homing The character never leaves footprints, tracks, instinct, longevity, molting trait, a pouch, scent or a scent when he or she walks or runs. glands, secondary eyelids, etc. A wide range of other Traits cover other more useful features such W ALL-BOUNCING as gills, wings, fangs, and enhanced senses.
W ALL-CRAWLING
The character can cling to walls or ceilings as though they were on the ground or floor. The character can use spikes, adhesive pads, or some other means to climb walls and ceilings as if it were an insect. This counts as two Special Movement Levels. W ATER-W ALKING
The character can run over water as if he or she were on land. This counts as two Special Movement Levels.
Cost: 1 Point/Level Relevant Attribute: None Progression: The character read at 10x
normal speed (e.g., can read a novel in an hour) or 100x normal speed (e.g., can read a novel in a minute) depending on the levels purchased. The character can read at a faster than normal rate and retain as much information as someone who reads at a “normal” rate. S PRINT BONUS Cost: 4 Points per Sprint Multiplier level Relevant Attribute: None Progression: Each level adds a multiplier to
the sprint speed from the normal x3 The furry can travel faster over land for short periods of time than animals with the same Z EN DIRECTION Movement attribute. This is done by increasing the When the character opens his or her mind to sprint multiplier by one for every level in Sprint the natural world, he or she will always move in Bonus. An example is spending 8 points to increase the “right” direction. The “right” direction is not a sprint multiplier to x5. This means a furry with a always the desired direction, however. MOV of 10 can travel at 50 meters per turn instead 57
ANIMAL TRAITS of the usual 30m/turn. Sprint endurance rules still furry is capable of holding their breath for 10x apply. longer than normal and dive to it’s HLT x 100 meters (x300ft). T UNNELING Water Movement costs 3 Points/Level if the Cost: 2 Points/MOV below the furry’s swimmer is capable of holding their breath for Movement attribute. 3 Points/MOV above the 5x longer than normal and dive to it’s HLT x 10 furry’s MOV. meters (x30ft). Relevant Attribute: None Water Movement costs 2 Points/Level if the Progression: Descriptive; see below swimmer is capable of holding their breath for 2x The Tunneling Trait allows a furry to move earth longer than normal and dive to it’s HLT x 2 meters and/or tunnel underground by giving him or her a (x6ft). Tunneling MOV attribute in meters/Turn. Sprint Water Movement costs 1 Point/Level if the speed assumes the furry is going through sand swimmer is capable swimming on the surface or loosely packed earth. Tunneling through solid only and hold their breath as per normal (see the rock progress is at cautious speeds (½ MOV). The Asphyxiation rules) tunnel it leaves behind can be either permanent or Some examples of water species collapse after it — specify which when the character movement speeds: is created. · MOV attribute of 3 is typical of the larger W ATER M OVEMENT whale species, and also sea lions (Sprint speed of 9m/Turn). A Sperm whale can Cost: (Movement Level × Water MOV)/REF dive to 1000 meters (3280 feet or 3/5 of a Relevant Attribute: None mile) while holding it's breath for an hour. Progression: Descriptive; see below · MOV attribute of 16 is typical of dolphin This is the maximum speed the furry can move in packs (Sprint speed of 48m/Turn) or under water. If the furry can move underwater, · MOV of 30 is the fastest recorded attribute purchase some diving depth as well as a water of a cosmopolitan sailfish (Sprint speed of movement . Each HLT attribute in meters/yards 90m/Turn) of diving depth costs 1 Mecha Point. The furry can dive its HLT in meters/yards × the Furry Points · 426 meters per Turn is roughly the world spent. Thus, a character with an HLT of 10 can water sprint record for a jet-powered dive 30m for 3 Furry Points. speedboat. (MOV attribute of 142) Water Movement costs 4 Points/Level if the
58
ANIMAL TRAITS
W EALTHY Cost: 3 Points/Level Relevant Ability: None Progression: Descriptive; see below
The character is more financially stable (“liquid”) than an average person. This will allow him or her to easily acquire commercially available goods, and bribe or hire people. Note that hirelings that are intensely loyal to the character should still be acquired through Flunkies or the Servant Abilities. The character can be assumed to have non-liquid assets (like houses or real estate) commensurate with his or her wealth. In order to have access to things that are difficult to acquire without special licenses, or which are illegal, he or she should still take traits that reflect that extra social power. Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
equivalent of a full night’s rest with 5 total hours or more of sleep in a day, 2 total hours, or no rest at all (doesn’t need to sleep) depending on the levels purchased. The character can get to sleep more quickly and easily than the average person, even in adverse or unusual conditions. In addition, any rest the character gets is deep and refreshing, allowing the character to avoid the effects of fatigue from lack of rest. Characters with this trait can get the equivalent of a full night’s rest in a much shorter time than normal (normally 12–HLT hours of sleep). Any time that the character spends in deep rest or sleep throughout a day is added together for purposes of determining if the character is “well rested.” V OICE A LTERATION
The character is Well Off. In a modern-day setting, he or she has assets totaling about $500,000.
Cost: 1 Point/Level Relevant Ability: None Progression: +1 to the relevant skill scores or
The character is Wealthy. In a modern day setting, he or she has assets totaling about $1,000,000.
Target Numbers for voice use. This ability allows the character to modify the The character is Rich. In a modern tone and volume of his or her voice. The directional whispers can be clearly audible without the risk day setting, he or she has assets of eavesdropping; a shout can be heard in noisy totaling a about $10 million. surroundings or over large distances at a base The character is Very Rich. In TN of 18 where normal characters would not a modern day setting, he or she have a chance of accomplishing these feats. Voice has assets totaling about $100 Alteration cannot cancel other super abilities that million. affect sound. This trait can be used to modify such skills as orate, ventriloquism and mimicry, as well The character is Extremely Rich. In a modern day setting, he or she as singing, negotiation, acting and even animal has assets totaling about $1 billion. handling. The character is Fantastically Rich. In a modern day setting, he or she has assets totaling about a $10 billion.
W ELL R ESTED Cost: 1 Point/Level Relevant Ability: None Progression: The character can get the
59
SKILLS Skills are organized into Skill Groups, representing collections of skills with a logical common theme. Think of it in terms of a “skill tree,” in which Groups are the “branches,” with individual Skills being the “leaves.”
other levels below it, but does not add to the score of any higher level. So, a score of 1 in a Group adds +1 to the score for any Skill or Specialty in that Group. This is called a “cascade bonus,” and is written as a second score, with any cascade bonus added in, in parenthesis after the basic score for that level. A In simpler, “rules-light” games, only Groups score of 4 in a Skill does not add +4 to the score of are used. In many games, however, Groups and the governing Group, however; Cascade bonuses specific Skills (as well as sub-categories, called only apply downward, not upward. Specialties and Types) are used. Whether you use some or all of these in your game is up to you. Goor the Barbarian has a score of 2 in the Game Type
Very simple
Groups Skills Spec/Type X
Moderate
X
Detailed
X
X
X
X
Very detailed
X
W HY S KILL G ROUPS ?
Melee Combat Group, and he has the Swords Skill at +4. He would record the skills like this: Melee Weapons +2, Swords +4 (+6).
When a character buys levels in a Skill Group, any skills within that group that require a “Type” must be defined when the group’s levels are purchased. Skill Group levels apply only to the specific Skill “Type” selected by the character, not to all possible “Types” for that skill.
Mike buys two levels in the Arts & Craft Skill Buying levels in Skill Groups is a cost-effective way of increasing the character’s proficiency with Group. Because the specific skills Art and Craft all the skills in the Skill Group. The cost is generally both require a Type, Mike selects Art (Painting) less (and at most the same) as buying levels with and Craft (Silk-screening). each individual skill, presenting a “discount” to S KILL L EVELS players who wish to increase their character’s scores for a group of related skills. The score reflects the level of competence or knowledge a character possesses for that skill. S KILL G ROUP S CORES Skills are listed on the character sheet only if the A score in one level is applied to the score for all character has levels in them. These are written on the character sheet as “ Skill +#,” where “#” is the
60
SKILLS level of skill.
that specific category or Type (i.e., each “Type” represents a separate skill).
Marge is playing in a modern conspiracy Group Skill levels apply only to those “Types” game. Her character, Special Agent Glenn, has the Driving skill at level 3, so Marge writes it on that the character possesses, which must be chosen by the player when the Skill Group levels her character sheet as “Driving +3.”
are purchased. The definitions below are not absolute, but meant as a guideline for players and GMs. To Types are listed in parenthesis following the see the proficiency each level of skill represents, skill name, as “Skill (Type) +#,” where “#” is the comparatively speaking, consult the Skill Levels level of the skill. table. Paradise wants to buy the Craft skill for her character. Because Craft requires the selection of a S PECIALTIES specific “type” of craft, Paradise selects Sculpting, Some skill names are followed by “(Spec).” and buys 2 levels in the skill. Paradise writes the These skills include a number of related specialties skill on her character sheet as “Craft (Sculpting) +2.” within the skill. Players may buy additional levels with one of SKILL LEVELS T ABLE the specialties when purchasing the skill (see SCORE DESCRIP TION Buying Skills). The character pays 1 point for every 0 Clueless (Non-existent): Characters with 2 levels in a specialty. These levels are added to the basic skill score when making skill rolls involving a rating of 0 in a skill have absolutely no idea about that Skill or how it works. They may have never even the specialty.
had heard of it before, much less know where to begin Specialties are listed on the character sheet trying to accomplish an action with that skill. All skills only if the character has levels in them. These are rated 0 until the Player uses his Furry Points or are written on the character sheet as “Skill +# Experience Points to purchase at least 1 level in that (Specialty +#),” where “#” is the level of the skill skill.
or the bonus in that specialty. Otherwise, only the 1 Novice: The character is familiar with the base skill is listed. field, having done moderate reading on the subject or Marge is playing in a modern conspiracy game. Her character, Special Agent Glenn, has the Writing skill with a specialty of Reports. Special Agent Glenn has a score of 4 in the base skill and she has two extra levels in the specialty “Reports,” so Marge records it on her character sheet as “Writing +4 (Reports +2).”
T YPES
watched the skill being performed by others, but has no actual hands-on experience of any significance. The character is new to the particular field or activity, essentially an apprentice or beginner (e.g., a hobby, a police academy recruit, a soldier in boot camp). 2 Amateur: This level of knowledge indicates the character has become more familiar with the field, having read extensively on the subject with little or no formal training (e.g., an apprentice, fresh academy graduate, probationer or rookie). (Basic)
Some skill names are followed by “(Type).” 3 Trained: This level of knowledge indicates These skills cover several sub-categories that may the character has a general, working understanding of that field, having received instruction from someone or may not be inter-related. of Experienced level (a skill score of 5) or above. The
Players must select a specific “type” or category character has obtained hands-on experience and when purchasing the skill. The character’s score practiced extensively under the tutelage of his mentor for that skill applies only to skill rolls involving (e.g., an Associate’s degree, an experienced cadet, AIT 61
SKILLS or tech school graduate).
child prodigy chess master). (Normal human max.)
4 Competent: This level of knowledge indicates the character possesses a good grasp on the details and theories of his chosen field or is capable of performing the action on his own without supervision (e.g., a Bachelor’s degree, 2-year cop, junior NCO, college athlete). (Professional)
11+ Supernatural: This level of skill surpasses normal human thresholds and enters into the realms of the augmented, enhanced, or metaphysical (e.g., computers may demonstrate this level of skill).
5 Experienced: This level of knowledge indicates the character is well qualified and informed in his chosen field, having used his knowledge or completed the action on several occasions in actual situations (e.g., a veteran professional, a senior NCO, veteran cop, professional athlete, a Master’s degree). 6 Specialist: This level of knowledge indicates the character has become highly trained or informed in his chosen field or skill to the point he practices his skills on a regular or daily basis, even able to earn his living using skills in an occupation. Others may come to the character for training (e.g., Army Ranger, black belt, Olympic athlete, a Doctorate degree). 7 Expert: This level of knowledge indicates the character has become an authority in his chosen field or skill, having honed his skills to perfection after continuous practice and use (e.g., a 10-year Special Forces veteran). Without regular training and active use of the skill it is nigh impossible for a character to exceed a score of 7 in most skills.
BUYING SKILLS You get a number of points to divide up among the character’s skills based on the campaign level, as shown on the table below.
10 Legendary: This level of knowledge indicates the character has achieved the most rare and highest level of skill or knowledge possible, becoming a revolutionary figure in his field. He has become so talented that he inspires wonder, and is capable of creating, theorizing or performing any most related action with minimum effort (e.g., noted physicist Stephen Hawking, martial arts master Bruce Lee,
Max
Starting
Level
Score*
Points (Core)
Realistic
5
50
Cinematic
8
75
Extreme
N/A
100
* Doesn’t include bonuses for applicable traits. Groups cost 5 points per level. Skills (including Skills requiring a specific “Type”) cost 1 point per level. A Specialty costs 1 point for 2 levels. Levels in a specialty may only be purchased in pairs (i.e., a character cannot purchase 1 level in a Specialty). The cost for each level of skill is shown below.
8 Master: This level of knowledge indicates the character has excelled in his field, surpassing others of lesser dedication to become superior in quality, skill or achievement. There is very little the character does not know about this skill (e.g., a pioneer in the field). 9 Genius: This level of knowledge indicates the character has risen to a level where he is using his great mental capacity, physical prowess, and inventive ability to make unique breakthroughs in his field, creating his own original styles and theories and setting new standards (e.g., Nobel Prize winning scientist).
Campaign
Level
Cost
Group
5 Pts./Level
Skill
1 Pt./Level
Skill (Type)
1 Pt./Level
Skill (Specialty)
2 Levels/1 Pt.
Here’s an example of how you might record some of your character’s skills on your character sheet. We’ll just use one Skill Group—the Arts & Crafts Group—in this example. In this example, the player has purchased 2 levels in the Arts & Crafts Skill Group, 2 levels in the Cooking skill, plus 2 additional levels in the cooking Specialty “Fast Food” (total cost: 13 FPs). 62
SKILLS
Name
Level
Total
Arts & Crafts Art (Painting) Cooking Fast Food Craft (Silk-screening) Jeweler Photography Smith
2 +2 2 2
+2 +4 +6 +2 +2 +2 +2
U SING S KILLS
such as taking off, flying and landing under normal conditions. But Jenny will have to make a skill roll for her furry to land her chopper after it has been damaged by a Stake Air Missile fired by Bunny Extremists, for example, because this is an extraordinary task even for a trained pilot. Here’s another example.. Christopher is playing the furry of Dr. Raul Wayland, an emergency room physician. Dr. Wayland has the skill of Medicine, along with various Science and Specialist skills representing his medical knowledge. Christopher does not have to roll at all for Dr. Wayland to successfully diagnose ailments, suture lacerations, perform routine surgeries, and so forth. All these are everyday tasks for a trained physician, even though they might be impossible for a person without the skill of Physician to accomplish.
Skills are used in conjunction with attributes to resolve actions. When characters attempt an action in the game that has an uncertain outcome, the player tells the GM which skill his character is using and how he is using it. The GM sets a But when Peggy’s furry, Officer Becky West, difficulty level for the task (see Difficulty Levels is rushed to the ER on the verge of death after and Target Numbers, below).
W HEN TO ROLL The most important thing to remember is that no skill rolls are needed for characters to accomplish everyday tasks related to their skill. Rolls are required only for tasks that are out of the ordinary for characters with that skill—no matter how hard they might seem to those without the skill.
being riddled by stake cannons in an ambush, the Cartoonist tells Christopher to make a Medical skill roll for Dr. Wayland as he tries to save her life. The extent of her wounds makes this an extraordinary task even for a trained physician. Also, the dramatic tension of treating another furry who has been severely injured makes this an exciting time for a skill roll.
D IFFICULTY L EVELS AND T ARGET
Obviously, if everyone had to make a Driving N UMBERS skill roll just to drive to work, no one would survive the commute! Also, excess skill rolls only slow If the task or action that the character is down the game. Save the rolls for amazing tasks attempting is a simple one (such as opening a door, or exciting action sequences involving great risks climbing a ladder, starting a car, and so on), no skill and daring acts. roll is required—the character simply succeeds at Ben’s furry does not have the Piloting the action. If the action has a possibility of failure, (Helicopters) skill. Trying to fly a helicopter the GM should require the player to make a skill will be very difficult for him, and will require roll and set the appropriate difficulty level for the Ben to make a number of Attribute rolls at high task. penalties.
As a rule, only tasks of “average” difficulty or Jenny’s furry, however, has the Piloting higher (i.e., more difficult) require a skill roll.
(Helicopters) skill. She does not need to roll her skill at all to perform ordinary piloting tasks,
The GM assigns a difficulty level based on how difficult he believes the task would be for an 63
SKILLS average person. Use the Difficulty Levels & Target Numbers table, below, to help you decide what kind of difficulty level to assign the task, if any. The Target Number (TN) is the difficulty target of a task that must be beaten by Attribute + Skill + 3d6, taking into account any modifiers.
skill of +5. During the game, a mad cultist tries to grapple with Jake. The Cartoonist decides that because they are both using the Unarmed Combat skill that Jake’s Unarmed Combat score can be added to his DEF. The final TN that the cultist needs to hit Jake is therefore 15 + 5 = 20.
D IFFICULTY L EVELS & T ARGET N UMBERS Description
TN
Average/Easy
12
Tricky
15
Challenging
18
Difficult
21
Demanding
24
Extreme
27
Legendary
30
T ARGET N UMBERS IN COMBAT
In cases where a character is trying to attack another character, such as in melee or ranged combat, use the target’s DEF as the base TN instead of the table above. If the character is actively defending himself, add the appropriate skill to the target’s DEF score. In addition, the GM can then add any other modifiers, as appropriate. (see Combat Modifiers). Pat is playing Jake, a wrestling bear in the WWF. Jake has a DEF of 15 and is pretty good at barehanded fighting, with an Unarmed Combat
M AKING S ENSE OF D IFFICULTY L EVELS
While this may seem a little confusing, it’s really very simple. Here’s an example. Pat is playing in the Domain version of the Revolutionary War (American War of Independence) game. Pat’s furry, Nathan Fox, an idealistic young infantryman in the Continental Army, is walking alone down a dirt road when he spots a group of British Redcoats coming his way! Pat tells the Cartoonist, Mark, that his furry dashes off the road and dives into the woods to hide. Mark decides that diving into the woods quickly, before the British troops can spot Nathan, requires a skill roll. Mark isn’t sure just how difficult a task it is, however, so he looks on the Generic Difficulty Levels table. Looking at the table, Mark figures the level to be one of the following: Average, Tricky, Challenging, Difficult, or Demanding. Mark thinks that diving into the woods, which includes avoiding rocks and such, is more than “average” or “tricky” difficulty, but is less than “difficult” and certainly not “demanding,” so he assigns it a rating of “challenging.” Mark tells Pat to make a Challenging Leaping roll. Challenging difficulty has a Target Number (TN) of 18. Pat rolls the dice and gets a total of 19—a success! Nathan Greene leaps into the woods unseen, moments before the
64
SKILLS
British soldiers pass.
E XPANDED T ARGET N UMBER T ABLE
The following table indicates the modified target number based on the assigned difficulty of If the Target Number for any task is lower than the task. the character’s combined (attribute + skill score To use the table, simply add the character’s + 3), no skill roll is required—it’s an automatic attribute + skill scores (for skill rolls) or use 2x the success for the character. attribute (for attribute saves). Find that number on If the Target Number (TN) is greater than the the left column, then read across until you find the character’s combined attribute + skill score + number in the column for the assigned difficulty 18, the player may still make a skill roll. In such level of the task. For a skill roll to be successful, the cases, a natural roll of 18 on the dice (i.e., three player must roll the indicated number or higher sixes) indicates success. on the dice. Characters can also use Action Points to turn Bold italicized numbers indicate that the a failed roll into a successful one, allowing even minimum roll needed is not obtainable with a untrained characters to succeed at nigh-impossible simple dice roll, and that additional bonuses (such tasks, thus reflecting a more cinematic approach. as the use of Action Points) may be required for The player characters are assumed to be heroes in the task to possibly succeed. most settings—there should always be some chance “No roll” indicates that the player does not for heroes to succeed, no matter how difficult the need to roll the dice; the task is automatically task. (See Action Points.) successful. AUTOMATIC SUCCESS & F AILURE
65
SKILLS
T ARGET N UMBERS (ROLL NEEDED, OR MORE ) Attribute
Avg
Tricky
Chall
Diff
Deman
Extr
Leg
+Skill
(TN 12)
(TN 15)
(TN 18)
(TN 21)
(TN 24)
(TN 27)
(TN 30)
1
11
14
17
20
23
26
29
2
10
13
16
19
22
25
28
3
9
12
15
18
21
24
27
4
8
11
14
17
20
23
26
5
7
10
13
16
19
22
25
6
6
9
12
15
18
21
24
7
5
8
11
14
17
20
23
8
4
7
10
13
16
19
22
9
No roll
6
9
12
15
18
21
10
No roll
5
8
11
14
17
20
11
No roll
4
7
10
13
16
19
12
No roll
No roll
6
9
12
15
18
13
No roll
No roll
5
8
11
14
17
14
No roll
No roll
4
7
10
13
16
15
No roll
No roll
No roll
6
9
12
15
16
No roll
No roll
No roll
5
8
11
14
17
No roll
No roll
No roll
4
7
10
13
18
No roll
No roll
No roll
No roll
6
9
12
19
No roll
No roll
No roll
No roll
5
8
11
20
No roll
No roll
No roll
No roll
4
7
10
66
SKILLS
W HICH ATTRIBUTE TO U SE ?
UNUSUAL A PPLICATIONS OF SKILLS
All skills are associated with a primary attribute In most cases the logical governing attribute group—either the Body or Mind group. This is the will be obvious. For instance, knowledge- and group that contains the attributes associated with memory-based skills will most often use the INT the common applications of the skill. The primary attribute. attribute group is indicated for each skill after the Occasionally, however, characters will use skills skill name. in such a way that using a different attribute makes In addition, suggested uses of specific attributes sense. The GM should consider which attribute is are also given (in parenthesis) in the skill the most applicable and assign it as the governing description. attribute for the skill roll. Which attribute from the primary group is used with the skill to resolve GOVERNING A TTRIBUTE actions depends on how the skill is used, as described by the player. Which attribute is used with the skill (called the Example 1: a player tells the Cartoonist “My “governing attribute”) depends on how the skill is being used. The most appropriate attribute used furry is going to stay awake and drive all night depends upon what the player says he wants to do. if he has to.” The Cartoonist decides that knows If the task involves exerting force, overbearing, or that this requires the Driving skill. Ordinarily, a general power, the GM should assign the group’s Driving roll would use REF, but using the REF Power attribute (PRE for the Mind group, STR attribute just doesn’t make as much sense as for the Body group). If the task involves subtlety, using HLT in this case. HLT deals with stamina finesse, accuracy, or aptitude, the GM should and fatigue, whereas REF deals with reaction assign the group’s Aptitude attribute (INT for the and coordination. The Cartoonist decides to Mind group, REF for the Body group). If the task require the player to make a skill roll using the involves endurance, stamina or resistance, the GM furry’s HLT + Driving, and decides that “driving should assign the group’s Resistance attribute (WIL all night” is a Challenging task. The player must make a Challenging Driving roll using HLT (HLT for the Mind group, HLT for the Body group). Tony is playing Frank Mooione, a bovine gangster. Tony tells the Cartoonist that he wants to have Frank Mooione convince a beat cop not to arrest him on some trumped up charge. The Cartoonist asks him how he plans to do this. Tony says that Frank is going to try to intimidate the cop. The Cartoonist thinks about it and decides that intimidation is essentially a projection of the “power” of the furry’s charisma, so he assigns PRE to the skill roll. Tony reconsiders, because Frank’s PRE score is only a 3, and decided to have Frank try to fast talk the cop, in the hopes that the cop would get confused and let Frank go. The Cartoonist thinks about it and decides that baffling the cop like that requires quick thinking and wit, so he assigns INT to the skill roll.
+ Driving + 3d6). Example 2: Sean’s furry has the Conversation skill, allowing him to unobtrusively gain information in casual discussion. Conversation affixes to the Mind group. If the furry tries to gain information by flattering or charming someone, he uses PRE + Conversation. If he tries to trick someone into revealing information, he uses INT + Conversation. And if he tries to keep a woman talking until she doesn’t know what she is saying anymore, he uses WIL + Conversation.
BOTH BODY AND MIND Some skills can be used with both groups, depending on the specific application of the skill. This is perfectly acceptable, as long as it is plausible and the GM agrees to it. 67
SKILLS Frank Mooione is arrested by the cop after all and now Frank is being interrogated in the station house. But the cops are not interested in mind games; they intend to beat a confession out of him. Although the Interrogation skill is associated with the Mind group, the Cartoonist thinks about it and decides that such physical tactics call for an exception to the rule, and the Cartoonist assigns STR to the roll.
attribute). Nathan has Reflexes 5 and the Axes skill at +4. Pat rolls 3d6 (three six-sided dice) and adds Nathan’s REF and Axes scores. Pat rolls 13 + 5 + 4 = 22.
Any time a skill roll is required or suggested, it is written as “a [Difficulty] [Skill name] roll (TN).” For instance, if Nathan’s earlier escape into the trees were presented as part of a published scenario, it might read “diving off the road into Skills that are the most likely candidates for the woods requires a Challenging Leaping roll (TN using either attribute group are indicated by both 18).” icons.
E FFECT N UMBERS
M AKING THE ROLL
The Effect Number (EN) of a roll is simply the number of points by which a skill roll (i.e., attribute + skill + 3d6) exceeds the Target Number. If the dice roll is exactly the target number, the effect number is 0. If the TN is 14 and the skill roll total is 19, the Effect Number is 5.
The player rolls three six-sided dice (3d6) and adds the result to his character’s skill score plus the governing attribute score. If the total meets or exceeds the target number (as indicated by difficulty level), the character has successfully used the skill.
Effect numbers can be used in several helpful Here is a summary of the steps of using a skill ways in the game. They are used to determine the in the game. outcome of contested skill rolls, to determine the winner of a contest (whose arrow is closest to the USING A SKILL—SUMMARY bullseye?), to determine the progress of a long task (such as complex repairs, a masterful work of art, 1. [Player] Choose a skill for the task ongoing research), and so on. 2. [Player] Tell the GM how the skill is being used
C ONTESTED S KILL ROLLS
3. [GM] Determine difficulty level (and Target Number) for the task 4. [GM] Determine governing attribute for the skill roll 5. [Player] Roll 3d6 + attribute score + skill score 6. If total meets or exceeds the Target Number, task is successful Pat’s character, Nathan Greene, is a Minuteman in a Revolutionary War game. Pat tells the GM at one point that his character, Nathan, is throwing his tomahawk at a rope to try to sever it. The GM tells Pat that Nathan will need to make a Difficult Axes skill roll, using Reflexes (as the governing
When two characters are attempting to outdo each other using skills, it’s called a contested roll . In a contested roll, both characters make their skill rolls, using any difficulty modifiers assigned by the GM. The character whose player achieves the higher adjusted skill roll total is the “winner.” Examples of contested skill rolls include trying to sneak past a guard unseen (Stealth versus the guard’s Awareness), an arm wrestling contest, and so on. Margaret’s furry in a furry science fantasy game, Laura Starwalker, tries to block a stake cannon shot by an imperial trooper with her energy blade. Laura Starwalker has a REF of 5 and Energy Blade +7. The Cartoonist makes a
68
SKILLS skill roll for the trooper. The trooper must make a successful skill roll, otherwise Margaret won’t need to make an opposed skill roll at all (there’s no need to try to block a shot that will miss anyway!). The Cartoonist rolls well enough for the trooper to hit his target. Margaret now needs to make an Energy Blade skill roll to block the shot. The TN for the block attempt is equal to the trooper’s attack roll total—in this case 15.Margaret rolls 9 + 5 + 7 = 21. She did it—Laura deflects the stake cannon shot with her energy blade!
a character with specific knowledge of antique vases, knowledge of the culture from which the vase originated, of glazing techniques, or of the family that owned the vase may have particular insights into the history of the vase, thus allowing the character to more accurately determine its value.
When one skill can be used to help with a task that uses a different skill, it is called a Complementary Skill. When a skill is Complementary to another skill, the player receives a bonus to the skill roll In situations in which each furry must achieve equal to one half of the Complementary Skill’s a minimum level of effect in order to be partially score, rounding down. successful (e.g., an archery contest to see who can Clayton’s canine furry has the skills Tactics hit the target closest to the center), the Cartoonist (Ambushes) +5 and unarmed combat (Tigermay assign a TN to each player’s skill roll. The Claw) +4. He is laying an ambush for some cultist. player who achieves the higher effect number The Cartoonist tells Clayton that he can use his succeeds. In effect, the total of the first furry’s roll furry’s Tactics (Ambushes) skill as complementary becomes the TN for the second furry’s skill roll. If to his Tiger-Claw combat skill for the first turn of both player’s effect number is 0 (i.e., if the rolls are combat, due to his furry’s knowledge of launching tied) there is no winner, because both furries failed effective ambushes. Because one half Clayton’s at their respective attempts. (see Effect Numbers, furry’s Tactics (Ambushes) score is 2, Clayton above). adds +2 to his combat score, raising it from +4 to Mike is playing the avian Robin Hood, who has +6, for the first turn of combat. entered an archery contest. The TN to hit the target At the GM’s option, the bonus from a is 15. In the contest, each furry makes a Simple complementary skill can remain in effect for the Missile Weapons (Bows) skill roll against TN 15. duration of an event or task. That target number indicates merely hitting the target. The higher the effect number of the roll, OFF-HANDED the closer to the center the shooter’s arrow lands. Furries are either right- or left-hand dominant Thus, the furry with the highest effect number wins the round. One contestant rolled a total of 13, (player’s choice) by default. The furry’s non for an effect number of -2. The other contestants’ dominant hand is his “off hand.” Using your off effect numbers are 1, 2, 2, 4 and 6. Mike makes his hand incurs a -3 penalty to any skill rolls requiring Simple Missile Weapons (Bows) skill roll for Robin manual dexterity, such as throwing, writing, and Hood and gets a total of 27—an effect number of so on. 12! Robin Hood has won the round! Characters with the Ambidexterity trait suffer a
S KILL ROLL M ODIFIERS COMPLEMENTARY SKILLS
reduced penalty or no penalty at all, depending on the level of the trait. TIME
Sometimes a character’s knowledge of a Every task requires a certain amount of time to particular subject can help with a skill roll for complete, as determined by the GM. If a character another skill. For instance, any character with the takes more or less time than usual to perform a Appraisal skill can appraise an antique vase. But task, he receives a bonus or penalty to the Target 69
SKILLS Number, respectively. When determining the bonus or penalty for more or less time taken on a task, refer to the Time Chart, below. Simply find the level on the Time Chart that is closest to the amount of time the task normally takes. The GM should determine the average length of time normally required to perform the task, then consult the Time Chart . If the time required to perform a task is longer than the closest level on the Time Chart, then use the next greater time increment as the default level. Pat’s character is picking a lock. The GM feels that picking a lock should take an average person about 20 seconds. “20 seconds” is more than 1 turn but less than the “30 seconds” level, so the base time level for Pat’s character’s lockpicking attempt is “30 seconds” for purposes of determining any bonus or penalty for taking extra time or rushing the task.
T IME C HART
1 turn (3 seconds) 30 seconds 5 minutes 1 hour 1 day 1 week 1 month 1 quarter (3 mos.) 1 year 1 decade 1 century 1 millennium TAKING EXTRA TIME
18). Since there is no immediate danger and his companions are watching the passageway, Pat decides to take his time and concentrate. The referee decides that If Pat spends 1 hour on the task he will get a +6 bonus to his skill roll because “1 hour” is two steps lower on the Time Chart than 30 seconds. Not wanting to take quite that long Pat decides to take 5 minutes and gets a bonus of +3, making it equivalent to a Tricky task (TN 15). RUSHING
Characters can attempt to perform a task more quickly than normal. By taking less time than the “base time” for a task, the task becomes more difficult. For each higher level up the Time Chart (i.e., for each smaller period of time taken), the skill roll incurs a -3 penalty. Pat’s character picks the lock and makes his way into a stable where he finds a horse. Pat decides his character is going to try to ride the horse out of the city. Unfortunately for Pat the horse is not saddled and his character is not very knowledgeable about horses and riding gear, so the GM tells Pat that he will need to spend 5 minutes and make a Challenging Riding roll (18) using INT in order to properly saddle the horse. The city guards can also be heard nearby. Pat does not want his character to be found and captured, so he decided his character will rush the saddling of the horse, taking only 30 seconds to throw the saddle on and secure it as well as he can before riding off. Pat will suffer a -3 penalty for rushing, making the task a Difficult one (TN 21)!
Characters can take more time than normal to REPEATED ATTEMPTS perform a task in order to improve their chance Characters who fail at a skill roll may make of success. By taking more time than normal, the task becomes easier. For each lower level down another attempt, with conditions. the Time Chart (i.e., for each larger period of time A character who attempts a task again after taken), the skill roll receives a +3 bonus. failing it once may make a new skill roll, but is Pat’s character needs to pick a lock that he at -3 for each successive attempt. This penalty is knows to be very tough. The GM has decided cumulative and is in addition to any other modifiers that picking the lock is a Challenging task (TN for taking extra time or rushing (see Taking Extra 70
SKILLS Time, page 70).
following skills. Exceptions could be children or teenagers whom are still learning. All characters receive universal skills at +2 for no cost. Characters with no points spent on a universal skill still receive the +2 bonus. Any points spent on a universal skill add to this default level. For specialty skills, the +2 affects the specialty only and doesn’t apply to the broader skill.
Pat fails his skill roll to hot wire the cycle. But he really wants to get the task accomplished and soon, so Pat tells the Cartoonist that even though his furry failed the first time, he is going to try again. The Cartoonist tells Pat that he can try another skill roll but this time at a -3 penalty. Pat decides to go for it, and he chooses to rush yet again. His furry spends another 30 seconds on the Common Skills are not free but are listed as task, the same as last time. Pat can make another examples of skills that are common within the skill roll, but this time with a -3 penalty for a Kevin and Kell campaign. repeated attempt, plus an additional -3 penalty for rushing, making the normally Challenging Universal Skills (+2) Common Skills (TN 18) skill roll equivalent to a Demanding one Throwing (Spec) First Aid (Spec) (TN 24)! TOOLS & EQUIPMENT
Some skills do not require equipment for their use. The use of specialized equipment with these skills may provide a +3 bonus to the skill roll, at the GM’s discretion.
Professional (Type) Area Knowledge (Type) Awareness (Spec) Language (Native Tongue) Maces/Clubs (Spec) Society (Type)
Conversation Computer Use Driving (Spec)
Religion (Type) Geography (Spec)
Some skills, on the other hand, require the character to have access to specific equipment in order to use the skill at all. Examples include a I NSTRUCTION & S TUDY forge, for Blacksmith, or a weapon, for a weapon An alternate method for increasing a furry’s skill. If the character doesn’t have the necessary ability in a skill is through Instruction and Study, items he cannot use the skill. which this section outlines. Other skills normally require tools of some kind but can be used with improvised tools. If a skill can F INDING A T EACHER be used with improvised tools, at GM’s discretion, This is the easiest way to learn. The teacher must the character may attempt the task but suffers a -3 be at least two levels higher than the furry in the penalty. desired skill. In other words, a PF with a skill level of 5 in Swords must find a teacher with a Swords W HICH SKILLS TO U SE ? skill of at least 7. Note that not all of the skills listed will be There comes a point in studying where no appropriate for all campaigns. We have presented more education will suffice, and one must simply a number of skills that can be used in most settings practice, practice, practice, and do, do, do. This is and are suitable for Kevin and Kell’s world of why the level difference is required; at extremely Domain. It is up to the GM to determine which high levels of skill (9 or higher) one cannot find skills will be allowed in a game. more skilled teachers; one must become one’s own master. In game terms, the furry continues UNIVERSAL AND COMMON SKILLS to study as normal, but he uses his INT alone Most characters will automatically receive the to determine the length of study/training time 71
SKILLS required to improve a level.
illness)
A teacher must also have the time to teach and the student the time to learn, and even the most knowledgeable teachers may not be any good at transferring their knowledge. That’s where the Instruction skill comes in. The teacher averages his score of the skill to be taught with his Instruction skill (skill being taught + Instruction, divided by 2); he may then teach the student up to that level of skill.
·
Student is forced to interrupt his study (e.g., to perform some duty for his lord or undertake a mission): student resumes study from the point he left off with an effective loss of (10 - INT) weeks of study due to the interruption.
STUDY BENEFITS
There are a few issues that may bring benefits to study. Like hindrances, they are cumulative. STUDY H INDRANCES The student gains the indicated bonus for that The simple gaining of ability (indicated by an circumstance when calculating the required increased skill level) from study is not automatic. training time: There are several things that may make studying · Teacher has a score of 10 or greater in skill more difficult and may hinder the PF’s ability being taught to advance. Some of the hindrances are listed here, but the Cartoonist and players will have to · Student studies at an institution devoted to decide what other matters might affect study. The teaching that skill (e.g., a dôjô or temple): problems are cumulative. +1 to student’s effective INT ·
·
Student undertakes other duties or activities, including studying other skills, in the period of study: required training time is multiplied by 1 plus 1 point per other activity (e.g., studying two skills takes three times as long to advance in each) Student is recovering from injuries or is ill: study of any physical skill is either totally impossible or his required training time is doubled (or even tripled; Cartoonist’s discretion, based on the nature of the wounds or
72
·
Skill being studied is common for the furry or is one of the skills in the profession template for that furry (e.g., Swords for a samurai , or Buddhism for a Buddhist priest): +1 to student’s effective INT
·
Student is the only one for the teacher for the duration of study: +5 to teacher’s effective TL
·
Student has the Scholar version of the Skill Knack Ability, add +2 to his effective INT for calculating training time
SKILLS order for furries to improve a skill. The formula for determining how long a student must study in Consult the chart below to determine the number order to achieve a new skill level is: of weeks of study needed to increase the furry’s skill Time in weeks = ((2 x DL) + 10) - (INT + IL) level (SL). Cross reference the desired skill level In other words, the time in weeks it takes to (the horizontal, bold numbers) and the student’s INT + the teacher’s Instruction Level (abbreviated achieve a new level equals two times the desired “IL”; the vertical numbers). The resulting number skill level (DL) plus 10, minus the sum of the is the number of weeks required for the student to student’s INT plus the teacher’s TL. For example, gain 1 level in the skill. The teacher’s IL is equal to a student with an INT of 5 desiring to achieve a the average of his Instruction skill score and the skill level of 6 in Driving by studying with a teacher who has a Instruction Level of 8 would be: (12 + score in the skill being taught. 10) – (5 +8) = 9 weeks. The required time must be spent by the student If there is no teacher available, then use 0 for or no increase in the skill is gained. In other words, time must be spent as well as Experience Points in TL in the formula.
S TUDY T IME
REQUIRED T IME TO I MPROVE SL
Student’s INT + IL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21+
Desired Skill Level
1
2
3
4
5
6
7
8
9
10
11 10 9 8 7 6 5 4 3 2 1 1 1 1 1 1 1 1 1 1 1
13 12 11 10 9 8 7 6 5 4 3 2 1 1 1 1 1 1 1 1 1
15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 1 1 1 1 1 1
17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 1 1 1 1
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 1 1
21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7
29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9
73
SKILLS
SKILL DESCRIPTIONS
CRAFT (T YPE)
Furries with this skill are adept at some craft, The following section provides descriptions for as defined by the player, and understand the finer the skills available in Kevin and Kell. points of their craft, including common tools, patterns, and methods associated with it (INT). The A RTS & C RAFTS S KILL G ROUP furry is able to create attractive and/or functional Arts & Crafts skills are those primarily concerned items (depending upon the defined craft) and earn with the creation of tools and knickknacks, a living with his craft (REF). entertainment and pleasurable pursuits. Types: Candle-making, Glazing (i.e., lacquering), Cobbling, Shipwright, Tanning, or any other A RT (T YPE) reasonable craft that the player and Cartoonist Furries with this skill are adept at creating works agree upon. of art in a particular medium (REF). They also understand the finer points of artistic expression JEWELER (INT) and can appreciate works of art more than The skill of crafting fine jewelry from precious the average person (PRE). metals (silver, gold, platinum, etc.), stones and A type must be selected when this skill is bought. gems (REF). Furries can also appraise the quality This skill may be purchased more than once, each and value of such items, create rings, necklaces, time for a different type of Art. brooches, set stones, and so on (INT). Successful use of this skill means the furry PHOTOGRAPHY creates a quality work of art, recognizes the creator of the work, or appraises the quality or value of The skill of taking photographs of various such works created by others. The effect number subjects (REF) and developing them from film to of the roll determines the quality of the work; the print (INT). Use of this skill to take pictures requires higher the effect number the better the quality, a camera, and developing film requires access to a and, thus, the better the viewer’s impression of the film lab, with the proper chemicals, photosensitive work. paper, and possibly other equipment. This skill may also be used as a complementary SMITH (SPEC) skill to Social skills in the appropriate circumstances, such as if the furry is giving a work of art as a gift The skill of forging and crafting items from metal (at the Cartoonist’s discretion). (bronze, iron or steel, depending on the period and Types: Painting, Pottery, Sculpting, Sketching. technology level of the setting or culture). Weaponsmith is the skill of creating bladed weapons, such as knives, swords, spearheads, The skill of creating meals, from simple edible arrowheads, and the like. The creation of handles dishes to elaborate, gourmet meals (INT) including and shafts requires woodworking (a specialty of the Craft skill), although if the furry has access to even artistic presentations of food (PRE). these finished items he can complete the weapon Specialties: Cuisine, Ethnicity (e.g., Chinese, in question. Italian), Fast Food, Gourmet. Blacksmith is the skill of creating metal tools (such as hammers), blunt weapons, horseshoes and the like. 74
COOKING (SPEC)
SKILLS Specialties: Armorer, Blacksmith,
Weaponsmith.
ATHLETICS S KILL G ROUP Athletic skills are those involving physical pursuits, exertion, and sport. The Athletic Skills group includes the following skills.
A CROBATICS
CLIMBING Furries use this skill when climbing difficult surfaces or items, such as cliffs, walls, or ropes (STR). A successful check allows the furry to move a number of meters equal to one half his MOV score or equal to his Climbing score (whichever is greater). Failure means the furry has lost but regained his grip or footing, and has made no progress that turn. A serious failure (two or more levels below the difficulty of the roll) means the furry has fallen (see Falling, page 144).
Furries with this skill are very agile and able to perform flips, tumble, and swing in exciting, swashbuckling fashion (REF). Acrobatics is very Climbing is a Universal Skill; all furries receive useful for sailors who spend a lot of time up in it at level 2 at no cost. the rigging, balancing on swaying masts, and so on. While any furry can attempt such actions by CONTORTIONIST making a REF check (see Attribute Checks), furries Furries with this skill can contort their body into with this skill do so in a much more flamboyant difficult or unusual positions (REF), and remain and impressive manner. in such positions for long periods of time (HLT). A successful use of this skill also allows a prone Contortionists often also have a complementary furry to regain his feet as a free action, to “roll with Physical Ability, such as “double-jointed.” a punch” (halving any damage received from a blunt blow), reduce damage from a fall (subtract JUMPING/TUMBLING the skill level in meters from the distance fallen A successful use of the Jumping/Tumbling skill before determining damage) or impose a -3 to skill rolls for attacks made against him that phase, due allows a furry to “roll with a punch” (halving any to his incredible dodging ability (may be added to damage received from a blunt damage attack), jump off a moving horse and land on his feet or any bonuses for the Dodge maneuver). jump onto the back of a horse and start riding in Acrobatics may be used as a complementary the same turn, reduce damage from a fall (subtract skill to Climbing and Jumping (Cartoonist’s the skill level in meters from the distance fallen discretion). before determining damage) or add a +3 bonus to the furry’s DEF that turn, due to his incredible dodging ability (may be added to any bonuses for the Dodge maneuver).
75
SKILLS rocks and stones, for accuracy (REF) or distance (STR). (See Combat for rules on making attacks, Furries with this skill can use various types damage, and so on). It can be used to throw a of para-flight apparatus, including hang gliders, grappling hook, toss a weapon to a friend, to play parachutes and para-gliders (REF). darts, or to hurl a spear at an opponent. Specialties: Hang Glider, Parachute, ParaThrowing is a Universal Skill; all furries receive glider. it at level 2 at no cost. Specialties: Darts, Football, Javelin, Knives, SPORT (T YPE) Stones, et al. Furries with this skill are adept at organized UNARMED COMBAT (T YPE) athletic activities not already covered by other skills. Skills not covered by this ability include The skill of unarmed, hand-to-hand fighting. Archery and Swimming. The furry knows the rules of the game (INT) and can compete in the sport. Furries must choose a type or style of unarmed Some sports involve primarily stamina, such as combat when this skill is purchased. This skill long distance running (HLT), or strength, such as may be purchased multiple times, each time for a power lifting (STR). Most sports are predominantly different type of unarmed combat. agility-based, however, such as bowling, baseball, Unarmed Combat (Brawling) is a Universal cricket, and similar sports (REF). Skill; all furries receive it at level 2 at no cost. A Type must be selected when the skill is Types: Aikido, Brawling, Judo, Karate, Kung purchased. This skill may be purchased more than Fu, Sumo, Wrestling, et al. once, each time for a different type. ZERO-G Types: Baseball, Basketball, Bowling, Cricket, Football (American), Hockey, Soccer (i.e., Furries with this skill are accustomed to European football), or other sports allowed by operating in a zero-gravity environment (REF). the Cartoonist. They can perform simple tasks without incurring a penalty for the lack of gravity, such as performing S WIMMING EVAs (extravehicular activities—spacewalks, Furries with this skill are able to swim in water planet walks and the like), maneuvering at slow deeper than waist-level (REF) and can stay afloat speeds, performing stationary repairs, and so on. for long periods of time (HLT). No skill roll is Complex tasks, such as combat or fast movement, needed to tread calm water. Rough water, however, may be performed at no penalty with a successful requires the furry to make a skill roll to keep his Zero-G skill roll, or at a simple -3 with a failed head above water each turn (STR). Failure means roll. the furry has gone under and may be subject C OMMUNICATION S KILL G ROUP to drowning if a furry cannot resurface on the subsequent turn by making a successful Swimming INSTRUCTION roll (see Asphyxiation and Drowning).
P ARA (SPEC)
Furries with this skill are able to teach others, This is an important skill for sailors, competition imparting wisdom and knowledge to their charges swimmers, Navy SEALs, and the like. (PRE). Furries may instruct others in those areas which the teacher himself is trained. The maximum THROWING (SPEC) skill level a student may obtain from study is equal Furries use this skill to throw objects, such as to the average of the teacher’s Instruction skill and 76
SKILLS the skill being taught. Rourke has an Instruction skill of +4 and a Swords skill of +6. The average score of these two skills is 5, so the highest level he can train any student in Swords is a 5.
Effect Number
Agreement with…
0-2 3-5 6+
Several concessions Only one concession No concessions
Instruction is a Universal Skill; all furries receive it at level 2 at no cost.
