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Player’s Toolbox

Alabaster Role-Playing Game System


By Scott Gearin

For more updates, expansions, and insight CONTENTS


check out: Introduction........................................................... 1
https://www.patreon.com/AlabasterRPGS Player Characters................................................... 5
Cover Artist: Scott Gearin Step by Step ...................................................... 5
Interior Art: — Character Concept............................................. 6
Logo Design: Scott Gearin
Party Role .......................................................... 6
Additional Firearms Development Your Character Sheet ........................................ 7
Zac “Beretta” Caslar Origin (Being Human) ........................................ 7

Alpha Readers Attributes ........................................................ 10


JD “Mister” Andersen, Zac “Beretta” Caslar, Starting Attributes ........................................... 11
Francesco Castelli, Robert Epps,
Your Backstory ................................................ 12
Amanda “Kalarra” Margetts,
Miles “Nalthor” Margetts, Susan Mohr Your Character Class ....................................... 12
Mike “Mischief” Surber, Alex van Meter, Slashes- Your Skill Ranks ............................................... 14
With-Claws
Your Talents .................................................... 15
Playtesters Personal Stats .................................................. 16
Zac “Beretta” Caslar,
Combat Stats ................................................... 16
Amanda “Kalarra” Margetts
Plot Twists ....................................................... 17
Campaign Patrons Acquiring Gear................................................. 18
Marlene Joy, Alex Mathews, David Robinson,
Gregory Ford Reputation....................................................... 19
Legend ............................................................. 19
Leveling Up ...................................................... 20
Backstory ............................................................. 21
Creating a Backstory........................................ 21
Choosing an Aspect ......................................... 21
Choosing an Occupation ................................. 22
Benefits & Drawbacks. .................................... 22
Aspects ............................................................ 23
Occupations..................................................... 27
Techniques and Studies................................... 35
Weapon Proficiencies...................................... 36
Skill Swaps ....................................................... 37
Version Date:
May 24, 2020 Common Techniques....................................... 38
Fields ............................................................... 39 Chase Tree ....................................................... 89
Field Examples ................................................ 39 Covert Tree ...................................................... 91
Terrain Studies ................................................ 41 Gear Tree......................................................... 93
Languages ....................................................... 41 Investigation Tree............................................ 95
Interests .......................................................... 43 Melee Combat Tree......................................... 95
Character Classes ................................................ 44 Ranged Combat Tree ....................................... 99
Choosing a Class ............................................. 44 Skill Tree ........................................................ 102
Class Features ................................................. 45 Style Tree....................................................... 104
Class Abilities .................................................. 46 Tradecraft Tree.............................................. 106
Progressions.................................................... 48 Narrative Gameplay .......................................... 107
Seed Classes .................................................... 49 At the Table ................................................... 107
Multi-classing .................................................. 49 Roleplaying .................................................... 107
Con Artist ........................................................ 50 Objectives ...................................................... 108
Detective......................................................... 52 Rewards......................................................... 108
Fixer ................................................................ 54 Story Pacing ................................................... 109
Genius ............................................................. 56 Certain Death ................................................ 110
Ghost .............................................................. 58 Saving Throws ............................................... 111
Investigator ..................................................... 60 Skills ............................................................... 112
Marksman ....................................................... 62 Skill Checks .................................................... 113
Pathfinder ....................................................... 64 Information & Perception ............................. 119
Thief ................................................................ 66 Stealth & Deception ...................................... 123
Troubleshooter ............................................... 68 Social Interplay .............................................. 127
Warrior ........................................................... 70 Physical Activities .......................................... 131
Hitter............................................................... 72 Technical Activities ........................................ 132
Networker ....................................................... 73 Tactical Gameplay ............................................. 134
Oracle.............................................................. 74 When, Where, Why? ..................................... 134
Ranger............................................................. 75 Finishing Up ................................................... 134
Wheelman ...................................................... 76 Rounds & Turns ............................................. 135
Wrangler ......................................................... 77 Setting Up ...................................................... 135
Talents................................................................. 78 Your Turn ....................................................... 136
Talent Trees .................................................... 78 Actions........................................................... 136
Choosing Talents............................................. 78 Simple Actions ............................................... 137
Talent Benefits ................................................ 79 Special Simple Actions................................... 137
Adventure Tree ............................................... 81 Position & Movement ................................... 138
Battlefield Tree ............................................... 84 Movement Actions ........................................ 141
Chance Tree .................................................... 86 Special Movement Actions ............................ 143
Falling............................................................ 143 Archery Weapons .......................................... 182
Skill Actions ................................................... 144 Sidearms ........................................................ 183
Attacking ....................................................... 146 Longarms ....................................................... 184
Melee Attack Actions.................................... 148 Ammo ............................................................ 186
Ranged Attack Actions .................................. 149 Specific Tools ................................................. 187
Attack Tags.................................................... 150 Drugs & Medical ............................................ 187
Doing Damage .............................................. 152 Surveillance ................................................... 188
Gradual Harm ............................................... 153 Vehicles ......................................................... 189
Making it Out Alive ....................................... 154 Riding Vehicle Descriptions ........................... 190
Resistances ................................................... 154 Driving Vehicle Descriptions.......................... 192
Armor ............................................................ 154 Legend ............................................................... 194
Fervor............................................................ 154 Communities and Allies ................................. 194
Luck ............................................................... 155 Strings............................................................ 195
Wounds......................................................... 155 Lifestyle ......................................................... 195
Healing .......................................................... 155 Spending Legend ........................................... 195
Defeated… But Not Dead? ............................ 156 Endgame........................................................ 195
Mounted Combat ......................................... 157 Contacts ........................................................ 196
Fighting Underwater ..................................... 157 Companions .................................................. 197
Conditions ..................................................... 158 Holdings......................................................... 198
Common Conditions ..................................... 158 Allies .............................................................. 198
Beneficial States ........................................... 160 Infowar .......................................................... 198
Environmental Hazards................................. 161
TABLES
Tools of the Trade ............................................. 164 Table 1.1: Size Categories ......................................................... 7
Storehouses .................................................. 164 Table 1.2: Attribute Modifiers ................................................ 10

