TEXT: V1.0 copyright © 2001 by Marco Chacon 
  JAGS BASIC CONCEPT AND CHARACTER 
  CREATION 
  Hints, Examples, War 
  Stories, Etc. 
   
  Side bar sections will include 
  commentary on rules, notes on 
  exotic special cases, actual 
  playtest war stories, and hints on 
  usage.  In some cases, they will 
  provide fictionalized accounts of 
  the rules or diagrams. 
   
  See the Chart 
  In cases where it is necessary for 
  explanation we have included the 
  charts used for game play—but 
  in other cases (such as lists of 
  weapons) we have gathered the 
  charts in the back of the book.  
  When you see the  
   
   
   
   
   
   
  symbol it means there’s a section 
  in the back of the book that 
  contains the data discussed. 
   
  Key Rules 
  Key rules are those rules that are 
  of such importance that they 
  cannot be missed.  Any rule 
  which is deemed easy to miss, 
  yet vital, will be marked with a: 
   
   
   
   
   
   
   
   
  symbol.  If you are browsing a 
  section, take the time to read the 
  key rules—they’re vital to 
  understanding or balancing the 
  material in ways that may not be 
  immediately obvious. 
   
  H 
   
  i! Welcome to JAGS (we’re glad you’re here)! JAGS (which 
  stands for Just Another Gaming System) is a multi-genre, universal 
  roleplaying game. It’s been a long time in coming and just as the game 
  system has gone through many major upgrades, even this section has 
  been re-written numerous times. We think JAGS is the perfect thing for 
  gamers who want a flexible system that can simulate everything from 
  high-school students to earth-shattering super heroes. There’s a lot of 
  rules here but that’s because we’ve tried to be thorough. Bear with us, 
  write us if you have questions, and check it out. We think you’ll be blown 
  away.  
  Basic Concepts 
   
  JAGS uses a point based character creation system.  In such a system, 
  instead of rolling dice for character statistics, the players are given an 
  allotment of 'character creation points' or character points.  These are 
  used to buy attributes.  This is designed to make all characters nominally 
  equivalent in ability.  In JAGS there are some optional safeguards to help 
  insure balanced character design—if you do not like these or they do not 
  suit the Game Master's style—feel free to ignore them. Be aware, 
  though, that even with the rules, unbalanced characters are possible and 
  without them they are even easier to create. 
   
  Sections are laid out in two sections BASIC CONCEPTS and 
  MECHANICS.  The basic concepts may be read for an overview and the 
  mechanics section contains the rules.  Some rules are repeated as they 
  are useful in explaining the concept but are included in the mechanics 
  section for completeness. 
   
  Notation 
   
  In the JAGS 3.1 document, the following notations will be used: 
   
   
  Ex#. Example of the above numbers 1 through however many. 
  O#. Optional rule to amend the above numbers 1 through  
         however many. 
   
  ExO#. Example of the above optional rule. 
   
  DN. Designer's Notes on the above (section or paragraph). 
   
  JAGS Worlds 
   
  JAGS is a universal system in that it can be used to create characters for 
  scenarios from fantasy worlds to far-future science fiction or 
  superheroes.  Each different world will have its own special rules and 
  regulations for character creation and the GM is invited to be creative in 
  inventing his own universes. 
   
   
  1 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  Statistics (STATs)  
  JAGS characters have three types of statistics. These are primary, 
  secondary, and tertiary statistics.  Primary statistics are bought and 
  then secondary statistics are derived from these.  Tertiary statistics 
  are of lesser importance and usually aren’t bought directly.  Primary 
  statistics are a higher level of abstraction than secondary ones—that is, 
  by looking at a character's primary statistics alone you can have an 
  overview of the physical and mental characteristics of the character.  The 
  secondary statistics customize these making fine adjustments and the 
  tertiary statistics are important game attributes which are not statistics 
  per se (like how far the character can run in a second, how much a 
  character can lift—figured from strength, etc.)  The primary statistics in 
  JAGS are listed below. 
   
  15 + 5 PHY12 STR12 BLD12 CON13  
  15 + 5 REF12 COR12 REA12 AGI13 
    5   INT 11RES11 MEM11 WIL11 
  Character Creation 
   
   
   
   
   
  PHYSIQUE  (PHY)  A measure of physical strength, size, and health. 
  REFLEX     (REF)  A measure of manual dexterity, speed, and agility. 
  INTELLECT (INT)   A measure of reasoning ability, memory, and will. 
   
  Enhancements, Defects and Traits 
   
  Using character points JAGS players have the option of buying special 
  abilities for their characters and gaining more points by taking negative 
  attributes.  Things like speed-reading, a limp, blindness, or a winning 
  personality are all available.  In JAGS, these are considered to be 
  Enhancements to statistics (a perfect photographic memory is an 
  Enhancement of the Intellect stat, an unusual resistance to poison is an 
  Enhancement of the Physique stat, a limp is a defect of the Physique 
  Stat).  A Trait is an Enhancement with special rules concerning its 
  purchase (these are explained under the Traits section). 
  Skills 
   
  In JAGS characters define their training by buying skills.  These skills 
  determine if the character has been trained to, say, fight with a sword, 
  shoot a rifle, fly a space ship, or perform neurosurgery.  Some 
  characters will have many skills representing a wide range of training, 
  some will have few skills. A fully amnesiac character might have no 
  skills. 
  Rolls in JAGS 
   
  In JAGS dice rolls are used to determine the 
  outcome of many attempted actions.  All rolls in 
  the game are made on 4d6 -4  where the totals on the dice are added 
  together and 4 is subtracted to yield a score of 0 through 20.  If the sum 
  is equal to or less than the success number the roll is a success if it is 
  higher it is a failure.  What is being attempted will determine what the roll 
  is against. 
  Basic Character 
  Design 
  When you’re trying to figure 
  out what kind of statistics to 
  give your character remember 
  that the primary statistics are 
  a broad overview.  Character 
  customization can come later. 
   
  Examples: 
  “Mr. Physique” – Arnold 
  Schwartznegger (Ah-nold!) 
   
  “Mr. Reflex” – Bruce Lee, 
  Jackie Chan 
   
  “Mr. Intellect” – Albert 
  Einstein, Nikola Tesla 
   
   
   
  Skills have a lot of data 
  associated with them.  Here’s 
  a condensed piece of the 
  character sheet skills section: 
   
     
   
  2.0        0      Locksmith      N     COR Average 12- 
  2.25          0     Stealth       N     AGI Average 14- 
  3.5        4      Battle Axe     D    AGI Expert  14-  
  Roll Cost     Level Cost     Skill                           Type   Stat   Level       Roll  
   
  2 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  3 
   
  Odds: 
   
  Using 4 dice minus 4 gives a very 
  nice bell curve.  The chances of 
  rolling either a 20 or a 0 are 
  roughly one in 1300.  The table 
  below gives the exact chances. 
   
        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 
   
   
   
  * * * 
   
  Willis aimed—the view down the 
  rifle sight shuddered wildly as the 
  airplane neared the inner wall of 
  the hurricane.  Using a 
  meteorological research aircraft as 
  a gunnery platform wasn’t the best 
  idea in the world. 
   
  Beneath him, racing with the storm 
  was the hydrofoil, cutting through 
  the relatively calm waters of the 
  eye.  An impossible shot—but the 
  storm was nearing the coast and 
  the boat below him carried its 
  deadly nuclear cargo ever closer to 
  the shoreline.  One bullet left . . . 
   
   
  * * * 
  Ex1:  Eric declares that his character will try to walk across a fairly thin 
  board between two buildings.  The GM calls for an agility roll (agility is 
  the character's bodily coordination and balance).  Eric's character's 
  agility (AGI) is 13 and he rolls the dice.  The dice results are a 4, a 6, a 
  6, and a 2, the total being 18. Four is subtracted for a final result of a 14. 
  As this is higher than his character's AGI the roll has failed and the 
  hapless character plummets into the alley below.   
   
  Ex2: A character is trying to fix a computer program that has crashed.  
  The character has Computer Programming Skill on a 14.  The GM tells 
  the player to make a roll against the character's computer skill (the 
  higher the skill the better the character is since the chance of solving the 
  problem is greater).  The player rolls a 3, a 5, a 2, and a 3 for a total of 
  13.  Four is subtracted for a final result of a 9.  As this is below the 
  character's computer skill, the roll is successful and the character fixes 
  the bug. 
   
  The amount a roll is made by is the difference between what was 
  needed and the number rolled.  This can be negative if the roll was 
  missed.  The more a roll is made by the greater the magnitude of the 
  success.  The more it was missed by the worse the failure.  The GM 
  makes the final decision about exactly what happens but the rule is a 
  general guideline (and is important in combat—see the combat rules). 
   
  Modifiers   
   
  The GM may assign a negative or positive modifier to any roll due to 
  external conditions (high winds during a high wire act, for instance.)   
   
  Ex1: Eric's character above only failed the roll by 1 so the GM rules that 
  the character teeters and suddenly loses his balance.  As the roll wasn't 
  badly failed (a failure by 1 is almost a success) the GM decides that the 
  character can make a grab for the ledge with another AGI roll but this 
  time at a -2.  The -2 modifier makes it harder for the character to make 
  the roll (after all, he's falling).  Eric rolls the dice again and gets a 1, a 2, 
  a 5 and a 2 for a total of 10.  Four is subtracted, leaving a 6.  This 
  makes the roll by 5 (an AGI of 13 - 2 makes the success chance an 11.  
  The roll of 6 succeeds by 5).  As this is a pretty good success, the GM 
  decides the character has both arms wrapped around the wooden beam 
  and can pull himself up. 
   
   
   
   
   
  
  V1.0 copyright © 2001 by Marco Chacon 
  Resisted Rolls 
  In some cases characters will make rolls against other character's 
  statistics (as above) or against things other characters have done (trying 
  to pick a lock another character made).  In these cases, the negative 
  modifier applied is the resisting character's STAT - 10.  Alternatively, the 
  GM may decide to roll against the resisting statistic and apply the 
  amount the roll was made by against the other character’s attempt.  
  Whichever way is faster and feels better should be employed. 
  * * * 
   
  “They’re on us!” Angela shouted 
  across the ‘command center.’  On 
  the screen before Jason, windows 
  changed as he flew through the 
  arcane menus.  “They’re aiming their 
  satellite,” she said—barely controlled 
  panic made her voice shake. 
   
  “H—how much time?” Jason 
  managed.  Like a speed skater, 
  afraid to fall, his fingers moved 
  flawlessly.  The entry access to the 
  central computer was monitored and 
  guarded.  Artificial Intelligences 
  watched him. 
   
  “Twenty minutes,” she said, her 
  voice hollow.  “Maybe less.”   
   
  Oh, God, he thought—it’s that close?  
  The kill zone was seven miles in 
  diameter—and they didn’t have a 
  vehicle. 
   
  “Lose them,” he called back, staring 
  at the screen, trying to make his 
  mind work.  “Cover me.” 
   
  Angela, her face pale from fear, 
  made paler by the light of the monitor 
  nodded.  Time to go to war, her eyes 
  said. 
   
  “Here I come,” she said softly to the 
  enemy on the other side of the wires.  
  “Ready or not.”  
   
   
  * * * 
   
  Ex1:  Two characters are arm-wrestling.  The GM rules that to win a 
  character must beat the other’s Strength (STR) roll by 5 or more.  Each 
  character makes a STR roll and subtracts what the other made it by.  If 
  the result is 5 or more that character wins.  In this example, the GM 
  rules that the character making the roll by more moves his opponent’s 
  hand closer to the ground and reduces the amount he must win 
  subsequent rolls by. 
   
  Ex2: A character with a hand-to-hand weapon skill (sword) of 16 is trying 
  to hit a fast character with a 14 AGI who is dodging and weaving in 
  combat.  As combat is complex and slow enough without everyone 
  making resistance rolls, the game rules call for a Weapon Skill roll 
  against the AGI score of the target.  The attacker has a 12- (12 or less) 
  chance to hit the target (16 - 4 = 12).  The player rolls a 14—a miss. 
  Resistance Roll 
  In some cases, a roll can be used to resolve the resistance between two 
  opposing forces that are not represented by statistics.  An example is a 
  weapon’s chance of cleaving through armor.  In this case the weapon 
  may do hundreds, even thousands of points of damage and the armor 
  may have the same magnitude of defense.  While a roll is still made to 
  determine success or failure, it is not made against the numbers involved 
  (you don’t roll against a score of 2000 on 4 dice minus 4). 
   
  Instead you make a Resistance Roll.  This is a roll against a Base 10 
  (50%) with a +/- 1 for each point of difference in the compared scores.  
  But, if the scores are very high, then the GM assigns a factor to bring the 
  scores down to a similar magnitude.   
   
   
  Ex1: Two exceptionally strong characters are arm-wrestling one has a 
  15 Strength (STR) and the other has a 16 Strength. The GM could have 
  them both roll and see who makes it by the most (this is legal, and even 
  encouraged) but he does it the quick way and has the stronger 
  character roll on an 11-.  The weaker character would have a 9- roll to 
  win. 
   
  Ex2: Two superhumanly strong characters are arm-wrestling. One has a 
  50 STR and the other has a 55 STR.  The GM assigns a division factor 
  of 5 making the contest a 10 vs. an 11.  The stronger character has an 
  11- chance of success and the weaker has a 9-. 
   
  Ex3: The guy from above with a 15 STR is wrestling the superhero with 
  the 50 STR.  The GM decides on the factor of 5 and it’s a 3 vs. a 10.  
  The stronger character has a 17- chance of success while the weaker 
  character would have to roll a 3-! 
   
   
  4 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  5 
  Choosing a Division Factor: For most Resistance rolls the numbers will 
  be pretty simple: a barbarian with a sword swinging against a man in 
  chain mail is usually a comparison of numbers like 8 vs. 10 (the 
  barbarian does 8 damage and the armor has a 10 defense so the armor 
  has a 12- save). Other times it may be a harder call.  These guidelines 
  will help for the rare cases (usually in super-hero games) where it’s 
  tricky. 
  Armor Saves: 
  Let’s do an example: a .44 Auto-mag 
  against plate-mail armor.  If you’re 
  just picking up the game (or have 
  played it but haven’t used the 
  Advanced Combat Rules yet) some 
  of this won’t be fully explained.  Bear 
  with us—it’s not too complicated and 
  illustrates a point. 
   
  The gun, fired by our intrepid, 
  temporally displaced hero does 15 
  points of damage.  Don’t worry—just 
  accept it: it’s a big bullet and it does 
  15 points of damage. 
   
  The charging knight’s black plate 
  mail armor has a 12 Penetration 
  Defense.  Got  that?  A 12.  It’s the 
  ultimate medieval life insurance 
  policy and it’s 12 defense says that 
  bullet won’t penetrate. 
   
  Now, you might not have any idea 
  how combat works but when our man 
  with the gun takes a shot at the 
  knight (and hits) the armor gets 
  what’s called an Armor Save.  That’s 
  a roll the defender makes to keep 
  himself from being perforated. 
   
  What’s his roll?  Well the bullet’s 
  value is a 15 and his armor is a 12 
  so there’s a 3 point difference.  Also, 
  the guy with the armor is rolling and 
  he’s the one at the disadvantage in 
  this situation!  That means, starting 
  at a 10- roll, and subtracting the 3 
  point difference, we see that he has 
  to roll a 7 or less. 
   
  He rolls an 8 and the armor gets 
  punctured.   
   
  Why did the Knight roll?  Because in 
  the case of an attacker striking 
  armor, the defender is the one who 
  gets to roll.  That’s what the rules 
  say.  If it had been the other way 
  around (which it was in an earlier 
  form of the game) the gunman would 
  have rolled the dice.  He would have 
  gotten a 13- roll to penetrate the 
  armor . . . as opposed to a 7- roll to 
  prevent penetration.   
   
