TEXT:  
  1 
   
   
   
   
  JAGS2 INTRODUCTION.........................4 
  Why JAGS2? ...................................... 4 
  The JAGS2 Roll .....................................5 
  Failure Options .................................. 7 
  Resisted Values...................................8 
  The Rules.......................................... 9 
  When Are Resisted Rolls Called For? ....11 
  Drama Rolls Method (an advanced rule)
  ......................................................11 
  Character Points................................12 
  BUYING STATS ..................................13 
  STATS .............................................13 
  Buying Primary Stats .........................14 
  Cost To Buy Primary Stats...............14 
  Buying/Selling Secondary Stats...........15 
  FIGURED STATISTICS........................16 
  Physical Figured Stats........................16 
  Damage Points ..............................16 
  Perception Roll ..............................16 
  Initiative Roll.................................16 
  Ground Speed ...............................17 
  Hand To Hand Damage...................17 
  Grapple Roll ..................................17 
  Charisma Figured Stats......................17 
  Computing Charisma Rolls ..............18 
  ENHANCEMENTS / DEFECTS ..............19 
  Physical Traits ..................................19 
  Ambidextrous [12] .........................19 
  Asthma [-4] ..................................19 
  Bad Eyesight (Wears Glasses) [-1 or -
  3] ................................................20 
  Beautiful Voice [4] .........................20 
  Blind [-15] ....................................20 
  Crippled [-4,-12] ...........................20 
  Deaf [-2,-4] ..................................20 
  Fast Runner [2] .............................20 
  Hearty [2].....................................20 
  Hunch Back [-2] ............................20 
  Iron Jaw [8,16] .............................20 
  Nasal Voice [-2].............................20 
  Natural Fighter [2] .........................20 
  One eyed [-3] ...............................20 
  Peg-Leg [-4] .................................20 
  Toughness [varies] ........................20 
  Ugly [-2, -4] .................................21 
  Visible Mark [-1]............................21 
  Young [-1] ....................................21 
  Mental Traits ....................................21 
  Bad Judgment [-2].........................21 
  Disturbed [-2 or -4] .......................21 
  Drunkard [-2 or -4]........................21 
  Flair [1,2,4] ..................................22 
  Hard to Fool [2,4,8] .......................22 
  Leader [2,4,8,12]...........................22 
  Likeable [2,4,8,12].........................22 
  Mathematical Genius [4] .................22 
  Musical Genius [4] .........................22 
  Perceptive / Keen Senses [2,4,8] .....22 
  Phobic [-1 or -2]............................22 
  Presence [2,4,8,12]........................22 
  Speed Reader [4]...........................22 
  Background ......................................22 
  Baaad Reputation [1, 2, 4, 8] ..........22 
  Bad Reputation [-1 to -4]................23 
  Enemy [-1, -3, or -5] .....................23 
  Good Reputation [2,4,8,12].............23 
  Ward [-2] .....................................23 
  Wealth [1,2,4,8,12]........................23 
  Write Up [-2].................................23 
  Personality and Appearance ................23 
  Attractive [2, 4, 8, 12]....................23 
  Bad Tempter [-2]...........................23 
  Big Mouth [-2]...............................23 
  Code of Honor [-1 to -3] .................24 
  Coward [-4] ..................................24 
  Curious [-2] ..................................24 
  Envious [-1,-2] ..............................24 
  Exotic [2, 4, 8, 12].........................24 
  Greed [-2] ....................................24 
  Grim [-1]......................................24 
  Honorable [-2]...............................24 
  Lousy Liar [-3]...............................24 
  Lousy Driver [-2] ...........................24 
  Lust [-2].......................................24 
  Naive [-2].....................................25 
  Obnoxious [-1 to -3] ......................25 
  Personality Types [1]......................25 
  Pride [-2]......................................25 
  Problems with Authority [-4] ...........25 
  Rugged [3] ...................................25 
  Slick [-2] ......................................25 
  Sloth [-2]......................................25 
  Statuesque [2, 4, 8, 12] .................25 
  Swashbuckler [-2]..........................25 
  ARCHETYPE TRAITS (Weird Stuff) .... 26 
  Lucky Miss! [4] ..............................26 
  Copyright © 2004 by Marco Chacon 
  Artwork by Gabe Penna 
   
  
   
  2 
  Luck [2,4,8] ..................................26 
  Dreamer [4]..................................26 
  Extraordinarily Tough [12] ..............26 
  Hard To Kill [4]..............................26 
  Instinct [4] ...................................26 
  Malice [4] .....................................27 
  Nature Friend [4]...........................27 
  Psychic Link [2] .............................27 
  See Inner Person [12] ....................27 
  Sensitive [4] .................................27 
  Shadow Friend [8] .........................27 
  Storm Friend [8]............................27 
  Synchronicity [8] ...........................27 
  Twisted Genius [8,12] ....................27 
  Unusual Gear [2,4] ........................28 
  Will To Fight [4].............................28 
  JAGS2 SKILL RULES ...........................29 
  How Skills Work ................................29 
  Combat and Non-Combat Skills...........30 
  Linking Skills to Stats ........................30 
  Paying For Skills................................32 
  COST FOR SKILL LEVELS (Beginner To 
  Master) ........................................32 
  COST FOR BUYING COMBAT SKILL 
  ROLL............................................32 
  COST FOR BUYING NON-COMBAT 
  SKILL ROLL...................................32 
  Combat Skills ...................................33 
  Acrobatics (Dodge) ........................33 
  Brawler ........................................33 
  Heavy Weapons/Gunner .................33 
  Knife Fighter .................................33 
  Martial Artist .................................33 
  Melee Weapons .............................33 
  Shield...........................................34 
  Shoot Gun/Bow .............................34 
  Staff Fighter..................................34 
  Thrown Weapon (knife/Spear/Axe)...34 
  Science Skills....................................34 
  Bio-Sciences .................................34 
  Chemist........................................35 
  Computer Science..........................35 
  Doctor..........................................35 
  Engineer.......................................35 
  Physicist .......................................35 
  Street Skills......................................35 
  Con Games ...................................35 
  Breaking and Entering ....................36 
  Card Mechanic/Pick Pocket ..............36 
  Gambler .......................................36 
  Hacker .........................................37 
  Shadowing and Surveillance ............37 
  Streetwise ....................................37 
  Educational Skills ..............................37 
  Advanced Education .......................37 
  Ancient History ..............................37 
  Lawyer .........................................37 
  Research (and Journalism) ..............38 
  Occupational Skills ............................38 
  Craft/Artistic/Singing/Music .............38 
  Drive/Pilot Vehicle/Ride Animal ........38 
  Police Procedure [also Investigator]..38 
  Run Business.................................38 
  Military Sciences ...............................39 
  Climbing/Rappelling .......................39 
  Demolitions...................................39 
  Solider Training .............................39 
  Stealth .........................................39 
  Traps ...........................................39 
  Woodland Lore ..............................39 
  Social Skills ......................................40 
  Courtesan .....................................40 
  Diplomat.......................................40 
  Etiquette.......................................40 
  Interrogator ..................................40 
  Revelry.........................................41 
  Showmanship................................41 
  Vamp ...........................................41 
  JAGS2 COMBAT.................................. 42 
  Step One: Roll Initiative .....................42 
  Step Two: Taking Your Turn................43 
  General Actions Chart.....................43 
  How To Resolve Attacks .....................44 
  How To Resolve Blocks and Dodges .....44 
  Resolving Moves ...............................45 
  Resolving Grapples ............................45 
  Resolve "Aim Weapon" and Feint Actions47 
  Resolve A Hit the Deck Action .............47 
  Resolve Drawing a Weapon.................47 
  Special Strikes: Kicks and Crosses.......47 
  Weapons In JAGS2 ............................ 48 
  Melee Weapons.................................48 
  Guns and Bows .................................49 
  Damage In JAGS2.............................. 50 
  Two Types Of Damage .......................51 
  Impact Damage Table........................51 
  Penetration Damage Table..................51 
  Armor and Armor Saves .....................52 
  Shields ............................................54 
  Effects of Wounds..............................55 
  The Condition Chart (Based on Total DP)56 
  Wound Effect Chart: CON Roll based on 
  Wound Taken ...................................56 
  No Effect.......................................57 
  Stunned........................................57 
  Dazed...........................................57 
  
   
  3 
  Unconscious ..................................57 
  Internal Damage............................57 
  Dying ...........................................57 
  Dead............................................57 
  RESISTED ATTACKS...........................58 
  Resisted Attack Chart ........................58 
  Sample Resisted Attacks ....................59 
  Poison ..........................................59 
  Paralysis.......................................59 
  Terror ..........................................60 
  Charisma Effects............................... 60 
  Charisma and Skills........................60 
  Persuade..........................................61 
  Recruitment......................................61 
  Charm .............................................61 
  Intimidation......................................61 
  Odds and Ends .................................. 62 
  Impact Damage Table........................63 
  Penetration Damage Table..................63 
  JAGS: Just Another Gaming System 
  Way back in time—back in the mid 1990’s—we started playing around 
  with our own ideas for a generic universal system. The two games that 
  we played and loved the most (and still love) were Hero and GURPS 3rd 
  Edition they were brilliant and inspired and we were very happy with 
  them (and their recent evolutions exist today and we’re thrilled). 
   
  These two games gave us what we were looking for: a unified rules set 
  that was easily applicable to any adventure we wanted to run—and a 
  great deal of what we did didn’t fit into any genre seamlessly, which is 
  why the universal nature of the games appealed to us. 
   
  But we had some of our own ideas—things we thought didn’t work the 
  way we wanted or ideas we felt were clever that didn’t appear in the 
  framework of either game. And so, over time, and with effort, we created 
  JAGS. To us, it’s certainly not Just Another Gaming System—but we’re 
  well aware of the perils of taking oneself too seriously. 
   
  In 2001 we released JAGS on the web, for free. We released it for free 
  because we felt that was the easiest way to get it out there—to let 
  people see it—and we were able to do so with no risk to ourselves 
  financially. 
   
  We’re very proud of JAGS and the source material we’ve made for it. 
  We’re committed to bringing more of our game worlds to life and 
  releasing it in PDFs, free of charge, with high quality artwork and 
  writing—but we’re also, here, doing something else. 
   
  JAGS is complex. JAGS is “balanced” (for some definitions of 
  “balanced”). JAGS covers lots of special cases. JAGS uses fractional 
  math. All that a barrier to some people as well—there are people who, 
  legitimately, just don’t like that approach—and we realized, early on, that 
  JAGS could be hard to teach to people who were just interested in sitting 
  down and playing. 
   
  So we’ve created JAGS2, half the rules. All the cool. We hope you enjoy 
  it! 
  --The JAGS Team 
  
   
  4 
   
  JAGS
  JAGS
  JAGS
  JAGS2 
  2 
  2 
  2 INTRODUCTION
  INTRODUCTION
  INTRODUCTION
  INTRODUCTION    
  ello and welcome to JAGS2! After about a decade of playtesting, 
  refinement, and a good deal of thought, this is our latest effort to 
  create a working, balanced, and easy to learn RPG. JAGS2 is the 
  rules-lite(er) system that shares much of the same design philosophy as 
  JAGS (and a compatible but not identical rules-engine) while clocking in at 
  a lot fewer pages! Hopefully we've learned something in the 2 years we've 
  been live on the internet and you'll find this easy to pick up and run with! 
   
  Some Notations 
  Why JAGS
  Why JAGS
  Why JAGS
  Why JAGS2
  22
  2????    
   
  This deserves, and will get, a much longer piece (designers notes!). But since 
  many people won't read those, we wanted to say a few things here. 
  • 
  Graduating to JAGS: We do not expect people who like, and play JAGS2 to 
  ever "graduate" to JAGS (you're encouraged to check it out—but JAGS2 isn't 
  conceived as "beginners JAGS.") The two games are different in a few 
  fundamental ways—but they are compatible and can be easily interchanged. 
  If conflicted, pick what you like best from the two. 
  • 
  What will our continued support be? We plan to continue making great 
  products for JAGS. Very few for JAGS2. Why? Because JAGS2 is supposed 
  to be compatible. Sure—not every book is 100% compatible (the full JAGS 
  Martial Arts offer far more options than JAGS2 mere two) but most of the 
  world books will be. Where new books vary greatly we'll try to include 
  updates. 
  • 
  Is JAGS2 Rules-Lite JAGS? Firstly at approximately 60 pages we don't 
  consider it "lite" at all (and the rules-lite crowd certainly won't)—but it's far 
  lighter on the fractions, special-case rules, and the like. On the other hand, 
  JAGS2 has two different ways to pay for skill roll—something JAGS doesn't 
  have. That's more complex! In a nutshell we felt JAGS2 will fill a niche that 
  JAGS doesn't. Maybe you'll agree. 
  • 
  A note on Pronunciation: JAGS2 is pronounced "Jags Two." We're using 
  the sub-script because: a) JAGS2 is conceptually sort of a subset of the full-
  blown JAGS rules and b) The notation strikes us as cool (your mileage may 
  vary and I'm already getting tired of hitting the subscript button …). We write 
  it as ‘JAGS-2’ online where other better formatting may not be available. 
  H 
   
  ! 
  This means 
  there's an 
  important point 
  that you don't 
  want to miss! 
  Running Commentary 
  The side-bars are supposed to contain 
  running commentary on the rules as 
  well as:  
   
  Z Reference to the full JAGS (if you 
  see this symbol it means the discussion 
  is about where the rule came from or 
  what more there is to be found in the 
  full JAGS system. 
   
  Q: Designers Notes. With this symbol 
  you'll find notes as to why we did 
  something (i.e. what we were thinking)  
   
  Differences Between 
  JAGS and JAGS2  
  Here are some of the major differences 
  between JAGS and JAGS2: 
  • 
  Expanded List of Enhancements 
  and Defects. Because we're trying 
  to "keep it tight" the full JAGS book 
  has more Enhancements, Defects, 
  and Archetype attributes.  
  • 
  JAGS combat and weapons usage 
  is a bit more complex. 
  • 
  JAGS skills cost fractional points 
  (where a skill might cost 4pts in 
  JAGS2 the same skill at the same 
  roll might cost 3.5pts in JAGS). 
  Otherwise the skills and rolls work 
  identically. 
  • 
  JAGS has all sorts of rules for 
  falling, driving, lifting and throwing, 
  bleeding, drowning, etc. You can 
  reference them if you need them. 
  The JAGS2 rules will have some 
  basic notes on how to handle 
  things like that—but we don't go 
  into detail. 
   
  Realism? 
  Is JAGS more realistic than JAGS2? 
  How can you define that term when 
  both allow you to play a magic-wielding 
  character? Or an alien race? JAGS has 
  fair amount more "cause and effect" 
  built into it (the World-Mechanic rules 
  define collisions as Elastic or Inelastic, 
  for example—something JAGS2 doesn't 
  bother with). But we think neither is 
  "more realistic." 
  The 
  Gray 
  Boxes: 
  These boxes contain 
  examples 
  or 
  other 
  "stand out" bits that we 
  want to highlight. 
  4 
  
   
  5 
   
  The JAGS
  The JAGS
  The JAGS
  The JAGS2 
  2 
  2 
  2 Roll
  Roll
  Roll
  Roll    
  At the core of the JAGS2 system is a simple dice mechanic known as the 
  JAGS-roll. It’s a 4d6 roll (the dice are added together) where sixes are 
  treated as zeros. This roll is used to check for success or failure of in-
  game actions like using a skill, surviving damage, making an attribute 
  (AKA "STAT") check, and determining how much damage your character 
  might have inflicted on someone. 
   
  In many circumstances the game system will also want to know how well 
  you succeeded or failed.  Usually your skill or stat will give you a "target 
  number" (the number the total on your dice must be equal to or less than 
  to succeed).  If you roll, say, three below that number, then you’d say you 
  “made it by 3.”  JAGS considers that a moderate success. Rolling five or 
  more below that target number gives you a "Major Success."  If, for 
  example, you roll above that number by 5 or more then you have a "Major 
  Failure." 
   
  Roll Under Notation 
  Usually in JAGS2 you are trying to roll 
  under a number. Let's say the GM calls 
  for an AGILITY roll to cross a narrow 
  beam between two buildings. Your 
  AGILITY is a 12. That means you need 
  to roll a 12 or less to "make" (succeed) 
  with the roll. 
   
  You throw the dice and get 6,4,2,1. This 
  adds up to 7 (remember the 6 is treated 
  as 0). This is less than 12 so you "made 
  it." 
   
  The way of listing a roll number is 
  traditionally with a "–" (dash). A skill 
  with which you have a 14-or-less roll 
  would be written 14-. 
   
  Percents for the 
  JAGS roll 
  Roll  
  'X or Less' 
  Percent 
  0 
  %0.063 
  1 
  %0.359 
  2 
  %1.156 
  3 
  %2.719 
  4 
  %5.393 
  5 
  %9.752 
  6 
  %15.855 
  7 
  %23.939 
  8 
  %33.624 
  9 
  %44.428 
  10 
  %55.701 
  11 
  %66.505 
  12 
  %76.100 
  13 
  %83.963 
  14 
  %90.208 
  15 
  %94.563 
  16 
  %97.326 
  17 
  %98.878 
  18 
  %99.642 
  19 
  %99.931 
  20 
  %100.00 
   
  Some Rolls Do Not 
  Have A Target 
  Number 
  For damage rolls, for example, you just 
  roll and want to get as high as you can. 
  For some "random-event" type rolls it's 
  the same thing. 
   
  JAGS Rolls 
  Basic JAGS Roll: Roll 4 dice, count the numbers. Treat 6's as zeroes. 
   
  Term 
  What it is 
  Notation 
  Target Number 
  The number you 
  have to roll equal to 
  or less than 
  12- means roll a 12-or-less to 
  succeed 
  Success (also 
  minor success) 
  Rolled equal-to or 
  less than the target 
  number. 
  "made it by 0" means you rolled 
  the exact target number. 
  Major Success 
  Rolled 5 or-less than 
  the target number. 
  You would say "I get a major 
  success" or "Made it by plus 
  five." (or "plus six" or whatever). 
  Critical 
  Success 
  Rolled 10 or-less 
  than the target 
  number. 
  "Crit-success" or "plus eleven" (or 
  whatever margin you made it by. 
  Failure (also 
  minor failure) 
  Rolled more than the 
  target number by 0 to 
  4. 
  "Missed it." 
  Major Failure 
  Rolled between 5 
  and 9 more than 
  target number. 
  "Major failure" or -7 or whatever it 
  was missed by. 
  Critical Failure 
  Rolled 10 or more 
  above target number. 
  "critical failure" (also "I'm 
  screwed") 
   
   5 
  
   
  6 
  What Sorts of things Have Rolls? 
  Well, primarily the two things in JAGS2 that you make rolls for are Stats (a 
  numerical value that tells how strong, fast, smart, etc. you are) and Skills, 
  a description of something you know how to do (and a numerical measure 
  of how good you are at it). 
   
  Example 1 (Make a Stat Roll): I have a character with a Strength of 13. 
  That gives me a 13 or less roll (written 13- in these rules, where “-“ means 
  ‘or less’). If I am asked by the Game Master to perform a “feat of Strength” 
  then I’ll make a JAGS roll and if the numbers on the dice add up to 13 or 
  lower then I’ve succeeded. 
   
  Example 2 (Make a Skill Roll): I have a character with the skill 
  Computers and it has a 15- roll. When I am trying to write a computer 
  program to re-route my space ship’s power system, then my numbers 
  must add up to a fifteen or less for me to be successful. 
   
  Example 3 (Roll on the Wound Table): When I get shot in a fight and I 
  am wounded, and the game rules call for me to make a Constitution roll 
  on the “Wound Table.” What that means is that I make my Constitution roll 
  (say my character has a CON Statistic of 12, so I have a 12- roll). Then I 
  do the following: 
   
  The term “Roll on the Wound Table” means that there is a table in the 
  book (look at the very back of this book; you’ll see the Wound Table along 
  with a whole bunch of other tables).  We’ll worry about the exact rules in 
  the combat section, but in this case, you make your roll and: you 
  determine how many points you made it or missed it by. 
   
  So let’s say I have a 12 CON, Stat rolls are the same as the Stat, so that’s 
  a “12 or less” roll. And I roll a 10 (average). That means I “made the roll” 
  by 2 (12 – 10 = 2). Essentially I rolled “2pts under” what I needed to. 
   
  If I rolled, say, a 14, then I “missed it by 2” since I rolled over my target 
  number of 12 and exceeded it by 2pts. 
   
  Then I look on the chart for my wound type and find the result (if it was a 
  Minor Wound then the result is Stunned, if you care to check). 
   
  Example 4 (Roll at -4): Let’s say I’m trying something that is harder than 
  average. Imagine trying to write a really tough computer program instead 
  of an “average one.” Difficulty is represented by the GM assigning 
  negative numbers to the Roll number. So if you had a 15- Computer skill 
  and had to write a really hard program that’s at -4. Then your roll becomes 
  an 11- (15-4 = 11). If the program is really easy then the GM can say “Roll 
  at +3” (or something). The roll goes from a 15- to an almost-can’t-miss 18- 
  Hey, Wait a Minute! 
  Stats are things like Strength—and they 
  have a numerical rating, right? Okay—
  what’s the average human Strength? 
   
  JAGS Guys: “Um, it’s a 10. All normal, 
  adult characters begin with a 10 
  Strength.” 
   
  Reader: “Both genders? Everyone?” 
   
  JAGS Guys: “Right. All characters. If 
  you want to be a little weaker—or a lot 
  weaker … or stronger than normal you 
  can do that when designing your 
  character.” 
   
  Reader: “And, let’s say I’m a strong 
  guy—how strong is that?” 
   
  JAGS Guys: “Well, a person with a 
  Strength of, say, 13 is like one of those 
  big guys you see at the muscle gym.” 
   
  Reader: “And he has a 13 or less 
  Strength roll?” 
   
  JAGS Guys: “Correct. And if he’s you 
  know, really strong—then he could 
  have up to, say, a 16- roll. That’s about 
  max human.” 
   
  Reader: “Riiiiigh. Okay. What about a 
  superhero? You can play superheroes 
  in JAGS, can’t you?” 
   
  JAGS Guys: “Ummm … yes. They can 
  have much higher Strengths.” 
   
  Reader: “So I could have a Strength roll 
  of, say, a 1000 or less? With a roll that 
  goes from zero to twenty that’s pretty 
  academic.” 
   
  JAGS Guys: “Yes. Good point. Okay—
  firstly, Strength is kinda special that 
  way. Even super-smart super heroes 
  don’t have, say Reasons of 1000. Also, 
  if you are arm wrestling another super-
  human with, say, an 800 Strength then, 
  when comparing the values there’s a 
  special system we use. It’s explained 
  below.” 
   
  Reader: “I knew this was going 
  somewhere.” 
  6 
  
   
  7 
   
  Failure Options 
  Failure Options 
  Failure Options 
  Failure Options 
  When you make a stat or skill roll you either make it or miss it—and as we 
  noted above there are degrees of failure. Here are guidelines for 
  determining exactly what is meant when a roll is failed (note: this usually 
  means a statistic or skill roll, in combat, a failed to-hit roll usually just 
  means you missed your target). 
   
  The simplest meaning when you “blow a roll” is that you just didn’t know 
  how to do it—you missed the shot, or something. But there are some tasty 
  options that we think can add to the game. Traditionally the GM decides 
  what, exactly, is the result of a failure—and that’s good for most play: but 
  all the participants should have input into what judgment is rendered. 
  Failure 
  Possible Effect 
  You Missed 
  The Roll? 
  What 
  Happened? 
  Sometimes when a roll is blown the GM can ask the player “What 
  went wrong?” Whatever it was, it doesn’t have to be the character’s 
  fault. For example, if an Etiquette roll is missed, it may not mean the 
  character acts uncouth or doesn’t remember his manners—it could 
  mean that someone else spoils the moment (another NPC at the 
  party) or that the character turns around at the wrong moment and 
  accidentally runs into a waiter carrying drinks—not the character’s 
  fault—but not likely to win points with the guests either. If the 
  character has Expert Level in the skill it’s more likely that the attempt 
  went wrong for reasons unrelated to expertise. If the character’s a 
  novice it’s more likely a matter of lack of knowledge. One advantage 
  of this technique is that if the GM and players are in synch it can be 
  a very interesting way to introduce new information (characters, etc.) 
  into the game world. While entire chapters could be written on this, a 
  general rule is that players would be wise to work with the GM when 
  introducing new information about important characters or 
  locations—and that includes other NPC’s that are created by other 
  players as well (wards, contacts, and other people the players have 
  “brought into the game” in some fashion). 
  You need to 
  complete 
  another task. 
  If you try to hack mega-corp’s bank and blow the roll the GM may 
  rule that you don’t get in through front-line security—but you have 
  figured out the name of the employee you need to call and try to talk 
  into giving out their password over the phone. If an expert mechanic 
  tries to repair a car and fails, it’s not likely that he “doesn’t know how 
  to fix it” but “needs to get a new part.” How hard this secondary task 
  is and what different skills it might require will be dictated by how 
  badly the roll was blown and how expert the character is. 
  Something 
  Else Went 
  Wrong 
  Maybe while trying to steal a car the cops showed up. Maybe while 
  putting the moves on a target you want to charm information out of, 
  you got unexpected competition—from the target’s suddenly arrived 
  wife. Whatever the case, the roll didn’t work because of unexpected 
  interference. Depending on how badly you blew it you may be able 
  to turn the situation around. 
  I need more 
  time! 
  For science and engineering rolls (mainly—but for other things as 
  well) a miss by a little (the roll blown by -1 or -2, for an Average or 
  Expert level skill) might just mean you need more time and then 
  you’ll be successful. That might be a few more days—or, in a 
  combat zone, a few more minutes. It’s up to the GM. 
  Difficulty For rolls 
  Difficult Tasks 
  If you are trying a task that the GM 
  thinks is more difficult than the average 
  sort of task for that skill then there will 
  be “negative modifiers” assigned. For 
  example, a Chemist trying to analyze 
  an alien metal might be told to “roll at -
  4” this means their skill is reduced by 4 
  for purposes of making that roll. If the 
  guy had a 14- Skill (“Fourteen or less”) 
  then the roll becomes a 10- (increasing 
  the chances of failure).  
   
  In many cases in combat, stunt driving, 
  etc. there are commonly negatives to 
  you roll. Having an “Expert Level” or 
  “Master Level” skill (this is explained in 
  the skill book) allows you to ignore 
  some or all of those negatives because 
  you’re so good those tough tasks are 
  “ordinary.” 
   
  Easy Tasks: Sometimes a task is 
  easy—then there are positive modifiers. 
  A guy with 15- Shoot Gun skill has a 15 
  or less roll to hit a human sized target 
  at pretty close range (the weapon 
  determines what “close range” is) but if 
  the target is totally stationary and the 
  character gets to line up a shot, that 
  can go way up.  
   
  When Do I Roll? 
  Rolls are made when an action is 
  declared and enough time has passed 
  that it’s generally too late to abort and 
  success is in question (you usually do 
  not roll to pick up a coffee cup).  
   
  In practice the GM calls for a roll when 
  something comes up (the character is 
  in a crowd and someone they know is 
  there: the GM calls for a Perception roll 
  to “spot them”) but the converse can be 
  true as well: if the player says “I scan 
  the crowd for Janice” then we’d expect 
  that there would be a roll that the player 
  “called for.” 
   
  The reason to ask the GM before rolling 
  is to determine if there are any difficulty 
  modifiers or other conditions that apply 
  (the GM might rule, in the crowd 
  example, for instance, that no roll is 
  necessary—outcome is not in question: 
  you just see the person). 
  7 
  
   
  8 
  Resisted Values
  Resisted Values
  Resisted Values
  Resisted Values    
  JAGS2 has one more mechanic that’s used when resolving direct 
  opposition of two different abilities. This is called the Resisted Roll. The 
  classic example is an arm wrestling contest—Strength vs. Strength. How 
  do you tell who won? 
   