Encumbrance ................................................ 164 Table 1.3: Attribute Scores ..................................................... 11


Table 1.4: Lifestyle Levels ....................................................... 18
Minor Items .................................................. 165
Table 1.5: Reputation and Standing ....................................... 19
Clothes .......................................................... 166
Table 1.6: Character Level ...................................................... 20
Food & Drink ................................................. 167 Table 2.1: Quick-pick Backstory .............................................. 21
Tool Kits ........................................................ 168 Table 2.2: Aspects .................................................................. 23

Armor ............................................................ 169 Table 2.4: Occupations ........................................................... 27


Table 2.6: Example Fields ....................................................... 40
Weapons ....................................................... 173
Table 2.7: Real-World Languages ........................................... 42
Weapon Tags ................................................ 174
Table 3.1: Class Summary ....................................................... 49
Unarmed Attacks .......................................... 175 Table 3.2: The Con Artist ........................................................ 51
Basic Melee Weapons................................... 176 Table 3.3: The Detective ......................................................... 53

Concealed Melee Weapons .......................... 178 Table 3.4: The Fixer ................................................................ 55
Table 3.5: The Genius ............................................................. 57
Heavy Melee Weapons ................................. 180
Table 3.6: The Ghost............................................................... 59
Table 3.7: The Investigator..................................................... 61 Table 6.4: Falling Damage by Size ......................................... 143
Table 3.8: The Marksman....................................................... 63 Table 6.5: Medium Character Size Modifiers ........................ 147
Table 3.9: The Pathfinder ....................................................... 65 Table 6.6: Strength Damage ................................................. 153
Table 3.10: The Thief.............................................................. 67 Table 6.7: Despair, Exhaustion, & Injury ............................... 153
Table 3.11: The Troubleshooter ............................................. 69 Table 6.7: Starvation ............................................................ 161
Table 3.12: The Warrior ......................................................... 71 Table 7.1: Encumbrance by Bags .......................................... 165
Table 3.13: The Hitter ............................................................ 72 Table 7.2a: Clothing Types.................................................... 166
Table 3.14: The Networker .................................................... 73 Table 7.2b: Clothing Styles ................................................... 166
Table 3.15: The Oracle ........................................................... 74 Table 7.3: Food & Drink ........................................................ 167
Table 3.16: The Ranger .......................................................... 75 Table 7.4: Kits ....................................................................... 168
Table 3.17: The Wheelman .................................................... 76 Table 7.5: Armor Styles and Quality ..................................... 170
Table 3.18: The Wrangler....................................................... 77 Table 7.6: Armor Styles and Quality ..................................... 171
Table 4.5: Additional Talents by Class .................................... 80 Table 7.7: Weapon Proficiencies and Groups ....................... 173
Table 4.6: Adventure Talent Summary................................... 81 Table 7.8: Natural Attacks .................................................... 175
Table 4.7: Battlefield Talent Summary ................................... 84 Table 7.9: Basic Melee Weapons .......................................... 177
Table 4.8: Chance Talent Summary ........................................ 86 Table 7.10: Concealed Melee Weapons ............................... 179
Table 4.9: Chase Talent Summary .......................................... 89 Table 7.11: Heavy Melee Weapons ...................................... 181