  • 
  Try to pick a round value (1, 5, 10, 100, etc.) that you can 
  divide both numbers by and get results between 1 and 20.  If 
  you have a tank round that does 2000 points of damage 
  against 700 armor, compare the numbers as 20 vs. 7 rather 
  than 200 vs. 70. 
  • 
  If the difference is so great that using the same factor to 
  divide both numbers will make one of the values less than 
  one, just go with the huge miss-match.  If the tank round 
  (2000 points of damage) strikes 70 points of armor, compare 
  them as 200 vs. 7. 
  • 
  Usually a division by 10 is good for superhero games.  
  “Normal characters,” even extreme ones shouldn’t be 
  modified (a massive Viking with a Strength of 18 against a 
  normal man with a Strength of 10 really does enjoy an 18- 
  success roll). 
  • 
  For values within a factor of 10 of each other, a natural roll of 
  a 19 or 20 will always fail.  For almost any numbers a roll of 
  a 20 will fail. 
   
  Ex1: A big game hunter is wrestling with a tiger.  The man is a big strong 
  guy and has Grappling (a measure of wrestling prowess) Score of 9.  
  The Tiger is 450 pounds of angry cat and has a Grapple Score of 14.  
  To succeed in “grabbing the tiger by the tail” the man has to roll a 5- (the 
  difference in scores minus 10). For the Tiger to pin him, it only needs roll 
  a 15 or less (much better odds). 
   
  Buying Primary Characteristics (Statistics) 
   
  All animate JAGS beings have three primary statistics or characteristics.  
  These are (as listed earlier) Physique, Reflexes, and Intellect.  These 
  give the basic description of the character.  All secondary characteristics 
  are initially equal to the primary characteristic they are listed below 
  (although they can later be tinkered with to customize the character). 
   
  All primary statistics start at 10 and can be raised as high as points allow 
  (they can be sold too).  As the highest roll which can be made without 
  modification is a 20, if a primary statistic is 20 or above the character will 
  never fail under normal circumstances (excepting 'critical failures). The 
  numerical value of the statistic is the roll that is made against it. 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  Physique (PHY) contains the following secondary statistics: Strength 
  (STR), Build (BLD), and Constitution (CON).  Strength is a raw measure 
  of physical muscle.  It is used to do damage in hand-to-hand combat 
  (HTH combat) and to determine how much a character can lift, whether 
  he can bend bars with his bare hands, etc.  Build is a measure of the 
  weight and size of the character.  Each point of BLD is equivalent to 
  between 15 and 25 pounds.  Constitution is a measure of health.  CON 
  rolls are made to shake off the effects of disease and poison.  In combat, 
  CON is the number of Damage Points the character can take.  It is very 
  important to survival in combat situations. 
   
   
   
   
   
   
   
   
   
   
  Reflexes (REF) contains the following secondary statistics: Hand-Eye 
  Coordination (COR), Reaction Speed (REA), and Agility (AGI).  Hand-
  Eye Coordination is a measure of the character’s ability to hit moving 
  targets at range accurately, play video games well, and perform fine 
  motor tasks (jewel cutting, picking locks, surgery). Reaction Speed 
  determines how fast the 'reaction clock' in the character's nervous 
  system works.  Characters with high REA's tend to go first in combat 
  and can take more actions than slower characters. Agility is a measure 
  of the gross motor or large muscle group control the character has.  AGI 
  represents balance, large body motions, etc.  It is used to hit in hand-to-
  hand (HTH) combat, perform dance steps, execute acrobatic exercises, 
  etc.   
   
   
   
   
   
   
   
   
   
  Intellect (INT) contains the following secondary statistics: Reason 
  (RES), Memory (MEM), and Willpower (WIL).  Reason is a measure of 
  problem solving ability.  It is used to solve logic puzzles, deduce that 
  someone is lying from subtle contradicting facts, and make common 
  sense judgments about the environment.  It also determines the 
  character’s ability with sciences.  Memory is used to remember events, 
  trivia, license plate numbers of getaway cars, etc.  It is also useful in 
  learning skills that require a great deal of facts be remembered (like 
  History).  Willpower is a measure of determination, spirit, etc.  WIL rolls 
  are made if a character wants to thrust his hand into boiling water or 
  watch 72 straight hours of Gilligan's Island (or Barney—for the true 
  masochists). 
   
   
   
  6 
  
  V1.0 copyright © 2001 by Marco Chacon 
  Character Design 
   
  Special Character Types 
   
  JAGS contains rules for several 
  “special” types of characters.  The 
  rules here are for Normal 
  Characters—that is, all the abilities, 
  skills, statistics, etc. in these 
  chapters are used to make normal 
  human characters from any 
  background and any age.  The 
  “Paranormal” rules that follow 
  these cover the creation of special 
  character types.  These are: 
   
  Paranormals: Superheroic 
  characters with exotic abilities.  
  They may be crime fighters, 
  villains, or simply products of some 
  bizarre twist of fate. 
   
  Psionics: Characters with 
  extraordinary psychic abilities.  
  They may be able to read minds, 
  move objects by force of will, or 
  perform other such feats. 
   
  Cyborgs: Part organic, part 
  machine, cyborgs are outfitted with 
  special weapons and implants 
  which make them powerful, 
  versatile, and resistant. 
   
  Chi Martial Artist: Trained in the 
  secrets of the martial arts, Chi 
  characters are world class, highly 
  trained combatants who have go 
  beyond the “normal” limits of the 
  human body and mind. 
   
  The rules allow for overlap and 
  cross-characters so any ‘fantastic’ 
  character type can borrow from any 
  other to produce maximum 
  versatility. 
  When the GM makes a campaign, the players will be told how many 
  points they get and what type of characters they are supposed to design 
  for the game.  The number of points the GM assigns will be determined 
  by what role the characters are supposed to play. 
   
  If the characters are supposed to be highly competent, cinematic types, 
  then they will be given more points than if they are supposed to be low 
  key, “normal” persons.  Additionally, special character creation rules can 
  be employed to further customize character design.  Most of these types 
  are described in other books (the paranormal ability book contains rules 
  for making cyborgs, psionic characters, etc.) but one universal type is 
  detailed here—the Heroic Character type. 
   
   
  7 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  8 
  Character Points 
  Defects 
  Defects (in general) are things that 
  are wrong with your character.  
  You get points for taking them.  
  Under normal conditions you can’t 
  get more than 10 points for them 
  but they help flesh out the 
  character and make him distinctive. 
   
  Some defects are worth a whole lot 
  more than 10 points but the GM 
  should always be consulted before 
  making a blind or crippled 
  character as he may not fit well into 
  the campaign. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  * * * 
   
  “Madam, the TS-809 series bio-
  morph is our primer model, more 
  than enough for your purposes.” 
   
  “You don’t know what my purposes 
  are.” 
   
  “I assure you, the physical 
  excellence demonstrated by the 
  809 with its Olympian™ Muscle 
  Structure is matchless in this price 
  range.  There is no finer specimen 
  available.” 
   
  “Muscles aren’t everything.  This 
  isn’t going to be a pleasure toy.  
  What about endurance?” 
   
  “The 809’s weight to drive ratio—all 
  biological of course—no metal—
  allows it extended . . . endurance.” 
   
  “What I meant was: how much 
  damage can it take?” 
   
  “Oh . . .my . . .” 
   
   * * * 
  The amount of points the players get to construct their characters 
  depends a great deal on the scenario or campaign.  Below is a 
  generalized listing although campaign parameters can be much more 
  complex (as explained later). 
   
  Character Type 
   
   
  Point Totals 
   
  Heroic Character  
   
   
  75pts + 10pts defects 
  Average Competent 
   
   
  50pts + 10pts defects 
  Average Joe 
    
   
   
  10 - 20 + 10pts defects 
   
   
   
  Greater Hero 
   
   
   
  150pts +10pts defects 
   
   
   
  Unless the players are using the paranormal rules most campaigns will 
  use either 50 or 75 point characters.   
  Base Cost for Primary Characteristics 
   
  The cost for primary statistics is as follows: statistics may be sold no 
  lower than 7 as any statistic below this indicates that the character would 
  be nonfunctional as a PC. 
   
  Primary Statistic Cost 
   
    7     8    9    10    11    12    13    14    15    16    17    18    19     20 
  Stat 
  Cost 
  -20  -10  -5     0      5     15   30     50   75    105  140  180  225   275 
   
   
  Listed below are the nine secondary characteristics and the primary 
  characteristics they fall under.  These are all automatically equal to the 
  primary characteristic they are associated with unless specifically 
  modified.  If the player does not wish to modify them then they may not 
  even need to be recorded on the character sheet. 
  Secondary Statistics 
   
  PHYSIQUE 
  Strength (STR): A strength of 10 can bench press 130 lbs.  Each point 
  of STR above 10 adds 75 lbs to that weight.  A barehanded blow from 
  a 10 STR does exactly 0 damage.  Each point of STR above 10 does 
  an additional point of damage.  This damage is added to the damage 
  of melee weapons (like swords). 
   
   
   
   
   
   
   
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  9 
   
  Build Modification: 
  Build modification is one of the finer 
  points of the game.  Characters with 
  a 13 BLD are considered “large” 
  without being all that heavy.  While 
  there are game balance reasons for 
  this, more realistic weights can be 
  achieved with the Enhancement Big 
  or Small to help get a character of 
  the weight you want. 
   
  A football player would be likely to 
  have a few points spent on the Big 
  Enhancement as well as points 
  spent on Physique.  On the other 
  hand, you can treat someone with a 
  13+ Physique as a really big 
  character for gaming purposes and 
  assume that the proportions work 
  out. 
   
  * * *  
   
  “Lightweight for its size, the 
  infrastructure is reinforced with 
  enhanced calcium-chromium 
  bonding to—“ 
   
  “Save the double talk. Is there a 
  smaller one of this model?” 
   
  “Of course, and they come in custom 
  skin colors as well.  While the size 
  can be custom ordered within limits, 
  the bone structure is designed for a 
  six foot plus—“ 
   
  “Fine.  I can play with the size until I 
  get it right then?” 
   
  “Limited only by what we have in 
  stock—of course we do ship over 
  night.” 
   
  “Forget it. Can it take a slug?” 
   
  “A punch?  Certainly, the 809—“ 
   
  “No, no—a slug.  A bullet, a round, a 
  shot.  Can it take one?” 
   
  “Madam, if you want a bodyguard 
  model—“ 
   
  “I want one of these.  There’s no 
  licensing on the sale of pleasure 
  morphs.  I need it tonight. “ 
   
  “Ummmm . . .” 
   
  “Never mind.” 
   
   
  * * * 
  Build (BLD): Build is a measure of the physical 
  structure (weight, density, etc.) of the character.  Each 
  point of BLD represents about 15 pounds. A character’s 
  basic Build gives him extra Damage Points due to 
  physical size and mass. It should be noted that some 
  abilities and Enhancements allow characters to 
  purchase or sell BLD at a reduced cost—these do not 
  affect Damage Points but will act as normal BLD in all 
  other fashions (see Big and Small under the 
  Enhancements section).  
   
      Natural BLD  
   
  Damage Points 
   
   
   
   
   
  8 
   
   
   
  -2 
   
  7 
   
   
   
  -3 
   
   
   
  10 
   
   
   
  +0 
   
  9 
   
   
   
  -1 
   
   
   
   
  12 
   
   
   
  +2 
   
  11 
   
   
   
  +1 
   
   
   
  14 
   
   
   
  +7 
   
  13 
   
   
   
  +4 
   
   
   
  15 
   
   
   
  +11 
   
   
  16 
   
   
   
  +18 
   
   
   
  18 
   
   
   
  +30 
   
  19 
   
   
   
  +38 
   
  17 
   
   
   
  +23 
   
   
  Size (SIZ) is a measure of how tall or large a character is.  It is equal to BLD 
  except in exotic cases where a character has an unusual composition (being 
  made of an extremely dense material, for example).  These are 
  generalizations and should only be taken as guidelines. 
   
  NOTE: SIZ is NOT listed on the character sheet.  It should only be noted 
  when there is some odd variation (a character is paranormally big, for 
  example). 
   
    SIZ 
   
   
   
  Average Human Height Male 
   
  10 - 12  
   
   
   
  5’6” to 5’11” 
    7 - 9 
   
   
   
      under 5’2” to 5’ 5” 
   
   
  16 - 18  
   
   
   
  6’4” to 6’7” 
  13 - 15  
   
   
   
  6’0” to 6’3” 
   
   
       25 
   
   
   
   
   About 7-8 feet 
  19 - 21  
   
   
   
  6’8” to 6’11” 
   
   
   
  Constitution (CON): Constitution rolls are made to determine how 
  healthy a character is.  A roll might be made to resist disease, shrug 
  off damage, or recover from a gunshot wound.  A high CON is very 
  important for determining how a character sustains damage taken. 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  10 
   
  * * * 
   
  “Well . . . some of the, ahem, abuse 
  models are reinforced—still, they 
  aren’t designed for—“ 
   
  “I’ll take one—the toughest you’ve 
  got.” 
   
  “Oh my.” 
   
   
  * * * 
   
  “And I need it fast, too.  Wired, 
  y’know?  Primarily I need speed. 
   
  “Ma’am,” these aren’t designed for—
  really there are other shops . . . this 
  is a reputable—“ 
   
  “Stuff it.  I need one quick.  Do you 
  distinguish?” 
   
  “They’re all about normal I presume.” 
   
  “Great . . .” 
   
   
   
   
   
  * * * 
   
  “Okay, now this model—how bright is 
  it?” 
   
  “Bright?” 
   
  “Learning capacity, reasoning, 
  knowledge base—I surely don’t have 
  to train it.” 
   
  “Oh, no ma’am.  It come with a 
  categorical list of all fine dining 
  establishments, a seven gigabyte 
  database of, well, intimate data, and 
  is trained as a cook, a masseur, and 
  has rudimentary paramedics.  What 
  was that?” 
   
  “I said the last one might come in 
  handy.” 
   
   
  * * * 
   
   
  Damage Points (DP): These are normally equal to CON (that is, a 
  man with a 10 CON has 10 Damage Points).  In some cases 
  (especially in cases of large animals who still have a CON roll between 
  0 and 20 but can sustain damage which would pulverize a normal 
  man) Damage Points can be much higher than the character’s CON.  
  In these cases, whenever a roll is called for the character makes the 
  CON roll but damage taken is subtracted from the DP listing. 
   
   
  REFLEXES 
  Eye-Hand Coordination (COR): Also called coordination (although 
  AGI is coordination for large muscle groups), COR is used for all 
  ranged weapons. Some skills involving manual dexterity are based on 
  it as well. 
   
   
  Reaction Speed (REA): Reaction Speed is used to 'buy' actions in 
  combat.  Blocks cost 3 points, strikes cost 5, longer actions cost 8.  
  REA also determines who goes first in combat, what a character’s 
  ground speed is, whether or not a character can perform a critical 
  action in time, etc.   
   
   
  Agility (AGI): Agility is the roll to hit with an unarmed attack and all 
  weapon skills are derived from AGI.  AGI - 10 is deducted from 
  attacker’s attempts to hit the character in HTH combat.  The majority of 
  physical skills are derived from AGI (the skill roll will be around or 
  above AGI). 
   
  INTELLECT 
  Reason  (RES): If a character’s ability to solve a problem is called into 
  question, a RES roll is used (this is not substituted for roleplaying but 
  can be used for things like jigsaw puzzles or other ‘non-roleplaying’ 
  mental tasks).   Most of the scientific skills are based on RES.  Some 
  magical and psionic abilities use RES to hit the target. 
   
