Table of Contents

Appendix I

Character Creation Basics

The following tables and charts may be used to aid in the character creation process. Further information is provided on the pages cited.

Creation Process

1. Choose a Concept: What's your character going to be like? Noble knight, bookish scholar, apprentice spellcaster, squid-faced fish salesman?

2. Choose Character Type: The Character Type determines the general power level and nature of your character, and sets some basic ground rules for the power level of your character when compared to other characters. The higher up on the scale you are, the more powerful your character is. Human-level mortal types also get to start their careers with 20 Drama Points to everyone else's 10 - and they'll need them, especially if they're playing in the same field.

These are the character types available to play:

Character Type Chart

Type Attribute Points Quality Points Drawback Points Skill Points Drama Points
Mortal: Kid 10 10 Up to 10 10 20
Mortal: Teenager 15 10 Up to 10 15 20
Mortal: Adult 15 10 Up to 10 20 20
Mortal: Badass Normal 20 10 Up to 10 25 20
Champion/Monster: Fledgeling 20 20 Up to 10 20 10
Champion/Monster: Journeyman 22 20 Up to 10 25 10
Champion/Monster: Master 25 20 Up to 10 30 10

This determines how many points you get to work with in the next few steps.

3. Attributes: What are your character's natural abilities, both mental and physical? Attributes cost one point per level to level five, and three points per level after that. At least one point must be put into each Attribute. The human base maximum is six, and a human-average score would be a two.

4. Qualities and Drawbacks: What innate advantages or penalties affect your character? Do they have personality traits that make life harder for them, or talents that make life easier? Benefits - mundane or supernatural - are paid for with Quality Points; you can earn more Quality Points by taking Drawbacks, up to your Drawback Points limit.

5. Skills: What does your character know? The system uses a variety of main skills and the ubiquitous Wildcards - chances are if you can't logically fit an area of expertise into one of the main categories, or if you want to reflect more specialized knowledge than a main category would imply, it requires a Wildcard.

6. Finishing Touches: This is where you decide the character's name, appearance and other characteristics. Distinctive habits or mannerisms, hairstyle, scars, tattoos, piercings fashion, music/video tastes, and other traits that might make the character recognizable.

Character Type Chart

Type Attribute Points Quality Points Drawback Points Skill Points Drama Points
Mortal: Kid 10 10 Up to 10 10 20
Mortal: Teenager 15 10 Up to 10 15 20
Mortal: Adult 15 10 Up to 10 20 20
Mortal: Badass Normal 20 10 Up to 10 25 20
Champion/Monster: Fledgeling 20 20 Up to 10 20 10
Champion/Monster: Journeyman 22 20 Up to 10 25 10
Champion/Monster: Master 25 20 Up to 10 30 10
Four-Color Folk: Paragon 25 25 Up to 10 40 10
Four-Color Folk: Demigod 25 25 Up to 15 50 10
Four-Color Folk: Power That Is 30 30 Up to 15 60 10

Life Point Table

Con / Str 1 2 3 4 5 6 7 8 9 10
1 18 22 26 30 34 38 42 46 50 54
2 22 26 30 34 38 42 46 50 54 58
3 26 30 34 38 42 46 50 54 58 62
4 30 34 38 42 46 50 54 58 62 66
5 34 38 42 46 50 54 58 62 66 70
6 38 42 46 50 54 58 62 66 70 74
7 42 46 50 54 58 62 66 70 74 78
8 46 50 54 58 62 66 70 74 78 82
9 50 54 58 62 66 70 74 78 82 86
10 54 58 62 66 70 74 78 82 86 90

Strength Table

Strength Lifting Capacity
1-5 50 lbs x Strength (Strength 5: 250 lbs)
6-10 200 x (Strength - 5) + 250 lbs (Strength 10: 1250 lbs)
11-15 500 x (Strength - 10) + 1500 lbs (Strength 15: 4,000 lbs/2 tons)
16-20 1,000 x (Strength - 15) + 5,000 lbs (Strength 20: 10,000 lbs/5 tons)
21-25 1 ton x (Strength - 20) + 5 tons (Strength 25: 10 tons)
26-30 2 ton x (Strength - 25) + 10 tons (Strength 30: 20 tons)

Success Levels Table

Success Levels Table
Roll Success
Levels
Description
9-10 1 Adequate
11-12 2 Decent
13-14 3 Good
15-16 4 Very Good
17-20 5 Excellent
21-23 6 Extraordinary
24-26 7 Mind-boggling
27-29 8 Outrageous
30-32 9 Superheroic
33-35 10 God-like
+3 +1 It just keeps getting better…