Table 4.10: Covert Talent Summary ....................................... 91 Table 7.13: Sidearms ............................................................ 183
Table 4.11: Gear Talent Summary .......................................... 93 Table 7.14: Longarms ........................................................... 185
Table 4.12: Investigation Talent Summary ............................. 95 Table 7.15: Ammo Quantities ............................................... 186
Table 4.13: Melee Combat Talent Summary .......................... 97 Table 7.16: Specific tools ...................................................... 187
Table 4.14: Ranged Combat Talent Summary ........................ 99 Table 7.17: Medical Gear...................................................... 187
Table 4.15: Skill Talent Summary ..........................................102 Table 7.18: Cover Identities and Dossiers ............................. 188
Table 4.16: Style Talent Summary .........................................104 Table 7.19: Vehicular Fields and Groups .............................. 189
Table 4.17: Tradecraft Talent Summary ................................106 Table 7.20: Riding Vehicles ................................................... 190
Table 1.1: Objective Importance ...........................................108 Table 7.21: Driving Vehicles ................................................. 191
Table 5.2: Class Skills .............................................................112 Table 5.22 Sailing Vehicles.................................................... 193
Table 5.3: Illumination ..........................................................116 Table 5.23. Flying Vehicles.................................................... 193
Table 5.4 Skill Checks Summary ............................................118 Table 5.24. Piloting Vehicles ................................................. 193
Table 5.5: Canvassing Checks ................................................119 Table 8.1: Reputation and Standing ..................................... 194
Table 5.6: Information Quality ..............................................120 Table 8.1: Lifestyle ................................................................ 195
Table 5.7: Research ...............................................................121
Table 5.8: Reconstruction and Tracking ................................122
Table 5.9: Lie to Me ..............................................................124
Table 5.10: Stealth ................................................................125
Table 5.11: Attitude ..............................................................127
Table 5.12: Crowds ...............................................................128
Table 5.13: Haggling Outcomes ............................................129
Table 5.14: Requests, Coercion, and Diplomacy ...................130
Table 5.15: Extra Effort .........................................................131
Table 5.17: Downtime Progress ............................................132
Table 6.1: Speed....................................................................138
Table 6.2 Posture ..................................................................140
Table 6.3: Movement Actions ...............................................142
Introduction
Alabaster is a Tabletop Roleplaying Game System Many games present a ‘rule 0’, a guiding principle
for near-future and science fiction settings. It that comes before all other rules. For Alabaster, rule
provides the framework and tools to help you and 0 is simple:
the other players experience futuristic worlds of
cinematic action and adventure. NO GAME CAN MAKE YOU HAVE FUN
While playing, you will either be a Player, taking IF YOU DON’T WANT TO.
on a role as one of the protagonists in the story, or
serve as the Game Runner, a sort of producer, You must approach each play session with a
director, and set manager who creates the willingness to play well and be entertained, to
environment in which the story takes place. accept that as a group activity you will not always be
While the Game Runner will have the final say in the center of attention and that as a challenge-
how events unfold for the Players, the two roles are based game the outcome of the story may not
cooperative. Players and Game Runners are not always be as favorable as you had hoped. Failure is
trying to “beat” each other in this game. The sometimes necessary to provide contrast for
obstacles and challenges the Game Runner places in triumph and make your victory meaningful. To
each Player’s path are there to create opportunities maintain dignity in defeat is often more compelling
for greatness. than showing grace in victory. Good sportsmanship
and a sense of humor can turn apparent disaster
into some of the best stories of all.