  The basic idea is that both characters would make STR rolls and whoever 
  won it by more would win the match. This is a good, direct comparison of 
  two different scores. But it only works well if the numbers involved are 
  Statistics or Skills (which have “rolls”). Let’s look at the rules: 
   
  Resistance of Stats and/or Skills: Each party makes their roll and 
  whoever makes it by the most “wins the contest.” There are some rules for 
  more complex contests under Drama Rolls, an optional rule, further down. 
   
  Resistance Numbers: What happens if two “opposing values” don’t have 
  “rolls” to make? Well, first let’s look at how this event can happen: 
   
  1. A gun has a “Damage Number” of, say 13 (a .357 Magnum). That isn’t 
  a 13- roll like a Strength of 13 is. That’s just a number of 13. A big rifle 
  does 31pts of Damage and a 31- roll doesn’t make any sense (rolls 
  are from 0 to 20). A battleship gun does like 33 thousand points of 
  damage. So that’s clearly not a roll number either. 
  2. Armor has a Penetration Resistance which is a number (not a roll) 
  that tells how hard to penetrate it is. Sounds reasonable, right? A 
  bullet proof vest might have a 16 PEN Defense number. A tank might 
  have a 3000 PEN Resistance for its forward hull. Again, you can see 
  these aren’t “rolls.” They’re just numbers. 
  3. But when a guy wearing armor is struck by a weapon the guy gets an 
  “Armor Save” against the armor “being penetrated” (this is all 
  explained in the combat chapter). So let’s say that I have a high-tech 
  battle-vest (from, like the future, eh?) and it has a PEN defense of 50. 
  You shoot me with a modern day rifle and it does 31pts of damage. 
  How do we tell if the armor holds up? 
  4. The way we do that is we compare the two numbers and we do, 
  indeed, make a roll. Now, if we were just to compare the numbers 
  straight (and use the exact number as the roll) then we’d get me, my 
  armor, making a Fifty or less roll. On 4d6, treating 6’s as zeros, that 
  means that even on the worst possible roll, a 20, I will make my roll by 
  30. If you, rolling against your damage of a 31, roll a zero then you’ve 
  made your roll by 31. That would mean that the rifle could beat the 
  armor like one time in a hundred thousand shots. That isn’t how it 
  works. We think that those numbers are big enough that a difference 
  of 20pts isn’t so large that there’s no comparison. 
  5. In fact, we think that a score of a 31 against a 50 is more like a 
  What Sorts of Things 
  Call For Resisted 
  Rolls? 
  These are the places where Resisted 
  Rolls are used in JAGS2. 
  • 
  Armor Saves: when armor is hit by 
  a penetrating weapon it gets a 
  “save” to “resist penetration. 
  • 
  Grappling contests. When two 
  people are wrestling they use 
  Grapple Scores which are usually 
  not Strength scores exactly. 
  • 
  Psychology Attempts: When I try 
  to charm you, I apply a number 
  (my Charm rating, say) against 
  your WIL roll.  
  • 
  Contests of Skills: If two computer 
  hackers are battling against each 
  other then it’s a roll of skill vs. skill 
  (there may be several over the 
  course of a battle, see the Drama 
  Rolls section).  
  • 
  Stealth vs. Perception: All 
  characters have a “Perception roll” 
  to notice things. Some sneaky 
  characters have a Stealth Skill. In 
  this case if I’m sneaking past you 
  (or up on you) then I roll my 
  Stealth Skill and if I make it by 
  more than you make your 
  Perception roll (and there’s some 
  possibility that you could miss 
  me—Stealth isn’t invisibility) then I 
  sneak by. 
   
  Numbers vs. Stats 
  We discussed this over in the main 
  section, but saying again doesn’t hurt. 
  Some things like weapons do, like, 10’s 
  or hundreds of points of damage. Rolls 
  only go from zero to twenty. 
   
  If a space-ship gun’s do 800pts of 
  damage and space-ship armor is 
  900pts that is, we think, more like a 
  comparison of Stats of 16 vs. 18 than a 
  100pt difference which if we used just a 
  roll would make the 900 armor always 
  totally ignore the 800pt attack. So we 
  use a divisor for numbers of that size 
  based on the rules on the next page. 
  8 
  
   
  9 
  contest of, say, a 16- roll against a 20- roll. That’s what we (the game 
  designers) think—so this is how you figure it out. The rules (listed 
  below) say you divide both numbers by some factor and then 
  compare the divided numbers as though they were a roll. If that 
  sounds complex, don’t sweat it. Look at the examples. 
  6. Applying the rules we can see that we compare the two numbers: 6 
  (weapon) vs. 10 (armor) and the combat rules say that the guy with 
  the Armor makes an armor save to see if his armor holds up. The 
  armor is 4pts greater than the attacking weapon and the adjusted 
  number is a 10 so the Armor Save roll is 10+4 = 14-. 
  7. I roll and I roll a 14! That makes my Armor Save by Zero and my 
  armor prevents “penetration” from occurring!  
  8. If you’re still confused, take a look at the sidebar for more examples 
  and explanations. 
   
  ! 
  The Rules    
   
  If the smaller of the two numbers being compared is equal or less than 20 
  then you just use the numbers as their rolls. Divide by “1.”  
   
  If the smaller of the two numbers being compared is 21 to 100 then divide 
  both numbers by 5. 
   
  If the smaller of the two numbers being compared is 101-200 then divide 
  both numbers by 10. 
   
  If the smaller of the two numbers being compared is 201 to 500 then 
  divide both numbers by 25. 
   
  If the smaller of the two numbers being compared is 501 to 1000 then 
  divide both numbers by 50. 
   
  And so on, increasing the divisor by 25 each time. 
   
  Computing the Roll 
  Depending on the rules, usually one person (either the attacker or 
  defender) makes a roll. The roll starts at 10- and then the difference in 
  numbers is added or subtracted (it’s added if the roller has the advantage. 
  Subtracted if the roller is at the disadvantage). 
   
   
   
   
   
  9 
  
   
  10 
  Success Charts 
  In many cases, just winning or losing a 
  resisted contest isn’t quite the end of 
  the story. For Resisted Attacks (like 
  poison) and Psychology Attempts 
  (wherein, for example, you try to 
  persuade people to do something that’s 
  not in their best interest) what you 
  made it by counts. 
   
  This is the Resisted Attack Chart. It’s 
  used for things like Paralysis Venom 
  where the Venom is said to have a 15- 
  roll vs. your CON. 
   
  The Venom (the GM) rolls and you roll 
  at -1 per point the venom made its roll 
  by. 
   
  So you have a barbarian warrior with a 
  studly CON of 13. The Venom has a 
  15- Roll.  
   
  The GM’s die roll is an 11: the Venom 
  succeeds by 4. You roll at “-4” against a 
  9 or less Target Number. You roll a 10. 
  This blows your CON roll by 1: a -1 
  Miss on the table. 
   
  Resisted Roll 
   
  Defender 
  Made/Missed By 
  Effect 
  +4 or better 
  No effect 
  +3 to +1  
  Minor Effect 
  0 to -3 
  Standard Effect 
  -4 to -6 
  Major Effect 
  -7 to -9 
  Critical Effect 
  -10 or worse 
  Catastrophic 
  Effect 
   
  That’s Standard Effect. Checking the 
  rules (in the combat section) for 
  Standard Effect you can see that you 
  lose 2pts of REA for 3 rounds (you feel 
  your limbs go all tingly and numb). 
  Resisted Roll Examples 
  A Connecticut Yankee is transported back to Medieval France (hey, what!?) and 
  winds up staring down an armored knight with his .357. The .357 does 13pts of 
  Damage (don’t worry too much about this: just know its acting value is 13). The Plate 
  Armor has a Penetration Defense value of 9pts. That value comes from a chart in the 
  armor table. Don’t think too hard about it—just know: Plate has PEN DEF of “9pts.” 
   
  Okay. The gun is fired. The combat rules are employed. The Knight is hit. Now, what 
  happens? Well when you look at the rules for Armor Save for (in the Combat book) 
  you see that it says: 
   
  1. 
  The numbers being compared are 9 vs. 13, with advantage to the gun. 
  2. 
  The smaller of the two numbers (9) is less than 20, so the numbers are just 
  directly compared: the difference is 4pts, advantage .357. 
  3. 
  The Armor’s roll starts at a base 10- (this is the general rule) and then it’s 
  reduced to a 6- when the difference is subtracted from it. 
  4. 
  The knight has good armor for the era—but he has to roll a 6 or less to 
  prevent penetration from happening. 
   
  The knight (run by the GM) rolls a 9 and it’s not good enough. The bullet makes a 
  neat little hole in the armor. 
   
  Example 2: A Dragon Bites 
  In another game, a guy with plate armor (9pts PEN DEF) is bitten by a dragon! The 
  dragon is big and bad and its bite does an incredible 30pts PEN damage. This is, 
  like, enough to bit through a horse in a few good chomps. The armor is in 
  TROUBLE. 
   
  1. 
  The lowest number is below 20. That means the values are directly 
  compared. 
  2. 
  This means that a 30 is compared to a 9. The difference is 21, advantage: 
  Dragon. 
  3. 
  The guy running the knight thinks “This isn’t very fair.” His roll starts at a 
  10- and is reduced by 21pts to a -11 or less. He can’t roll less than a zero 
  so his armor is just totally eclipsed. Ouch. 
   
  Example 3: Bigger Numbers 
  A rider in the post-apocalyptic outer wastelands is wearing a Commando Suit. It has 
  42pts of PEN defense. He’s hit by a powerful high-velocity bullet doing 30pts of PEN 
  damage. 
   
  1. 
  The numbers are 42 vs. 30. The lowest number is 30 so both are divided 
  by 5. 
  2. 
  The difference is 8 vs. 6 = 2pts. advantage: Armor. The roll starts at 10- 
  and goes to a 12- roll. 
  3. 
  The guy gets a (decent) Armor Save of 12-. 
  10 
  
   
  11 
   
  When Are Resisted Rolls Called For? 
  Resisted rolls are called for in the following situations: 
  Situation  
  Description 
  Armor Saves 
  When a character with armor is hit with a Penetrating attack (one that primarily does internal damage like 
  bullets, knives, swords, etc.) then Armor gets a “saving roll” to “convert the damage to Impact” (or ‘blunt’ 
  damage) which is usually much less severe. This is handled by comparing the damage of the weapon to 
  the Penetration Defense of the armor and assuming the weapon rolled a 10. 
  Grappling Contest 
  Wrestling, take-downs, and ground fighting are handled with a Resisted Contest. The Score is based on 
  the size and weight of each of the fighters as well (in some cases) as training. Usually the character acting 
  makes the roll and the character defending is assumed to have rolled a 10. 
  Poison and other 
  weird “Resisted 
  Attacks” 
  There is a category of “Resisted Attacks” that includes things like poisons, drugs, psionic attacks, sonic 
  disruption, magical effects like being turned to stone, death rays, etc. These “strange attacks” don’t just 
  work against Damage Points. They are resolved as a Roll vs. Roll contest where the character and the 
  attack each make a roll (a Death Ray does have a 17- Cause Death ability and its roll against your CON. 
  Good luck!) The amount the character misses or makes it by determines the actual result (there is a 
  Resisted Attacks table in the combat section). 
  Psychology Attempts 
  Really attractive characters may try to charm their way past a guard. Born leaders may try to rally troops. 
  Bad mo-fo’s may try to stare gown a cycle gang with intimidation. These are handled by the Psychology 
  rules and it’s Roll vs. Roll where the stats are usually the character’s Intimidate Score (or Persuade or 
  whatever) vs. the target’s Willpower (WIL) scores. The amount the targets make it or miss it by determines 
  the effects (there is a psychology table in the combat section). 
  Contest of Skills 
  When two skills are at odds or a skill and a statistic (Stealth vs. Perception) this his handled as a Roll vs. 
  Roll and ties mean nothing happened immediately and you roll again when the GM determines it’s time to 
  re-evaluate. Other examples might be two computer experts trying to hack each other’s security or an 
  engineer trying to make a tricky design vs. another engineer trying to figure out how the system works.  
  Drama Rolls Method (an advanced rule) 
  An advanced rule that can be employed to heighten the drama of a non-
  combat task is to us the Drama Rolls Method. Usually this is done when: 
  the GM (traditionally) decides to increase the tension or draw out a non-
  combat task that would normally be handled by a single skill roll. It’s a 
  judgment call as to when to use the Drama Rolls Method. We suggest 
  that everyone participate in the discussion if it’s important. 
   
  In this case the GM sets a “success number” that must be achieved 
  before the task is finished. The player then makes skill or stat rolls 
  normally and keeps track of a running score of what they made or missed 
  each roll by. Usually each roll takes some amount of in-game time. 
   
  When the final sum reaches the success number, the task is complete. 
  The GM may rule that if the sum reaches a low enough negative number 
  then it’s a complete irrevocable, failure (for some reason) but more likely 
  the situation will stop when time runs out or the character gives up. 
   
  Alternatively the GM can give a set number of rolls to two or more parties 
  and whoever has the highest total at the end “wins.” Both these 
  techniques are advanced and you don’t need to use them until you feel 
  comfortable with the basic rules. 
  Drama Roll Example 1: 
  A character is picking a complicated 
  lock. The GM sets the success number 
  at 15 and says each roll takes 2 
  seconds. When the player makes a roll 
  he adds that score to his total. When he 
  misses it, he subtracts that number. A 
  roll made by 0 (exactly the skill-roll 
  number) doesn’t change it either way. A 
  guard will come by in 8 seconds … 
   
  Drama Roll Example 2: 
  Two cars are racing and the roll is Drive 
  Car Skill. The GM rules that the race 
  course is “10 rolls long.” 
   
  Each racer makes 10 rolls. If the roll is 
  made by 3, the player adds +3 to their 
  total. If missed by, say, 2, the player 
  subtracts 2. In the end, whoever has 
  the higher total won the race! 
   
  11 
  
   
  12 
   
  Character Points
  Character Points
  Character Points
  Character Points    
  Characters have characteristics like stats (how strong or fast or smart you 
  are) enhancements (like how attractive you look), skills (knowing how to 
  program computers, for example), etc. They may also have ‘special 
  abilities’ like cybernetic enhancements, telepathy, or super powers. You 
  get these by “paying for them.” Your “money” is “Character Points.” The 
  GM determines how many you start with when the game begins. 
   
  There are two types of Character Points: "Basic" (or 'ordinary') Character 
  points and Archetype (also called 'weird stuff') points. What's the 
  difference? Well, it's like this: Basic Character points are used to buy 
  STATS and Skills, and Enhancements and Defects. You usually get 
  between 30 and 150 Basic Character points to spend … and being (for 
  example) fairly quick, costs 15pts. Being handsome might cost 4. 
   
  Archetype points are different. Archetype points buy "unusual abilities." 
  Ideally, for a given genre Archetype (or Stereotypes … or Classes if you 
  prefer) will be spelled out. Generic RPG fantasy consists of Fighter, Mage, 
  Rogue, Priest archetypes, for example. Archetype points are used to 
  purchase special abilities specific to those classes.  
   
  Archetype points are also spent to make the character a different Race 
  (like Elves in fantasy … or aliens in science fiction). Archetype points are 
  usually much fewer in number (a "standard number" being 8 … and being 
  a Dwarf, for example, cost 4pts). 
   
   
  Archetype Pts. Vs. 
  base Character Pts. 
  Usually most genres will break up 
  into some standard archetypes (a 
  fantasy game would have 
  barbarians, knights, archers, 
  rouges, wizards, priests, etc.) And 
  those will be (largely) defined by 
  their special archetype abilities. 
   
  However, there are some 
  exceptions. If the genre includes 
  various races, those sets of abilities 
  are usually purchased with 
  archetype points as well. And, in 
  the example of magic, currently a 
  wizard's spell casting abilities are 
  purchased with normal points. 
   
  What's going on here? 
   
  Well, for one thing, the Archetype 
  system came late in JAGS design 
  phase. As we reexamine everything 
  we're trying to make it more in line 
  with our (relatively) new philosophy. 
   
  Secondly, archetype points are few 
  (usually 4-12) and base character 
  points are many (30-150, usually). 
  Some things (like magic with many 
  different spells) don't easily fit within 
  a 4 or 8pt framework. 
   
  So the system isn't 100% "clean." 
  Yet. 
   
  If this seems sloppy or troubling, 
  consider this: in the JAGS Fantasy 
  book (which is compliant with 
  JAGS2 it spells out pretty clearly 
  what is bought with what—there's a 
  list of special archetype abilities and 
  everything else is bought with 
  normal 'base character points'). If 
  you want to be a wizard, you can 
  use your archetype points to buy 
  some enhancements (power gems) 
  and things like that. 
   
  We'll be the first to point out that 
  JAGS and JAGS2 aren't perfect—
  but we're also committed to keeping 
  our eyes open about it—and 
  continuing work on it to help 
  improve. 
  Character Point Totals 
  Here are how character points might be assigned in JAGS2. 
  Character Type 
  Character 
  Points 
  Archetype 
  Points 
  Competent, possibly adventure capable 
  everyday guy 
  50 
  4-8 
  Beginning but promising character 
  30 
  4-8 
  Heroic Adventurer 
  75 
  8 
  Special Forces trooper 
  100 
  8-12 
  High Fantasy character where some players 
  are, for example, Dragons and other powerful 
  characters. 
  100 
  16-24 
  Talented Martial Arts Masters 
  125-150 
  4-12 
  12 
  
   
  13 
   
   
  BUYING STATS
  BUYING STATS
  BUYING STATS
  BUYING STATS    
  Stats represent the basic physical and mental attributes of your character. 
  There are three broad Primary Stats (Physique, Reflexes, and Intellect) 
  and each has three Secondary Stats “underneath it.”  
   
  All Primary Stats start at a normal-adult-human value of 10. Each 
  Secondary Stat is equal to its Primary Stat (if your Physique is 11 then 
  your STR is 11, BLD is 11, and CON is 11) unless specifically changed by 
  the player. For example, you might be normal height, weight, and strength 
  but unusually tough and healthy—that would mean you increased your 
  CON but your PHY was 10. 
  STATS
  STATS
  STATS
  STATS    
  Here are the basic JAGS2 Statistics 
  PHYSIQUE 
  Strength 
  (STR) 
  Build 
  (BLD) 
  Constitution 
  (CON) 
  REFLEXES 
  Coordination 
  (COR) 
  Reaction  
  (REA) 
  Agility 
  (AGI) 
  INTELLECT 
  Reason 
  (RES) 
  Memory 
  (MEM) 
  Willpower 
  (WIL) 
   
   
   
  PRIMARY 
  STAT 
  Definition 
  PHYSIQUE 
  How big and tough  and strong you are. 
  REFLEXES 
  Reflexes determines how quick and dexterous you are. 
  INTELLECT 
  Intellect is a measure of what your mind is like. 
   
  SECONDARY 
  STAT 
  Abbreviation 
  Definition 
  Strength 
  STR 
  How much you can lift/damage with punch. 
  Build 
  BLD 
  How big and heavy you are. 
  Constitution 
  CON 
  How resistant to damage and disease. 
   
   
   
  Coordination 
  COR 
  Eye-Hand Coordination. Roll to hit with a ranged 
  weapon/pick a lock. 
  Reaction 
  REA 
  Reaction speed. 
  Agility 
  AGI 
  Roll to dodge a blow, walk a tightrope. 
   
   
   
  Reason 
  RES 
  Problem solving capability. 
  Memory 
  MEM 
  Roll to see if you remember or know things. 
  Willpower 
  WIL 
  Roll against to do something painful or resist mind 
  control! 
  Creating JAGS2 
  Characters 
  Here are the things you purchase to 
  create a character (using Basic 
  Character Points): 
   
  Stats 
  The physical and mental capability of 
  your character. There are 3 Primary 
  stats, nine secondary stats (all initially 
  equal to their Primary), and a handful 
  of "figured characteristics" or Tertiary 
  Stats. 
   
  Enhancements and 
  Defects 
  Are you handsome or ugly? Are you a 
  fast reader? Likeable? Just can't get 
  the hang of programming a VCR? All 
  of these are enhancements and 
  defects (defects get you more points 
  to spend—but just a few … mainly 
  they're for character definition). 
   
  Background 
  Rich? Wealthy? Famous? Wanted by 
  the FBI (hey, it could be all of these!) 
  Backgrounds that are bad get you (a 
  few) points. Backgrounds that are 
  sweet cost a few. 
   
  Skills 
  Can you kill with your hands? Play 
  electric guitar? Recite Shakespeare 
  and Plato? Program a computer? All 
  the training and education your 
  character has is represented with 
  skills. 
   
   
   
  Secondary STATS 
  Primary 
  STATS 
  13 
  
   
  14 
   
   
   
  Buying Primary Stats
  Buying Primary Stats
  Buying Primary Stats
  Buying Primary Stats    
  To purchase Primary Stats, use the table below. For a normal person, all 
  Primary Stats (and, for that matter, Secondary Stats) start at a value of 10. 
  This is "average."  
  • The cost in character points to purchase the stat you want is listed 
  on the chart. 
  • If the cost is negative it means you are "selling your stat"—this 
  means you are intentionally decreasing your score to make your 
  character weaker. There may be consequences to being below 
  average in some aspect! 
   
  Cost To Buy Primary Stats 
  STAT 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 15 16 
  17 
  18 
  19 
  20 
  -20 
  -10 
  -5 0 
  5 
  15 
  30 
  50 75 105 140 180 255 275 
   
  Q: Why aren't there rules for stats below 7?  Primary stats don't go lower than 7 in 
  JAGS and JAGS2 for a number of reasons (although figured stats might). One is that 
  REA's of less than 8 don't work well (so 7 is the outside limit for that). Another is that very 
  small things (like, say, field mice) have very low STR's, BLD's, and Damage Points—but 
  they usually have pretty decent CON's (I mean they do die from disease—but an 
  organism with a CON or less than 7 would be extinct in the wild).  If you are playing a 
  very weak or very small character, there are other ways to get to lower stats than selling 
  a Primary Stat. Furthermore, in JAGS2 you can get lower Secondary Stats using the Stat 
  Defects in the next section! 
  Stat Value 
  PHY 
  REF 
  INT 
  20 
  Super human 
  Super human 
  Super human. 
  16 
  Normal human maximum. Massive: 
  bench press 600+ lbs. Arnold 
  Schwarzenegger. 
  Normal human maximum. 
  Lightning Quick: Bruce Lee, 
  Jackie Chan or Jet Li … Erol 
  Flynn.  
  Normal human maximum. 
  Genius: Einstein, Tesla, Hawking, 
  Newton, Da Vinci. 
  14 
  Massively strong. An incredible 
  constitution. Power lifter, huge 
  linebacker. 
  Olympic athlete.  
  Highly gifted.  
  12 
  Guy who works out at the "muscle 
  head" gym. 
  Athlete 
  Gifted 
  10 
  Average 
  Average 
  Average 
  09 
  Younger teenager, small framed 
  person. 
  Clumsy, a little awkward—but not 
  too bad. 
  A bit slow but gets by okay. 
  08 
  Sickly unless CON is raised. Very 
  slight and weak. 
  Highly uncoordinated. Borderline 
  disabled. 
  Illiterate in a literate world, can't 
  hold more than a menial job. 
  07 
  Essentially crippled. Needs help 
  walking. 
  Requires day-to-day assistance. 
  Requires assistance getting 
  around town. 
  Cost 
   
   
   
  Example 
  Here is an example of a 
  character purchasing Primary 
  Stats. All start at 10. The guy is 
  supposed to be tough and fast—
  but not all that bright. 
   
  Cost 
  Stat 
  Score 
  15 
  PHY 
  12 
  15 
  REF 
  12 
  -5 
  INT 
  09 
  Total: 25pts 
  14 
  
   
  15 
   
  Buying/Selling Secondary Stats
  Buying/Selling Secondary Stats
  Buying/Selling Secondary Stats
  Buying/Selling Secondary Stats    
  Secondary Stats all start equal to their Primary Stat (if your Physique is 9, 
  your STR is 9, your BLD is 9, and your CON is 9). If you want to be, say 
  especially smart or especially weak you buy a Modifier that changes a 
  specific Secondary Stat (or group of them). Some have a negative cost 
  (being weak) because they’re considered “bad.” 
   
  NOTE: No chosen Modifier can change a singe 
  Secondary Stat more than once (you cannot take 
  Brilliant and Nerd—both change RES). And: you 
  may have no more than THREE Secondary Stat 
  Modifiers not counting Light. 
  Modifier 
  Cost 
  Effect 
  Powerful 
  10 
  You have highly developed muscles: +2 STR 
  Fat or Obese 
  -3 
  You are corpulent. +3 BLD, +1 DP. Reduce Initiative rolls by 2. +1 Base Damage. 
   
  -5 
  Obese: You are hugely fat. +8 BLD, +2DP. Reduce AGI bonus by 2. Reduce Initiative by 3. +2 Base Damage 
  Light (or Short/Thin) 
  0 
  -1 to -3 BLD (this can be taken by anyone—with no in-game consequence) 
  Big or Huge 
  10 
  You are tall and broad: +1 STR, +3 BLD, +3 DP. You do +1 Damage in Hand to Hand Combat. 
   
  10 
  Huge: You are massive. +8 BLD, +8 DP. You do +2 Damage in Hand To Hand Combat. Should have STR of 
  12+ 
  Resilient 
  10 
  You are healthy and have powerful recuperative abilities. +2 CON 
  Tough 
  10 
  You are unflinchingly tough and resistant to damage. +7 DP. 
  Dexterous Fingers 
  or Excellent Eye-
  Hand 
  5 
  Your fingers are sensitive and you have excellent fine motor. +2 for skills like gem-cutting (a craft), lock picking 
  (breaking and entering), and disarming traps. This does not apply to Combat skills. 
   
  10 
  Excellent Eye-Hand: You have great eye-hand coordination. +2 to COR (this improves all COR based skills 
  (Combat and non-combat) ). 
  Quick 
  10 
  You are fast! +2 to REA. 
  Nimble 
  15 
  You are agile! +2 to AGI. 
  Butter Fingers 
  -5 
  You get -2 to COR and must make rolls more commonly or drop things—especially if nervous. 
  Clumsy 
  -5 
  You get -1 to AGI. GM may call for rolls to see if you bump into things. 
  Slow 
  -10 
  You get -2 to your REA. 
  Brilliant 
  8 
  You're very smart! +2 to RES. 
  Photographic 
  Memory 
  6 
  You have perfect recall. +2 MEM and you get rolls to recall extremely minor details. 
  Resolve 
  4 (10) 
  You get +2 to WIL. The cost (10) is in games with Magic or Psionics. Ask the GM. 
  Dumb 
  -3 
  You are, well, not so bright. -2 to RES and the GM can call for rolls to see if you do something inappropriate or 
  otherwise thick headed. 
  Wishy-washy 
  -3 
  You have -2 to WIL and the GM can call for rolls if someone is trying to talk you into something you know you 
  shouldn't do. 
  Absent Minded 
  -1 
  You get -2 to MEM and the GM may call for rolls to see if you remember things most people would have no 
  problem remembering (i.e. you are always forgetting your car keys). 
  Athletic 
  10 
  You are a natural athlete. +1 STR, +1 AGI 
  Lion Hearted 
  10 
  You have the heart of a lion: +1 CON, +1 WIL 
  Nerd 
  6 
  You fit the stereotype of the geeky, underdeveloped "brain." +2 RES, -1 STR and BLD.  
  Couch Potato 
  1 
  You watch a lot of TV. +1 BLD, +1 MEM. MEM rolls can be made at +2 to remember TV trivia. 
  Bulked Up 
  15 
  You have bulked yourself up with training. +3 STR, +3 BLD, +3 DP, -1 REA. 
  Weak 
  -7 
  You are underdeveloped. -2 STR, -2 BLD. 
  Z In JAGS (full blown JAGS) you 
  do purchase Secondary Stats with 
  points (instead of Enhancements or 
  Defects). The change was made 
  because we felt that being able to 
  specify something like “Obese” when 
  buying more Build or defining a 
  character as Clumsy when selling 
  AGI or COR helped character 
  definition. 
   