It is up to the negotiator (or perhaps his superior) to decide if the final offer is acceptable. If so, the agreement is made and the deal struck. NEGOTIATION (SPEC) If not, then the negotiations are called off, at least Furries with this skill are adept at reaching for this round. compromises and relaying information without Mark is playing Mssr. Armonde, a nobleman in offending the recipient. Negotiation is an important a Musketeers game. Mssr. Armonde is negotiating skill for envoys, diplomats, politicians, and police with a local lord for the release of his daughter, who crisis negotiators. is currently a “guest” (i.e., hostage) at the lord’s When engaged in negotiations, the furry states his goal (or demand) and makes a Negotiation roll against a Target Number set by the Cartoonist. The difficulty number is based on the other’s party’s general reaction to the furry’s stated goal (see the table below). Reaction to Demand/Goal
Base Difficulty
Adamantly opposed (e.g., to the death) Generally opposed
Legendary (TN 30) Extreme (TN 27)
Somewhat opposed
Demanding (TN 24) Difficult (TN 21)
Apathetic, unimpressed Somewhat agreeable Generally agreeable
Challenging (TN 18) Tricky (TN 15)
Enthusiastically agreeable
Average (TN 12)
The target number represents the difficulty for the negotiator to achieve his stated goal while also making several concessions to the other party. If the effect number of the Negotiation roll is 3 or higher, then the negotiator need make only one concession. If the effect number of the Negotiation roll is 6 or higher, the negotiator achieves his goal without making any concessions.
estate. The lord is demanding a sum of money and a portion of Mssr. Armonde’s land in return for his daughter’s release (i.e., two “concessions”). Mark tells the Cartoonist that his goal is the release of his daughter. The Cartoonist determines that this is something that the lord is somewhat opposed to (the lord is willing to release the daughter if his demands are met, after all) and sets the difficulty of the Negotiation roll at Demanding (TN 24). Mark makes a Negotiation roll and gets a 28, for an effect number of 4. Mssr. Armonde’s EN of 4 means the lord agrees to release the daughter in return for but one concession from Mssr. Armonde. The Cartoonist decides that the lord is willing to forgo the demand for land and instead will settle for the sum of money to secure her release. Mssr. Armonde agrees. He pays the lord the money and his daughter is released.
Negotiations may last from several minutes to several months, depending on their nature and other factors, including the method of communication, and so on. It is up to the Cartoonist and the players to determine how much of the negotiations are covered by the skill roll. A Negotiation skill roll can represent the entirety of the negotiations, a single round of negotiations or each individual “point” of a negotiation.
77
SKILLS This resolution system is intentionally abstract. A “concession” represents any reasonable demand or condition made by the other party that the negotiator can meet. If it is important to know the exact nature of the concessions, the Cartoonist should consider forgoing the skill roll altogether and simply role-play the negotiations in the game.
If the furry’s roll is higher than the person he is trying to persuade, then he is successful. The other person sees things the persuader’s way (at least to some degree) and will act accordingly.
The Cartoonist should allow skills appropriate to the situation to be used as complementary to the Persuasion roll. A furry may also add one half of his Fame or Infamy score to the roll, if appropriate Diplomacy represents the skill of negotiation (Cartoonist’s discretion). The Cartoonist may also between nations or large organizations, Hostage award a bonus of +1 to +3 to the player’s roll for negotiation is the skill of negotiating with hostage- good role-playing. takers, and Political negotiation is the skill of Tim’s furry, Harcourt, is confronted by a negotiation among or between politicians. would-be robber who has demanded Harcourt’s Specialties: Diplomacy, Hostage, Political. purse. Harcourt extracts his claws, telling the
ORATE (SPEC) This is the skill of effectively communicating ideas and inspiring or moving an audience’s emotions with the spoken word. Furries with the Orate skill know how to tell stories, issue commands, present information (such as news), give speeches, tell tales and otherwise inform (INT), entertain or motivate (PRE) listeners. Orate could also be used to kill time or bore someone to death (WIL).
robber “If you value your life, sir, get thee back. Retreat or I will run you through and leave you to be devoured by my canine wife, so help me!” The Cartoonist gives Tim a +2 bonus to the Persuasion roll for good role-playing. Tim makes a Persuasion roll and adds the +3 bonus, for a total of 24! The Cartoonist makes a Persuasion roll for the robber, totaling 17. The robber is “persuaded” not to accost Harcourt and, in fact, runs for his life! Specialties: Bribery, Fast Talk, Intimidation,
Propaganda, Romance, Seduction. Orate can be used as a complementary skill to Acting and Poetry (for monologues and onePOETRY person performances), Strategy (for leading and inspiring troops in battle) and Persuasion. Furries with this skill are adept at composing (INT) and reciting poetry (PRE). They also Specialties: Bard, Command (i.e., understand the finer points of poetic expression leadership), News Reporter, Speeches. and can appreciate poetic recitals more than the average person (PRE). PERSUASION (SPEC) This is the skill of using one’s voice, logic, expression, body language, or some combination, to influence others. Persuasion can be in the form of an intimidating glare, a boastful challenge, batting one’s eyes (seduction), stroking a cheek (consolation), grasping the handle of one’s sword in a threatening manner, or invoking the name of one’s superior (or even God).
Successful use of this skill means the furry performs in a manner that moves the audience (PRE), or appraises the quality of such writing or performances by others (INT). The effect number of the roll determines the quality of the performance; the higher the effect number the better the performance, and, thus, the better the audience’s reaction.
This skill may also be used as a complementary The furry makes a contested Persuasion roll against the subject’s WIL + Concentration roll. skill to Persuasion in the appropriate circumstances 78
SKILLS (at the Cartoonist’s discretion).
C OVERT S KILL G ROUP
W RITING (SPEC) Furries with this skill are capable of composing creative written works (INT). They also understand the finer points of written expression and can appreciate compositions within their specialty more than the average person (PRE). It is an important skill for bards and anyone wishing to create original songs. The appropriate performance skill is required to actually perform the composition. A specialty must be selected when this skill is bought.
DISGUISE This is the skill of assuming another identity. It is usually accomplished by changing one’s clothes, putting on a wig, applying makeup, and so on (REF). The Cartoonist should make the skill roll for the player in secret, noting the total of the roll and using it as the difficulty number for Awareness rolls for anyone who scrutinizes the disguise.
FORGERY (SPEC) Furries with this skill are able to create remarkable forgeries of documents, seals and the like (REF). The total of the furry’s Forgery roll is used as the target number for Awareness checks made by anyone scrutinizing the forgery to detect its true nature.
Successful use of this skill means the furry composes a quality work, or appraises the value or quality of such compositions by others. The effect number of the roll determines the quality of the composition; the higher the effect number The original being copied must be available to the better the writing, and, thus, the better the the furry for an accurate copy to be made. If the audience or reader’s reaction and impression. original is not available, the furry uses INT with This skill may be used as a complementary skill the skill (because he is working from memory) and to the appropriate skill when the composition suffers a -6 penalty to the skill roll. is performed. For example, Writing (Music) is Specialties: Crests & Seals, Documents, complementary to the Instrument skill, Writing Handwriting (Speeches) is complementary to Orate, and so on.
G AMBLING
Specialties: Comedy, Journalist, Literature,
Music, Playwright, Screenwriter, Speeches.
Furries with this skill know how to play common games of skill, such as cards, backgammon, and the like (INT). In addition, furries can use this skill to cheat at games of chance (REF), such as dice and roulette.
79
SKILLS If used for games of skill, use a simple contested Gambling roll for each player; the person with the best roll wins the game. If used to cheat at a game of chance, the total of the furry’s Gambling roll is used as the difficulty number for Awareness checks made by the other players to spot the cheat (i.e., to catch him in the act). If not caught, the cheater automatically wins. If both players are cheating, use a simple contested Gambling roll for each player; the person with the best roll wins the game), and allow both players an Awareness roll to try to catch the other cheating.
following him, have both furries make a contested Shadowing versus Awareness roll. The furry with the higher effect number wins the contest.
SLEIGHT OF H AND Furries with this skill can lift items from others, misdirect viewers’ eyes, and conceal items or cut purses and the like (REF). When a furry uses Sleight of Hand against another, use a simple contested skill roll of the furry’s Sleight of Hand versus the subject’s Awareness. If the subject’s Awareness roll beats the Sleight of Hand roll, the other person has caught him in the act, knows which shell the ball is under, or otherwise wins the contest.
LOCKPICKING
Furries with this skill are proficient with picking STEALTH locks and bypassing other simple mechanical security measures (REF). This skill requires a This skill is used to hide oneself in shadows and set of lock-picking tools to be effective; -3 if only move silently. The total of the Stealth roll is used improvised tools are available. as the difficulty number for Awareness checks made by anyone who may spot the furry (whether SHADOWING /E VASION actively searching or otherwise, as the situation The skill of following others without being seen dictates). (INT) and also methods of not being followed. Diane’s furry Renee is trying to follow a weasel Furries with this skill are able to keep a target through the streets of London, without herself within site while walking or driving behind him, being seen by him. Diane makes a Stealth roll, while remaining inconspicuous and remaining for a total of 18. When the Cartoonist makes a unnoticed. The Cartoonist should require furries Awareness roll for the man to notice Renee, his using this skill to make periodic skill checks, difficulty number will be 18. with the frequency and difficulty based on the environment and the shadowing furry’s chances This skill can also be used to hide items up to of “blending in.” and including large animals, such as horses. A single roll is made by the Cartoonist. The effect Charlene is playing Veronica X, an international number of the roll is used as the difficulty number secret agent. She is following her target through for Awareness checks made by anyone searching a crowded market in Cairo. The Cartoonist for it. decides that a busy market in Cairo is pretty easy to hide in but Veronica X is a bunny amongst a camel population of 87% and she is wearing her trademark black latex jumpsuit (so she stands out just a tad). The Cartoonist decides that Veronica must make a Difficult Shadowing skill roll (TN 21).
Renee gone to all fours into the woods to escape several pursuers. Thinking that she can escape notice if she hides, she rides into the brush, and attempts to conceal herself. The Cartoonist makes a Stealth check, for a total of 20. When the Cartoonist makes Awareness rolls for the pursuers to spot Renee, their difficulty number If the skill roll fails, then the subject gets a Tricky will be 20.
Awareness roll to notice the furry. If the furry being followed is actively watching for anyone
Stealth is a Universal Skill; all furries receive it 80
SKILLS at level 2 at no cost.
E DUCATION S KILL G ROUP
Specialties: Comic books, science fiction literature, fantasy literature, anime, bad movies, or other specialties as approved by the Cartoonist.
Education skills are those skills gained primarily from formal study, whether at a university, K NOWLEDGE (T YPE) monastery or other institute. Most Education Furries with this skill are knowledgeable about skills are associated with the Mind attribute group. The Education skill group includes the following some specific subject. The player chooses the subject when the skill is purchased for the furry. skills. The subject can be small or large in their scope. Most Knowledge skills are attached to the Mind GEOGRAPHY (SPEC) group. This skill covers knowledge of natural features of If knowledge skills involve the practical the earth, landmarks, climate, political, as well as cursory knowledge of the borders and inhabitants application of a skill, the furry is also able to perform of the nations of the world. Furries with this skill the task associated with it. A furry may hold a job can identify internationally known landmarks, requiring the skill if the skill score is 3 or higher. the location of major bodies of water, the average Skill rolls for skills with physical applications may climate and rainfall of a given country, and so on. be associated with the BODY group or both the Body and Mind groups. Specialties: Specific region or continent.
HISTORY (SPEC) Furries with this skill know a great deal about history and can recall general or specific details with a successful skill check (INT). The more obscure the detail or more distant the subject from the furry’s locality, the higher the required difficulty of the roll is. Sir Thomas, having recognized a tapestry as belonging to Lord Culler, tries to recall information about the lord’s family from history. The player makes a History skill check for Sir Thomas and succeeds, so the Cartoonist tells the player that Sir Thomas recalls that Lord Culler died on a foxhunt 20 years ago.
Peter Porker has the Knowledge skill Photography at 4. Peter understands how to use a camera, take pictures, develop film, and— because his skill is a 4—can even hold a job as a newspaper photographer. When taking normal run-of-the-mill photos, the skill uses Peter’s INT. If Peter is taking photos at a sports event or in the middle of a fight, he might use his REF instead. Then, when he’s back in the photo lab, developing the pictures, any skill rolls there would likely use INT again.
The Cartoonist is encouraged to develop different Knowledge skills, and to separate them as new, unique skills for his game or setting. Depending on the specific topic covered, a Knowledge skill may be considered as being a Type, a Specialty, or neither, at the Cartoonist’s discretion. Knowledge Specialties: Locality, National, skills can be renamed and even moved to a more Organizational, World. appropriate Skill Group (or a newly created Skill Group), based on the Cartoonist’s discretion and HOBBY (SPEC) the setting or genre of the game. Knowledge skills This is the skill with a body of knowledge that should not be created that duplicate other existing is not formally taught through the educational skills, however. system, and is either self-taught or learned through Suggested Types: Civil Science, Cuisine, other individuals with similar interests. Family History, Humanities, Species 81
SKILLS Traditions, Mythology, Wines, or any other general or specific topic that the Cartoonist approves.
L ANGUAGE (T YPE) Furries with this skill understand and can speak a foreign language. If the furry is literate he can also read and write the language (does not apply to languages for which there is no writing system, such as traditional Buffalo Navaho).
Japanese, Korean, Tamil, Telugu, Hindi, Malay / Indonesian, Mandarin, Marathi, Punjabi, Urdu, Portuguese, Russian, and Spanish.
R ELIGION (T YPE) Furries with this skill are knowledgeable in the history, traditions, tenets and ceremony of major religions (INT). When this skill is purchased, the furry must specify one primary religion to which the skill score applies.
This skill much be purchased separately for Sir Thomas has the skill Religion (The Wild) each language that the furry understands. +5. He has a skill of +5 with his specialty (The All furries start with a score of 3 in their native Wild) but no practical knowledge of other major language (unless they have a trait that limits their religions. starting score). The furry’s native language should Religion may be used as a complementary be noted on the furry sheet. skill to other applicable skill rolls (Cartoonist’s In addition to being used in skill rolls, the discretion). For example, the Cartoonist should skill score represents the furry’s fluency with the allow Religion to be used as complementary to a Philosophy roll if the furry is involved in a religious language. debate. Level Fluency Types: Christianity (Carnivore, Herbivore, Unitarian), Islam, Judaism, Paganism, The 1 Rudimentary; simple words and phrases Wild, Wicca or any other religion allowed by only. Thick, noticeable accent (obviously the Cartoonist. not a local). 2 Basic; simple conversations. Moderate R ESEARCH (SPEC) accent (requires Average Awareness roll to detect). The skill of researching a topic (a person, place 3 Conversational fluency. Minor accent or or thing, such as a rare artifact, an event or a ship) to discover clues, evidence or general or detailed regional dialect (requires Challenging facts about it. Sometimes research is simply a Awareness roll to detect). matter of locating where something is supposed to 4 Fluent; complex dialogue and be, such as when looking for a known book in the expressions. No accent. library (INT). In other instances one must perform 6 Expert; speaks perfectly, better than tedious research to find “the answer,” such as when most natives. looking for an obscure passage in a huge tome with 8 Master; command of the language rivals no index (WIL). the most learned scholar (a rarity!). Research can be accomplished on the Internet, Language (Type) is a Universal Skill; all in a library, a laboratory, in a newspaper morgue, furries receive it at level 3 for their native a corporate Human Resources office, floating city language at no cost. computer network, or wherever the Cartoonist The 20 most commonly used languages in the thinks is reasonable and appropriate for the furry world (in alphabetical order) are: Arabic, Bengali, to conduct the research. Remember, too, that Cantonese, English, French, German, Italian, sometimes getting into the place can be a task in 82
SKILLS and of itself!
Horses, Gold, Cattle and even Land.
The higher the effect number, the more BUREAUCRACY information is gleaned about the topic. The skill of dealing with bureaucracies and Specialties: Internet, Library, Medical, “cutting through red tape.” Furries with this skill Publications, Records, Scientific. know what to expect from bureaucracies, how long things will take to get done and why (INT). In E NTERPRISE S KILL G ROUP addition (and more beneficially), they also know how to get things done more quickly than normal, A CCOUNTING how to get in to see the “right people,” and so on The skill of keeping track of the money in (PRE). Conversely, furries with this skill also know any venture. This includes, but is not limited to, how to and how to slow projects down and impede receipts, supply expense, rent, and all other areas requests to see people (WIL). of a profit and loss statement.
A PPRAISAL Furries with this skill can appraise the approximate value of items, including items for which the furry does not possess a relative skill. Appraising an item requires a Challenging Appraisal skill roll (TN 18). The skill roll may be modified depending on the following conditions. All modifiers are cumulative. -3 Furry has no training in or knowledge of the item -3 Item is a rare or obscure specimen -3 Unable to inspect or examine the item closely Furries may use appropriate skills as complementary to Appraisal (Cartoonist’s discretion). For instance, a furry appraising a sword could use Smith (Weaponsmith) as a complementary skill to the Appraisal skill roll. Furries may use appropriate skills as complementary to Appraisal (Cartoonist’s discretion). For instance, a furry appraising a gun could use Craft (Gunsmith) as a complementary skill to the Appraisal skill roll. Specialties can include almost any category of item (with Cartoonist’s permission), including the following: Guns, Liquor, Knives, Textiles, Jewelry,
BUSINESS The knowledge and skill of running a business, from a lemonade stand to a multinational corporation. Business focuses on the day-to-day running of the business, including inventory, customer service, public relations and sales, but also covers broader topics, such as supply and demand, marketing, taxes, and business laws (INT). Business can also be used for skill rolls involving customer service and public relations (PRE). Specialties: Marketing, Operations, Personnel, Public Relations.
ECONOMICS (SPEC) The study and knowledge of the production, distribution and consumption of goods. Furries with this skill understand the basics, such as the law of supply and demand, as well as advanced economic theory. This skill is more the science of economics than the knowledge of running a business. Furries with the Economics skill can act as advisers, researchers, and the like, though they may have no practical experience running a company (that would require the Business skill, above). Specialties: Business, National, World.
83
SKILLS This represents the “best, final offer.” It is up to the loser to decide if this “final offer” is acceptable. This skill represents a skill (or set of skills) for If so, the agreement is made and the sale made. If a specific profession not otherwise represented not, then the transaction is called off. in the skill list. Furries with the Professional skill Lou is playing Corporal Darren Newman. are able to do the job and operate any equipment normally associated with the profession. As with Corporal Newman is off-base browsing at a all skills, the higher the skill score the better the souvenir vendor’s stall and finds a trading-card (which has a list price of 10 dollars) that he furry is at his job.
PROFESSIONAL (T YPE)
Some professions may require special tools or equipment to perform adequately. The Cartoonist should determine if a given profession requires tools or not. Professional (Type) is a Universal Skill; all furries receive it at level 2 at no cost. A Type must be selected for the skill. Types: Specific career (attorney, farmer, fire-fighter, fisherman, page, police officer, rancher, soldier, student, weaver, etc.)
TRADING Furries with this skill are adept at negotiating a mutually agreeable price for a service or goods. Trading is an important skill for merchants, traders, service providers, and business owners of all kinds.
wants to buy for his son back home. But Corporal Newman’s money is a little tight, so rather than paying tourist prices he decides to try to haggle with the vendor. Corporal Newman doesn’t have the Trading skill so Lou rolls his WIL of 4 + 3d6, and gets a total of 17. The Cartoonist rolls the vendor’s PRE (4) + Trading (4) + 3d6, for a total of 15. Because Corporal Newman’s effect number was 2 points higher than the vendor’s was, he gains a 2 x 5 = 10% Ability in the price. Corporal Newman can buy the card for 9 dollars.
This resolution system is intentionally abstract. The base price is the standard list price for an item (as determined by the Cartoonist or published price list). The initial price from each person isn’t actually stated, and the “final price” resulting from the negotiations represents the best offer that the loser can get from the winner.
F OCUS S KILL G ROUP Either the buyer or seller can initiate a negotiation. When negotiating a price, the buyer A BILITY USE (T YPE) and the seller make contested Trading rolls (use just WIL + 3d6 if a furry does not possess the Unlike other Skills, Ability Usage only offers Trading skill). The winner gains a 5% Ability to a bonus to any check for the use of one specific the base (list) price for each point of difference natural ability. The Skill is useful to a character between the winner’s and loser’s effect number.
84
SKILLS who may not have a high ability (such as Reflexes) that is associated with one of his or her abilities (such as Flight). When the character must make a check for the specific natural ability, the Usage Skill adds a bonus as though the check is actually a Skill check.
the player.
Conversely, if a furry is trying to recall as much detail as possible but has no specific information he is seeking, simply have the player attempt the skill roll and compare the total of the roll to the table below to determine how much detail the The Relevant Attribute for this Skill is based on furry is able to recall about the area. the Ability’s Relevant Attribute. Max knows that his target likes to hang out Specialties: Flight, Tunneling, Pack Hunting in expensive nightclubs frequented by local
A REA K NOWLEDGE (T YPE) Furries with this skill are familiar with the geography and popular culture of a certain area, be it a single street, a neighborhood, a shire, a city, a terrain type (mountains, caverns) or an entire planet or star system. With a successful skill roll, furries with an Area Knowledge know the lay of the area, and can locate major and minor landmarks, major businesses or organizations, utilities, transportation centers (e.g., bus stations, ship ports and airports), and even knows notable people in the area, such as local celebrities and other popular folk.
celebrities, so Jon asks the Cartoonist for a short list of likely places that fit the description. The Cartoonist decides that this information requires a Challenging Area Knowledge roll (TN 18). Because “big city” is the default area size for skill rolls, there is no modifier to the difficulty. Jon attempts his skill roll—22! The Cartoonist gives him the names of three nightclubs that match his criteria. Because Jon needed an 18 but rolled high enough to achieve the next higher difficulty level (with a corresponding Target Number of 21), the Cartoonist tells Jon that of the three nightclubs, the “Neo-Matrix” is currently the hottest spot in town, since it changed owners last month. Jon takes the hint and Max gets on his motorcycle and heads for the “Neo-Matrix” club. He has someone to capture…
Jon is playing Max, a bail bondsman. Max is in Los Angeles, looking for his target. Lucky for Max (but unlucky for the person he’s hunting) he grew Area Knowledge can be used as a complementary up in the city. Max has an INT of 4 and the skill skill to any appropriate skill rolls. A furry with Area Area Knowledge (Los Angeles) at +5.
The TN is determined by the level of detail sought by the furry. On a successful roll, divide the effect number of the roll by three, dropping any fractions. This is the number of additional pieces of information the Cartoonist should provide to
Knowledge of a city could use it as complementary to Driving skill rolls during a car chase through the city, a furry with an Area Knowledge of a terrain type could use it as complementary to a Survival skill roll, and so on.
85
SKILLS
Difficulty
— Average (TN 12)
Tricky (TN 15) Challenging (TN 18)
information about the person or thing in question that will assist the furry.
Level of Detail
Very minor detail Minor detail (e.g., location of the nearest convenience store) Moderate detail (e.g., names of prominent citizens/local celebrities) Good detail (e.g., names of local leaders)
Difficult (TN 21)
Much detail
Demanding (TN 24)
Great detail
Extreme (TN 27)
Incredible detail
Legendary (TN 30)
Down to the last detail
Size of Area
Apartment complex, street Neighborhood, village, town Large city (Tokyo, New York) State, small country Large country, continent Planet, star system Types: Specific locale or terrain.
A WARENESS (SPEC)
Modifier
+6 +3 +0 -3 -6 -9
Awareness is a Universal Skill. Specialties: Hearing, Sight, Smell/Taste, Touch.
CONCENTRATION This is the furry’s ability to focus his concentration on some task (WIL), as well as his general memory (INT). Concentration rolls can be assigned by the Cartoonist when a furry is picking a lock in the middle of a huge brawl, laying still on a battlefield while cannonballs explode around him, keeping an eye on someone from hiding during a distraction, recalling the name of the man who gave you a coin two months ago, and so on. Success means that the furry is able to concentrate on the task at hand, despite any distractions for that turn, including skill roll penalties due to wounds (see Damage and Injury). Concentration is a Universal Skill.
INTUITION This is the furry’s ability to know or understand something without conscious reasoning. Intuition can tell a furry when someone is being dishonest or deceptive, whether a door is safe to open or not, or whether to go out on a date with someone he’s just met. In short, Intuition can help a furry decide what choice to make when logic or perception fails him. A successful roll should result in the player gleaning some vague direction from the Cartoonist about the person or thing in question. Responses such as “Something doesn’t feel right” are appropriate but responses such as “You think the car will explode if you turn the ignition” are not. Intuition should not be used as a replacement for the Danger Sense Ability.
This represents the furry’s ability to spot, smell, hear or taste things that may otherwise escape attention (INT). The Cartoonist should call for an Awareness check any time a furry may encounter a potential clue, may spot a shadowy figure in an alley, or any other appropriate situation. A success means the furry has perceived the person or thing (a slight breeze, a shadowy figure, a minor The Cartoonist should prompt the player to detail, or what have you). An effect number of 6 or higher means the furry has perceived the item make an Intuition roll any time he must make a in detail; the Cartoonist should provide additional choice that could have detrimental consequences. In addition, when the situation warrants it, the 86
SKILLS player may ask the Cartoonist “What does my any, and the complexity of the ciphers and codes furry’s intuition tell him?” The Cartoonist has the furry is likely to deal with. the final discretion whether or not to allow the A number of skills can be used as a Intuition roll. complementary to Cryptography, depending on Bob’s furry is a cop cruising the streets in his the circumstances and the Cartoonist’s discretion. patrol car. He decides to stop at a convenience Furries deciphering a code that uses or involves store to get a cup of coffee. As he pulls into the a foreign language should be able to use their parking lot of the Mini-Mart at 45 th and Tyler, language skill as complementary, for instance. he checks out the store as usual, but Bob fails Likewise, Computer Programming could be used his Awareness roll, so nothing looks out of the as complementary to Cryptography, for designing ordinary. At that point the Cartoonist asks Bob and running decryption software. to make an Intuition roll. He succeeds and the Cartoonist tells Bob “As your furry opens the door of his patrol car, he gets a bad feeling about the situation.” Bob is no dummy. He takes the Cartoonist’s hint and tells the Cartoonist that he’s going to wait in the car a minute and reexamine the scene. Suddenly the dispatcher’s voice comes over the police radio. “All units be advised, 211 silent in progress at the Mini-Mart, 45 th and Tyler. No telephone response.” Thanks to his intuition, Bob narrowly avoiding walking into a robbery in progress!
LIP R EADING
DEDUCTION Furries with this skill are able to take a few known facts and leap to a usually (at least partially) correct conclusion (INT). Successful use of this skill can reveal the names of likely conspirators, anticipate an ambush, or determine the likely motivation behind any unexpected action. The player may ask to make use of this skill at any time. If granted, the Cartoonist should reward a successful Deduction check with some bit of information about the current adventure that the furry does not currently have. Success means the furry has gained one answer or several potential “right answers.” Failure means the furry has gained no insight or possibly bad “insight,” suspecting an innocent, or some other misleading information that could result in an embarrassing (or deadly) confrontation if acted upon.
The ability to discern what someone is saying by watching his mouth move, without hearing what he is saying (INT). A successful Lip Reading roll means the furry using this skill understands most of what has been said, though not necessarily the context nor any emotion (or sarcasm). The furry will have to determine the context of the message The Cartoonist should make the skill roll for the based on the circumstances (who is speaking to player in secret, telling the player only that which whom, what is being discussed, and so on). An his furry would “know,” based on the outcome of effect number of 3 or higher than required, the the roll. furry understands everything said.
I NVESTIGATION S KILL G ROUP
FORENSICS
The skill of handling (REF) and analyzing (INT) evidence. Evidence can include fingerprints, hair, CRYPTOGRAPHY fibers from clothing and carpet, and imprints The skill of ciphering and deciphering data, (such as shoe and boot prints, tire tracks, and the including text, digital image files, and others (INT). like). Furries with this skill are able to identify the The technology level of the setting will determine nature and origin of samples they analyze. the kinds of equipment available to the furry, if The higher the effect number of the skill roll 87
SKILLS the more information is gleaned from the analysis. the quality of troops at an enemy base. Consult the table below for suggested results of The quality and quantity of the data that the successful Forensics skill rolls: furry has to work with determines the difficulty of the task. EN Results 0-2 Trivial details about the item (size A high-resolution satellite photo of a military and style of footwear, content of a base would provide a relatively low difficulty fiber, caliber of a bullet, etc.) to determine what sort of base it was, whereas a smudged, rough sketch drawn by a child 3-5 Minor details about the item overlooking the base from a nearby hill would (manufacturer of an item, the source of a fiber—vehicle carpet, wool jacket, provide a very high difficulty for the skill roll. etc.; make of weapon) INTERROGATION 6-8 Important details about the item (manufactured at a factory in Korea, The skill of obtaining information from an custom made, made exclusively for unwilling subject. The interrogator may attempt Ford, specific model number of a to use subtlety, confusion, or mental trickery firearm, etc.) (INT), sympathy or intimidation techniques 9-11 Crucial details about the item (date of (PRE), or simply try to “wear down” the subject manufacture, lot number, city where through repetition and extended duration (WIL). item was originally purchased, and so Physically beating a confession out of a subject on) is also possible (STR), though not legal in most 12+ Every detail about the item (serial civilized nations. number, exact store where item was When interrogating a subject, a contested roll originally purchased, VIN number, all is made against the subject’s WIL attribute save. known owners of the item) If the interrogator’s effect number is greater than Paul’s furry is analyzing residue from an the subject’s, then the subject has been broken and explosion. Paul gets an effect number of 7 on his reveals the desired information. Forensics skill roll, so the Cartoonist tells Paul that the residue is from an explosive compound SURVEILLANCE (SPEC) manufactured solely for the Domain military by The skill of watching and gathering information a contractor based in Vermont. If Paul’s effect number had been 9, the Cartoonist might have about a target (INT). Furries with this skill know told him the date of manufacture and delivery how to set up an observation point, observe a subject and record information concerning the point for the explosive, as well.
subject’s movements and actions, without being themselves observed (it is similar to the Shadowing INTEL A NALYSIS skill, but does not involve moving and following Furries with this skill are able to analyze the subject). intelligence and determine the significance (if any) Police detectives, private investigators, covert of details gleaned from it (INT). intelligence operatives, snipers and soldiers An agent could use Intel Analysis to examine a assigned to reconnaissance missions or observation satellite photograph of an air field to determine posts, most often possess this skill.
if any aircraft were loaded with illegal catnip or Can be used as complementary to Awareness skill had been recently moved. A soldier could examine rolls in appropriate circumstances (Cartoonist’s a reconnaissance report from a scout to determine
88
SKILLS discretion).
Specialties: Primitive, Modern.
Specialties: Bugging, Reconnaissance,
PHYSICIAN (SPEC)
Stakeouts, Stalking.
Furries with this skill are proficient in the arts of healing the body. Successful use of this skill allows the furry to diagnose symptoms (INT), treat minor DENTISTRY and major wounds (INT), perform minor, outpatient surgeries (REF) and common procedures Dentistry is the skill of cleaning and maintaining relating to his specialty, as well as identify and teeth. Successful use of this skill allows the furry to prescribe drugs and remedies available in the diagnose symptoms (INT), treat minor and major campaign (INT). dental problems (INT), perform procedures such To perform complex and major surgeries the as filling cavities, root canals, and the like (REF), and common procedures relating to dentistry, furry should buy the Surgery skill. such as teeth cleanings. Dentists cannot prescribe This skill is common among physicians, EMTs, medications, however. combat medics, and corpsmen.
M EDICAL S KILL G ROUP
Specialties: General, Neurology, Oncology,
FIRST A ID (SPEC)
Pediatrics, Podiatry, Psychiatry, or any other specialty approved by the Cartoonist.
Furries with this skill know the basics of treating injuries, from scrapes and cuts to compound fractures (INT). The furry knows how to reduce pain, stabilize broken limbs, and when not to move someone to avoid risk of paralysis, etc.
PHARMACOLOGY
Pharmacology is the science of drugs, especially as they relate to medicinal use. Furries with this Note that this skill may reflect different skill are able to identify drugs and their medicinal knowledge, based on the particular setting and effects, reactions, and properties (INT). technology level of the game. A furry in medieval Europe will not know CPR, for instance, but SURGERY (SPEC) he can still use herbal remedies to heal minor Furries with this skill are able to perform surgical burns, leeches to remove “bad blood,” and so on. Cartoonists may wish to rename this skill to better procedures. It includes knowledge of barbery and chirurgery in low-tech settings (INT). Successful fit the setting (e.g., Chirurgery). use of this skill allows the furry to perform minor Successful use of this skill restores 1 Blow to the to complex surgeries. victim and stabilizes him.
89
SKILLS This skill is common among surgeons and M ACES/CLUBS (SPEC) paramedics. Furries with this skill are adept at the use and Specialties: Cosmetic, Emergency, Neuro/ care of maces and warhammers. This skill is used Brain, Oral, or any other specialty approved by when making attacks with such weapons (REF). the Cartoonist. (See Combat for rules on making attacks, damage, and so on). M ELEE W EAPON S KILL G ROUP Maces/Clubs is a Universal Skill; all furries receive it at level 2 at no cost. A XES (SPEC) Specialties: Clubs/Bats, Maces, Mauls, Furries with this skill are adept at the use and Tetsubô, Warhammers. care of hand axes (includes tomahawks, hatchets, and other one-handed axes) and battle axes POLEARMS (SPEC) (includes two-handed axes or “great axes”) (REF). This skill is used when making attacks with such Furries with this skill are adept at the use and weapons (REF). (See Combat for rules on making care of polearms, including spears, lances, halberds attacks, damage, and so on). and glaives (REF). This skill is used when making attacks with such weapons. (See Combat for rules Specialties: Battle Axes, Great Axes, Hand on making attacks, damage, and so on). Axes. Specialties: Halberds, Pikes, Lance/Great B AYONETS Spear. Specialties: Glaives/Halberds, Spears, Furries with this skill are adept at the use and Lances, Ôno, Pikes, Staves. care of rifle-mounted blades (REF). This skill is used when making attacks with such weapons. S WORDS (SPEC) (See Combat for rules on making attacks, damage, and so on). Furries with this skill are adept at the use and care of swords, including cutlasses, sabers, epee, FLEXIBLE W EAPONS (SPEC) foils, and other medium-length bladed weapons Furries with this skill are adept at the use (REF). This skill is used when making attacks with of chains, ropes (including lassos), and whips such weapons. (See Combat for rules on making (including cat-o-nine-tails) as weapons. This skill attacks, damage, and so on). is used when making attacks with such weapons, Specialties: Foils/Epee, Long swords, with or without a weapon attached to the end Kenjutsu, Machetes, Rapiers, Sabers, Short (REF). (See Combat for rules on making attacks, swords, Two-handed Swords damage, and so on). N ATURE /OUTDOOR S KILL G ROUP Specialties: Chains, Flails, Nunchaku, Ropes, Three-section Staves, Whips.
K NIVES
HUNTING (SPEC)
Furries with this skill are able to track and catch Furries with this skill are adept at the use game and fowl, fish, and set traps. Depending on and care of knives, dirks, and other small blades the prey, Hunting may involve cunning and wits to (REF). This skill is used when making attacks with locate and trap one’s prey (INT) or simple patience such weapons. (See Combat for rules on making to wait for a bite (WIL). See the Hunt rules for predator and prey interaction. attacks, damage, and so on). 90
SKILLS Specialties: Large Herbivores, Fishing,
damage or suffering any other impairment. An Trapping. environmental movement skill can compliment a stealth or hunting skill roll. N AVIGATION (SPEC) Specialties: Woodland, Snowfields, Desert, Swamps and other forms of unique terrain that Furries with this skill are able to determine their would normally cause a modifier to movement. approximate position on a map, tell the time of day or night (by the sun or stars), and plot a course TRACKING between two known points (INT). Navigation may be used as a complementary skill to Survival, Fish Furries with this skill are able to track (INT). and Game, Sailing, Water Craft and other skills Unlike Hunting, which allows one to locate fresh with Cartoonist’s permission. For navigating in game and fowl, Tracking is used to follow prints space, between and within star systems, see the made by prey, either fresh or old. Successful use Astrogation skill. This skill is common among of the skill means the furry is able to identify the professional trackers, rangers, scouts, soldiers and maker of the tracks and to follow them for one sailors. day or to a point at which the conditions have changed (e.g., tracks leading through a forest and Specialties: Land, Sea. to a river). If at this point the subject has not been SURVIVAL (SPEC) found, then a new Tracking roll must be made to continue. Hunting can be a complimentary skill to Furries with this skill are able to survive off the tracking by successfully determining where a prey land (INT). They know which plants are edible, might be heading. how to construct shelter, where to find fresh water, and the like. Even recreational campers may have P ERFORMANCE S KILL G ROUP some measure of this skill (e.g., a score of 1 or 2, or even higher for an avid camper). A successful check means the furry is able to survive in the wilds for a day, with food, water and shelter. A critical success extends this time to a week. A failed check means the furry’s efforts are insufficient for the day; he goes hungry and thirsty, is exposed to the elements, or what have you. A roll that fails by 6 points worse (i.e., an EN of -6 or lower) means the furry has suffered some mishap. The mishap could be an accidental poisoning, an injury inflicting +1 Lethal damage, frostbite, or any other situation at the Cartoonist’s discretion. Specialties: Arctic, Desert, Temperate, Tropical, Water.
A CTING
Furries with this skill are adept at acting— more simply, feigning emotion and portraying roles that differ significantly from themselves (PRE). Actors also understand the finer points of dramatic expression and can appreciate theatrical performances from a more scholarly viewpoint than the average spectator (INT).
Successful use of this skill means the furry performs in a manner that moves the audience, or appraises the quality of theatrical performances by others. The effect number of the roll determines the quality of the performance; the higher the effect number the better the performance, and, thus, the TERRAIN MOVEMENT (SPEC) better the audience’s reaction. This skill may also be used as a complementary skill to Persuasion A furry may move through forms of terrain (such or Orate in the appropriate circumstances (at the as woodland undergrowth, i.e natural thorns, Cartoonist’s discretion). briars, overgrown areas, and similar terrain) at This skill is an important one for stage and his or her normal movement and without taking screen actors, undercover police officers, shinobi 91
SKILLS (ninja), and any furry to whom misleading others reaction. is important. This skill may also be used as a complementary skill to Persuasion in the appropriate circumstances D ANCING (SPEC) (at the Cartoonist’s discretion). This is the skill of dancing with grace and/or Types: Drums, Banjos, Flutes, Guitars, style (REF). Ballroom dancing is performed at Harps, Horns, Keyboards, Violins, etc. large, formal balls, such as those thrown by royalty or the wealthy, and (in some cultures) is one of the JUGGLING skills expected of any cultured gentleman or lady. Furries with this skill are adept at juggling and Dancing can also be part of important ceremonies, contests and other situations calling for stamina balancing objects (REF), including heavy and unbalanced objects (STR). They also understand more than style or skill (HLT). the finer points of these physical forms of Successful use of this skill means the furry is entertainment (INT) and can appreciate such able to dance competently, following the steps performances more than the average person and keeping time with the music. The furry may (PRE). be noticed as an accomplished and graceful dancer Successful use of this skill means the furry that evening, perhaps gaining the special attention of his partner, another suitor, or another person of performs in a manner that wows the audience, or appraises the quality of such performances by note or repute. others. The quality of a performance is determined Dancing may be used as a complementary by the effect number of the roll; the higher the skill for all appropriate Social skill checks, at the effect number the better the performance, and, Cartoonist’s discretion. thus, the better the audience’s reaction. Specialties: Ballet, Ballroom, Break, Disco, Examples of people with this skill include: Popular, Tap, Tribal, or any other reasonable Chinese acrobats, street entertainers and James kind of dance that the player and Cartoonist Ernest. agree upon.
INSTRUMENT (T YPE)
MIMICRY
With this skill, furries can mimic voices and other sounds (PRE). Some common applications of this skill include impersonating another person’s voice, making non-human sounds (such as bird songs, cars or machine-gun fire), and so on. Mimicry can be used either as a ruse or for The specific instrument (or family of instruments, entertainment. with the Cartoonist’s permission) must be chosen Mimicry can be used as a complementary skill when the skill is purchased. to Acting (for impersonating a specific person) and Successful use of this skill means the furry to other Social skills (at Cartoonist’s discretion). performs in a manner that moves or entertains the audience, or appraises the quality of instrumental SINGING performances by others. The effect number of the Furries with this skill are adept at singing roll determines the quality of the performance; the higher the effect number the better the (HLT). They also understand the finer points performance, and, thus, the better the audience’s of artistic expression (INT) and can appreciate 92 Furries with this skill are adept at playing a musical instrument (REF). They also understand the finer points of musical expression (INT) and can appreciate instrumental performances more than the average person (PRE).
SKILLS singing performances more than the average when making attacks with such weapons (see Combat for rules on making attacks, damage, and person (PRE). so on), or to string a bow in a hurry (STR). Successful use of this skill means the furry Specialties: Longbows, Short bows, performs in a manner that moves or entertains Composite bows. the audience (HLT), or appraises the value of song writing or performances by others (INT). The CROSSBOWS (SPEC) effect number of the roll determines the quality of the performance; the higher the effect number the Furries with this skill are adept at the use (REF) better the performance, and, thus, the better the and maintenance (INT) of crossbows. This skill is audience’s reaction. used when making attacks with such weapons (see This skill may also be used as a complementary Combat for rules on making attacks, damage, and skill to Persuasion in the appropriate circumstances so on), or to cock a crossbow in a hurry (STR). (at the Cartoonist’s discretion). Specialties: Hand crossbows, Heavy Crossbows, Light Crossbows, Spear guns.
V ENTRILOQUIST
SLING W EAPONS (SPEC)
The skill of throwing one’s voice. Furries with this skill can perform auditory illusions (HLT), making it sound as though their voice (or any sound they can make with their throat or mouth) is coming from some other location, such as another person, from behind someone, or even from an inanimate object.
Furries with this skill are adept at the use (REF) and maintenance (INT) of sling weapons. This skill is used when making attacks with such weapons (see Combat for rules on making attacks, damage, and so on), or to hurl missiles great distances (STR). This skill can also be used as complementary to Specialties: Atlatl, Bolas, Simple Slings. Mimicry.
SLINGSHOTS
R ANGED W EAPON S KILL G ROUP
Furries with this skill are adept at the use (REF) and care (INT) of slingshots. This skill is used when BOOMERANGS making attacks with such weapons (see Combat Furries with this skill are adept at the use and for rules on making attacks, damage, and so on), care of boomerangs (REF). This skill is used when or to fire small missiles great distances (STR). making attacks with such weapons (see Combat for rules on making attacks, damage, and so on). STAKE C ANNON Some boomerangs are designed to return to the Rabbit’s Revenge is a radical hate group of thrower if they miss their intended target (takes 1d3 turns). Some boomerangs are heavy weapons rabbits attempting to disrupt the social order. with one “arm” longer than the other, that are There purpose is to ‘reflect’ society’s violence designed to deliver a deadly blow. The latter, heavy back on itself, namely, by killing carnivores. Their variety do not return in the same manner as their trademark weapon is a gun that shoots a wooden stake shaped like a carrot. Their goals and methods smaller, symmetrical cousins. are rejected by most rabbits, who see them as unnatural. A stake cannon has the following stats. BOWS (SPEC) Damage: Lethal; Ranged accuracy bonus:
Furries with this skill are adept at the use (REF) and maintenance (INT) of bows. This skill is used
+2; Requires a minimum STR of 3 to use the 93
SKILLS weapon; has a maximum range of 50 meters; it takes 4 turns to reload and fire; has 1 stake loaded at a time and weighs 3kg.
S CIENCES S KILL G ROUP A STRONOMY
the era in which the game is set (e.g., a chemist in 2001 would know a lot more about chemistry, as a rule, than one in 1801). The skill score reflects the depth of knowledge possessed by the furry relative to the whole body of knowledge available in the current era. Mathematics is usually a complimentary skill to Chemistry. Specialties: Biochemistry, Inorganic, Organic, or any other specialties approved by the Cartoonist.
The furry has knowledge of the study of stars and planetary bodies (INT), and includes knowledge of astrometry, black holes, and the like. The extent of the furry’s knowledge will depend on the era in which the game is set (e.g., an astronomer in 2001 would know a lot more about outer space, as a rule, M ATHEMATICS than one in 1801). The skill score reflects the depth The furry has knowledge of mathematics of knowledge possessed by the furry relative to the whole body of knowledge available in the current (INT), including calculus, geometry, statistics, trigonometry and so on. The furry is able to era. calculate mathematical formulae without the aid of a calculator or computer, given enough time BIOLOGY (SPEC) (and, typically, something to notations, such as a The furry has knowledge of biology (INT). The pen and paper or chalk and a chalkboard). The use extent of the furry’s knowledge will depend on the of a calculator, abacus, or other calculating device era in which the game is set (e.g., a biologist in will provide a +3 to +9 bonus to the skill roll. 2001 would know a lot more about biology, as a Mathematics is usually a complimentary skill to rule, than one in 1801). The skill score reflects the depth of knowledge possessed by the furry relative Physics and Chemistry. to the whole body of knowledge available in the PHYSICS (SPEC) current era. The furry has knowledge of physics and the laws Specialties: Marine, Micro, or any other of nature, including kinetic energy, the effects of specialties approved by the Cartoonist. gravity on mass, and so on (INT). The extent of the furry’s knowledge will depend on the era in which CHEMISTRY (SPEC) the game is set. The skill score reflects the depth The furry has knowledge of chemistry (INT). of knowledge possessed by the furry relative to the The extent of the furry’s knowledge will depend on whole body of knowledge available in the current
94
SKILLS era.
PHILOSOPHY
Mathematics is usually a complimentary skill to This is the skill of philosophical theories, Physics. discussion and debate, covering such topics as A specialty must be selected for this skill when “What is the meaning of life?” “Is there a God?” it is bought. This skill may be bought more than “What is mankind’s greatest error?” and the like (INT). Philosophy also includes knowledge of once, each time for a different science. theology and thus can be complementary to the Specialties: Astrophysics, General, Nuclear, Religion skill. Quantum, or any other specialty approved by the Cartoonist.
SOCIETY (T YPE)
S OCIAL S KILL G ROUP Social skills are those relating primarily to social interaction with and the influencing of others. Social skills are generally governed by the Mind group, though some can be assisted by physical appearance or ability. The Social skill group includes the following skills.
CONVERSATION The skill of obtaining information from someone through conversation, without raising suspicion or, perhaps, without the subject even knowing he has been manipulated (INT). Conversation can also be used to make “small talk,” to gain someone’s trust or build a rapport with him (PRE). The difficulty of the skill roll depends on the reluctance or inability of the individual to provide the information and the circumstances under which the conversation takes place.
Furries with this skill are familiar with a particular sub-culture, whether through direct interaction or some vicarious experience. This knowledge extends to important or well-known personalities, tastes in music and fashion, language (slang and/or dialects), as well as popular social spots and important businesses, and the like. For example, furries with Society (Courtier) know the finer points of court etiquette and the proper behavior for ladies and gentlemen. This is a critical skill among courtiers, diplomats and nobility. A specific sub-culture must be chosen when this skill is purchased. This skill may be bought more than once, each time for a different sub-culture.