It’s likely “Tabletop Roleplaying Game” will be an


Tabletop gameplay is personal. While gamers
unfamiliar term for some readers. The most
often gather virtually, the roots of RPGs are as a
important of those three words is “Game”, with the
social gathering, played face-to-face. Alabaster is
defining characteristic of games being that you
still a “tabletop” game in the sense that it “runs”
might lose. The challenge is only real if you have a
chiefly in the imagination of the Game Runner and
real chance of failure. As a Player, the scenarios you
the Players. You might also use props, maps, and
face may lead to the glory of victory or see you
other visual aids to help synchronize everyone’s
crushed in ignominious defeat. Both of those
imagination. Dice will provide the element of
outcomes are good as long as the outcome is epic.
chance, bringing risk to uncertain efforts and
The accomplishment is in the struggle, not the
unpredictable outcomes. However, most of the
outcome.
exchange of ideas will be verbal with the Players and
The truth is when playing Alabaster there are
Game Runner describing situations and their
exactly two ways to win:
actions. The result is an experience completely
unique to your group’s gathering.
1. Have a good time while you’re playing.
On one hand, this means that the rules (and the
math those rules call upon) have to remain simple
2. Come away with stories so good you’ll want
enough for the players to understand and use them.
to share them again and again.
On the other hand, the human element also gives
tabletop RPGs unparalleled flexibility to bend with
Not every play session is going to be a vivid
the demands of the moment. No rule covering what
experience. The best of them will be the stuff of
you want to do? Make it up! Rules don’t really seem
legends!
right for this particular instance? Bend them!

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The space outside of the rules is where Game Roleplaying takes EFFORT to create and maintain
Runners make tabletop RPGs shine –allowing you to the distinction between yourself and your character
explore the unexpected and act on spur of the so you can interpret your surroundings and act in
moment ideas. Game Runners create options no accordance with your character’s perspective and
fixed set of rules or scenarios could ever offer. Use abilities instead of your own. Alabaster tries to
that strength in your play sessions. reward that effort without demanding it. You can
still enjoy playing and contribute to the fun while
doing those things at only the most basic level.
So, while all this may sound like a lot of work, it is
Roleplaying is a form of acting… only there’s no
also deeply rewarding for you and the people you’re
script. You choose what your character intends to
playing with. Great role-players are like great dinner
do, what they want to say, and how they feel about
guests – food tastes better because you’re sharing
situations and characters they encounter on their
the meal with them. Like your understanding of the
journey. One of the best-kept secrets of role-playing
rules, roleplaying is one of those things that you can
games is that you don’t have to be a great role-
improve on while you’re playing.
player to have fun. Acting (and roleplaying) is a skill,
and like all skills, you have to practice to get better.
With practice comes experience, and with
experience comes confidence. The game still works Alabaster is a game system: a set of rules that
even if you’re shy, uncomfortable, or just new to the govern how the game is played. It is written in a very
whole idea. ‘gamist’ form – meaning the printed rules will
The amazing thing about these games is that they suggest means to resolve many, many possible
let you take the part of someone who is situations that may arise. The purpose of this
astoundingly better at some tasks – a mighty warrior comprehensive approach is to help the Game
fresh from the frontlines of war, a smooth-tongued Runner and the Players trust each other. These rules
negotiator with friends in every nation, a dashing are not intended to encompass all possible
gambler as lucky in love as with cards. The rules are scenarios. No collection of rules simulating
there to say “you succeed!” even if no one could pull something as vast as cooperative storytelling can
that off in the real world. Conversely, one of the hope to cover everything. Not in twenty-five pages,
hardest things to master in role-playing games is not in four hundred.
embracing your character’s faults, separating your That said, heroes don’t reside in a world of
abilities from your character’s and accepting that “ordinary” events. While the results of many
sometimes your character should fail – even at activities will be determined by the roll of the dice,
things you personally do well. the final arbiter of the outcome is always the Game
This is particularly evident with player knowledge Runner. Dice are wonderfully impartial but they
vs. character knowledge. You’ll frequently see or don’t always have a great sense of drama. This
know things happening to other characters because power to change outcomes and overrule the dice in
in real life you’re all in a shared space and you can the service of the story can look a lot like cheating.
hear the Game Runner and the other Player It’s why building trust between the Players and
discussing events your character wouldn’t be privy Game Runner is so important.
to. Or because you have a bird’s eye view of a game It is also important to understand the point of
map while your character is stuck down in the having all those rules. They’re there as a guide,
trenches experiencing the fog of war. giving the Game Runner a repeatable, reusable
For many players, one of the most difficult parts fallback solution in those moments where he or she
of roleplaying is simply speaking “in-character” — doesn't feel like they have the knowledge,
trying to speak as your character would with a experience, or vision to deliver a more satisfying
different voice, accent, or vocabulary than you outcome.
might ordinarily use. This concern is perfectly
understandable: it IS hard! “Stagefright” is a normal When in doubt, go with the rules.
reaction to putting yourself out there like that even But ONLY when in doubt.
with an audience as small as a gaming group.