  ! 
  15 
  
   
  16 
   
  FIGURED STATISTICS
  FIGURED STATISTICS
  FIGURED STATISTICS
  FIGURED STATISTICS    
  Figured stats aren’t purchased: they’re calculated from Primary or 
  Secondary stats. They are Physical (Damage Points, Perception Roll, 
  Initiative, Ground Speed, and HTH Damage) and Psychological 
  (Intimidate, Persuade, Entrance, and Recruit). 
   
  Physical Figured Stats
  Physical Figured Stats
  Physical Figured Stats
  Physical Figured Stats 
  Damage Points 
  Damage Points (DP) are a measure of how much damage your 
  character can take. This is your Constitution (CON), plus a general 
  Physique bonus (see chart) plus any modifiers for being Tough. 
  Perception Roll 
  If the GM wants to check and see if you saw someone sneaking up on 
  you, if you managed to pick out the book you were looking for while 
  glancing at a library shelf full of books, or if you can find a trail in the 
  woods at night, a Perception roll can be used. The formula is Reason 
  (RES) + Any Keen Senses Enhancements. 
  Initiative Roll 
  When you get to act in combat is determined by your Initiative Roll. This is 
  equal to your Reaction Speed (REA) pus any modifiers (Natural Fighter 
  makes you act sooner. Being Fat slows you down, etc.) 
   
   
  Physique 
  Damage Point Bonus 
  7 
  -3 
  8 
  -2 
  9 
  -1 
  10 
  +0 
  11 
  +1 
  12 
  +2 
  13 
  +4 
  14 
  +7 
  15 
  +11 
  16 
  +18 
  17 
  +23 
  18 
  +28 
  19 
  +38 
  Example Continued 
  Now the player wants to modify things a bit. He purchases Powerful (a PHY 
  enhancement) and Quick, an REF Modifier. These give +2 to STR and +2 to 
  REA accordingly. 
   
  Cost 
  Stat 
  Score 
   
   
   
   
  15 PHY 
  12 
   
  STR 
  14 
  BLD 
  12 
  CON 
  12 
  15 REF 
  12 
   
  COR 
  12 
  REA 
  14 
  AGI 
  12 
  -5 INT 
  09 
   
  RES 
  09 
  MEM 
  09 
  WIL 
  09 
  Total:   25pts (for Primary Stats) 
             +10pts for Powerful 
             +10pts for Quick 
          --------- 
   
   
  16 
  
   
  17 
  Ground Speed 
  Characters have a speed (in yards per 
  second) for walking, running, and sprinting. 
  Usually if you are stopped you must run for 1 
  second before getting up to sprinting speeds. 
  The formula is Reaction Speed (REA) plus 
  any Fast Runner type enhancements. 
  Hand To Hand Damage 
  How much damage you do with a strike is 
  STR – 10pts. This might be 0 or even 
  negative (if your STR is less than 10)—but mark it down anyway. This is 
  referred to as your Base Damage (weapons add to it). Being big will add 
  to this (Enhancements like Big, Huge, or even Fat). The formula is 
  Strength minus 10 with bonuses for being Big, Huge, Fat, etc. 
  Grapple Roll 
  Your Grapple Roll is a measure of how well you wrestle. Mostly it’s a 
  matter of Strength—but Size counts too. And so does training. You have 
  two Grapple Scores, an Offensive and Defensive score. Most people’s 
  Offensive Grapple are better than their defensive (the exception being 
  some specifically trained martial artists). 
   
  Formula: STR + each 5pts of BLD above 10 (round up) + 
  Training Bonus (if any). Example: a STR 13 guy with a  BLD of 13 
  gets a Grapple of 14 (13 for the STR) and +1 for being big.  
   
  Your Offensive Grapple gets +2 added (+20% if you’re being 
  picky or the numbers are really big). 
   
  Charisma Figured Stats
  Charisma Figured Stats
  Charisma Figured Stats
  Charisma Figured Stats    
  How enticing, repulsive, persuasive, intimidating, or inspiring a character 
  is can be quantified in the JAGS2 rules. A character with presence or an 
  aura of danger about him may be successful at intimidating people above 
  and beyond his “innate” physical capabilities. Similarly, if a player is not 
  good at playing a seductress—but the character is then these rules will be 
  highly useful. 
   
  There are 4 Basic Charisma Actions: 
   
  • 
  REA 
  Walking 
  Running 
  Sprinting 
  7 
  1 y/s 
  2 y/s 
  3 y/s 
  8 
  1 y/s 
  3 y/s 
  4 y/s 
  9 
  2 y/s 
  3 y/s 
  5 y/s 
  10 
  3 y/s 
  4 y/s 
  6 y/s 
  11 
  3 y/s 
  4 y/s 
  6 y/s 
  12 
  3 y/s 
  4 y/s 
  6 y/s 
  13 
  4 y/s 
  5 y/s 
  7 y/s 
  14 
  4 y/s 
  5 y/s 
  7 y/s 
  15 
  4 y/s 
  8 y/s 
  7 y/s 
  16 
  4 y/s 
  8 y/s 
  10 y/s 
  17 
  4 y/s 
  8 y/s 
  10 y/s 
  18 
  4 y/s 
  10 y/s 
  12 y/s 
  17 
  
   
  18 
  Charm: The character simply tries to make the character like him.  
  This can be a simple use of charisma or an Entrance attempt where 
  the character inspires love or lust (sexual attraction).  It can be used 
  to distract targets, for personal reasons, to get information, or simply 
  to be popular at parties.  
   
  • 
  Intimidate: The character tries to make the target fear him.  This is a 
  psychological fear—if the character is decked out with weapons and 
  armor many will fear the character anyway. 
   
  • 
  Persuade: The character tries to manipulate the target to do what he 
  wants them to.  This can have a number of different approaches from 
  fast talking a target to go along to simply being charismatic guy that 
  people want to help.   
   
  • 
  Recruit: This is the term for an attempt to inspire loyalty in someone 
  or to take command of a situation and, if necessary, lead.  It usually 
  applies to troops or henchmen under the character’s command but it 
  can also be used to rally crowds, calm down a hysterical person, or 
  otherwise “take command by force of personality.” 
   
  Computing Charisma Rolls
  Computing Charisma Rolls
  Computing Charisma Rolls
  Computing Charisma Rolls    
  Charisma rolls are predominantly determined by Enhancements and 
  Defects (see below). Use the chart below to determine each score (roll) in 
  for each type. 
   
  Formula for Charisma: Start at a value of 10 for each type and 
  then add the appropriate numbers.  Drop fractions 
  Attribute 
  Cost 
  Charm 
  Intimidate 
  Persuade 
  Recruit 
  Presence 
  2,4,8,12 
   
  +2 Level 
   
  +1 Level  
  Likeable 
  2,4,8,12 
  +1.5 / Level 
   
  +1.5 / Level 
   
  Leader 
  2,4,8,12 
   
   
  +1 / Level 
  +2 / Level 
  Exotic 
  2,4,8,12 
  +2 / Level 
   
  +1.5 / Level 
   
  Attractive 
  2,4,8,12 
  +1.5 Level 
   
  +1.5 Level 
   
  Statuesque 
  2,4,8,12 
  +1 / Level 
  +1 / Level 
  +1 / Level 
  +1 / Level 
  Rugged 
  3 
   
  +2  
   
  +2  
  Flair 
  1,2,4 
  +1 
   
   
   
  Bad Rep 
  -2/-4 
  -1 / Level 
  +.5 / Level 
  -1 Level 
  -.5 / Level 
  Baaad Rep 
  1,2,4,8 
  -.5 / Level 
  +1 / Level 
   
  +1 / Level 
  Good Rep 
  2,4,8,12 
  +1 / Level 
   
  +.5 Level 
  +.5 Level 
  Ugly 
  -2/-4 
  -2 or -6 
   
  -1 or -3 
  -1 or -3 
  Obese 
  -5 
  -2 
   
   
   
  Cute 
  1 
  +1 
  -2 
   
  -1 
  Scary 
  1 
  -2 
  +1 
  -1 
   
  Serious 
  1 
  -1 
  -1 
   
  +1 
  Studious 
  1 
  -1 
  -1 
  +1 
   
  Fun 
  1 
  +1 
  -2 
   
  -1 
  Loud 
  1 
  -1 
  +1 
  -1 
   
  Nasal Voice 
  -2 
  -1 
   
  -1 
   
  Beautiful Voice 
  4 
  +1 
   
  +1 
   
   
   
   
   
   
  Q: Why Charisma 
  Rules—and When? 
  People role-play a lot of different ways. 
  These rules govern interactions 
  between players and NPC's (in some 
  cases, with some groups PC-to-PC 
  interaction) in a way that is specified by 
  dice rolls. That, by itself, violates what 
  we'll call sovereignty of character for a 
  lot of people ("Don't tell me my 
  character's scared! I determine how she 
  feels.") And that's not something we 
  want to do lightly—if at all. 
   
  These rules are here because: 
  a) We charge points for 
  appearances, for personal 
  presence, for leadership ability, 
  etc. If we had no rules as to how 
  that worked in game mechanics, 
  that wouldn't be right. 
  b) The rules are presented as 
  optional. Before play, the 
  participants are encouraged to 
  discuss how they feel these rules 
  should be used (and this can apply 
  to the whole game—but this area 
  is, we think, particularly sticky). 
  Our group's default is that many 
  NPC's are influenced by Charisma 
  rules—but not "Named NPC's" and 
  not PC's (so Han Solo can't charm 
  Darth Vader—but he can charm 
  the girl he meets in the space bar, 
  for example).  
  c) 
  The rules allow for players to play 
  characters they themselves would 
  have trouble acting out (a 
  stuttering player, playing a smooth 
  talker, for example). We feel that's 
  a strength. 
  Okay, so what does 
  my roll mean? 
  The effects of Charisma rolls are 
  discussed in the Combat Section. While 
  most applications of Charisma won't be 
  combat oriented, we removed the 
  "general game mechanics section" from 
  JAGS2 so there's no better place to put 
  them. 
   
  Essentially you make your roll as "An 
  attempt to Persuade" (or Intimidate or 
  whatever) and your target makes a WIL 
  roll at -1 per point you made your roll 
  by. Then there's a chart to see what the 
  general effects were. 
  d)  
  18 
  
   
  19 
  Situational Modifiers 
   
   
   
   
  Known Lvl 3 or 4 Combat Skill 
   
  +1 / +3 
   
  +.5 
  Frightening Appearance 
  -2 
  +2 
  -1 
  +.5 
  Heavily Armed/Show of Power 
   
  +1 to +3 
   
  +1 
   
   
  ENHANCEMENTS / 
  ENHANCEMENTS / 
  ENHANCEMENTS / 
  ENHANCEMENTS / 
  DEFECTS
  DEFECTS
  DEFECTS
  DEFECTS    
  Enhancements and Defects are ways of defining a character beyond 
  simple modifications to your stats. These are purchased with basic 
  character points (as are stats and skills and background). 
   
  NOTE: You may only have up to -10pts of Defects although if you take a 
  single high-priced defect (Blind) then you may have more. Defects in 
  JAGS and JAGS2 are intended to add definition to characters more than 
  "balance them." 
   
  Physical Traits
  Physical Traits
  Physical Traits
  Physical Traits    
   
  Ambidextrous [12] 
   
  You get 1 extra attack (shot) for free when using fire-
  arms or swords if you have one in each hand. This 
  attack may be at the same or a separate opponent. It 
  must be made in conjunction with another attack (i.e. 
  the character must be able to launch at least one 
  attack that turn … and then gets 2 or more). 
   
  Asthma [-4] 
   
  You must make a CON roll each second after the 2nd 
  of exertion. If failed you will have an asthma attack (-
  4 to all rolls). If failed by 5 or more, you will collapse. 
   
   
  ! 
  Notes 
  In JAGS these are divided up by "stat" 
  (although they don't directly affect stats) 
  and there are a lot of them. Here we've 
  gone for fewer of them. We're trying to 
  be just a bit broader in some cases 
  (instead of four or five ways to be 
  tough, there are two), get a bit more of 
  a sense of humor in some cases (a 
  couple of ways to be ugly), and try to be 
  both broader and a bit more geared 
  towards playing stereotypes. We'll 
  doubtless hear what you think. 
  Charisma Example 
  A Military Commander has Level 2 Statuesque appearance (tall, lean, and 
  chiseled looking), Level 2 Leadership (a natural leader), and Level 1 Presence 
  (a strong—but not overwhelming aura of danger). 
   
  Attribute 
  Lvl 
  Charm 
  Intimidate 
  Persuade 
  Recruit  
  Statuesque  L2 
  +1 
  +1 
  +1 
  +1 
  Leader  
  L2 
   
   
  +1 
  +4 
  Presence 
  L1 
   
  +2 
   
  +1 
  Final  Score 
   
  11 
  13 
  12 
  16 
  Actual Roll 
   
  11- 
  13- 
  12- 
  16- 
   
  19 
  
   
  20 
  Bad Eyesight (Wears Glasses) [-1 or -3] 
   
  If you wear glasses or contacts, that's worth -1. If 
  your vision is *bad* and you don't (in low-tech world 
  for example) then you get -3. This gives -4 to 
  Perception rolls and -3 to hit things at a range greater 
  than 4 yards 
   
  Beautiful Voice [4] 
   
  You get +1 to rolls like Showmanship, Musical 
  performance rolls (if you sing), and even rolls (in 
  Psychology) to persuade, recruit, and entrance. You 
  can get jobs in radio! 
   
  Blind [-15] 
   
  You are blind! You can't see and need help to get 
  around. Combat rolls are at -6 if you make an 8- roll 
  to be aiming in the right direction (if you miss the 8- 
  roll for a turn, you won't hit anything). 
   
  Crippled [-4,-12] 
   
  You are impaired in some serious fashion. 
  Sometimes this may get you good parking but mostly 
  it’s a big freaking obstruction to doing what you want. 
  For -4pts you need a cane to walk (you move at 
  about 3y/sec max and don’t get your AGI bonus in 
  combat), are missing important fingers or one entire 
  hand, or some other moderate problem. At -12 you 
  are wheelchair bound or otherwise seriously 
  impaired.  
   
  Deaf [-2,-4] 
   
  You can't hear anything or hear very badly. For -2pts 
  you get -4 to all hearing Perception rolls. At -4 you 
  have to use sign language. 
   
  Fast Runner [2] 
   
  Adds +2 o your effective REA for purposes of Ground 
  Speed.  
   
  Hearty [2] 
   
  You get +2 to CON rolls vs. disease. You get +1 to 
  CON rolls vs. Poison. 
   
  Hunch Back [-2] 
   
  You get -1 to your AGI (due to the hump) and +1 
  BLD. Your movement rate in running is 2/3rds 
  normal. 
  Iron Jaw [8,16] 
   
  You get 1pt of Armor at the first level and 2pts at the 
  second level. This has no Penetration resistance. At 
  the 16pt level you also get +1 to CON. 
  Nasal Voice [-2] 
   
  You have a loud, grating, or nasal voice. When you 
  speak, others cringe. This effects the Charisma rules 
  but is otherwise just roleplayed as a turn-off for many 
  people. 
   
  Natural Fighter [2] 
   
  You get +2 to Initiative rolls. 
   
  One eyed [-3] 
   
  You wear a patch. You get -1 to perception rolls and  
  -1 to all Aim maneuvers. 
   
  Peg-Leg [-4] 
   
  You hobble around. No AGI bonus (this may be 
  "wheel-chair bound" in higher tech societies) and you 
  move at ¼ normal rate. 
   
  Toughness [varies] 
   
  You have extra damage points. This costs 1pt per 
  point up to 4 and then 2pts per point. 
   
  20 
  
   
  21 
  Ugly [-2, -4] 
   
  At the -2 level of ugliness, you're just unattractive. 
  Maybe you look okay—but there's a bad scar. Maybe 
  you're overweight and drab looking? Whatever. It's 
  not bad—just … not good. At the -4 level you are 
  disfigured and people may be shocked to see you!  
  Visible Mark [-1] 
   
  You have a distinguishing feature: a tattoo, a really 
  bad hook nose, a scar that is visible but not 
  necessarily ugly (if you do take Ugly, you can’t have 
  this too). If the tattoo is not normally visible (i.e. you 
  wear suits to work mostly) then you get no points for 
  it. 
   
  Young [-1] 
   
  You are under the age of adulthood and lack certain 
  rights. 
   
  Mental Traits
  Mental Traits
  Mental Traits
  Mental Traits    
   
  ! 
  A Note on Character Hijacks: 
  A character hijack is any game event 
  that places the PC under GM control or 
  dictates a course of action. Some 
  players find this very disruptive or 
  damaging to play. Here is our take on 
  this. 
  1. Situational modifiers should always be considered 
  for WIL rolls (and other effects): a character grieving 
  for their slain family will not be forced to play out 
  curious or lecherous, for example. The GM may 
  ultimately adjudicate when this is in effect but the 
  participants together should discuss. 
   
  2. When action is hijacked, this simply means that the 
  GM is responsible for either having a defect appear 
  as an important part of play or for giving a player a 
  complication that they’d signed up for in taking it. 
   
  We would consider it poor form to have a defect 
  resolve a situation in which the player is emotionally 
  invested.  
   
  3. Even where “GM Control” is granted or a player is 
  advised to control their character in a certain fashion, 
  player input should be paramount. A player who fails 
  a Greedy roll need not be played as an automaton 
  but may be asked to invest more effort in roleplaying 
  that line of action. 
   
  4. The exact effects of “enforcing” a defect are left up 
  to the participants—a really good bribe might better 
  entice a Greedy character than a modest one. A 
  character with a temper might be more antagonized 
  by taunts than an accidental slight … or perhaps vice 
  versa: it’s up to the participants to decide. 
   
  5. If the player is no longer interested in having the 
  defect apply to the character, Experience can be 
  used to buy it off. Or, with GM permission, a defect 
  can even be dropped immediately and the player 
  must pay earned XP for it until it’s paid off. 
   
  Bad Judgment [-2] 
   
  You have … bad judgment. The GM can call for a 
  WIL when you are presented with something that 
  seems attractive but really is a bad idea. If the roll is 
  failed, your character does it (this doesn’t apply to 
  suicidal things—just standard, every day bad 
  judgment).  
   
  Disturbed [-2 or -4] 
   
  You are "disturbed." At -2 points you do/say things 
  that put others off around you (WIL roll each 3 hours 
  you are with someone). At -4pts the GM might play 
  your character as an NPC for amusement value! 
  (more seriously, there is something wrong/bizarre 
  going on in your head). Pyromaniac or kleptomaniac 
  is an example of a 4pt behavior. 
   
  Drunkard [-2 or -4] 
   
  You are (most likely) an alcoholic … or at least drunk 
  a lot. For -2pts you drink to impairment once a week 
  and may or may not have serious consequences in 
  21 
  
   
  22 
  your life (thus far) from it. The GM may have black-
  out episodes and such occur. At -4pts you often 
  adventure or participate in the campaign drunk, may 
  be hard to rouse, etc. Revelry skill is suggested but at 
  the -4pts, you will be impaired much of the time 
  anyway. 
   
  Flair [1,2,4] 
   
  You have innate style! When you throw something 
  together off the rack it comes off looking like a 
  fashion plate. When you walk into a room, people 
  notice. Flair has effects in the Charisma section but 
  also gives +1 per level to Etiquette and at the 4pt 
  level +1 to Showmanship. It also tends to get you 
  envied by those who are jealous and have less (if 
  any) flair! 
   
  Hard to Fool [2,4,8] 
   
  At the 2pt level you get +2 to perception rolls to spot 
  people sneaking up on you. At 4pts, you get RES 
  rolls at +2 to spot con-games, see through Con Artist 
  rolls, and you get an itchy feeling when something 
  isn't right about a situation. At the 8pt level you are 
  almost never surprised (+4 to spot anything fishy). 
  You also get basic RES rolls to tell if someone is 
  lying (this is ultimately up to the GM—but works on 
  most liars—even accomplished ones). 
   
  Leader [2,4,8,12] 
   
  You're a natural leader. You get bonuses to recruit 
  people (see the psychology section). 
   
  Likeable [2,4,8,12] 
   
  You're naturally likeable! You get bonuses to 
  persuade people (see the Charisma section). 
   
  Mathematical Genius [4] 
   
  You can do instant mathematics in your head (even 
  complex equations). You always compute tip 
  correctly for your restaurant check! This allows the 
  character to ignore -2pts of negative modifiers to a 
  computer, physics, or engineering roll. 
   
  Musical Genius [4] 
   
  You are a talented with an instrument! You get +2 to 
  musician skill rolls. 
   
  Perceptive / Keen Senses [2,4,8] 
   
  You are very perceptive. For 2pts you get +1 to all 
  perception rolls. For 4, +2 and for 8 +4. These are 
  doubled if the sense is other than sight and hearing. 
  Usually a roll by +5 or more will do things like track 
  someone by scent or tell Coke from Pepsi (or 
  whatever). 
   
  Phobic [-1 or -2] 
   
  You have a strong fear of something moderately 
  common (or pretty uncommon but very strong). The 
  GM decides what it is—but at -2pts you will be 
  hesitant to go in the woods for fear of snakes (for 
  example). Severe phobias (crippling agoraphobia, for 
  example) are not covered here: it's un- playable. 
   
  Presence [2,4,8,12] 
   
  You have great presence and get pluses to your roll 
  to Intimidate people (see the charisma section). 
   
  Speed Reader [4] 
   
  You can burn through stacks of printed material in a 
  matter of minutes with normal comprehension. Read 
  Moby Dick in a day! 
   
  Background
  Background
  Background
  Background    
   
  Baaad Reputation [1, 2, 4, 8] 
   
  You are known as what is colloquially called a "bad 
  ass." At the 1pt level you're known to be tough. At the 
  22 
  
   
  23 
  2 or 4pt level, pick a specific legend that is known. At 
  the 8pt level people believe you are extremely 
  dangerous (the legend may be outrageous!) 
   
  Bad Reputation [-1 to -4] 
   
  The word is out on you—and it isn't good. A bad rep 
  for -1pt is something like "troublemaker." For -2 or -3 
  it could be something like "womanizer", coward, or 
  thief. At level 4, it's more like traitor. In addition to 
  the problems with Charisma, there may be other 
  effects in NPC's reactions. If the character is 
  traveling or otherwise known only to a certain 
  segment of the population the GM may reduce the 
  points acquired. 
   
  Enemy [-1, -3, or -5] 
   
  You have an enemy, nemesis, or the enmity of some 
  group. At -1pts this is a rival or harassment. At -3pts 
  it becomes a real bother (a cycle gang wants to beat 
  you up). For -5pts the danger is real (wanted by the 
  cops and they're on your trail). 
   
  Good Reputation [2,4,8,12] 
   
  People have heard good things about you—maybe 
  very good. A reputation can have a specific aspect 
  such as a reputation for honesty or a reputation for 
  being a good man to have back you up on a "job." If 
  this is the case (and the GM rules that the aspect is 
  less than universal in its application—honesty is 
  pretty universal to be well liked for—being a skilled 
  and dedicated criminal isn't then the cost may be 
  reduced by one level. 
   
  Ward [-2] 
   
  There is someone you have to take care of. A child, a 
  side-kick, etc. This person is danger-prone or 
  otherwise gets into trouble! 
   
  Wealth [1,2,4,8,12] 
   
  You've got money—maybe lots. For 1pt you have 
  about $20,000 in spare cash (or are otherwise have a 
  good reserve for your demographic—for a group 
  playing teenagers that might be $2,000 in the bank). 
  For 2pts you are 'wealthy' (luxury car, decent home in 
  a country club). You get this for free with an Expert 
  Level skill. For 4pts you are rich. Large house in a 
  high profile country club, a summer home 
  somewhere else. Elite sports car. European 
  vacations. For 8pts you are loaded. You have 
  multiple homes, a chauffer, etc. At 12pts you are 
  massively rich. You have servants, a fortune 100 
  corporation, a private jet and a castle to hold 
  meetings at. 
   
  Write Up [-2] 
   
  If you do a 1-page write up on your character, you get 
  two points for it! This is handy to do things like the 
  following: (a) Give the GM an idea of what you’d like 
  to see your character doing during play. (b) Create a 
  background with “plot hooks.” (c) Get into your 
  character’s head. 
   
  Personality and Appearance
  Personality and Appearance
  Personality and Appearance
  Personality and Appearance    
   
  Attractive [2, 4, 8, 12] 
  You are sexy and attractive looking. This comes in 
  four levels from simply nice looking or "cute"/"pretty" 
  to Adonis/Aphrodite level where you are stunning and 
  unearthly in your beauty. This has effects that are 
  detailed in the Psychology section. 
   
  Bad Tempter [-2] 
   
  You might have a chip on your shoulder or a hair 
  trigger fuse when it comes to losing your temper. If 
  your character is a violent one this may actually be 
  Rage. The GM may call for WIL rolls to retain control. 
   
  Big Mouth [-2] 
   
  You blurt out stuff you really shouldn't say (the GM 
  may call for WIL rolls for you to keep your mouth 
  23 
  
   
  24 
  shut). This can reveal secrets, start fights, and offend 
  hosts. 
   
  Code of Honor [-1 to -3] 
   
  You live by a code that has some serious impact. For 
  -1pts this may be as minor as modern "gentleman" 
  behavior. At -2 it's a knight's code. A -3, the character 
  does some strange things religiously (code of silence, 
  for example). 
   
  Coward [-4] 
   
  You are afraid to fight! You get -4 to all Initiative rolls 
  and must make WIL rolls each turn for the first three 
  turns of combat or run. Even if you do make WIL rolls 
  you fight in hand to hand combat at -2 to hit. You 
  must make a WIL roll at -2 to "march into combat." If 
  failed you will try to find a way not to go to the 
  encounter (be it a bar-fight, a report that someone's 
  stealing your car, etc.) Being really mad can give +1 
  to +4 to WIL rolls for this. 
   
  Curious [-2] 
   
  You have an insatiable sense of curiosity that often 
  gets you into trouble.   
   
  Envious [-1,-2] 
   
  You're constantly envying what others have that you 
  don't! You can be petty or mean to them. You're also 
  involved in serious one-ups-manship! If this applies to 
  a specific discipline (intellectual vanity) then it's -1pt. 
  Exotic [2, 4, 8, 12] 
  You are beautiful in an unusual manner. Perhaps you 
  are from a foreign locale. Maybe your eyes or hair is 
  unusual and striking. Whatever the case you stand 
  out—are more easily identified, and have effects 
  described in the Psychology section. 
   
  Greed [-2] 
   
  They say everyone is greedy but you’re worse than 
  normal! You don’t want to pass up a buck even if you 
  know it's a bad idea. You'll take moderate risks for a 
  little and high risks for a lot. You may also do unwise 
  or illegal things in the pursuit of money. 
   
  Grim [-1] 
   
  You are dark or sullen and have no operating sense 
  of humor (or maybe a very black one). 
   
  Honorable [-2] 
   
  You treat others with the respect they treat you (this 
  is not the same as always giving someone a fair 
  chance)—you don't assume the worst if you don't 
  know, however. 
   
  Lousy Liar [-3] 
   
  You have a really hard time lying. Maybe you stutter. 
  Maybe you tell really poor convoluted lies. Whatever. 
  The GM can call for WIL rolls to see if your character 
  is able tell a convincing falsehood. This gives a -4 to 
  skills like Con Games or Charisma attempts that 
  involve falsehoods. 
   
  Lousy Driver [-2] 
   
  You're a hazard behind the wheel! You'll back up 
  through the garage door, ram the car behind you 
  when parallel parking, and make wrong-way turns 
  while jabbering onto a cell-phone with your 
  passenger. You can't have Drive Vehicle skill above a 
  12- and the GM can call for -2 rolls whenever wanted 
  to see if you make some unnecessary error. 
   