A success means the furry acts appropriately (+3 all social skill checks for the rest of the event) or gains one important piece of information from interaction with one or more members of the group. An effect number of 6 or higher means the furry is noticed and gains the special attention of one or more important figures in the group (+3 to INTRIGUE all social skill checks for the rest of the event, or This skill is the art of uncovering (or covering the Cartoonist may role-play some special result up) secrets. A secret could be a love affair, a at his discretion). disreputable past, or a plot to overthrow the A failed roll means the furry has failed to gain king. Intrigue can be used to oppose Deduction (but not Intuition) when trying to effect a “cover any useful information or has made some simple, up” or otherwise conceal important or sensitive but forgivable, mistake (-3 to all social skill checks information from others, especially in a social for the rest of the event). A roll that fails by 6 or setting (such as at the Royal Court, a meeting more (i.e., a skill roll total that is less than TNof Parliament or a formal ball or dinner thrown 6) means the furry has made some major gaffe, at an embassy). This skill may also be used as insulting the host or other dignitary at the function. complementary to Conversation, Persuasion or The Cartoonist should determine an appropriate consequence of the furry’s faux pas. The furry may other social skills (Cartoonist’s discretion). 95
SKILLS have gained an enemy, been challenged to a duel, skill roll because the Cartoonist knows the crest is been captured by a press gang, or been mugged that of a lord who lives some distance away. in an alley. In cases of a very low roll resulting in Types: Arcane & Occult Symbols, Corporate failure (e.g., 9 less than the TN), the Cartoonist Logos, Heraldry, Naval Flags, Runes. can simply assign an amount of injury for the mishap (e.g., +1 B/S damage) or run the event as S OCIAL S CIENCES S KILL G ROUP an encounter; perhaps with the intervention of the other PFs. The latter approach could easily lead to A NTHROPOLOGY (SPEC) an adventure unto itself. Furries with this skill are familiar with the The Cartoonist is encouraged to modify the Target customs, traditions, and myth about a culture, Number of the roll based on circumstances. nation, or region (INT). Society may be used as a complementary skill to Skill checks are not needed for “common most, if not all, social skills, including Persuasion, knowledge,” such as local holidays, the names of Politics, and Conversation. important local people, and so on. Types: Corporate, Courtier, High Society, A successful Anthropology roll provides the Military, Streetwise. furry with more obscure facts, such as the names of important persons or deities, methods of food STYLE preparation, and other details about the subject. This skill covers knowledge of the latest styles Note that this skill does not convey information and fashions, fashion design, and presentation. Furries with this skill can keep up with the latest about the local underworld or seedier side of the fashion trends, identify the origin (region or area. For that information the furry will need the designer) of fashion styles, design new fashions Society (Streetwise) skill. and coordinate fashion shows. Specialties: Specific culture or civilization. Style can be used as complementary to certain social skill rolls (Cartoonist’s discretion).
S YMBOLS (T YPE) This skill represents the study and recognition of symbols. Furries with this skill are familiar with the various family, governmental and corporate crests, banners and devices (INT). A furry making a successful Symbols skill roll will recognize the owner (individual, family, organization or nation) to which a symbol or other device belongs. The Cartoonist may subject the roll to a +3 to 3 modifier, depending on how well-known or obscure the symbol is in the local area.
A RCHEOLOGY (SPEC) Furries with this skill are trained in the systematic study of past (even prehistoric) human life and culture by the recovery and examination of remaining material evidence, such as graves, buildings, tools, and pottery. Furries also have knowledge of the science or study of antiquities (especially prehistoric antiquities), such as the remains of buildings or monuments of an early epoch, inscriptions, implements, and other relics, written manuscripts, and so on. Specialties: Artifacts, Early Civilizations, Excavation, Paleobotany, Paleontology, Prehistoric Civilizations.
Sir Thomas sees a regal crest on a tapestry in the market. Sir Thomas’ player wishes to identify CRIMINOLOGY the owner of the crest and tells the Cartoonist so. The skill of crime-scene investigation. Furries The Cartoonist has the player make a Symbols (Heraldry) check for Sir Thomas, with a +3 to the with this skill can identify a crime scene (INT), as
96
SKILLS well as identify, preserve (INT), and collect (REF) evidence. Some common procedures include collecting samples of latent fingerprints, taking photographs, taking measurements, and preparing evidentiary diagrams. Furries also understand the basics of criminal behavior and modus operandi of suspects (INT).
possessed by the furry relative to the whole of knowledge available in the current era.
A specialty must be selected for this skill when it is bought. This skill may be bought more than once, each time for a different science. Specialties: Alien (species), Animal, Behavioral, Criminal, Counseling, Profiling, or This skill can be used as complementary to any other specialty approved by the Cartoonist. Awareness (for knowing what to look for as well as likely places to look for them) and Deduction T ECHNICAL S KILLS (figuring out who did it and why).
A STROGATION
POLITICS Politics is the study of the processes, principles, and structure of government and of political institutions. Furries with this skill are familiar with government and the governing of a political entity, such as a nation or municipality, as well as the administration and control of its internal and external affairs (INT). Furries with this skill understand the procedures and rules of government, how to conduct a government meeting, draft bills and pass them into law, and how to engage in political debate (PRE). Furries also know how to garner and maintain public support, how to manipulate public opinion (PRE) and how to present information in the best possible light or to misrepresent information to avoid a scandal (INT). Politics is an important skill for members of government (politicians), lobbyists, and even some special operations forces (such as counterinsurgents) and CIA operatives. Orate can be used as complementary to this skill.
Furries with this skill are able to determine their approximate position in space, plot a course between two known points and navigate between and within star systems (INT). Astrogation may be used as a complementary to the Spaceships skill and others with Cartoonist’s permission. This skill is common among professional starship pilots, merchants, and smugglers in a scifi campaign.
COMPUTER USE This is an extension to the A!SCR Computer Use skill. When to Roll: Most normal computer
operations don’t require a Computer Use check (though a character might have to make a Research check; see the Research skill description). However, searching an unfamiliar network for a particular file, writing computer programs, altering existing programs to perform differently (better or worse), and breaking through computer security are all relatively difficult and require skill checks.
PSYCHOLOGY (SPEC) The furry has knowledge of human behavior and the conscious and subconscious mind, including effects of abuse, the effects of mood disorders, and so on (INT). The extent of the furry’s knowledge will depend on the era in which the game is set. The skill score reflects the depth of knowledge
F IND F ILE
This skill can be used for finding files or data on an unfamiliar system. The TN for the check and the time required are determined by the size of the site on which the character is searching. Finding public information on the Internet does not fall under this category; usually, such a task requires a 97
SKILLS Research check. This application of the Computer Use skill only pertains to finding files on private systems with which the character is not familiar.
Level of Security
TN
Minimum
18
Size of Site
TN
Time
Average
21
Personal computer
12
1 turn
Exceptional
24
Small office network
15
2 turns
Maximum
30
Large office network
18
1 minute
Massive corporate network 21
10 minutes
D EFEAT C OMPUTER S ECURITY
This application of Computer Use can’t be used untrained. The TN is determined by the quality of the security program installed to defend the system. If the check is failed by 3 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character’s access to the system. Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the TN by 12 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks at that site until the end of the character’s session (see Computer Hacking below).
C OMPUTER H ACKING
Breaking into a secure computer or network is often called hacking. When a character hacks, he or she attempts to invade a site. A site is a virtual location containing files, data, or applications. A site can be as small as a single computer, or as large as a corporate network connecting computers and data archives all over the world-the important thing is that access to the site connects the user to everything within it. Some sites can be accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site. Every site is overseen by a system administratorthe person in charge of the site, and who maintains its security. Often, the system administrator is the only person with access to all of a site’s functions and data. A site can have more than one system administrator; large sites have a system
98
SKILLS administrator on duty at all times. A character is the system administrator of his or her personal computer.
DEFEAT FILE SECURITY
Many networks have additional file security. If that’s the case, the character needs to make When a character hacks into a site, the visit is another check to defeat computer security. called a session. Once a character stops accessing the site, the session is over. The character can go DO Y OUR STUFF back to the site in the future; when he or she does, it’s a new session. Finally, the character can actually do what he or she came to do. If the character just wants to Several steps are required to hack into a site: look at records, no additional check is needed. (A character can also download data, although that COVERING TRACKS often takes several turns-or even several minutes, This step is optional. By making a Computer for especially large amounts of information-to Use check (TN 18), a character can alter his or her complete.) Altering or deleting records sometimes identifying information. This imposes a -3 penalty requires yet another check to defeat computer on any attempt made to identify the character if security. Other operations can be carried out according to the Computer Use skill description. his or her activity is detected.
DEFEND SECURITY
A CCESS THE SITE
If the character is the system administrator There are two ways to do this: physically or over for a site (which may be as simple as being the the Internet. owner of a laptop), he or she can defend the site · Physical Access: A character gains physical against intruders. If the site alerts the character to access to the computer, or a computer an intruder, the character can attempt to cut off connected to the site. If the site being hacked is the intruder’s access (end the intruder’s session), not connected to the Internet, this is probably or even to identify the intruder. To cut off access, the only way a character can access it. A variety make an opposed Computer Use check against the of skill checks may be required, depending on intruder. If the character succeeds, the intruder’s the method used to gain access. session is ended. The intruder might be able to · Internet Access: Reaching a site over the defeat the character’s security and access his or net requires two Computer Use checks. The her site again, but the intruder will have to start first check (TN 12) is needed to find the site the hacking process all over. Attempting to cut off on the net. The second is a check to defeat access takes a full turn. computer security (see the Computer Use skill One sure-fire way to prevent further access is to description). Once a character has succeeded simply shut the site down. With a single computer, in both checks, the character has accessed the that’s often no big deal-but on a large site with site. many computers (or computers controlling functions that can’t be interrupted), it may be LOCATE W HAT Y OU’RE LOOKING time-consuming or even impossible.
FOR
To identify the intruder, make an opposed To find the data (or application, or remote Computer Use check against the intruder. If the device) the character wants, make a Computer Use character succeeds, the character learns the site from which the intruder is operating (if it’s a check. See Find File under the skill description. single computer, the character learns the Name 99
SKILLS of the computer’s owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing the character’s site for the entire length of the check-if the intruder’s session ends before the character finishes the check, the character automatically fails. This application of the skill can be used to intercept a cell phone conversation if the character has a cellular interceptor. The TN is 27, or 21 if the character knows the number of the phone that initiated the call.
Scope of Alteration
TN
Time
Crash computer
12
1 minute
Destroy programming
15
10 minutes
Damage programming
18
10 minutes
Fixing the degraded programming requires 1 hour and a Computer Use check against a TN equal to the TN for degrading it + 3.
W RITE PROGRAM
DEGRADE PROGRAMMING A character can destroy or alter applications on a computer to make use of that computer harder or impossible. The TN for the attempt depends on what the character tries to do. Crashing a computer simply shuts it down. Its user can restart it without making a skill check (however, restarting takes 1 minute). Destroying programming makes the computer unusable until the programming is repaired. Damaging programming imposes a -4 penalty on all Computer Use checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know that anything is wrong, and won’t simply decide to use a different computer). A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the TN for each additional computer.
A character can create a program to help with a specific task. Doing so grants the character a +2 circumstance bonus to the task. A specific task, in this case, is one type of operation with one target. The TN to write a program is 18; the time required is 1 hour.
OPERATE R EMOTE DEVICE Many devices are computer-operated via remote links. If the character has access to the computer that controls such systems, the character can either shut them off or change their operating parameters. The TN depends on the nature of the operation. If the character fails the check by 3 or more, the system immediately alerts its administrator that there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off his or her access to the system.
100
SKILLS of electronics and are able to diagnose problems occurring in electronic devices and fix them. A character can take extra time when using the Specialties: Appliances, Communications, Computer Use skill. Security Systems, Weapons.
SPECIAL
TIME
ENGINEERING (T YPE)
Computer Use requires at least a full-turn Engineering is the skill of designing, building, action. The GM may determine that some tasks maintaining, and repairing systems. Furries with require several turns, a few minutes, or longer, as this skill are able to effect repairs on, maintain, described above. and even rebuild items within their specialty (INT). The kinds of devices or equipment that a Type of Operation TN Time specialty applies to depends on the technology 1 turn per remote level available in the campaign. Shut down passive (including 18 This skill must be purchased separately for each remote cameras and door type of engineering the player wishes his furry locks) Shut down active remote to possess. Note that this is not the same skill as (including motion 21 1 turn per remote Combat Engineering. detectors and alarms) Specialties: Architectural, Propulsion, 1 minute per Reset parameters 24 Structural, Transportation. remote Change passcodes 21 1 minute MECHANICS (SPEC) Hide evidence of +6 1 minute Mechanics is the skill of repairing and alteration maintaining mechanical devices (INT), as well as Minimum security -3 diagnosing problems. When the skill is bought the Exceptional security +6 player must select a specialty. Furries with this skill can repair axles, motors, brakes, and so on. Maximum security +9 (INT). Specialties: Specific part or system (e.g., ELECTRICIAN brakes, transmission, jet engines). Electrician is the skill of building, installing, OPERATE ELECTRONICS (SPEC) maintaining, and repairing electrical devices and systems, such as those in computers, vehicles, Furries with this skill can operate electronic environmental systems, buildings, and the like. communication and sensor equipment, including Furries with this skill are able to effect repairs both military and civilian versions, and those on, maintain and even rebuild items within their aboard vessels, portable and stationary devices, specialty (INT). The types of devices or equipment and so on. Furries can also maintain and make that a specialty will apply to depend on the minor, emergency repairs to such devices, though technology level available in the campaign. any complex repairs will require the Electronics
ELECTRONICS (SPEC)
skill.
A successful skill roll also allows the user to Electronics is the skill of building, repairing and, detect objects using sensor equipment, such as maintaining electronic devices and equipment. sonar and radar. Operate Electronics can also Furries with this skill understand the principles 101
SKILLS be used to try to jam sensors as with jamming and so on). Any furries with this skill can perform communications. as a crewman on a sailing ship. Seamanship is also important for ships’ captains and masters, who Attempts to jam communication equipment must issue orders to the crew. requires a contested skill roll, with both sides using Specialties: Sailboats, Tall Ships. the Operate Electronics skill. If one side has more advanced or powerful technology, the Cartoonist SPACESHIPS (SPEC) may allow a bonus of +1 to +5 to that side’s skill roll. The side with the higher Effect Number wins Furries with this skill have practical experience the contest. piloting interplanetary craft, including performing Specialties: Communication, Sensors. maneuvers in difficult conditions, dog fighting, performing routine maintenance and pre-flight T RANSPORTATION S KILLS checks, and operating all common equipment normally associated with them (such as climate control, radio, sensors, and so on). DRIVING (SPEC) Specialties: Space Shuttle, Rocket Capsules, Furries with this skill have practical experience Space Stations. operating ground vehicles, including performing maneuvers in difficult conditions, avoiding W ATERCRAFT (SPEC) obstacles, performing routing maintenance and operating all common equipment normally Furries with this skill have practical experience associated with them (such as climate control, piloting powered, sea-going vessels, including radio, checking gauges, and filling the gas tank). performing maneuvers in difficult conditions, maneuvering and formations, performing Specialties: Cars, Motorcycles, Tracked inspections for fitness and sea-worthiness, and Vehicles, Tractors/Semis. operating all common equipment normally PILOTING (SPEC) associated with them (such as climate control, radio, radar or sonar, signaling with flags, and Furries with this skill have practical experience so on). Furries with this skill also know the basic piloting aircraft, including performing maneuvers workings of powered sea-going vessels and can in difficult conditions, dog fighting, aerial perform as a crewman on one. acrobatics, performing routing maintenance Specialties: Hovercraft, Large Vessels, and pre-flight checks, and operating all common Motorboats, Submarines. equipment normally associated with them (such as climate control, radio, radar, and so on). DEFECTS Specialties: Grav-vehicles, Helicopters, Jets, Mecha, Planes, Vectored Thrust. Defects are situations or conditions— psychological, physical, social or spiritual—that S AILING (SPEC) present obstacles or hindrances to the character. Furries with this skill have practical experience Most Defects have a related and opposite Capability. piloting sailing vessels, including performing A player may not take a Defect that is the opposite maneuvers in difficult conditions, performing of a Capability that his character already possesses inspections for fitness and sea-worthiness, and without special permission from the GM. operating all common equipment normally Because Defects provide obstacles or hindrances associated with them (such as securing sails and to the character during play, they provide points rigging, radio [if appropriate], signaling with flags, rather than costing points. 102
SKILLS The Defects that have “Linked to Capability” in their description are direct limitations on your character’s Traits, rather than more general defects. The combined Furry Points associated with the Trait cannot be lower than 1. For example, if a character’s Level 5 Environment Acclimatization (5 Furry Points) is restricted with a 9 FP Limited Use, Instantaneous Defect, the Defect actually only returns 4 FP to the character (since Environment Acclimatization costs at least 1 Point). By taking a character Defect you can gain up to three (or occasionally more) Furry Points (FP) to increase Skill or Trait Levels, or select additional Traits. The number of Points you receive is directly proportional to how much the Defect hinders your character; Defects that do not inflict a significant disadvantage (such as a weakness to bullets made from the earth of planet Neptune) are not worth any FP. After you have selected your character’s Defects, return to the previous steps to use your Furry Points (treat Furry Points as extra Furry Points).
nature such as a robot taking extra damage from water (as it causes short circuits), or an alien’s weakness to weapons from his or her home planet. The GM must approve any Achilles Heel Defects. A character may have an Achilles Heel to either a common, uncommon, or rare attack form (in the context of the campaign). Inconvenient (-1 FP) Hardship (-2 FP) Perilous (-3 FP)
The attack form is rare. The attack form is uncommon. The attack form is common.
ACTIVATION T IME
Linked to Capability. A character with this Defect cannot use one of his or her Traits whenever desired because it requires a short time to activate. Once activation has started, only the character can stop it from becoming active when the appropriate time is up. This could represent a physical change Severity or impact on the character in the that is not instantaneous, the collection of spiritual game determines the number of points gained for energies to perform a task, a device that takes time to “power up,” or a Trait that only works when a challenging trait. the character is mentally prepared (or angry, or An inconvenience (TN 5), impacts or hinders overcome with another emotion). the character slightly or incurs a penalty to one One additional FP is granted if the activation or more skill rolls (see Using Skills, page 63). A hardship (TN 10), has a moderate to strong impact can be interrupted temporarily, but restarted on a character. A perilous level (TN 15) has a where it left off. One example of this is an Item of Power body suit that the character must put on. significant or severe impact on the character. If the character stops activating the Power (i.e. It is recommended that you assign no more stops dressing) to make a phone call, he or she can than eight Defects to your character. In most cases continue afterwards. 2 additional FP are granted if two to five Defects are appropriate. the activation must start again from the beginning if it is interrupted before the Activation Time has ACHILLES H EEL elapsed. An example of this is a spell that must be The character’s damage save roll is reduced chanted completely before the Power activates; if to half (round up) from a particular attack form, it is interrupted, the spell must be started again which must fit with the character concept. It might from the beginning. The Concentration Defect is be something with appropriate mystic resonance, often linked to these two applications of Activation such as wooden stakes for vampires or silver for Time. werewolves. It could also reflect the character’s 103
SKILLS
Inconvenient (-1 FP) The Trait requires a Hardship (-2 FP) Perilous (-3 FP)
Inconvenient (-1 FP) Inconvenient (-1 FP)
turn to initiate. The Trait requires a minute to initiate. The Trait requires an hour to initiate.
Inconvenient (-1 FP)
AWKWARD D IMENSIONS
The character is noticeably shorter or taller than the average furry. This defect has benefits as well as drawbacks, but should only be used in a campaign or game setting in which it is more the latter than the former. While tall furries have greater reach, that is offset by the fact taller characters are much better targets. The effects of this defect are explained below. The defect’s size has a base MOV attribute which the player must spend furry points to increase (see the derived MOV attribute description.) Awkward dimensions also can be used for large girths all the way up to gross obese and affect their health attribute.
Hardship (-2 FP)
Hardship (-2 FP)
Hardship (-2 FP)
Perilous (-3 FP)
Perilous (-3 FP)
Perilous (-3 FP)
104
Tall, about 2 meters (7 feet). MOV of 7. Short, about 4 feet tall (e.g., human children), with a maximum MOV of 7. Overweight, “spare tire”. Maximum HLT of 6 Remarkably tall, about 2.5 meters (8 feet) tall. MOV of 5. A dwarf, about 3 feet tall (e.g., dwarves) with a maximum MOV of 5. Obese, uncomfortable in movie cinema chairs. Maximum HLT of 4 A midget, about 2 feet tall, with a maximum MOV of 3. Counts as Small size (see Target Size). A veritable giant, up to 4 meters (12 feet) tall. Counts as Large size (see Target Size). MOV of 3. Gross Obese, requires two airline seats, clothes custom made, Maximum of HLT 2.
SKILLS
B ACKLASH
Linked to Skill or Capability that requires a check to activate (GM’s discretion). The character suffers from an unfortunate side effect whenever an associated Trait or skill fails to work. If the character fails his or her check when using the Trait or Skill, the character is afflicted with some form of physical damage, memory loss, Attribute Score drain, disorientation, or many other effects that make the character’s life more difficult. The player and GM should determine the game effect of the Backlash. There is an extra 1 FP gained if this defect is applied to a skill group rather than a single skill.
of conditions that might initiate Blind Fury include: receiving a certain amount of damage, sight of blood, a specific sound or smell, being outnumbered in combat, seeing a friend in mortal danger, confrontation with a specific opponent, etc. The character can only return to a normal emotional state under another specific condition. This return could involve a Willpower save, or could be an automatic reversion. Examples of return conditions include: no opponents in the vicinity, a specific calming technique performed by an ally, solitude, injection of a particular drug, being knocked unconscious, etc. Inconvenient Initiating the Blind Fury is difficult; reverting to normal (-1 FP)
Inconvenient The backlash occurs if the character fails the check by 6 (-1 FP)
emotional state is easy (TN 5) Hardship (-2 Initiating the Blind Fury and reverting to a normal FP) emotional state are both moderately difficult (TN 10) Initiating the Blind Fury is Perilous (-3 FP) easy; reverting to normal emotional state is difficult (TN 15)
or more and lasts 1d6 turns. Hardship (-2 The backlash occurs if the character fails the check FP) by 3 or more and lasts 1d6 minutes. The backlash occurs if the Perilous (-3 character fails the check by 1 FP) or more and lasts 1d6 hours. BLIND F URY
CONCENTRATION
Under specific conditions selected by the player (and approved by the GM), the character will enter a state of unbridled anger. While enraged, the character will furiously attack the closest person, whether that individual is a friend or foe. Once that person is defeated or flees, the berserk character will attack the next closest “threat.” Examples
Linked to Capability or Skill Group. The character must concentrate while using a skill within a certain group or a specific Trait that functions over a period of time; it does not apply to Traits with an instantaneous effect. If the character’s concentration is interrupted voluntarily
105
SKILLS or by an outside event, the Trait ceases to function or the skill is fumbled. Inconvenient The Trait requires slight (-1 FP) concentration. The character
can still perform other noncombat actions, but cannot engage in combat or use other Traits that also require Concentration. Hardship (-2 The Trait requires intense concentration. The character FP) can move at a slow speed and talk with others while using the Trait, but cannot perform any complex actions or use any other Trait. Perilous (-3 The Trait requires full FP) concentration. The character cannot do anything else while using the Trait; he or she must remain still and devote full attention to the Power.
Hardship (-2 The Trait’s use can be detected FP) using 3-5 methods. Perilous (-3 FP)
The character suffers from a moderate defect.
Perilous (-3 FP)
The character suffers from a severe defect.
The Trait’s use can be detected using 6-9 methods.
DOMESTICATION (P REDATORS ONLY )
A Cursed character has likely offended a great being of power in his or her past, or is the direct descendant of someone who did (Curses often pass through bloodlines). The Curse can take a near limitless number of forms, but should not provide a character with an obvious advantage (remember, it’s a curse!). The exact nature, background, and limitations of the Curse should be discussed with the GM.
Hardship (-2 FP)
Linked to Capability. While using a specific Trait, the character can be pinpointed and possibly identified by others who have specific detection techniques. For example, the Trait’s use may make a loud noise or a bright flash, send vibrations through the ground, or emanate mental shock waves. Detection techniques include: astral; ethereal; human sight, hearing, or sense of smell; infrared; mental; radar; radiation; sonar; spiritual; ultraviolet; vibration; and others. Inconvenient The Trait’s use can be detected using 1-2 methods. (-1 FP)
C URSED
Inconvenient The character suffers from a slight defect. (-1 FP)
D ETECTABLE
Spontaneous Domestication is the secret fear of all predators; the loss of one’s ferocious nature, leaving one trusting and less aggressive. Domestication is, unbeknownst to the world at large, a result of genes introduced by the Great Bird Conspiracy. Kell, Rudy, and Ralph carry the gene. R.L. is another secret sufferer. Vin Vulpen’s domestication is known to the world. Lindesfarne was working to discover the cause of Domestication and develop a cure. Ms. Aura was aware of this, and used Daisy (a sentient flower) to lead Lindesfarne off on a false trail. When Lindesfarne identified the Domestication gene, she gave up her research, fearing that a cure would drastically alter peoples’ personalities and lives. Kell’s affliction was discovered by the Personnel manager at HerdThinners; she could have been downgraded from ‘predator’ to ‘prey’, except for some fast work by Coney.
106
SKILLS
Inconvenient The furry suffers from a slight case of Domestication where a (-1 FP)
Willpower attribute save vs. a TN of 5 will shake the urges. Hardship (-2 The furry suffers from a moderate case of FP) Domestication where a Willpower attribute save vs. a TN of 10 will shake the urges. Perilous (-3 The furry suffers from a severe case of Domestication FP) where a Willpower attribute save vs. a TN of 15 will shake the urges. E ASILY DISTRACTED
F AMOUS
The character is recognizable by many people, and thus it is difficult for him or her to keep secrets or maintain a private life. Journalists and photographers may hound the character regularly, and report his or her actions on television, in newspapers, and on websites. While being Famous may have some privileges (preferred seating at restaurants, daily special treatment, etc.), it is a significant disadvantage for a character that maintains a secret identity (such as a magical girl). Inconvenient (-1 FP) Hardship (-2 FP) Perilous (-3 FP)
The character has regional fame. The character has national fame. The character has international fame
Some characters are Easily Distracted by events, objects, people, or ideas, which are collectively known as triggers. Notable examples of triggers include attractive members of the opposite (or F OOD CHAIN LEVELING same) sex, wealth, food, movie stars, hobbies, gossip, hot cars, music, one’s own looks, books The furry is below a herbivore in the social food or scrolls of ancient lore, and magical items. A chain. This could create problems in their social character with this Defect will become enthralled acceptance. with the trigger until it can no longer influence him or her. Many characters have interests in a Inconvenient The character is an ocean dweller variety of triggers but do not possess this Defect (-1 FP) because their interest is moderated by their sense Hardship (-2 The character is an insect, of judgment. arachnid or crustacean FP) The character is a vegetable. Perilous (-3 Inconvenient The character is distracted by FP) a trigger that is encountered (-1 FP) infrequently. GIRL /GUY M AGNET Hardship (-2 The character is distracted The character attracts susceptible girls (or guys, by a few infrequent triggers, FP) or even both sexes) like bees to nectar. For some or by one trigger that is reason they are just drawn to the character, fall encountered frequently. helplessly in love (or lust), and will not let go nor The character is distracted by Perilous (-3 give the character a minute’s peace. Even worse, several infrequent triggers, FP) they will fight each other over the character to keep or by one trigger that is one another from consummating the relationship. encountered constantly. The Girl/Guy Magnet does not represent some unusual charisma on the part of the character but rather his or her fate to constantly meet obsessed people. 107
SKILLS
I NVOLUNTARY CHANGE
Inconvenient Only a couple of girl/guy characters are actively chasing (-1 FP)
Linked to Capability. This change could negate a trait’s capability or accidentally engage it. The character may accidentally change from normal movement to flight movement (or vice versa), or an external trigger (cold water, natural force, etc.) may induce the change. This Defect may represent a character who: transforms between identities upon hearing or uttering a specific sound or word, reverts to normal form when a particular chemical I NEPT ATTACK in the body is in low quantities (such as sugar or salt), loses the Aura of Command when certain This Defect reflects a character’s poor judgment stresses inflict the character, etc. et al. in offensive combat situations, which makes it much more difficult to strike an opponent successfully. This Defect is assigned once to indicate the A character with the Inept Attack Defect suffers character can accidentally change from normal to a penalty to his or her Base Attack. This means Alternate Form or from Alternate Form to normal a character is automatically at a -3 disadvantage form. The Defect is assigned twice if the character whenever an attack roll is made against the target can transform both ways unintentionally. The DEF for a refund of 9 Furry Points. change can be reversed by rolling a suitable attributes save against the listed target numbers. The time taken to revert is up to the Cartoonist Inconvenient The character’s Base Attack is and should reflect the point refund. (-3 FP) decreased by 1. Hardship (-6 The character’s Base Attack is Inconvenient It is difficult to trigger the FP) decreased by 2. Involuntary Change. TN 15 to (-1 FP) The character’s Base Attack is Perilous (-9 revert. decreased by 3. FP) Hardship (-2 It is moderately easy to trigger the character. Hardship (-2 Several girls/guys are actively chasing the character. FP) Perilous (-3 Swarms of girls/guys are actively chasing the character; FP) a new one appears every adventure or two.
FP)
I NEPT DEFENSE
This Defect reflects a character’s poor judgment in defensive combat situations, which can often place him or her in precarious positions. A character with the Inept Defense Defect suffers a penalty to his or her Defensive Target Number (DEF). Inconvenient (-3 FP) Hardship (-6 FP) Perilous (-9 FP)
The character’s DEF is decreased by 2. The character’s DEF is decreased by 4. The character’s DEF is decreased by 6.
Perilous (-3 FP)
the Involuntary Change. TN 10 to revert It is easy to trigger the Involuntary Change. TN 5to revert.
I SM
Ism is discrimination based solely on one particular aspect of a character. Examples of Ism include: ageism, elitism, racism, sexism, or discrimination based on education, species, genetics, sexual preference, occupation, religion, physical features, etc. The players and GM are strongly encouraged to discuss these contentious discrimination issues, and their role in the game, before play begins.
108
SKILLS
Inconvenient (-1 FP) Hardship (-2 FP) Perilous (-3 FP)
need time to recuperate after use. Only under exceptional circumstances (and at a great sacrifice) can the character use the Trait again before the waiting period has elapsed.
The character experiences a small degree of discrimination. The character experiences a large degree of discrimination. The character experiences a severe degree of discrimination.
Inconvenient For every minute the character uses the Capability, he or she (-1 FP)
LIMITED U SE , I NSTANTANEOUS
Linked to Capability with an instantaneous effect. The character can only use a specific Trait occasionally. This may result from a need to recharge the Trait (or a device), an incredible drain on the character’s internal reserves, or a different form of limitation. Only under exceptional circumstances (and at a great sacrifice) can the character use the Trait more often than indicated by this Defect. Inconvenient (-3 FP) Hardship (-6 FP) Perilous (-9 FP)
The character can only use the Trait three times a day. The character can only use the Trait twice a day. The character can only use the Trait once a day.
LIMITED U SE , ONGOING
Linked to a Capability that can be used on an ongoing basis. After the character uses a specific Trait, he or she cannot use it again for a specific period of time; the longer the Trait is used, the longer the rest period must be. For example, the muscles of a character with Super-strength may
must wait 1 minute before the Trait functions once again. Hardship (-2 For every minute the character uses the Capability, he or she FP) must wait 5 minutes before the Trait functions once again. For every minute the character Perilous (-3 uses the Capability, he or she FP) must wait 10 minutes before the Trait functions once again. M ARKED
A character is considered Marked if his or her body hosts a permanent and distinguishing design that may be difficult to conceal. The design may be a family symbol, an identifying birthmark, a permanent scar, or a unique tattoo. If the mark is not considered out of the ordinary (such as freckles or a common tattoo), this Defect does not apply. Characters who are obviously non-human (robotic, demonic, alien, etc.) in a setting where most people are human (or vice versa) would also have the Marked Defect. In a standard highfantasy setting, none of the typical races (dwarves, elves, halflings, etc.) have this Defect.
109
SKILLS
Inconvenient The mark is easily concealable because it is small or in an (-1 FP)
inconspicuous location. Hardship (-2 The mark can be concealed, but this is difficult because FP) it is large or in an obvious location. Under most circumstances, Perilous (-3 the mark cannot be concealed FP) because it affects the character’s entire body. M AXIMUM F ORCE
Linked to Capability. The character cannot use a specific Trait at the lowest end of its power range. This could represent a character who is too talented for his or her own good, an item that only functions within certain parameters, a powerful character who pushes the Trait’s limits so often that he or she has forgotten how to use it at a low Level, or something different. This Defect is only appropriate for the following Traits: Flight, Jumping, Special Attack (applies to damage only), Speed, and Water Speed.
romantic rival such as someone chasing the same person the character is pursuing. The Nemesis should be someone who makes the character’s life difficult frequently (and cannot easily be removed), but the Nemesis does not need to be a mortal enemy. It might be someone the character loves very much, but one whom they cannot avoid. An overbearing parent who lives at home is an example of this. If for any reason the Nemesis is defeated or goes away, the GM should create another Nemesis, unless the player also wishes to use Power Points gained through advancement to eliminate the Defect permanently. Inconvenient (-1 FP) Hardship (-2 FP) Perilous (-3 FP)
The Nemesis is merely annoying and/or interferes infrequently. The Nemesis may actively try to harm the character and/or interferes frequently. The Nemesis will always harm the character given the opportunity, and/or interferes constantly.
Maximum Force extends to Level 6, providing N OCTURNAL Inconvenient (-1 FP) each Level. The restriction on While Domain doesn’t discriminate against a Trait’s use is given below, where X is the number of Furry Points granted and (X+1) is one Level nocturnal species, society isn’t 100% compatible with them. Schools, for instance are daytime higher than the FP Level. activities and office hours are still 9am to 5pm. X FP The character cannot use up to Level This defect shows just how functional nocturnal X of the Trait. The Trait must be at Level (X+1) or animals are in the daylight hours. higher. Inconvenient The character suffers from (-1 FP) a slight (TN 5) problem in N EMESIS daylight. The character has someone in his or her life Hardship (-2 The character suffers from a that actively interferes with goal achievement on FP) moderate (TN 10) problems a regular basis. This Nemesis can take several in daylight. forms. He or she could be a professional rival The character suffers from such as someone competing for the favor of the Perilous (-3 a severe disadvantage. All character’s boss. The Nemesis could also be FP) major tasks in daylight need personal; for example, a thief may be pursued by a a TN 15 roll. cop who devotes his or her existence to putting the character behind bars. The Nemesis may even be a 110
SKILLS
N OT SO T OUGH
Inconvenient The organization has partial (-1 FP) ownership of the character;
The character is less durable than his species would otherwise suggest. This Defect is appropriate for characters with a “glass jaw,” or those who succumb to physical trauma easily. A character may not take this Defect if it would reduce his or her Damage Save below 1.
the character is subject to slight punishment for opposing the owners. Hardship (-2 The organization has significant ownership of FP) the character; the character is subject to moderate punishment for opposing the owners. The organization has total Perilous (-3 ownership of the character; FP) the character is subject to severe punishment for opposing the owners.
Inconvenient The character’s Blow Count is decreased by an extra 1 Point (-3 FP)
for every successful hit. Hardship (-6 The character’s Blow Count is decreased by an extra 2 Points FP) for every successful hit. The character’s Blow Count is Perilous (-9 decreased by an extra 3 Points FP) for every successful hit. OWNED
Free will has little meaning for a character who is Owned by a corporation, government, crime ring, or other organization or individual. Control over the character can be exerted through a variety of methods including blackmail, brainwashing, legal contract, technology, or just highly effective propaganda. Dire consequences await a character whose actions conflict with the mandate of the owning body.
P ART OF BODY
Linked to Capability. Only part of the character’s body is affected by a specific Trait, most commonly used for: Environmental Acclimatization, Alternate Form, Armor, Invisibility, and Super-strength. For example, a character might only receive Armor benefits against abdominal attacks, possess the ability to turn his or her left arm invisible, or have bionic legs with Super-strength.
111
SKILLS life. Note that a Phobia that effectively cripples the character with fear does not add constructively to the role-playing experience.
The Trait affects a large part of the body (torso, both legs, both arms, etc.). Hardship (-2 The Trait affects a small part of the body (one leg, one arm, FP) abdomen, chest, head, etc.) The Trait affects a very small Perilous (-3 part of the body (one hand, FP) face, one foot, groin, knee, etc.). Inconvenient (-1 FP)
Inconvenient The character has a slight (-1 FP) phobia or one that is
encountered infrequently. Hardship (-2 The character has a moderate phobia or one that is FP) encountered frequently. Perilous (-3 The character has a severe phobia or one that is FP) encountered constantly.
P ERMANENT
Linked to Capability. A specific Trait is always functioning, and the character cannot turn it off. This Defect only applies to Traits that would inconvenience the character if the Power were always active, such as: Force Field, Invisibility, or Size Change. The player and GM should discuss the problems and limitations associated with an eternally active Power. Inconvenient (-1 FP) Hardship (-2 FP) Perilous (-3 FP)
P HYSICAL I MPAIRMENT
The character has a physical impairment that makes aspects of daily life more challenging. Possible impairments include: one or more missing (or unusable) limbs, loss of speech, constant sickness, nagging injury, severe headaches, an android that requires frequent repairs, etc. The player and GM should discuss the problems and limitations associated with the impairment.
The Trait is an inconvenience to the character. The Trait is a hardship to the character. The Trait is a peril to the character.
The level of the trait is based on the frequency and intensity of the condition.
P HOBIA
A Phobia is a fear (often irrational) of an event, object, or person that can limit a character’s choice of actions. Avoiding situations that could trigger the phobia may take a high priority in the character’s
At Inconvenience level, this disadvantage affects the character infrequently (once every two game sessions, on average) and impacts the character in a minor way (the condition slightly affects the character’s actions, causes -3 on related skill rolls, partially incapacitates the character for hours at a time or completely incapacitates the character for minutes at a time).
112
SKILLS Examples include a moderate allergy that causes a bad rash or sneezing, severe dyslexia, muteness, a missing finger, arthritis, a petit mal seizure that causes loss of muscle control or mild paralysis.
Inconvenient The impairment is an inconvenience to the character (-1 FP)
(TN 5). Hardship (-2 The impairment is a hardship to the character (TN 10). FP) Perilous (-3 The impairment is a perilous to the character (TN 15). FP)
At Hardship level, affects the character frequently (once per game session, on average) and impacts the character in a moderate way (the condition moderately affects the character’s RECURRING N IGHTMARES actions, causes -6 to related skill rolls, partially When the Recurring Nightmare Defect haunts incapacitates the character for days at a time or completely incapacitates the character for hours a character, he or she has trouble sleeping at nights and functions at less-than-optimum performance at a time). during the day. The nightmare can be a memory of Examples include Type I (insulin-dependent) a tragic event or traumatic experience, or it might Diabetes resulting in insulin shock if taken without be something else such as a prophetic vision or food or unconsciousness if food is eaten without warning. The nightmare may not occur every taking insulin, a missing limb, an early case of night but it will haunt the character on a regular Cerebral Palsy or Parkinson’s Disease causing mild basis. Additionally, the nightmares do not need to tremors or a severe allergic reactions to common portray the exact same events repeatedly, but the substances. visions should be related in some way. The details At the Peril level, the condition severely affects concerning the subject matter of the nightmares the character’s actions, causes -9 penalty on related and why they occur is the responsibility of the GM skill rolls or prohibits skill rolls altogether at the and the player to create. GM’s discretion, or completely incapacitates the Inconvenient The nightmares occur character for days at a time or permanently. infrequently and have a slight (-1 FP) Examples include grand mal epileptic seizures, effect on the character’s advanced cases of Cerebral Palsy, two or more lifestyle. missing limbs, or paralysis below the waist. Hardship (-2 The nightmares occur frequently and have a The negative effects of the trait may be curtailed FP) moderate effect on the or lessened with the application of medicine, a character’s lifestyle. ritual or some other means, reflecting an addiction or need for regular medication. No Control Roll is Perilous (-3 The nightmares occur constantly and have a severe FP) allowed for physical disadvantages. effect on the character’s The opposite of this trait is the Physical lifestyle. Advantage trait. Note that characters can take both the Physical Advantage and Physical Disadvantage RED T APE traits, as long as the condition is not the same for The character must negotiate his or her way both traits. through a complicated bureaucracy in order to
113
SKILLS accomplish tasks. This Defect is often associated with characters who are members of lawenforcement organizations or similar government agencies that require paperwork. A large criminal organization, however, may also require a character to receive permission from several levels of bosses before undertaking certain high-profile jobs. Red Tape also includes whatever measures the character must take “after the fact” to appease the organization to which he or she belongs. For example, a cop may need to fill out a report every time his or her weapon is fired or may have to follow a complicated series of steps to obtain a search warrant. A criminal may be required to pay a percentage of his or her take to the local crime boss or face some very strict penalties. The Red Tape Defect is usually inappropriate for characters created via the Flunkies or Servant Traits. Inconvenient The Red Tape only impedes the character before or after (-1 FP)
a major action (but not both) and/or the Red Tape is easy to manage most of the time. Hardship (-2 The Red Tape impedes a character both before and FP) after a major action, and/or is difficult to manage most of the time. The Red Tape impedes a Perilous (-3 character before, after, and FP) during a major action, and/ or is extremely difficult to manage most of the time. REDUCTION
Linked to Capability. One of the character’s Traits is limited greatly, resulting in a Reduction of its Point cost per Level. This Defect offers a nearendless number of limitations, and consequently the player and GM should discuss the game ramifications and the Trait’s new Level costs.
directly related to the original cost of the Trait. For example, a Reduction that limits a 4 Points/Level Trait to half of its power might be a 2 Points/Level Reduction; the same limitation on a 10 Points/ Level Trait could be a 5 Points/Level Reduction. This Defect is not usually appropriate for 1 Point/ Level Traits.
S AMPLE R EDUCTIONS Trait always used in same way, Fewer subPoints awarded, Less frequent usage, Limited control, One aspect, Partial effectiveness, Smaller target group, Very specific utility RESTRICTION
Linked to Capability. One of the character’s Traits is associated with one or more defects that limit its use. This Defect offers a near-endless number of limitations, and consequently the player and GM should discuss the ramifications of the selected Restriction. A list of suggested Restrictions are shown in Table 9-3: Sample Restrictions. The GM may increase the Furry Points returned to the character to an alternate progression (such as Hardship (-2 FP), 4 FP, 6 FP; or Perilous (-3 FP), 6 FP, 9 FP) if the Trait this Defect is restricting has a high Furry Point cost at each Level (see Dynamic Sorcery or Extra Attacks for examples). Severe limitations on a Trait, which will affect the Point cost per Level, are covered by the Reduction Defect. Inconvenient (-1 FP) Hardship (-2 FP) Perilous (-3 FP)
The Trait has a minor Restriction. The Trait has a moderate Restriction. The Trait has a major Restriction.
S AMPLE R ESTRICTIONS
Cannot use on oneself, Check needed to maintain Unlike other Defects, Reduction does not control, During specific times of the day, Easy to return Furry Points to the character; the Trait counteract, Flawed results, In particular locations, cost changes instead. The Point cost change is Initiative penalty to use, Limited functioning, 114
SKILLS Loss of specific effect, Naked form only, Requires consumable focus, Requires maintenance, Requires special equipment, Requires Attribute checks, Restricts movement, Specific targets, Time limit, Under certain conditions, Usage inflicts pain, Use weakens character.
Inconvenient The character has a diminished primary sense (-1 FP)
SENSORY I MPAIRMENT
One or more of the character’s senses (sight, hearing, taste, touch, smell) are either diminished or lost. An example of a diminished sense is being near-sighted or hard of hearing; the GM should take the impairment into consideration when deciding what the character is able to perceive, and may apply a -4 penalty on checks to notice things with that sense. An example of a lost sense is blindness or deafness. Any diminishment or loss is based on the character’s status after benefiting from any technological aids such as eyeglasses or hearing aids in the setting. For example, if a character has a hearing aid but is still hard of hearing, he or she has Sensory Impairment (Diminished Hearing, Inconvenient (-1 FP)). In a setting where a hearing aid was unavailable or could not correct his or her particular impairment, he or she would have Sensory Impairment (Deaf, Hardship (-2 FP)) instead.
(such as short-sightedness or being hard of hearing), or has lost a secondary sense (such as taste or smell). Hardship (-2 The character has completely lost a primary sense (sight FP) or hearing), or has two diminished primary senses, or has completely lost multiple secondary senses. The character has completely Perilous (-3 FP) lost a primary sense (sight or hearing) and multiple secondary senses. SIGNIFICANT OTHER (S.O.)
A character with this Defect has someone for whom he or she must go to any lengths to keep safe from harm, even at the risk of his or her own life. The S.O. should be a regular fixture in the campaign. A one-night stand, or a cousin visiting for two weeks is a plot complication and not an appropriate S.O. The character’s sense of obligation towards the S.O. is enough that the character will take great pains to ensure his or her safety and
115
SKILLS well-being. Examples include spouses and steady boy or girl friends, immediate relatives (parents and grandparents, brothers and sisters, perhaps very close cousins), and close co-workers (such as a cop’s partner). It is acceptable for a character to take another character as an S.O., provided the players role-play this relationship appropriately. In this case, the S.O. relationship is always worth just Inconvenient (-1 FP) but is treated as a Perilous (3 FP) Defect by the GM in terms of the frequency with which it affects the game. S.O. is inappropriate for most Flunkies and Servant characters.
Inconvenient The Skeleton is difficult to discover, and/or the (-1 FP)
Hardship (-2 FP)
Perilous (-3 FP)
Inconvenient The S.O. is rarely placed in grave danger and appears (-1 FP)
infrequently. Hardship (-2 The S.O. is often placed in grave danger and appears FP) frequently. The S.O. is always placed in Perilous (-3 grave danger and appears FP) constantly.
consequences of discovery are slight, and/or the character’s reputation will be impacted slightly. The Skeleton is relatively easy to discover, and/or the consequences of discovery are moderate, and/or the character’s reputation will be seriously impacted. The Skeleton is very easy to discover, and/or the consequences of discovery are severe, and/or the character’s reputation will be devastated.
SPECIAL REQUIREMENT
SKELETON IN THE CLOSET
The character has a dark secret. Exposure of this secret could cause harm to the character in the form of public humiliation, loss of a job, arrest, injury, or even death. The number of FP gained from this Defect is based on the severity the consequences if the secret is revealed. The secret must be important enough that the character will actively take steps to keep others from learning of it. If the Skeleton is ever revealed, the character will suffer the associated consequences, and the GM should replace it with an appropriate Defect or Defects worth at least as many FP as Skeleton in the Closet. Skeleton in the Closet is inappropriate for most Flunkies and Servant characters.
This Defect forces the character to meet a Special Requirement before an action or task can be completed. The Special Requirement may involve a physical object, an event, an action, an environmental condition, or even a state of mind. Everyday activities, such as eating and sleeping, are not considered to be Special Requirements unless they must be carried out under unusual conditions or more frequently for some reason. This Defect covers a wide range of possibilities, and thus the details should be discussed with the GM. Hibernation is an example of special requirement for bears. They are inactive during the winter months and would count as a 2FP refund (they are incapacitated for around 3 months of the year). Inconvenient The Special Requirement is easy to obtain and/or needed (-1 FP)
infrequently. Hardship (-2 The Special Requirement is difficult to obtain and/or FP) needed often. The Special Requirement is Perilous (-3 extremely difficult to obtain FP) and/or needed constantly.
116
SKILLS Trait does not have a “Relevant Ability” entry, the character’s Wisdom should be used as a default. If This section covers any and all possible Defects the Attribute check fails, the character can try to that a character might possess but are not detailed use the Trait again during the next turn (when the in the rules. The boundaries and limitations of the character is in combat), or in a short period of time Defect should be discussed with the GM. (when the character is not in combat). U NIQUE DEFECT
Inconvenient The Defect occurs infrequently (-1 FP) and/or has a inconvenient Hardship (-2 FP) Perilous (-3 FP)
effect. The Defect occurs frequently and/or has a hardship effect. The Defect occurs constantly and/or has a perilous effect.
U NIQUE D EFECT E XAMPLE : ATTACK R ESTRICTION
At the GM’s and player’s discretion, Unreliable Natural Ability can also represent a Trait that does not always function in the manner desired. For example, a character with Size Change might not always grow to the desired size, or a Force Field might not always appear in the correct place. For this alternative, the Attribute check determines if the Trait operates properly; a failed check indicates that it activates in an unexpected manner. Inconvenient The character must make the check against TN 5. In (-1 FP)
A character with the Attack Restriction Defect has limitations on whom he or she can attack due to a reduction of free will (such as “hard coded” commands). The attack restriction can only be overcome during exceptional circumstances and may result in harsh consequences, including unbearable guilt or punishment by superiors. This Defect obviously does not apply to heroic characters who cannot “attack innocent people.”
non-combat situations, the character cannot attempt to use the Trait again for 1 to 10 minutes. Hardship (-2 The character must make the check against TN 10. In FP) non-combat situations, the character cannot attempt to use the Trait again for 10 to 30 minutes. Perilous (-3 The character must make the check against TN 15. In FP) non-combat situations, the character cannot attempt to use the Trait again for 30 minutes to 2 hours.