   
  Memory (MEM): Any time a roll is made to remember something, this 
  STAT is used.  A good memory is also helpful in studying sciences and 
  other technical skills. 
   
   
  Willpower (WIL): Any time the character's ability to do something 
  unpleasant is called into question a WIL roll may be made.  WIL is also 
  used to resist undesirable effects of things like psionic attacks, torture, 
  etc.  In combat a high WIL may keep a character active and awake 
  even though gross damage has been sustained. 
  Increasing and Decreasing Secondary Characteristics 
  The cost for increasing or selling secondary statistics is listed below.  
  Each point of increase pays the listed cost and each point of decrease 
  reduces it.  Under a given primary statistic, only one secondary statistic 
  may be modified when a character is first created.  It may be decreased 
  (sold) by 1 or it may be increased (bought) by 1 or 2.  The cost is listed 
  on the chart below: 
   
   
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  11 
   
  Secondary Statistic Cost 
  * * * 
   
   “Mistress,” the 809 bio-morph 
  said, with a deep, suggestive tenor.  
  “How may I be of service?”  It’s 
  slight smile and gleaming eyes 
  bespoke its genetic manufacture.  
  It moved from the resurrection bed 
  with an easy, cat-like grace. 
   
  “Here’s a Mark 3 assault rifle,” the 
  woman said, stripping out of the 
  expensive clothes to reveal a black 
  armored body suit.  “You’ve got a 
  reprogrammer virus in you that 
  should be turning your world 
  upside down in about thirty 
  minutes.  After that—we’re going 
  out.” 
   
  “I have a categorical list of dining 
  establishments available to me,” it 
  said stepping across the room to 
  her. 
   
  She smiled wanly, and looked out 
  the window of the tiny apartment at 
  the neon-lit night beyond. 
   
   
  * * * 
   
   
   
   
   
   
   
   
   
   
  Wound Level Hints: 
  A Sub-Minor Wound is a scrape.  It 
  doesn’t have any effect on the 
  character unless he’s already hurt. 
  It could be a jab that glances off. 
   
  A Minor Wound is like what 
  happens when a boxer takes a 
  good punch—if he’s fresh, he 
  might be stunned for a second but 
  he’s probably not going down. 
  Stat 
  Cost  
   7    8    9    10    11    12    13    14    15    16    17    18    19    20 
   --   1     2     2      2      3      5      7      8       9    10    11    12    13 
   
   
  Ex1: A character with a 12 WIL wishes to increase it to 13.  This cost 5 
  points and is allowed as WIL may be increased by up to 2. 
   
  Ex2: Jim wants his character to have a 10 STR and BLD, but a 12 CON.  
  This is legal. His total cost for PHY is 0 (for the 10 PHY) +2 + 3 = 5 (for 
  the 12 CON). 
   
  Ex3: A character is quick and good with her hands but a poor hand to 
  hand combatant and not especially well balanced for her REF.  Her REF 
  is 12 (costing 15 points) and she sells her AGI down to 11 (the 
  maximum it can be sold and only one secondary stat under REF can be 
  sold).  As it would cost her 3 points to buy a 12 Stat (up from 11 --
  checking on the chart above) she gets 3 points for selling it so the 12 
  REF only cost her 12 points (15 -3 = 12). 
  Tertiary Statistics 
  These are figured from secondary characteristics and should be listed on 
  the character sheet for convenience.  They deal with physical ability and 
  combat.  These cannot be bought with points the way that secondary 
  characteristics can be although they can be modified with Enhancements 
  or Defects. 
  Wound Levels 
  When a character gets hurt (shot, stabbed, falls off a roof, etc.) in JAGS, 
  he takes a certain number of “Points of Damage.”  The more of these in 
  proportion to his “normal” Damage Points, the worse he’s hurt.  A scrape 
  might do one Damage Point while a direct hit from an anti-tank rocket 
  would do hundreds or thousands. A character’s Wound Level determines 
  how bad the immediate injury is and what the effects of it are (whether 
  the character shrugs it off, falls down, dies instantly, etc.) The 
  complexities are explained in the combat section but for character 
  generation purposes, use the chart below. 
   
   
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  12 
  Wound Type 
   
  Number 
  Likely Effect 
  A Major Wound is like a standard 
  shot from a handgun.  It has a 
  good chance of instantly stopping 
  or dropping the character. 
   
  A Critical Wound is like getting a 
  two-handed sword through the 
  chest.  It’s usually all over for you. 
   
  Remember, though, that Wound 
  levels are based on Damage Point 
  totals so a Critical Wound for a 
  man is a Sub-Minor Wound for a 
  Tyrannosaurus Rex! 
   
  Also remember: the effects of a 
  given Wound type are dependent 
  on how well the character is doing 
  when he gets hit.  A nearly dead 
  character who takes a “Minor 
  Wounds” worth of Damage Points 
  may be pushed over the edge into 
  death.  This brings us to Condition 
  Level. 
   
   
   
   
  Condition vs. Wound: 
  Hey!  These are all the same 
  numbers.  Looking at the two 
  tables, it should be clear that if a 
  character takes a Minor Wound, 
  he’d be at Hurt Condition.  If he 
  takes a Critical Wound he’s 
  automatically at Serious Condition 
  (the names are just to give you an 
  idea of what we’re talking about). 
   
  On the other hand, a character 
  who takes 5x his Damage Points in 
  1 point increments will die even 
  though he never takes a “Critical 
  Wound” per se.  That’s what 
  distinguishes Condition from 
  Wound Level: Condition is the 
  cumulative effect of all the damage 
  the character has suffered. 
   
   
   
  Minor Wound 
     Damage Points / 3 
  May stun or daze 
  Sub-Minor            Under Damage Points / 3 No effect 
   
   Critical Wound 
     Damage Points x 2 
  Internal damage / death 
  Major Wound 
     Damage Points  Unconsciousness 
   
   
   
  NOTE: Fractions round normally so a CON of 11 gives a 4 Minor Wound 
  score (3.66 rounds to 4). 
   
   
  Ex1: A character with a CON of 10 takes 2 points of damage in a single 
  hit.  This is a Sub-Minor Wound as Minor Wound = CON / 3  = 3. 
   
  Ex2: A character with a CON of 10 takes 11 points of damage in a single 
  hit.  This is a Major Wound as Major Wound = CON = 10. 
   
  Ex3: A dinosaur with a CON of 10 and 210 Damage Points takes 30 
  points of damage.  This is a Sub-Minor Wound as the dinosaur’s Minor 
  Wound score is 70.  The hit (which would probably kill any normal man) 
  has no effect. 
  Condition Levels 
  Even small wounds add up and large wounds add up faster.  The 
  Condition levels make the character more susceptible to injury.  If the 
  total damage a character has taken equals or exceeds the Condition 
  level the effects of that Condition are applied as listed in the Condition 
  table in the combat section. As with Wound level, if Damage Points are 
  greater—figure from them and not the CON stat which is used for the 
  roll. 
   
  Condition Level     Number                    Notes 
   
  Hurt 
   
     Damage Points / 3 
  Slight effects 
  Normal  
  Under Damage Points / 3 Character is fine 
   
   
  Serious  
     Damage Points x 2 
  Barely mobile 
  Injured  
     Damage Points  Character is slowed 
   
   
   
  Dead 
   
     Damage Points x 5 
  Dead 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  13 
  Ground Speed 
  Running, Walking, and 
  Sprinting: 
  Although this is also explained in 
  the combat section, a character 
  who is totally stationary and 
  unprepared must usually start 
  moving by declaring a Walking 
  Move. 
   
  If a character is already Walking or 
  Running then the character may 
  upgrade to Sprinting.  Our research 
  indicates that athletes run the first 
  10 yards of the hundred-yard dash 
  slower than they run the last 90 
  yards. 
   
  * * * 
   
  The town guard were back there, 
  somewhere behind him.  Wind 
  whistled past Leyland’s ears as he 
  ran—his feet glided over the 
  cobble stones and led him down 
  alleys where he had to duck to 
  avoid collision with the low hanging 
  buttresses for the walls of the 
  buildings. 
   
  When he reached a plaza made by 
  the back lots of several buildings, 
  he stopped, leaning back to open 
  his lungs and taking a huge gulp of 
  air before exhaling everything 
  within him.  In the silence that 
  followed, he listened. 
   
  Nothing—no scrape of the guard’s 
  leather armor.  No clink of a 
  captain’s chain mail.  All he heard 
  were the sounds of the street and 
  constant, steady, background roar 
  of the city. 
   
  Then he heard something else. 
   
  Drawing, he spun, winding himself 
  down into a crouch, the small 
  sword out before him. 
   
  “You’re a hard man to keep up 
  with, Leyland,” a soft mocking 
  voice said from the shadows down 
  the way he’d come. 
   
  “And a harder man to kill,” he 
  snarled. 
   
   
  * * * 
  The speed at which a character runs is determined by the character’s 
  REA (Reaction Speed).  This can be modified by Enhancements or 
  Defects.  Your Walk speed is α of your Sprint and your Run speed is β of 
  your Sprint. 
   
  Ground Speed Table  (in yards / second) 
  REA 
   
  Walking 
  Running  
  Sprinting 
   
     8 
   
      2.30  
  4.60 
   
  6.90 
     7 
   
      2.20  
  4.40 
   
  6.60 
   
   
     10 
    
      2.50  
  5.00 
   
  7.50 
     9 
    
      2.40  
  4.80 
   
  7.20 
   
   
   
     12 
    
      2.70   
  5.40 
   
  8.10 
     11 
    
      2.60  
  5.20 
   
  7.80 
   
   
     14 
    
      2.90  
  5.80 
   
  8.70 
     13 
    
      2.80  
  5.60 
   
  8.40 
   
   
   
     16 
    
      3.10  
  6.20 
   
  9.30 
     15 
    
      3.00  
  6.00 
   
  9.00 
   
   
     18 
    
      3.30  
  6.60 
   
  9.90 
     17 
    
      3.20  
  6.40 
   
  9.60 
   
   
   
  O1: Minor Modifications.  The GM may require that all characters make 
  a REF roll.  For each point that the roll is missed by the ground speed is 
  decreased by .20 yards / second. For each point the roll is made by, it is 
  increased by .20 yards per second.  The maximum increase or decrease 
  is 1.6 yards in either direction.  This represents the body type 
  modification to ground speed.  If this is not required but allowed and the 
  character's PHY is 11 or below making the roll is a -1 point defect 
  whether or not the effects are good or bad. 
   
   
   
   
   
  O2: Chases.  Under the standard rules a slightly slower character will 
  never catch a faster one.  In reality things like bursts of speed, taking a 
  corner badly, etc. can all allow faster characters to perform relatively 
  worse than a slightly slower one.  For running foot races the GM can 
  have the involved characters make REA rolls.  The slower characters 
  make theirs against the faster characters (at -1 for each point of 
  difference between the characters).  Each point they make the roll by 
  will close the distance by .10 yards that second. 
   
  Perception Roll 
  This is a roll made to notice things.  It is based on Intellect (INT)—the 
  only tertiary stat to be based directly on a primary.  Assuming normal 
  senses, the roll is made to determine if the character is alert enough to 
  sense whatever is relevant.  Sensory input can be improved with Traits. 
   
   
   
   
   
   
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  14 
   
  Enhancements and Defects 
  Enhancement Tips: 
  Enhancements help define 
  characters in ways statistics don’t.  
  Often two very similar characters 
  can be made quite different by 
  buying them different 
  Enhancements. 
   
  Any Enhancement (this is 
  reiterated later) which has a cost of 
  8 points or higher (16 points for 
  non-Heroic characters) must be 
  cleared with the GM before 
  purchase.  Such abilities can 
  greatly unbalance a scenario if the 
  Game Master is not prepared for 
  them. 
   
  . 
  The following are ways to customize characters.  Enhancements are 
  advantageous, Defects are disabilities, and Traits are Enhancements 
  with special limitations on their purchase.  These apply to the body or 
  mind of the character; the section following applies to the background 
  and personality of the character. 
  Enhancements 
  These are good things to buy and cost points.  They are listed under 
  headings of primary statistics for convenience (Physique deals with the 
  physical body, Reflexes deal with trained responses, and Intellect deals 
  with mental abilities and the basic personality of the character). 
   
  Any Enhancement that costs 2 points or less is fairly common in average 
  populations.  Enhancements that cost three points are rare but still not 
  very unusual.  Enhancements that cost 4 points are usually not available 
  to most characters and are highly rare outside of 50 point and above 
  characters.  Enhancements that cost more than 4 points are usually not 
  found outside of 75 or higher point characters.   
   
  In general, players can take any Enhancement they want no matter what 
  the points. However, if they are playing characters below the suggested 
  points, their abilities will just be more unusual (the appearance of the trait 
  in the party does not represent an accurate sample of the population).  
  The converse to this is that organizations looking for certain types 
  (thieves’ guilds, boxing associations, etc.) will have a higher percentage 
  of Enhancements, as they will attract those individuals who have them. 
   
  DN: The question was raised as to whether every artist has Artistic 
  Genius (an Enhancement) and at what level.  The argument that if you 
  didn't have artistic genius you wouldn't become an artist is valid if every 
  NPC gets to design themselves just as PC's get to 'design themselves.'  
  They don't.  The Enhancement is cheap because of game balance but 
  that does not mean it is common.  Most PC artists who their players 
  wish to be good will take the 'more efficient' design option using 
  Enhancements.  Most NPC's will simply buy higher art skills.  Of course, 
  the really great people in history were high point characters efficiently 
  designed! 
   
   
   
   
   
  PHYSIQUE 
   
  Appearance [ Cost Varies ] 
   
  The character has an unusually good appearance.  There 
  are several different kinds of appearance available and the 
  player can define any of the below types more specifically if 
  desired.  A character can only choose to be Attractive or 
  Exotic or Statuesque; he cannot be more than one at a time.  
  Rugged may be purchased separately or in conjunction with 
  any of the other Appearance Enhancements. 
   
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  15 
  Physical Appearance Chart 
  * * * 
   
  “I’m looking for a woman—six foot 
  five, high cheek bones, bluish hair.  
  Seems to be about thirty.  You 
  seen her?” 
   
  “Blue hair?  She some kind of 
  punk-rocker mister?” 
   
  “No.” 
   
  “Well we get all kinds in here, but 
  I’d remember someone like that.” 
   
  “Well, if you see her, call me 
  immediately—here’s a card.  
  There’s a reward.  Understood?” 
   
  “Yes sir.  She wanted or 
  something?” 
   
  “Not on this planet . . . not yet.” 
   
   
  * * * 
   
  Appearance 
  Cost 
   
  Effect 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attractive 
  2,4,8,12  
  At Level 1 the character is good- 
  looking. At Level 2 (8 pts) the 
  character is extremely attractive.  
  Level 3 is movie star level good 
  looks Level 4 is supermodel
  Statuesque 
  2,4,8,12  
  The character’s proportions are   
  ‘striking’ and the character is cut in 
  a perfect mold.  To take this, your  
  character must be free of physical  
  imperfections and defects that  
  affect appearance. 
   
   
   
   
   
   
   
   
   
   
  Rugged   
       3 
   
  The character is ‘tough’ looking.   
  While not ugly, this may be 
  frightening in appearance. 
  Exotic 
   
  2,4,8,12  
  The character is attractive in an 
  unusual or memorable fashion.  
  This makes the character easier to 
  identify and remember (which may 
  not be a good thing). 
   
  Big [ 2.25+ ] 
   
  A character wishing to be larger than normal for his 
  Physique has two options: to buy BLD or to take the Big 
  Enhancement.  A character may buy BLD directly as any 
  other secondary statistic—this will have the listed effect on 
  his Damage Points—or the character may take the Big 
  Enhancement for a greater size-to-damage-point ratio.  Each 
  point of Big adds +1 BLD and +1 Damage Point.   
   