  Lust [-2] 
   
  You are a sucker for the opposite sex and you are 
  always on the prowl! Unlike most PC’s Psychology 
  attempts like Charm or Vamp might apply to your PC. 
   
  24 
  
   
  25 
  Naive [-2] 
   
  You are un-worldly and inexperienced (no Street 
  skills unless you somehow learned them without the 
  social background). You haven't been in combat. 
  You've never been far from home. You might think 
  you know what the 'real world' is like … but you're 
  wrong! 
   
   
  Obnoxious [-1 to -3] 
   
  You have some bad habit that others find offensive. 
  At the -1 level it could be something like humming or 
  making snarky remarks. At the -3 level it could be 
  really bad body odor, a total lack of social graces, or 
  something similar. 
   
  Personality Types [1] 
   
  Personality types aren't about looks—they're about 
  actions and … presence. A player may choose any 
  one: Cute, Serious, Scary, Fun, or Loud for their 
  character for 1pt.  
   
  Pride [-2] 
   
  You're an overconfident, cocky bastard. This 
  combines overconfidence with arrogance! You 
  believe you are better than you are—and let 
  everyone know it! 
   
  Problems with Authority [-4] 
   
  You have issues with authority! If there are rules—
  you want to break them. Laws? Bend them. Curfew? 
  Sneak back after dark. You are not necessarily a 
  criminal but you're always trying to get around rules 
  and regs. 
   
  Rugged [3] 
   
  You have a rough but handsome appearance. This 
  may not indicate a perfect or sculpted body—but 
  rather a sense of capableness and a worn-ness that 
  suggests experience. 
   
  Slick [-2] 
   
  You aren't smooth … but you think you are. You'll try 
  to put the moves on people you have no chance with, 
  tip the host in an expensive restaurant a buck, and 
  otherwise go through life acting like you're cooler 
  than you really are. Maybe you're in on the joke. 
  Probably not! 
   
  Sloth [-2] 
   
  You're always late with assignments, always caught 
  sleeping when there's a job to do, etc. You take 2x as 
  long as most to complete a task and have difficulty 
  keeping a job. 
   
  Statuesque [2, 4, 8, 12] 
  You appear "striking" and are cut to a perfect mold. 
  Although definitely attractive, the character appears 
  both strong and 'flawless' to a classical mold (no 
  defect that disfigures you can be taken). This has 
  effects detailed in the Psychology section. This may 
  also be described as Rugged. 
   
  Swashbuckler [-2] 
   
  You are a showoff who enjoys daring feats and 
  theatrical risks. You will never do something the 
  boring way if you can come up with a showy one! 
   
   
  25 
  
   
  26 
   
  ARCHETYPE TRAITS 
  ARCHETYPE TRAITS 
  ARCHETYPE TRAITS 
  ARCHETYPE TRAITS 
  (Weird St
  (Weird St
  (Weird St
  (Weird Stuff)
  uff)
  uff)
  uff)    
  Archetype points are used to buy special Genre Convention abilities 
  (races in fantasy, mutations or cybernetics is a post-apocalypse game, 
  etc.) What if the game has no definitive genre (the GM has a modern day 
  adventure where the nature of the challenges is unknown, for example). 
  Well, here are some unusual traits that can apply almost anywhere: 
   
  Lucky Miss! [4] 
   
  You are hard to hit in combat. Three times in combat 
  you can call for a -3 to be hit. This replaces your AGI 
  bonus. If you are hit, you take a -5 Damage Modifier 
  (a hit by, say, 3 becomes a hit by -2). 
   
  Luck [2,4,8] 
   
  You are unusually fortunate. For 2pts you may re-roll 
  any roll once a game session and get +1 to any 
  random rolls the GM makes to see what’s going on 
  with you. At 4pts you can re-make any 3 rolls during 
  a game session and random checks get +2. You may 
  also substitute a 14- roll once for a skill or stat check 
  that luck is involved with (i.e. probably not arm 
  wrestling but a roll to hit with a untrained shot would 
  count). At 8pts any 5 rolls can be re-made, the 
  character gets +4 to situational checks, and the 
  character gets 2 16- rolls which can be substituted. At 
  this level, Luck is a life-style and the character may 
  live on lottery money, run into exactly the right people 
  all the time, etc. 
   
  Dreamer [4] 
   
  You have strange and often prophetic dreams. 
  Perhaps your subconscious is offering you insight—
  or perhaps you are reading omens from the spirit 
  world. 
   
  Extraordinarily Tough [12] 
   
  You get +8 DP. Once in combat you can make a 
  CON roll at +4. Once a play session you may "heal" 
  3/4 of all damage taken (up to a Critical Wound). This 
  takes 2 seconds. It has no visible or medical effect 
  (after being shot, beaten up badly, etc.) you fall 
  down, recover and then seem to be basically okay 
  (wounds leak blood, etc ... but you aren't dying). If 
  you were unconscious, dead, dying, etc. you remain 
  down for 2 seconds and then are fine. 
   
  Hard To Kill [4] 
   
  The character is hard to kill. Any Dead or Dying result 
  will be ignored (the character will be unconscious for 
  hours). This will not save the character if he is left in 
  a damaging position, takes 5x his DP, is decapitated, 
  etc. 
   
  Instinct [4] 
   
  You get a scratchy feeling on the back of your neck 
  when people are following you—or a bad feeling 
  before walking into danger. The GM can call for an 
  Instinct roll (RES+2 or WIL+2, player's choice) to 
  detect danger, to feel if he is being followed, or 
  otherwise feel "if something is going down." 
   
   
   
  26 
  
   
  27 
  Malice [4] 
   
  Once per combat the character may strike for +2 
  (PEN) or +4 (IMP) damage. This may be declared 
  after the strike hits.  
   
  Nature Friend [4] 
   
  You have an affinity for animals and nature. You 
  have a green thumb and plants you care for will 
  flourish. Natural animals respect and like you (and 
  may come to you for help if injured). In the woods, an 
  RES roll will find your way. 
   
  Psychic Link [2] 
   
  You have a link to a kindrid soul (who must also buy 
  this). You know if they're in trouble. You have an idea 
  of where to find them; you get impressions of what is 
  happening to them.  
   
  See Inner Person [12] 
   
  When you meet someone you can size them up 
  pretty well! You can, with a WIL roll, tell if they are of 
  character, if they are actively planning to betray you, 
  and otherwise get a sense of what kind of person 
  they are (a mob hit man would give you cold chills. A 
  serial killer might cause a character to faint). 
   
  Sensitive [4] 
   
  You are tuned into the "other side." Ghosts may 
  manifest to you. Readings with Tarot Cards may 
  prove spookily accurate. You respect (and maybe 
  fear) séances. 
   
  Shadow Friend [8] 
   
  The shadows like you and you have a special 
  relationship with darkness. You get +2 to stealth. 
  Even mild shadows will hide your face. You ignore  -
  3pts of darkness modifiers (you see well in dim light). 
  In normal light you are at -2 to Perception rolls and in 
  bright light (a very sunny day) you are in pain. 
   
  Storm Friend [8] 
   
  The weather matches your mood! Anger may bring 
  thunderstorms. Sadness, rain showers. This is not a 
  super power but happens more subtly than that. If 
  battling out in a lightning storm, however, lightning 
  may well strike your targets! Large storms 
  (hurricanes) won't hurt you—although incidental 
  damage may be hazardous. 
   
  Synchronicity [8] 
   
  Synchronicity is when unrelated events come 
  together in a meaningful way for you (like picking up 
  a book (and a keen interest) in Norse Mythology and 
  then seeing an "ODIN" license plate--when you go 
  and talk to the guy, he's a Norse Mythos scholar).  
   
  With this advantage the character is aware and in 
  touch with Synchronicity. The universe's inner 
  workings are somewhat available to him. When 
  looking for 'information' (clues, a course of action, 
  etc.) he may get signals from unrelated sources. The 
  GM should make a secret WIL roll and, if made by 
  4+, the character will get--and recognize--some 
  message.  
   
  NOTE: The message may not be completely clear. A 
  character investigating a crime scene might see a 
  bright red truck and know it's a message. When he 
  re-visits the scene, he notices that there's a bright red 
  tile on the floor ... moving the tile he finds a clue... 
   
  Twisted Genius [8,12] 
   
  You are a mad scientist. To qualify you must have 
  the following:  
  Level 1: More points in INT than *either* REF or PHY 
  Level 2: More points in INT than *both* REF and 
  PHY put together.  
   
  You must still have the science skills (at Level 2 or 
  better). The GM should rule that some inventions are 
  at -3 to -10 (depending on how hard and expensive). 
  27 
  
   
  28 
  These modifiers are reduced by Level 3 skills. You 
  get the following advantages:  
  Level 1: Weird Science 
  +1 to RES, your L3 or L4 skills have a strange twist to 
  them. You may invent things that the GM rules are 
  plausible but unlikely (usually that means no force 
  fields, psionic technology, etc.) You may make 1 
  invention per month of game time (the invention may 
  take more than a month and you don't get to save 
  points but you can have more than one project going 
  at a time). Just having this doesn't give you the lab 
  and materials necessary: the campaign may center 
  on getting them. 
  Level 2: Mad Science  
  You get +2 to RES. You can make one invention per 
  month per point of RES above 10. Your inventions 
  will be capable of bizarre things (anything the GM 
  agrees to). Often there will be unintended side 
  effects. Furthermore, the Mad Scientist is driven to 
  create things. 
   
  Unusual Gear [2,4] 
   
  You have some sort of abnormal edge in terms of 
  gear. This might mean having a normal firearm in a 
  game where the characters are normal high-school 
  students or having a magical sword when the 
  characters are starting adventurers. At the 4pt level 
  this represents a serious edge and must be allowed 
  by the GM. 
   
   
  Will To Fight [4] 
   
  You get +4 DP and a minimum CON roll of a 12- (or 
  your CON, whichever is higher). 
   
   
  28 
  
   
  29 
   
  JAGS
  JAGS
  JAGS
  JAGS2 
  2 
  2 
  2 SKILL RULES
  SKILL RULES
  SKILL RULES
  SKILL RULES    
  You've seen the Stats and Enhancements and Background rules: now for 
  the skills! Skills represent an area of training, study, or experience. Skills are 
  things like a study of literature, knowledge of nuclear physics, or practice of 
  karate. Skills, like stats and enhancements, cost base character points. 
   
  How Skills Work
  How Skills Work
  How Skills Work
  How Skills Work    
  Skills have a Roll and a Level of Mastery (or just Level). Your Roll is the 
  target (roll-under) number on a JAGS Roll to see if you succeeded. The 
  Level of Mastery determines how advanced your training is in that skill. 
   
  A talented but relatively inexperienced Karate master, for example might 
  have Karate at Level 2 with a 15- roll—he's accurate but doesn't know some 
  of the special moves or ways to generate power that a high level black belt 
  (Level 3) would know. 
   
  Level of Mastery 
  Level 
  Typical 
  Roll 
  Description 
  Beginner 
  1 
  12- 
  You are a novice. Even if your roll 
  succeeds you are still limited in what you 
  can do with the skill. This could represent 
  an Associates degree from a college. 
  Professional 
  2 
  13- to 14- 
  You have the skill at an "average" level for 
  a practitioner of the art. This would be a 
  Bachelors degree or a Masters in a 
  collegiate skill—or a low-level Black Belt in 
  a martial art. 
  Expert 
  3 
  15- 
  You are highly advanced in the skill. This 
  is the equivalent of a Ph.D. in an area of 
  science, a high level black belt in a martial 
  art, or a well recognized author, for 
  example. 
  Master 
  4 
  16 or more 
  You are "World Class" in the skill. The 
  master of a martial art form would be Level 
  4. The top men in a scientific discipline 
  would be level 4 (Stephen Hawking, for 
  example). 
  Example 
  Skill 
  Level 
  Roll 
  ‘Brilliant’ High school chemistry student 
  Chemistry 
  1 
  12- 
  Scientist at major lab 
  Chemistry 
  2 
  14- 
  Head scientist at major lab 
  Chemistry 
  3 
  15- 
  Stunt-Driver  
  Drive Car 
  3 
  16- 
  Multi-Platinum Rock Star Guitarist 
  Musical Instrument 
  4 
  18- 
  College graduate who took a lot of 
  history (but didn't major in it) 
  Advanced Education 
  2 
  12- 
  Z We made a lot of changes to the 
  JAGS skill system. Most profoundly we 
  changed the point costs and the fact 
  that JAGS2 skills are not implicitly based 
  on Stats—that means you can have a 
  very high Karate roll without necessarily 
  having a high Agility. 
   
  There are no longer fractional point 
  costs in common usage in the game 
  (skills at very low levels still cost a half 
  or quarter point because they're "almost 
  useless," however). 
   
  Finally, skill groups are new to JAGS2. 
  We think they're a cool idea though. 
  See what you think. 
   
  What's the Difference 
  between a High Level 
  and a High Roll? 
  Glad you asked. For some skills the 
  answer is very clear: higher levels give 
  you special abilities (for example, with 
  Karate you always use your Roll to 
  hit—Level determines how much 
  damage you do). 
   
  For some disciplines it's not so simple. 
  The skill Actor allows you to fake an 
  emotion convincingly—if you make your 
  roll. The difference between Level 2 
  and Level 3 is what depth of emotion 
  can be reasonably faked. It also, if you 
  are an actor, by profession—instead of, 
  say, a con-man—determines if you are 
  famous or not. 
   
  Usually a Level 4 skill implies that the 
  character is recognized and wealthy 
  due to his ability with the skill. 
   
  You Can't Do That 
  With Level 1 
  Chemistry! 
  The GM is the final arbiter of what can 
  be done with a given level of skill. A 
  character with Level 1 chemistry cannot 
  analyze metal taken from the hull of an 
  alien ship (they might tell, for example, 
  if it's conductive but not determine 
  chemical composition). But if it's fuzzy 
  usually the GM will allow a Level 2 skill 
  to roll at -3 against a Level 3 task. 
  29 
  
   
  30 
   
  Combat and Non
  Combat and Non
  Combat and Non
  Combat and Non----Combat Skills
  Combat Skills
  Combat Skills
  Combat Skills    
  There are two types of skills: Combat Skills and Normal Skills. Combat skills 
  are more expensive than normal skills (i.e. the same roll at the same level 
  will cost more character points) but otherwise they work the same. 
   
  Z In JAGS Hard Sciences are considered "Difficult" and cost the 
  same as Combat skills. We've removed this distinction for the 
  purposes of simplicity.  
   
  Linking Skills to Stats
  Linking Skills to Stats
  Linking Skills to Stats
  Linking Skills to Stats    
  Okay, so skills have a Level and a Roll. What else? Well let's say you're 
  playing a genius with a 14 RES and you want to know a bunch of sciences. 
  It makes sense that you might learn them better (i.e. have a better roll) than 
  someone with a 09 RES … who's a little slow). 
   
  When buying a skill, you pay for the Level and the Roll. What you pay for 
  the Roll can be done one of two ways: 
  �  
  Just buy the roll. You want a 16- for a Combat Skill (Difficult)? 
  Check the chart, that's 12pts) 
  � 
  Link to Stat. There's a second chart for linking. You have a 14 AGI 
  and the skill is linkable to Agility? You can get a Combat Skill roll 
  of STAT+2 for 8pts. Note: “linking to a stat” only affects the cost of 
  the skill. It has NO bearing on how the skill is used or envisioned 
  in the game. 
   
  Ignoring negative 
  Modifiers 
  Another big deal about Levels is the 
  ability to ignore negative modifiers. 
  When a task is very difficult (picking one 
  of the new style locks, for example) the 
  GM will assign a difficulty number to the 
  roll. This number assumes Level 2 skill 
  (a very complex lock is at -6, say—a 
  locksmith would have to work all day to 
  pick it … at least according to the guy 
  we talked to when he replaced the locks 
  on my house). 
   
  At Level 1, such a task is probably 
  impossible—or, at least, the negative 
  modifiers are doubled. At Level 2 the 
  roll is standard. Roll at the given 
  negative. Level 3 practitioners can 
  ignore up to -3pts of difficulty related 
  modifiers (unless the modifier is applied 
  from someone's dodge score in 
  combat). A Level 4 skill can ignore -6pts 
  of negative modifier. 
   
  Missed? Roll Again at 
  -2 
  If you miss a skill roll and have time to 
  try again (out of combat)—the usual 
  response is to let the character keep 
  trying at a cumulative -2 to his roll (so 
  the third attempt is at -4). At some point 
  the character will give up. The GM can 
  decide if the modifiers are reset after a 
  day or so … or the task turned out to be 
  beyond the character's capability. If the 
  GM is using the Drama Rolls technique 
  then you just keep track of what the roll 
  was missed by and keep on rolling. 
   
  A Failed Roll Indicates 
  Complications 
  A cool idea picked up from The Forge 
  (www.indie-rpgs.com) is that a failed roll 
  can simply indicate there was some 
  manner of complications in the mix—of 
  course  secret agent Maxwell Slick can 
  hot wire a car—he's an international 
  super-spy! If he missed his roll it doesn't 
  mean he's just unable to start the Chevy 
  nova he's trying to take possession of—
  it means the cops happened to show up 
  just as he was getting in … or that 
  someone who was sleeping in the back 
  seat under a blanket just woke up! 
  Often this can be made even cooler by 
  letting the player decide what happens 
  (GM retains final authority in a standard 
  game). 
  Example of Skills 
  Here is an example of skills a Police Officer might have. This is an average 
  "beat cop"—he or she is serviceable with a gun, is a pretty good driver 
  compared to the average person (but not a stunt-man level expert), knows the 
  law, radio call-signs, and how to process/investigate a crime scene (but isn't a 
  detective). Finally, there's a bit of "streetwise" picked up from working with the 
  underworld day in and out. 
   
  Lvl Cost 
  Roll Cost 
  Skill 
  Typ 
  STAT 
  Level 
  Roll 
  0 
  4 
  Shoot Gun 
  C 
  ** 
  2 
  13- 
  0 
  2 
  Drive Police Car 
  N 
  ** 
  2 
  13- 
  0 
  2 
  Police Procedure 
  N 
  ** 
  2 
  13- 
  -1 
  2 
  Streetwise 
  N 
  ** 
  1 
  12- 
  Notes: The character is Professional Level in all of his skills save for 
  Streetwise (where he’s not that knowledgeable—he may not’ve been a cop for 
  a long time). 
  30 
  
   
  31 
  Note: It is cheaper to link-to-stat if you have a stat of 13 or above, however if 
  you only want a handful of skills at high rolls, it makes more sense to just 
  buy the roll unless you want the high stats too. 
  Name: The common description of the skill (Karate, for example). 
  Type: There are two types: Combat and Non Combat. Combat skills are, 
  by their nature, a little more expensive. 
  STAT: The secondary stat that the skill may be associated with. You will 
  have an option to "link" your skills to your stats if you choose. 
  Description: Short discussion of the skill in general. 
   
   
   
  Sample Skill 
  Name: Breaking and entering 
  Type: Non Combat 
  Stat: None. May be linked to COR (picking locks). May be linked to 
  RES (for high tech games) 
  Description: You've been trained/had experience in breaking into 
  places. This includes (at the appropriate time) knowledge of security 
  systems and cameras and such. 
  Beginner  
   
  A roll will break into lightly secured places: cars without 
  expensive security, homes that are not "locked up tight," 
  interior doors (if already inside an office, for example). 
  Professional  
   
  You are skilled at disarming basic security systems and 
  picking most locks. Difficult systems are at -3 to -6.  
  Expert 
   
  You can get into secured installations with a roll (this 
  may require help to circumvent guards, make 
  distractions, etc.—but you can make the plan). You can 
  open safes. 
  Master 
   
  You can put together a plan to get into Fort Knox … you 
  know how to open computerized time vaults (or how to 
  dig around them). You know where to "attack" to 
  neutralize a facilities' security systems. Most plans 
  involve teams of specialists—you have contacts at that 
  level. 
  Why is Breaking and 
  Entering Linked To 
  COR? 
  Breaking and Entering contains 
  knowledge of security systems, 
  knowledge of how high tech 
  installations work, and how guard 
  patters and cameras interlock … at 
  the high levels at least. Why link it to 
  eye-hand coordination instead of 
  Reason (problem solving) or Memory 
  (a learned skill)? 
   
  The reason is that the nature of the 
  skill varies at different technology 
  levels. 
   
  In what we'll call 'Traditional Fantasy' 
  (you know, dungeons, elves, dwarfs, 
  rogues, warriors, priests, … ahem … 
  dragons—you know, that fantasy 
  tradition) security systems consist of 
  magic (for which we ruled you need a 
  magician) and locks (for which you 
  require nimble fingers). 
   
  When playing in a far future campaign 
  the COR Link won't make sense so 
  you can use RES. If, in some 
  hypothetical far future, all weapons 
  are targeted by force of will, then the 
  Shoot Gun combat skill might link to 
  WIL—mostly the linkages were a 
  judgment call on our part and are not 
  fundamental to the skill design. 
   
  Note that if you (as the GM) change 
  the linkages, give some thought to 
  whether you are simply having 
  everyone buy the highest RES they 
  can and not worry about any other 
  stat. 
   
  31 
  
   
  32 
   
  Paying For Skills
  Paying For Skills
  Paying For Skills
  Paying For Skills    
  When buying skills for your character you pay for two things: the level and 
  the roll. These are paid for separately (but both out of Base Character 
  Points). 
   
  When buying a skill, this is how you do it: 
  �  
  Choose your skill: pick it from the list. Is it a Combat Skill or Non-Combat? If it's 
  a combat skill, it cost a bit more.  
  � 
  What level are you? Beginner? Average? Advanced? Or Expert? Pay for your 
  Skill Level. 
  � 
  Do you want to Link the skill to one of your stats or just buy the roll? If you're 
  not sure which is better, just purchase the roll. The skill description tells which 
  Stat the skill will be linked to. The ONLY thing that linking applies to is Skill Roll 
  Cost. It has NO bearing on the use of the skill or the Level Cost. 
  COST FOR SKILL LEVELS (Beginner To Master) 
  Skill Level 
  Combat 
  Non Combat 
  Beginner (Level 1) 
  -1pt (minimum of .5) 
  -1 pt (minimum of .5) 
  Professional (Level 2) 
  0pts 
  0pts 
  Expert (Level 3) 
  4pts 
  2pts 
  Master (Level 4) 
  16pts 
  12pts 
  COST FOR BUYING COMBAT SKILL ROLL 
  Combat Skill Not Linked to STAT 
  ROLL 
  8- 
  9- 10- 11- 12- 13- 14- 15- 16- 17- 18- 19- 20- 
  COST .25 .5 1 
  2 
  3 
  4 
  5 
  6 
  12 
  20 
  28 
  36 
  44 
   
  Combat Skill Linked to STAT 
  ROLL 
  STAT-3 
  STAT-2 
  STAT-1 
  STAT 
  STAT+1 
  STAT+2 
  STAT+3 
  STAT+4 
  STAT+5 
  STAT+6 
  COST 
  .5 
  1 
  2 
  3 
  4 
  6 
  10 
  14 
  18 
  22 
   
   
  Example: Shoot Gun is based on COR (eye-hand coordination) according to its 
  description. A gunslinger wants Shoot Gun at Expert Level (3) on a 16- roll. His 
  COR is 12. The Level cost is 4pts (on the chart, a combat skill at Expert Level 
  costs 4pts). The cost for the roll if the skill is not linked is 12pts (on the chart, a 
  roll of a 16- costs 12pts). It'd cost 14pts if he did link it (STAT+4). 
  COST FOR BUYING NON-COMBAT SKILL ROLL 
  Non-Combat Not Linked to Stat 
  ROLL 
  10- 11- 12- 13- 14- 15- 16- 17- 18- 19- 20- 
  COST .25 .5 
  1 
  2 
  3 
  4 
  5 
  13 
  21 
  27 
  35 
   
  Non-Combat Skill Linked to Stat 
  ROLL 
  STAT-2 
  STAT-1 
  STAT 
  STAT+1 
  STAT+2 
  STAT+3 
  STAT+4 
  STAT+5 
  STAT+6 
  STAT+7 
  COST 
  .25 
  .5 
  1 
  2 
  3 
  4 
  6 
  14 
  22 
  30 
   
  I Can't Decided 
  Whether or Not to 
  Link My Skills to 
  STATS 
  Why, oh, why do we have two 
  different ways to buy skill roll? It's 
  probably the most complex part of 
  JAGS2. We did it because our 
  experience was that highly trained 
  characters (those with lots of points 
  spent on roll) were far less efficient 
  than "talented beginners" (lots of 
  points in Stat and next to no points 
  on roll). We didn't like that. 
   
  If you have a stat of a 13 or better, it 
  pays to link skills to that stat. If you 
  have more than 2 skills using the 
  same stat and want them at high 
  rolls, an investment in stat may pay 
  off as well. 
   
  Remember: Linking is a Cost 
  issue only. A linked skill is used 
  identically to an un-linked one. 
   
  32 
  
   
  33 
  Combat Skills
  Combat Skills
  Combat Skills
  Combat Skills    
  Acrobatics (Dodge) 
  Difficulty: Combat 
  Stat: AGI 
  Description: You are experienced in tumbling and gymnastics. 
  This is useful for Olympic tryouts—but in combat it allows for a 
  better dodge. 
  Beginner  
   
  At Level 1 the skill is useful primarily for making rolls 
  and flips (instead of AGI). 
  Professional  
   
  You can use Acrobatics skill as a 5 REA dodge 
  (instead of AGI). 
  Expert 
   
  You can perform an Acrobatics Dodge (using 
  Acrobatics skill instead of AGI) for 3 REA (like a 
  Block). 
  Master 
   
  Your acrobatic dodge is at +2 if you spend 5 REA 
  and it applies fully against ranged attacks. 
  Brawler 
  Difficulty: Combat 
  Stat: AGI 
  Description: You are experienced in streetfighting and unarmed 
  combat. You must have a minimum of a 13- roll to get the DP 
  bonus. 
  Beginner  
   
  You block at skill -1 (-4 against weapons). You hit at 
  skill +1 (a “miss” by -1 counts as a hit by 0). 
  Professional  
   
  You block at skill (-4 against weapons). You hit at skill 
  +1 (a “miss” by -1 counts as a hit by 0). One strike 
  per turn does +3 damage. 
  Expert 
   
  You block at skill  (-4 against weapons). You hit at 
  skill +1 (a “miss” by -1 counts as a hit by 0). All 
  strikes hit for +1 damage but one strike per turn does 
  +4. You get +4 DP. 
  Master 
   
  You block at skill+1 (-4 against weapons). You hit at 
  skill +1 (a “miss” by -1 counts as a hit by 0). All 
  strikes hit for +2 damage but one strike per turn does 
  +6. You get +8 DP. 
  Heavy Weapons/Gunner 
  Difficulty: Combat 
  Stat: COR 
  Description: This skill is used to hit with heavy weapons 
  (vehicular mounted weapons) that require operator skill but are not 
  aimed and sighted like a normal firearm. NOTE: if the weapons are 
  fixed to a vehicle (i.e. do not swivel or don't swivel much) then use 
  the Combat Driving/Pilot skill. 
  Beginner  
   
  Double all negative modifiers. 
  Professional  
   
  A standard roll to hit. 
  Expert 
   
  Ignore up to -3 pts of range/size/speed/visibility 
  modifiers. 
  Master 
   
  Ignore up to -6 pts of range/size/speed/visibility 
  modifiers. 
   