Inconvenient The character’s restriction applies to very few people, (-1 FP)
or the character has slight reservations. Hardship (-2 The character’s restriction FP) applies to many people, or the character has strong reservations. Perilous (-3 The character’s restriction applies to a large group of FP) people, or the character has extremely strong reservations. U NRELIABLE N ATURAL ABILITY
Linked to Capability. One of the character’s Traits frequently does not function when desired. Before the character can use the Trait, he or she must make a successful Attribute check. If the
U NSKILLED
An Unskilled character starts with less than the usual number of Character points. This Defect cannot be combined with the Highly Skilled Trait. Additionally, characters may not take this Defect if it would reduce his or her Character points below zero.
117
SKILLS
Inconvenient (-1 FP) Hardship (-2 FP) Perilous (-3 FP)
Inconvenient The incentive to hunt the character is minor. For (-1 FP)
The character has 5 fewer starting Character points. The character has 10 fewer starting Character points. The character has 15 fewer starting Character points.
V ULNERABILITY
The character has a critical weakness to a specific object, environment, thought, activity, or condition. When in close proximity to the Vulnerability, it can temporarily strip the character of some of his or her Traits (GM determines which Traits are affected). The Vulnerability should only affect the character rarely, however, since it impacts him or her so severely. Inconvenient The character’s accessible (-1 FP) Trait Levels all drop by up to
2 Levels when affected by the Vulnerability. Hardship (-2 The character’s accessible Trait Levels all drop by up to FP) 4 Levels when affected by the Vulnerability. The character cannot use any Perilous (-3 Traits when affected by the FP) Vulnerability. W ANTED
The character is wanted by the law, a powerful criminal, or private organization that has placed a price on his or her head. Being Wanted is different from having a Nemesis; there is no single person devoting his or her life to annoying or hunting down the character. The character will need to conceal his or her identity or move around regularly to avoid having complete strangers calling the police or pursuing the character (depending on the circumstances).
example, he or she may be wanted on outstanding warrants, but there may be no actual reward posted, or the reward is fairly small. Hardship (-2 The reward, contract, or other incentive offered to hunt the FP) character is significant. The reward, contract, or other Perilous (-3 incentive offered to hunt the FP) character is extreme. W EAK P OINT
The character’s body possesses an abnormal weak point (in addition to the normal human weak points, like the heart and head). If the weak point is ever hit during combat with a Called Shot, the result is an automatic disabling blow. The opponent, or even the character, may not be aware the weak point exists, however, until its presence is discovered by accident or through careful study. Inconvenient (-1 FP) Hardship (-2 FP) Perilous (-3 FP)
The weak point is very small (6 Called Shot attack penalty). The weak point is small (-4 Called Shot attack penalty). The weak point is large (-2 Called Shot attack penalty).
A F EW L AST T HOUGHTS After you’ve selected all of your character’s attribute scores, traits, and skills, and written them on the character sheet, there are a few things you may want to do before playing your character in the game.
PUTTING IT A LL TOGETHER Now that your character is almost finished, take a moment to review his attributes, traits, and skills. There may be something about your character that sparks an idea. Perhaps you selected a Defect for 118
SKILLS your character that wasn’t quite clearly defined, such as an Enemy that has yet to be named, or a Physical Defect, such as an injury, that you haven’t included in the character’s background story.
Occupation: Their job or position within the
society. Attributes: The attribute numbers as
determined by the amount of points available to create the character. Body Group: STR REF HLT Mind Group: INT WIL PRE Derived Attributes: DEF INI DAM MOV Traits and Defects: Write a basic description of any animal trait or defect and the effect it has in the game.
Reviewing your character can give you ideas to tie up all the loose ends in your character’s background, so that you can explain (or at least know yourself) why the character has a great shooting skill but a phobia of guns, or why the character comes from a wealthy family but has no real wealth of his own.
A well-rounded character is not just one that is point-balanced in terms of the game rules, but also Trait Name and Effect one that has enough of a back story that the player can interact with other players in-character, or Defects Name, Circumstances and FP (or a role-play, during the game. Understanding your brief description of the defect) character’s fictional history can make deciding Skills: Skill Name + (Type or Specialty) what actions your character takes during the game Special Gear: Any special equipment that much easier. the Cartoonist and Player can justify to start FURRY STATISTICS LAYOUT the campaign game with. The following layout will be used to compile the various sections of creating a character into a cohesive description of the gaming numbers required to play the character. Species: The type of animal the furry belongs to. Height: In Centimeters or Inches, for descriptive purposes rather than game mechanics. See “Awkward Dimensions” defect. Weight: In Kilograms or Pounds. Fur/Hair/Skin Color: Can also provide a description of any patterns.
INTRODUCING THE CHARACTER Take a moment to describe your character to the other players and the GM. Try to describe your character in terms of what the other characters would perceive about him or her. What does he look like, talk like, and act like? Your character’s motivations and other traits may not be immediately evident to casual observers. If the other players’ characters are not assumed to know your character well (i.e., if they are not already good friends, co-workers or relatives) then
119
SKILLS it’s okay to keep a few secrets about your character common occurrence in superhero genre games. that the other players (and their characters) can Alternatively, the opening scene may not discover later. involve the characters at all. The opening scene Mike is playing a member of a S.E.A.L. team in may simply be a way to introduce elements of the a modern covert ops game. Mike has decided that story to the players but involve something that the his character is new to the team, so he describes characters will discover later. For example, the his character’s general appearance and also tells opening scene may involve the theft of an artifact the other players and the GM that his character from a museum in India, which the GM describes is a bit of a practical joker but dedicated to his to the players. The characters they are playing, job. What Mike also tells the GM, but doesn’t tell however, may only learn about the theft in a later the other players, however, is that his character scene. This technique is good for planting the seed has a Defect (Prankster) which compels him to of the adventure in the players’ minds in order play practical jokes and gags on others, even at to grab and keep their attention. Characters of inopportune moments, such as during missions! players who want their characters involved are The other players’ characters will learn just what much easier to get into the action! kind of joker Mike’s character is when they find smoke grenades in the latrine…
GETTING INTO THE STORY Think about how the character can get into the game. In other words, think of a way that the GM can introduce your character into the story. In more realistic games, the way a character is introduced should make sense. A character who works the night shift at the newspaper plant will not likely be found in a night club, unless the character is on his day off or perhaps just lost his job. The GM is free to set the opening scene of the adventure at any time or place that makes sense for the story, but if you provide the GM with some ideas or suggestions it can help out a lot.
The most important thing to remember is that games are supposed to be fun, so have fun with your character.
T IME TO P LAY ! Once you have your character’s background thought out, and his attributes, traits and skills purchased, and everything is noted correctly on the character sheet, you’re ready to play. You should give your character sheet to the GM to look over, just to make sure that everything is okay for the GM’s game.
That’s all there is to it. While it may seem a little complicated at first, you’ll soon find that it’s quite easy to create a character and you’ll be doing it on In more cinematic and less realistic games, the your own in no time. You’re always free to use this characters could just “happen” to be at the place section (or any portion of the book) to help you where the opening scene takes place. This is a during character creation.
120
ACTION POINTS Action Points (abbreviated as AP) allow player furries (and important NPFs) to receive bonuses when performing dramatic or heroic actions (see Using Skills). By using Action Points, players can have their furries pull off amazing stunts and heroic feats, such as jumping off of a cliff, avoiding an explosion, or even dodging a gunshot or arrow! Rather than relying on a random chance as dictated by the dice, players can create their furry’s successes when they need them most! A furry begins each game session with one free Action Point. A furry can gain more Action Points by attempting dramatic and heroic actions. Players can be awarded additional Action Points by the Cartoonist at any time during a game. Generally, Action Points are awarded for attempting dramatic and heroic actions. Cartoonists can also award additional Action Points for role-playing and anything else they deem appropriate. Action Points are not the only award that players will receive. There are improvements to be purchased and Defects to be eliminated using Experience Points as well (see Experience Points).
the movie. Examples of dramatic moments include jumping from a high-rise office window to a helicopter hovering outside, an escaped prisoner of war narrowly avoiding enemy soldiers who are searching for him, a showdown or duel between two long-time rivals or arch enemies, and disarming a nuclear warhead with seconds to spare.
A FTER THE D ICE A RE ROLLED Action Points may be used after the dice have
been rolled but must be used before the Cartoonist describes the outcome of the events for that turn. A player may not use more Action Points in a single game session than the furry has, and no more than three Action Points can be used with any single action or skill roll.
W HAT ACTION P OINTS DO Action Points may be used in one of several
ways to enhance a furry’s performance in a game.
A furry can save Action Points from one game A player may use up to three available Action session to the next, but never more than 3. If a furry has more than 3 Action Points but does not Points in any single turn. These may be split up use them by the end of the game session, they are and used on different actions, events or dice rolls, lost. Cartoonists should not be stingy with Action as long as they all take place in the same turn. Points, and players should use them as often as R E-ROLL A CHECK OR SAVE possible, especially in cinematic style games. An action point allows the player to re-roll any W HEN T O U SE ACTION P OINTS die roll made and take the best result. If both rolls are below a natural result of 10, then the die roll Action Points may be used for any dramatic or is called a 10. The Action Point is spent as soon as heroic action with Cartoonist’s permission. the decision is made to make the re-roll. A dramatic action is any action or moment in the IMPROVE DEFENSE game that is especially exciting, tense, suspenseful, or is very important to the story. Think of it in An Action Point can be used to increase the terms of an action movie; if something happens furry’s DEF attribute by 5. This bonus applies for that scares you, has you on the edge of your seat, the remainder of the turn. makes you want to jump up and yell, “Yes!” or clap really loud, it was probably a dramatic moment in 121
ACTION POINTS
ELIMINATE STUN HITS
ESCAPE DEATH
A second wind is simulated by temporarily Provided the character hasn’t used up all his or decreasing any accumulated Stun blows by 5. This her Action Points getting to this stage, the furry decrease only applies for the turn the Action Point can stabilize themselves to prevent themselves was spent. from dying. Of course any further damage will put them in the same situation before the action point was spent. R ECOVER Shaking off being Stunned (see Injury Conditions on Page 134) or getting an immediate check to recover from being unconscious or disabled is possible with an Action Point. There are no bonuses to the check, the Action Point merely accelerates the time when this recovery roll should normally be made.
BOOST AN A TTRIBUTE
Each Action Point spent will temporarily increase a primary attribute by 1, or a derived attribute by 5. Core attributes increased in this way do not also increase derived attributes, although this may be used to increase the attribute for use with a skill roll. This increase lasts for the duration of one IGNORE F ATIGUE “event” within the game, not merely one skill roll. Examples of use could be in adding to the Damage Any time the character would be fatigued by bonus of an attack or taking an action, such as sprinting, can spend an Action Point to temporarily ignore the fatigue MOVE OUTSIDE THE C APTION condition. Whether it be called “Inner Spirit” or “Angel’s touch”, the action point allows the Sometimes the dramatic or comedic moment of character to ignore fatigue for the Health (HLT) the story requires “action” from the furry that goes attribute in turns (Combat) or Willpower attribute outside of his normal capabilities. Typically, it will in a given time period for non-combat actions be a situation where the furry needs a skill that he (such as staying up for 36hrs straight). does not have, after all a furry can not be prepared for every situation no matter how many skills he O VERCOME INJURY purchases. This use of Action Points is usually only appropriate in very cinematic campaigns, and with If the furry is disabled (see Injury Conditions on the permission of the Cartoonist. Page 134) an Action Point will allow the character to perform strenuous activity for one turn without Star watched as the needle punctured Angel’s the condition worsening (i.e dying). chest. She knew that she didn’t have time to waste, Angel would die if someone didn’t do something
122
ACTION POINTS and quickly. Star grabs Angel and rushes him to the medical facilities in the headquarters. She remembers those surgeries that she observed in college, and Star never forgets a single detail. The scalpel doesn’t even shake in her hand when she starts the first cut…
G AINING ACTION P OINTS Furries can gain Action Points during the game. When a furry fulfills one of the following criteria, the Cartoonist should award an Action Point to the furry. Cartoonists should not be stingy with Action Points, and players should use them as often as possible, especially in cinematic style games. For guidelines on how many Action Points to award in a game session, see the next section.
W HEN TO AWARD AN ACTION P OINT DRAMATIC OR HEROIC A CTIONS The Cartoonist should award one Action Point for any particularly dramatic and heroic action attempted by the furries during the game, whether it is successful or not (see Dramatic or Heroic Actions).
MEET A GOAL If a furry manages to fulfill the “in-game goal” for his furry, he should receive an Action Point. The fulfillment of the goal must be in a way that logically fits into the current adventure or story. Louisiana Smith narrowly defeats the Nazi guard in a tough fist fight and climbs aboard the Flying Wing to escape with the artifact he came for. The Cartoonist decides that defeating the guard so that Louisiana could use the plane to escape with the artifact is a worthy goal and awards an Action Point to Ryan. Ryan notes the new Action Point on his furry sheet.
MEMORABLE G AME MOMENTS
performs a particularly memorable “moment” within the game, portraying his or her furry, or does something to improve or propel the story or that entertains the rest of the group in a significant way (Cartoonist’s discretion), that player deserves an Action Point. The young Samurai Tateno towered over Hideo, his older, more experienced foe. The older man looked up from his broken sword with wet eyes. “You have shamed me with your skills.” “No,” replied Tateno, “you have shamed yourself with your lack of them.” Turning his back, Tateno walks quietly away, refusing to give Hideo even the death of a Warrior.
GIVE THE C ARTOONIST A PLOT HOOK If a player manages to role-play some aspect of his or her furry in a way that allows the Cartoonist to work it into the main plot of the adventure— especially if it allows the Cartoonist to make a “complication” for the PFs out of it—the player should receive an Action Point. Many Defects provide great plot hooks for the Cartoonist, such as Dependent, Enemy and Secret. Nicholas’s furry, Dark Justice, hands over two recently captured gunmen to the police. As the last assailant is placed in a squad car, Nicholas tells the Cartoonist that Dark Justice uses his communicator to call his fiancé Nancy’s apartment. “He’s already running late for their dinner date,” Nicholas says, “but he knows she will understand.” The Cartoonist decides that this is a great opportunity to add a new twist to the story! The Cartoonist tells Nicholas that the voice on the other end of the phone is definitely not Nancy. “Good evening,” came the voice of Cyrus, Dark Justice’s arch enemy. “I am afraid the young lady has made other plans…”
OTHER CIRCUMSTANCES
Cartoonists can create additional circumstances Cartoonists can award Action Points to players under which a furry gains an Action Point, and for especially good role-playing. Any time a player some published products will include additional 123
ACTION POINTS guidelines for awarding Action Points, based on the setting or genre. For example, in a pulp adventure game, furries might gain an Action Point for incorporating their furry’s “tag line” into normal dialogue during the course of the adventure, for role-playing a scene exceptionally well and in-furry, or any situation in the game that the Cartoonist feels is deserving of an Action Point award to one or more of the players.
HOW M ANY AP TO A WARD
points spent on each furry’s attributes and skills, and some players may feel cheated. As a guideline, Cartoonists should award an average of one Action Point to each furry in Realistic level games, 2 Action Points to each furry in Cinematic level games, and 3 or more Action Points to each furry in Extreme level games. Mike is running an anime-style, Extreme level game. Because the game is based on anime, the action is at times over the top, so Mike wants his players to use Action Points frequently in his game. Mike decides that he will award an average of 5 Action Points to each player in his game each game session.
The Cartoonist should carefully consider how many Action Points to give out to any single furry in a game session, however. Because furries cannot save more than three Action Points from one game A player can save Action Points from one game session to the next, players will likely spend them freely. If a Cartoonist awards 10 Action Points to to the next, but never more than 3. If a furry has a furry in a single game session, that’s effectively more than 3 AP but doesn’t use them during the the same as giving the player five “automatic game, the extra points are lost. successes” to use during the adventure. This is perfectly acceptable, if this is what the Cartoonist wants, but it also diminishes the usefulness of
124
RULES OF PLAY T AKING ACTIONS Throughout the game each player declares to the GM, one at a time, the actions his or her character is performing each turn.
is walking across a field when he comes under enemy fire. For his character’s next action, Jim tells the GM that Private Stewart is going to run for cover while firing a few shots in the direction of the enemy. Because Private Stewart is running, but not sprinting, Private Stewart can perform both actions in the same turn, but has a -3 penalty on his shot.
A turn varies in length. There is no set amount of time for a turn; a turn can be a month, a day, an hour or a few seconds. The GM during play Private Stewart can’t make it to cover in one determines the length of a turn, except during turn so on the next turn Jim decides to have his combat (see Combat ).
character sprint rather than run. Because Private Stewart is sprinting this time, he can perform W HAT C AN I DO? an action that requires a skill roll in the same The GM can allow characters to perform any turn but at a -6 penalty, so the GM tells Jim that action that the GM thinks is reasonable, as long as his character can sprint and fire blindly while the story continues. sprinting (i.e., with no skill roll allowed) or he can sprint and make an attack roll at -6 in the same W HAT IS A N A CTION? turn.
An action can be something as simple as NO IMPOSSIBLE ACTIONS opening a door, talking to another character, or A character cannot perform an action that is even waiting for something to happen. Actions can also be more complex, such as firing a gun at physically impossible given the circumstances. something (or someone), trying to solve a puzzle or A character swimming in a river cannot riddle, or performing calculations on a computer. suddenly “appear” in the middle of a desert. The If a character performs or attempts a complex action, the player may be required to make a skill roll. The GM’s job is to decide when a player needs to make a skill roll for something the character is trying to do (see Using Skills).
character could get to the desert eventually, but it’s impossible to do so in one turn. Likewise, a sword smith cannot forge a sword in a single turn; it is simply impossible to heat the steel, hammer and shape it, and so on, in a single turn.
Common sense and fair play should be the guides for the GM in deciding whether a task is physically impossible. For instance, in some game ONE ACTION PER TURN settings, the use of magic or high technology Characters may perform one action per turn will allow characters to do things that would be without penalty while walking or standing still. impossible to do in the real world. Characters who are running may perform one other D ECLARING ACTIONS action in the same turn at a -3 penalty. Characters who are sprinting may perform one other action When declaring their character’s actions, the at -6. players can simply describe what their characters Jim is playing Private Stewart, a soldier in say and do (called “narrative style”) or they may a World War II action game. Private Stewart talk “in character,” talking the way they think 125
LIMITATIONS ON T AKING A CTIONS
RULES OF PLAY their characters would (called, appropriately, “in character” style). Either way is fine. Most players of role-playing games use a combination of styles.
I NITIATIVE
During combat, furries act in order of Initiative (INI). To determine initiative, each player rolls 1d6 Here’s an example of narrative style. and adds the number rolled to his furry’s INI score. Player: “My character tells the guy he’s The GM rolls once, for the leader (usually the bad guy with the highest PRE or Persuasion), using starting to annoy my character.” the leader’s INI +1d6 to determine the Initiative Here’s an example of in character style. for all of the bad guys. The furry with the highest Player (in his character’s voice): “You’re initiative score acts first that turn, the furry with the next highest initiative score acts second, and starting to annoy me.” so on. Here’s an example of using a combination of the two styles.
In the case of ties, the furry with the highest Intellect acts first. If both furries have the same Player: “My character stands up.” (Then, in Intellect scores, then the actions are simultaneous his character’s voice) “You’re starting to annoy (see Initiative). me.”
Furries with a different length weapon than their opponent may receive a bonus to their INI Players who make especially good tries at when at the optimal distance for their weapon (see role-playing and characterization should receive Weapon Size). bonuses of +1 to +3 (added to the character’s dice AVAILABLE ACTIONS roll). GMs can also award Action Points to players for especially good play (see Gaining Action The following is a list of actions available to Points). characters. This list is not exhaustive. There may be moments in your game when the players want T OOTH ‘ N’ CLAW to do something that is not specifically covered by Combat is handled in more detail than most the actions presented here. In these cases, GMs other situations. When any furry enters a combat are encouraged to make up additional actions for situation—by either attacking another furry or use in their game. See? There’s nothing to it.
non-player furry or being attacked—game time Indeed, if some rule or modifier strikes you as “slows down.” inappropriate or just plain “wrong,” then go ahead The following rules are provided to allow players and change it for your game. This game is designed and GMs to determine the outcome of combat to be fun, so if you feel that any rule is getting in encounters in their game. And let’s face it, there is the way of you having fun, toss it out! likely to be a lot of combat—or potential combat— OFFENSIVE in any cinematic game. Aim: When firing a missile weapon (such as a C OMBAT T URNS bow, crossbow, firearm, and so on) at more than Each turn lasts for 3 seconds of “game time.” short range, the skill roll becomes more difficult. Each furry may perform one action per turn (see By taking time to aim, furries can offset some or all of these range penalties. For each full turn Taking Actions). spent aiming a weapon (and nothing else), the furry receives a bonus of +2 to his skill roll. The 126
RULES OF PLAY maximum bonus is +6. While aiming, the furry must remain focused and his DEF for any attack rolls against him do not receive the benefit of his REF. Any attempt to react to an attack (i.e., to gain the REF bonus to his DEF) or to perform any other action ruins his aim and any bonus gained for it. The furry must spend another turn aiming for any benefit, essentially starting from scratch.
D EFENSIVE Block: Stop a hand-to-hand attack. The Target
Number is equal to the total of the attacker’s skill roll (REF + Combat Skill + 3 dice). If a furry performs a Block, the player may roll to block any unarmed or melee until the hero’s next Action. BreakFree: To break free from being restrained,
the defender must overcome the restraining furry’s strength with his own by making a contested STR skill roll is at -2, and your DEF is at -2 this Turn. + Unarmed Combat skill roll. If the restraining Throw: A furry that has successfully Grabbed furry’s total is higher than the defender’s, then the or Restrained an opponent may throw him to the defender remains restrained. ground. The opponent falls to the ground and Dodge: Add +3 to your mecha hero’s Defense suffers B/S damage equal to the thrower’s STR in dice. The opponent may reduce the damage for this Turn; your mecha hero may not attack this suffered from the Throw by making a successful Turn. Acrobatics roll (see Acrobatics). M OVEMENT Restrain: A furry that has successfully grabbed Crawl/Stalk: With this action, the character an opponent may restrain him by expanding his Grab to restrain two limbs (either both arms or may crawl along the ground or any surface he could both legs). To successfully restrain an opponent, normally walk on. The character moves a distance the furry must succeed at a contested REF + of up to one half his MOV (rounding up) in meters Unarmed Combat skill roll against the opponent’s each turn spent crawling. Crawling characters are REF + Unarmed Combat skill at -2. If the offensive treating as if they are prone and do not add their furry’s total is higher than the defender’s, the REF to their DEF while crawling. opponent is fully restrained and cannot use the Climb: With this action, the character may restrained limbs, and any other actions attempted climb a distance of up to one half his MOV by the grabbed furry are at -5. Once a furry has an (rounding up) in meters each turn. Some surfaces opponent restrained, he may only perform a Drag, may require the character to make a Climbing roll, Drop, or Throw, or he may release the opponent. at the GM’s discretion (see Climbing). Unarmed Strike: With this action, the furry Leap: With this action, the character can can strike an opponent with a fist, elbow, kick, attempt to leap out of harm’s way, avoiding the etc., to inflict damage. The furry makes an attack effects of an explosion, a hail of gunfire, or simply roll using his REF + Unarmed Combat + 3d6. dive across some distance, such as an open pit. The A successful attack inflicts B/S damage for the player declares the spot (i.e., the target hex) where attacker’s STR, as shown on the STR Table. For he wants to land and makes a STR + Leaping roll. determining damage for a kick, treat the attacker’s The base TN for the roll is equal to 10, plus 2 for STR as +1. every meter of distance. If the roll is successful, Animal Weapon Strike: With this action, the the character clears the distance and lands safely. furry attacks an opponent or object with a readied If diving to avoid an area attack, a successful roll claw or tail. The furry makes an attack roll using means the character avoids the attack altogether. his REF + 3d6. If successful, the attack inflicts a A failed roll means the character was caught in the area of effect in mid leap, suffering normal damage damage as per the natural weapon. (see Traits.) or effect of the attack. A character may dive up 127 Grab: Grab a person or object; your Combat
RULES OF PLAY to one half his STR score in meters. Characters receive a bonus of +3 to their DEF while diving. This bonus lasts until their next action. Roll: With this action, the character may roll
OTHER Load Weapon: The furry is spending the turn
reloading a weapon. Reloading a weapon may take multiple turns to accomplish. As a rule of thumb, sling weapons and bows require 1 turn to reload, crossbows require 2 turns, and black powder weapons require 10 turns. Modern firearms may be reloaded at a rate of 1 loose round or one magazine (or clip or cylinder/speed-loader) per turn.
over an object, along the ground, or on any surface he could normally walk on. The character moves a distance up to ½ his MOV in meters each turn. Difficult obstacles may require a REF attribute roll or Acrobatics roll to successfully pass over, at the GM’s discretion. Characters receive a bonus of +2 Hold Action: Your furry is waiting to act and to their DEF while rolling. This bonus lasts until may take an action on any initiative number below their next action. the initiative number rolled. If a hero is holding an Run: With this action, the character can jog action and then wants to act before another furry or run across the ground or any surface he could on the same initiative number, the player must roll normally walk on. The character moves a distance the mecha hero’s REF + 3 dice. If the total is higher up to 2x his MOV in meters and may take one than the other furry’s REF + 10, the hero may act additional non-movement action at -3. first. Otherwise the hero acts after the other furry Characters receive a bonus to their DEF based on has acted. their total MOV velocity (see Combat Modifiers). Other Action: Any other single action that the Sprint: With this action, the character can GM lets your furry perform. sprint across the ground or any surface he could Fast Draw: Fast draw is taken in conjunction normally walk on. The character moves a distance with a weapon attack, such as drawing and firing up to 4x his MOV in meters and may perform one a gun or unsheathing and throwing a knife. When other non-Movement action at -6. Characters do performing a fast draw, the character receives a not receive their REF bonus to their DEF while +2 INI bonus for that attack on that turn but the sprinting. This restriction lasts until their next attack roll is at -3. The penalty lasts only for one action. Sprinting characters still receive a bonus turn. to their DEF based on their total MOV velocity, Load Weapon: The character is spending however (see Combat Modifiers). the turn reloading a weapon. Reloading a weapon Change Stance: Your furry can change from may take multiple turns to accomplish. As a laying down to kneeling or standing up, and rule of thumb, sling weapons and bows require vice versa. Your furry may take one other non- 1 turn to reload, crossbows require 2 turns, and black powder weapons require 10 turns. Modern movement action.
128
RULES OF PLAY firearms may be reloaded at a rate of 1 loose round or one magazine (or clip or cylinder/speed-loader) per turn. Mount/Dismount: The character is able to mount or dismount a steed or vehicle (may be any creature or vehicle used for such a purpose, depending on the campaign). This action does not require a skill roll except in extreme circumstances (e.g., when the beast is running or the vehicle moving). Characters who are mounting or dismounting do not receive their REF bonus to DEF. This penalty lasts until their next action.
M ODIFYING T ARGET N UMBERS
CharacterCharacter/ target is…/target is…
aware of attack using a combat skill to defend at optimal distance for his weapon and fighting an opponent with a different length weapon Diving or Dodging Blocking or Rolling Grabbing another furry
DEF Modifier
+ REF + Skill score +3
+3 +2 -2
Armor & Encumbrance
No modifier In combat, the Target Numbers listed in the Unencumbered (< STR kg) Difficulty and TN Table do not take into account Partially encumbered (< Carry -1 the opponent’s abilities. Rather than using the wt.) generic difficulty modifiers in melee combat, the Greatly encumbered (> Carry -3 Target Number for attacks against other furries wt.) is equal to the target’s DEF (see Defensive Target Number). The target’s base DEF is 10, to which COMBAT MODIFIERS modifiers may be applied. A variety of situations can affect a skill roll made to hit a target in combat. For example, skill rolls DEF MODIFIERS for ranged attacks are modified by the distance, There are a number of situations that affect a size, and speed of the target. If a target is close, it furry’s DEF score and, therefore, an attacker’s TN. will be fairly easy to hit. If a target is far away and Some examples and suggested DEF modifiers are moving quickly, it will be much harder to hit. listed below. All listed modifiers are applied to the Some examples and suggested modifiers are target furry’s DEF score. listed below. All listed modifiers are applied to the skill roll for the attack.
129
RULES OF PLAY COMBAT MODIFIERS TABLE
Target Size
Colossal, 50m or more (oil tankers, train) Gargantuan, 32m or more (ship, bridge) Huge, 16m or more (whale, house) Very large, 8m or more (city bus, big mecha) Large, 4m or more (horse, car, tree, sm. mecha) Medium, 2m (human) Small, 1m or less (dog, barrel) Very small, 1/2m or less (cat, head, limb) Tiny, 1/4m or less (mouse, bullseye) Target Visibility
Completely obscured/invisible Mostly obscured (heavy fog, good cover) Partly obscured (light fog, poor cover) Target Behind Cover
Half body visible Head and shoulders only visible Head only visible Target silhouetted Elevation
Target higher than attacker (uphill, mounted) Target lower than attacker (downhill, prone)
Miscellaneous Conditions Modifier
+14
-5 -2
+12 +6 +4 +2 0 -2 -4 -6 Modifier
-5 -3 -1 Modifier
-1 -2 -3 +2 Modifier
+2 +1
Aiming
Modifier
Aiming
+2 per turn (+6 max) +2
Braced (stable base, bipod, pintle mount) Hip shot
Surprise Attack Improvised weapon (rock, bottle, small girder)
Modifier
Distance (ranged attacks only; offset by ACC)
Modifier
1 meter 2-3 meters 4-5 meters 6-15 meters 16-25 meters 26-35 meters 36-50 meters 51-100 meters 101-150 meters 151-200 meters 201-300 meters 301-400 meters 401-600 meters 601-800 meters 801-1,000 meters
0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14
Target Moving
Modifier
3-4 m/turn (walking) 5-8 m/turn (jog) 9-16 m/turn (running) 17-32 m/turn (sprinting) 33-64 m/turn (24-42 mph) 65-128 m/turn (highway speeds, train) 129-256 m/turn (small plane, helicopter) 257-512 m/turn (racing car) 513-1024m (1km) /turn (passenger jet) 1025-2048m (2km) /turn (F-18, sound barrier) 2049+ /turn (F-15 on afterburners)
-2 130
-1 -2 -4 -6 -8 -10 -12 -14 -16 -18 -20
RULES OF PLAY
RANGED COMBAT EXAMPLE
A furry with REF 5 is standing 40 meters away. His base DEF is 10 + REF (5), or 15. If someone 40 meters away shoots a stake cannon at our furry, the GM applies the -6 range modifier to his attack roll against the 15 DEF, making the total TN for the shot 21!
Movement
DEF
Actions
Skill Notes Mod
Crawl
+1
+0
Climb Dive
+0 +3
+0 +0
Roll
+2
+0
Run
Var.
+0
Sprint
Var.
+0
+0
+0
A CTION MODIFIERS A number of actions that are available to furries impose a modifier to a skill roll, the furry’s DEF or both. Below is a condensed list of available actions and their modifiers. For a more detailed description of each action, see Available Actions. Note: “Skill Mod” represents the modifier to the attacker’s skill roll to perform that action. Defensive Actions
Block
DEF
Skill Mod
+2
+1
Dodge
+3
+0
Roll with the blow
+2
+0
Notes
+4 INI vs. melee attacks next turn if block is successful Up to ½ MOV in meters +5 to damage save
Walk
131
No REF bonus to DEF Up to ½ MOV Up to ½ STR; req. Leaping roll (TN 10 +2/ meter) Roll along ground or over obstacle; up to ½ MOV Up to 2x MOV plus one nonmovement action at -3; DEF bonus for velocity Up to 4x MOV; plus one nonmovement action at -6; DEF bonus for velocity Up to MOV plus one other nonmovement action
RULES OF PLAY
Offensive DEF Skill Actions Mod
Aim
+0
Drop
+0
Grab
-2
Restrain
+0
Throw
+1
Unarmed Strike Weapon Strike
+0
Notes
+2/turn +2 per turn (+6 max); No REF bonus to DEF +0 Fall with Grabbed or Restrained opponent; +2 damage -2 Grab one item or limb. +0 Fully restrains a Grabbed furry; -2 to overcome. -1 Inflicts normal STR damage as B/S; victim thrown to ground +0 Does STR damage as B/S +0 Does damage as per weapon
cause by bladed and pointed weapons, arrows, fast-moving projectiles, and the like. When a character or object suffers penetrating damage, the damage save or hardness is reduced by 2. SPECIAL
Special damage represents damage or other effects from unusual attacks, such as gas, drugs (e.g., stimulants or anesthesia), magic spells, radiation, mental powers, and the like. Generally speaking, any effect that does not reduce the character’s blow count. FORMS OF DAMAGE
The three basic Forms of damage are Stunning (S), Lethal (L), and Special (Sp). STUNNING D AMAGE
Stunning damage is damage that temporarily weakens or incapacitates the character. Stunning +0 damage can render a character unconscious but cannot kill him. It reflects the non-lethal and temporary effects of special substances and D AMAGE T YPES substances, such as pepper spray (oleoresin Combat usually results in some damage or capsicum or “OC”), sleep gas, flash-bang grenades, injury to one or both parties. A furry who fails a depressants (such as alcohol or barbiturates), the dazing effects of a punch or mild concussion, Damage Save has been injured. sedation, general weakening from fatigue, and so TYPES OF DAMAGE on. As you would expect, stunning damage means a The three basic Types of damage are Blunt (B), roll against the Stun Attack column of the damage save table. Penetrating (P), and Special (Sp). BLUNT
Stunning damage is healed more quickly than lethal damage (see Recovery).
Blunt damage represents damage caused by LETHAL D AMAGE blunt force (known as “blunt trauma” in the medical world). Examples of blunt damage include damage Lethal damage is that damage that can kill a caused by punches and kicks, falling, collisions, character. Lethal damage can render a character clubs, and the like. unconscious as well as kill him. Lethal damage can reflect the effects of a trauma or injury caused by P ENETRATING weapon, a collision such as from an auto accident Penetrating damage represents damage from or a fall from a great height, the effects of high doses an injury that penetrates the body, such as damage of radiation, extreme weakening from illness, and so on. Lethal Damage is rolled against the Lethal 132
RULES OF PLAY Attack column of the Damage Save result table.
Non-Muscle-Powered ranged attacks; such as stake cannons, do not usually have a Damage Lethal damage is healed more slowly than Bonus. Certain attacks do stun damage only, as stunning damage. usual. SPECIAL D AMAGE The most common stun attack is the unarmed attack most furries will have, but some special Special damage is damage to some aspect of attacks are also stun damage only. the character other than the character’s DAM. Examples include the reduction of an attribute, Damage Bonus Scenarios the suppression of a paranormal power, medical Various Some Animal traits affect symptoms (such as hallucinations or nausea) and the damage inflicted. so on. +1 Damage Bonus For every successful attack This category is a catch-all, for any effects roll Effect Number multiple that can’t be clearly defined as either stunning or of 3 (e.g. EN of 7 equals a lethal. +2 Bonus) +3 Damage Bonus Attacked by furry more than SCALING D AMAGE three size levels larger. Scaling damage is very simple. When converting +6 Damage Bonus Attacked by furry more than six size levels larger. damage save target numbers, every 10 points of Micro Scale damage equals 1 point of Human Scale +9 Damage Bonus Family Sedan at full speed damage. Every 10 points of Human Scale damage driving down the highway. equals 1 point of Mega Scale damage. +12 Damage Semi Truck at full speed roaring down the highway. Be sure to apply damage to any Damage save Bonus bonus on the same scale. For example, if a tiny D AMAGE S AVES mouse warrior does manages a Target Number of 27 of Micro Scale blunt damage to a human, Typically based on the character’s Health (HLT) be sure to convert that target number to Human Scale or convert the human’s DAM to Micro Scale attribute, a damage save is just like a skill roll before rolling the damage save. In this case the against getting injured. The damage save bonus is target number is reduced to 3 (27 ÷ 10 rounded calculated as follows: up) in human scale. Ant bites are lethal to insect Damage Save Bonus = HLT Attribute + sized creatures, however the damage to a horse DAM Attribute + Armor + Modifiers. is practically insignificant provided there is no The target rolls 3d6 and adds his or her Damage allergic reaction (see poison rules). Save Bonus against the total Damage Save TN. The result of the Damage Save determines what sort A TTACK D AMAGE BONUS of damage the target takes. If the Damage Save When a furry hits with an attack, he or she succeeds, the target suffers no damage. If it fails, potentially deals damage. Each attack has a the target suffers a blow. If it fails by more than 5, Damage Bonus. For melee attacks, the Damage the target is also stunned. If it fails by more than Bonus is equal to the furry’s Strength attribute 10, the target is unconscious (for a stun attack) or plus any successful Effect Number of 3 or higher disabled (for a lethal attack). as well as any animal traits which affect damage. Ranged attacks use the attacker’s Strength attribute bonus if the weapon is Muscle-Powered. 133
RULES OF PLAY Stealth skill check by the attacker.
D AMAGE S AVE RESULTS Saving Throw... Stun Attack
Lethal Attack
Succeeds Fails
No Effect Injured (Blow) Stunned
No Effect Bruised (blow) Fails by more than Stunned 5 Fails by more than Unconscious 10
I NJURY C ONDITIONS One or more of the following Conditions can apply to an injured furry. B RUISED (S TUN B LOW ) A stun blow means the furry has been damaged
and bruised. Every stun blow a furry has imposes a cumulative -1 modifier on the furry’s Damage Saves against further stun damage. So the more stun blows your furry has, the more difficult it I MPOSSIBLE D AMAGE S AVES becomes to resist stun damage and the more likely When a furry could not possibly succeed at a the furry is to be seriously affected by it (stunned Damage Save, the Damage Save is still made to or knocked out). Stun blows do not affect Damage determine the severity of the damage. Using an Saves against lethal damage. Action Point on the Damage Save, however, means I NJURED (LETHAL BLOW ) the furry reduces the result by one, regardless of the TN. So a potentially disabling attack will stun A lethal blow means the furry has suffered the character at the cost of an Action Point. some minor injury. Every lethal blow imposes a cumulative -1 modifier to the furries Damage Saves P ULLING Y OUR P UNCHES against all forms of damage — both stun and lethal An attacker can select a maximum effect for a — since it represents a more serious weakening of particular attack before the Damage Save is made. the furry’s resistance. This penalty is cumulative Even if the save result indicates a more severe with the penalty for stun blows with regard to stun effect, only the maximum effect selected by the damage. Thus a furry with 3 stun blows and 4 lethal attacker is applied. An attacker using a Special blows has a -7 penalty to Damage Saves against stun Attack with the Maximum Force defect linked to it damage and a -4 penalty to Damage Saves against lethal damage. Lethal damage is that damage that may not select a maximum effect. can kill a character. Lethal damage can render a D AMAGING M OOKS character unconscious as well as kill him. Lethal damage can reflect the effects of a trauma or injury Any furry who is much weaker than the attacker caused by weapon, a collision such as from an auto (at least five Levels lower than the attacker’s Level) accident or a fall from a great height, the effects of is a mook and does not suffer a blow, stun, or high doses of radiation, extreme weakening from disabled result. Any time a mook fails a Damage illness, and so on. Save, he or she is automatically Unconscious (for a stun attack) or dead (for a lethal attack), unless S TUNNED the attacker used the Pulling Your Punch rule A stunned result on the Damage Save causes the (above). Furthermore, mooks do not benefit from target to take 1 blow and become stunned for one the Impossible Damage Saves rule, above. turn. The furry cannot take any actions (including SNEAK ATTACKS free actions), loses any bonuses from animal abilities, and may not make Defensive Rolls. A Sneak Attack increases the TN of the Damage Attackers gain a +2 bonus to hit stunned furries. Save by +1 for every effect number gained from a 134 Disabled
RULES OF PLAY Stunning damage is damage that temporarily weakens or incapacitates the character. Stunning damage can eventually render a character unconscious but cannot kill him. It also reflects the non-lethal and temporary effects of special substances and substances, such as pepper spray (oleoresin capsicum or “OC”), sleep gas, flash bang grenades, depressants (such as alcohol or barbiturates), the dazing effects of a punch or mild concussion, sedation, general weakening from fatigue, and so on.
cared for by a furry with Medical Skill.
BLOWS Stun blows recover at a rate of (1 + Levels of Hard to Kill) for every healing period that passes, even if the furry is performing other activity at the time. Lethal blows recover at (1 + Levels of Hard to Kill) for every healing period spent doing nothing but resting.
Special Damage affecting attributes or other aspects of the character recover at (1 + Levels of An unconscious furry suffers 1 blow and is Hard to Kill) for every healing period that passes, knocked out and helpless. Further stun attacks even if the furry is performing other activity at the against the furry are treated as lethal attacks. time. U NCONSCIOUS
A furry who is Disabled or Dying does not recover from stun or lethal blows until he or she is A disabled furry is conscious and able to act, no longer Disabled or Dying. but terribly injured. He or she may take only a standard or a move action each turn. If that action H EALING P ERIOD CHART involves any strenuous activity (including running, combat, or the use of special animal abilities such Campaign Stunning Lethal Special as flight), his or her condition changes to Dying level after the action is complete. Realistic Hour Week Month Cinematic Minute Day Week DYING Extreme Turn Day Day The furry is unconscious and near death. The U NCONSCIOUSNESS player must make a Health save with a TN of 10. If the save fails, the furry dies. If the save succeeds, After one minute (twenty turns) of the furry remains unconscious and dying. A dying furry must make a Health save every hour (TN unconsciousness, a furry may make a Health check 10 +1 per hour of unconsciousness). A failed save (TN 12) to rouse him or herself. If the save fails, he means the furry dies. A successful save keeps the or she may make another Health check to regain furry alive, unconscious, and dying for another consciousness each minute, with a cumulative +1 hour. If the save succeeds by 10 or more, the furry bonus per attempt. stabilizes and becomes unconscious and disabled. DISABLED A furry with the Medical Skill may attempt to stabilize a dying furry with a TN 15 Skill check. Disabled furries take some time to recover. After one day, the furry may make a Health check R ECOVERY (TN 18) to change his or her condition to Injured. A furry can potentially recover from any injury, If failed, each additional day that passes allows the given sufficient time and/or medical attention. All furry to make another Health check to change his recovery rates are doubled if the injured party is or her condition to Injured, with a cumulative +1 bonus per attempt. 135 D ISABLED
THE HUNT Role-playing games regularly involve action and movement types) then that animal automatically chases are a common occurrence. The following receives the +2 movement bonus. rules provide a dynamic mechanic for handling By its very nature, open terrain contains few chases in a Kevin and Kell game. large, hard obstacles. The GM should roll 1d6 each During a chase, one animal — the “predator” chase turn, which occurs in open terrain — a result — is assumed to be trying to catch the other — the of 1 indicates an obstacle of TN 12 (see Obstacles, “prey.” page 142). The predator and prey may be flying, running, Even if a collision occurs in open terrain, animal driving, swimming, or engaging in almost any usually carry on with little or no damage. other conceivable method of movement. For CLOSE TERRAIN conciseness, the wording of these rules assumes that both predator and prey are furries on the Close terrain is generally narrow and filled with ground, though these rules work just as well for plenty of stuff to run into, clip, and burst through. aerial chases or vehicle chases. Typical examples include narrow alleys, open areas with many obstructions, or air combat at low TERRAIN altitudes. The GM and players should have an idea of Due to the difficult conditions, the speed of a the terrain in which a chase is taking place before chase in close terrain begins at the fastest animal’s getting started. Terrain establishes the general base movement attribute. The GM should roll 1d6 conditions of a chase, as well as obstacles to be each turn for a chase that occurs in close terrain avoided. — a result of 1 indicates an obstacle of TN 15 (see Obstacles, page 142). OPEN TERRAIN
TIGHT TERRAIN
Open terrain is easy to traverse, with only slight changes in elevation and few imposing obstacles. This is the most dangerous of all terrain, filled Examples are: wide, flat plains; large, open areas with sharp drops and large, dense obstacles. with few obstructions; clear skies at high altitude; Typical examples include stairways, corridors, open seas; racetracks; highways. busy highways, boulder-strewn areas, whitewater In open terrain, the speed of the chase begins rapids, and aerial battles at treetop levels. at the “running” speed (x2 MOV) of the fastest In tight terrain, the speed of a chase begins animal involved. Open terrain chases, in which at the fastest animal’s cautious movement (half one animal’s maximum speed is less than three- MOV attribute). Such close quarters favor highly quarters that of its opponent; are usually over responsive animal, and so if both predator and before they start. prey are in tight terrain, the animal with the An animal’s Reflex attribute is critical in open highest Reflexes gains an additional +1 modifier terrain, and the animal with the highest REF to all chase rolls. receives a +2 bonus to all piloting skills whilst Tight terrain is unstable, and animal in these in the chase. If only one animal in the chase is areas should be prepared for anything. The GM considered to be in open terrain (either due to should roll 1d6 each chase turn that occurs in tight two or more types of terrain, Traits, or mixed terrain — a result of 1 indicates an obstacle of TN 136
THE HUNT 18 (see Obstacles, page 142).
in broad strokes here and then in detail in the following sections. These seven steps continue INITIAL LEAD in cycles until the chase ends — either with the The distance between animal during a chase capture or escape of the prey. is called the “lead,” and is scaled in lengths. In 1. INITIATIVE ROLL: As per normal most cases, one length equals 1m (3ft). The GM combat, opposing furries roll their animal should adjust the scale of the length depending on or personal initiative attributes to see the conditions of the chase. For example, a chase whether the prey or the predator chooses between two birds might use lengths of 20m (60ft) the chase maneuver. The difference while a fight between two mice might be measured between normal combat and a chase is that in 300mm (12inch) lengths. only the initiative winner gets to act in the turn the loser must react to the winner in At no time can the lead be less than zero or the chase. greater than 30 “lengths”. If any effect reduces the lead to less than zero, the lead becomes zero. 2. CHOOSE MANEUVER: The winning Similarly, if any result increases the lead above 30, animal (or group of animals) chooses the lead becomes 30. a maneuver from the list offered. Each maneuver has strengths and weaknesses, Chases can start in a number of ways, but most and is usually geared towards a specific boil down to one of two categories: predatorgoal. However, the REF attribute of the initiated and prey-initiated. This determines how losing animal comes into the maneuver’s much of a lead the prey has at the start of the chase. TN calculation. When the predator begins a chase, the initial lead is equal to 2d6+3 lengths (usually 5m to 15m). When 3. ATTRIBUTE ROLL: The animal makes a chase begins with the prey fleeing, the initial lead an attribute save (or other appropriate is 2d6+8 lengths (usually 10 to 20m). If there is no skill rolls such as Acrobatics, Swimming, clear initiator in a chase, both sides roll Initiative or Climbing for example). If the Target and the highest result is considered to have started Number (TN) is achieved, the maneuver the chase. succeeds. CHASE MOVEMENT
4. RESOLVE MANEUVERS AND ADJUST LEAD: The effects of the
Chase speed is measured in meters per turn (or yards per turn) and is determined by terrain at the start of the chase. Chase movement changes throughout the pursuit according to the maneuvers chosen by the animal each turn.
maneuver that succeeded are applied, and the number of lengths between the animal is adjusted. 5. OBSTACLES: The GM rolls for obstacles.