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“one-trick ponies” who may shine very brightly in
Alabaster uses a unified (and very common) their moment, but also end up spending large parts
notation when calling for dice rolls. Individually, dice of each play session bored and ineffectual. You may
will be referred to as ‘d(number of sides)’, so a six- not always have something to contribute, you will
sided die will be called a d6, a twenty-sided die will usually be able to pitch in and move the story
be called a d20, etc. When multiple dice are to be forward.
rolled and added together, the number of dice will
come before the ‘d’. A roll of three six-sided dice
would be presented as ‘roll 3d6’ with the result Alabaster also incorporates some new ideas
being the sum of all three dice (a number ranging uncommon to most RPGs.
from 3 to 18, with an average between 10 and 11). Big Damn Heroes. In the tradition of multi-book
You may also occasionally see ‘d%’ (called a series of novels, long-running television shows, and
percentile roll). In this case, you roll a ten-sided die even MMORPGs, you play for higher stakes in
for the ‘tens’ and a second time or different colored Alabaster than just survival. Player Characters can
ten-sided die for the ‘ones’ and read them together only be Defeated – not killed – by random events or
as a single number between 1 and 100. Some dice statistical misfortune. They can still destroy
sets will include a special ‘tens’ d10, that is themselves with incredibly bad decisions, but even
numbered 00, 10, 20, 30, etc. up to 90. In either the worst of rolls simply places them into ever more
case, if both dice come up ‘0’ (or ’00’) the result is dire circumstances. However, this doesn’t mean
read as ‘100’. that as a Player you can’t face defeat — on the
contrary, the price of failure is all the worse as
friends, allies, and innocents who rely on you suffer
Alabaster is (while several generations removed) or die in your place and you have to deal with the
a descendant of the “D20 System”, an immensely aftermath of your downfall rather than start fresh
popular, widely published, and deeply supported with a new character. Having “plot-based
system many veteran RPG gamers will already be immortality” means your actions matter even more.
quite familiar with. Alabaster strives to improve on Living the Dream. While your character will be a
that sense of heroic gameplay and evocative unique creation, guided by your aspirations to be a
experiences while embracing three of that system’s hero, storytelling is filled with powerful, inspiring
greatest strengths: archetypes. It’s quite common to approach
Higher is Better. All game mechanics are arranged character creation and gameplay thinking “I want to
so that a high result on a roll is better than a low be awesome like that person!” Alabaster’s core
result. You will always want to roll high and always rules offer eleven “Base Classes” that roll together
hope your enemies will roll low. some of the most widespread and recognizable
Uniform Resolution of Events. The outcome of heroic archetypes in contemporary stories and
events is almost always determined by rolling a science fiction. The sly con artist, the deadly
single d20, applying modifiers, and comparing the marksman, the relentless investigator, and so on.
result to a Goal. Attack rolls, skill checks, and saving Flavors of heroism that permeate modern
throws all follow this format, making it easier for storytelling. But Alabaster also offers a steadily
Players and Game Runners to judge their chances growing library of “Seed Classes” that model tightly
and choose their actions. themed heroic fantasies. More importantly, Seed
Class and Level Progression. Your character’s Classes put those fantasies in your hands right now
primary advancement comes in discrete chunks — being available as soon as you start and growing
called “levels” and along clear pathways called into fully formed powerhouses in just a handful of
“classes”. This helps group your options into a levels. Your ability to mix and match between all of
manageable number of choices while still allowing these classes as your character grows ensure you’ll
deep customization of your character. It also find something that inspires or tickles your fancy
ensures you have a certain minimum amount of immediately while also always looking forward to
well-roundedness that keeps heroes from becoming growing and achieving more.