  Knife Fighter 
  Difficulty: Combat 
  Stat: AGI 
  Description: You are trained with knife fighting techniques.. 
  Beginner  
   
  You can use this skill to hit with a knife and block 
  knife thrusts at skill -3. 
  Professional  
   
  You use this skill to hit with a knife. You can block at 
  skill -1. 
  Expert 
   
  You can block at skill. You strike for +1 base damage 
  with a knife. You get 1 extra "free" 0 REA attack 
  along with another normal attack. 
  Master 
   
  You block at skill+1, You strike for +2 base damage 
  with a knife. You get two "free" 0 REA attacks (each 
  must be made along with another normal attack). 
  Martial Artist 
  Difficulty: Combat 
  Stat: AGI 
  Description: You are trained in the martial arts and fight with a 
  precision fighting style! Note: this is a simplification of the martial 
  arts from JAGS—use them for more depth and flavor! You must 
  have a minimum of a 12- roll to get the extra attacks. 
  Beginner  
  You block at Skill -2 (-4 against weapons). 
  Professional  
   
  You block at skill-1 (-4 against weapons), strike for +1 
  damage barehanded. 
  Expert 
   
  You block at skill (-2 against weapons), and strike for 
  +2 damage barehanded. You may make one free 
  attack (for 0 REA) along with a normal attack. It may 
  be against the same or a different target. 
  Master 
   
  You block at skill+1 (-1 against weapons) and strike 
  for +4 damage barehanded.  
  Melee Weapons 
  Difficulty: Combat 
  Stat: AGI 
  Description: You are trained with weapons of Hand to hand 
  combat. These include swords, axes, hammers, maces, and flails. 
  This skill is used to hit with these instead of AGI. 
  Beginner  
   
  You have just started your training. You block at Skill-
  2. You can only strike once per turn no matter how 
  fast you are. 
  Professional  
   
  You are adept with weapons. You block at skill-1.   
  Expert 
   
  You are an expert fighter who has probably seen 
  several battles. You block at skill. You strike for +1 
  base damage.  
  Master 
   
  You are super-skilled with hand to hand weapons. 
  You block at skill+1. You strike for +2 damage. You 
  get 1 free (0 REA) attack along with a normal attack if 
  the weapon allows it. 
   
  33 
  
   
  34 
  Shield 
  Difficulty: Combat 
  Stat: AGI 
  Description: You are trained in the use of a shield to protect you 
  (anyone can carry one—you get more usefulness out of it). The 
  size of your shield also gives you a bonus (see the combat 
  section). 
  Beginner  
   
  You can use a "shield block" for 5 REA (the cost of 
  an attack). It blocks at skill +1 
  Professional  
   
  You can use a shield to block at skill for 3 REA. Or 
  skill +1 for 5 REA (instead of an attack) 
  Expert 
   
  You can use a shield to block at Skill+1 for 3 REA or 
  skill +2 for 5 REA (instead of an attack). 
  Master 
   
  You can use a shield to block at skill+2 for 3 REA or 
  skill+4 for 5 REA instead of an attack). 
  Shoot Gun/Bow 
  Difficulty: Combat 
  Stat: COR 
  Description: You are trained with ranged weapons.  
  Beginner  
   
  You use the roll to hit—but all negative modifiers are 
  doubled. You may fire a bow once every 3 turns 
  (costs 5 REA each turn to load). 
  Professional  
   
  You use the roll to hit normally. You may fire a bow 
  every other turn (costs 5 REA each turn to load). 
  Expert 
   
  You 
  may 
  ignore 
  up 
  to 
  -3 
  pts 
  or 
  rage/speed/size/visibility modifiers. A bow may be 
  fired every turn (using two 5 REA actions). 
  Master 
   
  You ignore -6pts of negative modifiers. A bow may be 
  fired for 5 REA. A gun user gets a free (0 REA) attack 
  along with any other firing action. 
  Staff Fighter 
   
   
  Difficulty: Combat 
  Stat: AGI 
  Description: You are trained in the use of a Staff as weapon (a 
  martial arts weapon). You do not need to have any martial art. 
  Beginner  
  You block at Skill -1. 
  Professional  
  You block at Skill. 
  Expert 
   
  You block at skill +1. You get 1 free (0 REA) block 
  per turn. 
  Master 
   
  You block at skill +2. You get two free 0 REA blocks 
  per turn and one free (0 REA) attack along with 
  another, normal attack). 
  Thrown Weapon (knife/Spear/Axe) 
  Difficulty: Combat 
  Stat: COR 
  Description: You can throw a weapon so that it lands 
  appropriately (point/blade first). It is a Medium action (5 REA) to 
  draw a weapon and a Medium action (5 REA) to throw it. Usually a 
  character can carry many, many knives, two or three axes or 
  spears. 
  No Skill 
  If you have no skill with throwing things then 
  bladeless items like grenades or rocks are simply 
  thrown with COR. The Range modifier is -1/3yds for 
  something that’s not balanced well (an oddly shaped 
  rock), -1/5yds if it is (a ball, a grenade, a good rock). 
  Beginner  
   
  If you hit, there's still a 50% chance (roll one die) that 
  the blunt side hit first (for Impact damage). 
  Professional  
   
  A hit does appropriate Penetrating damage with a 
  thrown weapon. 
  Expert 
   
  You can draw a weapon for 0 REA if you make a skill 
  roll (5 REA otherwise). 
  Master 
   
  You throw weapons for +2 base damage. 
  Science Skills
  Science Skills
  Science Skills
  Science Skills    
   
  Bio-Sciences 
  Difficulty: Non Combat 
  Stat: RES 
  Description: You are skilled in Biology and Botany and Ecology 
  and other such sciences. 
  Beginner  
   
  You have a basic knowledge of biology and physiology.  
  Professional  
   
  You can perform dissections on new animals (and learn 
  about their bio-systems), perform autopsies, work to 
  predict the effects of existing drugs, study bio-chemical 
  reactions, etc. A roll could be used to improve a 
  pesticide or figure out what a species might be 
  vulnerable to. 
  Expert 
   
  You can create new bio-chemical compounds (drugs), 
  study bizarre life forms, and make predictions about 
  what complex and unusual new species might do when 
  introduced into new environments (The "T-Rex" will eat 
  Los Angeles!). You might be called in to help clean up 
  environmental disasters. 
  Master 
   
  You are capable of vast improvements in bio-medicine. 
  You can come up with ways to salvage the most dire 
  environmental disasters, find new drugs in rain-forests, 
  etc. You are a leader in your field. 
  34 
  
   
  35 
  Chemist 
  Difficulty: Non Combat 
  Stat: RES 
  Description: You are a skilled chemist, able to analyze and create 
  new compounds. For creation of medicines, see Bio-Sciences. 
  Beginner  
   
  You can perform basic analysis and experiments on 
  compounds. This can help identify things, use acids and 
  bases, and even create low-powered explosives. 
  Professional  
   
  You are a skilled chemist. You can perform complicated 
  analysis, 
  create 
  high-powered 
  explosives, 
  and 
  otherwise generate useful compounds. 
  Expert 
   
  Expert Chemist/Material Sciences: you can create new 
  polymers and other useful materials (useful for making 
  high tech armor, for example). You can run a large lab 
  and analyze complex substances. 
  Master 
   
  You are a world class chemist. 
  Computer Science 
  Difficulty: Non Combat 
  Stat: RES 
  Description: You are skilled in the operation and programming of 
  computer systems. 
  Beginner  
   
  You can use computers at a highly proficient level. 
  This includes office software, internet searches, and 
  operating systems. 
  Professional  
   
  You are a computer programmer. You can create 
  programs and have an excellent level of knowledge 
  about protocols, computer security, and things of that 
  nature. NOTE: Hacking is a separate but related skill. 
  Expert 
   
  You are an expert computer programmer. You can 
  write code in 1/4th the time of a Level 2 programmer 
  and can architect large web sites and complex 
  systems. 
  Master 
   
  You can write code in 1/10th the time of an average 
  coder. You can do things with a computer even 
  skilled technicians wouldn't believe possible. 
  Doctor 
  Difficulty: Non Combat 
  Stat: RES 
  Description: You are trained in medical sciences. Unlike most 
  skills, Level 4 Doctors are top-level specialized surgeons (and are 
  therefore a good deal more common). 
  Beginner  
   
  At Level 1 you can apply first aid. This will stop 
  bleeding (you can stabilize a Dying result) and will 
  usually restore damage points based on the available 
  technology (recover a Minor Wound with a few hours 
  of modern day treatment). 
  Professional  
   
  You are a general practitioner. You can prescribe 
  drugs and otherwise treat illnesses and wounds.  
  Expert 
   
  You are a surgeon. You can perform advanced 
  medical care. 
  Master 
   
  You are a top-flight specialized surgeon (and one of 
  the best in the world). 
  Engineer 
  Difficulty: Non Combat 
  Stat: RES 
  Description: You are trained in electronics and mechanics (at the 
  higher levels, civil engineering as well). 
  Beginner  
   
  You have the equivalent of a late high school/beginning 
  college level of learning. You can fix basic problems. 
  You are a skilled handyman. 
  Professional  
   
  You can repair a car, wire a house, and do other 
  professional level jobs. 
  Expert 
   
  You are an engineer. You can design new devices or 
  vehicles. These must be based on existing premises. 
  Master 
   
  You can invent totally new designs. You can improve 
  existing designs by about 100% (GM's decision, could 
  be more or less depending on what and how much is 
  improved). 
  Physicist 
  Difficulty: Non Combat 
  Stat: RES 
  Description: You are a mathematician and physicist.  
  Beginner  
   
  Basic physics: you understand basic Newtonian 
  physics. You can work out moderately complex real-
  world problems. 
  Professional  
   
  You are skilled in higher mathematics and can work 
  out highly complex problems.  
  Expert 
   
  You are an expert physicist, often dealing in the 
  realms of the theoretical. You understand chaos 
  theory, quantum mechanics, and Einstein's theories.  
  Master 
   
  You are a world class luminary in the field of physics. 
  You are working in the deep theoretical realm. 
   
   
  Street Skills
  Street Skills
  Street Skills
  Street Skills    
  Con Games 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are a grifter or con-man, skilled at winning 
  people's confidence (which is usually a prelude to taking their 
  money). This usually works well as a prelude to a Persuade roll. 
  Beginner  
   
  Basic Cons: You understand things like rigged bar-
  bets, crooked dice, and other such simple cons. This 
  can be used to make money (but if you blow the roll 
  there are usually risks involved). A roll blown by 3 or 
  more usually results in a very suspicious mark. A roll 
  blown by 5 means the con artist better run. 
  Professional  
   
  Smooth Talker: You can talk very persuasively. A roll 
  against a target's RES will make them inclined to do 
  as you suggest. A successful roll will either convince 
  the target to make a seemingly reasonable snap-
  decision (give you some temporary help) or give +2 
  to a Persuade roll. A failure will (likely) result in the 
  target being more suspicious of you. 
  Expert 
  As above but it gives +3 to a Persuade roll. At this 
  35 
  
   
  36 
   
  level you are skilled in running Long Cons—complex 
  confidence 
  games 
  with 
  multiple 
  levels 
  of 
  psychological advantage. 
  Master 
   
  As above but it gives +4 to a Persuade roll. It can 
  also be used to "talk your way out of anything." The 
  GM decides what "anything" is but it's pretty damn 
  persuasive. 
      
  Breaking and Entering 
  Difficulty: Non Combat 
  Stat: None. May be linked to COR (picking locks). May be linked 
  to RES for high tech games. 
  Description: You've been trained/had experience in breaking into 
  places. This includes (at the appropriate time) knowledge of 
  security systems and cameras and such. 
  Beginner  
  A roll will break into lightly secured places: cars 
  without expensive security, homes that are not 
  "locked up tight," interior doors (if already inside an 
  office, for example). 
  Professional  
   
  You are skilled at disarming basic security systems 
  and picking most locks. Difficult systems are at -3 to -
  6.  
  Expert 
   
  You can get into secured installations with a roll (this 
  may require help to circumvent guards, make 
  distractions, etc.—but you can make the plan). You 
  can open safes. 
  Master 
   
  You can put together a plan to get into Fort Knox … 
  you know how to open computerized time vaults (or 
  how to dig around them). You know where to "attack" 
  to neutralize a facilities' security systems. Most plans 
  involve teams of specialists—you have contacts at 
  that level. 
   
  Card Mechanic/Pick Pocket 
  Difficulty: Non Combat 
  Stat: COR 
  Description: This is the skill used to cheat at cards. It is also used 
  to be a stage magician … or even pick pockets. 
  Beginner  
   
  A roll will pull off a basic card trick (Three Card 
  Monte). A failed roll will mean observers get 
  Perception rolls (RES) to figure it out. 
  Professional  
   
  You are an excellent card mechanic and/or pick 
  pocket. You can improvise tricks and otherwise rig 
  betting hands. A roll against RES will steal a wallet. A 
  failed roll gives an RES roll at -2 to catch something. 
  Expert 
   
  You can steal wrist watches by rolling against RES 
  with a handshake. A roll gives an RES roll at -4 to 
  catch something. 
  Master 
   
  You are almost magical: even if you fail a roll, the 
  observers must make an RES roll at -8 to see 
  anything happening. You can steal a shirt off of 
  someone without taking their vest off (don't ask us 
  how). 
  Gambler 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are a trained, expert gambler. You understand 
  odds, betting strategies, and bluffing. JAGS C-13: The Thirteen 
  Colonies has some gambling rules in it that can be used. 
  Beginner  
   
  Basic gamesman. You can play any major Casino 
  game and understand the rules and odds (i.e. not in 
  your favor). 
  Professional  
   
  Professional Gambler: You are a professional player 
  (usually this means poker). A roll will mean you make 
  money—how much is determined by the GM and the 
  specific game). You can also "bluff." A roll to bluff 
  means that you do not reveal any stress in a stressful 
  situation (holding an unloaded gun to a terrorists 
  head, for example). Hard bluffs are at -1 to -3. 
  Expert 
   
  Card Counter: You're good enough that casinos will 
  usually kick you out. You make enough to live on by 
  gambling. You can pull hard bluffs at no negative. 
  Master 
   
  You are a master gambler. You earn a wonderful 
  living playing cards or dice and get +2 to Bluff. 
  36 
  36 
  
   
  37 
   
   
  Hacker 
  Difficulty: Non Combat 
  Stat: RES 
  Description: You are skilled at breaking into systems, finding out 
  about people (tracing them) via the Internet and otherwise using 
  computers for illicit purposes. 
  Beginner  
   
  You can get old games, access to porn sites, and 
  other mediocre internet goodies. 
  Professional  
   
  You can hack web-sites, get latest releases of games 
  off the internet, get credit card numbers, and, with 
  rolls at -2 to -6 access hardened systems.  
  Expert 
   
  You are an expert hacker (ignore -3pts of difficulty 
  modifiers). You can also track people and find out 
  about people on the web. You are adept in social 
  engineering as well and know what dumpsters to look 
  in and how to present yourself on the phone to 
  organizations you want to penetrate. 
  Master 
   
  You can hack hardened military systems. You are 
  capable of getting into anything that has a phone line 
  or network connected to it. 
  Shadowing and Surveillance 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are skilled at following people and keeping out 
  of sight. 
  Beginner  
   
  With a roll, an inattentive person will not notice you 
  behind them for approximately 5 min (roll each 5 
  min). If missed, the person gets a perception roll. If 
  the person is nervous or might have any reason to 
  think or check for followers, their RES is rolled 
  against your skill. If they beat or match your roll, they 
  see you. 
  Professional  
   
  You need roll only once per 30 min. Their perception 
  roll is at -2 to begin with. If you have this skill you can 
  roll against it instead of RES to see if you're being 
  followed (and not at -2). 
  Expert 
   
  As above but they are rolling at -3 and you roll only 
  once every hour. 
  Master 
   
  As above but they roll at -6 and you only roll once 
  every day. 
   
  Streetwise 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You know the streets well. You probably grew up 
  there. 
  Beginner  
   
  You know many common criminals and how street-
  level crimes get committed.  
  Professional  
   
  You are aware of what goes on in the mid-echelon of 
  the underworld. You have some good mid-to-high 
  level contacts and know how to move contraband and 
  fence common goods.  
  Expert 
   
  You have knowledge of unusual crimes, know how to 
  fence exotic goods, and know a really big slice of the 
  players at all levels of the underworld. 
  Master 
   
  You are highly connected. You know everything and 
  everyone that is important in the underground. 
   
  Educational Skills
  Educational Skills
  Educational Skills
  Educational Skills    
  Advanced Education 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You have had some basic schooling above what is 
  the norm for your culture. Usually the GM will allow a MEM roll to 
  know something "most people learn in high school." 
  Beginner  
   
  Excellent primary school education. You can use this 
  skill to replace a MEM roll to know things a "high 
  school student" would know (whatever that translates 
  to in the game culture). 
  Professional  
   
  You may apply the roll to History, Literature, Art, and 
  Philosophy areas. Your knowledge is broad and not 
  deep but is "college level." 
  Expert 
   
  You have an advanced (Ph.D. level) education in one 
  of the above areas. You may also speak a second 
  language. 
  Master 
   
  You are a world-class scholar in all of the above 
  areas. You know the entirety of the breadth of 
  knowledge relevant to the culture you have studied 
  in. You may speak 1 major language for each point of 
  skill-roll above 10. 
  Ancient History 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are skilled in Archeology and Anthropology (yes, 
  dinosaurs are different from early man—if you want to get that 
  complex split this into two skills). 
  Beginner  
   
  You can assist on dig sites, work with exploration 
  teams, and otherwise contribute as a junior assistant. 
  Professional  
   
  You are skilled in the analysis of bones and ancient 
  artifacts from a dig. You speak 1 ancient language 
  and know the details of 1 ancient culture. 
  Expert 
   
  You are an expert: you speak 1 ancient language per 
  point of roll above 10. You are familiar with 1 culture 
  per point of roll above 10. 
  Master 
   
  You know the secrets of vanished cultures and 
  species. You know all ancient languages and all 
  ancient cultures. 
  Lawyer 
  Difficulty: Non Combat 
  Stat: MEM 
  37 
  
   
  38 
  Description: You are trained in law. 
  Beginner  
   
  Para-legal: you can assist and research cases. You 
  understand courtroom procedure and how to file 
  motions and such. 
  Professional  
   
  You are a practicing lawyer. Some cases will be at -1 
  to -6 based on how far outside your general specialty 
  and how difficult they are. 
  Expert 
   
  You are multi-disciplinary: ignore -3pts of difficulty.  
  Master 
   
  As above but ignore -6pts of difficulty. 
   
   
  Research (and Journalism) 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are skilled in research and talking to people. 
  No Skill 
  Anyone can use a library or the Internet without the 
  skill. The difference is in how long information will 
  take to get and how obscure information can be 
  found.  
  Beginner  
   
  Research Assistant: you are skilled in getting 
  information out of a library and other records halls. 
  Rolls can be at -1 to -6 based on the obscurity of the 
  situation.  
  Professional  
   
  You are skilled at getting an interview and tracking 
  down leads. A roll will let the character know how to 
  proceed with a story (note: this is complimentary to 
  Police Procedure Level 3—the knowledge is not so 
  much forensic as knowing journalistic techniques) 
  Expert 
   
  A roll will usually get people talking, even if they are 
  reluctant. 
  Master 
   
  You can interview people without them realizing they 
  are being interviewed. You can get information out of 
  sources that are usually very hostile or difficult to 
  crack. 
   
  Occupational Skills
  Occupational Skills
  Occupational Skills
  Occupational Skills    
  Craft/Artistic/Singing/Music 
  Difficulty: Non Combat 
  Stat: None (may be COR or RES based for some disciplines) 
  Description: You are skilled in a craft, form of artwork, or musical 
  skill. 
  Beginner  
   
  Novice: you can produce basic forms of the art and/or 
  craft. You can't make a living doing it. 
  Professional  
   
  You can produce commercial art, serviceable crafts, 
  play at local night clubs, etc. 
  Expert 
   
  Star: you are a known name in the field. Your crafts 
  are of excellent quality (a musician might have a 
  gold-record alum). You make a very good living with 
  the skill. A musician will have  
  Master 
   
  Super Star: you are a top-class name in the filed. If 
  you are a musician, you have platinum records, 
  coffee table books devoted to you, etc. 
  Drive/Pilot Vehicle/Ride Animal 
  Difficulty: Combat or Non Combat 
  Stat: COR (for steered vehicles—no stat for boats or large 
  starships) 
  Description: You can maneuver a vehicle. Most people can do 
  this to a degree with common vehicles—just having this skill 
  represents some training. There are vehicle combat rules 
  (forthcoming) that define this skill. Some vehicles with fixed guns 
  (fighter aircraft) buy the skill as a combat skill. 
  Beginner  
   
  Basic Training: You can maneuver a difficult vehicle 
  (like riding a horse—something an untrained person 
  may have a very hard time doing). 
  Professional  
   
  Professional Driver: you are trained in defensive 
  driving and advanced vehicle operation. 
  Expert 
   
  Stunt-Driver: you can perform dangerous maneuvers 
  with a vehicle fairly safely (a skidding—controlled 
  reverse, for example). At this level you can "drive 
  anything" or "fly anything." 
  Master 
   
  You are one of the world's top drivers/pilots/whatever. 
  You can routinely do what others find impossible. At 
  the GM's discretion you may extend this mastery to 
  all vehicles. 
  Police Procedure [also Investigator] 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are trained in the skills of a security or police 
  agent. 
  Beginner  
   
  You know procedure: basic rights, arrest procedure, 
  radio call signs, police response times, etc.  
  Professional  
   
  You are a practiced security agent. You can use this 
  skill up to a 12- as a perception roll to spot trouble. 
  You know how to handle a crime scene so as not to 
  contaminate it and how to question witnesses. 
  Expert 
   
  You are a Police Detective (you might also be a 
  private investigator). You know how to look for clues, 
  probe into testimony, etc. A roll should at least give 
  you an idea of where to start.  
  Master 
   
  Cinematic detective: you break cases in under 24 
  hours, make startling deductions, find the most 
  esoteric connections "elementary," etc. 
  Run Business 
  Difficulty: Non Combat 
  Stat: RES 
  Description: You are trained in economics, administration, and 
  other such business skills. 
  Beginner  
   
  Novice: you understand the basic principles of 
  economics (from a working knowledge if nothing 
  else). You can make a small business somewhat 
  profitable with enough successful rolls. 
  Professional  
   
  You are a professional business owner. A major 
  application of this skill is that a roll can determine 
  37 
  38 
  38 
  
   
  39 
  what something is worth.  
  Expert 
   
  You 
  are 
  an 
  expert 
  business 
  owner/administrator/economist. You get asked to help 
  figure out what the effects of things will be on the 
  economy, run a successful large business, or assist 
  in the running of a mega-corp.  
  Master 
   
  You have started and successfully manage a 
  megacorp.  
   
  Military Sciences
  Military Sciences
  Military Sciences
  Military Sciences    
  Climbing/Rappelling 
  Difficulty: Non Combat 
  Stat: AGI  
   
  Description: You can scale walls or rappel down them (or from an 
  aircraft). 
  Beginner  
   
  You are skilled at climbing: climb at 2 yards per 
  second up "normally climbable" surfaces (trees) with 
  a roll. If you can get your hands up on a ledge, a roll 
  will get you over it. 
  Professional  
   
  Using ropes and spikes you can climb a mountain, 
  throw a grappling hook through a window and go up a 
  wall, and otherwise scale surfaces. 
  Expert 
   
  Barehanded climber: you can climb rock surfaces and 
  some buildings barehanded. A roll failed by 5 usually 
  means a fall. A roll failed usually means you are stuck 
  (and a second roll failed may mean badly stuck). 
  Master 
   
  You can scale almost sheer surfaces. It's spooky. 
  You climb anything rational at 4yards per second! 
  Demolitions 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are trained with high explosives. 
   
   
  Beginner  
   
  You can set and use simple explosives successfully. 
  This roll may be substituted for a RES roll to keep 
  from blowing yourself up. 
  Professional  
   
  You are a demolitions expert: you can blow up 
  buildings and bridges with appropriate amounts of 
  explosive (something very difficult to do if you don't 
  know how). 
  Expert 
   
  You can build and/or disarm devious bombs. You 
  know the tricks of wiring and triggers: roll vs. a bomb-
  maker's skill to disarm (or against your skill to create 
  a bomb). 
  Master 
   
  You roll against other's skills of a lower level at +4. 
  Solider Training 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are trained by the military (this assumes modern 
  but can be varied). 
  Beginner  
  You know chain of command, military etiquette, and 
   
  how to conduct yourself in a combat zone. A roll will 
  answer questions about what you should do. 
  Professional  
   
  Special Gear operation: you can make rolls to use the 
  radio, drive military gear, and operate complex 
  weapon systems (guided missiles). Machine guns 
  and man portable rocket launchers require a COR 
  based Combat skill. You can command squad and 
  platoon level operations. 
  Expert 
   
  You are skilled in parachuting, strategy, and tactics 
  as they apply to your branch of the service. You can 
  command company and division level operations. 
  Master 
   
  You can command theater level operations. 
  Stealth 
  Difficulty: Non Combat 
  Stat: AGI 
  Description: You are trained in moving silently and keeping 
  hidden. 
  No Skill 
  Moving at half walking speed will force a PER roll at -
  0 to -3 (based on shoes, carpet, etc.) to hear the 
  character.  
  Beginner  
   
  Walk silently: moving at normal speed, a roll will give 
  listeners a -3 to hear the character. 
  Professional  
   
  When moving with any sort of cover (shadows, 
  hedges, etc.) a roll will give viewers -1 per each point 
  it was made by to see or hear the character. 
  Expert 
   
  You can do sniper-style camouflage. With the proper 
  preparation (a suit) you can get -2x what you make a 
  roll by vs. being seen (even if they are right next to 
  you) so long as you don't move. When moving it's -1x 
  what you make your roll by. 
  Master 
   
  As above but multiply by 2 (so 2x when not moving, 
  4x when still). You're almost invisible. 
  Traps 
  Difficulty: Non Combat 
  Stat: MEM and/or COR 
  Description: You are trained in setting and disarming traps. 
  Disarming a trap requires a COR roll or a skill roll linked to COR.  If 
  a single skill (Traps) linked to COR is taken, it can be done with 
  one roll. Otherwise there is a roll to find the trap and a COR roll to 
  disarm it. 
  Beginner  
   
  You take double negatives for any difficulty modifiers. 
  Professional  
   
  A standard roll to find traps. A COR (or skill linked to 
  COR) to disarm it. 
  Expert 
   
  Disarming is at +2.  
  Master 
   
  Rolls to disarm are at +4. 
  Woodland Lore 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are trained in survivalist skills, navigation (on 
  land), hunting, and tracking. 
  39 
  
   
  40 
  Beginner  
   
  You can provide food for yourself each day with a roll. 
  A roll will get you oriented if you are no more than 
  one day lost (if you miss two rolls in a row, you're lost 
  until you stumble across a trail). It will protect you 
  from rain or start a fire. 
  Professional  
   
  You can provide food for yourself and one other. You 
  can keep protected from very cold or hot weather, 
  and you can orient yourself with a successful roll. You 
  can hunt common game successfully. 
  Expert 
   
  Guide: You can lead parties at double rate through 
  the wilderness. You can supply up to Roll-10 people 
  with food each day (and store the remainder if any). 
  You can hunt exotic and dangerous beasts (safari). 
  Master 
   
  You can support Roll-7 people per day. You travel 
  through the wilderness as though on roads (and lead 
  parties at 3x normal rate). You can locate animals 
  thought to be extinct. 
   