Whenever the chase speed exceeds the maximum speed of one of the animal at the end of a chase turn, the animal is dealt stunning damage at TN 18 due to fatigue or injury. This damage is not reduced by Armor or other effects, and is in addition to all damage caused by maneuvers, damage saves, and other effects. CHASES: STEP BY STEP
There are six steps to chases, which are explained
6. DAMAGE SAVES AND COLLISIONS (IF ANY): If warranted, animals make
Attribute rolls to see if their animal have collided with anything. STEP ONE: INITIATIVE
Initiative in chases is rolled exactly the same way as normal Tooth and Nail combat. The winning animal may choose to defer the decision on a maneuver to the loser for some tactical reason
137
THE HUNT dependent on the situation
TN Modifier: Depending on Initiative winner,
the TN modifier listed in each maneuver is added to the loser’s attribute to create a final Target Number The first step during each chase turn is choosing for the maneuver to succeed. The winner must make an attribute save to succeed with the benefit maneuvers. of any skills in their possession. Attribute rolls There are two types of maneuver: predator and could be Intellect based or Reflex based depending prey. on the maneuvers and whether the animals are Due to the abstract nature of chases, the distance trying to out-think or out-maneuver each other. covered and the specific locations of each animal So a predator who wins initiative must make an are left up to the imagination of the GM and players. attribute save against the prey’s attribute plus the What’s important is the distance between them at TN Modifier to make the maneuver a success. any given time. The initial lead is determined as Lead: Minimum or maximum distance part of getting started, but should be rechecked at between predator and prey required to the start of each turn. Many maneuvers may only perform the maneuver. be chosen by an animal with a certain minimum or Movement: Succeed or fail, both the predator maximum lead. and prey’s maneuvers may modify the current chase MOV. Ultimately, the goal of the predator is to Effect: The effects of the maneuver, when the decrease the lead enough that it can perform one animal that chose it wins that turn’s opposed of the finishing maneuvers (see below) and catch attribute save. Sometimes the Effect Number the prey, while the prey is trying to do a finishing of the roll (the amount the roll beat the TN maneuver that allows it to escape. Chases continue by) comes into play for bonuses to lead or until either the predator or prey successfully occupant combat rolls. performs a finishing maneuver, someone crashes, Special: Any additional information or or one of the animals is disabled (see Step 6). conditions. M ANEUVER D ESCRIPTIONS STEP TWO: CHOOSE MANEUVERS
PREDATOR MANEUVERS
The following elements go into the description of each maneuver.
If the Predator wins the initiative roll, the pilot must decide which maneuver to use in the quest to The GM may modify or disallow certain close the gap on its Prey. maneuvers depending on the specific circumstances of the chase.
138
THE HUNT
BOX I N (F INISHING )
G UN I T
It takes skill to trap an opponent with minimal Gun It is the basic predator maneuver, in which damage. the predator attempts to catch up with the prey in a straightforward manner. TN Modifier: 15 TN Modifier: 18 Lead: 5 lengths or less. Lead: Any distance. Effect: The predator wins the chase, forcing the prey into a corner from which there is Movement: Increase the chase speed by a nowhere to run. quarter (25%). Effect: The lead is reduced by a number of C ROWD (F INISHING ) lengths equal to the Effect Number from the attribute save. Crowding is getting right up into the prey’s backside and forcing it into a collision with the H ERD environment. Forcing the prey to make bad choices can be TN Modifier: 15 as effective as chasing him down. By keeping the Lead: 2 lengths or less. pressure on and cutting off the prey’s options, the Effect: The predator wins the chase by forcing the prey into an obstacle. If the Effect Number predator uses strategy and brute force to drive the of predator’s attribute save against the prey’s is prey into dangerous situations. TN Modifier: 18 (INT) at least 3, the prey collides with an obstacle of the GM’s choice. Lead: 10 lengths or less. Effect: The lead is reduced by one length and The prey is treated as though it failed a damage the prey is required to make a damage save, save (see Step 6). If the predator’s roll effect with a TN determined by the chase setting number is less than 3, then the prey may still make a and increased by the difference between the damage save to avoid a damaging collision, though attribute saves. The predator must also make the chase is still over as the animal is forced to stop a damage save this turn (with no additional to avoid the collision. The predator, regardless, penalty). stops safely. Special: By beating the TN by three or more, C UT O FF (F INISHING ) the predator may choose to reduce both the predator and prey’s damage save TNs by 3 to Without warning, the predator speeds up and shift the terrain by one step at the end of the pulls out in front of the prey, cutting him or her turn (open or tight becomes close and vice off. The predator’s animal becomes a barrier to versa). Alternatively, the predator may ignore stop the prey from escaping. the damage save. TN Modifier: 18 R AM (F INISHING ) Lead: 0 lengths. Movement: Chase speed is reduced by half. Ram is straightforward: the predator speeds up Effect: The predator wins the chase. If the and slams into the prey. It’s dirty, but often gets prey fails it’s attribute save, it collides with the the job done a lot faster than Crowd. predator; no damage save is required. Damage TN Modifier: 12 is applied to both animals, as per the Step 6 Lead: 5 lengths or less. directions. Effect: The predator wins the chase, colliding with the prey. Both animal are treated as 139
THE HUNT though they failed damage saves (see Step 6). They then come to a halt. S TRAINED S PRINT
TN Modifier: 18 Lead: 25 lengths or more. Effect: The prey wins the chase, barreling
through a cluttered area, throwing the predator if its trail in the chaos. The prey is dealt a stunning damage TN of 21. Both predator and prey must make damage saves during Step 6.
Strained Sprint is an advanced version of Gun It, during which the predator suddenly accelerates to and remains at its top speed. This causes incredible wear and tear on the animal. TN Modifier: 18 BOOTLEGGER T URN Lead: Any distance. The prey brakes and turns hard to one side, Movement: Increase the chase speed by half. suddenly changing direction. This can suddenly Effect: The lead is reduced by a number of lengths equal to twice any effect number of the increase the prey’s lead. TN Modifier: 15 attribute save. The predator is dealt Lethal damage at a TN of 18. Lead: 10 lengths or less. Movement: The chase speed is reduced by a S HORTCUT quarter (25%) Effect: The lead is increased by equal to twice Shortcuts can be helpful in catching up with prey, any effect number of the attribute save, in especially in close quarters, where the prey cannot lengths. The prey must make a damage save. see what the predator is doing. Unfortunately, this generally means that the predator has reduced its H AIRPIN T URN (F INISHING ) line of sight as well, which can result in a nasty spill. Hairpin Turn forces the predator down an erratic path as both animal speed around tight TN Modifier: 12 (INT) bends and whip around blind curves until one falls Lead: Any distance. out of the race. Hairpin turns tend to be longer and Movement: The chase speed is reduced by far sharper than those taken with Obstacle Course, half. resulting in a much greater chance of crashing. Effect: The lead is reduced by a number of TN Modifier: 18 lengths equal to twice any effect number of the attribute save. The predator must make a Lead: 20 lengths or more. damage save during Step 6. Movement: The chase speed is reduced by half. PREY MANEUVERS Effect: The prey wins the chase, taking a turn All prey maneuvers are geared towards escaping the predator cannot manage. Both the predator the predator. If initiative is won, the prey gains and prey must make damage saves during Step the advantage and attempts one of the following 6. applicable maneuvers to distance themselves from LURE the predator. In many ways, the prey controls the direction of the chase, and can lead the predator into all kinds “Barnstorming” is usually associated with of foolish situations. birds, but any animal may attempt it. A furry can TN Modifier: 15 (INT) storm a shopping mall, or a dolphin can storm the Lead: Any distance. wreckage of an oil tanker. 140 B ARNSTORM (F INISHING )
THE HUNT Effect: The lead is increased by one and the
get as far ahead of the pursuit as possible. TN Modifier: 12 Lead: Any distance. Movement: Increase the chase speed by a quarter (25%) Effect: The prey’s lead is increased by a number of lengths equal to the TN Effect Number from the attribute save.
predator is required to make a damage save with a TN determined by the chase setting and increased by any effect number of the attribute save. The prey is also required to make a damage save this turn (base TN of the chase setting). Special: By beating the maneuver TN by 3 or more, the prey may choose to reduce both the predator and prey’s damage save TNs by E XTREME M ANEUVERS (F INISHING ) 3 to shift the terrain by one step at the end Stunts are incredible feats of skill, such as of the turn (open or tight becomes close and leaping across a rising toll bridge or ducking vice versa). Furthermore, if the prey beats between the blades of a Very Large turbine. This the maneuver TN by 3 or more using this sort of maneuver is usually just short of suicidal, maneuver, he or she may reverse the vehicles’ positions, becoming the predator until the end and only the most talented, foolhardy, or desperate try such a “perfect” escape. of the current turn. TN Modifier: 21 O BSTACLE C OURSE Lead: 20 lengths or more. Obstacle Course involves purposefully Effect: The prey wins the chase, performing clipping neighboring obstacles, terrain and even a stunt the predator just can’t manage. If the other animal in an attempt to direct them into prey’s attribute save exceeds the TN by at least the predator’s path, slowing him or her down. 3, the predator must make a damage save in Unfortunately, this increases the chance that one Step 6. of the prey’s “clips” may become a collision. V ANISH (F INISHING ) TN Modifier: 12 Lead: Any distance. In a display of pure velocity, the prey leaves all pursuit behind, choking on dust. This maneuver Effect: The lead is increased by a number of lengths equal to twice any effect number of the is rather useless if the prey is slower than the predator. But handy if your furry is a roadrunner attribute save. The prey must make a damage and the prey is a coyote. save during Step 6. TN Modifier: 18 P ULL A HEAD Lead: 30 lengths. This is the basic prey maneuver, attempting to Movement: Increase the chase speed by half.
141
THE HUNT Effect: The prey wins the chase.
low bridge or coral reef (water chases) to a locked door or concealed rabbit-hole (foot chases). An STEP THREE: ATTRIBUTE ROLLS obstacle typically requires either a REF Attribute The winning animal reveals his or her maneuver. roll or applicable skill against the obstacle’s TN. If Determine any changes to the chase speed this the check fails, the animal operator must make a turn as a result of the maneuver. The animal damage save during Step 6. makes an attribute save (or other appropriate Skill The prey makes his or her save or Piloting skill check such as Flight Trait or Swim), applying the before the predator does. The terrain determines following additional modifiers: the base TN for avoiding an obstacle, but the GM ·
The animal’s attribute (REF or INT)
·
Any speed bonuses gained from the terrain.
may alter the TN by up to +/-2, depending on the size and complexity of the challenge.
Obstacles are intended as spice, not the focus of chases, and can be ignored completely by the · Modifiers from appropriate Traits, or GM. If the predator and prey get stuck in a rut, skills. the GM should use obstacles to shake things up. If · Modifiers due to animal being in an Injured the animals are keeping things dynamic, the GM should reserve obstacles for a more effective time. Condition (see Step 6). The frequency that obstacles crop up is based on If the animal operator succeeds at the maneuver, the local terrain. the effects are applied during Step 3. If the animal fails the roll to beat the maneuver's Target Number, AVOID H AZARD the effects of the maneuver aren't applied, and the When a animal tries to move through an area chase continues without any further effect from and altitude occupied by a hazard, the pilot must the maneuver other than speed changes. succeed on a Driving or Pilot skill check to avoid STEP FOUR: RESOLUTION the hazard and continue moving. Structures larger The effects of the winner’s maneuver are applied than 1.5 m (5ft) across simply cannot be avoided. to the chase. Remember that the lead cannot, at Also, if a pilot cannot make a skill roll, he or she any time, be less than zero or over 30 lengths. If automatically fails to avoid the hazard. In such the winner chose a finishing maneuver, then the cases, a collision occurs. The TN to avoid a hazard chase ends after the remainder of this turn’s steps varies with the nature of the hazard. is completed. If not, the chase will continue with a On a failed check, the animal hits the obstacle. new turn following Step 6, unless the chase ends For caltrops or a minefield, this means they make because of obstacles, damage saves, or combat. an attack against the animal. An oil slick forces the drive to make a Drive or Pilot check (TN 15 plus STEP FIVE: OBSTACLES a modifier based on the animal’s speed category The GM may wish to throw in some obstacles equal to the Defense Modifier) to retain control of to add to the action. These can range from an the animal (see Losing Control). Failing to avoid overturned petrol tanker and sections of heavy an object results in a collision with the object (see road construction (ground chases) to overhead Kevin and Kell’s Collisions and Ramming rules). power cables or a firework display (air chases) to a
142
THE HUNT
T YPICAL H AZARDS Hazard
TN Note
Minor hazards Medium hazards Major hazards Tiny obstacle Small obstacle Medium obstacle Large obstacle Very Large obstacle Huge obstacle Gargantuan obstacle
12
rough road, rough water
ice, nails, flock of birds, sand bar 18 caltrops, oil slicks, shallow reef, windsheers 10 tire, keg, fence post, buoy
CONDITION SUMMARIES
There are six possible conditions that participants in a chase can be in as shown in the Damage section on page 132.
15
13
bicycle, oil drum, weather balloon 15 boulder, human, wreckage 18
small building
21
meteor, radio tower
24
lake, large spacecraft
30
iceberg, skyscraper, space station
STEP SIX: DAMAGE AND CRASHES
The last step in every chase turn is to apply damage (if any) to each animal, and see if they have collided with the environment (or each other).
D AMAGE S AVE
Rolls should be made in instances when: ·
The furry fails an attribute save to avoid an obstacle.
·
A successful maneuver calls for one.
The base TN for a damage save is based on the terrain for the chase. If a furry is required to make multiple damage saves in a turn, he or she instead makes a single roll; adding 3 to the TN for each additional damage save called for during the turn. Whenever an animal fails a damage save, his or her animal collides with the environment (or the other animal, if the successful maneuver calls for it). Damage Save Circumstance
TN
Open Terrain Close Terrain Tight Terrain Every full 25 meters per turn of speed Each save or roll required in a turn beyond the first
12 15 18 +2 +5
143
GAMING ENVIRONMENTS A SPHYXIATION AND D ROWNING
F ALLING
Conscious furries can hold their breath for (10 x HLT) turns before suffering any negative effects. This number is halved for furries performing even moderately strenuous activity, such as swimming, fighting or otherwise exerting strength. After this time has elapsed, however, the furry suffers stunning damage each turn until unconscious.
The amount of damage suffered from a fall depends on the falling object’s velocity when it hits the ground. Falls do lethal damage, with Damage suffered from a fall being +1 TN for every 3 meters of velocity.
Mike’s furry has DAM 4 and has fallen into a lake. Sadly, Mike’s furry cannot swim and sinks under water. He can hold his breath for 50 turns before suffering damage, unless he’s panicking and exerting himself, in which case he can hold his breath for only 25 turns.
Falling objects gain 10 meters of velocity per second. This is broken down on the chart as an increase of 2 meters/second for every 2 meters fallen. The maximum velocity of a falling object in the Earth’s gravity is 60 meters per second. This is referred to as “terminal velocity.” The Maximum damage bonus of a fall is +20 (at 60m/s) for a TN of 32.
The amount of stunning damage sustained depends on the furry’s level of activity. A passive or calm furry suffers normal stunning damage. A furry exerting himself suffers stunning damage with a +3 penalty to the Target Number.
To determine the amount of damage save to roll from a fall, simply find the total distance fallen on the first column of the Falling and Velocity Table, then read across that row to the “Damage Save Modifier” column.
An unconscious furry continues being deprived of breathable air, he suffers lethal damage per turn at a +3 penalty to the Target Number. Furries who are disabled due to lethal damage from the lack of breathable air have suffocated or drowned. Treat death from drowning as being disabled, with successful stabilization (i.e., a successful First Aid or Physician skill) roll restoring the furry’s the land of the living. A successful damage save roll against a TN of 21 will allow the character to be stunned rather than be unconscious.
Mary’s furry has fallen off the roof of a 6-story building. The Cartoonist determines that 6 stories is roughly equal to 24 meters. The Cartoonist consults the Falling and Velocity Table and looks at the “Distance Fallen” column until he finds “23-26.” Then he reads across that row to the “TN Modifier” column and sees that a 24-meter fall will inflict +6 Lethal damage on Mary’s furry for a total TN of 18. She will hit the ground after falling for two seconds (less than a full turn). The Cartoonist picks up 3 dice for a Damage Save and suggests to Mary that she review the rules for using Action Points to avoid damage.
144
GAMING ENVIRONMENTS F ALLING AND V ELOCITY T ABLE Falling Velocity Damage Save TN MOV (m/turn) Time (Seconds) Falling Height Distance (m) (m/Sec) Modifier 1 1 3 0 1 2
2
6
0
“
6-foot ladder
3
3
9
+1
“
8-foot ladder
4-6
6
18
+2
“
2-story building
7-9
9
27
+3
“
10-14
12
36
+4
2
15-20
15
45
+5
“
21-26
18
54
+6
“
27-34
21
63
+7
3
35-42
24
72
+8
“
43-51
27
81
+9
“
52-61
30
90
+10
“
62-73
33
99
+11
4
74-85
36
108
+12
“
86-97
39
117
+13
“
98-111
42
126
+14
5
112-126
45
135
+15
“
127-141
48
144
+16
“
142-158
51
153
+17
6
159-176
54
162
+18
“
177-194
57
171
+19
“
195-210
60
180
+20
“
Mature Oak tree
10-story building
20-story building
Statue of Liberty Giant Redwood tree
Terminal velocity.*
* Terminal velocity (maximum velocity when falling). Increase time by 1 second for each additional 60 meters (or fraction) fallen, but do not increase damage. For objects other than falling objects (e.g., thrown objects, vehicles, etc.), add +1 for each additional 3m/s of velocity.
145
GAMING ENVIRONMENTS substances are usually mixed with food or drink, but may be introduced directly to the victim’s Poisons are described by their Mode of delivery, mouth via water dropper, spit, blowpipe or any of Speed (Spd), Damage Rating (DR), and Duration a number of ingenious means. Ingested drugs and (Dur). The following is a slight variant to the rules poisons are generally slow, though faster acting presented in the Action! System Core Rules. than topical ointments as a rule.
P OISON AND D RUGS
MODE
INHALED (TN 21)
The mode is the manner in which a poison or drug is introduced to the victim. Whenever a poison is introduced to a person, the victim must make a HLT attribute save using a target number based on the substance’s mode (the TN for each mode is listed in parenthesis). This roll is made immediately upon successful introduction of the poison. If the roll is successful, then the poison’s effects are halved. A failed roll means the poison is at full effect. This roll is made for poisons and drugs alike, including beneficial drugs; some substances just don’t “take.”
Inhaled poisons and drugs must be introduced to the lungs of the victim. This can be accomplished by use of a powder, vapors or smoke. Inhaled substances are generally faster acting than ingested ones, though not as fast as those introduced directly to the bloodstream.
BLOOD (TN 18)
Blood poisons and drugs must be introduced directly to the victim’s bloodstream, through a cut or abrasion. Blood poisons may be put on a blade or needle, but such applications are only effective for TOPICAL (TN 15) one strike and the strike must penetrate any armor and deliver penetrating damage to the victim. Topical poisons and drugs are introduced by Whether or not the strike delivers the poison, the contact with the victim’s skin. They usually take dose of poison is “used up.” Blood poisons are the the form of a cream or ointment. The poison is then fastest type of poison, as a rule. absorbed into the victim’s skin. Topical poisons SPEED OF POISONS AND DRUGS are near useless in combat. Topical poisons can be mixed with makeup, perfume and even medicinal Speed (abbreviated “Spd”) measures how often herbs. Topical poisons are generally the slowest the poison or drug’s effects are applied. When a type of poison. poison is introduced, it first takes affect as soon as an amount of time has passed, based on the INGESTED (TN 24) poison’s Speed. The poison’s effect occurs again Ingested poisons must be eaten or drunk. They after each passing of this time. usually are in powder or liquid form. Ingested
146
GAMING ENVIRONMENTS A poison with a Speed rating of 10 minutes is minute, for 10 consecutive minutes. introduced to a victim. After 10 minutes the victim will suffer the effects of the poison, and again after T REATING P OISON V ICTIMS another 10 minutes have passed, and so on.
Furries suffering the effects of any poison may As a general rule of thumb, ingested poisons are not heal, nor recover any lost attribute points, until faster than topical poisons, inhaled poisons are the poison has run its course. They may recover faster than ingested ones, and blood poisons are stunning blows, unless the poison itself causes faster than inhaled poisons. stunning damage, in which case the furry doesn’t recover any blows at all. EFFECT The Effect (abbreviated “Eff”) represents the amount of damage or other effect caused by the substance. The effect is rolled once each time period (based on the Spd of the substance) for each dose that affects the victim. Being exposed to two doses of a substance doubles the Effect of that substance. All dice rolls for Effect are cumulative.
Once the poison has exceeded its duration, the furry may begin to heal normally. Furries recover per normal as shown in Recovery page 135.
Furries making a successful Physician (TN 21), First Aid or Herbalist (TN 18) skill roll can determine that a person has been poisoned. If the person treating the victim makes a second successful roll at -3, they will know which specific For harmful substances, this damage may poison was used and how to counter it. be subtracted from a furry’s Blow count or from To stop a poison’s progress, the victim must an attribute, depending on the type of poison. A drug or poison need not be fatal; knock-out drugs be given one dose of healing herbs or medicine, also work by accumulation, with “Stun Blows” as prescribed by the attending doctor. This dose will immediately halt the progress of the poison; depending on the type of effect. the person will suffer no additional damage blows. For example, a sleeping drug rated at DR3 will Any damage already suffered remains, but it may cause +3 of stunning damage to the Save TN. Once be healed normally, as the victim will begin the the victim fails the save, they are asleep. healing (i.e., Recovery) process. Beneficial and medicinal drugs work by adding M AKING P OISONS to an attribute or reducing accumulated Blows. For example, a stimulant rated at DR2 will add Furries with the appropriate skills can concoct 2 to REF. healing and medicinal drugs. DURATION OF POISONS AND DRUGS
Duration (abbreviated “Dur”) is the total amount of time that a poison can affect someone after it is introduced to the victim. The effect is applied to the victim (or patient, as the case may be) once each time period listed based on the drug or toxin’s Spd, until the poison has either dissipated or “run its course,” or (in extreme cases) until the affected person dies.
To create a poison the furry must first obtain one unit of the necessary raw materials. The materials and their weight will vary depending on the type of poison, but Cartoonists can assume a basic weight of .1 kg of raw materials is needed to create one dose of poison. Some raw materials may be purchased in a market, while others will require the furry to go to some effort to locate them. This could involve a trek into the mountains (possibly requiring a local guide), a quest or some other circumstances which can serve as the basis of an adventure itself.
Chin-doku has Eff +2, a Spd rating of one minute and a Duration of 10 minutes. This means that the poison will cause +2 Damage Bonus of effect every 147
GAMING ENVIRONMENTS Once the material components are gathered, Mode: Ingested (TN Special; see below); Spd: the furry must spend time preparing the materials, 30 min.; Eff: -1 REF, INT and WIL; DR Special; extracting the toxins and creating the final lethal Dur: 1 hour product. The time it takes for this process is up to E FFECTS OF D RINKING the Cartoonist, but should be no less than 1 hour for each dose of poison being created. When drinking alcohol, a furry must make a The final step is for the furry to make a skill Health + 3d6 roll for each drink consumed within roll, with a target number determined by the last hour, with a Target Number based on the Cartoonist, based on the skill being used. the number of drinks the furry has consumed, as Recommended skills and target numbers are shown on the table below. For every failed roll, the given below. Not all skills will be available in all furry’s REF, INT and WIL are temporarily reduced by 1. These lost attribute points return at a rate of 1 settings. point per hour. If the furry’s INT or WIL is reduced Skill TN Setting to zero, the furry has passed out and will awaken First Aid 18 Primitive in 3d6 hours. Herbalism Chemistry Chemistry Chemistry Pharmacology Physician Physician
15 15 18 15 12 21 18
Fantasy/primitive Fantasy/Primitive Modern Sci-fi Modern/sci-fi Fantasy/primitive Modern
Example: E’sevoto (Broken Feather) the Cheyenne scout has ridden into town and made the local saloon her first stop. She quickly throws down two shots of whiskey and a beer. She makes her first Health attribute save (TN 12), but misses her second (TN 15) and third (TN 18) rolls. She suffers a –2 reduction to her REF, INT and WIL for one hour and a –1 for one hour, after which Success means that one dose of the desired the effects wear off. poison is created. A critical success provides two A LCOHOL EFFECTS doses or increases the Speed by one step up the time table (player’s choice). A failed roll indicates Drinks HLT Save TN that some mistake was made during the creation 1 12 process, rendering the poison ineffective. A failure with an EN of –6 or more indicates the furry has 2 15 poisoned himself. 3 18
A LCOHOL Not all action involves hunting. Drinking and carousing are great scenes to liven up a game. Having a few drinks with friends in the local saloon is a favorite pastime of fantasy furries; however, drinking down the booze is not without its consequences.
4 5 6 7+
21 24 27 30
H ANGOVERS (OPTIONAL)
If a furry passes out from drinking, there is a chance that he or she will awaken with a hangover. For every drink consumed, there is a chance that The furry must make a HLT + 3d6 roll, with a the furry’s abilities are impaired. For purposes of Target Number equal to 10 plus the total number impairment, treat alcohol as a form of poison with of drinks consumed in the previous 24 hours. If the following attributes: the roll succeeds, the furry may feel a bit run down 148
GAMING ENVIRONMENTS but suffers no deleterious effects in game terms. A failed roll, however, means that the furry is hung over and suffers a continued –3 penalty to his REF, INT and WIL. This penalty lasts for 12-HLT hours.
T HE E LEMENTS Exposure to the elements can inflict damage on an unprotected furry, and prolonged exposure can kill a furry.
Type/Form
Example
Blunt/Stunning
Rubber pellet grenade HE grenade or artillery round Flash grenade, stun energy grenade, sound/kinetic wave Anti-personnel mine, HEAP artillery round
Blunt/Lethal Penetrating/ Stunning Penetrating/ Lethal
T ARGETING EXPLOSIVE A TTACKS To determine how much damage an element inflicts, determine its severity, and then consult Explosive attacks may be targeted at a person or the table below. object (such as a vehicle), using the normal rules All damaging elements can use the same table, as for combat. Because explosive attacks do damage it abstract in nature. The effects of harsh elements over an area, however, it’s simpler to use a point on is the same, in game terms; only the special effect the ground (or a specific hex, if using a hex map) as the target. differs. Treat a 1 square meter area (or a 1 meter hex) E LEMENT D AMAGE T ABLE as having a TN of 10 (similar to attacking a person with a base DEF of 10 but no REF bonus), and add Severity Damage Examples any other applicable modifiers to the skill roll, such as modifiers for range, obscured visibility, and so Mild +1 per day Stranded in desert on. Moderate +2 per hour Sandstorm, blizzard If the attack roll is successful, the attack lands Strong +3 per minute Extreme cold in the intended spot. Severe +4 per turn Fire, mild radiation If the attack roll fails, the attack misses the Extreme
+4 per second Strong radiation
Element
Damage Type
Wind
Blunt/Stunning
Fire
Blunt/Lethal
Electricity
Penetrating/Lethal
Radiation
Special/Lethal
E XPLOSIONS
target. To see where the attack hits, roll 1d6 to determine the direction from the target, then roll another 1d6 to determine the distance the attack lands from the target (see table next page). The distance an attack misses the target by is equal to the number of points the attack roll missed by for thrown, simple missile weapon and small arms attacks. Multiply this number times 2 for heavy weapons. The maximum distance the attack can miss the target by is one half the total distance from the attacker to the intended target.
Explosive attacks cause damage in an area. Any targets in the area of effect of the explosion are automatically hit by the attack. The type and form of damage depends on the type of explosive attack (see the table below). 149
GAMING ENVIRONMENTS DIRECTION MISSED A TTACK L ANDS 1d6
Attack lands…
1
Left (attack lands to left of target)
2-3
Long (attack lands beyond target)
4-5
Short (attack lands short of target)
6
Right (attack lands to right of target)
alive in the first place). S TRIKING AN OBJECT
Objects are easier to hit than characters because they usually don’t move, but many are tough enough to shrug off some damage from each blow.
OBJECT DEFENSE AND ATTACK BONUSES
D AMAGE R EDUCED BY R ANGE
Objects are harder or easier to hit depending on The farther a target from the center of the several factors: explosion, the less damage is done to it. An · Held Objects – An object held by a explosive attack does the listed amount of damage character has a base DEF equal to the in a 1 meter radius. For every additional meter of character’s DEF + the character’s skill at distance from the center, the damage is reduced using the object + any size modifier. by 3 points. Treat damage below 1 point as 0. The · Carried or Worn Objects - Objects maximum distance at which 1 point of damage is that are carried or worn by a character caused indicates the maximum effect radius of the have a base DEF equal to the character’s blast. The blast radius of an attack is defined as the DEF + any size modifier. number of meters equal to one third of the total damage points done by the attack. (Damage TN · Immobile Objects – have a base DEF points/3 (round down) = Blast radius in meters) of 5 + the object’s size modifier. Melee attacks get a +4 bonus to hit immobile Truck carrying manure is involved in a traffic objects. accident and explodes doing producing a TN 21 of penetrating lethal (P/L) damage. Any targets within 1 meter of the accident when the truck INEFFECTIVE A TTACKS explodes are hit by a 21 TN piercing lethal attack; targets 2 meters away suffer a TN 18 attack; The Cartoonist may determine that certain targets 3 meters away suffer TN 15, and so on, up to 7 meters away, where targets suffer a TN 3 attacks just can’t effectively damage certain attack. Seven meters is the effective “blast radius.” objects. For example, you will have a hard time Targets nine or more meters away from the breaking open an iron door with a knife or cutting explosion’s center suffer no effect from the blast.
a cable with a club.
I NANIMATE O BJECTS Eventually there will come a time when the Cartoonist or one of the players will want to know whether an attack can penetrate some material, whether it be a cinder block wall, a door, or even the side of a tank. Damage made against an object must be of Lethal or Armor Piercing types. Stun damage will not affect most objects.
EFFECTIVE A TTACKS The Cartoonist may also rule that certain attacks are especially effective against some objects. For example, it is easy to light a curtain on fire or rip a piece of cloth. Armor Piercing attacks halve the hardness figure when rolling a damage save.
H ARDNESS
Living creatures have a Damage Save, as do Each object has a hardness score that represents non-living things, except that an object that fails it’s Damage Save doesn’t “die” (the object isn’t how well it resists damage. An object’s hardness 150
GAMING ENVIRONMENTS works like a character’s damage save bonus. To determine how much damage an object takes from an attack, roll 3d6 + hardness against a TN of 12 + the attack’s damage bonus.
D AMAGE TO OBJECTS
AV AND D AMAGE S AVE OF COMMON M ATERIALS Material or Object Doors
Airlock door Objects have only two conditions – damaged City gates, small, wood and broken. If the object’s damage save succeeds, it City gates, large, wood takes no damage. If it fails it takes 1 blow, reducing Interior wood door it’s hardness by 1. If it fails the damage save by Interior starship door more than 5 it is broken or destroyed. If it fails the Exterior wood door damage save by more than 10 it’s reduced to tiny Metal fire door fragments and is not repairable in any way. Safe door Example: The Iron Rabbit can leaps at a heavy Vault door, small door in an attempt to crash through. The door has a hardness of 9 and the entire leap attack Vault door, large has a damage bonus of +8. The wall must make a damage save (TN 20). The Cartoonist rolls 3d6 and gets 10 for a total of 19. The door takes a hit of damage, reducing it’s hardness to 8. The Iron Rabbit’s sets himself and concentrates on the door giving him ample bonuses to hit the door at the right spot (see options for aiming and immobile objects. Now the Attack Damage Bonus sits at +11 after the effect numbers of a very successful attack roll. The door’s damage save (TN 23) is
much harder to achieve. A roll of 10 again means the Iron Rabbit’s impact breaks the door in and storms into the room. The door’s damage save totaled 18 with a target of 23; making the failed effect 5.
Material or Object Furniture
Bookcase, small Bookcase, large Bookcase full of books Card catalogue, wood Chair, standard Chair, high-back, leather Chamber pot Computer, personal Computer, mainframe Desk, small
151
Hardness
15 15 28 5 10 7 10 13 23 25 Hardness
7 10 12 11 6 7 4 4 8 7
GAMING ENVIRONMENTS
Material or Object Furniture
Desk, large wooden Desk, large metal Filing cabinet, small metal Filing cabinet, large metal Furniture, light wood Furniture, heavy wood Furniture, plastic Furniture, steel-reinforced Glass Glass, reinforced Hearth/fireplace Lamp post, breakaway Mantel Painting, small framed Painting, large framed Picnic table Planter, large Stanchion, metal Stanchion, plastic Table, medium Table, large Turnstile Washbasin (sink)
Hardness
10 13 8 11 6 9 5 10 2 3 15 8 6 3 4 10 7 5 2 7 9 9 6
Material or Object Machinery
Camera, surveillance Copier, large Escalator Fax machine Fire extinguisher Hand cart, metal Machinery, very light/small Machinery, light Machinery, medium Machinery, heavy Metal detector, hand-held Metal detector, walk-through Monitor, video Printer, desktop Spacesuit Telephone Typewriter, electric Typewriter, manual VCR/DVD player Vending machine Water fountain, metal X-Ray machine
152
Hardness
4 14 17 4 8 6 5 9 13 17 3 7 5 5 5 4 4 5 5 12 6 12
GAMING ENVIRONMENTS
Material or Object Locks
Hardness
House doorknob lock Deadbolt lock Magnetic lock Padlock
5 7 8 7
Material or Object Hardness Outdoor Items, Miscellaneous
Awning Boulder Bridge, small (1.6 ktons) Bridge, large (100 ktons) Bushes Cobblestone, single Dirt, per cubic meter Flagpole, breakaway I beam, per 2m length Manhole cover Mannequin Porta-potty Railroad tracks Stone, per cubic meter Telephone pole
4 15 16 18 4 8 10 6 17 14 6 7 9 24 10
Material or Object Trees
Small tree, less than 2m Medium tree, less than 15m Large tree, 15m or more Material or Object Walls and Fences
Armored wall Barbed wire Brick wall Concrete wall Home interior wall Home exterior wall Office interior wall Office cubicle wall Reinforced concrete wall Spaceship interior wall Vehicle gate arm, wooden Wire fence Wooden wall Material or Object Miscellaneous
Barrel Control console, per 2m Drum, 55-gallon steel Crate, small wooden Crate, large wooden (23m)
153
Hardness
9 13 16 Hardness
20 7 8 11 6 7 6 5 13 14 4 9 7 Hardness
9 8 10 5 11
GAMING ENVIRONMENTS S AMPLE V EHICLES Vehicles are mainly a utility for transport and not an integral part of the Kevin and Kell setting. However, various situations that use vehicles may require their stats. Treat vehicles as Objects with character attributes in combat. The vehicle’s physical attributes take precedence over the character’s Body group when driving. Vehicle
MOV STR HLT
REF
INI
DEF
Size
People
Hardness
Automobiles
Compact Car Passenger Car Pickup Truck Race Car Sports Car Sport/Utility Stretched Limousine Armored Car
28 28 28 53 35 28 28 25
10 12 13 6 12 12 15 13
3 3 4 4 4 4 4 3
3 3 3 4 4 3 3 3
-4 -4 -4 -4 -4 -4 -6 -6
-3 -4 -4 -2 -3 -4 -5 -7
L L L L L L VL VL
4 5 3 1 2 6 6 2
8 9 11 11 10 10 11 21
25 21 32
3 4 6
3 2 3
6 4 5
-2 -2 -2
1 -1 0
M M M
2 1 2
7 6 8
27 21 27
20 13 17
5 4 4
2 2 3
-8 -8 -6
-10 -10 -9
H H VL
2 40 2
13 12 12
35 35
13 15
3 4
9 7
-6 -8
-4 -7
VL H
3 2
9 10
62 53 18
13 23 3
3 5 2
5 4 6
-6 -10 -4
-5 -12 -2
VL G L
4 4 1
9 14 5
32 14
14 10
4 2
4 4
-6 -4
-6 -3
VL L
6 4
9 6
Motorcycles
Dirt Bike Scooter Motorbike Oversized Vehicles
Big Rig Bus Heavy Truck Helicopters
Light Helicopter Utility Helicopter Airplanes
Light Airplane Heavy Airplane Ultra-Light Speed Boats
Off-shore Racer Recreational Boat
* Indicates that the Armor only protects the vehicle, not the driver or passengers representing the Open Defect (not included in the final cost)
154
GAMING ENVIRONMENTS Movement (MOV) is the Cruising (x1) speed. Sizes are Medium, Large, Very Large, Huge and Top speed (“Sprinting” x3) is calculated by Gargantuan; abbreviated with their first letters. multiplying 3.6 to get kph, and 2.1 to get mph. People are broken into 1 operator and the rest Cautious speed is half MOV attribute and can be passengers. almost considered as ‘stationary’ when factoring in some target number modifiers such as aiming Hardness: Each vehicle has a hardness rating, from a vehicle or driving rolls. just like the hardness of any other inanimate object. This rating determines how hard the vehicle is to The Strength (STR) attribute is mainly based damage and how much damage is can suffer before on cargo space requirements. A vehicle can carry it becomes inoperative or is destroyed. Vehicles the equivalent to the Dead Lift column on the STR make damage checks much like characters do. Table. Roll 3d6 + the vehicle’s damage hardness rating HLT and REF are used for vehicle “attribute” against a TN of 12 + the attacks damage bonus rolls in combat. and read the results on the lethal column of the Damage Saving Throws table (see page 134). INI is a modifier to the Pilot’s Initiative number while driving. DEF is the number added to the Vehicle’s REF in combat.
155
THE GREAT OUTDOORS Not all adventures need to take place in the not the furry has a map of the area being traveled suburbs or cities. The following sections provide through. Refer to the table below. rules and descriptions of many different terrains Terrain TN and geographies. Moor or hill 12 GETTING LOST Mountain 15 There are many ways to get lost in the Forest 18 wilderness. Poor visibility +3 Following an obvious road, trail, or feature such No map +3 as a stream or shoreline prevents any possibility of becoming lost, but travelers striking off crossFurries with the Geography, Survival or country may become disoriented—especially in applicable Area Knowledge skill may use them conditions of poor visibility or in difficult terrain. as complementary to the Navigation skill (at the GM’s discretion). P OOR V ISIBILITY Furries possessing more than one of these Any time furries cannot see at least 20 meters skills use the one with the highest skill level as in the prevailing conditions of visibility they may complementary to the Navigation skill for the skill become lost. Furries traveling through fog, snow, roll. or a downpour might easily lose the trait to see Check once per hour (or portion of an hour) any landmarks not in their immediate vicinity. Similarly, furries traveling at night may be at risk, spent in movement to see if travelers have become too, depending on the quality of their light sources, lost. In the case of a party moving together, only the amount of moonlight, and whether they have the furry leading the way makes the check (making it important to have a good guide or point man dark-vision or lowlight vision. leading the party. D IFFICULT T ERRAIN E FFECTS OF B EING LOST Any furry in forest, moor, hill, or mountain If a party becomes lost, it is no longer certain of terrain may become lost if he or she moves away from a trail, road, stream, or other obvious path moving in the direction that it intended to travel. Randomly determine the direction in which the or track. party actually travels during each hour of local or Forests are especially dangerous because they overland movement. obscure far-off landmarks and make it hard to see Roll 1d6 and consult the table below. the sun or stars. C HANCE T O G ET LOST If conditions exist that make getting lost a possibility, the furry leading the way must make a successful Navigation skill roll or become lost. The target number of this roll varies based on the terrain, the visibility conditions, and whether or
The furries’ movement continues to be at random until they blunder into a landmark they can’t miss, or until they recognize that they are lost and make an effort to regain their bearings. The random direction is equivalent to a hex facing.
156
THE GREAT OUTDOORS R ANDOM DIRECTION OF T RAVEL 1d6
1 2 3 4 5 6
Direction
Correct direction Ahead to the left Ahead to the right Back to the left Back to the right Opposite direction
RECOGNIZING THAT Y OU ’R E LOST
R EGAINING Y OUR B EARINGS There are several ways to become UN-lost. First, if the furries successfully set a new course and follow it to the destination they’re trying to reach, they’re not lost any more. Second, the furries through random movement might run into an unmistakable landmark. Third, if conditions suddenly improve—the fog lifts or the sun comes up—lost furries may attempt to set a new course, as described above, with a +3 bonus on the Navigation skill roll. Finally, technology or other supernatural trait may make their course clear.
Once per hour of random travel, each furry in the party may attempt a Navigation skill roll (TN T HE F ORESTS 18, –1 per hour of random travel) to recognize Forest terrain can be divided into three that they are no longer certain of their direction of travel. Some circumstances may make it obvious categories: sparse, medium, and dense. A Colossal forest could have all three categories that the furries are lost. within its borders, with more sparse terrain at the outer edge of the forest and dense forest at its SETTING A NEW COURSE heart. A lost party is also uncertain of determining The table below describes in general terms how in which direction it should travel in order to likely it is that a given hex has a terrain element in reach a desired objective. Determining the correct it. Roll 3d6; if the die roll total is equal to or greater direction of travel once a party has become lost than the number listed, that terrain element is requires a Navigation skill roll (TN 12, +2 per present in the hex. hour of random travel). If a furry fails this check, he chooses a random direction as the “correct” Forest Terrain Sparse Medium Dense Features direction for resuming travel. Once the furries are traveling along their new course, correct or incorrect, they may get lost again. If the conditions still make it possible for travelers to become lost, check once per hour of travel as described in Chance to Get Lost , above, to see if the party maintains its new course or begins to move at random again.
Typical trees Massive trees Light undergrowth Heavy undergrowth
11+ — 11+ —
9+ 15+ 9+ 13+
9+ 13+ 11+ 11+
T REES
The most important terrain element in a forest is the trees, obviously. A creature standing in the CONFLICTING DIRECTIONS same hex as a tree or in a hex adjacent to a tree It’s possible that several furries may attempt to gains a +1 bonus to DEF. The presence of a tree determine the correct direction to proceed after doesn’t otherwise affect a creature’s fighting space, becoming lost. Make a Navigation skill roll for each because it’s assumed that the creature is using the furry in secret, then tell the players whose furries tree to its advantage when it can. The trunk of a succeeded the correct direction in which to travel, small tree (less than 5 meters tall) has AV 10, and and tell the players whose furries failed a random 5 DAM. The trunk of a medium tree (less than 15 meters tall) has AV 12, and 8 DAM. A Climbing direction they think is right. 157
THE GREAT OUTDOORS roll (TN 15) is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up 7 hexes (a central hex and all 6 adjacent hexes) and provide full cover to anyone behind them. They have AV 14, and 10 DAM. Like their smaller counterparts, it requires a Climbing roll (TN 15) to climb them. U NDERGROWTH Vines, roots, and short bushes cover much of the ground in a forest. A hex covered with light undergrowth costs 2 meters of movement to move into, and it provides concealment. Undergrowth increases the TN of REF-based skill and attribute saves involving balance and Stealth skill rolls (to move quietly) by 2 because the leaves and branches get in the way. Heavy undergrowth costs 3 meters of movement to move into. It increases the TN of REF-based skill and attribute saves involving balance and Stealth skill rolls (to move quietly) by 3.
Heavy undergrowth is easy to hide in; granting a +3 bonus on Stealth skill rolls made to hide. Hexes with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s not uncommon for a hex to contain both a tree and undergrowth. F OREST C ANOPY It’s common for forest dwelling creatures to live on raised platforms far above the surface floor. These wooden platforms generally have rope bridges between them. To get to the tree houses, furries generally ascend the trees’ branches (Climbing, TN 15), use rope ladders (Climbing, TN 12), or take pulley elevators (which can be made to rise a number of meters equal to the EN of a STR attribute save, TN 15, made each turn as a special action). Creatures on platforms or branches in a forest canopy are considered to have partial cover when fighting creatures on the ground, providing a +3 DEF bonus when so concealed, and in medium or dense forests they have concealment as well.
to one meter high and provide cover just as low walls do. They cost 2 meters of movement to cross. Forest streams are generally 2 to 3 meters wide and no more than 2 meters deep. Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These paths are less common in dense forests, but even unexplored forests will have occasional game trails. S TEALTH A ND D ETECTION I N A F OREST In a sparse forest, the maximum distance at which an Awareness skill roll for detecting the nearby presence of others can succeed is 1d6×10 meters. In a medium forest, this distance is 4d6×2 meters, and in a dense forest it is 3d6×2 meters.
Because any hex with undergrowth provides partial concealment, it’s usually easy for a creature to use the Stealth skill to hide in the forest. Logs and massive trees provide good cover, which also makes hiding possible. The background noise in the forest makes hearing-based Awareness rolls more difficult, increasing the TN by 1 per 2 meters (but note that Stealth skill rolls for moving quietly are also more difficult in undergrowth). F OREST F IRES Most campfire sparks ignite nothing, but if conditions are dry, winds are strong, or the forest floor is dried out and flammable, a forest fire can result. Lightning strikes often set trees afire and start forest fires in this way. Whatever the cause of the fire, travelers can get caught in the conflagration.
A forest fire can be spotted from as far away as 1d6×75 meters by a furry who makes an Awareness skill roll (TN 12), treating the fire as Gargantuan size (reducing any penalties for distance). If all furries fail their Awareness skill rolls, the fire moves closer to them. They automatically see it when it closes to half the original distance.
Furries who are blinded or otherwise unable to OTHER F OREST T ERRAIN E LEMENTS make sight-based Awareness skill rolls can feel the Fallen logs generally stand about one-half 158
THE GREAT OUTDOORS heat of the fire (and thus automatically notice it) catching on fire when the leading edge of the fire when it is 30 meters away. overtakes them, and are then at risk once per minute thereafter. The leading edge of a fire (the downwind side) can advance faster than a human can run (assume SMOKE INHALATION 20 meters per turn for winds of moderate strength). Once a particular portion of the forest is ablaze, it Forest fires naturally produce a great deal of remains so for 2d6×10 minutes before dying to a smoke. A furry that breathes heavy smoke must smoking smolder. make a HLT attribute save each turn (TN 18, +1 Furries overtaken by a forest fire may find per previous check) or spend that turn choking the leading edge of the fire advancing away from and coughing. A furry that chokes for 2 consecutive them faster than they can keep up, trapping them turns takes 1d3 points of Sp/S damage. Also, smoke deeper and deeper in its grasp. Within the bounds obscures vision, providing partial concealment (if of a forest fire, a furry faces three dangers: heat outdoors) or total concealment (in enclosed areas) to furries within it. damage, catching on fire, and smoke inhalation.
HEAT D AMAGE
T HE M ARSHES
Getting caught within a forest fire is even worse Two categories of marsh exist: relatively dry than being exposed to extreme heat (see Heat moors and watery swamps. Both are often bordered by lakes (described in Aquatic Terrain, Dangers). below), which effectively, are a third category of Breathing the heated air causes a furry to suffer terrain found in marshes. 1d3 points of Sp/L damage per turn. In addition, a furry must make a HLT attribute save every 5 turns The table below describes terrain features found (TN 18, +1 per previous roll) or take 1d3 points of in marshes. Roll 3d6; if the die roll total is equal Sp/S damage. to or greater than the number listed, that terrain element is present in the hex. A furry that holds his breath can avoid the lethal damage, but not the stunning damage. Those Marsh Terrain Moor Swamp wearing heavy clothing or any sort of armor take a Features –3 penalty on their HLT attribute saves. Shallow bog 13+ 12+ In addition, those wearing metal armor or Deep bog 16+ 13+ coming into contact with very hot metal suffer Light undergrowth 12+ 13+ burning damage. Heavy undergrowth 15+ 14+ On the first turn, the metal becomes warm and BOGS uncomfortable to touch but deals no damage. During the second turn, intense heat causes pain If a hex is part of a shallow bog, it has deep mud and +2 B/L damage. In the third and consecutive or standing water of about ½ meter in depth. It turns, the metal is searing hot, causing +2 P/L heat costs 2 meters of movement to move into a hex damage, as shown on the table below. If a furry is with a shallow bog, and the TN of REF-based underwater, the heat causes half damage and boils skill and attribute saves involving balance (GM’s the surrounding water. discretion) in such a hex increases by 2.