   
  Conditioning [ ½, 1, 2, 4 ] 
   
   
  The character has more Endurance than normal for his listed 
  CON score. For ½ point the character has +1 Endurance.  
  For 1 point the character has +2 Endurance.  For 2 points 
  the character has +4 Endurance.  For 4 points the character 
  has +8 Endurance. 
   
   
   
  Enhanced Immune System [ 1, 2, 4 ] 
  The character is better at fighting disease than normal.  For 
  1 points the character gets +2 to CON rolls against disease.  
  For 2 points the character gets +4 to CON rolls against 
  disease.  For 4 points the character gets + 8 to CON rolls 
  against disease. 
   
  Iron Jaw [ 2, 4, 8, 16 ] 
   
  Whether through special training where the nerves have 
  been deadened by repeated strikes or just natural 
  cussedness, the character is exceptionally resistant to pain 
  and can weather blows that would flatten a normal man. 
  When the character suffers a wound for damage equal to or 
  less than his Threshold, the damage will not force a CON roll 
  no matter what Condition Level the character is at. The 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
   
   
   
   
   
   
  * * * 
  Ah—just a flesh wound! I'll be back 
  in action in no time! 
   
   
   
   
  * * * 
   
  I felt that, punk. Too bad for you … 
   
   
   
   
   
  * * *  
   
  “I’m stuck!”  
   
  “What?  I told you not to try this 
  wearing plate mail!  You’ll get us all 
  killed—and keep your voice down.” 
   
  “It isn’t my plate mail!  Get back 
  here—bring the light!” 
   
  “What’s stuck?  Your sword? Can 
  you un-wedge it?” 
   
  “Bring the light you fool!  It’s my 
  head!” 
  * * *  
   
   
   
   
   
   
   
  * * * 
  I heard this guy uses two guns … 
   
  Ah—don't sweat it … I tried it once, 
  you know how hard it is to actually 
  hit anything with two guns? 
   
   
  threshold is 1 point (cost of 2pts), 2 points (cost of 4pts) and 
  3 points (cost of 8pts), and 4 points (cost of 16pts!).   
  At 8 points the Iron Jawed character has 1 point of armor.  
  This confers no Penetration Resistance; it simply reduces all 
  damage the character takes by 1.  At the 16-point level the 
  character has 2 points of armor. 
   
   
  Resilient [ 2,4 ] 
  The character heals faster than normal.  For 2 points the 
  character gets an effective +2 to CON for recovery of 
  damage points.  For 4 points the character gets +4 to CON 
  and the healing rate of the character is doubled. 
   
   
  You have a high threshold for pain and damage. The 
  character gets +1 to his Minor Wound and +2 to his Hurt 
  Condition (the difference is subtle: Minor Wound is the 
  amount of damage necessary to force a Minor Wound Roll, 
  Hurt Condition is the amount of total damage which makes 
  even ‘sub-minor wounds’ force a Minor Wound roll. 
  Shock Resistant [ 4 ] 
   
   
  Small / Light / Skinny [ none ] 
  A character may, at his option drop up to 3 points of BLD or 
  up to 20% total BLD (whichever is better for the character) at 
  no cost.  This is not the same as selling BLD (which effects 
  Damage Points and nets the character more character 
  points) but simply makes the character smaller for his/her 
  Physique.  While Damage Points are not effected, the 
  character will make any rolls on the reduced BLD.  This may 
  not be combined with BIG or with the buying of more BLD 
  (although it may be combined with the selling BLD).  In no 
  case should the GM allow a character’s BLD to drop below 
  7. 
   
  Tough [  4, 6, 8, 10,12,14, 16 ] 
   
  The character gets extra Damage Points (DP).  This does 
  NOT increase the CON roll in any way.  It does affect Wound 
  and Condition level.  For 4pts you get +4 DP. Each 2pts after 
  that gives +1. 
   
   
  REFLEXES 
   
  Ambidextrous [ 2, 4, 12 ] 
   
  The character can use both hands with equal (or almost 
  equal ease). For 2 points the character can use his off-hand 
  at a -2 penalty (instead of at -4) and receives a COR bonus 
  for skills even if his COR is only 11 or 12.  For 4 points, the 
  character has no off-hand penalty and can draw two 
  weapons at once for the same REA (or Fast Draw two 
  weapons at once with the same roll).  For 12 points, the 
  character has “Combat Ambidexterity” and can strike or fire 
  twice (with a one-handed weapon in each hand) for the 
  same REA.  This can only be done once a turn. 
   
   
   
   
  16 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
   
  “Who taught you to run like that, 
  Leyland?” 
   
  “The town guard—who else?” 
   
   
  * * * 
  Almost got me that time! 
   
  Hold still for a second! Fight fair … 
   
   
   
   
   
   
   
  * * * 
   
   
  We vampire-hunters tend to be light 
  sleepers …  
   
   
   
   
   
   
  * * *  
   
  He's quicker than he looks … 
   
   
   
   
  * * * 
  Leyland's feet made no noise as he 
  fled down the stone hall … 'don't 
  look behind you' …he paused. He 
  heard nothing. After two heartbeats, 
  he started sprinting again. 
   
   
  * * * 
  Ahead of Leyland was a chasm. 
  Without altering his stride he took a 
  grappling hook from his belt. 'Follow 
  me now you unnatural beast', he 
  thought, letting it fly from his hand. 
   
  * * * 
  Fast Runner [ 1, 2, 4 ] 
   
  The character is a naturally fast runner. Each level acts as 
  an extra 2 points of REA for purposes of ground speed and 
  rolls made to run only. 
   
  Instinctive Reflexes [ 3,6 ] 
   
  The character’s natural reflexes protect him from danger.  At 
  Level 1 he gets his full AGI bonus if attacked from behind, 
  +1 to any AGI rolls the GM calls for to avoid danger (from 
  traps), and can perform a Desperation Block maneuver by 
  up to 3 instead of the normal 2 (so he’s at -9 to all rolls for 
  the first turn and –6 to all rolls on the second).  At Level 2 he 
  gets +2 to AGI rolls to avoid danger, makes all Dodge rolls at 
  +1, and, in the event of a Desperation Block is only at -2x on 
  the first turn and -1x on the second turn (so if he 
  Desperation Blocked by 3 he’d be at -6, -3 instead of -9, -6).  
  See the Advanced Combat Section for Desperation Block. 
   Light Sleeper [ ½, 1 ] 
   
  The character is hard to surprise when sleeping. For ½ point 
  the character gets a normal perception roll to notice people 
  in the room and become instantly awake.  For 1 point the 
  character gets +3 to that roll.  Normally a sleeping character 
  is at -6 to perception rolls to awake with someone in the 
  room if they are quiet and -3 to awaken if lightly touched. 
   
   
   
  Natural Fighter [ 3 ] 
  The character gets +1 to Initiative rolls or an Initiative roll of 
  12 . . . whichever is better.  This is not the same thing as 
  getting +1 REA (the +1 only applies to rolls to determine 
  when the character gets to act in combat). 
   
  Quiet [ 2, 4 ] 
   
  The character naturally moves with out making any noise.  
  For 2 points the  
  character gets +1 to any Stealth rolls 
  and is at -2 to be heard.  For 4 points the character gets +2 
  to any stealth rolls and is at -4 to be heard. 
   
   
  Sure Footed [ 1, 2, 4 ] 
  The character has naturally stable balance.  For 1 point the 
  character gets +2 to any AGI roll to maintain balance.  For 2 
  points the character gets +4 to any AGI roll to maintain 
  balance. For 4 points the character gets +8 to any AGI roll to 
  maintain balance. 
   
  INTELLECT 
   
   
  Artistic Genius [ 2, 4, 8 ] 
   
  Artistic Genius adds to the character’s RES for purposes of 
  buying Visual Art, Musical Instrument, and any other “artistic 
  skill” as defined by the GM.  The 2-point version adds +1.  
  The 4 point version adds +2, and the 8 point level adds +4. 
  To be a world class painter a Level 3 skill at 19+ is usually 
   
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  V1.0 copyright © 2001 by Marco Chacon 
   
   
   
   
   
   
   
   
   
  required.  To be one of the greatest artisans of all time a 
  Level 4 skill and a 21+ roll is necessary. 
   
  Creative Genius [ 2, 4, 6 ] 
   
  The character is highly creative.  This applies to any 
  construction skill, art skill, or writing skill.  Architects will built 
  innovative structures, writers will invent new ideas, and 
  painters will develop new techniques.  This does not effect 
  the integrity of the design or even (outside of writing) the 
  objective quality of it.  The GM applies the bonus to the roll 
  on people who like creative work (e.g. the customer hates 
  the architect’s design but the designer becomes a cult hero 
  with other architects). This can be a fickle advantage but it 
  can also (if the character gets lucky) make the character 
  great before his/her time. Any observer of a creative work 
  makes a random roll.  This roll is an 8-, 10-, or 12- 
  depending on the level.  If the roll is successful, the observer 
  is amongst the people who like the work for its flair rather 
  than its technical merit.  Creative geniuses will tend to have 
  small cores of die-hard fans (the higher the plus, the larger 
  the population that falls in the “appreciation zone.”) 
   
  Fearless [ 1, 2, 4 ] 
   
  The character has mastery over fear of bodily harm or death.  
  For 1 point the character gets +1 to WIL rolls that involve 
  doing something unpleasant but not damaging and gets +2 
  to WIL against terror or personality based fear.  For 2 points 
  the pluses are doubled and for 4 points quadrupled. 
   
   
  The character's personality gets him noticed often.  This is 
  not due to flashy clothes or loud talking but a sense of style, 
  timing, and fashion which makes the character stand out.  
  For 1 point the character gets +1 to social skills and can 
  attract a small crowd’s attention with a WIL roll simply by 
  interacting.  For 2 points this WIL roll is at +2 and the 
  character will often find himself the center of attention.  For 4 
  points the character will stand out nationwide—some movie 
  stars try to affect this by using bizarre fashions and unlikely 
  press releases.  A character who actually has it will need 
  none of that—his own fashion sense, personality, and public 
  life will be news enough without inventing anything.  A 
  character with 8 points who is not in the public spot light will 
  simply be in the highest demand at parties in his social circle 
  (whatever that is) and others will try to emulate him, always 
  falling slightly behind.  The WIL roll is at +4 and the 
  character gets +2 to social skills. 
  Flair [ 1, 2, 4 ] 
   
   
  Indomitable [ 2, 4, 8 ] 
  The character’s will to win and refusal to be dominated is 
  very strong.  For 2 points the character gets +1 to resist any 
  sort of mind control (whether it be a telepathic ability or just 
  good old-fashioned brainwashing).  For 4 points the 
  character gets +2 to resist and for 8 points he gets +4 to 
  resist.  This does not add to any other WIL roll.  Depending 
   
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  V1.0 copyright © 2001 by Marco Chacon 
  on the nature of the campaign, the GM may either increase 
  the cost of this Enhancement or disallow it all together. 
   
   
   
   
   
   
   
   
   
   
   
   
  The character has a mental clock and compass that tells 
  direction and time.  For 1 point the clock is accurate within 
  10 minutes and the compass will tell direction within 60 
  degrees (general direction).  This gives +2 to any attempt to 
  find ones way.  For 2 points the character's clock is accurate 
  within 1 minute and the compass is accurate within 5 
  degrees.  This gives +4 to any attempt to find ones way.  For 
  4 points both are totally accurate and the character has a 
  spatial sense which will work in other dimensions, galaxies, 
  through hyperspace, etc.  This gives +8 to attempts to find 
  one’s way.  The cost is half if a character has just the 
  internal compass or just the clock. 
  Internal Compass/Clock [ 1,2,4 ] 
   Keen Senses [ 1 - 32 ] 
   
  Pick one of the categories and buy the senses for that 
  category. The character has better senses than normal.  
  Vision is the most common perception roll type made in most 
  roleplaying games so its cost is higher than that of other 
  senses. 
   
  Keen Senses Cost Chart 
  Cost   Hearing/Smell-Taste/Touch 
  Vision  
  All 
   
   
     2 
               +2 
   
   
  +1 
   
  -- 
    1 
               +1 
   
   
  -- 
   
  -- 
   
    8 
               +8 
   
   
  +4 
   
  +2 
    4 
               +4 
   
   
  +2 
   
  +1 
   
   
    32 
               -- 
   
   
  -- 
   
  +8 
    16 
               -- 
   
   
  +8 
   
  +4 
   
   
   
   
   
   
   
   
  Leader [ 4,8,12,16 ] 
   
  The character is a natural leader (see rules under 
  Interaction).  At Level 1 the character is a respectable figure 
  some will look to.  At Level 2 the character is one many will 
  happily follow and work for.  At Level 3 the character is a 
  born leader of men and will attract followers. At Level 4 the 
  character is a great leader and many will flock to him. 
   
  Lie Catcher [ 1,2,4 ] 
   
  The character can detect other's lies.  This mainly consists 
  of seeing through Con Artist, Acting, or similar rolls but at 
  higher levels it can simply detect a well told lie due to 
  changes in inflection, speech patterns, and body language.  
  For 1 point the character gets +2 to any RES rolls against 
  deceptive skills or Interaction attempts.  For 2 points the 
   
  19 
  
  V1.0 copyright © 2001 by Marco Chacon 
  character gets +4 to such rolls. For 4 points the character 
  gets a RES roll against the liar’s RES score to detect lies 
  and the character also gets +8 against deceptive skills or 
  Interaction attempts. 
   
  Likeable [ 4,8,12,16 ] 
   
  The character's innate personality makes others like him.  
  NPCs will make rolls to see how they react to the character 
  (see the Interaction rules). 
   
  Linguist [ 2 ] 
   
  The character has a talent for learning foreign languages 
  and dialects and acquires them in one-tenth the normal time.  
  The character purchases languages as if his MEM were 2 
  points higher.   
   
  Mathematical Genius [ 5 ] 
   
  The character is especially adept at mathematics. The 
  character's RES is increased by +2 for the purposes of 
  buying Mathematics and Physics.  It is increased by +1 for 
  purposes of buying Level 3 and 4 Computer Skill and Level 
  3 
  and 
  4 
  Mechanical 
  and 
  Electrical 
  Engineering.  
  Furthermore, the character can ignore 2 points of negative 
  modifier (so a -4 problem is only -2 for the Math Genius). 
   
   Mechanical Genius [ 4 ] 
  The character is inherently adept in dealing with mechanics. 
  The character gets +2 to his effective RES for purposes of 
  buying Mechanics.  The character gets +1 for purposes of 
  buying Material Science, and Locksmith if the level is 2 or 
  higher. 
   
  Photographic Memory [ 8 ] 
   
  The character has an excellent memory.  The character gets 
  +4 to the MEM score that applies for all purposes (this is 
  essentially a cheaper way to buy memory). If the character’s 
  adjusted memory is 16 or greater the character will have 
  perfect recall of everything sensed. 
   
   
  Presence [ 4,8,12,16 ] 
   
  The character has a brooding, foreboding presence. People 
  will not want to upset the character and will, perhaps 
  subconsciously, believe the character is capable of or prone 
  to violence.  Such a character has a better chance of 
  walking unmolested through a slum at midnight.  The 
  Interaction rules cover the effects in detail. 
   
  Speed Reading [ 1,2,4 ] 
   
  The character can read text at a very fast rate and still 
  maintain high comprehension.  For 1 point the character can 
  read 100 pages an hour.  For 2 points the character can 
  read 400 pages an hour.  For 4 points the character can 
  read 800 pages an hour. 
   