   
   
  Social Skills
  Social Skills
  Social Skills
  Social Skills    
  Courtesan   
   
  Difficulty: Non Combat 
  Stat: MEM  
  Description: You are a member of a government or court. In 
  modern-day this is simply "politics." It involves skill with political 
  machinations, telling when someone is lying, and figuring out 
  other's motives. Rolls may be made against other schemers to 
  guess their next moves or to create political solutions (with as 
  much misdirection as necessary). 
  Beginner  
   
  Heraldry: you know the 'color's of each individual. 
  This means you can make a roll to determine what 
  faction someone belongs to and how that faction 
  behaves. 
  Professional  
   
  You are familiar with the basic political forces and the 
  issues. A roll will let you guess what the most likely 
  move is by a rival politician—or what a workable 
  political solution might be to a given problem. 
  Expert 
   
  Deeper Games: You can create fairly opaque 
  schemes and see through less crafty ones. 
  Master 
   
  Power behind the Throne: you are a master schemer. 
  A roll will tell you a deep amount about other's plans, 
  reveal subterfuge, and can find out traitors. It will also 
  formulate a complicated and threat resistant plan 
  (there are plots within your plots).  
  Diplomat 
  Difficulty: Non Combat 
  Stat: RES 
  Description: You are trained in mediation and arbitration. This can 
  be used to settle disputes, make demands in a pleasant fashion, 
  or talk you way out of getting beat up by angered cycle gangs. 
  Beginner  
   
  A roll will allow you to phrase something that isn't 
  nice in a polite fashion. It's a good skill for a PR 
  person to have when writing letters to angered 
  customers (for example). 
  Professional  
   
  Diplomacy: a roll can cool tempers, bring parties back 
  to the negotiating table, and otherwise smooth over 
  problems.  
  Expert 
   
  Negotiator: You can talk down hostage situations, 
  settle divorces amicably, and resolve international 
  incidents.  
  Master 
   
  You can talk the guy running the bulldozer that's 
  going to demolish your friend's house into laying 
  down in front of his own bulldozer while you and said 
  friend slip off for a drink. 
  Etiquette  
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are trained in the social graces appropriate to 
  your world (or others!) 
   
   
   
  Beginner  
   
  Basic Etiquette: you know which fork to eat with, 
  good table manners, how to approach the arch-duke, 
  etc. 
  Professional  
   
  You are a smooth courtesan. A roll can be used to 
  send subtle signals, compliment a host or hostess in 
  a classy fashion, or otherwise blend in smoothly with 
  high society. 
  Expert 
   
  Your excellent tastes make you appear to be a 
  person of exquisite class. You know when to break 
  the rules and when to follow them. You can show up 
  rivals with a contest of skills. 
  Master 
   
  You can apply your etiquette to situations you've 
  never been in before. You have an instant grasp of 
  other culture's social morays.  
  Interrogator  
   
   
  Difficulty: Non Combat 
  Stat: MEM or WIL 
  Description: You are skilled in extracting information from people 
  (it is also used to help resist intimidation. The tact by which one 
  gains the target's confidence is the Con Artist skill. This skill is the 
  more abrupt use of pressure without resorting to physical abuse. 
  Using the Charisma rules and intimidate attempts will assist with 
  this skill. Usually the skill is rolled against the target's WIL or the 
  target's Interrogator skill (both parties roll and the one who 
  succeeds by more wins).  
  Beginner  
   
  A roll will allow the character to apply basic pressure 
  tactics to good effect ('good cop/bad cop'). It will get 
  information out of low level criminals. 
  Professional  
   
  A roll will let an interrogator distinguish truth from lies. 
  A hardened subject may not talk much—but what he 
  or she gives up will be verified (roll vs. WIL, a win by 
  3+ will detect a falsehood). A win by +0 to +3 will 
  crack a moderately resistant subject. A win by +4 to 
  +6 will crack a career criminal. A win by +7 will crack 
  a hardened subject.  
   
  In normal conversation, a skilled interrogator can get 
  information out of a subject with a roll vs. RES (the 
  interrogator simply presses and seems interested). 
  This is a useful skill for journalists. 
  Expert 
  A +3 win will crack a career criminal. A +5 win will 
  39 
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  41 
   
  crack a hardened subject. Falsehoods are detected 
  on a win. The interrogator will spot subtle flaws in a 
  target's story. 
  Master 
   
  A successful roll will crack just about anyone. 
   
   
  Revelry 
   
   
  Difficulty: Non Combat 
  Stat: MEM or CON 
  Description: You are an experienced party animal. In addition to 
  being fun at the bar, you can really handle your alcohol. NOTE: in 
  the JAGS system there are specific rules for being intoxicated 
  should you want them. 
  Beginner  
   
  You hold liquor a little better than normal. You're 
  known at the local pub. 
  Professional  
   
  When you show up the party starts. You can drink a 
  lot and still get everyone home safe. In the right 
  circumstances you'll quickly be known as a hero of 
  happening parties! 
  Expert 
   
  You are the life of the party. You get invited to high 
  society events because when you're there it rocks. 
  You can drink prodigious amounts. 
  Master 
   
  You function better drunk than sober. You are 
  renowned for your ability to handle alcohol. 
  Showmanship 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are trained in putting on a great performance. 
  This skill is the compliment to, for example, Musical Instrument—
  the craft skill is the raw talent. The Showmanship roll is the rest of 
  the performance. This is also the skill to be a standup comic.
   
   
   
  Beginner  
  You put on a decent (if not too varied) show. This can 
   
  get applause at local night clubs. 
  Professional  
   
  You are a skilled performer. You can play medium 
  sized venues, open for title acts, etc. A professional 
  level showmanship roll will make up for a lack of real 
  talent a lot of the time. This roll will allow you to be 
  charmingly or at least interestingly theatrical (whether 
  on stage or, say, when getting bad service in a 
  restaurant). 
  Expert 
   
  You are an expert performer. You play large venues. 
  You can make a great living on your stage presence. 
  In smaller groups you can exude charisma with a 
  proper roll. 
  Master 
   
  You are world class. You play Carnegie Hall. You 
  have fans, etc.  
  Vamp 
  Difficulty: Non Combat 
  Stat: MEM 
  Description: You are skilled at the sexual come-on. This can be 
  used to get people to let their guard down, "score" with the 
  opposite sex, or otherwise seduce targets. 
   
   
  Beginner  
   
  A roll will get you further than you would otherwise 
  get—but it’s usually clear to the target you're trying a 
  come-on (but it’s a good one!) 
  Professional  
   
  You can figure out how to present yourself so that 
  your target will be interested. Some targets are very 
  tough to work (marines in an embassy, for example). 
  These are at -1 to -6. Targets that are not difficult to 
  seduce (nerdy scientists, for example) can be 
  pumped for information with a successful roll and a 
  few nights of work. 
  Expert 
   
  You ignore -3pts of difficulty. You can get information 
  out of targets that are difficult to crack. 
  Master 
   
  You are a master/mistress of seduction. Men/Women 
  fall into your arms and you can barely stop it. You 
  hear about all sorts of stuff you don't want to know. 
   
  41 
  
   
  42 
   
  JAGS
  JAGS
  JAGS
  JAGS2222 C
   C
   C
   COMBAT
  OMBAT
  OMBAT
  OMBAT    
  One of the most exciting elements in traditional roleplaying is combat and, 
  in most RPG's, it's also the way characters are most likely to get killed. 
  The combat rules in JAGS2 allow you to play out second-by-second shoot-
  outs, sword fights, or martial arts battles. The body of the JAGS system 
  has (or will have, as it evolves) more such rules for car chases, 
  "cyberpunk" hacking, mind duels, and similar such key-points of exciting 
  resolution in the game (again, as they are traditionally played). 
   
  Here are the rules for running combat: 
  Step One: Roll Initiative
  Step One: Roll Initiative
  Step One: Roll Initiative
  Step One: Roll Initiative    
  When it becomes clear that someone's gonna make a move combat has 
  begun. The GM will ask for everyone to roll Initiative. This is a roll against 
  your Initiative (which is equal to your REA unless you have some 
  modifiers like Natural Fighter … or Cybernetics). When asked you tell the 
  GM how much you made it or missed it by. 
   
  The character who makes his or her roll by the most acts first, and so on 
  in order. If there is a tie, the higher REA value acts first. If those are tied, 
  roll one dice for each person in the tie and the highest value acts first 
  (keep rolling if those are tied). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Example of Initiative 
  Three people are in a fight: Fred, Sid, and Nancy.  
  Fred:  
  REA 13 
  Sid: 
  REA 12 
  Nancy 
  REA 12 
   
  The GM takes a sheet of scrap paper and draws a chart: 
  Round 
  FRED 
  SID 
  NANCY 
  Round 1 
   
   
   
   
  He then calls for Initiative rolls. Fred rolls a 10, Sid rolls a 10, 
  Nancy rolls a 15.  Fred made his roll by 3. Sid made his roll by 
  2. Nancy missed her roll by 3. As the players call out their 
  numbers the GM jots them down: 
   
  Round 
  FRED 
  SID 
  NANCY 
  Round 1 
  +3 
  +2 
  -3 
   
  Thus, Fred will act first, followed by Sid, followed by Nancy. 
  Z JAGS has a lot of (we think) cool 
  options for the combat system. For one 
  thing, weapon speeds are handled by 
  making a strike with an Axe cost more 
  REA than a strike with a sword—we 
  find that's more balanced (the Axe 
  does more damage). 
   
  Here we've simplified that somewhat. 
  These sidebars will contain some of 
  the more complicated options from the 
  full JAGS rules set which can help with 
  some circumstances in the game. 
   
  Waiting 
  Let's say you win Initiative but you 
  don't know what you want to do yet. 
  You have the option of waiting. When 
  waiting you simply delay taking your 
  action until you decide to. Any time 
  before someone slower starts their turn 
  (usually done by declaring an action) 
  you can take your turn. You must then 
  take your whole turn until you end it. 
   
  Ending Your Turn 
  ("saving blocks") 
  When you run out of REA to spend, 
  your turn is over—but let's say you 
  want to strike one guy and then block 
  two slower people's attacks? You 
  simply roll for the strike—and then say 
  "I'm ending my turn."  
   
  For the rest of that round you can take 
  any Short action you want—but no 
  more strikes or moves. 
   
  Six Second Turns 
  In JAGS2 Combat Rounds are six 
  seconds long for the same amount of 
  REA expenditure. The big difference is 
  that instead of getting one second of 
  movement, you usually get 3 (and you 
  can get all six for running flat-out if you 
  take some other penalties). 
   
  The rationale for this was that six-
  second rounds are more cinematic in 
  nature (allowing for longer movement). 
  For more dynamic movement options 
  look at JAGS Fast Company. 
  42 
  
   
  43 
  ! 
  Step Two: Taking Your Turn
  Step Two: Taking Your Turn
  Step Two: Taking Your Turn
  Step Two: Taking Your Turn    
  When it is your turn to go (Fred's turn comes first in the above example), 
  you get to act. You may strike, shoot, run-away, whatever. Note: you can 
  always do things like talk (and although each round is 6 seconds in theory, 
  if the GM wishes to expand the amount of discourse allowed as poetic 
  license, there's no mechanical problem with that). 
   
  When you take your turn, you spend REA to "buy actions" (you get it all 
  back at the beginning of next turn). What kind of actions can you buy? 
  How much do they cost? Here's the chart: 
   
  General Actions Chart 
  Action 
  Type 
  REA Cost 
  Block (parry) strike with shield or weapon 
  Short 
  3 
  Dodge strike or shot 
  Short 
  3 
  Hit the deck (dive for cover) 
  Short 
  8 
  Attack  
  Medium 
  5 
  Draw a weapon/Grab something 
  Medium 
  5 
  Grab Someone 
  Medium 
  5 
  Take a step, change facing 
  Medium 
  5 
  Start running/run away 
  Long  
  8 
  Keep on running if running the past second 
  Long 
  5 
  Aim Gun 
  Varies 
  3,5, or 8 
  Feint with a HTH Attack 
  Varies 
  5 or 8 
  Defuse a bomb, pick a lock 
  Varies 
  Varies 
   
  Acting Out of Turn (Reaction):    When someone declares an 
  action that affects you directly (this is spelled out more clearly in the side bar: What Can I 
  Respond To?) you may take an action of a faster Type (a Short blocking action may be 
  taken as a reaction to a Medium attack, a Medium Strike may be taken against someone 
  doing a Long Move action, and so on). 
   
  SHORT Actions: These are commonly called "defensive" actions and can 
  be taken in response to someone's medium action. That is, if someone 
  says, "I strike you with my sword." You can take a "Block" action to parry 
  the blow. 
   
  MEDIUM Actions: Medium actions are the strikes, steps, and advances 
  and retreats of combat. When it is your turn to go, you can take several 
  actions for as much REA as you have to spend. 
   
  LONG Actions: Running into and out of combat is a Long Action (if you 
  charge someone, they will get a Reaction move to hit you on the way in, 
  for example). 
  Example of Taking Actions In 
  Combat 
  Johan, a warrior with a 12 REA gets 
  to go. Here are some of his options: 
   
  Moves 
  REA 
  2 Strikes 
  5+5 
  1 strike, 2 
  blocks 
  5 + 3 + 3 
  Block and then 
  run away 
  3 + 8 
    
  Optional Uses for 
  Extra REA 
  If my character has a 12 REA and I 
  choose 2 strikes, the cost is 10pts—I 
  have 2 REA left. That's not enough to 
  block … or move … or anything. 
   
  That’s under the standard rules—
  however, there are some optional 
  rules that can assist with that. 
   
  Full Swing: +3 REA, +2 Damage.  
   
  Retreating Block: +2 REA, -2 to be 
  hit or +2 to block. You lose ground 
  and the attacker gains ground. 
   
  Side Step: 2 REA, -1 to be hit for 
  entire turn. You spend a little REA 
  "moving sideways" and you are at an 
  additional -1 to be struck by Hand to 
  Hand attacks for the rest of the turn. 
  This is a Medium action (you can 
  only declare it on your turn). 
   
  What Can I Respond 
  To? 
  Response actions can be taken to 
  any action that "affects you." That 
  could be a strike directed at you, 
  someone moving to engage you (or 
  just moving into range) etc. There are 
  some gray areas: if someone makes 
  a long move towards a large bomb to 
  set it off, probably everyone in the 
  room can fire. If someone is running 
  away from combat with someone 
  else it's not so clear—it's a GM's call. 
  Usually you can't block strikes 
  directed at someone else … but even 
  that's (cont’d) 
  43 
  
   
  44 
  How To Resolve Attacks
  How To Resolve Attacks
  How To Resolve Attacks
  How To Resolve Attacks 
  When you decide to attack, select a target and roll to hit. The roll to hit is 
  against your Weapon Skill or AGI (for hand to hand strikes) or COR (for 
  ranged or thrown weapons). There may be some negative modifiers: 
   
  Attack To-Hit Modifiers 
  � AGI BONUS 
  If you are not tied down, mobile, and aware of an attack you are at 
  -1 to be hit for each point of AGI above 10 by hand to hand 
  attacks. This is halved (round down) for ranged attacks. 
  � 
  TARGET 
  SIZE 
  Small targets are at -1 to be hit for each ½ man-size and +1 to be 
  hit for each 2x man-size. 
  � 
  TARGET 
  SPEED 
  Each 15mph of speed gives a -1 to be hit. 
  � 
  RANGE 
  MODIFER 
  Further away targets are hard to hit (by ranged attacks). Ranged 
  weapons have a "range" stat (for handguns it is -1/5 yards). For 
  each [range] number of yards the target is at -1 to be hit. 
  � 
  VISIBILITY 
  MODIFIER 
  If light conditions are bad (or there's fog or smoke) the GM will call 
  for a Perception roll at the start of each round at a given negative 
  (-3 for smoke). If you miss it you fight at that negative for the 
  round. 
   
   
   
   
   
   
   
   
   
   
   
   
  How To Resolve Blocks and Dodges
  How To Resolve Blocks and Dodges
  How To Resolve Blocks and Dodges
  How To Resolve Blocks and Dodges    
  When trying to defend against an incoming attack you may either Block or 
  Dodge (hitting the deck is a somewhat more advanced option). To perform 
  a block or dodge, spend the appropriate REA (3 to Block, 5 to Dodge 
  unless you have Expert or Master level Acrobatics skill) and roll against 
  either AGI or your Weapon's skill Block Score (usually something like 
  Skill-1 … see the Melee Weapon's Skill). 
   
  If your Block Roll matches or exceeds the amount the attacker made 
  their weapons skill roll by you deflect it. 
   
  Ranged attacks are at -4 to be blocked or dodged unless you are 
  using a shield. 
  What Can I Respond To Cont'd. 
  not so clear. If you are "declared as a 
  bodyguard" for someone (and are 
  generally right next to them and 
  being attentive) then the GM would 
  probably be correct in allowing you to 
  block incoming attacks aimed at 
  them. 
   
  Covering the 
  Doorway 
  The rules allow someone with a 15 
  REA to Step (into view), Fire (shoot a 
  weapon) and Step behind cover. 
  They can do this each turn and 
  because each move is a Medium 
  action no one can respond by 
  snapping a shot off.  Here are some 
  solutions to this 'problem.' 
   
  1) Waiting: Although under the 
  general rules you can't interrupt 
  anyone's turn with yours, an 
  optional rule is to allow you to 
  simply interrupt actions. If you 
  don't shoot until they declare 
  "and I step back behind the 
  wall," too-late. You missed your 
  chance. But if you are waiting 
  and wish to take your turn after 
  their initial step into view, that's 
  fine. 
  2) A "Covering" Action: As an 8 
  REA Long Action you can cover 
  a target or doorway. Then, 
  once, you can Respond to a 
  Medium action with a Medium 
  action. That means that if a 
  person is covered and says "I 
  shoot at the guy with the gun on 
  me," you can respond with "I 
  shoot him first." 
   
  Blocks and Dodges 
  If an attacker makes his roll by 5 you 
  have to block or dodge by 5. Even if 
  you're at -4 to be hit and he'll only 
  have "hit you by 1" you are rolling 
  against his weapon skill not his 
  weapon skill after all the to-hit 
  modifiers. For best results, when 
  running combat, shout out "Hit by 5" 
  (or whatever) and then the block roll 
  is rolled ("blocked by 4—the attack 
  hits!") and then compute what you 
  actually hit by ("his AGI Bonus was -
  2 so you hit by 3"). 
  Example: a soldier has a 13- Shoot Gun skill (infantry rifle). It has a Range score of -1/100 yards. He 
  attempts to shoot an enemy solider running towards him.   
  1. 
  The incoming soldier has an 11 AGI. That is -0 to be hit at range (but -1 in Hand to hand combat) 
  2. 
  The enemy soldier is man-sized. There is no size modifier. 
  3. 
  The enemy soldier is running at about 6 yards a second—that's roughly 12mph. No modifier for speed. 
  4. 
  The enemy is about 50 yards away—a long distance for a handgun but no problem for a rifle. 
  5. 
  The day is clear: there are no visibility modifiers. 
   
  The roll is a 13: this is a success (albeit barely one) and the solider is hit. A roll of a 14 or higher would miss.  
   
  44 
  
   
  45 
  Resolving Moves
  Resolving Moves
  Resolving Moves
  Resolving Moves    
  A Move is the action you declare when you want to get somewhere 
  (charging into or out of combat is a common reason—moving to attack a 
  distant opponent is another). There are two kinds of moves: the Step and 
  the Full Move. 
   
  The Step is a 5 REA Medium action. It moves you roughly 1-2 yards (in 
  JAGS this is more specifically spelled out) and allows facing changes. It is 
  a sort of "generic move around in combat action." Other combatants may 
  not take an attack as a Reaction to a Step. 
   
  The Full Move is a different story. It costs 8 REA to start the move and 5 
  over subsequent turns to keep going. No matter how much REA is paid for 
  it, though, it is a long action. 
   
  Other similar actions: 
  • Stand up from completely prone: Two 5-REA Medium actions. 
  • Stand up from "knocked down," or down on one knee: 5 REA 
  Medium Action. 
  • Close or Open A Door: 5 REA Medium Action 
  • Step or duck behind a wall (if right next to it): 5 REA Medium  
  Action 
   
  Distance Moved: In most combat situations a Move action takes you up 
  to 3x your move-per-second. JAGS2  Combat rounds are 6 seconds long 
  and you can technically run 6x your move (if you’re in a track and field 
  event, for example)—but you lose all your AGI modifier against being hit 
  and are at an additional +2 to be hit if someone aims or is striking you in 
  hand-to-hand combat as you go by. 
   
  Resolving Grapples
  Resolving Grapples
  Resolving Grapples
  Resolving Grapples    
  If you decide to Grab or “Wrestle” (Grapple) with someone, use these 
  rules. 
  1. You roll to hit using AGI or an unarmed combat skill. 
  2. If they want to “Grapple you back” they must spend 5 REA then 
  and there. 
  3. If they don’t “grapple you back” you roll assuming they rolled a 10. 
  If they do, you both roll. 
  4. If it’s a tie, you have each other Grabbed (that is, your hands are 
  on them—but you aren’t hindering their action other than 
  movement). 
  5. If both parties were grappling (both spending REA) then whoever 
  won can choose an effect off the chart below. 
  Advanced Moves 
  Here are some optional rules for 
  more dynamic combat! 
   
  Free Step: If a character makes 
  his Initiative roll by +5 or more (i.e. 
  a character with a 12 REA rolls a 7 
  or less) then he gets a free step 
  with any attack (the step must be 
  in the direction of the attack). This 
  can also be a free change of 
  direction—or anything else a move 
  action can be used to do). 
   
  Charge: A character may Charge 
  into Combat. This costs 10 REA. 
  The character makes up to a full 
  move and finishes with a standard 
  strike for +1 damage. If the target 
  attacks on the way in (it’s a Long 
  Action) then the target may not 
  block the strike—so it's his 
  choice—an un-blocked attack on 
  the charger—or a block against 
  the attack! 
   
   
   
   
  Z JAGS has a complex, intricate 
  grappling and ground fighting 
  system. This is a little piece of it. If 
  it interests you—and it makes 
  certain martial arts like Jujitsu 
  worth checking out, take a look! 
   
  Battle Maps 
  We tested a game using plastic 
  miniatures and a battle map (it was 
  fantasy). For that game I stated 
  that a “step” was “three squares” 
  where as a full move was 3x the 
  character’s move in yards—
  translated to squares (so like 18 
  squares). 
   
  Since the squares were “five feet” 
  this effectively changed everyone’s 
  movement rates. We didn’t worry 
  about it and I suspect that if you 
  are worried about that level of 
  accuracy in translation that you 
  look at JAGS which has some 
  more intense rules (and 1-second 
  combat turns of the same game-
  mechanics length). 
  45 
  
   
  46 
  6. If you lost but they didn’t “grapple you back” then they can only 
  choose “break the grapple” as a move. 
   
   
  Won by 
  Tie 
  1 to 4 
  5 to 9 
  10+ 
  Effect 
  Grabbed but not grappled 
  Minor Edge 
  Major Edge 
  Critical Edge 
   
   
  Grabbed: Neither party can move without either breaking the Grab first or 
  spending the REA to move and then scoring a Major Edge (in which case 
  the loser is dragged along). Both parties lose their AGI bonus vs. being 
  hit. 
   
  Break Grab or Break Grapple Attempts: This costs 5 REA and allows a 
  roll. The roll must be equal to the success level of the hold (so a Clinch is 
  broken with a Minor Edge). 
   
  Minor Grappling Edge: 
  Tie Up or Free Weapon Arm: A weapon can be neutralized until it is 
  freed. 
  Clinch: You can clinch your target (draw them close) so that they are at -3 
  to hit you (you can’t hit them while clenching). 
   
  Major Grappling Edge: 
  Take Down: Both parties fall down. Characters are at -3 to attack from the 
  ground and at +2 to be hit. 
  Hold: A held character cannot use a weapon save for bio weapons or 
  other innate attack forms. All attacks launched by either party in a Hold 
  are at -4 to the Damage Modifier roll. 
   
  Critical Edge: 
  Pin: A pinned character can (usually) take no action other than making an 
  attempt to break the pin. No attacks that require physical movement are 
  useful. 
   
  NOTE: In the full JAGS rules many more possibilities exist. 
   
  Improving a Grapple 
  If you grapple and get the same 
  “edge” you had, you can twice in a 
  row you can improve it (go from a 
  clinch to a Hold, or a Hold to a 
  Pin). 
  46 
  
   
  47 
   
  Resolve "Aim Weapon" and Feint Actions
  Resolve "Aim Weapon" and Feint Actions
  Resolve "Aim Weapon" and Feint Actions
  Resolve "Aim Weapon" and Feint Actions 
  Ranged weapons (or thrown ones) can be aimed. Taking a 3 REA short 
  action gives +1 to hit. A 5 REA Medium Action gives +2, and an 8 REA 
  Long Action gives +3 (note: if you take a Long Aim action your target will 
  get a Reaction move to shoot back—before you fire--if he has the REA to 
  spend). Once a single shot is fired the Aim bonus is gone. 
   
  A Feint with a HTH attack is similar to "Aim." The extra REA is spent for a 
  greater chance to hit. Spending 5 REA gives +1 to hit. Spending 8 REA 
  gives you +2 to hit—and if your opponent attacks you, he does not get a 
  block. 
   
  Resolve A Hit the Deck Action
  Resolve A Hit the Deck Action
  Resolve A Hit the Deck Action
  Resolve A Hit the Deck Action    
  If you absolutely have to get out of the way of an explosion or other such 
  attack, you may take an 8 REA "hit the deck" action to do a rolling dive for 
  cover. This action is a short 4 yard move that leaves completely prone 
  (Two 5 REA Medium action to stand up). This move requires that you 
  make an REA roll and beat the Initiative score of your attacker—otherwise 
  they get to shoot you as you dive—but at -2 to be hit. 
   
  Resolve Drawing a Weapon
  Resolve Drawing a Weapon
  Resolve Drawing a Weapon
  Resolve Drawing a Weapon 
  Normally drawing a weapon is a 5 REA Medium action—however Expert 
  (Level 3) weapon users can perform a Quick Draw for 0 REA if they make 
  a skill roll. If they fail the roll the weapon is drawn for 5 REA (you must 
  have 5 REA to try a Quick Draw). 
   
  Special Strikes: Kicks and Crosses
  Special Strikes: Kicks and Crosses
  Special Strikes: Kicks and Crosses
  Special Strikes: Kicks and Crosses    
  Here are some optional rules to add more flavor to unarmed combat: kicks 
  and crosses.  
   
  Kick: A kick costs 6 REA and is at -1 to hit. It hits for +2 Base Damage. 
   
  Cross: A "right cross" (also could be a haymaker or uppercut) may be 
  thrown once a turn (even if you have the REA for more). After throwing it, 
  you are at +1 to be hit and -1 to block attacks until you get to go on your 
  next turn. A Cross does +1 Base Damage. 
   
  Optional Rule: 
  Weapon Reach 
  If you have a dagger, you have a 
  disadvantage against someone with 
  a broadsword—weapon reach rules 
  are not necessary for many 
  games—but we'll touch on them 
  here in case you want to use them. 
   
  Ranges: 
  Short, Medium, and Long. 
   
  Short: Daggers, Short swords, 
  punches, unskilled kicks. Range is 1 
  yard. 
   
  Medium: Broadsword, axes, 
  maces. Any kick from a level 3 
  Martial Artist or Brawler. Range is 2 
  yards. 
   
  Long: Staves, pole arms, 2-handed 
  weapons. Range is 3 yards. 
   
  Combat usually starts with 1 yard 
  between the tips of the weapons: 
  two unarmed fighters will be 1 yard 
  apart (note: that doesn't mean their 
  feet are 1 yard apart—just that the 
  space between their fists—in the 
  ready position are 1yard distance. 
   
  If combat starts further away (say 
  two duelists facing each other at 3 
  yards distance) then they'll have to 
  take some actions to get in striking 
  range. That could be a Long action 
  move—or a series of steps. 
   
  If a karate expert (Level 3 Martial 
  Arts) is 2 yards away from a normal, 
  unarmed man, he can kick his target 
  immediately on his turn. The 
  unarmed, untrained man must take 
  a Step action to get in close. 
   
  Weapons in Close 
  Combat 
  If you grab a person with a Medium 
  weapon, it is at -2 to hit and -2 to 
  the damage modifier roll. Long 
  Reach weapons are useless until 
  the Grab is broken. Short weapons 
  suffer no penalty (so if you have a 
  knife, get in close!) 
  47 
  
   
  48 
   
  Weapons In JAGS
  Weapons In JAGS
  Weapons In JAGS
  Weapons In JAGS2222    
  Weapons, whether they be swords and axes or assault rifles and hand 
  grenades … or lasers all have some common characteristics. Here are the 
  rules for using weapons in JAGS2! 
   