C ATCHING ON FIRE
A hex that is part of a deep bog has roughly 1 meter of standing water. It costs creature MediumFurries engulfed in a forest fire are at risk of sized or larger 3 meters of movement to move into 159
THE GREAT OUTDOORS a hex with a deep bog, or furries can swim if they must make a Swimming skill roll (TN 12) every turn wish. Small or smaller creatures must swim to to simply tread water in place (or TN 18 to move move through a deep bog. ½ the furry’s base Movement score in whatever direction is desired). If a trapped furry fails this Acrobatics and jumping are impossible in a deep check by 6 or more, he sinks below the surface and bog. The water in a deep bog provides partial cover begins to drown whenever he can no longer hold to creatures in it, based on how much of their body his breath (see Drowning in the Core Rules). is exposed (see the Core Rules). Furries below the surface of a bog may swim Deep bog hexes are usually clustered together back to the surface with a successful Swimming and surrounded by an irregular ring of shallow skill roll (TN 18, +1 per consecutive turn of being bog hexes. under the surface). Both shallow and deep bogs increase the TN of Rescue: Pulling out a furry trapped in quicksand Stealth skill rolls to move quietly by 2. can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to U NDERGROWTH The bushes, rushes, and other tall grasses in reach the victim with one end of it. Then he must marshes function as undergrowth does in a forest make a STR attribute save (TN 15) to successfully (see Forest Terrain, above). A hex that is part of a pull the victim, and the victim must make a STR attribute save (TN 12) to hold onto the branch, bog does not also have undergrowth. pole, or rope. If the victim fails to hold on, he must make a Swimming skill roll (TN 18) immediately QUICKSAND Patches of quicksand present a deceptively to stay above the surface. If both checks succeed, solid appearance (appearing as undergrowth or the victim is pulled 2 meters closer to safety. open land) that may trap careless furries. A furry H EDGEROWS approaching a patch of quicksand at a normal pace Common in moors, hedgerows are tangles of is entitled to a Survival (TN 12) or Awareness (TN 18) skill roll to spot the danger before stepping in, stones, soil, and thorny bushes. Narrow hedgerows but running or sprinting furries don’t have a chance function as low walls, and it takes 3 meters of to detect a hidden bog before blundering in. A movement to cross them. Wide hedgerows are typical patch of quicksand is 7 meters in diameter more than 1.5 meters tall and take up entire hexes. (roll 2d6 for a random diameter in meters); the They provide total cover, just as a wall does. It momentum of a charging or running furry carries takes 5 meters of movement to move through a hex with a wide hedgerow; creatures that make a him or her 1d3 meters into the quicksand. successful Climbing skill roll (TN 15) need only 2 Effects of Quicksand: Furries in quicksand meters of movement to move through the hex.
160
THE GREAT OUTDOORS movement, but furries gain a +1 elevation bonus on skill rolls for melee attacks against foes downhill Some marshes, particularly swamps, have trees from them (as per the Core Rules). just as forests do usually clustered in small stands. S TEEP S LOPE Paths lead across many marshes, winding to avoid bog areas. Furries moving uphill (to an adjacent hex As in forests, paths allow normal movement and of higher elevation) must spend 2 meters of don’t provide the concealment that undergrowth movement to enter each hex of steep slope. Furries running or sprinting downhill (moving to an does. adjacent hex of lower elevation) must succeed on a S TEALTH A ND D ETECTION I N A M ARSH Reflexes attribute save (TN 12 if Running, TN 18 if In a moor, the maximum distance at which a Sprinting) upon entering the first steep slope hex. sight based Awareness skill roll for detecting the Mounted furries make a Riding skill roll instead. nearby presence of others can succeed is 2d6×10 Furries who fail this roll stumble and must end meters. In a swamp, this distance is 3d6×3 their movement 1d3 meters later. meters. Furries who fail by 6 or more fall prone in the Undergrowth and deep bogs provide plentiful hex where they end their movement (GMs may impose B/S damage as if the furry had fallen half concealment, so it’s easy to hide in a marsh. the distance run). A steep slope increases the TN A marsh imposes no penalties on hearing-based of REF-based skill and attribute saves involving Awareness skill rolls, and using the Stealth skill is balance by 2. more difficult in both undergrowth and bogs. C LIFF T HE H ILLS A cliff typically requires a Climbing skill roll (TN 18) to scale and is 2d6 meters tall, although A hill can exist in most other types of terrain, the needs of your map may mandate a taller cliff. A but hills can also dominate the landscape. Hill cliff isn’t perfectly vertical, taking up two 1-meter terrain is divided into two categories: gentle hills hexes if it’s less than 10 meters tall and three 1and rugged hills. Hill terrain often serves as a meter hexes if it’s 10 meters or taller. transition zone between rugged terrain such as mountains and flat terrain such as plains.
OTHER M ARSH TERRAIN ELEMENTS
LIGHT UNDERGROWTH
The table below describes terrain features found Sagebrush and other scrubby bushes grow on in marshes. Roll 3d6; if the die roll total is equal to or greater than the number listed, that terrain hills, although they rarely cover the landscape as they do in forests and marshes. Light undergrowth element is present in the hex. provides concealment and increases the TN of Hills Terrain Gentle Rugged REF-based skill and attribute saves involving Hill Features Hill balance and Stealth skill rolls by 2. Gradual slope 9+ 12+ OTHER HILLS TERRAIN ELEMENTS Steep slope 14+ 11+ Cliff 16+ 15+ Trees aren’t out of place in hills terrain, and Light undergrowth 14+ 14+ valleys often have active streams (2 to 3 meters wide and no more than 2 meters deep) or dry GRADUAL SLOPE stream beds (treat as a trench 1 to 3 meters across) This incline isn’t steep enough to affect in them. If you add a stream or stream bed, 161
THE GREAT OUTDOORS remember that water always flows downhill.
G RADUAL AND S TEEP S LOPES These function as described in Hills Terrain, above.
S TEALTH A ND D ETECTION I N H ILLS In gentle hills, the maximum distance at which a sight-based Awareness skill roll for detecting the CLIFF nearby presence of others can succeed is 1d6×10 meters. In rugged hills, this distance is 2d6×3 These terrain elements also function like their meters. hills terrain counterparts, but they’re typically Hiding in hill terrain can be difficult if there 1d6×7 meters tall. isn’t undergrowth around. A hilltop or ridge Cliffs taller than 25 meters take up 7 meters of provides enough cover to hide from anyone below horizontal space. the hilltop or ridge.
Hills don’t affect Awareness or Stealth skill rolls.
T HE M OUNTAINS The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains. As furries ascend into a mountainous area, they’re likely to face each terrain category in turn, beginning with alpine meadows, extending through rugged mountains, and reaching forbidding mountains near the summit.
CHASM Usually formed by natural geological processes, chasms function like pits in a dungeon setting. Chasms aren’t hidden, so furries won’t fall into them by accident (although shoving someone is another story). A typical chasm is 2d6×2 meters deep, at least 7 meters long, and anywhere from 2 to 7 meters wide (roll 1d6+1). It takes a Climbing skill roll (TN 18) to climb out of a chasm. In forbidding mountain terrain, chasms are typically 2d6×5 meters deep.
LIGHT UNDERGROWTH
Mountains have an important terrain element, This functions as described in Forest Terrain, the rock wall, which is marked on the border above. between hexes rather than actually taking up hexes. S CREE The table below describes terrain features found A field of shifting gravel, scree doesn’t affect in mountains. Roll 3d6; if the die roll total is equal Movement, but it can be treacherous on a slope. to or greater than the number listed, that terrain The TN of REF attribute saves and Acrobatics skill element is present in the hex. rolls increases by 1 if there’s scree on a gradual slope and by 3 if there’s scree on a steep slope. The Alpine Meadow Rugged Forbidding TN of Stealth skill rolls increases by 2 if the scree Gradual slope 11+ 13+ 14+ is on a slope of any kind. Steep slope 12+ 10+ 10+ D ENSE RUBBLE Cliff 15+ 14+ 14+ The ground is covered with rocks of all sizes. It Chasm — 16+ 15+ costs 2 meters of movement to enter a hex with Light 14+ 15+ — dense rubble. The TN of REF attribute saves and undergrowth Acrobatics skill rolls on dense rubble increases by Scree — 14+ 13+ 3, and the TN of Stealth checks to move quietly Dense rubble — 14+ 13+ increases by +1. 162
THE GREAT OUTDOORS ROCK W ALL
point.
It’s easier to hear faraway sounds in the A vertical plane of stone, rock walls require a Climbing skill roll (TN 21) to ascend. A typical mountains. rock wall is 2d6 meters tall in rugged mountains Distance penalties for hearing-based Awareness and 3d6×5 meters tall in forbidding mountains. skill rolls are halved. Rock walls are drawn on the edges of hexes, not in AVALANCHES the hexes themselves. The combination of high peaks and heavy snowfalls means that avalanches are a deadly peril Found in cliff and steep slope hexes and next to in many mountainous areas. While avalanches of rock walls, cave entrances are typically between 2 snow and ice are common, it’s also possible to have and 7 meters wide (roll 1d6+1 for random width) an avalanche of rock and soil. and 2 meters deep. Beyond the entrance, a cave An avalanche can be spotted from as far away as could be anything from a simple chamber to the 3d6×100 meters down slope by a furry who makes entrance to an elaborate dungeon. Caves used as an Awareness skill roll (TN 21). If all furries fail monster lairs typically have 1d3 rooms that are their Awareness rolls to determine the encounter 2d6+1 meters across. distance, the avalanche moves closer to them, and they automatically become aware of it when it OTHER M OUNTAIN T ERRAIN F EATURES closes to half the original distance. Most alpine meadows begin above the tree line, It’s possible to hear an avalanche coming even so trees and other forest elements are rare in the if you can’t see it. Under optimum conditions (no mountains. other loud noises occurring), a furry who makes Mountain terrain can include active streams (1 a hearing based Awareness skill roll (TN 15) can to 3 meters wide and no more than 2 meters deep) hear the avalanche or landslide when it is 1d6×75 and dry streambeds (treat as a trench 1 to 3 meters meters away. This roll might have a TN of 18, 21, or higher in conditions where hearing is difficult across). (such as in the middle of a thunderstorm). Particularly high-altitude areas tend to be colder A landslide or avalanche consists of two distinct than the lowland areas that surround them, so they areas: the bury zone (in the direct path of the may be covered in ice sheets (described below). falling debris) and the slide zone (the area the S TEALTH A ND D ETECTION I N M OUNTAINS debris spreads out to encompass). Furries in the As a guideline, the maximum distance in bury zone always take damage from the avalanche; mountain terrain at which a vision-based furries in the slide zone may be able to get out of Awareness skill roll for detecting the nearby the way. Furries in the bury zone take +12 points presence of others can succeed is 2d6×3 meters. of B/L damage, or half that amount if they make a Certain peaks and ridge lines afford much better REF attribute save (TN 18). They are subsequently vantage points, of course, and twisting valleys and buried (see below). Furries in the slide zone take canyons have much shorter spotting distances. +4 points of B/L damage or no damage if they Because there is little vegetation to obstruct line make a REF attribute save (TN 15). Those who fail of sight, the specifics on your map are your best their attribute saves are buried. guide for the range at which an encounter could Buried furries take +1 points of B/L crushing begin. As in hill terrain, a ridge or peak provides damage per minute until freed or dead. enough cover to hide from anyone below the high The typical avalanche has a width of 1d6×30 163 C AVE E NTRANCE
THE GREAT OUTDOORS meters, from one edge of the slide zone to the furries with some form of life support or selfopposite edge. contained breathing apparatus) are immune to altitude effects. The bury zone in the centre of the avalanche is half as wide as the avalanche’s full width. ALTITUDE Z ONES To determine the precise location of furries in In general, mountains present three possible the path of an avalanche, roll 1d6×7 meters; the altitude bands: low pass, low peak/high pass, and result is the number of feet from the centre of high peak. the path taken by the bury zone to the centre of the party’s location. Avalanches of snow and ice Low Pass (lower than 1,700 meters): Most advance at a MOV of 75 meters per turn, and rock travel in low mountains takes place in low passes, avalanches travel at a MOV of 40 meters feet per a zone consisting largely of alpine meadows and turn. forests. Travelers may find the going difficult (which is reflected in the movement modifiers for traveling High altitude can be extremely fatiguing—or through mountains), but the altitude itself has no sometimes deadly—to creatures that aren’t used to game effect. it. Cold becomes extreme, and the lack of oxygen Low Peak or High Pass (1,700 to 5,000 in the air can wear down even the most hardy of meters): Ascending to the highest slopes of warriors. low mountains, or most normal travel through high mountains, falls into this category. All non A CCLIMATIZED FURRIES acclimatized creatures labor to breathe in the thin Creatures accustomed to high altitude generally air at this altitude. Furries must succeed on a HLT fare better than lowlanders. Any creature associated attribute save each hour (TN 15, +1 per previous with mountain environment in its description is check) or become fatigued. Fatigued furries cannot considered native to the area, and acclimatized to Run or Sprint and suffer a –3 penalty to all physical skill rolls. The fatigue ends when the furry descends the high altitude. to an altitude with more air. Acclimatized furries Furries can also acclimatize themselves by do not have to attempt the HLT attribute save. living at high altitude for one month. Furries who spend more than two months away from the High Peak (more than 5,000 meters): mountains must re-acclimatize themselves when The highest mountains exceed 5,000 meters in they return. Undead, constructs, animatrons, and height. At these elevations, creatures are subject other creatures that do not breathe (including to both high altitude fatigue (as described above) M OUNTAIN T RAVEL
164
THE GREAT OUTDOORS and altitude sickness, whether or not they’re acclimatized to high altitudes .
Desert Terrain Features
Tundra
Rocky
Sandy
Altitude sickness represents long-term oxygen Light undergrowth 14+ 16+ 16+ deprivation, and it affects Mind and Body attribute Ice sheet 13+ — — scores. After each 6-hour period a furry spends at 16+ 12+ 15+ an altitude of over 5,000 meters, he must succeed Light rubble — 12+ 16+ on a HLT attribute save (TN 15, +1 per previous Dense rubble check) or suffer a temporary loss of 1 point from Sand dunes — — 11+ all attribute scores. Creatures acclimatized to LIGHT U NDERGROWTH high altitude receive a +3 bonus on their HLT attribute saves to resist high altitude effects and Consisting of scrubby, hardy bushes and cacti, altitude sickness, but eventually even seasoned mountaineers must abandon these dangerous light undergrowth functions as described for other terrain types. elevations. I CE S HEET Attribute points lost from altitude fatigue are healed at the same rate as Lethal damage (see the The ground is covered with slippery ice. It costs Core Rules). 2 meters of movement to enter a hex covered by an ice sheet, and the TN of REF-based skill and T HE D ESERT attribute saves involving balance increase by 5. A REF attribute save (TN 15) is required to run or Desert terrain exists in warm, temperate, and charge across an ice sheet. cold climates, but all deserts share one common module: little rain. The three categories of desert L IGHT RUBBLE terrain are tundra (cold deserts), rocky desert Small rocks are strewn across the ground, (often temperate), and sandy desert (often making nimble movement more difficult more warm). difficult. The TN of REF-based skill rolls involving Tundra differs from the other desert categories balance increase by 1. in two important ways. Because snow and ice cover D ENSE RUBBLE much of the landscape, it’s easy to find water. And This terrain feature consists of more and larger during the height of summer, the permafrost thaws to a depth of a foot or so, turning the landscape stones. It costs 2 meters of movement to enter a hex with dense rubble. The TN of REF-based skill into a vast field of mud. and attribute saves involving balance increase by The muddy tundra affects movement and skill 3 and the TN of Stealth skill rolls to move quietly use as the shallow bogs described in marsh terrain, increases by 1. although there’s little standing water. S AND DUNES The table below describes terrain features found in each of the three desert categories. The terrain Created by the action of wind on sand, sand elements on this table are mutually exclusive; for dunes function as hills that move. If the wind is instance, a hex of tundra may contain either light strong and consistent, a sand dune can move a undergrowth or an ice sheet, but not both. Roll hundred meters or more in a week’s time. Sand 3d6; if the die roll total is equal to or greater than dunes can cover hundreds of hexes. They always the number listed, that terrain element is present have a gentle slope pointing in the direction of the in the hex. prevailing wind and a steep slope on the leeward side. 165
THE GREAT OUTDOORS represent untamed plains. The battlefields where large armies clash are temporary places, usually reclaimed by natural vegetation or the farmer’s plough. Battlefields represent a third terrain category because adventurers tend to spend a Rocky deserts have towers and mesas consisting lot of time there, not because they’re particularly of flat ground surrounded on all sides by cliffs and prevalent. steep slopes (described in Mountain Terrain, The table below shows the proportions of terrain above). Sandy deserts sometimes have quicksand; this functions as described in Marsh Terrain, elements in the different categories of plains. On a above, although desert quicksand is a waterless farm, light undergrowth represents most mature mixture of fine sand and dust. All desert terrain grain crops, so farms growing vegetable crops is criss-crossed with dry streambeds (treat as will have less light undergrowth, as will all farms trenches 2 to 5 meters wide) that fill with water on during the time between harvest and a few months after planting. the rare occasions when rain falls. The table below describes terrain features found S TEALTH A ND D ETECTION I N T HE D ESERT in each of the three Plains categories. The terrain In general, the maximum distance in desert elements on this table are mutually exclusive. Roll terrain at which a vision-based Awareness skill 3d6; if the die roll total is equal to or greater than roll for detecting the nearby presence of others can the number listed, that terrain element is present succeed is 2d6×20 meters; beyond this distance, in the hex. elevation changes and heat distortion in warm Plains Terrain deserts makes spotting impossible. Farm Grassland Battlefield
OTHER D ESERT T ERRAIN F EATURES Forests sometimes border tundra, and the occasional tree isn’t out of place in the cold wastes.
The presence of dunes in sandy deserts limits spotting distance to 2d6×10 meters. The desert imposes neither bonuses nor penalties on Awareness skill rolls. The scarcity of undergrowth or other elements that offer concealment or cover makes hiding more difficult, increasing the TN of Stealth skill rolls by 3.
Features
Light undergrowth Heavy undergrowth Light rubble Trench Berm
12+
14+
15+
—
15+
—
— 16+ —
— — —
15+ 16+ 16+
SANDSTORMS
A sandstorm reduces visibility to 3d6 meters and imposes a –3 penalty on Awareness skill rolls. A sandstorm deals 1d3 points of B/S damage per hour to any creatures caught in the open, and leaves a thin coating of sand in its wake. Driving sand creeps in through all but the most secure seals and seams, to chafe skin and contaminate carried gear.
U NDERGROWTH
Whether they’re crops or natural vegetation, the tall grasses of the Plains function like light undergrowth in a forest. Particularly thick bushes form patches of heavy undergrowth that dot the landscape in grasslands.
L IGHT RUBBLE On the battlefield, light rubble usually represents T HE P LAINS something that was destroyed: the ruins of a Plains come in three categories: farms, building or the scattered remnants of a stone wall, grasslands, and battlefields. Farms are common for example. It functions as described in the desert in settled areas, of course, while grasslands terrain section above. 166
THE GREAT OUTDOORS T RENCH
Streams, generally 2 to 7 meters wide and 1 to 3 meters deep, are commonplace.
Often dug before a battle to protect soldiers, a trench functions as a low wall, except that it STEALTH AND DETECTION I N P LAINS provides no cover against adjacent foes. It costs 2 In Plains terrain, the maximum distance at which meters of movement to leave a trench, but it costs a sight-based Awareness skill roll for detecting the nothing extra to enter one. nearby presence of others can succeed is 2d6×40 Creatures outside a trench who make a melee meters, although the specifics of your map may attack against a creature inside the trench gain a restrict line of sight. Plains terrain provides no +1 elevation bonus on melee attack rolls. In farm bonuses or penalties on Awareness skill rolls. terrain, trenches are generally irrigation ditches. Cover and concealment are not uncommon, so a good place of refuge is often nearby, if not right at BERM hand. A common defensive structure, a berm is T HE R IVERS AND OCEANS a low, earthen wall that slows movement and provides a measure of cover. Put a berm on the Aquatic terrain is the least hospitable to most map by drawing two adjacent rows of steep slope (described in Hills Terrain, above), with the edges Furries, because they can’t breathe there. Aquatic of the berm on the downhill side. Thus, a furry terrain doesn’t offer the variety that land terrain crossing a four-hex berm will travel uphill for 2 does. The ocean floor holds many marvels, hexes, then downhill for 2 hexes. Four hex berms including undersea analogues of any of the terrain provide cover as low walls for anyone standing elements described earlier in this section. But if behind them. Larger berms provide the low wall furries find themselves in the water because they benefit for anyone standing 2 meters downhill were shoved off the deck of a pirate ship, the tall kelp beds dozens or hundreds of meters below from the top of the berm. them don’t matter. Accordingly, these rules simply divide aquatic terrain into two categories: flowing F ENCES water (such as streams and rivers) and non-flowing Wooden fences are generally used to contain water (such as lakes and oceans). livestock or impede oncoming soldiers. It costs F LOWING W ATER an extra meter of movement to cross a wooden fence. A stone fence provides a measure of cover Large, placid rivers move at only a few miles as well, functioning as low walls. Mounted furries can cross a fence without slowing their movement per hour, so they function as still water for most if they make a successful Riding skill roll (TN 15). purposes. If the check fails, the steed crosses the fence, but But some rivers and streams are swifter; the rider falls out of the saddle. anything floating in them moves downstream at a speed of 1 to 6 meters per turn. The fastest OTHER P LAINS T ERRAIN F EATURES rapids send swimmers bobbing downstream at 10 to 15 meters per turn (roll 1d6+9 for random Occasional trees dot the landscape in many speed). Fast rivers are always at least rough water plains, although on battlefields and areas (Swimming skill roll, TN 15), and white water bordering heavily populated areas they’re often rapids are stormy water (Swimming skill roll, felled to provide raw material for siege engines TN 18). If a furry is in moving water, move her or buildings. Hedgerows (described in Marsh downstream the indicated distance at the end of Terrain) are found in plains as well. her turn. * A furry trying to maintain her position 167
THE GREAT OUTDOORS relative to the riverbank can spend some or all of the water’s clarity. As a guideline, creatures can her turn swimming upstream. see 3d6×5 meters if the water is clear and 2d6×2 meters if it’s murky. Moving water is always • Alternately, GMs may use segmented murky, unless it’s in a particularly large, slowmovement, moving the furry each turn segment moving river.
a distance equal to the total distance divided by It’s hard to find cover or concealment to hide the highest INI score for that turn, until the total movement is expended for that turn. For example, underwater (except along the sea floor). Hearinga furry moves 10 meters in a turn and the highest based Awareness and Stealth skill rolls function INI rolled for all of the furries is 12. The furry normally underwater. moves 1 meter downstream on INI 12, 11, 10, 9, and so on, until all of the movement is expended INVISIBILITY at the end of segment 3. No additional movement An invisible creature displaces water and and leaves will occur until the next turn.
a visible, body-shaped “bubble” where the water was displaced. The displacement can be spotted S WEPT A WAY with a successful Awareness skill roll at –5. –5. Furries Furries swept away by a river moving 10 meters may make attacks against the creature but still per turn or faster must make a Swimming skill suffer a –5 penalty to the skill roll. roll (TN18) every turn to avoid going under. If UNDERWATER COMBAT the EN is 6 or higher, he arrests his motion by catching a rock, tree limb, or bottom snag—he is Land-based creatures can have considerable no longer being carried along by the flow of the difficulty when fighting in water. Water affects water. Escaping the rapids by reaching the bank a creature’s DEF, attack rolls, damage, and requires three successful Swimming skill rolls (TN movement. In some cases a creature’s opponents 18) in a row. Furries arrested by a rock, limb, or may get a bonus on attacks. The effects are snag can’t escape under their own power unless summarized in the accompanying table. They they strike out into the water and attempt to swim apply whenever a furry is swimming, walking in their way clear. Other furries can rescue them as chest deep water, or walking along the bottom. if they were trapped in quicksand (described in Marsh Terrain, above). TTACKS UNDERWATER R ANGED A TTACKS
ON FLOWING W ATER N ON
Lakes and oceans simply require a swim MOV or a successful Swimming skill roll to move through (no roll required in calm water, TN 15 in rough water, TN 18 in stormy water). Furries need a way to breathe if they’re underwater. Failing that they risk drowning.
Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –1 penalty on attack rolls for every meter of water they pass through, in addition to the normal penalties for range.
A TTACKS TTACKS FROM L AND
Furries swimming, floating, or treading water When underwater, furries can move in any direction as if they were flying with perfect on the surface, or wading in water at least chest deep, have partial cover (+3 bonus to DEF) from maneuverability. opponents on land. A completely submerged NDERWATER STEALTH A AND DETECTION U U NDERWATER creature has total cover (+5 DEF) against opponents on land. Magical effects are unaffected except for How far you can see underwater depends on those that require attack rolls (which are treated 168
THE GREAT OUTDOORS like any other effects) and fire effects.
Condition
FIRE Non-magical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft skill roll (TN 18 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect effect is ineffective underwater unless its description states otherwise.
Has a MOV/ Hydro attribute Successful Swimming roll Firm footing3 None of the above
Attack Damage Movement Off roll Balance?4
–2
half
normal
No
–2
half1
quarter or half2
No
–2
half
half
No
–2
half
normal
Yes
1 The surface of a body of water blocks line of A creature without a Swimming MOV suffers a –2 effect for any fire spell. If the caster has made a penalty to any attempts to Grab or Restrain a target, Spellcraft skill roll to make the fire spell useable but deals damage normally when grappling. underwater, the surface still blocks the spell’s line 2 A successful Swimming skill roll lets a creature of effect. move in water with a base Swimming Movement (SMOV) score equal to one-quarter its base MOV. FLOODS A furry may take a “Run” or “Sprint” action while In many wilderness areas, river floods are a swimming. common occurrence. 3 Creatures have firm footing when walking along In spring, an enormous snowmelt can engorge the bottom, braced against a ship’s hull, or the the streams and rivers it feeds. Other catastrophic like. A creature can only walk along the bottom if it events such as massive rainstorms or the wears or carries enough gear to weigh itself down— destruction of a dam can create floods as well. at least one tenth the creature’s own weight (e.g., a During a flood, rivers become wider, deeper, and furry that weighs 90 kg requires 9 kg of additional swifter. Assume that a river rises by 1d6+1 meters weight). during the spring flood, and its width increases by 4 Creatures flailing about in the water (usually a factor of 1d6×25%. Fords may disappear for days, because they failed their Swimming skill rolls) bridges may be swept away, and even ferries might have a hard time fighting effectively. An offnot be able to manage the crossing of a flooded balance creature loses l oses its REF bonus to DEF, and river. A river in flood makes Swimming skill rolls opponents gain a +2 bonus on attacks against it. one category harder (i.e., calm water becomes rough, and rough water becomes stormy). Rivers also become 50% swifter.
169
ADVENTURES
In this section we explain how to create and run (even in the heat of the moment), it is usually by exciting adventures or scenarios for your players. an antagonist. These are the same basic guidelines we follow Enemies are usually people, but not always. when creating adventures that we publish. Sometimes an enemy might be an animal, or even a natural disaster. For example, an earthquake TORYLINE S TORYLINE rocks the city of Los Angeles. The heroes h eroes must free The first step is to come up with a basic storyline. people trapped in the rubble, put out fires, and What events will take place during the adventure? perform other heroic rescues. Some thieves might Who are the adversaries, and what wh at are they trying try to take advantage of the chaos to loot, requiring to accomplish? What obstacles will the PCs face? the intervention of the heroes, but the earthquake is the main “enemy” of the adventure. Every adventure or story has a theme. The As for human enemies, there are really two types. theme can suggest events that will occur in a story Ordinary enemies are minor foes, like bandits or and vice versa. enemy soldiers. Villains are singular adversaries, A good way to develop the basic story is to often as skilled or even more skilled than the answer the five basic questions: Who, what, wh at, where, heroes. They are typically the masterminds who when and why? We will describe and give some pull the strings of the ordinary enemies. tips to answering each one below. Once you can Ordinary Adversaries: Bandits, enemy answer all five, you should have all the details of soldiers, street thugs—all are examples of ordinary your story. enemies. These everyday foes are rarely inherently evil, though they may commit misdeeds out of a HO? W HO desire to follow orders, fear, desperation, or some Who is doing the action, committing the crime other motive. Their actions cannot be condoned, or act that drives (or starts off) the story? but they are usually at least understandable to the heroes. ADVERSARIES They are obstacles to be overcome in the pursuit A person who does something “wrong” or of justice, not enemies in their own right. illegal or intentionally harmful to someone else Except on rare occasions, such as a lone sentry, is called the antagonist. The antagonist is the bad guy or villain of the story. If a crime or injustice ordinary enemies are often encountered in large is planned in advance or committed intentionally numbers—typically two or more adversaries per
170
ADVENTURES hero. This enhances the challenge for the intrepid defeated by the heroes. Don’t fall into the trap of heroes, not to mention increasing the opportunities liking your villains so much that you lose sight for derring-do. of this fact. Your players will accept that their adversaries often escape and sometimes even Fortunately, ordinary enemies are normally not win temporary victories, but not if they sense you all that difficult for the heroes to overcome. They are fudging events just because you really like a are fairly easy to intimidate, trick, disarm, elude, or particular villain. otherwise defeat. You can encourage this cinematic feel, and save yourself a lot of bookkeeping, by ROTAGONISTS P ROTAGONISTS allowing ordinary enemies to quickly be taken out of the fighting. A single strong attack or clever Sometimes in adventure stories it’s not a bad stratagem should be enough to subdue an ordinary guy who gets the story going but a good guy. A good foe. guy who starts off the adventure or story is called a “protagonist.” If the person does something wrong This keeps the action fast-paced, reinforces the by accident or does something that isn’t “wrong” stature of the heroes and reduces the temptation but causes problems, he is probably probably a protagonist. for PCs to resort to killing their adversaries. Their action, however innocent, could result in Villains: Black-hearted scoundrels with twisted an accident or a situation that puts someone else morality—or none at all—villains are the true in danger, or perhaps something that makes the adversaries of the heroic PC. These masterminds antagonist (or “bad guy”) angry enough to do spin webs of deceit and depravity, sending minions something wrong. out to do their dirty work but rarely endangering OTHER CHARACTERS their own precious hides to carry out their vile schemes. Along with their adversaries, the PCs will meet In fact, the heroes may not face the villain many other people in their adventures. Some are directly—or even learn his identity—for several people in need of their help, such as an innocent adventures. Only after disposing of his wicked peon unjustly condemned to death by a corrupt plots and battling his many henchmen do they get official. Others are everyday people, such as a an opportunity to challenge their true foe. bartender or village blacksmith. And still others are family members, friends, or loved ones. A Villains are normally encountered singly, few may even be allies. Not everyone the heroes though occasionally two (or more) will form a meet need be either friend or foe, with nothing in temporary alliance to deal with a particularly between, though. dangerous enemy. These accords rarely last very long, however, since no villain can ever truly These other characters are very important. Not trust another. Betrayal is as natural to a villain as only are they useful in creating dramatic stories breathing. (how will a hero react when bandits kidnap his sister?), they can help remind the PCs just who the Other common traits include enormous pride, real adversaries are. overconfidence, greed, a devious mind, and a tendency for naked cruelty. Villains are fond of Come up with names for the other characters complex plots intended to trap those who would the heroes might encounter in the course of the put a stop to their schemes. But villains seldom adventure, and a few notes on their personalities. learn from their errors. Incompetent underlings Devising a simple “hook” for each character—such or other scapegoats are always to blame for their as a woman who constantly flutters her fan while failures. talking to the PCs—will each one memorable for your players. Remember, enemies exist to ultimately be 171
ADVENTURES Finally, keep track of the information you’ve spot. come up with. This way, you can re-introduce the W HEN? characters in later adventures, helping the heroes build relationships with them over time. When do the events of the adventure take place? Do they occur all at once, or over the W HAT? course of several days, or even weeks? This can What is it the villain (or villains) is doing? This be very important – the longer the heroes have is the active plot of the story, which should lead to to investigate, make plans and find equipment or a conflict with the heroes. allies, the more prepared they will be for the climax. Sometimes that’s good, and sometimes it’s not. It The villains could be working toward some depends on the storyline for each adventure. personal goal to achieve wealth, destroy the heroes (or someone else)—whether by simply W HY ? humiliating them, frustrating them or killing them—committing acts of terrorism or sabotage, No one—not even a villain—does things for or building a secret device (or weapon) to unleash no reason at all. You need to consider why the on an unsuspecting world. adversaries are acting the way they are. Knowing The villain’s plans can be as simple or as complex the motivation of the enemies will help you figure as you want. Even simple plots can make for fun out how they will behave and react during the adventures, though the most satisfying role-playing adventure. adventures tend to involve well-thought out plans Some common motivations include revenge, by the villains, with plenty of complications and greed, desire or lust for power, a battle of wits with sub-plots throughout. the heroes, prejudice, and yes, even love.
W HERE?
SCENES
Next you need to consider where the adventure, All stories have a beginning, a middle and an or the individual scenes of the adventure, will take end. In the beginning, some threat or problem place. arises that gets the heroes involved. In the middle Think like a Hollywood filmmaker. Invent the heroes gain more information about the imaginative sets for your major scenes—especially danger. In the end, or climax, the heroes resolve the climax! Why have a fight take place in an the problem – usually in a thrilling action scene. ordinary street when you can place the action atop Then the epilogue wraps everything up. the rooftops, or on a log over a waterfall, or aboard Adventures are divided into “scenes,” similar to a burning ship in the harbor? a movie. Each scene represents a part of the story. Likewise, come up with plenty of props for The story switches scenes whenever it is inventive heroes to use. It’s hard to swing across appropriate to do so. Usually a scene will end when a room full of enemies when the GM forgets to everything that the characters are doing (or trying include anything to swing on! Swashbuckling action to do) is resolved. demands plenty of props. When you come up with a prop, jot down a few notes on how it might be Simple adventures have three scenes—an used by the heroes. Figuring out Target Numbers Introduction, a Conflict, and an Epilogue. The for skill rolls involving the prop in advance can Introduction presents the problem and may give help keep your adventure from stalling while you the heroes a chance to gain more information. It’s look up a rule or come up with something on the the beginning and middle of the story rolled into 172
ADVENTURES one. The Conflict is the exciting climax, and the moment to shine in each adventure. Tailor a Epilogue resolves any loose ends. particular task, encounter, or challenge to each PC. Every player deserves a turn in the spotlight. But not all adventures have to follow this formula. If they did, your players might get Play the parts of adversaries and other bored after awhile. So once you are comfortable characters with flair. Use different voices or styles designing adventures, throw in some variety. You of speaking. Or try using an accent, even if it’s might start the story off with a short action scene a bad one. Get up from the table to act out how that introduces the key people in the adventure. one character limps when he walks, or wave your hands around while pretending to be a frightened However you structure the scenes in your story, settler. Help your players get into their own roles it should always have a beginning, middle and by throwing yourself into yours. end. Keep the action moving to reflect a cinematic style of play. Don’t let the adventure bog down in AN I NTERACTIVE STORYLINE minute details about what each PC is doing every In a role-playing game, unlike a book or film, minute in between action scenes. On the other you aren’t the only person responsible for the hand, don’t cut short a good planning session or storyline. The actions of the heroes can have a big character interaction if the players are having fun. effect on the story of your adventure. So figuring Recognize when it’s time to move on, and use a out what actions the PCs might take is also part of cinematic “cut scene” to skip ahead to more fun. coming up with a storyline. After all, if the heroes The storyline needn’t dwell on what the heroes are set off for Paris when the rest of your storyline doing in between action scenes. The GM can just takes place in Los Angeles, you’ll have a problem. skip ahead by saying, “a few days later…” Fortunately, in most games the PCs are heroes, and you can predict fairly accurately how they will react in most cases. For example, if they spot brigands robbing someone, you can count on the PCs getting involved somehow. There’s no need to come up with individual reasons for each hero to become involved in every adventure.
M ORE GM T IPS Here are some more tips for creating and running adventures.
It’s best if the story takes place with all of the characters together most of the time. It’s okay if some characters go off to do things alone or break into small groups occasionally, however. Sometimes it makes sense for characters to do things by themselves, such as picking up needed supplies, going to get help or scouting out a location. But it’s important to make sure that everyone who wants to have his character present for the big action scene is able to do so.
Last, but not least, never present the players with a situation in which killing is the only solution. Match your storylines to the interests of your There should always be another way to resolve the players. If a player enjoys complicated intrigue, problem, whatever it might be, without resorting come up with a suitably intricate plot for him to to bloodshed. unravel. If another player has fun using stealth, be sure to include plenty of chances to sneak around. E XPERIENCE P OINTS Players who get to do what they enjoy are less likely to get bored or distracted. Besides, ensuring As characters finish each adventure and that everyone has a good time is part of your job (presumably) accomplish the goal set forth for as the GM. them, whether it be to rescue a falsely imprisoned person, capturing or eliminating an enemy unit, Make sure that every hero gets at least one 173
ADVENTURES saving someone’s life or safeguarding a secret is probably the wrong approach. In the best games, message to the King, the characters should earn players should mix long-term and short-term Experience Points (EP). goals, putting points into less expensive abilities while saving others for larger steps.
A WARDING EXPERIENCE POINTS
Character improvement is the primary method for the GM to express his opinion on how the players are doing. There are many ways to quantify success; goals achieved, excellent role and character playing, even contributions to the background of the world. The number of experience points to award to characters will vary from adventure to adventure. Some GMs will also award experience for mapping or other record-keeping duties, character sketches, or other contributions to the game as a whole. Here are some guidelines for GMs to help determine how much experience points to award at the conclusion of an adventure.
Characters can increase existing skills, increase existing abilities, and under certain conditions develop completely new skills and abilities. Which of these a player decides to pursue also determines how you proceed. Most games will have a starting skill maximum. For this example we will use +5. No character can buy a skill higher than +5 at the start of play. This will also be the training skill maximum. That is, no character will be able to take advantage of instructor led training past +5. After that all progression and improvement will only be through experience within the course of the game.
GMs may also wish to limit the way experience is spent to abilities that are used or specifically SPENDING EXPERIENCE POINTS studied in the game. A rule of thumb would be Some players will want to scrimp and save for that if the character did not use a skill or ability a big character improvement. Others will spend that session, then that skill or ability cannot be a point here and there just to spend them and improved. Some GMs will find this too restrictive. improve some small bit. Either of these extremes
174
ADVENTURES
EXPERIENCE POINT A WARDS Description
CHARACTER IMPROVEMENT COSTS Attributes
EP Cost
Increase Attribute score
5x new attribute score
Traits
EP Cost
Buy new Capability
Listed cost of Trait
Take new Defect
Difference in cost of current and new level (and GM’s permission) Value of Defect (and GM’s permission) No point benefit
Skills
EP Cost
The character performed a dramatic or heroic action or speech that…
Skill Group levels
New level x5 in EP
…Added enjoyment to the game*
+1
Skill levels
New level x1 in EP
…Accomplished a team goal*
+1
…Presented serious risk to the character*
+1
Specialty levels
New level x .5 in EP
Action Points
EP Cost
Buy one Action Point
10 (and GM’s permission) -1 (character gets 1 EP)
Base experience point award for an adventure
EP
1
The adventure was…
…Short (one game session)
+0
…Long (two game sessions)
+1
…Very long (three or more sessions)
+2
Increase level of Capability
…successfully
+1
Buy off existing Defect
…unsuccessfully, but with a chance for the PCs to fix things next session …unsuccessfully with no chance to fix things
+0
The adventure ended…
-1
The player…
…Contributed a major plot element
+2
…Contributed a minor plot element
+1
…Developed a character background
+1
“Cash in” Action Point
175
CHARACTERS FROM THE STRIP Kevin and Kell may have a great setting, but the strip is built around its characters. Bill Holbrook has built an incredible cast of characters over the strip’s nine-year run. Many of them are suitable as beginning player-characters, while others are more experienced and suitable for campaigns with more happening. Many very interesting “people” have surrounded the Dewclaws over the years; this chapter only lists the most important.
T HE D EWCLAW H OUSEHOLD K EVIN D EWCLAW ( FORMERLY K INDLE ) Kevin is a six-foot tall, 225-pound rabbit in his late thirties. His fur is white and he has no other hair. One of his ears in perpetually flopped over, a trait he attributes to a variation of carpal tunnel. He always dresses relatively casually, in long-sleeved shirts and slacks, but he only wears a suit and tie on very important business and social occasions. Kevin’s first marriage to Angelique was a disaster in every respect. Although he worked hard to make the marriage succeed, even adopting a child, Angelique was never faithful to him and he was completely unable to make her happy. When she left him for an online romance that did not turn out well and got a divorce from him, Kevin fell into an online romance of his own with a female who turned out to be Kell Dewclaw. When Kell turned out to be a wolf, Kevin was not fazed, although there were some rocky moments on their first live date (the waiter mistook him for the entrée and almost didn’t take his order). In spite of this, they continued live dating until Kevin proposed marriage and Kell accepted.
with him. The couple and their children bought a tree-house in Domain Township, and soon Kell became pregnant by Kevin. Kevin, who was already a devoted father to his adopted daughter Lindesfarne, made a concerted effort to bond with his new stepson Rudy, which Rudy resisted for a long time before he was finally accepted. For years, Kevin had been working as a computer and Internet technician. Soon after his marriage he took on the job of running the Herbivore Forum for a major online service. The job kept him at home and very busy, which was helpful when it came to raising Coney while Kell worked. The herbivore forum was successful but inevitably became obsolete, to be succeeded by a series of other online ventures such as FleaBay (a service that matched people with parasite problems to insectivores who needed a meal), matingcall.com (an online dating service), finally culminating in the highly successful Internet Service Provider Hare-Link. This has enabled him to supplement his wife’s income, employ friends and close family friends gainfully, and generally be a positive support to the community, all the while retaining close ties to his family.
Kevin is very unusual among rabbits. He has been strictly monogamous throughout his life, and is absolutely faithful to Kell. He is a devoted father to all three of his children, loyal to his friends, and has a remarkable capacity for empathy and forgiveness. He even gave a job to a man who had spent much of the first part of his marriage trying to murder him out of family loyalty. Large and strong (his impressive bulk is muscle, not fat), Kevin has served as the Easter Bunny’s bodyguard and been a department store Santa Claus (a job usually done by a reindeer). When his loved ones are threatened, there is nothing he will not do to protect them – he In taking this step, Kevin instantly became an is slow to anger, but when his anger is roused he outcast among rabbits. His family disowned him; is a ferocious, tenacious fighter of no small skill. in retaliation, he took Kell’s family name as his There is a rumor linking him to The Iron Rabbit, own even though her family wasn’t any happier a popular wrestler from the 1980’s, which would 176
CHARACTERS FROM THE STRIP account for his combat prowess.
Traits and Defects: Attack Combat Mastery – A few years of being married to a predator means Kevin has had a few run-ins with Kell’s family, especially his brother-in-law; Ralph. Also a mysterious past may indicate where this 6ft Rabbit learned to fight (Level 3 – Limited Use to once per day), Danger Intuition (Rabbit Sense Level 1)
Although he doesn’t like to talk about it outside his immediate circle, Kevin has also developed a reputation for his prowess in “the marital arts”. Kevin and Kell have an active, imaginative and very frequent love life, and he has never given Kell any cause to regret her decision to marry him. S EE CS-9
As a parent, Kevin is relatively tolerant but very protective. He has rescued Rudy from the Wild, aided Lindesfarne through the ups and downs of her relationship with Fenton, and home schooled Coney when no day care center would take her. This concern has extended to Kell’s family as well; not only did he hire Ralph to work at HareLink and teach him technical skills, but he helped find a caregiver when Kell’s father contracted Alzheimer’s Disease and took in her mother after he died. He has been unfailingly supportive of his sister Danielle, and helped her doppelganger adapt to life in Domain (all the while not knowing she was a transplanted human – when he found out it changed nothing in his eyes). If Kevin does have a character flaw, it is his pride – whenever his manhood is challenged he takes it very personally. Species: Rabbit Height: 6ft (183cm) Weight: 225lb (102kg) Fur/Hair/Skin Color: White Rabbit fur. Occupation: Part-owner of Hare-Link Attributes: STR 5 REF 4 HLT 4 INT 5 WIL 4 PRE 5 DEF 14 INI 5 DAM 5 MOV
Heightened Hearing, Lucky (he is one of the titular characters after all- Level 1), Leaping (STR in meters/yards)
Light-Footed Species Features – Lawn Mower (Kevin keeps his lawn low and appetite satisfied),
Tunneling – MOV 4 (Kevin’s basement renovations are a result of his tunneling ability).
Prey-ism; Kevin is particularly susceptible to this discrimination as he travels in circles with large numbers of Predators. His In-Laws, Kell’s boss and workmates, and even the restaurants they dine at discriminate in some way (Hardship)
Nemesis – Ralph Dewclaw; Ralph was an annoying nuisance and frequently attempted ambushes.(Hardship)
Physical Impairment – Limp Ear RSI (Inconvenient)
Significant Other – The family (Perilous) Skeleton in the Closet – Who is that masked rabbit? (Inconvenient)
CS-9
177
CHARACTERS FROM THE STRIP Vulnerability – Pride affects his luck, light footed- After her mourning period (and after reclaiming ness and Danger Intuition when Kevin feels he her maiden name), Kell encountered Kevin Kindle has been slighted. (Hardship) online and they soon developed a strong emotional bond that even their dietary differences could not Skills: Ground Vehicles Automobiles +4, overcome. When they married, Kell took her son Computer Use +4,Society Predator +2, Society Prey +4, Conversation +5, Deduction Rudy and moved into a tree house with Kevin. She soon took to Lindesfarne as though the hedgehog +4, Intuition +3, Area Knowledge The was her own daughter and made a continuous Warren +3, Area Knowledge Domain effort to get Rudy to accept Kevin as his father. +4, Business +3, Religion Unitarian +2, Soon she became pregnant and gives birth to Knowledge Computers +3, Climbing +2, Coney, which served to bind the family together Throwing +2, Stealth +2, Professional Web Services Administrator +5, Concentration +3, even more strongly. Maces/Clubs Primitive; Stun +2/+2, Society All the while, Kell has been a career woman. Bunny Warren +4, Disguise +4, Persuasion A highly skilled predator, Kell has been a longFamily Business +2/+4, Negotiation Business time employee of HerdThinners Inc. She has been +3/+2, Instruction +4, Unarmed Combat rising steadily in the corporate ranks through Wrestling +5, Cooking Vegetarian +2/+2 webmistressing and headhunting to her current Special Gear: Typical Suburban tools and position as Chief of Security for HerdThinners’ materials, a suitcase hiding old wrestling headquarters. Over the course of her advancement gear. The tree-house also houses a basement she has developed an ability to work with R.L., business and server bank for HareLink Inc. the chief of HerdThinners, and learned to put up with Kevin’s ex-wife Angelique, who has become K ELL D EWCLAW a senior HerdThinners executive in spite of being Kell comes from a long, proud family heritage, born a prey species. S EE CS-10 She has also claiming direct descent from the legendary Big Bad developed a strong working relationship with the Wolf. Her family even has its own coat of arms. Domain Police Department. Kell is about five feet tall and has grey fur and blue hair. She has a nice but not overly spectacular figure, and is considered quite attractive – except by her prey, for Kell is a professional predator. In spite of this, she is married to a herbivore and is extremely content with the arrangement.