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Alabaster is a living, growing system with tons of
options and tons more to come. Supporting
Alabaster through Patreon gives you access to
additional materials.

• The BRIGHT AGES tier unlock two introductory


settings. StormSURGE is a geopolitical thriller
mixing cyberpunk and mecha, home to the
Parallel Tides storyline. You also get the Japanese-
inspired feudal-fantasy Jitaiyō setting, a mystical
land of honor and shadows presented through
The Six Wolves War storyline.
• The DICTATES OF THE MUSE tier presents a range
of additional Bonus Classes and Developer Tools,
giving you a deeper insight into Alabaster’s
underlying structure and guides for creating your
own settings and character options.
• The BRAINSTORM tier includes additional articles
filled with wild ideas not necessarily core to most
near-future and sci-fi settings. Street-Level
Heroes, Songs of My People, Throw Down, and
other articles bridge multiple genres and defy the
boundaries of popular sci-fi storytelling.
• Finally, the XENOGLASS tier covers Alabasters far-
future setting, Xenoglass. Cross the stars and face
humanities own worst nature with The First Leaf
to Fall storyline, as an Ancient race reawakens…

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Player Characters
(Chapter 1)

One of the great joys of role-playing games is the Step by Step


chance to be someone else. To experience a new
Creating a PC requires you to make several
perspective and to live dangerously. To take risks
decisions before play begins. Until you are more
and receive the accolades reserved for champions.
familiar with the system, the decisions are best
To be the star of the movie, the hero foretold, or the
handled by following these steps in order:
villain you can’t help but cheer for.
As a Player, you control a single Player Character
0. Think about who you want to be.
(sometimes shortened to PC) who is both your
1. Pick your starting Attributes
window into the story and your lever with which to
2. Create your Backstory and choose Techniques
change it. Player Characters are distinct from Non-
and Studies
Player Characters (NPCs) – all the other people and
3. Decide on a Class and spend Skill Ranks
creatures in the story who are controlled and role-
4. Choose your starting Talent(s)
played by the Game Runner.
5. Select your starting equipment
Nearly all the information you have about what is
6. Fill in the details on your character sheet
happening in the game world comes from the
7. Collect your Plot Twists
vantage point of your character. You know what
8. Get out there and start leveling up!
they see, hear, smell, touch, taste, and what they
can intuit from that information. When NPCs speak
Steps 0, 1, 6, 7, and 8 are covered in this chapter.
to you, they are speaking to your character, with all
Steps 2, 3, 4, and 5 have enough choices that each is
the biases and beliefs that go along with who they
given a separate chapter describing your options.
believe your character to be.
For new players, creating a Player Character is a
The first thing to remember about your character
fairly straightforward process: read through the
is that they are your perspective in the game. When
section for each step, answer the questions that
the Game Runner gives you information, it is as your
section presents you, and fill in a character sheet so
character perceives it, not necessarily how it might
you can keep the results of your decisions organized
appear to others (or actually is). Embracing that
for when you are playing. Veteran players will often
perspective will help you make choices that make
move back and forth through the steps, tweaking
sense within the story and help your character gain
and tuning earlier choices as later steps suggest new
texture and depth.
ways to bring concept and mechanics more closely
Simultaneously, your character will be your chief
into alignment.
tool to affect the world of the story. You use their
So, let’s make one!
knowledge, skills, and abilities to take action, to
shape outcomes, and to achieve (or thwart!) your
destiny. Your character is a force for change - it
would be a very different story without you.
A good Player Character is a mixture of concept
and mechanics – the concept giving them a context,
theme, and purpose, the mechanics giving them the
potential to accomplish the tasks you expect of
them. The first few chapters of this book provide
you with the mechanics of Player Characters: the
numbers and abilities that will let you make things
happen during the game. But that’s only half of the
character. YOU have to provide the concept. You
choose the reasons for the doing.