  Melee Weapons
  Melee Weapons
  Melee Weapons
  Melee Weapons    
  Melee Weapons use the Melee Weapons skill or AGI to hit (if you don't 
  have any points in skill, double all negative modifiers to hit a target, 
  including AGI bonus). 
  Weapon 
  Damage 
  STR 
  Min 
  Att  
  Lvl1 
  Att  
  Lvl 2 
  Att 
  Lvl3 
  Att  
  Lvl 4 
  Reach 
  Notes 
  Small Knife 
  +2 PEN 
  None 1 
  2 
  3 
  4 
  Short 
   
  Large Knife 
  +3 PEN 
  None 1 
  2 
  3 
  4 
  Short 
   
  Short Sword 
  +4 PEN 
  9 
  1 
  2 
  3 
  3 
  Short 
   
  Broadsword 
  +6 PEN 
  11 
  1 
  2 
  2 
  3 
  Medium 
   
  2Hand Sword 
  +8 PEN 
  12 
  1 
  1 
  1 
  2 
  Long 
   
  Axe 
  +7 PEN 
  12 
  1 
  1 
  2 
  2 
  Medium 
  May be thrown 
  Battle Axe 
  +8 PEN 
  11 
  1 
  1 
  1 
  1 
  Long 
   
  Great Axe 
  +10 PEN 
  14 
  1 
  1 
  1 
  1 
  Long 
  Requires 13+ STR 
  Spear 
  +5 PEN 
  10 
  1 
  2 
  2 
  2 
  Long 
  May be Thrown 
  Club (baton) 
  +4 IMP 
  10 
  1 
  2 
  2 
  3 
  Medium 
   
  Hammer/Mace 
  +9 IMP 
  12 
  1 
  1 
  1 
  1 
  Medium 
   
  Great Maul 
  +12 IMP 
  14 
  1 
  1 
  1 
  1 
  Long 
  Requires 13+ STR 
  Baseball bat 
  +6 IMP 
  10 
  1 
  2 
  2 
  3 
  Medium 
   
  Morning Star 
  +8 IMP 
  11 
  1 
  1 
  1 
  2 
  Medium 
  -2 to be blocked 
  Staff 
  +5 IMP 
  10 
  1  
  2 
  3 
  4 
  Long 
  Must have Staff Skill 
  Damage: This is the amount that is added to your Strength damage. PEN 
  means the damage is Penetrating (sharp), IMP means the damage is 
  Impact damage (blunt). 
   
  STR Min: If your STR is below this, you may not use the weapon. 
   
  Attacks: Although you must have the REA for each attack you make (5 
  REA per attack) weapons can still only make so many attacks per turn. 
  This is based on your Melee Weapons (or Staff or Knife or whatever) skill 
  level. For example, a Level 3 Melee Weapons fighter with 15 REA can 
  make 2 strikes with a broadsword, 3 strikes with a Short sword, or 1 strike 
  with a Battle Axe (even though he can theoretically pay for more). 
   
  Reach: Reach is an optional rule (See sidebar). It's essentially yards of 
  striking distance. 
  Weapons Usage 
  Example 
  A warrior with a 13 STR wields a 
  broadsword (+6 Damage). The 
  warrior's punch damage is 3 (STR-
  10) and the broadsword's is +6. The 
  total damage is 9.  
   
  Because the broadsword's damage 
  is Penetrating, the total damage is 
  penetrating!  If the warrior picks up a 
  Great Maul, he'll do 15 Impact 
  Damage! 
  48 
  
   
  49 
  Guns and Bows
  Guns and Bows
  Guns and Bows
  Guns and Bows    
  Guns are a little simpler. Guns do Penetrating damage. They hit with COR 
  or Shoot Gun/Bow skill.  
   
  Auto-Fire: Firing a weapon on full-automatic is a 10 REA action. It gets 
  the listed number of attacks for the weapon. Alternately one attack can be 
  exchanged for a +2 to hit. 
   
  Shotguns: Shotguns' damage is halved against any armor. Shotguns get 
  +2 to hit (but that is not added to the to-hit roll for damage). 
   
  Recoil: Every additional shot in a turn takes a negative to-hit modifier due 
  to recoil. For machine guns or other mounted weapons, the recoil modifier 
  is reduced by 1 if the user is Level 3 and ignored if Level 4. 
   
  Basic Gun Table 
  Weapon 
  Damage Range 
  ROF 
  Recoil Clip Notes 
  Small Pistol 
  4 
  -1/4y 
  2s / sec 
  -0 
  6 
  Hold-out gun 
  Standard Pistol 
  6  
  -1/5y 
  2s / sec 
  -0 
  9 
  9mm 
  Large Pistol 
  9 
  -1/7y 
  2s / sec 
  -1 
  6 
  .45 ACP 
  Huge Pistol 
  13 
  -1/8y 
  2s / sec 
  -2 
  6 
  .357 Desert Eagle 
  Massive Pistol 
  15 
  -1/9y 
  2s /sec 
  -3 
  6 
  .44 Automag 
  .22 Rifle 
  21 
  -1/50y 
  2s / sec 
  -0 
  8 
  Small hunting shell 
  .30-.06 Rifle 
  31 
  -1/100y 
  2s / sec 
  -1 
  8 
  Medium game shell 
  Huge Rifle 
  50 
  -1/150y 
  2s / sec 
  -2 
  8 
  Big game shell 
  Sub Machine Gun 
  9 
  -1/15y 
  4 attacks 
  -0 
  32 
  M-11 
  Heavy SMG 
  12 
  -1/20y 
  4 attacks 
  -1 
  32 
  Hekler and Koch MP5 
  Assault Rifle 
  24 
  -1/50y 
  3 attacks 
  -0 
  16 
  M16 
  Machine Gun 
  40 
  -1/100y 
  3 attacks 
  -1 
  -- 
  Belt fed M60 
  Heavy MG 
  80 
  -1/200y 
  3 attacks 
  -2 
  -- 
  Belt fed .50 – cal 
  Shotgun 
  24 
  -1/20y 
  2s / sec 
  -2 
  8 
  Pump shotgun 
   
  Bows 
  Bows have a STR. If the user's STR is less than that, it takes an additional 
  second to fire the bow for each point below. Note that for modern day 
  bows the Pull is reduced by 2. The rate of fire of a bow is based on the 
  Level of the attacker. 1/2s means 1 shot every 2 seconds. Each second of 
  loading takes a 5 REA Medium action. 
  Bow 
  Damage Lvl1 
  Lvl2 Lvl3 Lvl4 Range 
  Pull (STR) 
  Light Crossbow 
  8 
  1/3s 
  1/2s 1/2s 1/1s -1/15y 
  9 
  Heavy Crossbow 
  11 
  1/3s 
  1/2s 1/2s 1/1s -1/15y 
  11 
  Short bow 
  7 
  1/3s 
  1/2s 1/1s 2/1s -1/20y 
  9 
  Long bow 
  9 
  1/3s 
  1/2s 1/1s 2/1s -1/20y 
  11 
  Heavy Long Bow 
  12 
  1/3s 
  1/2s 1/1s 2/1s -1/20y 
  14 
  49 
  
   
  50 
  Damage In JAGS
  Damage In JAGS
  Damage In JAGS
  Damage In JAGS2222    
  Bodily damage is the usual result of a hit with weapons, explosions, falls, 
  etc. Here is how to calculate damage and its effects. Note: the regular 
  JAGS rules contain special rules for electricity and fire and damage to 
  non-living objects (machines, animate skeletons, battle mecha, etc.) 
  These rules are more streamlined. 
   
  Here's a basic overview of how the damage system works: 
  � Every weapon/attack or hazard has a Base Damage Number. 
   
  ! 
  There are two types of damage Penetrating, (PEN) which 
  is cutting and stabbing weapons, and Impact (IMP) which 
  is blunt damage (falls, fists, clubs, etc.) 
   
  ! 
  With hand to hand weapons you add the weapon's 
  damage to your Base Damage (bigger, stronger people 
  do more damage with swords than smaller, weaker ones). 
  � 
  Both types of damage have a multiplier chart: you roll on the 
  chart (a standard JAGS Roll) and that gives you either a positive 
  or negative multiplier. 
   
  ! 
  When "rolling for damage" (on the damage charts) you 
  add the amount you hit by to what you roll. Better hits tend 
  to do more damage. 
   
  ! 
  If you hit by 4 or more with a PEN damage weapon, the 
  number you hit by is doubled (a hit by 4 adds +8 to the 
  number rolled when looking on the Penetration Damage 
  chart!). This assumes you hit “vital targets” on the subject. 
  � 
  Armor's Damage Resistance is subtracted from the computed 
  damage. 
   
  ! 
  If a PEN attack hits armor, the armor's wearer gets an 
  Armor Save roll to "prevent penetration"—if this roll is 
  successful the damage is rolled as Impact (much less 
  serious). 
  � 
  The remaining damage (if any) is kept track of and compared to 
  the Damage Point number of the target. 
  � 
  The target (if a living being) makes a CON roll to see how well it 
  took the damage (this may result in it being killed). The more 
  damage the target has taken and the amount of the damage 
  compared to the standard DP number determine how “dire” the 
  roll is. This is explained in the Damage section. 
   
  Non-Living Objects 
  In JAGS2 non-living objects don't 
  make CON rolls—they just take 
  damage. Usually a machine will 
  have two Damage Point values: 
  Total DP and "Core Systems" DP.  
   
  Total DP is what it takes to wreck 
  the entire object. 
   
  Core Systems is what it takes to 
  disable it. 
   
  Shots that hit by 4+ will hit the 
  Core Systems. Shots that hit by 0-
  3 will strike Core Systems on a roll 
  of a 5 or a 6 on 1 die. 
   
  When either amount is gone, the 
  object stops functioning. This is a 
  simplification, of course, but a 
  quick one that works fairly well (we 
  hope). 
   
  Types of Damage? 
  Is Fire the same as electricity? 
  How about lasers vs. shotguns? Is 
  it all the same?  In JAGS2 the 
  answer is yes—but JAGS has 
  some variance in damage types 
  that might appeal to you. 
   
  Healing 
  Characters heal a Minor Wound or 
  less of Impact Damage at 1pt per 
  minute.  
   
  A Minor to Major Wound of Impact 
  damage at 1pt per hour. 
   
  A Major Wound or above of Impact 
  Damage at 1/10th DP per day of 
  rest with a CON roll. 
   
  Penetration damage is all healed 
  at 1/10th DP per day of rest with a 
  CON roll. 
   
  Other healing is dependant on the 
  tech level: 
   
  Patched Up By the EMT's: Heal 2 
  dice of damage Impact or 1 dice of 
  damage PEN. If you are below 
  Hurt Condition (see conditions) 
  they'll let you go home. 
   
   
  50 
  
   
  51 
   
  Two Types Of Damage
  Two Types Of Damage
  Two Types Of Damage
  Two Types Of Damage    
  There are two basic types of damage in JAGS2: Impact (IMP) and 
  Penetrating (PEN). Impact is blunt trauma: fists, chair legs, maces, 
  hammers, clubs, explosions, falls, etc. Penetrating damage is bloody: 
  bullets, knives, swords, etc. The basic difference is that Impact damage is 
  usually far less severe (does less points of damage) than PEN damage. 
   
  The amount the to-hit roll was made by is added to the Damage 
  Modification Roll. If the attack is PENETRATING and hits by +4 or 
  better (a "vital location hit") then the to-hit modifier is doubled. 
   
  Here are the Damage Tables for PEN and IMP damage: 
  Impact Damage Table 
  Roll plus 
  to-hit 
  Modifier 
  0 
  1 
  2-3 
  4-5 
  6-7 
  8-9 
  10-11 
  12 
  13-14 
  15 
  16-17 
  18-20 
  21-25 
  26-29 
  30+ 
  Damage 
  Multiplier 
  1pt 
  .1x 
  .25x 
  .33x 
  .5x 
  -3 
  -2 
  -1 
  1x 
  +1 
  +2 
  +3 
  1.5x 
  1.75x 
  2x 
   
  Penetration Damage Table 
  Roll plus 
  to-hit 
  Modifier 
  0 
  1 
  2-3 
  4–5 
  6 
  7-8 
  9-10 
  11 
  12-13 
  14 
  15-16 
  17-18 
  19-25 
  26-30 
  31-35 
  36-39 
  40+ 
  Damage 
  Multiplier 
  1pt 
  .1x 
  .25x 
  .33x 
  .5x 
  -3 
  -2 
  -1 
  1x 
  +1 
  +2 
  +3 
  2x 
  2.5x 
  3x 
  4x 
  8x 
   
  Exceptions and Odd Cases: 
  • The -3 to +3 numbers are short-hand for +/-10% to +/-30%. If 
  playing with numbers over 10, use the percents. 
  • For very low Base Damage numbers, if a "lower" result is ever 
  better (more damage) use that. So if a 2pt base damage IMPACT 
  attack gets 2x damage (4) but the +3 result would result in 5pts, 
  use 5pts. 
  • The minimum damage from an attack that hits is 1 if the Base 
  Damage was 1 or higher. 
  • If the Base Damage of an attack is 0 or less then positive damage 
  modifiers are needed to do even 1pt (a normal man strikes for 0 
  Base Damage—he will need to get a +1 result to do a pt). 
   
   
   
   
   
   
   
  ! 
  Example of Impact Damage 
  A staff does +5 IMP damage. It is swung by a guy who does 
  2pts of Base HTH Damage (total Base Damage of 7). The staff 
  wielder attacks an unarmored man, and hits by 5. The player 
  rolls the four dice and gets a 6,5,5,3. This is a JAGS roll of a 
  13. He adds the 5 he hit by—a total of 18.  The damage is 
  Impact so he looks on the Impact chart and sees that the result 
  is +3.  The damage for the strike is 10 (5 for the staff, 2 for the 
  wielder's HTH damage, and +3 for the quality of the hit). 
  Healing in a Modern Hospital 
  You get 2d+2 after admission (in a 
  day) and +3 to your CON roll to 
  heal after that with minimal 
  supervision. 
   
  Painkillers in Action-Adventure 
  Gaming 
  In the right genre, popping some 
  pills will get you back a Minor 
  Wound's worth of damage points 
  instantly (but expect to pay for it 
  later!) 
   
  First Aid Kit and/or Medical Skill 
  Roll 
  Although not entirely "realistic" a 
  common convention we've seen in 
  several games is for this to 
  stabilize a character with Internal 
  Bleeding or even Dying … Sure, 
  you can't stabilize someone with 
  gauze and tape … but it keeps 
  PC's alive.  
  Healing Continued 
   
  Medieval Physician: You heal 1 
  die of damage after a day of care. 
  CON rolls to heal are at +2 after 
  that (if the Medical skill roll is 
  made). If the Medical skill is Level 
  3, the amount healed is 1dice +2. If 
  Level 4, 2 dice +2. 
   
  51 
  
   
  52 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Armor and Armor Saves
  Armor and Armor Saves
  Armor and Armor Saves
  Armor and Armor Saves    
  When targets are armored they will take less damage from attacks—and 
  armor may prevent penetration. Think of a guy who gets shot but is 
  wearing a Kevlar vest: they may be bruised badly—but will not be 
  bleeding to death if the vest stops the round. This is handled by an Armor 
  Save. 
   
  When a Penetrating attack hits armor, the player whose character was hit 
  gets an Armor Save to turn the attack from PEN to IMP (roll on the Impact 
  table and do not double hits by 4+). The armor save value is calculated as 
  follows: 
   
  The Armor Save: 
  The armor save is a Resisted roll where the armor rolls against the 
  damage of the incoming attack. The incoming attack is assumed to roll a 
  10. There is no “roll for penetration” on the part of the attacker. 
   
   
   
  Example of PEN Damage 
  An unarmored man is struck with a broadsword. The attacker 
  hits for 2pts of Base Damage (unarmed) and the broadsword's 
  Base Damage is +6 PEN. This is a total of 8pts PEN damage. 
   
  The attacker has a 15- Melee Weapons skill and rolls a 2,1,3,1 
  for a total of 7 which means he hit by 8. The target has a 12 
  AGI ("AGI bonus of -2 to be hit). The to-hit modifier is reduced 
  to a hit by 6. That is, the amount hit-by is 6.  
   
  This is a "vital location hit" since the amount hit by (also called 
  the Damage Modifier) is 4 or higher (it's, as we said, 6). That 
  means it doubles to +12. 
   
  The attacker makes a Damage Roll and gets a 4,5,2,1 for a 
  total of 12. This is a final result of 12 + 12 = 24 on the PEN 
  chart: That’s 2x damage. The damage from the broadsword hit 
  is 16pts! 
  Explosions 
  Explosions do Impact damage that 
  hits an area (the Blast Radius). In 
  JAGS explosions are expressed 
  as a base damage with a Radius 
  (and the damage degrades at 
  each increment of, say, 2 yards—
  the standard Radius for all 
  explosions). That's a fine, if 
  somewhat complex system. 
   
  A simple system is to say that 
  explosions do damage within an 
  area and that the damage abruptly 
  stops outside that radius—it isn't 
  "realistic"—but it is simple.  
  Additionally, anti-personnel 
  grenades do shrapnel damage 
  along with blast damage. To 
  simplify this, there's simply a 
  single damage type. 
   
  Explosive 
  Dmg 
  RAD 
  Grenade 
  20 
  5y 
  TNT Stick 
  10 
  2y 
  Satchel charge 
  100 
  20y 
    
  Additionally, explosive attacks are 
  at +1 to hit with for each 2 yards of 
  Radius up to +8. The Damage 
  Modifier, though, is always +4. 
   
  Falls and Falling Damage 
  Falling damage in JAGS is based 
  on how heavy you are and how far 
  you fall. For simplicity's sake, 
  damage from a fall can be 
  calculated thusly: 
   
  Distance 
  Damage 
  5y 
  5 
  10y 
  10 
  20y 
  30 
  30y 
  50 
  50y+ 
  60 
   
  Armor Save Example 
  A sword thrust by a strong man does 9 PEN damage. The target is wearing 
  Padded Chain with a PEN DEFENSE of 12. On the chart this gives the 
  incoming attack a 9 or less roll and the armor a 12 or less roll. Since the 
  incoming attack is assumed to roll a 10 (a miss by 1) the Padded Chain has a 
  13- Armor Save. 
   
  The player rolls a 13, making it. The damage is converted from penetration to 
  impact. 
  52 
  
   
  53 
    
   
  DEFENSE: Defense is the amount subtracted from computed damage. If 
  an attack does fewer points of damage than the DEFENSE value then the 
  attack completely bounces off the armor. 
   
  PENETRATION DEFENSE (PEN DEF): The amount of resistance the 
  armor has to being penetrated. This value doesn’t subtract from damage 
  done—it’s just used to make the Armor Save. 
   
  SAVE: When a Penetrating attack hits armor, it gets an Armor Save to 
  turn the attack from PEN to IMP (roll on the Impact table and do not 
  double hits by 4+). If the Base Damage of an attack is more than 4x the 
  Defense of the armor, there is no Armor Save (it automatically fails). 
   
  STR: This is the STR value necessary to wear the armor. For each point 
  of STR less than this number the user is at +1 to be hit and loses 1pt of 
  REA each turn. 
   
  STEALTH: This modifier is subtracted from any Stealth rolls made while 
  wearing the armor. 
   
  Fantasy Armor  
  Armor 
  Cost 
  Defense 
  PEN 
  DEF 
  STR 
  Stealth 
  Light Leather 
  10c 
  2 
  4 
  9 
  -0 
  Heavy Leather 
  30c 
  3 
  5 
  10 
  -1 
  Mixed Armor 
  40c 
  4 
  6 
  11 
  -3 
  Padded Chain 
  250c 
  5 
  8 
  12 
  -4 
  Plate Armor 
  500c 
  6 
  9 
  13 
  -6 
  Fine Plate 
  N/A 
  7 
  10 
  13 
  -6 
  Heavy Plate 
  N/A 
  8 
  11 
  15 
  -8 
   
  Modern Armor 
  Armor 
  Cost 
  Defense 
  Pen DEF 
  Heavy Leather Jacket 
  $150.00 
  1 
  2 
  Light bullet-proof vest 
  $100.00 
  4 
  12 
  Heavy Vest 
  $300.00 
  8 
  24 
   
  53 
  
   
  54 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shields
  Shields
  Shields
  Shields    
  Shields are great defenses against hand to hand attacks.  
  Shields 
  Negative 
  to be hit 
  Block 
  Bonus 
  Strike 
  Negative 
  STR 
  Min 
  Small Shield 
  -1 
  +0 
  -0 
  9 
  Medium Shield 
  -2 
  +0 
  -0 
  10 
  Large Shield 
  -3 
  +1 
  -1 
  12 
  Huge Shield 
  -4 
  +2 
  -2 
  13 
  Negative To Be Hit: This may be substituted for your AGI Bonus. It does not stack. 
  Block Bonus: This is the bonus given to your Shield Skill block. 
  Combat Negative: all your strikes suffer this negative when you use the shield. 
  STR Min: You must have this STR to use the shield effectively. 
  Armor Example 
  A knight wearing Padded Chain Mail is struck by a STR 12 
  man wielding a sword (for a total of 8 Base Damage).  
   
  • 
  The attack to-hit roll is made by 7. The knight has an AGI 
  of 11 and so is at -1 to be hit. The total to-hit modifier is a 
  6. 
  • 
  Because the to-hit number of 6 is greater than or equal to 
  4 (the "vital hit number") if the armor doesn't make its 
  armor save, the hit-by number will double to a +12 and 
  the blow will probably do at least 2x damage! 
  • 
  The Base Damage of the attack (8pts) falls into the area 
  on the Armor Save Chart where the armor gets a 14- 
  Armor Save 
  • 
  The Knight’s player rolls a 10, making the save. 
  • 
  The attack: 8 BASE Damage, +6 hit-by modifier is rolled 
  on the IMPACT damage chart. The +6 does not double 
  (Impact damage never does). 
  • 
  The roll is a 10. With the added hit-by modifier the total is 
  16, or +2 damage. The figured damage is 8 + 2 = 10. 
  • 
  Because of the Defense of 5, the damage the Knight 
  takes is 10-5 = 5pts. 
   
  Coverage: An 
  Advanced Rule 
  Armor doesn’t necessarily cover one’s 
  entire body. While this is done in 
  movies so we can see the actor’s 
  faces and such, it may be of interest to 
  people who want to play games where 
  the characters “wear leather armor but 
  have a metal breastplate.” This adds 
  some flavor (and, in settings like JAGS 
  Have-Not, coverage with partial plates 
  can be very handy for some types of 
  play balance). 
   
  If you wish to use the optional 
  coverage rules, this is how they work. 
   
  1. 
  Armor is assigned a Coverage 
  Value (if the Value is full then the 
  armor does cover the whole 
  body). 
  2. 
  When the target is hit, if the hit is 
  by more than the Coverage 
  Number then the attacking player 
  may decide whether or not to “hit 
  around the armor” and avoid it. 
  3. 
  If the decision is made to “avoid 
  the armor” then the amount hit by 
  for purposes of Damage Modifier 
  is reduced by the Coverage 
  Number. This happens before 
  checking for a vital hit. 
   
  Note: The convention of the game is 
  that armor doesn’t stack. If you 
  wear a metal breast-plate over 
  leather, you don’t get the combined 
  effect when someone hits the 
  breast plate. This may be 
  considered a simplifying rule—but 
  if you decide to stack it, it makes 
  layering armor much more 
  desirable. 
   
  Example: A character wears leather 
  armor (2 Defense, 4 PEN Def with Full 
  Coverage) and a Steel Breast Plate (6 
  Defense, 12 PEN Defense) with 
  Coverage 4. 
   
  When the character is hit by +0 to +4 
  the attack always hits the breast plate. 
  However, when he is struck by a hit by 
  +6 (a great shot) the attacker may 
  decide to hit by the full +6 against the 
  Breast Plate or reduce it to a hit by +2 
  against the weaker Leather Armor. 
  54 
  
   
  55 
   
  Effects of Wounds
  Effects of Wounds
  Effects of Wounds
  Effects of Wounds    
  When a living target is hit, it may have to make a CON roll to see how well 
  it takes the damage. Here is how that works. 
   
  � All damage taken is kept track of. 
  � 
  The total amount of damage from any single hit counts as a 
  "wound." Wounds come in four types: Sub-Minor, Minor, Major, 
  and Critical. The numbers in the chart do NOT Change unless 
  the character gains more DP through experience. Damage 
  during combat does NOT affect the figured scores. 
   
  ! 
  The amount of damage that constitutes a wound changes 
  depending on how badly hurt you are—it sounds complex 
  but it isn't that bad. 
   
  ! 
  Mostly, 1/3rd of your damage points is a Minor Wound, 1x 
  your damage points is a Major Wound, and 2x or more of 
  your Damage points is a Critical Wound. 
  � 
  There is a Wound Table you roll on—making a CON roll. How 
  well you make (or how badly you miss) your CON roll by 
  determines the damage effect. 
   
  ! 
  A character is not dead when they have taken “all their 
  Damage Points.” That’s not how it works—a character 
  with 10 DP (human normal) who has taken 10 DP may be 
  up and fighting if they made their CON roll. They’re just at 
  Injured Condition. You are, however, usually “auto-dead” 
  when having taken 5x your listed DP. 
   
  ! 
  Damage effects can be things like "Stunned" or "Dazed", 
  knocked unconscious, or even "dead." 
  � 
  If the total damage you have taken so far is high enough your 
  condition on the "condition chart" (see below) may change your 
  wound numbers (but, again, these calculations only need be 
  done at character-generation time—not during play). 
   
  Condition Levels 
  Condition levels are Normal, Hurt, 
  Injured, and Serious. Your condition 
  level is based on Total Damage 
  Taken—enough 1pt wounds will put 
  you at Serious condition … or one big 
  wound for 2x your damage points. 
   
  Optional Effects of Conditions 
   
  Normal: No effect 
   
  Hurt: No effect in combat but your 
  ability to do normal things is 
  somewhat impaired. 
   
  Injured: You move at half rate. 
  Strenuous exertion will start you 
  bleeding. Most rolls are at -1. 
   
  Serious: You can't stand well. Most 
  rolls are at -2. You are very badly 
  impaired and you will be jeopardizing 
  your health with any activity other than 
  rest. 
   
  55 
  
   
  56 
  The Condition Chart (Based on Total DP) 
  Condition 
  A hit for this amount forces a roll 
  on the Wound Table 
  Normal 
  Total Damage 
  taken is Less than 
  1/3 DP 
   
  Sub Minor 
  1pt 
  Minor Wound 
  1/3rd DP 
  Major Wound 
  1x DP 
  Critical Wound 
  2x DP 
   
  Hurt 
  Total Damage 
  taken is 1/3 DP or 
  more but less than 
  1x DP 
  Minor Wound 
  1pt 
  Major Wound 
  1x DP 
  Critical Wound 
  2x DP 
   
  Injured 
  Total Damage 
  taken is 1x DP or 
  more but less than 
  2x DP 
  Minor Wound 
  1pt 
  Major Wound 
  1/3 DP 
  Critical Wound 
  1x DP 
   
  Serious 
  Total Damage 
  taken is 2x or more 
  than DP 
  Minor Wound 
  -- 
  Major Wound 
  1pt 
  Critical Wound 
  1/3 DP 
   
   
   
  How This Works: 
  A character with 12 DP has already been hit for 5pts of damage. His 
  condition is Hurt (he is in the 4-11 Range). He is struck again for 2pts of 
  damage. This is a Minor Wound: because he is at hurt condition any 
  number from 1pt of damage to 11 causes a roll on the Minor Wound chart. 
   