Kell has always had strong family loyalty, although on her side of the family that has not always been reciprocated. The main line of the Dewclaw family has never approved of her choices in mates, and her brother Ralph spent a long time trying to eliminate Kevin. Her father, before his Kell’s first marriage to Randy Foxglove (a fox) dementia, disinherited her as punishment for ended with Randy’s death in a hunting accident. marrying Kevin. Kell has turned to such more CS-10
178
CHARACTERS FROM THE STRIP understanding friends as the Ursals and Catherine Aura, and is an active member of the Interspecies Relationships Support Group; she is naturally attracted to aiding others in her position and has referred at least three couples to the group. Kell, however, sees her most important roles as those of a wife and mother. She has supported Kevin through his many business ventures and aided him in whatever ways were required. She took to Lindesfarne immediately and treats her like her own natural daughter. Rudy has been the cause of much joy and anxiety in Kell’s life – she is determined to raise him properly but his natural tendencies towards rebellion have put her in trying situations time and time again. Coney has been one of the great joys of Kell’s life despite the difficulties involved in raising a rabbit that eats anything that moves. To help Kevin in a crisis, Kell has tried unsuccessfully to infiltrate the Rabbit Warren. She was involved in the fight against Rabbit’s Revenge and her actions led to the capture of several of the group’s soldiers. Kell will risk anything for her family.
Her lack of greed is a rarity among HerdThinners executives; she does not hoard kills and hands over whatever she doesn’t eat to the company for sale. She does think about the interests of the company, although the company does not always return the favor. Kell suffers from Domestication, and was only able to keep her job by a combination of trust and subtle blackmail (she discovered with Lindesfarne’s help that R.L. was domesticated as well) and occasionally suffers discrimination as a domestication sufferer. Not one to take any slight lying down, Kell has worked towards having her domestication accepted by her peers and is no longer ashamed of her condition. Species: Wolf Fur/Hair/Skin Color: Light Brown wolf coat. Occupation: Chief of Security at HerdThinners, Mother. Attributes: Attributes: STR 4 REF 5 HLT 4 INT 5 WIL 4 PRE 6 DEF 15 INI 5 DAM 4 MOV 9
Although her profession is more that of a junior executive these days, Kell is still a formidable predator. She has been named HerdThinners Predator of the Month and frequently goes on expeditions to bring down prey in the Wild. S EE CS-11 She is an expert stalker who has been know to use her business suit as camouflage in tall grass, track prey by the sound of their cell phones, or use other ‘tricks of the trade”. However, she refuses to use the secret tricks of her prey against them.
Traits and Defects:
Attack Combat Mastery – Hunting (Level 5) Fast Learner – Computers (Level 1) Food Chain – Big Game Predator (Level 5) Heightened Hearing, Heightened Smell (Level 1) Lucky – Titular character (Level 1) Natural Claws, Teeth (2 Levels) Pack Hunting (Level 3) Social Advantage – Kell is renowned for her hunting abilities (Level 2)
CS-11
179
CHARACTERS FROM THE STRIP Species Features – wolf down food. Domestication – TN 10 Red Tape – HerdThinners (Inconvenient) Significant Other – The family (Perilous) Skills: Cooking +3 (Carnivore) +2 Swimming +2 +2 Instruction +3 Negotiation +3 (Family) +2 Persuasion +2 (Fast Talk) +4 Writing +3 Disguise +2 Stealth +5 Geography +3 (Domain) +2 Knowledge +4 (Prey) Religion +3 (Unitarian) (Unitarian) Business +4 Economics Economics +3
Professional +6 (Hunter-HerdThinner) Hunting +4 (Big Game) +4 Area Knowledge +5 (Domain Hunting Grounds) Awareness +3 (Hearing) +2 Intuition +3 Deduction +2 Surveillance +2 First Aid +2 Tracking +5 Computer Use +4 Ground Vehicles* +3 Climbing +2 Throwing +2 Stealth +2 Professional +2 (HerdThinner) Concentration +2 Maces/Clubs +2
Kindles had a great deal of difficulty finding food for an insectivore in the Rabbit Warren so they decided to raise her as a herbivorous American Porcupine. Early on Lindesfarne was made aware of what she thought at the time was her true heritage, heritage, and she adapted to eating plants, but genetically she was still a hedgehog. Although Kevin showered his adopted daughter with affection, Angelique was always cold to her and had no qualms about leaving her behind when she left her first husband. Lindesfarne readily accepted the situation when her father remarried and accepted his choice of mates without hesitation. More importantly, Lindesfarne turned out to be a natural, intuitive genius with a great interest in science and technology. Her sharp quills made her difficult to physically approach, and she gradually became rather shy and a bit lonely. All that changed at the Valentine’s Day dance when she was approached by a bat named Fenton Fuscus who swept her off her feet – literally! By the time she discovered that with Fenton’s help she could control her body in the air (although she could not fly under her own power), she was head-overheels in love. Unfortunately, she was diurnal while Fenton was nocturnal, meaning that as they days grew longer they were active at the same time less and less. Eventually, Kevin revealed to her that she was still a hedgehog, and she immediately immediately decided to register as one. As a result, she enrolled in night school and learned how to eat insects – now she is quite a connoisseur of insects, and she sh e and Fenton are on the same biological clock. She still manages to interact with the rest of her family and usually sleeps during the day. S EE C C S -12 -12
During a genetic analysis that she hoped would lead her to her true heritage, Lindesfarne discovered that she had genetic ties to the British royal family. .When stalkerazzi began to pursue her, she switched her DNA records with another hedgehog from the orphanage named Chertsey L INDESFARNE D D EWCLAW Ealing, who at the time was a homeless vagrant As an infant, Lindesfarne was adopted adopted from in London. Chertsey was adopted into the royal an English orphanage by Kevin and Angelique family, and the pressure was off Lindesfarne for the Kindle. A hedgehog when she was adopted, the time being. Only later would the true significance 180
CHARACTERS FROM THE STRIP of the DNA switch become apparent. Lindesfarne’s relationship with Fenton is one of the most important things in her life. It has had its ups and downs; while they were on different clocks Fenton was sorely tempted by the possibility of a side affair with the nocturnal n octurnal moth Tammy Tussock. When Lindesfarne discovered she was really an insectivore, she set out to eat Tammy but befriended her instead. After they scared the wits out of Fenton by pretending that Lindesfarne had eaten Tammy, Lindesfarne and Fenton reconciled. When Fenton disappeared, Lindesfarne was heartbroken but determined to carry on, and she was overjoyed to find him alive at Microtalon. . So far, however, she has resisted Fenton’s pleas for marriage, on the grounds that there was lot more of life she wished to experience before settling down. Despite this, she has pretty much determined that Fenton is her life mate and that they will eventually marry. Until then the closest they have gotten to physical intimacy is allowing Fenton to “undress her with his sonar”. An avid online role-player, Lindesfarne frequently took on the role of a strange, alien species called “humans”. She believed she had invented them, but it would not be until much later that the true import of her imaginings would become apparent. At school, not only is Lindesfarne an excellent student but she has also taught computer science. She is savvy enough to recognize her own old term papers when someone else turns them in. In addition, Lindesfarne has done much independent research into topics as diverse as
domestication and instinct loss. Lindesfarne, in her own home lab, discovered that the gene for domestication is always in the same place in everyone, as if it had been deliberately spliced in. Lindesfarne’s scientific inquisitiveness has led her to many amazing places – she is the second youngest astronaut in Domain history, as her quills were just the right size to fill minute breaches in the hull of the International Space Station. (The youngest astronaut ever was her stepbrother Rudy, who had stowed away on the mission and spent most of it space-sick). She has also collided with the falling Mir space station during one of her midnight flights with Fenton, shearing off half her quills and accidentally creating the legend of Cupid. S EE CS-13 CS-13 Recently, Lindesfarne began to have recurring nightmares about being an infant who had fallen overboard into the ocean. In her dreams, the parents who cried out for her rescue were human. When Danielle-H accidentally left a quarter from the human world where Rudy could find it, Lindesfarne began to investigate her heritage and discovered many subtle clues. One of those was that she was an exact genetic duplicate of Chertsey Ealing. The preponderance of evidence led her to a horrifying conclusion – Lindesfarne had been born in another universe, as a human, and transplanted to Domain. Horrified that her presence would contaminate her family and loved ones, she tried to flee through the portal to her own Earth. S EE C C S -14 -14 Fenton intercepted her at the last minute and persuaded her to stay. At about the same, time, two refugees from the human world, Ki and Nick, showed up and Lindesfarne befriended
C S -12 -12
181
CHARACTERS FROM THE STRIP CS-13
them in an effort to find out as much as she could about the human world. Ki and Nick later returned to the human world, but not before Lindesfarne discovered that Danielle was also a human. With massive instinct loss spreading across the world, Lindesfarne feared the worst and she and Danielle prepared to return to the human world through the portal; however, she eventually realized that anyone going through the portal would restore the balance. She was still surprised when the Auras sacrificed themselves so that she and Danielle could stay, but she has been grateful to have her family back. Lindesfarne is insatiably curious about almost everything. There is no anomaly she will not investigate, a trait that tends to get her into trouble. She keeps a pair of lab mice in her room who were originally experimental subjects but have since become friends. She is capable of performing amazing feats of information-gathering armed with equipment available to any high school student. s tudent. As a genetic researcher she may be unmatched, and she could have a brilliant future ahead ah ead of her.
Species: Hedgehog (bought up as a
herbivorous Porcupine) Fur/Hair/Skin Color: Black Spines Occupation: Student and part-time ISP
administrator. Attributes: Attributes: INT 5 WIL 3 PRE 2 REF 3 STR 3 HLT 3 DEF 13 INI 4 DAM 3 MOV 6 Traits and Defects: Armor (Quills – Partial +2 DAM) DAM) Food Chain Leveling Leveling (Insectivore) Global Contacts (Internet and NASA) Natural Weapons Weapons (Claws and Quills) Social Advantage Advantage (+2 Social Skills) Species Features Features (Long tongue for Insect Insect eating) Easily Distracted (Curiosity (Curiosity – Hardship) Famous (Youngest Astronaut) Astronaut) Significant Other Other (Fenton, her Boyfriend Boyfriend – Inconvenient) Skeleton in the Closet (Human (Human Heritage Inconvenient) Inconvenient) Skills:
C S -14 -14
182
CHARACTERS FROM THE STRIP History +4 (Domain) +2 Knowledge +3 (Human Mythology) Research +5 Business +2 Professional +2 (Astronaut) Zero-G +2 Area Knowledge +3 (Domain) Intuition +2 Cryptography +3 Deduction +5 Astronomy +3 Biology +5 Chemistry +4 Mathematics +4 Physics +3
Anthropology +3 (Human Mythology) +2 Archaeology +2 Hunting +1 (Insects) +4 Computer Use +5 Electronics +3 (Communications) +2 Engineering +3 Mechanic +2 Operate Electronics* +3 Stealth +2 Professional +3 (ISP Professional) Concentration +4 Maces/Clubs +2
RUDY D EWCLAW The son of Kell Dewclaw and Randy Foxglove, Rudy is a wolf cub with some fox genes. He is proud of his heritage, and of his family descent from the legendary Big Bad Wolf. Like Kell, Rudy suffers from Domestication, but has had a harder time dealing with it – he finally reconciled himself to the truth and has learned to live with his “doofus impaired” status, mainly because of a strong relationship with his mother and with his girlfriend.
Male, which Kevin ignored. After a brief flirtation with the Wild, Rudy was rescued by Kevin and has at last accepted him as his stepfather. Rudy also suffers from a learning disorder that affects his ability to track prey, which he has overcome with hard work. He is now one of the cornerstones of Caliban Academy’s Hunting team – his specialty is mixed doubles, and his partner is Fiona Fennec – who is also his girlfriend. Rudy met Fiona Fennec at school and originally resisted the idea of being interested in girls at all (he was, after all, 14). However, the full moon struck, turning him into – a were-gentleman. He ended up dating Fiona and soon fell in love with her. It was about that time he discovered Fiona was going to the Middle East to live with her parents. Their relationship has been maintained through e-mail, joined websites, and telephone until Fiona finally returned home – only to have to leave him again when she discovered she could “fix” the Y2K problem on computers. Fiona’s wealth led her to build a huge mansion next door to the Dewclaws, and she has stayed put ever since. Although the agreement is so far unspoken, it is plain to all observers that despite the competition that has arrived from time to time, Rudy and Fiona are destined to be together. Rudy is an extremely talented artist, specializing in comics. His webcomics “The Humans” (inspired by what he thought were the creatures Lindesfarne had invented) and “Mad About Ewe” have been immensely popular on the Internet, and only the lack of a means to get paid reliably has prevented Rudy from making a small fortune as an artist. Rudy has even been the guest of honor at a convention for “human fandom”.
Rudy’s greatest rival was always Vin Vulpin, who originally tried to steal Fiona from him and later tried to trick the hunting team into thinking he was prey. It was not until much later that Rudy discovered through a genetic test that Vin was his half-brother. Although he was reluctant to deal His mother marrying a rabbit put a with the fact, he had enough sympathy to help great strain on Rudy. Originally he continually Vin cope with his Domestication and later flee challenged his “father” for the position of Alpha into the Wild. Rudy usually considers compassion 183
CHARACTERS FROM THE STRIP an emotion unworthy of a predator, but he has displayed it often enough that it is clearly a central part of his nature. With his artistic talents and the fame he has already accrued, it is highly unlikely that he will have to hunt for a living when he grows up anyway.... Rudy was always especially closely tied to Catherine Aura. She was his teacher and later his hunting coach, and he delivered her son Nigel (if you can call helping an egg hatch “delivery”) For all his good traits, there are still times when Rudy can be an insensitive jerk. He often teases Lindesfarne and has been known to make arch comments about his stepfather on many occasions. When he discovered Lindesfarne was a transplanted human, he teased her about it mercilessly for a while. Rudy likes to present the impression of a kid who doesn’t give a fig about the world, carefully concealing the essentially caring soul within. The fact of the matter, although he will never admit to it, is that Rudy, like the rest of his family, would lay down his life for those he loves. Species: Wolf Fur/Hair/Skin Color: Brown wolf coat Occupation: Student and Art Hobbyist Attributes: INT 3 WIL 3 PRE 3 REF 3 STR 3 HLT 4 DEF 13 INI 3 DAM 3 MOV 10
Significant Other (Fiona his girlfriend) Skills: Art +3 (Cartoonist) Sports +2 (Team Hunting) Writing +4 Research +2 Area Knowledge +2 (Domain) Awareness +2 (Smell) +2 Tracking +2 Biology +2 Chemistry +2 Computer Use +4 Hunting +2 (Small Prey) +2 Climbing +2 Throwing +2 Stealth +2
Professional +2 (Web Cartoonist) Concentration +2 Maces/Clubs +2
C ONEY D EWCLAW Kevin and Kell’s daughter, Coney is an infant rabbit with sharp teeth and carnivorous tendencies. In fact, she’ll catch and eat just about anything that moves aside from people she recognizes as family and friends. She is directly responsible for massive reductions in the population of small game in the vicinity of the Dewclaws’ tree-house, from rats and mice to chameleons. No day care center would take her, so Kevin has been forced to home-school her in addition to running his businesses. S EE CS-15
Traits and Defects: Body Weapon (Claws and Teeth) Food Chain Leveling (Small Game hunting) Heightened Senses (Smell and Hearing) Leaping (Can leap his STR in meters/yards) Although as a predator she is gifted beyond Pack Hunting (Learning how to hunt in teams her years, Coney is still an infant. She is pre verbal and not potty-trained. Yet she in quite of 4) intelligent and seems able to communicate with Sprint Bonus (x4 MOV top speed 48kph/ other infants. Nigel Aura was her best friend, 28mph)
and she has also befriended the Ursals’ grandson Harcourt. Although small game is her specialty, Domestication (Don’t wave a stick in front of she has been known to bring down game as large him – TN 10) as an elk, and she once ate a HR manager at Easily Distracted (Impulsive - 1FP) HerdThinners who was threatening to fire Kell, Physical Impairment (Tracking Dyslexia saving her mother’s job without realizing it. Coney Hardship) seems to understand spoken English even though 184 Species Features – wolf down food.
CHARACTERS FROM THE STRIP CS-15
she cannot speak herself – Kevin tells her stories, including the story of the first Christmas.
Easily Distracted (Baby Stuff -Inconvenient) Girl/Guy Magnet (Baby Cute -Inconvenient) Physical Impairment (Can’t Walk -Hardship) Special Requirement (Nappy Changes Hardship) Skills: Language +3 (Baby Talk), Hunting
In full flow, Coney is an eating machine. She has been known to polish off huge quantities of food without showing the slightest ill effects. It is a common sight to see Coney sitting calmly, spitting out the bones of her latest kill. (Anything) +6 Species: Carnivorous Rabbit R ALPH D EWCLAW Fur/Hair/Skin Color: White fur Kell’s brother Ralph was the bane of Kevin’s Occupation: Baby Attributes: INT 3 WIL 4 PRE 2 REF 2 STR 2 existence for quite a while. Feeling that the honor of his family was being besmirched (or so he HLT 4 DEF 12 INI 3 DAM 3 MOV 2 claimed), Ralph spent much of the early part of Traits and Defects: Kevin and Kell’s marriage trying to murder Kevin. Attack Combat Mastery (Predator +2 Base He was about as successful at this as the Coyote Attack) has been at catching the Roadrunner. Ralph Body Weapon (Teeth – P/L) was always subconsciously sabotaging himself Distance Calculation (She can take down whenever he tried to bring down any prey, not just nearly anything) Kevin. Ever firearms didn’t help. Food Chain Leveling (Omnivore) Heightened Senses (Hearing) Special Movement (Attack Hop) Species Features (Massive Eater)
EventuallyRalph was hired as HerdThinners’ webmaster even though he had no experience at the tasks involved. S EE C S -16 However, he proved to be a rapid learner and gradually worked his way C S -16
185
CHARACTERS FROM THE STRIP into becoming a skilled technician, flourishing in a job that did not require him to hunt. To make it less likely that he would kill Kevin, Elanor (his and Kell’s mother) decided to ‘fatten him up”; now he is so bulky that fitting into most chairs is a difficult task. When he was let go at HerdThinners’, Kevin gave him a job at Hare-Link where he has been ever since.
in the business world. S EE CS-17
It turned out that the cause of Ralph’s ineptitude as a hunter was grief. He had been a champion hunter in high school until he met a sheep from a research lab; he tried to eat her, but talked with her instead and they eventually fell in love. When the sheep died giving birth to their daughter, Ralph was heartbroken and lost his Ralph’s personal growth has been as ability to kill. His futile efforts to kill Kevin were profound as that of any character in the series. an attempt to spare Kell his grief. From unreasoning hatred, he has grown to have Originally, Ralph was highly greedy and a grudging respect for Kevin, to the point that self-centered. He tried to sell of the entire Dewclaw while they might not socialize they do work well heirloom collection on eBay, which Kevin took a together. When the half-sheep Corrie showed job as a shopping-mall Santa to raise the money up at his doorstep and declared she was his to buy. He has resorted to firearms in the past, daughter, Ralph accepted her with open arms. He but only succeeded in shooting himself. He tried fell in love with a then-recently-divorced Martha to flee Y2K by joining the Wild, but was rejected Fennec and eventually married her. It was on his because he was such a bad hunter. He has matured honeymoon with her that Ralph and Martha fell a great deal since, and while still not the sharpest through the portal in the Bermuda triangle and tool in the shed is responsible, compassionate and were transformed into humans in the human overall a much better person than he was before world. The transformation brought out the worst Kevin entered his life. in Ralph’s nature, and he tried to stay behind in Species: Wolf the human world, even being willing to abandon Fur/Hair/Skin Color: Brown wolf fur Martha. However, when he found himself back in Domain after all and that Martha was still human, Occupation: Hare-Link owner he recovered both his loyalty and his morality and Attributes: INT 3 WIL 2 PRE 2 REF 3 STR 3 supported her. After she was transformed back into HLT 3 DEF 13 INI 3 DAM 3 MOV 8 a fox, they have been living together happily ever Traits and Defects: since, and Ralph has taken on the responsibility Food Chain Leveling (Small Game Carnivore) of raising two daughters – Corrie (his natural Heightened Senses (Smell and Hearing) daughter) and Fiona (Martha’s daughter). He Interspecies Affinity (Sheep) now lives in the mansion built by Fiona Fennec. A Leaping (Can leap his STR in m/yds) natural follower, Ralph has resisted any suggestion of taking over Hare-Link or striking out on his own Natural Weapons (Teeth and Claws) CS-17
186
CHARACTERS FROM THE STRIP Maces/Clubs +2
Sprint Bonus (x4 MOV)
Species Features – wolf down food. Backlash (Nature Skill Group – Disoriented for 1d6 minutes-Hardship) Significant Other (Martha Fennec Inconvenient) Skeleton in the Closet (Corrie’s Parentage. Inconvenient) Skills: Knowledge +2 (Human World) Religion +2 (Carnivore Church) Business +2 Economics +2 Trading +1 Area Knowledge +3 (The Wild) Awareness +2 (Smell) + Terrain Movement +1 (Woodland) +2 Hunting +2 (Big Game) +2 Surface Navigation +2 Survival +1 (The Wild) +2 Tracking +2 Intrigue +2 Society +1 (Human World) Politics +2
Computer Use +3 Driving +1 (Car) +2 Climbing +2 Throwing +2 Stealth +2 Professional +2 (Small Business) Concentration +2
E LANOR D EWCLAW The widow of Frank Dewclaw and mother to both Kell and Ralph, Elanor is an elderly wolf who lives in an apartment in the Dewclaw’s tree. S EE CS-18 Originally, Elanor strongly disapproved of Kell’s marriage to Kevin and agreed with Frank’s decision to disinherit her. Only when she lost her inheritance day-trading did she realize that Kell was truly happy and come to accept her daughter’s decision. She now spends a lot of time babysitting Coney. Too old now to hunt, Elanor lives a quiet retirement and always has a word of motherly advice for Kell. Skills of Note: Instruction +6, Hunting +4 (Large Prey)+2
F RANK D EWCLAW (D ECEASED ) Frank is Kell and Ralph’s late father. A formidable predator in his younger days, in his final years Frank suffered from Alzheimer’s disease. Kell, with Kevin’s help, arranged for his hospice care and was at his bedside when he finally died. Nonetheless, while he was lucid Frank had disinherited Kell for marrying Kevin, instead leaving everything that was left after his end-of-life care to Elanor and Ralph.. Every so often Frank’s ghost will visit Kell – usually to apologize. S EE CS 19
“G RANDPA” K INDLE Kevin’s father would be the black sheep of CS-18
187
CHARACTERS FROM THE STRIP CS-19
any family, even though he is most definitely a rabbit. A professional criminal, Grandpa claims to be behind every get-rich-quick scheme on the Internet. After his initial release from prison after serving five-to-ten for fraud, Grandpa went to work for HerdThinners as a security consultant – but not before saving Kell’s life in the Rabbit Warren by helping Kevin forge a rabbit license for her. Ironically it was Mr. Kindle who broke up Kevin’s first marriage by unknowingly romancing his own daughter-in-law online. Grandpa was peripherally involved in Rabbit’s Revenge – or more likely he was using the terrorist group as a convenient cover for his own activities. When he discovered the group’s true nature he distanced himself from it. When DanielleR accidentally killed a HerdThinners’ employee as part of an RR initiation, Grandpa took the rap so Danielle could move on with her life. He is now serving a life sentence for first-degree murder and will probably never be a free rabbit again. This has not kept him away from the Internet, however, so it seems likely that “Mr. Kindle” will be heard from again, even if from behind bars. Species: Hare Fur/Hair/Skin Color: White fur Occupation: Scoundrel Attributes: INT 4 WIL 2 PRE 2 REF 2 STR 3 HLT 2 DEF 12 INI 3 DAM 2 MOV 5 Traits and Defects: Danger Intuition (Rabbit Sense – Level 1) Heightened Senses (Hearing) Leaping (STR in meters/yds)
188
Organizational Ties (Shady Contacts – National) Tunneling (MOV 3) Cursed (Bad Luck-Hardship) Famous (Criminal History-Inconvenience) Ism (Shady History-Inconvenience) Red Tape (In Prison-Perilous) Significant Other (Kindle Family-Hardship) Skills:
Negotiation +3 (Swindle) +4 Persuasion +2 (Fast Talk) +4 Disguise +2 Gambling +3 Lockpicking +2 Shadowing +2 Sleight of Hand +2 Stealth +2 Research +2 Business +2 Economics +2 Professional +3 (Security) Trading +2 Area Knowledge +5 (The Warren) Awareness +2 (Smell) +2 Deduction +2 Surveillance +3 Acting +2 Conversation +2 Intrigue +3 Society +4 (Underworld) Climbing +2
CHARACTERS FROM THE STRIP CS-20
Throwing +2 Stealth +2 Professional +2 Concentration +2 Maces/Clubs +2
D ANIELLE K INDLE ( AKA D ANIELLE R) Sibling #26 in the Kindle family, Danielle Kindle was a young accountant living in the Rabbit Warren when she was reunited with Kevin Dewclaw. She was affiliated with Rabbit’s Revenge but fled them when she discovered their true purpose – but not before accidentally killing a predator at HerdThinners as part of an initiation ritual. Kevin gave her refuge from the terrorists in the Dewclaw home and a job at Hare-Link. S EE CS-
taken over ownership of Hare-Link. However, when George was unceremoniously dumped by his latest girlfriend he discovered that whenever his hand touched Danielle’s sparks flew – literally! S EE CS 21 Eventually the two fell in love, and George was getting ready to propose when Danielle discovered that Rabbit’s Revenge was preparing to launch a major attack. She figured she could put a stop to the plan by using George’s sparks to short out Rabbit’s Revenge’s unfortunately centralized computers. In the raid on the terror group’s headquarters, Danielle took a dart meant for George, but still managed to complete her mission. Her sacrifice was acknowledged with a heroine’s funeral. S EE CS-22
20
At about that time Danielle met George Fennec, who had recently divorced from Martha over mutual unfaithfulness. Originally they had a professional relationship, as George had recently CS-21
189
Species: Hare Fur/Hair/Skin Color: White fur Occupation: Accountant Attributes: INT 4 WIL 2 PRE 3 REF 3 STR 3
HLT 3 DEF 13 INI 4 DAM 3 MOV 6 Traits and Defects: Attractive (Good Looking Rabbit) Danger Intuition (Rabbit Sense)
CHARACTERS FROM THE STRIP CS-22
Eidetic Memory (Trivial) Fast Learner (Education Group) Heightened Senses (Hearing) Leaping (Can leap STR in meters) Lightning Calculator (+3 to business skills) Tunneling (2 MOV) Significant Other (George Fennec Inconvenience) Skeleton in the Closet (Former Terrorist Hardship) Wanted (Rabbit’s Revenge-Inconvenience) Skills:
Disguise +2 Shadowing +2 Research +2 Business +4 Economics +4 Professional +3 (Accountant) Area Knowledge +3 (The Warren) Concentration +3 Intuition +2 Cryptography +2 Deduction +2 Acting +2 Mathematics +3 Conversation +2 Intrigue +3 Society +3 (Rabbits Revenge) Politics +2 Computer Use +3 Climbing +2
Throwing +2 Stealth +2 Professional +2 (Accountant) Concentration +2 Maces/Clubs +2
D ANIELLE K INDLE II/D ANIELLE F ENNEC ( AKA D ANIELLE -H) On our Earth, an IRS accountant named Danielle Kendall was investigating an illegal dumping operation that operated in US Territorial waters. The organizers claimed the trash they got rid of had just been disappearing, but that now it bounced back so they stopped the practice. S EE CS-24 They took a skeptical Danielle along to show her – by throwing her overboard though the portal – which was, this time, NOT blocked by a trampoline. The rabbit that emerged from the portal and was found floating face-up in the Atlantic Ocean was taken to Catherine Aura by the birds who had been repairing the trampoline, but before she could be told of her situation she escaped. She immediately ran into the Dewclaw’s tree-house. She fainted dead away when she was greeted by a six-foot rabbit speaking with the voice of her brother Kevin. Kevin fainted equally dead away to apparently see Danielle Kindle returned from the grave. A quick genetic test by Lindesfarne determined that she was indeed an exact genetic match for Danielle Kindle, and the family decided that the Danielle who died must have been an impostor,. George Fennec, however, immediately 190
CHARACTERS FROM THE STRIP CS-24
figured out the truth when there were no sparks Link and happily married to George Fennec. when they touched. S EE CS-25 Danielle, trying to Species: Hare adjust to Domain, realized George was in love with Fur/Hair/Skin Color: White fur the original Danielle and tried to break him out Occupation: Accountant Hare-Link of it. In the process, however, she found herself Attributes: INT 4 WIL 2 PRE 3 REF 3 STR 3 falling in love with him herself. In addition, she HLT 3 DEF 13 INI 4 DAM 3 MOV 6 discovered that even though she was a rabbit in Traits and Defects: Write a basic this world she still enjoyed meat. Eventually description of any animal trait or disadvantage George proposed, and she accepted. and the effect it has in the game. At about that time, Lindesfarne began Attractive (Good Looking Rabbit) investigating a human-world coin that Danielle Danger Intuition (Rabbit Sense) had accidentally left behind. When she discovered Eidetic Memory (Trivial) that humans were not imaginary, she was Fast Learner (Education Group) eventually forced to confide in Danielle. At the same time, a massive instinct loss was engulfing Heightened Senses (Hearing) the Earth. Danielle and Lindesfarne reluctantly Leaping (Can leap STR in meters) determined the only way to restore the balance was Lightning Calculator (+3 to business skills) for them to return to the human world, but they Tunneling (2 MOV) were rescued at the last minute when the Auras Easily Distracted (Human World vs. Domain sacrificed themselves by going through the portal Life-Inconvenience) so that Danielle and Lindesfarne could resume Significant Other (George Fennectheir lives. Danielle is now the accountant at HareCS-25
191
Inconvenience) Skeleton in the Closet (Human-Hardship)
CHARACTERS FROM THE STRIP Wanted (Rabbit’s Revenge-Inconvenience) Skills:
Disguise +2 Shadowing +2 Research +2 Business +4 Economics +4 Professional +3 (Accountant) Area Knowledge +3 (The Human World) Concentration +3 Intuition +2 Cryptography +2 Deduction +2 Acting +2 Mathematics +3 Conversation +2 Intrigue +3 Society +3 (Human World) Politics +2 Computer Use +3 Driving +3 Climbing +2 Throwing +2 Stealth +2 Professional +2 (Accountant) Concentration +2 Maces/Clubs +2
F ENTON F USCUS
Lindesfarne were taking to the air on an almost nightly basis. But there was a problem – at the time, Lindesfarne still believed she was a diurnal American Porcupine, meaning their time together grew shorter and shorter as the days grew longer. Eventually they stopped meshing altogether. They attempted to keep their relationship together through e-mail, but Fenton gradually grew lonely for a flight partner and began dating the moth Tammy Tussock. Lindesfarne discovered he was cheating, and after extracting her revenge took him back – and he has remained faithful ever since. Once Lindesfarne was nocturnal, they had a brief period of happiness. Then Fenton stumbled onto a meeting of the Great Bird Conspiracy. He feared for his life, even after discovering that the “high priestess” was Catherine Aura. She decided to relocate him to the Seattle area as an employee at the software giant Microtalon with a new identity – to keep him quiet. However, that also meant that the GBC had to fake his death. The coroner called it a flight accident, but Lindesfarne was always suspicious and never gave up on looking for him. Only when the entire Dewclaw clan went to Microtalon on the verge of the potential Y2K disaster did she discover that Fenton was still alive. During this time, Fenton had been doing research work for micro talon and picked up a great many technical and scientific skills. Soon after their reunion, Fenton proposed marriage. Lindesfarne “shot him down with friendly fire” -- saying essentially that she wasn’t ready for marriage but that when she was ready it would be Fenton she would marry. Although the subject has come up every so often, Lindesfarne has stood firm.
Fenton is a bat – a nocturnal, flying insectivore that is extremely nearsighted and mostly navigates by sonar. He can still see, however, wearing extremely thick and wide glasses. This enables him to do such important things as read A superb technician from his time at computer monitors. Microtalon, Fenton was invited to joint the staff Fenton is a master of the skies. He can even at Hare-Link. Although this posed some initial carry a passenger along, even though he’s only tried problems since the office was in Kevin’s basement, it with Lindesfarne. He discovered Lindesfarne Fenton soon adjusted and his skills have been when he was accidentally pricked by one of her getting even better. Today Fenton is one of the best quills. A sonar check revealed Lindesfarne and computer security technicians in Domain, and is at the school dance Fenton asked for a dance and also skilled at maintaining Hare-Link’s hardware. swept Lindesfarne off her feet. Soon Fenton and S EE CS-26 192
CHARACTERS FROM THE STRIP CS-26
Fenton played a major role in convincing a distraught Lindesfarne not to return to HumanEarth after she discovered her true heritage. Always there to support her in a crisis, Fenton is the ideal boyfriend to Lindesfarne. He is even gentleman enough to resist his hormones enough to postpone physical intimacy until Lindesfarne is emotionally ready – which, presumably, will be their presumably inevitable wedding night. Species: Bat Fur/Hair/Skin Color: Brown Fur Occupation: Student and ISP Administrator Attributes: INT 5 WIL 3 PRE 2 REF 3 STR 3 HLT 3 DEF 13 INI 4 DAM 3 MOV 6 Traits and Defects: Distance Calculation (Sonar Calculation) Enhanced Attribute (+3 STR) Flight (9 MOV, Ceiling 100m) Heightened Senses (Sonar Echolocation) Night Vision (Absolute Darkness) Species Features (Carry Partner while flying) Awkward Dimensions (Short-Inconvenient) Physical Impairment (Nearsighted Inconvenient) Reduction (Enhanced STR while flying only-8 FP) Significant Other (Lindesfarne-Inconvenient) Skills: Instruction +2 Knowledge +4 (Internet Community) Language +3 (Geek Speak) Research +2
Business +2 Economics +2 Trading +2 Concentration +2 Cryptography +2 Deduction +2 Surface Navigation +3 Computer Use +5 Electrician +2 Electronics +3 (ISP Connections) +2 Engineering +3 (Computer Hardware)
Operate Electronics +2 Climbing +2 Throwing +2 Stealth +2 Professional +2 (ISP Administrator) Concentration +2 Maces/Clubs +2
F IONA F ENNEC Fiona, the daughter of George and Martha Fennec, is a product of the upper classes. Her parent’s marriage was arranged to increase the genetic diversity of their bloodlines, and she lived in an essentially loveless environment for the early part of her life. That changed when she entered Caliban Academy for her freshman year. She became attracted to Rudy Dewclaw and convinced him, while he was under the influence of the full moon, to go out on a date with her. On that date, they fell in love, but Rudy was reluctant to admit it to 193
CHARACTERS FROM THE STRIP himself until the Valentine’s Dance, where they both confessed their feelings. After the dance, Fiona told Rudy that her family was relocating to the Middle East, the Fennec homeland. They tried to carry on what became the first of several attempts at a long distance relationship, interrupted by her occasional returns to Domain township.
meant to be fixed). In the process, companies and governments started fierce bidding wars for her services and Fiona became extremely wealthy. She ordered the construction of a huge mansion next door to the Dewclaw’s tree-house to prepare for her eventual return. The last stop on the tour was Microtalon, where her powers failed her, forcing Kevin and Kell to work together to solve Y2K. Her powers are now in complete remission, but she is now fabulously wealthy. Being the financially responsible one in the family, she found she had to be the one controlling her parents’ spending.
During one of those visits Fiona was abducted by ‘aliens”. When she was found, she had a strange earring which gave her the power to repair inanimate objects by simply wishing they would work. Soon everybody in town was coming forward asking her to fix their stuff. This went on until the earring fell off and Fiona let the When her parents divorced, Fiona originally world believe she had lost her powers. In reality, split time between her parents. She has spent a however, the powers had nothing to do with the period of time as the owner of Hare-Link before earring..... S EE CS-28 selling her shares to her father. Although she is Fiona also began tutoring Rudy in the art of so phenomenally rich, she refuses to act snooty or hunting, as skill that he had struggled with. (Only spoiled, spends responsibly, and in general is very later did they learn he was learning-disabled) conservative with her money. S EE CS-29 Soon he became such a formidable predator that One thing that has never wavered is her they both joined Caliban’s hunting team. This devotion to Rudy. She has helped him resolve unfortunately brought Fiona to the attention of his conflicts over domestication, which she Vin Vulpin, who would pursue her off-and-on actually sees as one of his more endearing traits. for a very long time. Fiona and Rudy made a very She continues to help him in school, is still his effective team in mixed doubles and later joined teammate on the Hunting team, and has helped Caliban’s foursome. him with his webcomics. Fiona has also been As the hysteria over the Y2K bug began a good friend to Lindesfarne and the rest of the to grow, Fiona revealed that she had not lost her Dewclaw family, even going so far as to redesign powers after all and realized they had been given her mansion because it was blocking the sunlight to her so that she could personally fix the Y2K bug. to the Dewclaw’s tree-house. What followed was an 18-month whirlwind world Fiona now lives in the Fennec mansion with tour during which she fixed millions of computers Ralph and Martha Dewclaw and Corrie Dewclaw (and several other things, some of which were not CS-28
194
CHARACTERS FROM THE STRIP CS-29
(Ralph’s daughter). She has become quite close to her stepsister. Species: Fennec Fox Fur/Hair/Skin Color: Red Fox fur Occupation: Student/Independently Wealthy Attributes: INT 4 WIL 3 PRE 4 REF 4 STR 3 HLT 3 DEF 14 INI 4 DAM 3 MOV 8 Traits and Defects: Bird Granted Trait (Fix inanimate objects) Food Chain Leveling (Small Prey – Predator) Heightened Senses (Smell and Hearing) Natural Weapons (Teeth and Claws) Pack Hunting (Team of 4) Sprint Bonus (x5 STR – 54kph) Wealthy (Multimillionaire) Famous (Y2K Savior-Inconvenient) Reduction (Bird Granted ability is suppressed-4 FP) Significant Other (Rudy and her Parents Hardship) Skills:
Geography +3 (North America) + Knowledge +3 (Travel) Research +3 Business +3 Economics +3 Trading +2 Awareness +1 (Hearing) +2 Intuition +3 Terrain Movement +1 (Woodlands) +2 Hunting +3 (Small Prey) +2
Surface Navigation +3 Survival +2 (Woodlands) + 2 Tracking +4 Conversation +2 Intrigue +1 Philosophy +1 Society +2 (International) Computer Use +3 Electrician +1 Mechanic +1 Operate Electronics +1 Climbing +2 Throwing +2 Stealth +2 Concentration +2 Maces/Clubs +2
C ORRIE D EWCLAW ( PREVIOUS ) SURNAME D ALE An attractive ewe in her late teens, Corrie originally led the bizarre existence of spending most of her time on a wolf’s back. Deeply involved in a relationship with Rudy’s best friend and confidante Bruno, Corrie posed as a sheepskin he wore on his back as decoration. Only in Bruno’s room did she climb down and live her own life, mostly on-line. Bruno’s parents never realized Corrie was a live sheep. Corrie became a skilled hacker and hacked into the HerdThinner’s website, turning it into an advocacy site for vegetarianism. This led to Kell Dewclaw tracking her down and discovering her secret. In exchange for stopping the attacks, Kell 195
CHARACTERS FROM THE STRIP CS-30
not only allowed her to live but referred her and surprise, Ralph took her in and she was able to Bruno to the Interspecies Support group of which take her place in civilized society with no-one the she and Kevin were members. wiser. Later on, Corrie discovered she had been Eventually her relationship with Bruno cloned by researchers. The clone, Dolly, was her was “outed” and she has been accepted as part exact double. of the extended group of friends surrounding the Dewclaws. According to the Species Registry, Although she loved Bruno deeply, Corrie Corrie is a sheep, but she is still half-wolf and has felt constrained by her life, especially after Rudy actually eaten an attacking cougar. Now Corrie lives gave Bruno a more “stylish’ sheepskin for his with her father, his wife Martha, and her stepsister birthday. She allowed herself to be adopted by Fiona in the Fennec mansion. She currently works Candace Canid and her husband, but found them for HerdThinners as their webmaster. Corrie has much too controlling. Instead, she allowed Dolly also become an outspoken advocate for the rights to take her place and resumed her life as part of of couples who form outside their species now that Bruno’s wardrobe. S EE CS-30 her relationship with Bruno is out in the open. Corrie had never known anything about Although it is never mentioned directly, it her heritage outside the lab where her earliest has been suggested that Corrie and Bruno were memories came from. When Bruno was mistaken physically intimate while they were living together. for Dolly and captured by the lab, he discovered The strip has said nothing on the subject one way how she had come to them. He then made the or another. Corrie does have a jealous streak when most shocking discovery of all – that Corrie was it comes to Bruno, and has been known to attack part-wolf and Ralph Dewclaw’s daughter. He presumed rivals when it would have been wiser to immediately told Corrie, who went straight to hold back. S EE C S -31 Ralph, not knowing what to expect. To her pleasant C S -31
196
CHARACTERS FROM THE STRIP Species: Primary Sheep with Wolf genes. Fur/Hair/Skin Color: White Fleece Occupation: HerdThinners Webmaster Attributes: INT 3 WIL 4 PRE 4 REF 3 STR 3
Hunting +1 (Small Prey) +2 Surface Navigation +2 Tracking +1 Acting +2 Biology +2 Conversation +3 Intrigue +3 Anthropology +1 (Wolf Heritage) +2 Computer Use +5 Climbing +2 Throwing +2 Stealth +2 Concentration +2 Maces/Clubs +2
HLT 3 DEF 13 INI 3 DAM 3 MOV 8 Traits and Defects: Environmental Acclimatization (Cold Climates – Wool) Attack Combat Mastery (+1 Base Attack) Attractive (+2 Skills involving appearance) Autonomic Control (Sheep Skin; +4 Bonus against inspection TNs) Food Chain Leveling (Carnivore masquerading as a Herbivore) Organizational Ties (National – Interspecies Support) Interspecies Affinity (Canines) Wealthy (Fiona’s stepsister) Blind Fury (Jealous – TN 5 to recover Inconvenient) Significant Other (Ralph, the Fennecs and Bruno-Hardship) Skeleton in the Closet (Cloning experiments Inconvenience) Skills:
Disguise +4 Knowledge +2 (Cloning) Area Knowledge +2 (Domain) Awareness +1 (Smell) +2 Concentration +2 Intuition +2 Terrain Movement +1 (Grasslands) +2
B RUNO LUPULIN Bruno is Rudy’s best friend and confidante and Corrie’s long-term boyfriend. A full-blooded wolf, Bruno met Corrie on his first hunt and fell in love with her, taking her home on his back. Apparently he is quite strong physically, since he wore Corrie on his back for several years. When Corrie began to live a more independent life, she knitted him a sheepskin made from her own wool so that he could always have her scent with him. S EE CS-33
Although Bruno was a competent predator and a member in good standing of the Hunting team, eventually he got tired of killing “people” who were much like Corrie. As a result, he secretly had surgery to replace his digestive system with that of a herbivore – as a result, Bruno can now CS-33
197
CHARACTERS FROM THE STRIP live off plants. He was able to keep this secret for a long time – his parents still don’t know – but when it was discovered it led to his first and only serious falling-out with Rudy. It ended in an all-out brawl in which all of Bruno’s teeth were knocked out. He had them replaced with herbivore teeth. Rudy immediately regretted his actions, and he and Bruno have never had a quarrel since. Bruno remained on the hunting team, mainly using his tracking skills and running speed to aid them team’s efforts. Eventually, however, his condition became public knowledge and he became the subject of a huge controversy. Only by deception was he able to keep his place on the team. Bruno recently began taking herbivoreoriented classes, at which he met a rhinoceros named Rachel Einhorn who was instantly attracted to him. However, because she was so very nearsighted she had all along been mistaking him for a ewe. A confrontation with Corrie cured her of her infatuation. Nonetheless, Rachel has remained his friend (now that she knows he’s taken) and is showing him the tricks required to survive as a herbivore. Species: Wolf Fur/Hair/Skin Color: Brown fur Occupation: Student Attributes: INT 3 WIL 3 PRE 3 REF 4 STR 4 HLT 3 DEF 14 INI 4 DAM 3 MOV 10
Skeleton in the Closet (The Sheep Skin Inconvenience) Skills:
Awareness +1 (Hearing) +2 Intuition +2 Terrain Movement +2 (Woodlands) +2 Hunting +4 (Small Prey) +2 Surface Navigation +3 Survival +2 (Woodlands) +2 Tracking +4 Acting +3 Conversation +2 Intrigue +2 Anthropology +1 (Herbivores) +2 Computer Use +2 Climbing +2 Throwing +2 Stealth +4 Concentration +2 Maces/Clubs +2 Society +2 (High school)
V IN V ULPIN
Everyone needs a nemesis, and Rudy had Vin Vulpin. A bulky fox and the star of the hunting team, Vin immediately attempted to become a rival for Fiona’s attentions. Fiona gave up on Vin quickly when she discovered his great bulk was the product of steroid abuse, which would eventually Traits and Defects: force Caliban to forfeit the state championship. Art of Distraction (Can distract an individual) Bitter and vindictive, Vin vowed revenge on Rudy. The next season Vin attempted to murder him Food Chain Leveling (Reformed Carnivore) during a scent-only hunt by spraying Rudy with Heightened Senses (Smell and Hearing) pheromones that made him smell like prey. While Interspecies Affinity (Sheep) hiding from the rest of the team, Vin encountered Natural Weapons (Teeth and Claws) the Great Bird Conspiracy and was relocated to Pack Hunting (Team of 4) Microtalon. Sprint Bonus (x5 STR – 60 kph) Species Feature Herbivore four chambered stomach Ism (Flack from Species Purists Inconvenience) Significant Other (Corrie-Inconvenience)
Although Vin gained solid technical skills during his imprisonment, he truly bloomed as a geneticist. Sadly, Vin had no sense of ethics. When he returned to Domain, Vin bulked up again naturally and tried to stage a duel with Rudy. Rudy pulled out a stick and tricked Vin into fetching it, 198
CHARACTERS FROM THE STRIP revealing that Vin suffered from domestication. S EE CS-34
Afterwards, Vin graduated and went to work at HerdThinners – as a researcher, not a predator. At first he served as Kell’s intern, but secretly he was using their facilities to his own ends. Using his knowledge of cloning, he made it appear that HerdThinners had been exaggerating its profits, leading to the temporary incarceration of R.L. and Angelique. Kell discovered the truth, but before she could catch up with him, with the police in tow, Vin had been spirited away be intelligent bacteria, who wanted to use him as the carrier for a deadly plague of their own devising. He was saved by Rudy, who tricked the bacteria into transferring to him – where his mouthwash wiped them out. Vin and Rudy had by that time discovered they had the same father. This made Vin resent Rudy even more. Nonetheless, Vin, realizing he was a dead fox if R.L. caught up with him, turned to Rudy for help. Rudy told him his only option was to flee to the Wild, faking his own death for the second time. Surprisingly, Vin has found happiness in the Wild, having found love and a family, Vin has forgotten his former life to the point that he does not even remember having a name. Species: Fox Fur/Hair/Skin Color: Red fur Occupation: The Wild Follower Attributes: INT 3 WIL 2 PRE 3 REF 3 STR 4 HLT 4 DEF 13 INI 3 DAM 3 MOV 8 Traits and Defects: Food Chain Leveling (Small Prey – Predator) CS-34
199
Heightened Senses (Smell and Hearing) Interspecies Affinity (Sheep) Natural Weapons (Teeth and Claws) Pack Hunting (Team of 4) Sprint Bonus (x5 STR – 60kph) Domestication (TN 10-Hardship) Famous (Renowned Hunter-Inconvenience) Ism (Member of the Wild-Hardship) Significant Other (Family-Inconvenience) Skeleton in the Closet (His parentage Inconvenience) Unskilled (Skill degradation from being in the wild-Perilous) Skills:
Unarmed Combat +3 (Brawling) Geography +1 (The Wild) +4 Religion +4 (The Wild) Area Knowledge +3 (The Wild) Awareness +1 (Hearing) +2 Intuition +2 Biology +5 Terrain Movement +2 (Woodlands) +2 Hunting +4 (Small Prey) +2 Surface Navigation +3 Survival +2 (Woodlands) +2 Tracking +4 Acting +3 Intrigue +2 Anthropology +1 (Herbivores) +2 Computer Use +2 Climbing +2
CHARACTERS FROM THE STRIP Throwing +2 Stealth +3 Concentration +2 Maces/Clubs +2 Society +2 (The Wild)
R HONDA P ANTHERA A very large she-cat is a tiger, Rhonda tried to join the Caliban Academy hunting team originally as Vin Vulpin’s doubles partner. Although she did not make the team that season, she returned the next year and made the cut. Unlike, Vin, Rhonda’s massive bulk comes naturally, and brings with it powerful strength. S EE CS-35 For Rhonda, though, this is somewhat of a curse, because, as she says, cats stalk. Rhonda has a steady boyfriend, but was away from him from a time. Fiona tried to cajole Rudy into consoling her by taking her to the dance, where the original couples were reunited. Despite some initial tension, Rhonda has become good friends with all her teammates, including Rudy and Fiona. Joking about Rhonda’s size is generally considered to be bad for your health. She prefers to go after small game, but can take down and finish larger prey with her strength. Species: Feline Fur/Hair/Skin Color: Orange and Black Occupation: Student Attributes: INT 3 WIL 3 PRE 2 REF 3 STR 5 HLT 3 DEF 13 INI 3 DAM 6 MOV 7
Traits and Defects: Body Weapon (Cat Takedown P/L) Food Chain Leveling (Big Game Predator) Hard to Kill (+1 Blow) Heightened Senses (Sight and Hearing) Lucky (+1 Action Point) Night Vision (See normally in starlight) Pack Hunting (Pack of 4) Special Movement (Always land on feet and takes half falling damage) Awkward Dimensions (Large for her species Inconvenient) Concentration (Stalking Skills-Inconvenient) Phobia (Body Image-Inconvenient) Skills:
Area Knowledge +3 (Domain) Awareness +1 (Vision) +2 Intuition +2 Meditation +2 Surveillance +2 Terrain Movement +2 (Woodlands) +2 Hunting +2 (Small Prey) +2 Surface Navigation +3 Survival +1 (Woodlands) +2 Tracking +3 Conversation +2 Climbing +4 Throwing +2 Stealth +4 Professional +2 (Student) Maces/Clubs +2
CS-35
200
CHARACTERS FROM THE STRIP Attributes: INT 3 WIL 4 PRE 3 REF 2 STR 7
R ACHEL E INHORN A small, cute, very nearsighted rhinoceros, Rachel met Bruno during herbivore classes after his digestive transplant. Recognizing him as a female sheep because all she could judge by was the scene of his sheepskin, Rachel instantly struck op a friendship. S EE CS-36 When Christmas came around and Bruno volunteered to be a Santa at a children’s party Rachel served beside him as an elf. After the party, Bruno was attacked by a pack of species-ist coyotes who hated him from having become a herbivore. Rachel charged the party, scattering them, and then tried to lead Bruno to safety. The wound up stranded in a chimney until Fenton and Lindesfarne rescued them, dropping them off right in front of a very jealous Corrie’s. It took a punch and a lot of explaining before the misunderstanding was cleared up. Rachel does not allow herself to be stereotyped in anything, including where she places her friendship and affections. There is a hint of bisexuality about her, but nothing has been said about the subject one way or another. She has become a good friend of the group, including Corrie (once she made it clear she has no romantic interest in Bruno). Rachel’s bad eyesight is a trait of her species, and to make matters worse the placement of her horn prevents her from wearing eyeglasses to correct her vision. Species: Rhinoceros Fur/Hair/Skin Color: Grey hide Occupation: Student CS-36
201
HLT 3 DEF 12 INI 3 DAM 6 MOV 7 Traits and Defects: Armor (+1 P/L DAM) Attack Combat Mastery (+2 Base Attack Bonus) Attractive (Good lookin’ Rhino) Body Weapon (Rhino Horn P/L) Pack Hunting (Pack of 4) Sensory Impairment (Near-sighted Hardship) Skills: Unarmed Combat +2 (Brawling) Persuasion +1 (Seduction) +2 Research +2 Hunting +2 (Large Prey) +2 Surface Navigation +4 Survival +3 (Rivers) +2 Tracking +1 Biology +2 Chemistry +2 Mathematics +2 Conversation +2 Philosophy +2 Style +2 Politics +2 Computer Use +3 Throwing +2 Stealth +2 Professional +2 (Student) Concentration +2
CHARACTERS FROM THE STRIP Maces/Clubs +2 Society +2 (Caliban Hunting Team)
C OACH P ARDUS Mr. Pardus (we never learn his first name) is the coach of the Caliban Academy hunting team. He has had a city title taken away due to steroid abuse and has vowed to never see it happen again. A firm but effective, coach, Pardus does care about his charges and their development.
because, due to his long ears, he was constantly being mistaken for one. S EE CS-37 Thus his first meeting with Kevin Dewclaw did not go at all well. George originally made his living selling skinning implements to the wholesale trade. He would originally not have dealt with Kevin at all were his daughter not involved with Rudy. After meeting the Dewclaw family, George gave Fiona an ultimatum – win the state hunting championship or sever all ties with Rudy. Fiona’s team won the title (although it was taken away two weeks later thanks to Vin Vulpin’s steroid abuse) but by that time he and Martha had left Fiona behind in Domain Township.