Quick Combat Maneuvers Reference Table

Name Roll Basics Damage Notes
Aim Perception + Gun Fu, or Perception + Getting Medieval, or Brains Score None Adds Success Levels to shooting roll.
Bow Shot Dexterity + Getting Medieval - 2, or Combat Score - 2 (4 x Strength) Slash/stab (to maximum of 20). Ranged attack modifiers apply.
Break Neck Strength + Kung Fu, or Muscle Score (4 x Strength) Bash If defender at -10 Life Points, Survival Test or neck broken (dead).
Catch Weapon Dexterity + Kung Fu - 5, or Combat Score - 5 None Ranged defense action; +5 damage taken if failed.
Chainsaw Dexterity + Getting Medieval -3, or Dexterity + Mr. Fixit -3, or Combat Score -3 6 x (Strength +1) Slash/stab Maximum of 60.
Choke Strength + Kung Fu, or Muscle Score (Strength - 1) Bash Asphyxiation damage.
Crossbow Dexterity + Getting Medieval, or Combat Score 16 Slash/stab Ranged attack modifiers apply.
Decapitation Dexterity + Getting Medieval – 5, or Combat Score - 5 Varies by weapon Total damage multiplied by five, target beheaded if killed.
Disarm Dexterity + Getting Medieval - 2, or Dexterity + Kung Fu -3, or Combat Score -2 None Resisted by Parry.
Dodge Dexterity + Acrobatics, or Dexterity + Getting Medieval, or Dexterity + Kung Fu, or Combat Score None Avoid getting hit.
Fast-Draw Dexterity + Gun Fu -3, or Dexterity + Wild Card (Fast-Draw), or Combat Score -3 None Gunslinger trick, does not replace Gunshot roll.
Feint Intelligence + Kung Fu, or Intelligence + Getting Medieval, or Brains Score None Adds Success Levels to next action.
Flamethrower Dexterity + Gun Fu -2, or Combat Score -2 6 points, all fire; then 3 points per Turn until target out Flammable items ignite!
Flamethrower (Makeshift) Dexterity + Gun Fu -2, or Combat Score -2 3 points, all fire; then 3 points per Turn until target out Item may explode, flammable items ignite!
Grapple Dexterity + Kung Fu + 2, or Combat Score + 2 None Body grapple impairs all moves by -1; limb grapple impairs moves with those limbs by -2; neck grapple sets up for special maneuvers.
Groin Shot Combat Maneuver - 3 Varies by attack Tough on boys, see maneuver
Gunshot Dexterity + Gun Fu, or Combat Score Varies by weapon Ranged attack modifiers apply
Head Butt Dexterity + Kung Fu - 2, or Combat Score - 2 (2 x Strength) Bash If target grappled, she cannot defend; if attack misses, attacker takes damage
Jump Kick Dexterity + Kung Fu - 3, or Combat Score - 3 3 x (Strength + 1) Bash Acrobatics + Dexterity roll first; add all Success Levels to damage
Kick Dexterity + Kung Fu - 1, or Combat Score - 1 2 x (Strength + 1) Bash Done with style and grace, of course
Knockout Dexterity + Kung Fu - 2, or Dexterity + Getting Medieval -2, or Combat Score -2 Half damage of attack Lights out, see maneuver
Lasso Dexterity + Getting Medieval -4, or Dexterity + Wild Card (Lasso), or Combat Score -4 2 x Strength Bash Damage applies only if victim's neck is roped
Melee Weapon Dexterity + Getting Medieval, or Combat Score Varies by weapon Good ol' fashioned hack, slash, crush and maim
Parry Dexterity + Kung Fu, or Dexterity + Getting Medieval, or Combat Score None Defense action, -2 against ranged attacks
Punch Dexterity + Kung Fu, or Combat Score 2 x Strength Bash Basic knuckle sandwich
Rocket Launcher Dexterity + Gun Fu -2, or Combat Score -2 100 points at ground zero, 35 points in 2 yard radius, 10 points within 5 yards All Fire damage
Slam-Tackle Strength + Sports, or Muscle Score 2 x Strength Bash Football or other roughhousing tackle
Spin Kick Dexterity + Kung Fu -2, or Combat Score - 2 2 x (Strength + 2) Bash Kick for the cool folks
Stake Dexterity + Getting Medieval 2 x Strength Slash/stab Classic vampire-slaying weapon.
Sweep Kick Dexterity + Kung Fu -1, or Combat Score -1 Strength Bash Knocks target down if successful
Takedown Strength + Kung Fu, or Muscle Score Strength Bash Knocks target down if successful
Through the Heart Combat Maneuver -3 Varies by weapon x4 damage; x5 damage if using material vulnerability
Throw Weapon Dexterity + Getting Medieval -1, or Combat Score -1 Varies by weapon Range 2 yards plus 2 yards/Strength
Toss Strength doubled -4, or Muscle Score -4 Strength Bash Must Grapple first, minimum Strength 4
Vampire Bite Dexterity + Kung Fu, or Combat Score 2 x Strength Slash/Stab Requires a successful neck Grapple first; after a hit, vampire can choose to automatically inflict 3 x Strength basic damage per round from draining without an attack roll, and opponent must make a Willpower (not doubled) roll to take any action while being drained
Whip Dexterity + Getting Medieval -2, or Dexterity + Wild Card (Whip), or Combat Score -1 None Handy for a lot of things, Willpower doubled roll to resist pain
Wrestling Hold Strength + Kung Fu -2, or Muscle Score -2 None Must Grapple first, defender is at -1 per Success Level