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  V1.0 copyright © 2001 by Marco Chacon 
  Weird Traits 
  These are different from Enhancements. Weird Traits are things about 
  your character that are unusual or even supernatural. While these aren’t 
  in the same league as super-powers, psionic abilities, or magic, they’re 
  still unusual enough to have some special rules associated with them. 
  • 
  Weird Traits are NOT bought with ‘normal character points.’ If 
  the GM wants to let them in, he may assign a ‘Weird Points’ pool 
  (say 8pts) in addition to your normal character points. This pool 
  is used to buy Weird Traits. 
  • 
  Even with the point pool, any trait must get GM permission. 
  You’ve got to clear all of these with the GM and the GM 
  shouldn’t let in any he doesn’t like. Many of these can single-
  handedly ruin some types of games. The GM has the absolute 
  right to either deny these or modify them during play so they 
  don’t work in a way that wrecks the game. 
   
  Suggested Usage: We suggest that if the GM wants to allow these (or 
  some of them) he allow players to choose one of two modes: Normal 
  characters of a higher point value, or characters with lower ‘normal’ 
  points and a point pool. Examples: 
  • 
  Characters are either 50pt beginning ‘Fantasy Adventurers’ or 
  30pt Fantasy Adventurers with a 16pt Point Pool for these 
  enhancements. 
  • 
  Characters in a near-future campaign may be: 75pt Cyborgs 
  (using the Cyborg rules), 125pt ‘normal’ characters, or 100pt 
  characters with a 12pt Point Pool. 
   
  Final Note: Not all of these are ‘Weird’ (some are pretty mundane, 
  really). The reason they’re here is because they don’t come from normal 
  points. The fact that these are brought with a Weird Point Pool (and that 
  you can’t use points from that pool to buy statistics or skills or other 
  Enhancements) means we can do some interesting tricks. 
   
   
   Combat Luck [4,8] 
  You are lucky in combat: depending on your level, you can 
  substitute your luck score for your AGI *after* a hit as struck you.  
   
  Level 1: use an AGI bonus of -3 two times in combat. OR, any hit 
  can be given a -5 Damage Modifier (as one of the times).  
   
  Level 2: use an AGI bonus of -6 once and -3 two times. Or give 
  any hit a -5 DM as one of the hits. Or, one dodge or block can be 
  made by 10. 
   
   
  You are, on a subconscious level, plugged into a greater reality. 
  Dreamers have dreams that are strange, prophetic, offer insight, 
  reveal answers and omens, and otherwise serve as a guide. 
  Dreamers understand a little bit more about the shadow-side of 
  the world than most people. The GM can motivate them with 
  dream-images, feelings of overwhelming déjà vu, and other such 
  adventure hooks. A dreamer may make a WIL roll to try to have a 
  dream that pertains to their current situation (this involves a day 
  Dreamer [4 ] 
   
  21 
  
  V1.0 copyright © 2001 by Marco Chacon 
  of meditation). The GM should be dramatic and obscure in 
  granting information this way. 
   
   Extraordinarily Tough [16] 
  You are extremely tough: you can take massive amounts of 
  abuse and come back.  
  • 
  You get +8 DP.  
  • 
  Once in a combat you can make a CON roll at +2 
  • 
  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. 
   
   
   
  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. 
  Hard To Kill [4]  
   
   
  The character has excellent gut-level instincts.  For 2 points the 
  character gets +1 to notice people following him, to figure out 
  scams (when dealing with people), and to any other RES or 
  perception roll if someone is trying to take advantage of the 
  character.  For 4 points the character gets + 2 to such rolls and 
  gets a standard WIL roll to detect dangerous situations which 
  have no obvious reason to be dangerous ("you have a bad feeling 
  about that alley.")  For 8 points the character gets +4 to RES rolls 
  to detect when he is being scammed, followed, or taken 
  advantage of and +4 to his WIL roll to sense danger in innocuous 
  situations.  At this level it may be classified as a paranormal 
  ability. This Enhancement gives +0, +1, and +2 to Streetwise and 
  Survivalist at the respective levels. 
  Instinct [ 2,4,8 ] 
   
   
   
  A character that has a knack gets a bonus to whatever skill he 
  chooses to have the knack with (it generally can't be a combat 
  skill). The knack can be used once per game session to give a 
  +2 to the roll. This may be had more than once, but the knacks 
  must be for different skills. It usually represents some special 
  talent in that area. 
  Knack [2]  
   
  Lucky [ 2, 4, 8 ] 
   
  Your character is lucky.  When making any roll declare one die 
  (preferably of a different color) to be the ‘luck-die.’ If the number is 
  in the range listed for your Luck level and you wish to re-roll, you 
  may, substituting your generic Luck roll for your skill or stat roll (or 
  simply roll again if the roll didn’t have a success number).  
  Additionally, when rolling for random-chance events, the GM can 
  roll with your Luck die and if it is within the listed range you can 
  choose to re-roll with your luck roll at whatever negatives the GM 
   
  22 
  
  V1.0 copyright © 2001 by Marco Chacon 
  wishes.  Luck rolls are modified by whatever modifiers modified 
  the original roll and they may only be used once every thirty 
  minutes of game play (the player starts timing when his luck is 
  used).  Note: for any given roll, the player may choose to invert 
  his ‘range.’ 
   
  Luck Level 2 
  Roll 14-   
  Range 1-3 
  Luck Level 1 
  Roll 12-   
  Range 1-2 
   
   
  Luck Level 3 
  Roll 16-   
  Range 1-4 
     
   
   
   
  The character can strike, once per combat, for +2 or +4 damage 
  (either penetrating or impact based on the attack type). This 
  applies to both HTH and weapon damage. The damage is added 
  before doubling and may be declared after a successful hit. 
  Malice [4]  
   
   
   Modern Strength Training [ 4,8 ] 
  You’ve worked out in the gym! This is usually not available to 
  fantasy characters, even if the rest of these are (when your 
  primary weapon is your muscles, they’re worth more than this 
  costs)!  
  • 
  Level 1: +1 STR, +3 BLD 
  • 
  Level 2: +2 STR, +5 BLD 
   
   
   
  The character is naturally good at some skill. He gets +2 to his 
  skill roll (Difficult) or +4 (Normal). A character may only have this 
  once (only once per character). The bonus applies to every roll. 
  Natural Talent [8]  
   
   
   
  You have a special relationship with nature. This has the following 
  effects: 
  Nature Friend [ 4, 8 ] 
  • 
  You have a green thumb. Plants will flourish under your care 
  (a farmer will get 1.5x yield). 
  • 
  You get +4/+8 Presence vs. natural animals (dependant on 
  level). This can also be a plus to Enchant animals. 
  • 
  You get +2/+4 to Tracking rolls, MEM rolls (to find your way in 
  the woods), Survival rolls, or any other roll related to getting 
  around in the woods. You get +1/+2 to Stealth and +2/+4 to 
  Camouflage rolls in the woods. 
  • 
  You get vibrations and sensations from the woods: if 
  something is wrong or damaging you will know (at Level 2, 
  animals may be dispatched to come and get you to assist the 
  local wildlife). 
   
   
   
  You have a weird "psychic" link to another character (usually a 
  sibling, often a twin). You know when that character is in trouble, 
  where that character is, etc. This is worth 4pts if the other 
  character is a PC, 2pts if the other character is an NPC. You can 
  Psychic Link [2,4]  
   
  23 
  
  V1.0 copyright © 2001 by Marco Chacon 
  "send a distress signal" with a WIL roll. If made by 5+, it may 
  contain information. Otherwise it sends an urgent but vague 
  feeling of distress. Telepathy will detect the presence of the link 
  but it can't block it. 
   
   
   
  When you meet someone you can sometimes see through their 
  public persona to the inner self. When meeting someone, the 
  GM may make a secret WIL roll. If this is made by more than 
  their WIL-10 (even more if they have Gambling or Meditation) 
  then the character sees their "inner self." This should be treated 
  as a 'sense' (or even a vision) of what they are like. Often a 
  character may get criminal intent, views of psychosis, etc. From 
  a good person, he may get a warm feeling. This requires close 
  GM scrutiny as it can wreck certain campaign types. 
  See Inner Person [12] 
   
   
   
  The character is "in tune" with the 'other side.' At the GM's option, 
  this may be treated as acute perception and an over-active 
  imagination. However, in campaigns with ghosts, the paranormal, 
  etc. the character can detect it, feel 'ethereal vibrations,' and see 
  auras. The GM should use the character's WIL (treat roll as a 
  Difficult WIL based skill if the character wishes to buy it up) as a 
  perception roll. Often the GM may wish to make this mysterious 
  and unreliable. 
  Sensitive [4]  
   
   
  The character has a 'special' relationship with darkness (this often 
  goes with gothic character traits). The character has the following 
  effects:  
  Shadow Friend [8]  
  • 
  +2 to Stealth in the darkness.  
  • 
  Perception rolls must be made at -3 to identify the character 
  if his face is shadowed (for police witnesses, say)  
  • 
  The character ignores -3 points of darkness modifier.  
  • 
  The character is in pain and at -2 to perception rolls in bright 
  sunlight unless wearing very dark shades.  
  • 
  In the dark, shadows seem to cling to the character granting 
  +2 Presence 
   
   
  You have a weird relationship with the weather: it matches your 
  moods. In addition to being spooky, it has the following 
  advantages:  
  Storm Friend [8]  
  • Omen: the morning weather will be a portent of the day on a 
  (secret) WIL roll.  
  • Know Storm Friend: When two such characters are in the 
  same general location, they will feel drawn to each other and 
  know something about each other (as though in a dream).  
  • 
  Convenient Lightning Strike: if outside in a storm, a storm 
  friend can make a WIL roll at -10 to call down lightning. This 
  gets +1 to +10 based on how agitated the character is, how 
  much the target 'deserves' (in the GM's opinion) to be 
   
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  V1.0 copyright © 2001 by Marco Chacon 
  destroyed by the storm, etc. A player should NEVER get to 
  demand this 
   
   
  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).  
  Synchronicity [8]  
   
  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, 16] 
  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). 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. 
   
   Warlord [ 12 ] 
  You buy only one Weapons Skill and can use any weapon with it. 
  If the weapon hits with COR, the roll is at the difference between 
  your COR and AGI (so if you have a Weapon Skill of L3 15- and 
   
  25 
  
  V1.0 copyright © 2001 by Marco Chacon 
  an AGI of 13 and a COR of 12, your roll with ranged weapons is 
  14- because there's a 1 point difference). 
   
   Will to Fight [ 4 ] 
  Your determination makes you last longer in battle than your 
  physique would indicate. On the BLD damage chart, use your 
  WIL (in addition to BLD) and add those DP. So a 13 WIL adds 
  +4 DP. 
   
   
   
  You can 'speak with wisdom' once per play session per point of 
  WIL or RES above 10. Speaking with wisdom means the 
  following: you essentially ask the GM for advice, the GM makes 
  a note and you read it and then speak it as you see fit (theatrics 
  are encouraged). The GM's advice should be decent but not 
  complete. If the question is "what is the enemy doing?" the 
  answer might be "look to where you are blind and weak," not 
  "They're sneaking up behind." Like all of these, the GM should 
  be consulted before taking it. 
  Wisdom [8] 
   
   
  26 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
   
   
  Defect Compensation: 
  Paranormal abilities which cancel the 
  effects of the disadvantages when 
  engaged (flight for a character in a 
  wheelchair, enhanced senses for a 
  blind character, etc.) make the 
  disadvantage worth -2 points if the 
  ability is always active but other 
  characters perceive the 
  disadvantage or -1/2 (if it’s less) if 
  the ability is not always active or is 
  inconvenient to use. 
   
   
   
   
    
   
   
   
   
  * * * 
   
  “Hey mister, we’re having a party—
  could you buy us some beer?” 
   
  “You got the money?” 
   
  “Yeah sure, here—hey thanks 
  mister!” 
   
  “That’s Officer.  You’re coming down 
  to the station, punk.” 
   
  “Aww, man!  This is entrapment!” 
   
   
  *  * * 
  Defects 
  Defects represent flaws with the character's body or mind.  They may be 
  congenital or acquired after birth.  All these assume birth defects but 
  they may be declared to have occurred otherwise for no modification or 
  different cost.   
   
  They cost negative points, thereby giving the player more points to build 
  the character with.  Normally there is a limit of 10 points which can be 
  gained through defects but in some cases the defects are truly severe 
  and are worth more—at the GM's option they may be taken (it will be a 
  unique roleplaying experience). 
   
  DN: JAGS does not attempt to 'balance' characters with defects since in 
  JAGS, balance correlates directly to game effects (skill rolls, combat, 
  etc.)  While the gross physical defects are worth a lot of points, the 
  minor ones are simply there for character customization.  If the GM and 
  players feel that a given defect is worth more its cost can be raised.  
  Otherwise, the run-of-the-mill defects are simply taken for flavor and the 
  few extra points they yield. 
   
   
  PHYSIQUE 
   
   
  Age [ -1, –5, -10 ] 
   
  The character is very young or very old.  The effect of the 
  defect Age is to lower the character's Damage Points (DP) 
  (this can also be accomplished by selling PHY and blaming 
  it on extreme age--in fact, for young children low PHYs are 
  required).  For -1 point the character is simply underage and 
  can't get into bars—there is no required physical effect.  For 
  -5 points the character's Damage Points drop by 2.  For -10 
  points the character's Damage Points drop by 4.  A young 
  teenager usually has an 8 or a 9 physique, very young 
  children have a 6 or a 7. Aged character’s may have any 
  PHY they can pay for—there are no age limits. 
   
   
   
   
  27 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  28 
  Bad Senses [ -1, -3, -5 ] 
   
  * * * 
   
  “Last time we did this a monster 
  sneaked up right behind us.” 
   
  “You’re kidding?” 
   
  “No, really.” 
   
  ‘‘Really?’’ 
   
   
  * * * 
   
  Dagan lost one eye to a bad retinal 
  tattoo.  He almost lost the second 
  to a flechette in a gun battle near 
  the Denning Underpass.  His 
  homemade lexan glasses were 
  covered with scratches and worn 
  spots but he decided long ago not 
  to take any more chances. 
   
   
  * * * 
   
  “Fortunately the suit clamped down 
  after the limb was gone—kept me 
  from bleeding to death.  
  Unfortunately the ion burns 
  destroyed the neural tissue.” 
   
   
   
   
   
   
   
   
  * * * 
   
  “If I get away I swear I’ll give up 
  smoking . . .” 
   
   
   
   
   
  * * * 
   
  “She has a nice personality?  What 
  are you trying to say exactly?” 
   
   
   
   
   
   
  * * * 
   
  The last thing Howard saw as he 
  looked down was the fist imprint in 
  his pocket protector . . . 
   
   
  * * * 
  The character’s senses are worse than normal.  For -1 point 
  the character must use corrective gear (glasses, hearing aid, 
  etc.) or take -2 to all perception rolls.  For -3 points, even 
  with corrective gear, the character’s perception roll for a 
  given sense is at 9- or -2 whichever is lower.  For -5 points 
  the character has a 7- in a given sense.  This only applies to 
  sight or hearing, having a poor secondary sense is a -1 point 
  defect.  
   
  Missing Eyes [ -5, -30 ] 
   
  If the character is missing half the usual number of eyes 
  (one for human!) then all COR rolls to hit with ranged 
  weapons are at -2. This is worth -5 points.  For non-Heroic 
  character’s perception rolls will be at -2 as well (-4 from the 
  side where the eye is missing).  Attacks from that side will be 
  at -1 to be blocked until the character turns to face them 
  (non-Heroic characters only).  If the character is blind then 
  this is worth -30 points. 
   