  The Wound Effect Chart 
  When you suffer wound greater than Sub-Minor you make a CON roll on 
  the Wound Effect Chart. The Row is based on the severity of the wound 
  you suffered and the effect is determined by how much you made or 
  missed your roll by. 
  Wound Effect Chart: CON Roll based on Wound Taken 
  Wound No Effect 
  Stunned 
  Dazed 
  Unconscious 
  Internal 
  Damage 
  Dying 
  Dead 
  Minor 
  +3 or more 
  +2 to +0 
  -1 to -3 
  -4 to -5 
  -6 to -10 
  Nil 
  Nil 
  Major 
  +8 or more 
  +7 to +5 
  +4 to +3 
  +2 to -1 
  -2 to -3 
  -4 to -5 
  -6 or worse 
  Critical 
  +10 or more 
  +9 to +7 
  +6 to +5 
  +4 to +0 
  -1 to -3 
  -4 to -5 
  -6 or worse 
   
  Filling Out the Chart for 
  Your Character 
  Your character has 12 Damage Points. 
  Here's how it works: 
   
  Normal:  
  The character is 
  at Normal if  the 
  Total Damage 
  taken is 0 – 3pts 
  SubM 
  0 - 3 
  Minor 
  4 – 11 
  Major 
  12- 23 
  Crit 
  24+ 
   
  Hurt:  
  The character is 
  at Hurt if  the 
  Total Damage 
  taken is 4-11 
  Minor 
  1 - 11 
  Major 
  12 -23 
  Crit 
  24+ 
   
  Injured:  
  The character is 
  at Injured if the 
  Total Damage 
  taken is 12-23 
  Minor 
  1-3 
  Major 
  4-11 
  Crit 
  12+ 
   
  Serious:  
  The character is 
  at Serious if the 
  Total Damage 
  Taken is 24+ 
  Minor 
  -- 
  Major 
  1-3 
  Crit 
  4+ 
   
   
  56 
  
   
  57 
  No Effect 
  The character absorbs the damage but is not hindered by it. 
  Stunned 
  Lose 5 REA being stunned! If you have already gone this turn, you suffer 
  the REA loss next turn. If your weapon only gave you one attack per turn 
  (like a big axe), lose that attack. A character with 15 REA and a handgun 
  could normally fire 3x a turn (once for each 5 REA). If stunned, he’ll drop 
  to 10 REA and can fire twice (the gun isn’t limited to 1 attack per turn). If 
  the character had an axe and Level 2 skill (1 attack per turn) then they’d 
  lose 5 REA and the attack—but have 10 REA to spend on whatever else. 
  Dazed 
  Lose your next turn (if you haven't gone already, lose that one). You may 
  still block or dodge once, but at -3 (it's the only action you may take). 
  Optionally, roll one die: on a 5 or 6 you are knocked down (5 REA action 
  to get up). Each turn after the first, you make a CON roll at the beginning 
  of the turn to recuperate.  
   
  OPTIONAL: Lose 2 Attacks and 8 REA. (This is instead of losing “the 
  whole turn”). This is more like JAGS-proper. 
  Unconscious 
  You are knocked down and unconscious. You get a CON roll to recover in 
  3 seconds if at Hurt Condition or less. Otherwise you are out for a while 
  (as determined by the GM). 
  Internal Damage 
  Bones are broken, internal bleeding is possible. You are unconscious. 
  You will be out of commission for at least 1 week (barring healing of some 
  sort). If left unattended, and having suffered Penetrating damage make a 
  CON-2 roll or bleed to death in [CON-7] x 5 minutes. 
   
  Note: The GM may rule that if the damage was from a puncture wound 
  (an arrow) the character may be awake but dazed. This is also the sort of 
  wound that might indicate a limb is chopped off—although JAGS2 doesn’t 
  contain specific hit locations or exacting rules for limb-loss. 
  Dying 
  You are dying fast. You are unconscious and will die in CON seconds 
  unless a medical roll is made. 
  Dead 
  You are clinically dead. Some lifesaving measures may still work but it 
  doesn't look good. 
  Example of Taking 
  Damage 
  An undamaged character with 12 damage 
  points is shot for 18pts of damage. This is 
  greater than 1x his DP but less than 2x—
  he was at Normal Condition (unhurt). 
   
  It is a Major Wound (looking at the chart). 
   
  He has a CON of 10 and rolls a 12 for his 
  wound roll: a miss by 2 (-2 on the chart). 
  This results in Internal Damage. He goes 
  down bleeding. 
   
  He rolls a 10 for his CON roll to avoid 
  bleeding to death: his misses his -2 CON 
  check—he will die unless he gets medical 
  assistance in 15 minutes. 
   
  Another Example 
  A character with 15 total DP (when fully 
  healed) is struck for 4pts of damage. He’s 
  at Normal Condition (damage taken is 0 
  before he’s hit—he was unhurt) and the 
  4pt blow is less than 1/3 his normal 
  maximum DP.  
   
  On the wound table that’s a Sub-Minor 
  Wound. There is no roll for a sub-minor 
  wound so he just absorbs the damage (a 
  pretty hard hit) and keeps going.  
   
  Later in the same fight he’s hit for 1pt of 
  damage bringing total damage taken up to 
  5pts. His Condition changes to Hurt—but 
  at the time of the hit it’s still a Sub-Minor 
  wound. Again, no CON roll to see how 
  “well he took it”—he just sucks it up. 
   
  But then he’s hit a third time for 1pt of 
  damage. Now the abuse is adding up: 
  He’s now at Hurt condition (total damage 
  taken is 5pts, 1/3rd his listed normal DP) 
  and that makes a new 1pt wound Minor.  
  That does force a CON roll on the Wound 
  table along the Minor Wound row. 
  57 
  
   
  58 
   
  RESISTED ATTACKS
  RESISTED ATTACKS
  RESISTED ATTACKS
  RESISTED ATTACKS    
  Resisted attacks are a term for a special kind of attack in JAGS2. Poisons, 
  mind control attempts, and diseases are all examples of Resisted Attacks. 
  Rather than doing damage, Resisted attacks have "Effects" and when you 
  are hit, it's the POWER of the attack against your Stat roll (usually CON or 
  WIL for resisted attacks that work against the mind).  
   
  Steps to Resolve a Resisted Attack 
  � 
  Roll to hit normally (if it's a poison tipped arrow—if it's toxic gas, 
  there's a roll to hit the area like an explosion). 
   
  ! 
  What you hit by doesn't matter with resisted attacks. Just 
  if you hit. 
   
  ! 
  However, if the target is armored and your resisted attack 
  is a blood toxin, you will have to do at least 1pt of 
  Penetrating damage. 
  � 
  Roll against the POWER of the resisted attack. This is treated 
  like a Stat roll. 
   
  ! 
  It is acceptable for the GM to lower or the effective 
  POWER of a drug against larger or smaller targets—there 
  are some rules for this in JAGS—but if you accept that the 
  same knock-out drug that will take down an man probably 
  won't phase an elephant you're in the right area. 
  � 
  For each point you made the roll by, your target makes a 
  resistant check at -1. So if your poison makes a POWER roll by 
  5, the target makes a CON roll at -5. 
  � 
  Whatever the made it/missed it number is, check the Resisted 
  attack chart  
  � 
  The target (if a living being) makes a CON roll to see how well it 
  took the damage (this may result in it being killed). 
   
  Resisted Attack Chart 
  +4 or 
  Better 
  +3 to +1 
  -0 to –3  
  -4 to  –6 
  -7 to –9 
  -10 or 
  worse 
  No 
  Effect 
  Minor 
  Effect 
  Standard 
  Effect 
  Major 
  Effect 
  Critical 
  Effect 
  Catastrophic 
  Effect 
   
   
   
   
   
   
  58 
  
   
  59 
  Sample Resisted Attacks
  Sample Resisted Attacks
  Sample Resisted Attacks
  Sample Resisted Attacks    
  Here are some sample Resisted Attacks. More are listed in the JAGS 
  Monsters book and JAGS Supers (Attacks). 
  Poison 
  Poisons (the standard kind, anyway) have a Base Damage and a Power. 
  Here is a sample list: 
  Poison 
  PWR 
  Base Damage 
  Cobra Venom 
  17- 
  32 
  Arsenic in Drink 
  16- 
  16 
  Cyanide Tablet 
  17- 
  24 
  "Standard" Poisoned Weapon 
  13- 
  8 
  Semi-Deadly Scorpion 
  14- 
  12 
   
  Effect 
  Description 
  Minor Effect 
  Target takes ¼ Base Damage immediately and the same 
  each 10s until a CON roll is made 
  Standard Effect 
  Target takes ½ Base Damage immediately and the same 
  each 5s until a CON roll is made 
  Major Effect 
  Target takes ¾ Base Damage immediately and the same 
  each 2s until a CON-1 roll is made 
  Critical Effect 
  Target takes 1x Base Damage immediately and the same 
  each 2s until a CON-2 roll is made 
  Catastrophic Effect 
  Target takes 1.5x Base Damage immediately and the 
  same each 1s until a CON-4 roll is made 
   
  Paralysis 
  The Paralysis toxin here is non-fatal (in real life your lungs or maybe even 
  your heart stops—here it's just your major muscles that freeze up and loss 
  of consciousness). 
  Effect 
  Description 
  Minor Effect 
  -2 Initiative (not REA) for 3 rounds. 
  Standard Effect 
  -2 REA for 3 rounds. 
  Major Effect 
  Stunned for 1 turn then Dazed for 2 turns. -3 REA for 3 turns. 
  Critical Effect 
  Stunned for 1 turn, Dazed for 2 turns, then unconscious for 3 turns. 
  Catastrophic Effect 
  Unconscious for several minutes. 
   
   
   
   
   
   
  Poison Example 
  A character is struck by a weapon 
  coated with poison. It hits and 
  scores penetrating damage. The 
  Base Damage is 16. The POWER 
  is 15. The target's CON is 12. 
  1. The attacker makes a POWER 
  roll. He rolls an 11, making his roll 
  by 4. 
  2. The defender now has to make a 
  CON roll at -4, an 8-. He rolls a 9. 
  This is a result of -1 (a miss by 1): 
  Standard Effect. 
  3. The standard effect of poison is 
  "½ base damage immediately and 
  the same each 5 seconds." The 
  target suffers 8pts of damage and 
  will suffer 8 more each 5s until he 
  makes a CON roll. 
  59 
  
   
  60 
  Terror 
  Terror is some kind of fear effect. It may be caused by the supernatural, 
  some sort of "fear gas," or, at the GM's option, a really scary event. This is 
  resisted with WIL. The Fearless Enhancement adds to rolls against Terror. 
  Effect 
  Description 
  Minor Effect 
  Spooked: Target jumps! -2 to Initiative Rolls next turn. Should role-play a sudden 
  "fright." 
  Standard Effect 
  Shaken: -2 to Initiative rolls for 3 turns. Stunned. Target feels dread for the event or 
  source. 
  Major Effect 
  Frightened: -3 to Initiative rolls for 5 turns, Dazed. Attacks to hit object of fear are at -2. 
  Must make WIL roll not to flee. 
  Critical Effect 
  Horrified: -3 to Initiative rolls, loses 3 turns to running or cowering. Attacks are at -3. 
  Must make another WIL-3 roll or flee the subject. 
  Catastrophic Effect 
  Terrified: Target faints. If the target has a bad heart roll vs. CON or suffer a heart 
  attack! 
   
   
  Charisma Effects
  Charisma Effects
  Charisma Effects
  Charisma Effects    
  Although they don't do damage … and may not even be hostile, Charisma 
  effects are covered under the combat section. For a complete description 
  of what these effects are, look at the Character Generation section to see 
  how the numbers are generated and what they mean. 
   
  Charisma Effects in JAGS2 are treated as Resisted attacks vs. WIL. A "No 
  Effect" is treated as a "Minor Effect." 
   
  Charisma attempts, when done in combat, are 5 REA Medium actions—
  which may usually only be attempted once (in a given combat). 
   
  Charisma and Skills 
  Say you have an exotic appearance and the Vamp skill (the skill in putting 
  the (sexual) moves on someone): how do they inter-relate? Firstly Charm 
  can be done by anyone of a given gender to anyone else regardless of 
  their sexual orientation—that's different from Vamp—so the two aren't 
  necessarily identical (although the effects can be). 
   
  Using a skill (be it Con Artist or Diplomat for Persuade, Vamp for Charm, 
  Interrogator for Intimidate, or Showmanship for Recruit) gets bonuses if 
  you make your Charisma roll (it can get negatives if you blow your 
  charisma roll—or the target is otherwise not swayed). 
   
  60 
  
   
  61 
  Persuade 
  Effect 
  Skill 
  Description 
  Minor Effect 
  -2 
  Target evaluates the offer on its logical merits only. If a skill was employed other 
  than Diplomat, the target will probably be angered. 
  Standard Effect 
  +1 
  The target examines the proposal on its logical merits only. 
  Major Effect 
  +2 
  The target is motivated to do what the persuader asks. The target trusts and 
  likes the persuader. 
  Critical Effect 
  +3 
  Trust is won! Even moderately hostile juries or targets are swayed. Something 
  that is obviously a fairly bad deal may still be taken to please the target. 
  Catastrophic 
  Effect 
  +4 
   
  The target is devoted in a lasting fashion to the persuader. Sacrifices will be 
  undertaken gladly. 
  Recruitment 
  Effect 
  Skill Description 
  Minor Effect 
  -2 
  Target is of unchanged loyalty and feels manipulated. 
  Standard Effect 
  +1 
  As above but target doesn't feel manipulated. 
  Major Effect 
  +2 
  Troops get +2 to WIL rolls in scary situations. Attentive crowds are swayed. 
  Neutral characters will join as soon as they see some good or progress in the 
  character's cause. 
  Critical Effect 
  +3 
  Troops rally to the character's side (+4 WIL). Crowds are swayed. Individuals 
  called will see make personal sacrifices to the mission. 
  Catastrophic 
  Effect 
  +4 
   
  Followers are fanatic (+8 WIL rolls). Crowds are totally under the character's 
  command. Double agents switch sides. Assistants go way beyond the call of duty. 
  Charm 
  Effect 
  Skill Description 
  Minor Effect 
  -2 
  All but the most naïve targets feel they are being manipulated. 
  Standard Effect 
  +1 
  Target is not especially attracted to the character. If the character is a knockout 
  then it may be tone or actions that have put the target off. 
  Major Effect 
  +2 
  Target is very attracted. Perception rolls and RES rolls to notice trickery are at  -2. 
  Target will exercise poor but not horrific judgment. 
  Critical Effect 
  +3 
  Target is entranced: -4 to rolls to spot tricks. Target will execute very poor 
  judgment. 
  Catastrophic 
  Effect 
  +4 
   
  Target is in love—will do very foolish things.. 
  Intimidation  
  Effect 
  Skill Description 
  Minor Effect 
  -2 
  Target is no more intimidated than is logical. He may even feel he has the edge. 
  Standard Effect 
  +1 
  Target is no more intimidated than is logical. 
  Major Effect 
  +2 
  Target gets -2 Initiative rolls for the first round of attack if acting against the 
  intimidator. Target is at -1 to RES or WIL rolls to avoid pressure or deception. 
  Target may try to deal. 
  Critical Effect 
  +3 
  Target is scared and will run. -4 To initiative rolls and -2 to hit the character for the 
  first three seconds of combat. 
  Catastrophic 
  Effect 
  +4 
   
  Target will flee or cower or deal (some other surrender type effect). 
   
  61 
  
   
  62 
   
  Odds and Ends
  Odds and Ends
  Odds and Ends
  Odds and Ends    
  There are some things that didn’t go well anywhere else so we’re putting 
  them here. Enjoy. 
   
  Experience Points: When we play, it’s customary for each session or 
  adventure to end with the characters getting extra points to spend. The 
  rate of advancement and how many points are given is up to you as a 
  group and could vary greatly dependant on the game (we’ve run lots of 
  “single adventures” that ran several sessions or many hours but didn’t 
  grant the characters extra points at all).  
   
  If Experience (also called XP) are given out we advise that a 
  determination be made about Archetype (Weird Stuff) points. For more 
  “normal” games we don’t usually give out any more (although the players 
  can discuss this with the GM)—but for some genres like the post 
  apocalypse JAGS Have-Not where the characters may acquire mutations 
  or improve psychic abilities and such each 4 XP gets one Archetype point. 
   
  JAGS Fantasy: JAGS Fantasy has several races described that force 
  one to purchase an “extra point of AGI” (or other stat). In JAGS2 you can’t 
  do that. We suggest that one be forced to take the trait that improves that 
  statistic and get the additional points as well.  
   
  An alternative is to halve the cost of the JAGS2 trait (so if the race forces 
  one to buy a point of AGI and get another for free then Nimble costs only 
  8pts—half—but the character gets the full +2 AGI). 
   
  JAGS Armors: JAGS Armors will have different PEN values if converted 
  “correctly” to JAGS2. Mostly we didn’t worry too much about this in play-
  testing but where it was important we had the GM step in and adjust the 
  value of the armor in accordance with the armor PEN values listed here. 
  The usual number for PEN defense was 1.5x the armor’s Damage 
  Reduction (rather than a usual 2x in JAGS). 
   
  Undead And Automatons: JAGS has rules for the undead and robots 
  and things like that. You can look them up—but if you want to simplify just 
  give them a number of damage points (maybe 15 for a skeleton) and 
  when they’re gone it’s destroyed. You could also, for example, reduce to-
  hit rolls or attacks per turn for each 1/3 damage taken (so if you hit the 
  skeleton for 5 DP, an arm falls off, another 5 and a leg is gone, then it’s 
  “dead”). This will require some GM interpretation for JAGS2, of course, but 
  we hope it beats a lengthy sub-system. 
  62 
  
   
  63 
  Wound Effect Table 
  Wound No Effect 
  Stunned 
  Dazed 
  Unconscious 
  Internal 
  Damage 
  Dying 
  Dead 
  Minor 
  +3 or more 
  +2 to +0 
  -1 to -3 
  -4 to -5 
  -6 to -10 
  Nil 
  Nil 
  Major 
  +8 or more 
  +7 to +5 
  +4 to +3 
  +2 to -1 
  -2 to -3 
  -4 to -5 
  -6 or worse 
  Critical 
  +10 or more 
  +9 to +7 
  +6 to +5 
  +4 to +0 
  -1 to -3 
  -4 to -5 
  -6 or worse 
  Grappling Table 
  Won by 
  Tie 
  1 to 4 
  5 to 9 
  10+ 
  Effect 
  Grabbed but not grappled 
  Minor Edge 
  Major Edge 
  Critical Edge 
  Impact Damage Table 
  Roll plus 
  to-hit 
  Modifier 
  0 
  1 
  2-3 
  4-5 
  6-7 
  8-9 
  10-11 
  12 
  13-14 
  15 
  16-17 
  18-20 
  21-25 
  26-29 
  30+ 
  Damage 
  Multiplier 
  1pt 
  .1x 
  .25x 
  .33x 
  .5x 
  -3 
  -2 
  -1 
  1x 
  +1 
  +2 
  +3 
  1.5x 
  1.75x 
  2x 
  Penetration Damage Table 
  Roll plus 
  to-hit 
  Modifier 
  0 
  1 
  2-3 
  4–5 
  6 
  7-8 
  9-10 
  11 
  12-13 
  14 
  15-16 
  17-18 
  19-25 
  26-30 
  31-35 
  36-39 
  40+ 
  Damage 
  Multiplier 
  1pt 
  .1x 
  .25x 
  .33x 
  .5x 
  -3 
  -2 
  -1 
  1x 
  +1 
  +2 
  +3 
  2x 
  2.5x 
  3x 
  4x 
  8x 
   
   
  Resisted Attack Chart 
  The defender made their defense roll by: 
  +4 or 
  Better 
  +3 to +1 
  -0 to –3  
  -4 to  –6 
  -7 to –9 
  -10 or 
  worse 
  No 
  Effect 
  Minor 
  Effect 
  Standard 
  Effect 
  Major 
  Effect 
  Critical 
  Effect 
  Catastrophic 
  Effect 
   
   
  Action 
  Type 
  REA Cost 
  Block (parry) strike with shield or weapon 
  Short 
  3 
  Dodge strike or shot 
  Short 
  3 
  Hit the deck (dive for cover) 
  Short 
  8 
  Attack  
  Medium 
  5 
  Draw a weapon/Grab something 
  Medium 
  5 
  Grab Someone 
  Medium 
  5 
  Take a step, change facing 
  Medium 
  5 
  Start running/run away 
  Long  
  8 
  Keep on running if running the past second 
  Long 
  5 
  Aim Gun 
  Varies 
  3,5, or 8 
  Feint with a HTH Attack 
  Varies 
  5 or 8 
  Defuse a bomb, pick a lock 
  Varies 
  Varies 
  
   
  64 
   
   
  Weapon 
  Damage Range 
  ROF 
  Recoil Clip Notes 
  Small Pistol 
  4 
  -1/4y 
  2s / sec 
  -0 
  6 
  Hold-out gun 
  Standard Pistol 
  6  
  -1/5y 
  2s / sec 
  -0 
  9 
  9mm 
  Large Pistol 
  9 
  -1/7y 
  2s / sec 
  -1 
  6 
  .45 ACP 
  Huge Pistol 
  13 
  -1/8y 
  2s / sec 
  -2 
  6 
  .357 Desert Eagle 
  Massive Pistol 
  15 
  -1/9y 
  2s /sec 
  -3 
  6 
  .44 Automag 
  .22 Rifle 
  21 
  -1/50y 
  2s / sec 
  -0 
  8 
  Small hunting shell 
  .30-.06 Rifle 
  31 
  -1/100y 
  2s / sec 
  -1 
  8 
  Medium game shell 
  Huge Rifle 
  50 
  -1/150y 
  2s / sec 
  -2 
  8 
  Big game shell 
  Sub Machine Gun 
  9 
  -1/15y 
  4 attacks 
  -0 
  32 
  M-11 
  Heavy SMG 
  12 
  -1/20y 
  4 attacks 
  -1 
  32 
  Hekler and Koch MP5 
  Assault Rifle 
  24 
  -1/50y 
  3 attacks 
  -0 
  16 
  M16 
  Machine Gun 
  40 
  -1/100y 
  3 attacks 
  -1 
  -- 
  Belt fed M60 
  Heavy MG 
  80 
  -1/200y 
  3 attacks 
  -2 
  -- 
  Belt fed .50 – cal 
  Shotgun 
  24 
  -1/20y 
  2s / sec 
  -2 
  8 
  Pump shotgun 
   
  Bow 
  Damage Lvl1 
  Lvl2 Lvl3 Lvl4 Range 
  Pull (STR) 
  Light Crossbow 
  8 
  1/3s 
  1/2s 1/2s 1/1s -1/15y 
  9 
  Heavy Crossbow 
  11 
  1/3s 
  1/2s 1/2s 1/1s -1/15y 
  11 
  Short bow 
  7 
  1/3s 
  1/2s 1/1s 2/1s -1/20y 
  9 
  Long bow 
  9 
  1/3s 
  1/2s 1/1s 2/1s -1/20y 
  11 
  Heavy Long Bow 
  12 
  1/3s 
  1/2s 1/1s 2/1s -1/20y 
  14 
   
  Weapon 
  Damage 
  STR 
  Min 
  Att  
  Lvl1 
  Att  
  Lvl 2 
  Att 
  Lvl3 
  Att  
  Lvl 4 
  Reach 
  Notes 
  Small Knife 
  +2 PEN 
  None 1 
  2 
  3 
  4 
  Short 
   
  Large Knife 
  +3 PEN 
  None 1 
  2 
  3 
  4 
  Short 
   
  Short Sword 
  +4 PEN 
  9 
  1 
  2 
  3 
  3 
  Short 
   
  Broadsword 
  +6 PEN 
  11 
  1 
  2 
  2 
  3 
  Medium 
   
  2Hand Sword 
  +8 PEN 
  12 
  1 
  1 
  1 
  2 
  Long 
   
  Axe 
  +7 PEN 
  12 
  1 
  1 
  2 
  2 
  Medium 
  May be thrown 
  Battle Axe 
  +8 PEN 
  11 
  1 
  1 
  1 
  1 
  Long 
   
  Great Axe 
  +10 PEN 
  14 
  1 
  1 
  1 
  1 
  Long 
  Requires 13+ STR 
  Spear 
  +5 PEN 
  10 
  1 
  2 
  2 
  2 
  Long 
  May be Thrown 
  Club (baton) 
  +4 IMP 
  10 
  1 
  2 
  2 
  3 
  Medium 
   
  Hammer/Mace 
  +9 IMP 
  12 
  1 
  1 
  1 
  1 
  Medium 
   
  Great Maul 
  +12 IMP 
  14 
  1 
  1 
  1 
  1 
  Long 
  Requires 13+ STR 
  Baseball bat 
  +6 IMP 
  10 
  1 
  2 
  2 
  3 
  Medium 
   
  Morning Star 
  +8 IMP 
  11 
  1 
  1 
  1 
  2 
  Medium 
  -2 to be blocked 
  Staff 
  +5 IMP 
  10 
  1  
  2 
  3 
  4 
  Long 
  Must have Staff Skill 
  
   
  65 
   
   , 
   
   
   
   
   
   
   
   
  Name 
   
   
   
   
   
  PHY  
  STR     BLD  
  CON  
   
  REF 
   
  COR    
  REA  
  AGI   
   
  INT 
   
  RES   
  MEM  
  WIL  
   
  Total 
   
   
   
   
   
  Wound Chart 
  Normal:  
  Total 
  Damage  
  SubM 
  1 
  Minor 
   
  Major 
   
  Crit 
   
   
  Hurt:  
  Total 
  Damage  
  Minor 
  1 
  Major 
   
  Crit 
   
   
  Injured:  
  Total 
  Damage  
  Minor 
  1 
  Major 
   
  Crit 
   
   
  Serious:  
  Total 
  Damage  
  Minor 
  -- 
  Major 
   
  Crit 
   
   
   
  Figured Stats 
  Damage Points 
  [Con + PHY Bonus] 
   
  Ground Speed 
  [See Chart] 
   
  Perception Roll 
  [RES + Bonus if any] 
   
  Base HTH Dam 
  [ STR – 10] 
   
  Initiative 
  [REA + Mods if any] 
   
  Grapple Score 
  [STR + 1 per 5 BLD over 10]  
   
   
  Charisma Rolls 
  Charm 
   
  Intimidate 
   
  Persuade 
   
  Recruit 
   
   
   
  IMPACT DAMAGE 
  Roll plus Damage 
  Modifier 
  0 
  1 
  2-3 
  4-5 
  6-7 
  8-9 
  10-11 
  12 
  13-14 
  15 
  16-17 
  18-20 
  21-25 
  26-29 
  30+ 
  Damage 
  Multiplier 
  1pt 
  .1x 
  .25x 
  .33x 
  .5x 
  -3 
  -2 
  -1 
  1x 
  +1 
  +2 
  +3 
  1.5x 
  1.75x 
  2x 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PENETRATION DAMAGE 
  Roll plus 
  Damage 
  Modifier 
  0 
  1 
  2-3 
  4–5 
  6 
  7-8 
  9-10 
  11 
  12-13 
  14 
  15-16 
  17-18 
  19-25 
  26-30 
  31-35 
  36-39 
  40+ 
  Damage 
  Multiplier 
  1pt 
  .1x 
  .25x 
  .33x 
  .5x 
  -3 
  -2 
  -1 
  1x 
  +1 
  +2 
  +3 
  2x 
  2.5x 
  3x 
  4x 
  8x 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Modifiers 
   
   
   
     Skills 
  Secondary Stat modifiers 
  Cost 
   
  Lvl 
  Cost 
  Roll 
  Cost 
  Skill 
  LNK 
  TYP 
  STAT 
  LVL 
  Roll 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Enhancements / Defects / Archetype 
  Cost 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXP Total 
   
  EXP Spent 
   
   
  
SOURCE: textdata/thevault/Jags/JAGS 2 Corebook.pdf