Quick Weapon Damage Table

Weapon Damage Notes
Assault Rifle 16 Bullet; can fire bursts; use rifle ranges
Axe 5 x Strength Slash/stab; can use two hands
Baseball Bat 4 x Strength Bash; use this for any heavy club; can use two hands
Baton 3 x Strength Bash; use this for any light club
Big Ass Pistol 18 Bullet; use pistol ranges
Big Ass Sword 5 x (Strength + 1) Slash/stab; uses two hands
Big Knife 3 x Strength Slash/stab
Big Pistol 15 Bullet; use pistol ranges
Black Powder Bomb 20/12/5 Damage listed is at ground zero, 3 yards, and 6 yards. Additional bundles add 5 to ground zero damage, 2 to other damage, and increase range by 1 yard and 2 yards, respectively. Bash/fire; use throw ranges; could scatter.
Blunderbuss 25 (regular), 15 (wooden) Slash/stab; use rifle ranges
Bow 4 x Strength Slash/stab; maximum damage 20; use pistol ranges
Break Neck 4 x Strength Bash; must Grapple
Buffalo Rifle 22 Bullet; use rifle ranges
Chainsaw 6 x(Strength +1) Slash/stab; max damage 60
Choke/Strangle 1 x (Strength – 1) Victim cannot breathe
Crossbow 16 Slash/stab; use pistol ranges
Dynamite 25/15/6 Damage listed is at ground zero, 3 yards, and 6 yards. Additional sticks add 5 to ground zero damage, 2 to other damage, and increase range by 1 yard and 2 yards, respectively. Bash/fire; use throw ranges; could scatter.
Energy Disruptor 15 Bash; use rifle ranges; triple damage to living beings; armor piercing
Flamethrower 6, then 3 per turn until out Fire; use pistol ranges
Flamethrower (Makeshift) 3, then 3 per turn until out Fire; three yard range
Flare Gun 9 Fire; use pistol ranges; possible blinding and ignition
Grenade 30/20/8 30 at ground zero, 20 within 3 yards, 8 within 5 yards. Bash/fire; use throw ranges; could scatter.
Head Butt 2 x Strength Bash
Holdout Gun 12 Bullet; use pistol ranges; concealable
Hunting Rifle 20 Bullet; use rifle ranges
Jump Kick 3 x (Strength + 1) Bash; add Success Levels of Dexterity + Acrobatics roll to damage
Kick 2 x (Strength + 1) Bash
Knife 2 x Strength Slash/stab
Lasso 2 x Strength Bash; only causes damage to victim's throat; triple damage to living beings
Musket 17 Bullet; use pistol ranges; takes (12 - Success Levels) Turns to reload
Pigsticker 2 x (Strength – 1) Slash/stab
Pistol 12 Bullet; use pistol ranges
Pistol Crossbow 10 Slash/stab; use pistol ranges
Popgun 9 Bullet; use pistol ranges
Punch 2 x Strength Bash
Quarterstaff 3 x (Strength + 1) Bash; uses two hands
Shotgun 20 Bullet; use pistol ranges
Slam-Tackle 2 x Strength Bash; knocks target down
Sniper Rifle 30 Bullet; use rifle ranges x 2; good with scopes
Spear 3 x (Strength + 1) Slash/stab; uses two hands
Spin Kick 2 x (Strength + 2) Bash
Stake 2 x Strength Slash/stab
Submachine Gun 9 Bullet; can fire bursts; use pistol ranges
Sweep Kick 1 x Strength Bash; knocks target down
Sword 4 x Strength Slash/stab
Takedown 1 x Strength Bash; knocks target down
Taser Rifle 5 Knockout effect; use pistol ranges
Tommygun 12 Bullet; use pistol ranges; autofire
Thrown Axe 4 x Strength Slash/stab
Thrown Knife/Stake 2 x (Strength -1) Slash/stab
Thrown Pigsticker 1 x (Strength -1) Slash/stab
Thrown Spear 3 x Strength Slash/stab
Toss 1 x Strength Bash; knocks target down
Tranquilizer Gun 1 Puts target to sleep; use rifle ranges
Whip 2 x Strength Bash; may cause loss of actions
Winchester Rifle 18 Bullet; use rifle ranges