  Missing Limb [ -10, -15, -25 ] 
   
  If a character is missing a single, non-major arm this gives -5 
  points. If the character is missing a major arm (obviously a 
  recent development) and all uses are at -3 this gives the 
  character -10 points.  If the character is missing both arms 
  this gives -25 points (if the character has prosthetics: -5 
  COR, -3 AGI this gives -15).  If the character is missing 1 
  leg, the character is limited to base starting movement (1/3 
  Ground move) even with a peg.  This cost -10.  If the 
  character is missing both legs and is confined to a wheel 
  chair the character gets -15 points and is at -5 AGI. 
   
   
  Out of Shape [ -2, -4, -8 ] 
   
  The character is seriously lacking endurance.  This can be 
  due to age, asthma, etc. (in which case it may have a 
  different name).  The character loses Endurance equal to 
  the points gained (-2, -4, and –8).  The character will also 
  appear out of shape, over weight, skrawny, etc. 
   
   
  If a character is simply unpleasant to look at, this is worth -2 
  points.  If the character is truly revolting this is worth -6 
  points.  For 2 points -1 is subtracted from all Interaction rolls 
  (Enchant is at -2) except those to Intimidate which are at +1.  
  For -6 points -3 is subtracted from all Interaction rolls 
  (Enchant is at -6) except those to Intimidate, which get +2. 
  Ugly [ -2, -6 ] 
   
  Shock Prone [ -8 ] 
   
  The character is likely to go into shock.  He will fall 
  automatically unconscious if the aggregate damage taken is 
  equal to or greater than his total Damage Points (Injured 
  Condition).   
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  29 
   
  Sickly [ -6 ] 
  * * * 
   
  Most of the survivors were never 
  healthy again.  When the dark 
  armies came, they used a fluid 
  fired under pressure from wooden 
  drums to wash the battlefields 
  down in filth and plague. 
   
   
   
   
  * * * 
   
  “Back to town, Kelth, this is a 
  man’s voyage—you’re far to sickly 
  and scrawny to join the war host.” 
   
  “Without me you’ll never find the 
  shore you seek—see the glass 
  tube?  It means there’s a storm 
  coming.  Listen to me, Hrothgar, if 
  my brother’s aboard that ship, I’m 
  going too.” 
   
   
   
   
   
   
   
   
   
   
  * * * 
   
  “Aragan’s a good man to have 
  along—saner than most mages 
  and certainly no coward.  Just one 
  thing: when he mixes the Phoenix 
  Blood potions—hide boy.  I mean 
  stand way back!” 
   
   
   
   
  * * * 
   
  “See this one?  Got it mixing 
  Phoenix Blood.  Those vials are 
  dang slippery!” 
   
   
  * * * 
   
  The Sauroids, while far from a 
  gentle people, are not the most 
  dangerous life forms to face on the 
  Sarvahagehetti Subcontinent. 
   
   
  * * *  
  You are more prone to catching disease.  While your CON 
  remains the same for purposes of combat rolls, in any 
  situation where the GM feels you are likely to catch a 
  disease you must make a CON roll at –2.  This even applies 
  to situations where normal characters might not make rolls 
  at all (caught in a cold rain).  If the roll is failed, you get a 
  cold.  If failed by 5 you are laid up for 3 days (roll at –2 to 
  recover each day).  If failed by 10+ you have a life 
  threatening disease (GM determines specifics).  Additionally, 
  rolls to heal and rolls against poison are at –2. 
   
   
  Weak [ varies ] 
  The character has a vastly reduced STR.  The character's 
  STR is sold down to a score of 8 (this defect supersedes the 
  normal rules governing the selling of secondary statistics).  
  The character gets 3 points in addition to those for selling 
  the STR.   A weak character must make STR rolls much 
  more often then a normal character.  Anytime the GM thinks 
  that the character is exerting himself, the GM can ask for a 
  roll.  If the roll is missed by up to –0 to -3, the character 
  performs the action but gains and Endurance point.  If the 
  character misses the roll by 5 or more the character fails to 
  perform the action.  Actions that would NORMALLY require 
  a STR roll do not get the -3 point grace--if the character fails 
  a STR roll the action fails.  The additional rolls represent 
  exceptional weakness. 
   
   
  REFLEXES 
   
  Clumsy [ -7 ] 
   
  The character has a difficulty with coordination.  The GM can 
  call for COR or AGI rolls whenever the character is in a tight 
  spot or handling items.  If the roll is failed by 3 or more, the 
  item will be dropped or the character will bump into things.  
  Mostly the character just seems oafish but this can lead to 
  fumbled hand grenades, broken dishes, etc.  Clumsy gives a 
  -4 to Stealth, Sleight of Hand, Locksmith, or similar non-
  combat skills. 
   
  Crippled Hands [ -12, -15 ] 
   
  The character's COR is unnaturally low.  For -12 points the 
  character's COR is 7.  For - 18 points the character's COR is 
  5 and the character essentially cannot use the hands.  If one 
  hand is crippled, use missing limb defect. 
   
   
  Slow [ -4 ] 
  The character is very slow.  The character's Initiative rolls 
  are at -2.  The character does not get fewer actions per turn 
  (the character's REA is not reduced) but the character 
  simply does not react quickly. This may be for psychological 
  reasons but it is covered here. 
    
  
  V1.0 copyright © 2001 by Marco Chacon 
  INTELLECT 
   
   
  The character has an extremely bad short-term memory. An 
  absent minded character must make MEM rolls to remember 
  simple things (where he put his keys, that the experiment 
  was left running, etc.)  If the player remembers to do 
  something after the fact, his roll is unmodified.  If the GM 
  remembers it first the roll is at -2.  If the character has many 
  notes and signs and reminders, he can function more or less 
  normally in his own home. 
  Absent Minded [ -3 ] 
  * * * 
   
  I think Professor Dunningham has 
  left the experiment running . . . 
  again. 
   
   
   
   
   
   
   
  * * * 
   
  “I can quit any time I feel like it!” 
   
   
   
   
   
   
   
   
   
   
   
   
  * * * 
   
  “Okay, so the government 
  discovered us and that’s when that 
  TV show started—you know, the 
  one with the FBI agents?  It’s an 
  ingenious cover-up.  I wish I’d 
  thought of it first!” 
   
   
   
   
   
   
   
  * * * 
   
  “Wait!  I need to make sure I 
  locked the door!” 
   
   
  * * * 
   
   
  The character has an addictive personality. The character 
  should choose an addiction.  This can be to food, casino 
  gambling, etc.  The character will be under the GM's control 
  in the presence of his addictive habit (or will be compelled to 
  do whatever it is he does).  This is -2 points if the addiction is 
  not particularly harmful or not particularly severe.  The five-
  point version is one that periodically incapacitates the 
  character.  The GM may allow WIL roles to avoid temptation 
  but they are at -1 per consecutive hour of prolonged 
  exposure (GM’s decision as to whether this always applies). 
  Addictive [ -2, -5 ] 
   
  Delusion [ -1, -3, -10 ] 
   
  The character believes something that ain't so. The one 
  point version would be a minor belief that is common but 
  would color the character's conversation and action.  An 
  example would be the New Age belief in UFO's.  The three 
  point version is one where the character will do things which 
  others find strange on short contact.  An example might be 
  Paranoia.  The character may still function (somewhat) but 
  he will be super-cautious.  When the GM rules that the 
  delusion is in effect, the character will trust no one.  A -10 
  point Delusion could be severe Paranoia or a Messiah 
  complex. 
   
  Neurosis [ -1, -3 ] 
   
  The character has relatively minor quirks that activate from 
  time to time.  For -1 point, the character is rarely or mildly 
  affected.  An example might be compulsive cleanliness.  The 
  character MUST take time to clean things around him.  A 
  more severe form might be an obsessive behavior that the 
  character MUST perform an elaborate security check before 
  leaving his house. 
   
   
  30 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  31 
  Phobic [ -1, -3, -10 ] 
   
  * * * 
   
  “Mice!  Why did it have to be 
  mice?” 
   
   
   
   
   
   
   
   
   
   
   
   
   
  * * * 
   
  “Mother?  Delivery for Mrs. Bates.” 
   
   
   
   
   
   
   
   
   
   
  * * * 
   
  “The taunt-the-dragon idea was 
  probably the worst of it.  But 
  propositioning the princess was up 
  on the list too.” 
   
  “Yeah and how about ‘We’re not 
  with the Thieves’ Guild?’  Almost 
  got us all bloody killed.” 
   
  “No, no: smash the glass case over 
  the mega-jewel: that nearly got us 
  killed.  Man, I’m staying further 
  back if he’s going along again.” 
   
  “Shh!  Here he comes.” 
   
   
   
  * * * 
   
  “You’re seven foot two—get out 
  there and fight you big wuss!  Go 
  on! What’s the matter with you?” 
   
   
  * * * 
  The character is afraid of something normal people are not 
  (at least not very) afraid of.  For -1 point the phobia is an 
  inconvenience, a superstition.  If the need is very real, the 
  character will overcome it.  The -3 point version represents 
  either a battery of phobias (classic superstition) or one fairly 
  severe one (fear of flying).  The character will be at -2 to all 
  rolls when confronted with the phobia and will require a WIL 
  roll at -2 to confront it (get on an airplane) if the roll is missed 
  the character will have to be forced.  For -10 points the 
  character has a common crippling phobia.  The character 
  must make a WIL roll at -8 or be paralyzed with fear. An 
  example would be agoraphobia where the character cannot 
  leave the house. 
   
  Psychosis [ -10, -20 ] 
   
  The character is insane and will often do things entirely 
  under the control of the GM.  For the most part, these 
  characters spend their time trying to avoid being caught by 
  the authorities or they do things to satisfy their inner needs.  
  Examples are schizophrenia (character is totally out of touch 
  with reality), psychopathic (character kills for indecipherable 
  reasons), or Multiple Personality Disorder.  If the character is 
  in control more than half the time, this is worth -10 points.  If 
  not, it is worth -20. 
   
  Stupid [ -16 ] 
   
  The character is particularly dense.  The character may 
  know a reasonable amount but is absolutely terrible at 
  solving problems and predicting results of things.  Any RES 
  roll is at -4 as is any skill roll based on RES.  The GM should 
  roll 1d in secret at the start of each play session, during the 
  play session, that many times the character will do 
  something 'stupid.'  The player gets a RES roll at the -4 and 
  if it is failed, does something mildly dumb (the player's 
  choice).  If it is critically failed (missed by 10 or a 19 or 20 is 
  rolled) the character is played as an NPC and does 
  something catastrophically idiotic.  This could be social faux 
  pas, acting on impulse, or otherwise just making a really bad 
  call.  Mostly, this is should be humorous (and the negative 
  applies to RES skill rolls) but it can be very dangerous if the 
  character is alone when a critical call needs to be made.  
  This is worth -16 points. 
   
   
  Underconfident [ -3 ] 
   
  The character is overly cautious and believes his abilities to 
  be less than they actually are.  The character will be 
  hesitant, unwilling to take risks, and generally somewhat 
  cowardly. 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  32 
  These represent things outside the character's physical and mental 
  attributes.  These are also worth points although they may be acquired in 
  the course of the campaign for 'free.'  As with physical traits, some are 
  Enhancements and some are Defects. 
  Background 
   
  Non-Heroic Background 
  Cost: 
  Non-Heroic characters pay double 
  cost for the backgrounds below 
  unless stated otherwise.  Thus, 
  Heroic characters will stand a greater 
  chance of being wealthy or well 
  connected their non-Heroic 
  counterparts. 
   
   
   
   
  * * * 
   
  It was not until the Uriside Orbital 
  Processing revolts that bio-morphs 
  gained their freedom.  After the first 
  of 3000 ton rigs decayed out of orbit 
  over Neo York the bargaining 
  became much tougher. 
   
   
  * * * 
   
  “You must learn your numbers, boy, 
  fences are the worst thieves there 
  are and they’ll take your hard gotten 
  haul blind if you’re not a swift 
  counter!” 
   
   
   
   
  * * * 
   
  “A minor official—but not one to be 
  trifled with.” 
   
   
   
   
  * * * 
   
  “Bow, fool—don’t gawk.  The lord’s 
  guard will have your head!” 
   
   
  * * * 
   
  “We can do whatever we want. 
  We’re from the government . . . and 
  we’re here to help you.” 
   
   
   
   
  * * * 
   
  Being Galactic Overlord wasn’t 
  easy—still, it wasn’t all bad either. . . 
   
  * * * 
   
   
  Class 
  In cultures where there is a class distinction, the character may be from 
  a high or low class background. In some societies, simply having money 
  may be enough.  If a character  wishes to be high class and enjoy 
  whatever privileges are available, the character must pay the listed cost: 
   
   
   
  Low Class [ -1, -3, -5 ] 
   
  The character is lower than average class and will have 
  fewer rights than the norm. The character may be restricted 
  from travel, speaking, holding certain jobs, voting, etc.  This 
  is worth from -1, -3 or  -5 (possibly more) depending on how 
  bad it is in the society.  A -1 would be women in the 1800's, 
  a -3 would be beggars in the Middle Ages, and a -5 would be 
  the untouchable caste in India. 
   
  Educated [ 1.5 ] 
   
  The character is one of the educated in a society where few 
  are.  The character has access to any skills available and is 
  able to read and write. Cost is usually 1.5 points but may be 
  as much as 2.5.  This can also be used to make the 
  character ‘middle class’ in societies where there is such a 
  distinction. 
   
  Prestige [ 2 ] 
   
  The character enjoys no special rights but gets respect from 
  people of a lower class (unlanded knight).  If literacy is not 
  common, the character will be literate if he is of this class or 
  above. This also can be used for special police powers.  
   
  Special Rights [ 3 ] 
   
  The character is above some laws but not all of them. The 
  character is low to mid level in the class hierarchy (Knight, 
  Samurai, etc). This may represent advanced police powers if 
  they exist in the game world.  
   
  High Class [ 6 ] 
   
  The character is above many of the laws and has special 
  privileges.  This may include different courts, immunity to 
  many laws, etc. At this level, with the GM’s permission, a 
  character may have diplomatic immunity (although in some 
  games it won’t be allowed and in others it may be ‘free’ if all 
  the characters must have it.)  
   
   
   Ruling Class [ 10 ] 
  The character is of the class that makes the laws.  This may 
  not be available in many campaigns. If it is available, the 
  character may still not actually be making the laws but may 
  be in line to inherit or be promoted to the position. 
   
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  33 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  * * * 
   
  “If you arrest me one more time 
  without proof I’ll have several 
  thousand lawyers in your face so fast 
  you’ll think it’s the Alien!” 
   
   
   
  * * *  
   
  “The Society of Concerned Citizens 
  Against Vigilantism has issued a 
  statement that you will cease and 
  desist all paranormal crime fighting 
  activities.” 
   
  “Or what?” 
   
  “The photo shows a shoulder 
  launched Anti-Aircraft missile . . .”  
   
   
   
   
   
  * * * 
   
  “Hey, bro?  Liked my manifesto, 
  huh?  Got a present for ya.” 
   
   
   
   
   
   
   
   
  Enemies 
  The character has a group of people who wish him ill.  This must be 
  okayed by the game master as it may not be applicable or appropriate to 
  the campaign.  How the enemy is handled if the character is removed 
  from the starting environment (kidnapped by aliens and taken to Alpha 
  Centauri) is up to the GM but it is suggested that unless experience 
  points are used to buy the disadvantage back a new enemy appears. 
   
  Annoyance [ -1 ] 
   
  The character has rival, unpleasant in-laws, etc. which 
  causes the player to spend campaign time dealing with 
  them. 
   