Of course, he also cares about winning. Pardus uses a variety of practice techniques to prepare the team for the many unexpected situations they might face over the course of a competitive hunting George split his time in the early years of the season. strip between the US and his homeland in the Skills of Note: Middle East, finally coming to Domain for good. He accompanied Fiona on her whirlwind world Instruction +5, Oration +4,First Aid Y2K-fixing tour and moved into her mansion +2, Terrain Movement +4 (Woodlands) afterwards. S EE CS-38 This did not last, however, +2, Hunting +4 (Big Game) +2, Surface as George’s eyes began to wander away from his Navigation +5, Survival +4 (Woodlands) loveless marriage. He divorced Martha and settled +2, Tracking +5, Climbing +2, Throwing +2, Stealth +2, Professional +2, Concentration +2 in a corner of the mansion avoiding Martha. Without ready access to Fiona’s money, George G EORGE F ENNEC gave up his share of the mansion in return for Fiona’s controlling interest in Hare-Link, moving George Fennec was born in the Middle East out of the mansion entirely and becoming Kevin’s and originally emigrated to the US at a young age. boss. Well, actually, it turned out he was Kevin’s Of noble stock, George eventually found himself boss in name only, as he knew little to nothing stuck in arranged marriage designed to strengthen about the Internet business and was forced to rely the bloodline, and thus he was married to Martha. on the rabbit – a species he still hated – for his Although they did have a daughter, Fiona, the livelihood. S EE CS-39 couple was cold and distant, towards each other George’s attitude changed due to two events. and Fiona. The first was that, while disguised as a rabbit on George held a deep resentment of rabbits CS-37
202
CHARACTERS FROM THE STRIP CS-38
CS-39
a business trip, he met a Fennec fox named Zerba who was utterly fascinated with rabbits. George began to court her while he continued to pose as a rabbit in front of her. The second and, as it turned out, more profound event was when Danielle Kindle joined the staff of Hare-Link as their inhouse accountant. When Zerba abandoned George for a fennec fox, George discovered that when he and Danielle made fur-to-fur contact sparks flew – literally! Eventually George fell in love with Danielle and it appeared his feelings were being returned.
from returning to Human earth on their wedding day. The couple bought a tree-house in domain township, honeymooned in Nebraska, and have been living together like love-crazed newlyweds ever since. Species: Fennec Fox Fur/Hair/Skin Color: Red Fur Occupation: HareLink Owner Attributes: INT 3 WIL 2 PRE 2 REF 3 STR 3 HLT 3 DEF 13 INI 3 DAM 3 MOV 6
Then Danielle Kindle gave her life to save Domain from Rabbit’s Revenge. George was heartbroken, and when Danielle seemed to reappear he knew something was up right away. The new Danielle’s clumsy attempts to get him to fall out of love with her were miserable failures even though he knew she was not the rabbit he had known. Gradually the couple fell in love and George finally proposed marriage, which Danielle accepted.. S EE C S -40 Then it was revealed that the new Danielle was a transplanted human. George helped prevent her 203
Traits and Defects: Food Chain Leveling (Small Prey – Predator) Heightened Senses (Smell and Hearing) Natural Weapons (Teeth and Claws) Species Feature Long, rabbit-like ears Skills:
Disguise +4 Knowledge +3 (Traveling) Research +2 Business +2 Economics +2 Professional +3 (Businessman)
CHARACTERS FROM THE STRIP C S -40
Trading +2 Acting +3 Mimicry +3 Conversation +2 Intrigue +3 Computer Use +2 Driving +2 (Car) +2 Climbing +2 Throwing +2 Stealth +2 Professional +2 Concentration +2 Maces/Clubs +2
M ARTHA D EWCLAW ( FORMERLY F ENNEC )
an essentially loveless marriage and Martha was very cold towards her family. After Fiona’s world tour, Martha moved into the Fennec mansion. Soon, however, she began seeing other males to escape the boredom of her life with George. Soon she and George caught each other cheating simultaneously. The marriage collapsed and the Fennecs divorced. Martha continued to live in the mansion. Although she had had several dalliances after her divorce, she did not become serious about romance until she met Ralph Dewclaw online. They hit it off right away and eventually fell in love. S EE C S -41 Just before their marriage, Martha tried to pressure Fiona into selling her Hare-Link shares to Ralph so he could displace Kevin, but Ralph refused and George bought the shares instead in return for his share of the mansion.
Martha is Fiona’s mother and Corrie’s stepmother. Am American Red Fox, she was caught On their honeymoon, Ralph and Martha took a in an arranged marriage with George Fennec, a cruise that took them into the Bermuda triangle. fennec fox from the Middle East. As a result of this While on that cruise, the shop sank and the couple marriage, Martha split her time between the two was marooned. In their lifeboat. They passed countries; Even though they had a daughter, it was through a portal that led to the human world and 204
CHARACTERS FROM THE STRIP C S -41
were transformed into humans. When they came not have a job or any appreciable job skills – she back, Ralph resumed being a wolf but Martha, who is supported by her daughter’s money and her had been hiding in a lead-lined barrel, remained husband’s salary. human. As a human, Martha began to show the cunning and ruthlessness characteristic of the species, climaxed by an attempt to buy and develop the Wild. But when she realized her actions were causing instinct loss in her family, Martha felt twinges of remorse. She determined to flee to the human world and never return, only to have her sacrifice frustrated by a flying bag of garbage. It shot her back through the portal, and she emerged as her original self. S EE C S -42
M ARJORIE U RSAL
Marjorie and her husband are a retired couple of bears who live next door to the Dewclaws. She is a good friend to the family and a confidante of Kell. The Ursals had secret, however, which Kell discovered. They had disowned their daughter for marrying a bear who had converted to vegetarianism, causing the couple to flee into the Wild. Kell found the family while she was attempting to recruit wild predators to work for herd thinners and arranged a family reunion. Marjorie and her husband forgave the couple, especially once she discovered she had a grandson, and converted to vegetarianism themselves.
It was Martha who supplied Lindesfarne with the location of the portal when Kevin’s adopted daughter discovered she was human. She had no objection to Danielle returning to the human world as long as she took George with her. However, Martha has been mellower recently now that she is The Ursals receive Social Security benefits and in a loving marriage. After some initial reluctance, she has accepted Corrie as a stepdaughter and is hibernate every winter from November to March. becoming a better mother to Fiona. Martha does C S -42
205
CHARACTERS FROM THE STRIP C ATHERINE AURA No single person has had a greater impact on the Dewclaw’s lives that Catherine Aura. A turkey buzzard, she moved into Domain and became Rudy’s teacher at Caliban Academy. In addition, she moved into a branch of the Dewclaw’s tree-house. There she laid an egg, which Rudy discovered and helped hatch. The school district tried to fire her for immoral behavior, but Lindesfarne saved her job by inventing a fictitious husband for her – and then killing him off. Catherine befriended the Dewclaws and did her best to help Rudy at school. Little did anyone know that she had an ulterior motive; she was actually the High priestess of the local branch of the Great Bird Conspiracy. As such, she had access to several items of extremely high technology, including a time machine and an intelligence-enhancing ray. It was Catherine who was forced to relocate Vin, Fenton and Ray to Microtalon after they discovered her role in the conspiracy. S EE CS-43
of the ocean and sent to Catherine, but Danielle escaped before Catherine could do anything with her and Catherine was in the dark about what had happened. However, she soon discovered the truth, but chose not to confront Danielle. However, when massive worldwide instinct loss accompanied the imbalance between the worlds and Catherine realized Lindesfarne was a transplanted human as well, she could no longer stand by and observe. To save the happiness of the Dewclaw family, which she viewed as vital for the future of the world, Catherine and her son went though\ the portal themselves, sacrificing themselves to save the Dewclaws and restoring the balance between the worlds.
Catherine was essentially a caring bird, but was capable of being cunning, cold and even ruthless when the situation called for it. She did not hesitate to break Lindesfarne’s heart by separating her from Fenton, because it was the only way she could both save his life and protect her secret. Although Catherine believed the ends justified the means, at As Y2K approached, Catherine prepared to move the end her loyalty to her friends superseded all out., claiming she had gotten a fellowship to teach self-interest. She always believed that everything in Greece. It turned out this was Ancient Greece. she did was for the good of domain Earth. S EE C S After Kevin and Kell fixed the Y2K bug, the Auras 44 Species: Turkey Buzzard fled to Ancient Athens, taking their technology with them. Later, though, Catherine was recalled when Fur/Hair/Skin Color: Black feathers Rudy’s webcomic about humans began causing Occupation: Domain Development overseer, massive instinct loss. Her classroom job filled, she High Priestess became an assistant coach on the Caliban hunting Attributes: INT 5 WIL 3 PRE 3 REF 3 STR 2 team. HLT 3 DEF 13 INI 4 DAM 3 MOV 6 When Danielle Kendall fell through the portal Traits and Defects: and wound up in domain Earth, she was fished out Advanced (Great Bird Technology) CS-43
206
CHARACTERS FROM THE STRIP C S -44
Art of Distraction (Can distract small crowds) Authority Figure (High Priestess) Eidetic Memory (Major details) Flight (72kph, 5km Ceiling) Food Chain Leveling (Omnivore) Global Contacts (Microtalon) Global Traveler (Great Bird Conspiracy) Good Sense of Time (To the second) Heightened Senses (Good eyesight) Interspecies Affinity (Most Mammals) Natural Weapons (Beak) Speed Reader (x10 Normal) Red Tape (Great Bird Conspiracy Inconvenient) Significant Other (The Dewclaws and her son.-Hardship) Skills: Instruction +4 Negotiation +2 (Diplomacy) +2 Orate +3 (Commands) +2 Persuasion +3 (Fast Talk) +2 Writing +3 Disguise +2 Lockpicking +3 Shadowing +5 Sleight of Hand +2 Stealth +4
Geography +5 (Domain) +4 History +6 (Domain) +4 Knowledge +5 (Human World) Language +3 (Ancient Greek) 207
Religion +3 (GBC) Research +4 Business +3 Economics +2 Trading +3 Area Knowledge +5 (Domain) Awareness +3 (Vision) +2 Concentration +4 Intuition +4 Cryptography +3 Deduction +3 Intel Analysis +5 Interrogation +2 Surveillance +5 First Aid +3 Hunting +4 (Small Prey) +2 Tracking +3 Acting +4 Mimicry +3 Astronomy +3 Biology +5 Chemistry +4 Mathematics +4 Physics +4 (Temporal) +2 Conversation +2 Intrigue +3 Philosophy +2 Society +3 (Ancient Greek) Anthropology +3 (Humans) +2 Archaeology +3 Politics +4
CHARACTERS FROM THE STRIP Psychology +3 (Behavioral) +2 Astrogation +3 Computer Use +4 Electrician +3 Electronics +4 (Temporal) +2 Engineering +4 (Electronic) Mechanic +4 Operate Electronics +4 Stealth +2 Professional +2 (High school teacher) Concentration +2 Maces/Clubs +2 Society +2 (Great Bird Conspiracy) Special Gear: Time Machine, Intellect Resizer ray
before Nigel reversed the process and returned them to their true ages. HE was also responsible for accidentally enhancing the intellect of Ray Flambeau. S EE C S -45 Nigel accompanied his mother to Ancient Greece and returned to Domain with her. He resumed his role as Cooney’s best friend. When the Humans crisis struck, Nigel voluntarily accompanied his mother to Human Earth, leaving Coney behind forever. Species: Turkey Buzzard Fur/Hair/Skin Color: Black feathers Occupation: Domain Development overseer, High Priestess Attributes: INT 5 WIL 3 PRE 3 REF 3 STR 2 HLT 3 DEF 13 INI 4 DAM 3 MOV 6
N IGEL AURA Nigel is Catherine’s son. The name of his father is unknown, and he was raised by Catherine as a single parent. A fast learner and a fast maturer, Nigel learned to speak very early and became Catherine’s confidante and partner in the conspiracy. He also became Coney’s best friend. Although Coney remained pre-verbal, Nigel was able to communicate with her perfectly well though some unknown means. Nigel was insatiably curious, which led him to occasionally misuse the advanced technology that fell into his lap. His most notorious effort was to use his mother’s time machine to advance his and Coney’s age. The teenage Nigel and Coney subconsciously admitted their love for each other
Traits and Defects: Eidetic Memory (Trivial details) Flight (72kph, 5km Ceiling) Food Chain Leveling (Omnivore) Heightened Senses (Good eyesight) Natural Weapons (Beak) Red Tape (Great Bird Conspiracy Inconvenient) Significant Other (Coney-Inconvenient) Skills: History +2 (Domain) +2 Knowledge +2 (Human World) Language +2 (Ancient Greek) Religion +2 (GBC) Area Knowledge +2 (Domain) Awareness +1 (Vision) +2
C S -45
208
CHARACTERS FROM THE STRIP Intuition +2 Surveillance +3 Hunting +1 (Small Prey) +2 Tracking +2 Conversation +2 Intrigue +2 Society +3 (Ancient Greek) Computer Use +3 Electrician +2 Electronics +1 (Temporal) +2 Engineering +2 (Electronic) Mechanic +4
Operate Electronics +4 Stealth +2 Concentration +2 Maces/Clubs +2 Society +2 (Great Bird Conspiracy) Special Gear: Mom’s Time Machine, Intellect Re-sizer ray
DOCTOR C ADACEUS
R.L. has been Kell’s boss ever since Coney was born and his predecessor died. A particularly ruthless businessman, R.L. has a habit of firing his employees by eating them. However, this is overcompensation, as R.L. Suffers from Domestication which he desperately tries to conceal from his employees. When Kell discovered his secret, he felt obligated to keep her on his staff in return for her silence. Notoriously ignorant about the Internet, R.L. Has Nonetheless micro-managed HerdThinners’ web presence. He went though several webmasters, including Kell and Ralph, before finally settling on Corrie. He became an investor in one of Kevin’s business ventures in hopes of riding the Internet bubble until it burst. S EE C S -47 Then fate intervened in the form of Angelique, Kevin’s ex-wife. R.L. originally planned to groom her for parasites and then eat her, but as Angelique revealed just how ruthless and self-centered she was R.L. realized he had finally found a partner as cunning as himself. He quickly fell under her spell and they rapidly eloped to Vegas for a quickie wedding. R.L. elevated Angelique to a high position in HerdThinners and took in the skunks she was raising from her second marriage. Although he is hard as nails with everyone else, Angelique has him eating out of the palm of her hand.
A boa constrictor and the Dewlclaw’s family physician, it was Doctor Cadaceus who first diagnosed Kell’s domestication. While he has kept it out of his professional records, he has helped Kell cope with it and has continually been faithful to his vows as a physician, being limbless, he does R.L. was recently framed for securities fraud by not perform surgery, nor did he deliver Coney (that Vin Vulpin. Although he was eventually cleared, was done by an obstetrician). S EE C S -46 it is suspected that his revenge would be truly terrible if he ever caught up with Vin. While in jail R.L. R.L. had a habit of assuming his cell mates were The president and CEO of herd thinners Inc, extra meals. C S -46
209
CHARACTERS FROM THE STRIP C S -47
Species: Wolf Fur/Hair/Skin Color: Dark Brown wolf coat Occupation: CEO of HerdThinners Attributes: INT 3 WIL 4 PRE 5 REF 4 STR 5
HLT 3 DEF 14 INI 4 DAM 4 MOV 8 Traits and Defects: Aura of Command (Inspires large hunting team) Body Weapon (Masterful Hunting Takedown) Flunkies (There are always 3-4 Flunkies on hand) Food Chain Leveling (Big Game Carnivore) Hard to Kill (+1 Blow) Heightened Senses (Smell and Hearing) Leaping (Can leap 2x STR in meters) Natural Weapons (Teeth and Claws) Organizational Ties (CEO of large company) Wealthy (Multimillionaire) Domestication (Very Susceptible-Perilous) Easily Distracted (Easy Prey-Inconvenient) Famous (Well known-Hardship) Red Tape (Corporate Governance Inconvenient) Significant Other (Angelique and adopted family-Hardship) Skills:
Unarmed Combat +4 (Wrestling) Instruction +2 Persuasion +3 (Bribery) +2 Disguise +3 Gambling +2
Geography +3 (Hunting Grounds) +4 Business +5 Economics +4 Trading +3 Area Knowledge +4 (Domain) Awareness +2 (Smell) +2 Intuition +2 Terrain Movement +4 (Woodlands) +2 Hunting +4 (Big Prey) +2 Surface Navigation +3 Survival +3 (Woodlands) +2 Acting +3 Conversation +2 Intrigue +2 Computer Use +2 Climbing +4 Throwing +2 Stealth +5 Professional +4 (CEO) Concentration +2 Maces/Clubs +2 Society +4 (Carnivores)
A NGELIQUE ( FORMERLY K INDLE ) Angelique may have a nice name, but don’t let it fool you. She’s anything but angelic! Kevin’s first wife, Angelique was unusual among rabbits in that for some reason she was unable to bear Kevin children. She reluctantly agreed to adopt Lindesfarne, but when she became tired of trying to find insects for the baby hedgehog she insisted that Kevin raised her as an American Porcupine. 210
CHARACTERS FROM THE STRIP All the while she was cheating on Kevin, and finally left him after meeting a new love online. Although it turned out to be Kevin’s father, she did not return to Kevin. Instead, she married into a family of skunks and proceeded to discard that husband as well, but not before taking his twenty children and getting an enormous child support settlement. Angelique met R.L. when the latter had set a trap for her, thinking she was just another tasty rabbit. However, when R.L. heard how ruthless she was he was instantly smitten, and Angelique took full advantage. S EE C S -48 Since then life has been very good for her, living with one of the richest people in Domain and not being given any cause to worry about money for the rest of her life. In return for a secret marriage, Angelique betrayed the entire rabbit species by giving away all their defensive secrets to HerdThinners. In addition to cementing her ties to R.L., she was hoping this would cause her rabbit brethren to blame Kevin for turning over the information and get rid of the one major annoyance in her life. At the last minutes, however, the rabbits discovered the truth and Angelique was ostracized from her own species.
cold distance from Kell since joining the company, despite being made her immediate supervisor. Angelique even served in jail with her husband while they were framed for securities fraud. Angelique has attempted in the past to lure Lindesfarne back into her family. She has frequently hired Lindesfarne to baby-sit her skunk children. But Lindesfarne keeps her distance and no longer acknowledges Angelique as her mother. Lindesfarne suspects quite reasonably that Angelique is merely seeking revenge on Kevin. Species: Surgically altered rabbit. Fur/Hair/Skin Color: Brown rat fur Occupation: HerdThinners executive Attributes: INT 4 WIL 4 PRE 4 REF 3 STR 3 HLT 3 DEF 13 INI 4 DAM 3 MOV 6
When rumors began to spread that R.L. had married a prey species, Angelique had cosmetic surgery to disguise herself as a rat. S EE CS-49 That done, she was able to publicly acknowledge her marriage and was rewarded with a high executive position at HerdThinners. A very hard-nosed employer, it is generally believed that it is only a matter of time before Angelique starts making all the important decisions. She has maintained a C S -48
211
Traits and Defects: Ally (RL – Benevolent) Attractive (Good looking bunny/mouse +4 to relevant skills) Aura of Command (Can inspire a couple of people) Authority Figure (HerdThinners Executive) Fast Learner (Skill Group) (Education Group) Heightened Senses (Hearing) Leaping (Can leap her STR in meters) Natural Weapons (Teeth) Special Movement (Light footed) Wealthy (Access to RL’s millions) Marked (The Warren has her marked for death-Perilous) Nemesis (The Dewclaw household-
CHARACTERS FROM THE STRIP CS-49
Concentration +2 Maces/Clubs +2 Society +2 (The Warren)
Inconvenient) Skeleton in the Closet (A rabbit in Rat’s clothing-Perilous) Skills:
Cooking +2 (Herbivore) +2 Negotiation +3 (Self Serving) +4 Orate +3 (Self Serving) +2 Persuasion +4 (Fast Talk) +2 Disguise +5 Gambling +3 Shadowing +3 Geography +2 (The Warren) +4 Business +4 Economics +3 Trading +4 Deduction +2 Intel Analysis +3 Interrogation +2 Surveillance +3 Acting +5 Mimicry +2 Conversation +3 Intrigue +4 Society +3 (Carnivore) Style +4 Computer Use +2 Driving +2 (Car) +2 Climbing +2 Throwing +2 Stealth +2 Professional +4 (Executive)
C ANDACE C ANID A border collie who had been working as an airtraffic controller, Candace entered the Dewclaws’ lives when Kevin needed an Assistant Sysop for his Herbivore forum. A natural herder, Candace soon developed a great affinity for technology and for helping people with it, and has been working for Kevin ever since in a variety of technical support capacities. Currently she is the chief support technician at hare-Link and one of the company’s’ biggest assets. S EE C S -50 Candace and her husband had been saddened by the fact that they had never had a child, and eventually started looking to adopt a sheep. The ended up adopting Corrie, who wanted to join society but soon bristled at the regimented lifestyle the Candis imposed. Corrie was eventually replaced by her clone Dolly without the Canids ever being the wiser. Dolly has lived with them ever since, only now Dolly is known as “Mary” and has been regressed to infancy thanks to the Birds’ time machine. Candace is a superb support tech, one of the very best. She has an affinity for breaking down people’s problems and assessing their abilities to deal with it. Species: Border Collie Fur/Hair/Skin Color: Black and White
212
CHARACTERS FROM THE STRIP C S -50
long, haired collie patches. Occupation: HareLink Support Technician Attributes: INT 4 WIL 3 PRE 4 REF 3 STR 3 HLT 3 DEF 13 INI 4 DAM 3 MOV 6
Trading +2 Concentration +3 Cryptography +2 Deduction +4 Hunting +1 (Herding) +2 Tracking +4 Surface Navigation +3 Computer Use +5 Electrician +2 Electronics +3 (ISP Connections) +2 Engineering +3 (Computer Hardware) Operate Electronics +2 Climbing +2 Throwing +2
Traits and Defects: Aura of Command (Herding small team) Food Chain Leveling (Small Prey – Predator) Heightened Senses (Smell and Hearing) Natural Weapons (Teeth and Claws) Significant Other (Dolly) Skills: Instruction +5 Knowledge +4 (Internet Community) Language +3 (Technical Support) Research +2 Business +2 Economics +2
Stealth +2 Professional +2 (ISP Administrator) Concentration +2
213
CHARACTER CAHRT
214
INDEX A Ability Use (Type) 84 Access the Site 99 Acclimatized Furries 164 Accounting 83 Achilles Heel 103 Acrobatics 75 Acting 91 Action Modifiers 131 Action Points 27, 121 Activation Time 103 Advanced 41 Adventures 170 Adversaries 170 After the Dice Are Rolled 121 Alcohol 148 Alcohol Effects 148 Ally 41 Alternate Identity 41 Altitude Zones 164 Ambidextrous 41 Angelique (formerly Kindle) 210 Animal Traits 40 Annotating Scale 38 Anthropology (Spec) 96 An Interactive Storyline 173 Appraisal 83 Archeology (Spec) 96 Area Knowledge (Type) 85 Armor 42 Arts & Crafts Skill Group 74 Art (Type) 74 Art of Distraction 42 Asphyxiation and Drowning 144 Astrogation 97 Astronomy 94 Athletics Skill Group 75 Attacks from Land 168 Attack Combat Mastery 43 Attack Damage Bonus 133 Attractive 43 Attributes 25, 30, 38 Attributes & Skills 25 Attribute + Skill 26 Attribute Saves 26 Aura of Command 44 Authority Figure 44 Automatic Success & Failure 65 Autonomic Control 44 Available Actions 126 Avalanches 163
Avoid Hazard 142 AV and Damage Save of Common Materials 151 Awarding Experience Points 174 Awareness (Spec) 86 Awkward Dimensions 104 Axes (Spec) 90 A Few Last Thoughts 118 A Little Bit of History 19
B Backlash 105 Barnstorm (Finishing) 140 Bayonets 90 Berm 167 Biology (Spec) 94 Bird Granted Trait 45 Blind Fury 105 Blood (TN 18) 146 Blows 135 Blunt 132 Body Group 30 Body Weapon 45 Bogs 159 Boomerangs 93 Boost an Attribute 122 Bootlegger Turn 140 Both Body and Mind 67 Bows (Spec) 93 Box In (Finishing) 139 Bruised (Stun Blow) 134 Bruno Lupulin 197 Bureaucracy 83 Business 83 Business and the Economy 18 Buying Attributes 32 Buying Skills 62 Buying Traits 40
C
Character Improvement Costs 175 Chases: Step By Step 137 Chase Movement 137 Chasm 162 Chemistry (Spec) 94 Chronological Note 11 Cinematic 27 Claws or Spikes 52 Cliff 161, 162 Climbing 75 Close Terrain 136 Coach Pardus 202 Combat 26 Combat Modifiers 129 Combat Modifiers Table 130 Combat Turns 126 Communication Skill Group 76 Complementary Skills 69 Computer Hacking 98 Computer Use 97 Concentration 86, 105 Condition Summaries 143 Coney Dewclaw 184 Conflicting Directions 157 Contested Skill Rolls 68 Contortionist 75 Conversation 95 Cooking (Spec) 74 Corrie Dewclaw (previous surname unknown) 195 Covering Tracks 99 Covert Skill Group 79 Craft (Type) 74 Criminology 96 Crossbows (Spec) 93 Crowd (Finishing) 139 Cryptography 87 Cursed 106 Cut Off (Finishing) 139
D
Campaign Level 27 Candace Canid 212 Capabilities 40 Cat-Like 56 Catching on Fire 159 Catherine Aura 206 Cave Entrance 163 Chance To Get Lost 156 Characters from the strip 176 Character Concept 29 Character Creation 29
215
Damage 27 Damage Reduced by Range 150 Damage Save 143 Damage Saves 133 Damage Save Bonus (DAM) 34 Damage Save Results 134 Damage to Objects 151 Damage Types 132 Damaging Mooks 134 Dancing (Spec) 92
INDEX Danger Intuition 45 Danielle Kindle (aka Danielle-R) 189 Danielle Kindle II/Danielle Fennec (aka Danielle-H) 190 Declaring Actions 125 Deduction 87 Defeat Computer Security 98 Defeat File Security 99 Defects 102 Defend Security 99 Defense Combat Mastery 46 Defensive 127 Defensive Target Number (DEF) 34 DEF Modifiers 129 Degrade Programming 100 Dense Rubble 162, 165 Dentistry 89 Derived Attributes 33, 39 Detectable 106 Dice 24 Difficulty Levels & Target Numbers 64 Difficulty Levels and Target Numbers 26, 63 Difficult Terrain 156 Dimension Hop 56 Direction Missed Attack Lands 150 Disabled 135 Disease resistance 46 Disguise 79 Distance Calculation 46 Divine Relationship 46 Doctor Cadaceus 209 Domestication (Predators only) 106 Do Your Stuff 99 Dramatic or Heroic Actions 123 Driving (Spec) 102 Duration of Poisons and Drugs 147 Dying 135
E Easily Distracted 107 Economics (Spec) 83 Education 21 Education Skill Group 81 Effect 147 Effective Attacks 150 Effects of Being Lost 156 Effects of Drinking 148 Effect Numbers 68 Eidetic Memory 46 Elanor Dewclaw 187
Electrician 101 Electronics (Spec) 101 Element Damage Table 149 Eliminate Stun Hits 122 Engineering (Type) 101 Enhanced Attribute 46 Enterprise Skill Group 83 Environment Acclimatization 47 Escape death 122 Expanded Target Number Table 65 Experience Points 173 Experience Point Awards 175 Explosions 149 Extra Arms 47 Extreme 28 Extreme Maneuvers (Finishing) 141
Geography (Spec) 81 George Fennec 202 Getting Into the Story 120 Getting Lost 156 Girl/Guy Magnet 107 Give the Cartoonist a Plot Hook 123 Global Contacts 49 Global Traveler 50 Good Sense of Time 50 Governing Attribute 67 Government and Laws 17 Gradual and Steep Slopes 162 Gradual Slope 161 Gun It 139
F
Hairpin Turn (Finishing) 140 Hangovers (Optional) 148 Hardness 150 Hard to Kill 50 Healing Period Chart 135 Health (HLT) 32 Heat Damage 159 Hedgerows 160 Heightened Senses 50 Herd 139 HerdThinners Inc. 23 History (Spec) 81 Hobby (Spec) 81 Horns 53 How Many AP to Award 124 Hunting (Spec) 90
Falling 144 Falling and Velocity Table 145 Famous 107 Fangs, Beak, or Mandibles 53 Fast Healer 47 Fast Learner (Skill Group) 47 Fences 167 Fenton Fuscus 192 Finding a Teacher 71 Find File 97 Fiona Fennec 193 Fire 169 First Aid (Spec) 89 Flexible Weapons (Spec) 90 Flight 48 FLOODS 169 Flowing Water 167 Flunkies 48 Focus Skill Group 84 Food Chain Leveling 49, 107 Forensics 87 Forest Canopy 158 Forest Fires 158 Forgery (Spec) 79 Forms of Damage 132 Frank Dewclaw (Deceased) 187 Furry Statistics Layout 119
G “Grandpa” Kindle 187 Gaining Action Points 123 Gambling 79 Gaming Environments 144
216
H
I Ice Sheet 165 Ignore Fatigue 122 Impossible Damage Saves 134 Improve Defense 121 Inanimate Objects 150 Ineffective Attacks 150 Inept Attack 108 Inept Defense 108 Ingested (TN 24) 146 Inhaled (TN 21) 146 Initial Lead 137 Initiative 126 Initiative (INI) 34 Injured (Lethal Blow) 134 Injury Conditions 134 Instruction 76 Instruction & Study 71
INDEX Instrument (Type) 92 Intellect (INT) 32 Intel Analysis 88 Interrogation 88 Interspecies Affinity 51 Intrigue 95 Introducing the Character 119 Introduction 10 Intuition 86 Investigation Skill Group 87 Invisibility 168 Involuntary Change 108 Ism 108
J Jeweler 74 Juggling 92 Jumping/Tumbling 75
K Kell Dewclaw 178 Kevin Dewclaw (formerly Kindle) 176 Knives 90 Knowledge (Type) 81
L Language (Type) 82 Leaping 51 Lethal Damage 132 Life in Domain 20 Light-Footed 57 Lightning Calculator 51 Light Rubble 165, 166 Light Undergrowth 161, 162, 165 Limitations on Taking Actions 125 Limited Use, Instantaneous 109 Limited Use, Ongoing 109 Lindesfarne Dewclaw 180 Line Developer’s Introduction 11 Lip Reading 87 Locate What You’re Looking For 99 Lockpicking 80 Lucky 51 Lure 140
M Maces/Clubs (Spec) 90 Making Poisons 147 Making Sense of Difficulty Levels 64 Making the Roll 26, 68
Maneuver Descriptions 138 Marjorie Ursal 205 Marked 109 Martha Dewclaw (formerly Fennec) 204 Mathematics 94 Maximum Attribute Scores 33 Maximum Force 110 Mechanical Genius 52 Mechanics (Spec) 101 Medical Skill Group 89 Meet a Goal 123 Melee Weapon Skill Group 90 Memorable Game Moments 123 Mimicry 92 Mind Group 32 Mode 146 Modifying Capabilities and Adjusting Point Costs 40 Modifying Target Numbers 129 More GM Tips 173 Mountain Travel 164 Movement 127 Movement Table 35 Move (MOV) 34 Move Outside The Caption 122 MS STR 39
N Natural Weapons 52 Nature/Outdoor Skill Group 90 Navigation (Spec) 91 Negotiation (Spec) 77 Nemesis 110 Nigel Aura 208 Night Vision 54 Nocturnal 110 Non flowing Water 168 Not So Tough 111 No Impossible Actions 125
O Object Defense and attack bonuses 150 Obstacle Course 141 Off-handed 69 Offensive 126 One Action Per Turn 125 Open Terrain 136 Operate Electronics (Spec) 101 Operate Remote Device 100 Orate (Spec) 78 Organizational Ties 54
217
Other 128 Other Characters 171 Other Circumstances 123 Other Desert Terrain Features 166 Other Forest Terrain Elements 158 Other Hills Terrain Elements 161 Other Marsh Terrain Elements 161 Other Mountain Terrain Features 163 Other Plains Terrain Features 167 Overcome Injury 122 Owned 111
P Pack Hunting 55 Para (Spec) 76 Part of Body 111 Penetrating 132 Performance Skill Group 91 Permanent 112 Persuasion (Spec) 78 Pharmacology 89 Philosophy 95 Phobia 112 Photography 74 Physical Impairment 112 Physician (Spec) 89 Physics (Spec) 94 Piloting (Spec) 102 Players and Characters 24 Poetry 78 Poison and Drugs 146 Polearms (Spec) 90 Politics 97 Poor Visibility 156 Predator Maneuvers 138 Presence (PRE) 32 Prey Maneuvers 140 Primary Attributes 38 Professional (Type) 84 Protagonists 171 Psychology (Spec) 97 Pulling Your Punches 134 Pull Ahead 141 Putting it All Together 118
Q Quicksand 160
R R.L. 209 Rabbit’s Revenge 22
INDEX Rachel Einhorn 201 Ralph Dewclaw 185 Ram (Finishing) 139 Random Direction of Travel 157 Ranged Attacks Underwater 168 Ranged Combat Example 131 Ranged Weapon Skill Group 93 Re-roll a check or save 121 Realistic 27 Recognizing that You’re Lost 157 Recover 122 Recovery 135 Recurring Nightmares 113 Reduction 114 Red Tape 113 Reflexes (REF) 32 Regaining Your Bearings 157 Regeneration 55 Religion (Type) 82 Religion in Domain 14 Repeated Attempts 70 Required Time to Improve SL 73 Research (Spec) 82 Restriction 114 Rhonda 200 Rock Wall 163 Rudy Dewclaw 183 Rules of Play 125 Rushing 70
S Sailing (Spec) 102 Sample Reductions 114 Sample Restrictions 114 Sample Vehicles 154 Sandstorms 166 Sand Dunes 165 Scaling 38 Scaling Armor 42 Scaling Damage 133 Scenes 172 Sciences Skill Group 94 Scree 162 Sensory Impairment 115 Setting a New Course 157 Shadowing /Evasion 80 Shortcut 140 Significant Other (S.O.) 115 Singing 92 Skeleton in the Closet 116 Skills 25, 60
Skill Descriptions 74 Skill Group Scores 60 Skill Levels 60 Skill Levels Table 61 Skill Rolls 25 Skill Roll Modifiers 69 Sleight of Hand 80 Slingshots 93 Sling Weapons (Spec) 93 Slithering 57 Smith (Spec) 74 Smoke Inhalation 159 Sneak Attacks 134 Social Advantage 55 Social Sciences Skill Group 96 Social Skill Group 95 Society (Type) 95 Some Conventions 12 Spaceships (Spec) 102 Special 101, 132 Specialties 61 Special Damage 133 Special Defense 56 Special Movement 56 Special Requirement 116 Species Features 57 Speed of Poisons and Drugs 146 Speed Reader 57 Spending Experience Points 174 Spines 53 Sport (Type) 76 Sprint Bonus 57 Stake Cannon 93 Stealth 80 Stealth And Detection In A Forest 158 Stealth And Detection In A Marsh 161 Stealth And Detection In Hills 162 Stealth And Detection In Mountains 163 Stealth And Detection In Plains 167 Stealth And Detection In The Desert 166 Stealth And Detection Underwater 168 Steep Slope 161 Step Five: Obstacles 142 Step Four: Resolution 142 Step One: Initiative 137 Step Six: Damage and Crashes 143 Step Three: Attribute Rolls 142 Step Two: Choose Maneuvers 138 Storyline 170 Strained Sprint 140 Strength (STR) 30 Strength Table 31
218
Striking an object 150 Study Benefits 72 Study Hindrances 72 Study Time 73 Stunned 134 Stunning Damage 132 Style 96 Surgery (Spec) 89 Surveillance (Spec) 88 Survival (Spec) 91 Swept Away 168 Swimming 76 Swinging/Brachiating 57 Swords (Spec) 90 Symbols (Type) 96
T Tail Striker 53 Taking Actions 125 Taking Extra Time 70 Targeting Explosive Attacks 149 Target Numbers (Roll needed, or more) 66 Target Numbers in Combat 64 Technical Skills 97 Tentacles 53 Terrain 136 Terrain Movement (Spec) 91 The Action! System 24 The Carnivore Church 15 The Cartoonist or Game Master 24 The Christmas Story 14 The Desert 165 The Dewclaw Household 176 The Domain Earth 14 The Elements 149 The Forests 157 The Great Bird Conspiracy 21 The Great Outdoors 156 The Herbivore Church 15 The Hills 161 The Hunt 136 The Marshes 159 The Mountains 162 The Open Game License 24 The Plains 166 The Rivers and Oceans 167 The Unitarians 16 The Wild 16 Throwing (Spec) 76 Tight Terrain 136
INDEX Time 69, 101 Time Chart 70 Time to Play! 120 Tools & Equipment 71 Tooth ‘n’ Claw 126 Topical (TN 15) 146 Tracking 91 Trading 84 Transportation Skills 102 Treating Poison Victims 147 Trees 157 Trench 167 Tunneling 58 Types 61 Types of Damage 132 Type I 50 Type II 51 Typical Hazards 143
U Unarmed Combat (Type) 76 Unconscious 135 Unconsciousness 135 Undergrowth 158, 160, 166 Underwater Combat 168 Unique Defect 117 Unique Defect Example: Attack Restric-
tion 117 Universal and Common Skills 71 Unreliable Natural Ability 117 Unskilled 117 Unspent Attribute Points 33 Untraceable 57 Unusual Applications of Skills 67 Using a Single Point Pool 33 Using a Skill—Summary 68 Using Skills 63
V Vanish (Finishing) 141 Ventriloquist 93 Vin Vulpin 198 Voice Alteration 59 Vulnerability 118
W Wall-Bouncing 57 Wall-Crawling 57 Wanted 118 Water-Walking 57 Watercraft (Spec) 102 Water Movement 58 Weak Point 118
219
Wealthy 59 Welcome To Domain 12 Well Rested 59 What? 172 What Action Points Do 121 What Can I Do? 125 When? 172 WhenTo Use Action Points 121 When to Award an Action Point 123 When to Roll 63 Where? 172 Which Attribute to Use? 67 Which Skills to Use? 71 Who? 170 Why? 172 Why Skill Groups? 60 Will (WIL) 32 Write Program 100 Writing (Spec) 79
Z Zen Direction 57 Zero-G 76
UPCOMING GAMES FROM COMSTAR MEDIA FUZZ THE FURRY POLICE ™ CREATOR: R AMSEY LUNDOCK E XPAND YOUR F URRY WORLD TO INCLUDE T HE F UZZ ! T HIS GAME WILL BE A STAND ALONE GAME OR CAN BE DROPPED INTO YOUR EXISTING GAME TO ADD A NEW DIMENSION TO YOUR F URRY WORLD. T HIS GAME IS FULLY COMPATIBLE WITH THE K EVIN AND K ELL ROLEPLAYING G AME AS IT USES THE ACTION ! S YSTEM RULE SET .
MECHA ACES CREATOR: ANTHONY F ORD M ECHA ACES IS AN ANIME ROLEPLAYING GAME ALLOWING YOU TO IMMERSE YOURSELF INTO THE EXCITING AND CHALLENGING WORLD OF M ECHA. T HIS GAME USES THE POPULAR FUDGE RULE SYSTEM .
Other Upcoming Games:
S CIENCE F ICTION : Star Empires Blood Red Planet Imperial Adventures
Fantasy: Eldoria Shadows of Miru MagicQuest
Superhero: Power and Glory
Check out our website at www.comstar-media.com or our game site at www.creativestar-games.com to keep up with the development of these and other games from ComStar Media, LLC.
220
ABOUT COMSTAR MEDIA, LLC ComStar Media was created in 2004 in an effort to give a voice to the unpublished talent of the world. The company was designed by a writer for writers with a unique understanding of the problems facing young writers today. Since opening our doors we’ve sought out talent in unusual places, setting precedence for risk taking and innovation. ComStar is now a company with two divisions of it’s own. One division deals with the creation of inexpensive and professional looking websites for all needs. Because so many things are moving towards the Internet, ComStar recognized that publishing was no different. With CyberStar Designs, we’re able to keep up with the trend to publish electronically and to display our authors and books on the web.
supplements for the player who is looking for something fresh! With this division we are not only able to generate games that will keep readers interested in our fiction worlds far past the time when the book has been read, but also we will be able to engage our players in rich novels based in their favorite CreativeStar worlds! We appreciate your support in our endeavors by purchasing this book. We hope that you enjoyed it and will look for more novels, anthologies, and roleplaying games published by ComStar Media. To see us on the web please go to www.comstar-media.com . Here you can read about our latest projects, view our author pages, find out how to submit your own manuscripts, and join our news group!
The second division of ComStar is called CreativeStar Games, which is dedicated to creating new and exciting roleplaying books and
221
Thank you and happy gaming!
LEGAL INFORMATION This material is Open Game Content, and is examples are also deemed Product Identity. licensed for public use under the terms of the Open Any example characters or names are product Game License v1.0a. identity. Permission to copy, modify and distribute “Cartoonist”, “Furry” and “Fursons” are this document is granted solely through the use designated as Product Identity of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming The Domestication Defect description was License Version 1.0a and you should read and written by Chris Kohler, utilized by John Reynolds understand the terms of that license before using in his Unofficial Kevin and Kell FAQ and is this material. considered Product Identity (used with permission – FAQ located at http://kevinandkell.com/about/ faq.html). Food Chain Leveling Trait and Defect O PEN C ONTENT is also specific to the Kevin and Kell world and is The text of the “Legal Information” section deemed product identity. of this document and the “Open Game License Feel free to use any game mechanics and the version 1.0a” itself are not Open Game Content. Instructions on using the License are provided character statistics subject to the OGL, however do not use any Kevin and Kell character names, within the License itself. situations or locations as they are owned by Bill All of the rest of the text in this document Holbrook. following the Open Game License, below, is Open Game Content as described in Section 1(d) of the License, with the exception of any examples provided (all of which are closed content). The Kevin and Kell – Action! System Variant rules are open content and subject to the Open Game License Version 1.0a as well as the Action System Trademark License. Exempt trademarked terms are described in the Product Identity section.
P RODUCT IDENTITY “Action! System” is designated as Product identity and may not be used without written permission from Gold Rush Games. All images and characters © Bill Holbrook. Unauthorized redistribution prohibited. The Introduction, Welcome To Domain, Characters from the strip sections are Product Identity. Any Kevin and Kell character names and circumstances used throughout the rules in 222
OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 223
locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute:
If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/ or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include
a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizard of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Silver Age Sentinels d20 Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. MacKinnon, Jeff Mackintosh, Jesse Scoble. 224