Base Modifiers Table

Difficulty Modifier Notes
EASY +5 or more Generally only necessary when something that would normally automatically succeed is under particular issues - extreme intoxication, missing hands, that sort of thing - and is relevant enough to 'check.' Climbing a ladder doesn't usually require a roll unless you are exceptionally impaired.
MODERATE +3 to +4 Most average applications of a skill in day-to-day life are considered a check at +4; a proficiently skilled person (skill 2) with average statistics (stat 2) will always succeed under these circumstances (min roll 9 = 1 success). Climbing a rope ladder is usually easy unless you happen to be distracted.
AVERAGE +1 to +2 Fairly routine uses of a skill that are somewhat complicated - say, feeding the crocodiles at the zoo you work at without agitating them - or challenging tasks that are slightly easier than normal due to extenuating circumstances (sneaking up on someone who is moving to pick up a quarter). Pulling yourself up a knotted rope is fairly easy, though uncoordinated people might have some problems.
CHALLENGING No modifier Most uses of a skill in adventure situations qualify as Challenging; one success is the minimum level of success to qualify, although more successes mean better results, and in a contest of skills, he who rolls higher wins. Hauling yourself up a reasonably normal rock face without equipment is usually Challenging.
DIFFICULT -1 to -2 Some situations are trickier than others; for example, climbing up a rock face is Challenging, but climbing that same rock face after a recent rainstorm when the rocks are slippery is a Difficult task. Human experts expect a decent chance of failure on their first attempt, or recommend equipment that offers positive modifiers to compensate (good climbing gear, for instance, would give positive modifiers, modifiers to offset specific penalties, and/or mitigate the effects of failure.)
VERY DIFFICULT -3 to -5 As a rule, Very Difficult tasks are exactly what you'd think - tasks that even an expert is likely to have trouble with. Decapitation has an effective modifier of Very Difficult; it's not easy to chop off someone's head even if they have no idea you're about to try it. Surpassing a Very Difficult challenge may require Working Together, excellent equipment, taking actions and using other skills to lower the effective difficulty, and a helping of Good Luck or Drama Points to even barely succeed, let alone do so impressively. Climbing a rock face that is covered with ice and snow without good climbing tools, harness, and spikes, is very hazardous to an expert's health; novices are unlikely to stand a chance without an extremely lucky break.
HEROIC -6 to -9 Heroic tasks are extremely difficult, and while superhuman beings may be able to manage, your average Mortal cast should approach any task of Heroic difficulty with extreme caution and planning, as it is extremely unlikely that they will succeed otherwise. Climbing a rock face quickly in the middle of a blizzard is the type of Heroic action you may need to reconsider attempting until conditions are better unless you absolutely have to.
INHUMAN -10 or worse Inhuman tasks are those that your everyday mortals simply aren't expected to accomplish without the intervention of Fate on their behalf, a heaping helping of luck, and/or a level of skill and ability well beyond the average. Inhuman tasks generally require a lot of Working Together in large groups to even approach at a slow pace; you can climb Mount Everest in the worst weather possible if you have plenty of expert support, years of climbing experience, excellent equipment, patience, drive, and perhaps a little bit of luck. Likewise, inhumanly difficult tasks such as parrying a bullet can be accomplished by humans… with insanely complicated rigs and careful control of all variables, and the budget to hire the Mythbusters.

Armor Table

Armor Type Armor Value Notes
Leather Jacket 2 Typical biker's jacket with lots of zippers or a Watcher's scholarly jacket
Heavy Clothes 2 Designed to resist extremes of cold; -1 to Dex while worn.
Leather Armor 3 A standard leather overcoat, helmet, and arm and leg protectors.
Chain Mail 8(4) Second value is used against Bullet attacks.
Dermal Armor (Chainmail) 8(4) Second value is used against Bullet attacks
Dermal Armor (Kevlar) 10(5) Second value is used against Slash/stab attacks
Plate Armor 12(6) Second value is used against Bullet attacks
Bulletproof Vest 10(5) Second value is used against Slash/stab attacks
Combat Armor 12 Worn by combat soldiers and SWAT teams

Combat Roll Modifiers

FULL DEFENSE: +3 to all defense actions; no attack actions allowed.

FULL OFFENSE: +2 to all attack actions; no defense actions allowed.

KNOCKED DOWN: -4 to all actions; no attack actions for one Turn.

MULTIPLE ACTIONS: -2 per action, cumulative; extra actions limited by Dexterity.

MULTIPLE OPPONENTS ON ONE TARGET: +1 per additional person; maximum +4.

SHORT RANGE: no modifier.

MEDIUM RANGE: -1 to hit.

LONG RANGE: -3 to hit.