  Hatred [ -1, -3, -5 ] 
   
  The character is not actively attacked but is reviled by some 
  group.  For -1, the group is small, not very influential, or 
  reserved in its tactics.  For -3, the group does not include the 
  general public but may include the press, large groups at the 
  character's place of employment or schooling, etc.  For -5 
  points, the general public hates the character.  If this is 
  simply an image problem, it may be corrected with 
  experience points, thus reducing the size of the group that 
  hates him.  NOTE: If the group simply ‘dislikes’ the character 
  this may be handled as an Annoyance. 
   
   
  Harassment [ -3 ] 
   
  There is a serious impediment to the character (the police 
  don't like him and he's constantly wanted, etc.).  This can 
  also deal with low-grade threats from criminal organizations, 
  a reporter who maliciously follows the character around, etc . 
  . . 
   
  Dangerous [ -5 ] 
   
  The character is constantly in danger of physical harm from 
  someone.  It should be noted that, while this is not 
  necessarily deadly, it could be if the enemy goes too far. 
  This is also applicable if the enemy wants to kill the 
  character but employs tactics which are relatively unlikely to 
  do so in any given appearance (in a paranormal campaign, 
  the enemy may lack the power to kill the character outright 
  but might be able to if they get lucky).  Also, if a local cycle 
  gang wants to beat the character up, and they do the 
  character will then have to buy off the disadvantage (unless 
  the character gives them another reason to thrash him). 
   
   
  Deadly [ -20 ] 
   
  The enemy is trying to kill the character.  They will use 
  means that are capable of doing so (if the described enemy 
  wishes the character dead but can't hurt him the enemy is 
  more of an annoyance or harassment). NOTE: A deadly 
  enemy means that there is a fair chance the character will 
  meet his end at their hands.  A deadly enemy is one that the 
  
  V1.0 copyright © 2001 by Marco Chacon 
  character fights constantly because they are a constant and 
  mortal threat. This may not be allowed in the campaign as it 
  tends to focus the campaign around the character and the 
  enemy. 
   
   
  How often this happens will also have an impact on the 
  points the character gets.  An average enemy shows up half 
  the time with a roll of a 10- (if the GM desires). A frequent 
  enemy shows up on a 15- roll (-3 points additionally), and a 
  infrequently appearing enemy shows up on a 6- (+2 points, 
  minimum of -1). 
  Frequency [ varies ] 
  Friends 
  A character may have friends as well as enemies.  These may interact 
  with the character in different ways. 
   
  Contacts [ varies ] 
   
  The character has sources of information that are unusual.  
  A contact will give the character information and may help 
  the character if it is not too dangerous or  is in the contact's 
  best interest.  Contacts may be unfriendly but owe the 
  character, be friends, or otherwise want to help the 
  character.  It is perfectly allowable for the GM to create 
  adventures where the player acts to aid his contact, 
  assuming the character would do so.  Although points are 
  paid for contacts, they are treated as normal NPCs and can 
  get fed up with the character if badly treated. A contact cost 
  ½ point for a common position (police, contact works in a 
  lab, etc.), 1.5 points for job where the contact has access to 
  unusual information (classified documents, FBI, etc.).  It cost 
  2.5 points for contacts with very unusual resources (CIA, 
  inside the White House, etc.). 
   
  * * * 
   
  “The Westville P.T.A. up in 
  Showholk, Nebraska?  No 
  problem: I’ve got an inside contact 
  . . .” 
   
   
   
   
   
   
   
   
   
  * * * 
   
  “One last day on the force before 
  retirement and I get partnered up 
  with you!?” 
   
  “It—it’s like a recurring nightmare 
  or a bad cliché or something, huh 
  old timer?” 
   
   
  * * * 
   
  Allies [ varies ] 
   
  Allies are persons or organizations that will essentially fight 
  on the character's side.  This may be in the form of fire 
  support, legal assistance, financial assistance, etc. The 
  availability and power of the ally will determine the cost. This 
  is, as always, subject to approval by the GM. Characters 
  should be prevented from buying personal armies unless the 
  campaign is designed for it.  It should also be noted that 
  allies, as described here are generally non-replaceable and 
  should always be designed and run by the GM.  The player 
  can request the type of ally wanted but the GM has the final 
  say and may keep secrets from the character about the ally. 
   
   
  34 
  
  V1.0 copyright © 2001 by Marco Chacon 
  Ally Type 
   
   
  Cost 
   
  Notes 
   
   
   
  Less powerful than character 
     1 
   
  If the character is non-Heroic and built on 50  
  points or less the ally may be of equal power. 
   
  Equal to the character 
   
     2 
   
  Generally a 75pt character. 
   
   
   
   
  Much greater power             
     8 
   
  The ally may be up to 2x the character’s cost.  
  Slightly greater power 
        
     4 
   
  The ally may be up to 1.5x the character’s cost. 
   
   
   
   
   
   
   
   
  Ally has great resources 
   
  Varies 
   
  Allies whose aid is in the form of access to great  
  wealth may be bought as wealth at half (ally 
  determines nature of help—won’t act on the 
  character’s whim) or 1/4th cost (ally is very 
  reluctant to help)
  Ally makes up for a character’s 
  2x cost  
  The GM should frown on allies who do either 
  Weakness  
   
   
   
   
  all the fighting or all the thinking. 
  Ally is under character’s control 
  2x cost  
  If the ally will do literally anything the character  
  wants the cost is double. 
   
  Wards [ -2 ] 
  * * * 
   
  “Well, let’s see—the terrorists 
  have my daughter, the cops 
  want my brother for a crime he 
  didn’t commit, my army buddy 
  sent me a cryptic emergency 
  message from South America 
  and the old karate master who 
  saved my life back in ’82 just 
  went missing.” 
   
  “Any thoughts?” 
   
  “Yeah—time to get 
  reincarnated!” 
   
   
  * * * 
   
  Some friends of the character may be worth points as they 
  get into danger, need rescuing, etc.  A ward must be built on 
  as many points or less than the character and may not be a 
  combatant under normal circumstances. The ward is a plot 
  device to get the character involved in adventures.  A ward 
  will require the character’s attention about 1/4th of the time 
  [8- roll]. The GM may involve other relations of the character 
  in adventures but a ward NPC is one who the character 
  cares about and is danger prone.  
   
   
   
   
  35 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  36 
  Reputation 
  Usually characters are just starting out when they’re first constructed—
  but that isn’t always the case.  A character can come with a background 
  and, if the GM okays it, a reputation.  This can, of course, be a good 
  thing or a bad thing. 
  Just Being Famous Isn’t 
  Enough 
  It’s quite possible that a player 
  could make a character who’s a 
  famous rock-star but not take the 
  Reputation Enhancement.  What 
  then?  Is the character famous or 
  not? 
   
  The character is famous.  The 
  Reputation Enhancement doesn’t 
  just apply to being well known—it 
  usually means people feel one way 
  or the other about you. 
   
  An incredibly attractive, talented 
  movie star (Level 3 Acting skill) will 
  be famous without having to buy 
  Reputation. 
   
  If the movie star did take a really 
  good reputation though, it would 
  mean that the character was seen 
  in a good light beyond the mere 
  celebrity. 
   
  Examples: 
   
  Bad Reputations 
   
  Mayor Marrion Barry (outside of 
  D.C. where he was reelected) 
   
  Disgraced Sports Heroes (some 
  former Dallas Cowboys might 
  qualify) 
   
  Newt Gingrich 
   
  Good Reputations 
   
  Jimmy Carter (known for 
  humanitarian works) 
   
  Ferris Bueler (most popular kid in 
  high school) 
   
  Baaad Reputaion 
   
  Bruce Lee (the best martial artist 
  ever) 
   
  Dirty Harry (the cop you don’t 
  wanna mess with) 
   
  John Shaft  
  (“You see this cat Shaft is a bad 
  mother –“   
  “Shut your mouth!”   
  “But I’m talking about Shaft.”  
  “Then we can dig it!”) 
   
  Two things affect how many points a reputation is worth (or how many 
  points the character gets): the degree of the reputation and how 
  easily/often the character is recognized. 
   
  Normally, a character will be recognized if someone who meets him 
  makes a MEM roll at -2.  However, characters can choose to be more 
  famous or infamous: 
  • 
  Cult Figure: Character is well known to a specific segment of the population 
  but little recognized outside it (a second string quarterback, a star in 
  academia, an underworld figure, etc.): +/- 1 point.  People in the group get a 
  straight MEM roll to recognize the character. 
  • 
  Local Hero/Villain: Character’s reputation is purely local:0pt base cost.  
  The character might be a local hero—or have a bad reputation at several 
  nearby bars.  Locals recognize on a MEM+1 roll—but no one else will. 
  • 
  One Hit Wonder: Character was temporarily famous.  Something the 
  character did got heavy press coverage.  Most people recognize on a MEM-
  1 roll.  +/- .5 points. 
  • 
  National Figure: Character is a moderate political/TV personality or was 
  involved in an extremely high profile situation.  The character is recognized 
  on a MEM roll. +/-1 point. 
  • 
  Popular Star: Character is a major TV or political personality.  The 
  character might be a movie star or otherwise well known.  People recognize 
  the character on a MEM+1 roll.  +/- 1.5 points. 
  • 
  Popular Icon: Character is recognized by almost everyone.  The roll is 
  MEM +4.  +/- 2 points. 
   
  Bad Reputation [ -1 or –2 ] 
   
  Word is out about the character—and it isn’t good. A bad 
  reputation means that those who recognize the 
  character will have some negative preconceptions about 
  him.  This isn’t exactly the same as being actively hated 
  by the public.  He might be known for lying during a 
  highly publicized trial or the character might be a public 
  official who was exposed in a scandal.  In any event, 
  characters making the roll will recognize and mistrust the 
  character. If the public has reason to actively hate the 
  character—take an enemy.  This affects Interaction rolls. 
   
   Good Reputation [ +1, +2, +4, +8 ] 
  The character is well liked by the segment that 
  recognizes him.  People will assume the character has 
  integrity, honor, bravery, or some other trait that makes 
  him liked.  See the Interaction section for effects. 
   
   Baaad Reputation [ +2 ] 
  The character’s reputation is as a tough guy. The 
  character is known as dangerous or mean—or maybe it 
  means the character has had ample chance to prove 
  he’s bad. Usually this results in a mixed reaction (some 
  people like the character—others don’t). 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  37 
   
  Beneficial Personality 
  Types: 
  Most of the personality types listed 
  here have some negative effect on 
  the character—it is possible, 
  however for a character to have a 
  type that isn’t negative—just 
  strongly defining. 
   
  In this case the GM may allow one 
  personality trait for -1 points of any 
  type so long as it distinguishes the 
  character.  
   
  If a player invents a new type that 
  is potentially harmful, it should be 
  between -1 and -3 points as 
  determined by the GM. 
   
   
  * * * 
   
   
   
  “When I was eight years old I saw 
  a man kill another with his hands.  
  It frightened me but it haunted me 
  as well—like a wound that still 
  exists after the scab has healed 
  and the flesh appears whole.  That 
  was when I began training . . .” 
   
   
  * * * 
   
  “Um, yes, well I didn’t mean to say 
  we saw aliens, you understand, 
  just that if we had seen anything it 
  would have made an alien like 
  impression . . . or . . . um . . . can 
  we start over officer?” 
   
   
   
  * * * 
   
  “Jackson left the compass back in 
  the barracks again, Sir.” 
   
   
   
   
  * * * 
   
  “If you were half as good as you 
  think you are you’d be twice as 
  good as good as you really are.” 
   
  “Oh yeah?  But if I was half as 
  good as you said I am I’d be twice 
  as good as you wish you were.” 
   
   
  * * * 
  Personality 
  These will define the way a player plays his character.   They can be 
  used to add customization to a character’s personality and as guidelines 
  on how different character types may be played. 
   
  DN: Personality traits should be ‘fun’ in that they put meat on the 
  character’s persona. If someone is loading up on traits that they aren’t 
  playing, the GM should step in. 
   
   
   
   
  NOTE: A character may not take more than two personality types for a 
  character for points (more may be taken but they do not get the character 
  extra points). 
   
  Character Definition [ -2 ] 
   
  The player must write a page or two which includes a 
  general description of the character, the character's 
  beliefs and goals, the characters name, notes about the 
  characters family, etc.  These facts will make it easier for 
  the GM to deal with the character.  This may be done 
  after the character has been played for a while but only 
  with GM approval. Note: This does not count against the 
  two personality type limit. 
   
  Bad Liar [ -3 ] 
   
  The character is a terrible liar.  Any time the character 
  tries to tell a lie the player must make a WIL roll at -2 or 
  the character stumbles, contradicts, or otherwise blows 
  the story.  The character need not tell the truth but 
  simply isn’t a very effective liar. 
   
  Careless [ -3 ] 
   
  The character often forgets things.  The GM may require 
  an RES roll to see if the character took some normal 
  action the player did not specifically declare.  Rolls to 
  see if the character is carrying something he though he 
  might need but the player did not actually say he brought 
  or wrote down are at -3.  The character can never find 
  his car keys, etc. 
   
  Cocky [ -1 ] 
   
  The character believes he can handle situations that he 
  probably isn’t capable of taking on.  This isn’t the same 
  thing a suicidal but it does mean that a character with 
  this trait won’t back down from a challenge he has a 
  prayer of surviving (“So the governments after us.  So 
  they’re tracing our credit cards and monitoring us with 
  satellites.  So a Special Forces hit team just flew in from 
  Washington.  So what—we can take ‘em.”) 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  38 
   
  Code of Ethics [ -1, -3, -5 ] 
   
  Codes of Honor: 
  A code of ethics can also be a 
  code of honor in which the 
  character essentially vows to 
  avenge some class of wrongs 
  (insults, for example).  While a 
  Code of Ethics is internal, a Code 
  of Honor may be external in 
  which case the character will lose 
  the respect of others if he does 
  not support it.  Such external 
  codes are usually worth an 
  additional -1 point. 
   
   
   
   
  * * * 
   
  “Sticking my nose where it’s not 
  my business is my business—
  well, really it’s more like a hobby 
  per se . . .” 
   
   
   
  * * * 
   
  “Once the Trasatori were 
  mobilized the transition was 
  immense and immediate.  Almost 
  overnight their cities were 
  converted into a vast fleet of 
  warships.” 
   
   
   
   
  * * * 
   
  “He’s not a guy you want to make 
  fun of . . .” 
   
   
   
  * * * 
   
  “Dang-it!  I never remember 
  those keys.” 
   
   
   
  * * * 
   
  “Bow, but never take your eyes 
  off your opponent . . .” 
   
   
   
  * * * 
   
  “Hey babe!  Buy me a drink?” 
   
   
  * * * 
  The character has some code he believes in and will 
  protect.  The one point version is a very loose, but still 
  existent code.  Examples might be never stealing from 
  someone poorer than himself or acting in a polite and 
  chivalrous manner.  A three point code of ethics is one 
  which, while severe is relatively normal in his society.  A 
  law-abiding citizen could have a three point Code of 
  Ethics.  Only fighting in self defense or defense of loved 
  ones could be a three-point code.  Five point codes 
  represent severe and unusual oaths. Monks in a celibate 
  order that always kept silent might have a 5 point code 
  of ethics.  Always assisting and fighting for innocents 
  could be a five-point code of ethics. 
   
   
  The character will want to investigate everything he 
  hears about.  He will try to find out what the nature of an 
  unusual 
  situation 
  is. 
  Things 
  that 
  might 
  seem 
  uninteresting to normal characters will fascinate a 
  curious one. 
  Curious [ -2 ] 
   
   
  The character has dedicated his/her life to some cause 
  and is willing to die for it.  The character will be very 
  difficult to involve in adventures that do not further the 
  cause and will have to make extreme sacrifices for it.  
  The GM may control the character where the cause is 
  concerned.  Such characters get +2 to WIL rolls in 
  pursuit of their cause.  The GM must okay every 
  instance of this, as it can be disruptive. 
  Fanatic [ -4 ] 
   
  Grim [ -1 ] 
   
  The character is constantly serious and semi-depressed. 
  While this does not impede his effectiveness, it will make 
  him unpleasant to be around. 
   
  Hangup [ -1, -3 ] 
   
  The character has a specific psychological problem that 
  he cannot overcome.  This may be something like 
  always missing an exit (1 point) or never remembering to 
  load the only weapon he carries (3 points).  The three-
  point hangup should be something that occurs daily in 
  the character's life. 
   
   
  Honorable [ -2 ] 
   
  The character will always keep his word and will treat 
  others (even opponents) with the respect that they treat 
  him. 
   
  Lecherous [ -2 ] 
   
  The character chases members of the opposite sex.  It is 
  very easy to set traps for characters with this vice. 
  
  V1.0 copyright © 2001 by Marco Chacon 
  Naive [ -2 ] 
   
  * * * 
   
  “Gee, are you really from 
  another planet?” 
   
   
  * * * 
   
  “Outta my way!” 
   
   
   
  * * * 
   
  “Karl—get up there and tell the 
  mages’ guild how you slew that 
  dragon!  Karl?  Karl come 
  back!” 
   
   
  * * * 
   
  “Hey, baby!  Smile if you 
  wanna have sex with me!” 
   
   
   
   
  * * * 
   
  “Here’s where I put away the 
  gun, jump up on the table, and 
  challenge you to a sword fight 
  with the ceremonial blades 
  over the mantle—God I love 
  this job!” 
   
   
  * * * 
   
  “Oh yeah, punk?” 
   
  Natural Wealth 
  Characters with Level 2 
  (Average skills) get about 
  30,000 per year.  Level 3 
  (Expert) characters get 60,000 
  and Level 4 (Master) 
  characters get 500,000 in 
  annual income. 
  The character is callow and inexperienced. The character may 
  be extremely gullible or ignorant about the 'real world.' 
   Obnoxious [ -1 to -3] 
   
  The 
  character 
  is 
  crass, 
  arrogant, 
  or 
  otherwise 
  unpleasant.   
   
  Shy [ -2] 
   
  The character does not feel comfortable in large crowds 
  or with new people.  The character may be at -1 to 
  various skill rolls dealing with personal interaction.  
  Given a choice, the character will not greet new persons. 
   
  Slick [ -2] 
   
  The character thinks he is smooth.  Others are not 
  convinced.  The character will be seen as a punk, 
  potential criminal, jerk, etc.  This is similar to obnoxious 
  except that the character does not have to do anything 
  really inflammatory. 
   
  Swashbuckler [ -2] 
   
  The character is a romantic thrillseeker.  In combat the 
  character will be flamboyant if at all possible and out of 
  combat the character will play like any number of 
  romantic heroes.  If this is taken, and the character is not 
  played with enthusiasm and style the GM may take the 
  points back (the character must pay 2 points of 
  experience). 
   
  Quick Tempered [ -2] 
   
  The character is quick to anger, can't take a joke, etc.  
  While the player should handle it, the GM can enforce 
  the character's chip on his shoulder. 
  Wealth 
  Characters may be wealthy because of their jobs (skills), inheritance, or 
  due to luck (the lottery). The GM should be consulted before buying 
  wealth. 
   
  Amount 
  Cost 
  Effect 
   
   
   
   
   
   
   
   
   
   
   
   
  Comfortable 
  1 
  The character makes the equivalent of $60,000 per year.  This level is free if the  
  character has a Level 3 (Expert level) skill. 
  Well To Do 
   2 
  The character makes the equivalent of $100,000 per year (+60,000 if the character has  
  a Level 3 skill).  The character has $50,000 in fluid reserves and nets 66,000 per year. 
  Rich 
   
   8 
  The character is a millionaire: 10 million in liquid assets and net 1 million per year. 
  Multimillionaire     16          The character’s worth is in the 10’s of millions.  He has 50 million in reserve and nets  
  10 million per year. 
  Filthy Rich 
  32 
  The character is worth 100’s of millions.  Assume 100 million in reserve and 20 million  
  net per year 
  Billionaire 
  64 
  The character can do things like launch his own presidential campaign without  
  bankrupting himself.  His buying capability is virtually limitless: shopping malls, 
  skyscrapers, vast estates, islands, etc. can all be bought on whims. 
  Wealthy  
   4 
  The character makes about $500,000 per year (much of this is investment).  If the  
  character does not work at all this may be reduced to as little as $300,000.  The  
  character has 2/3rds of his yearly income in reserve and nets that amount per year. 
   
   
  39 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
  40 
  * * * 
   
  Malcolm McCloud pulled the trench 
  coat around him against the coming 
  storm.  It was a bad one and the 
  East Street church was full.  He 
  turned over the sparkling token in his 
  hand—“Shelter,” the woman had told 
  him pressing it into his hand and 
  looking furtively around.  “Meet me 
  down by the tracks.”  Malcolm knew 
  she was strange—bad news his 
  instincts screamed . . . but he didn’t 
  have any choice. 
   
   
   
   
   
   
   
   
   
   
   
   
  * * * 
   
  Valerie screamed in frustration as 
  her mother’s car punched through 
  the garage door and into the boxes 
  that held the Christmas ornaments. 
  Now she’d be how late for school? 
   
   
  * * * 
  “It’s a message!” 
   
  “What’s it say?” 
   
  “Dunno . . . you read it.” 
   
  “We’re in trouble.” 
   
   
  * * * 
   
  “Don’t know much about history . . .” 
   
   
   
   
  * * * 
   
  “Dammit! I’ve got a degree in 
  computer science and I can’t 
  compute four dice minus four!” 
   
   
    
  * * * 
   
  12:00 >Blink< 
  12:00 >Blink< 
  12:00 >Blink< 
   
   
  * * * 
  Poor [ -3, -5, -8 ] 
   
  If the character has no job and no skills or some other reason 
  (blacklisted, physiologically unable to hold a job, etc.) the 
  character gets points.  If the character lives at the poverty line 
  (drives a beat up car, lives in an apartment or trailer, etc.) this 
  is worth -3 points.  If the character is dead broke and must beg 
  for food this is worth -5 (if the circumstances of the campaign 
  are such that the other PC's can't provide for the character and 
  the broke status doesn't change rapidly due to accumulating 
  money by doing jobs or adventuring this may be worth -8). 
  Uneducated 
  The character has less education than is the norm in the culture.  This 
  can be due to age, inexperience, coming from another culture, etc.  The 
  point totals listed here are for most modern cultures—if the character is 
  missing something vital it will be worth more points.  If the listed skill is 
  generally NOT known in the culture then it is not a defect to be 
  commonly ignorant.  Usually it is only legal to take 1 of these but the GM 
  may make allowances. 
   
  Can’t Drive [ -1 ] 
   
  The character does not know how to drive a vehicle and 
  is totally oblivious of traffic laws.  Simple vehicles may 
  be 
  started 
  and 
  driven 
  hazardously 
  (automatic 
  transmissions) but manual transmissions may not be 
  driven at all. 
   
  Illiterate [ -5 ] 
   
  The characters can only read basic street signs.  
  Anything more is beyond his ability.  If the character tries 
  to learn to read, each point spent to buy off the defect 
  allows a RES roll to make out a sentence at -8, +2 per 
  point invested.  When 4 points have been spent the 
  character can read without a roll. 
   
   
  Unschooled [ -3 ] 
   
  The character doesn't know any history, can't find his 
  country on a map, has never read any of the culture's 
  literature. 
  The 
  character 
  may 
  suffer 
  serious 
  embarrassment, 
  not 
  follow 
  conversations, 
  etc.  
  Complete ignorance in one area may be worth -1 points 
  at the GM's discretion. 
   Unable to do Math [ -3 ] 
   
  The character can't do anything more than simple (two digit) 
  addition and subtraction.  Checkbooks will be impossible to 
  balance, the character won't know if paychecks are correct, 
  etc. 
   
   
   
  Technologically  Illiterate [-1 to -5 ] 
  The character is unskilled with technology.  This can be simple 
  computer illiteracy to not knowing how to use a microwave, 
  VCR, etc.  The -5 version is for a postmodern society where 
  everything is done with technology and none of it is user 
  friendly.  Even if shown how to do something the Tech Illiterate 
  will forget and have to be shown again and again.  It is worth -1 
  
  V1.0 copyright © 2001 by Marco Chacon 
   
   
   
   
   
  * * * 
   
  “God Himself could not sink this 
  ship!” 
   
   
  * * * 
   
   
   
   
   
   
  It’s hard to Frankenstein someone 
  without them getting personally 
  offended and feeling like 
  everyone’s ganging up on them. 
   
  On the other hand, it’s the kind of 
  rule that indemnifies game 
  designers when players complain. 
   
   
   
   
   
   
   
  Usually you don’t know your 
  characters are going to be 
  transported back to the 12th century 
  (oh, you might have a clue: “Make 
  members of the Society For 
  Creative Anachronisms.”) so the 
  rule may be applied even when you 
  didn’t envision it being used. 
   
   
   
   
   
   
   
  The original Hammerhead McLear 
  was played by the game designer 
  in another system.  He was killed 
  horribly by a cop with a 
  submachine gun.  He has always 
  felt that this was unfair (since when 
  do cops—even cops in 2040—
  carry submachine guns?) 
  for mild cases, -3 for fairly severe cases in modern society, and 
  -5 for any case in the described society. 
   Can’t Swim [ -1 ] 
   
  For whatever reason, the character never learned how 
  to swim.  At best, he can tread water and dog paddle 
  (both badly and not for very long).  If the GM rules that 
  this disadvantage would come up rarely (if ever), he may 
  rule that it is worth no points. 
   
  Other Character Notes 
  Frankenstein Rule 
  If a player creates a character that the rest of the players find offensive 
  they may vote it out of the campaign.  If the GM finds any character 
  abusive the player must modify the character until the GM accepts it.  
  This is designed to solve more problems than it creates—if it has the 
  opposite effect the rule may be ignored. 
   
   
  Ex1: "No, you may not bring a sheep-pimp into the campaign!" 
   
   
  Ex2: "Congratulations, you've found the loop-hole.  We'll mount the 
  character sheet on the wall as a testament to your creation skills!  Go 
  make another one." 
  Traveling Characters 
  If the players know the characters are going to be traveling far and wide 
  then some defects should not be taken (enemies and stationary friends 
  are an example).  A solution is to have an 'enemy-friend pool.'  This is a 
  certain number of points which can/will be applied to the character 
  wherever the character goes.  The character will always find powerful 
  patrons if he stays in a town for any length of time or the character will 
  magically seem to make enemies in any place.  This isn't very realistic 
  but if the players and GM agree it can be viable. 
   
   
  Sample Character: Hammerhead McLear 
  The player decides to create the character Hammerhead McLear—a 
  streetwise thug who, while not completely immoral is somewhat slimy 
  and involved in shady deals.  The GM assigns the players 75 points with 
  the option of 10 points of defects.  The campaign is set in a somewhat 
  futuristic New York and there are no restrictions on Enhancements or 
  Defects.  Paranormal abilities are not allowed and there are no power 
  scale restrictions.  However, the GM declares that the campaign is more 
  realistic than cinematic and thus the characters non-Heroic (and pay 
  non-Heroic costs). 
   
   
  41 
  
  V1.0 copyright © 2001 by Marco Chacon 
  Step 1: Primary Characteristics. 
   
  All the character's statistics begin at 10.  The player wants the 
  character to be really, really tough, somewhat fast and smart.  
  The player designs the character's Primary Characteristics like 
  this: 
   
   
   
  Characteristic Cost 
  Score Notes 
  REFLEX  
  15pts 
  12 
  Quick, but not super fast. 
  PHYSIQUE 
  15pts 
  12 
  Quite strong 
   
   
  INTELLECT 
    5pts 
  11 
  A little above average 
   
  The total cost so far is 35 points. He has 40 left to spend. 
   
  Beep . . . “Good morning, it’s the 
  beginning of a new and wonderful 
  day.  A smile at dawn lasts all day 
  long—“ 
   
  McLear pounded the off button on 
  the clock radio.  It didn’t work even 
  after he hit it several times 
  because the building had decided 
  he really needed to get up that 
  morning.  Finally he took it and 
  threw it hard against the far wall.  
  The unbreakable plastic casing left 
  a small dent in the plaster. 
   
  “You have been downsized.  
  Please report to the Bureau of 
  Vocational Reassignment so you 
  can find gainful employment and 
  get back on your feet as soon as 
  possible.” 
   
  Hammerhead finally silenced the 
  soft, perfect female voice by 
  putting the unit in the sink and 
  covering it with water. 
   
  By noon they’ll have it shut off, he 
  thought grimly.  It hadn’t really hit 
  him yet.  If they didn’t reassign him 
  he’d go on public assistance—and 
  that meant having a case officer 
  and everything. 
   
  He stared out the window, his body 
  seemed to ache from years of 
  abuse.  Finally, it hit him. 
   
  Hammerhead took the radio from 
  the sink, battered through the 
  window with it, and hurled it out at 
  the city below. 
   
  Step 2: Secondary Characteristics. 
   
  The character decides to increase Hammerhead McLear's CON 
  (to help make him tough) and his AGI to help him in a fight.  
  Going from 12 to 13 costs 5 points so this costs an additional 10 
  (5 for CON and 5 for AGI).  It is recorded on the character sheet 
  as Primary Stat Cost + Secondary Stat Cost. The player has 30 
  points left. 
   
   
  Step 3: Tertiary Characteristics. 
   
  Figuring these is just a matter of looking at the charts above. 
   
  Ground Move:   
   
          Walk 2.7     Run 5.4     Sprint 8.1  
  Perception roll is   
   
   
  11- 
   
   
  Minor Wound (and Hurt Condition)   
   5 
  Damage Points:   
   
  15 (13 for CON, +2 for BLD) 
   
   
   
   
   
   Critical Wound (and Serious Condition) 
  30 
  Major Wound (and Injured Condition)    
  15 
   
   
  Step 4: Enhancements 
   
  The player looks at the Enhancements and Traits lists and wants 
  Tough, Resilient, and Iron Jaw: 
   
  Enhancement Cost 
  Notes 
   
   
   
   Resilient  
    8pts 
  2x normal healing rate. 
  Tough 
   
    4pts 
  +4 Damage Points.  This changes Wound levels. 
   
   
   
   
  Iron Jaw  
    8pts 
  1pt of armor 
   
  This is a total of 20 points so the character has 10 points left with 
  which to buy skills. 
   
   
  42 
  
  V1.0 copyright © 2001 by Marco Chacon 
  Step 5: Background and Defects   
   
   
  Hammerhead has some serious personality flaws and a really 
  bad relationship with authority—so the player gives him the 
  following defects: 
  “Welcome to the Plaza of 
  Harmony—feel free to enjoy our 
  sparkling fountains, spacious 
  parks, and electronic malls.   
   
  “Here at the Bureau of Vocational 
  Reassignment we advance your 
  future today.  Our friendly 
  professionals match your skills to 
  the right job—satisfaction, as 
  always is guaranteed—so cheer 
  up and—Mr. McLear, please do 
  not exit the moving vehicle—Mr. 
  McLear! . . . 
   
  Next Section: Skills  
   
   
  Slick 
   
   
   
   
   -2 
  Harassment: Department of Social Harmony  -3 
   
   
   
   
   Character Write-Up 
   
   
   -2 
  “Angry” (Obnoxious) 
   
   
   -2 
   
  With these defects coming to a total of 9 extra points, 
  Hammerhead McLear has a total of 19 points with which to buy 
  skills: a reasonable amount. 
      
   
   
  43 
  
SOURCE: textdata/thevault/Jags/JAGS Basic Concept and Character Creation.pdf