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Character Concept Party Role
The first and most important step in creating your Most character concepts will fit into one of five
new hero-to-be is choosing a concept. You may be main categories, describing how you help to
spending a lot of time with this alternate-self, so advance the story. As you make each mechanical
choose something that excites you! Consider the decision about your character to turn concept into a
sort of characters you root for in fiction – and real playable build, consider if those choices accentuate
life: protagonists in books and film you admire and a single focused role or expand the range of
respect or the villains you love to hate. Consider the activities where you can help make a difference.
choices you would have made differently… Both strategies can be immensely rewarding during
One of the best ways to get started is to approach play. Many of the following choices will offer
your Game Runner and ask about the Setting the suggestions based on the party role you see yourself
game will take place in. This is the sort of world your most interested in playing.
character lives in and comes from. Game worlds are The five roles are:
often built up from important themes – survival on
the streets of a grim dystopian corporate state, a • Backers bring advice, supplies, and inspiration,
hope-filled meritocracy looking to explore the helping teammates to perform far beyond their
frontiers of space, and bands of mercenary mecha- usual limits. While backers sometimes seem the
pilots locked in an unending bush war all call for unsung heroes of the story, they know that
different flavors of protagonists. Heroes may start without them victory would be far from certain.
out as ‘the exception to the rules’ even before they One important sub-type of Backers are Healers,
become ‘exceptional’ but understanding the nature whose abilities undo the effects of damage.
of the upcoming story will help guide your choices • Combatants resolve hostile encounters with the
and improve the chances everyone will have a good direct application of violence. Combatants are
time. often further specialized into Melee, Ranged, or
Each decision you make during the character Tank roles depending on the main strategy they
creation process will have concrete, definite impact employ during fights: close combat, ranged
on actual gameplay. Having a clear concept will help attacks, or durability.
guide your mechanical decisions, suggesting choices • Solvers unravel mysteries, crack puzzles, and
that will push the style, tone, and outcomes of the figure out the best way to proceed when the path
story more to your liking. Character creation is is unclear. Solvers thrive on thorny problems that
about telling the Game Runner what areas you want can’t simply be beaten into submission.
to excel at. But it also announces the situations you • Specialists use advanced training to turn
are prepared to fail at just as spectacularly. Real impossible odds into a fair chance and to turn a
heroes have flaws and those flaws are often the fair chance into a cakewalk. Specialists may be
most interesting thing about them. further identified as Driver (vehicles), Prowlers
If opportunity permits, talk with your fellow (Stealth), or Survivors (Wilderness).
Players too before settling on a concept. Heroes are • Talkers are masters of social situations where a
often at their strongest when they can cover each word in the right ear makes all the difference.
other’s weakness and create opportunity from Whether sleazy or elegant, no one can ignore a
contrasts. You may find it helpful to divvy up roles in talker.
your team before you start making choices. Your • Wildcards can fulfill some or all of the above roles
crowning moment of glory often comes when all depending on the supporting abilities they
eyes turn to you and there’s a crucial action only acquire. As Jacks-of-all trades they rarely master
your character can hope to succeed at. any one role but are often fantastic at filling gaps
Perhaps most important of all: when playing in a in a more specialized team’s bag of tricks.
group, make sure your character has both the ability
to work with the other Player Characters and active
reasons for doing so. Few things can derail a story
faster than a character who has no motivation to be
part of that story.

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Your Character Sheet
A character sheet is used to keep track of your
character’s complete game information. Beyond the
ABC’s, it also includes helpful reminders about what
your character is capable of… and any weaknesses
they’ll have to deal with.
When trying to explain what you do and how you
contribute to a group mechanically, the first few
entries on your character sheet provide a fairly
simple shorthand:

Your Backstory: These two words describe where


you came from in a nutshell.
Your Size and Origin: Most of the time you’re a
typical human. But sometimes heroes aren’t
particularly typical.
Your Classes and Level in each: Your main source
of abilities. Because each class has a special ability
you only gain if it’s your very first class, always list
the first class you took before the others.
Your Attributes: The six numbers that say the
most about your strength and weaknesses.

Your character sheet is also used to record all the


following information described in this chapter.

Table 1.1: Size Categories


Size Long Axis or Height Wound Footprint Occupancy
Multiplier (in squares)
Nuisance (N) Up to 12cm (~5”) ×1/8 Smaller than 1 Up to 1,000 per square
Fine (F) Up to 21cm (~5”) ×1/5 Smaller than 1 Up to 400 per square
Diminutive (D) Up to 38cm (~10”) ×2/5 Smaller than 1 Up to 100 per square
Tiny (T) Up to 67cm (~20”) ×3/5 Smaller than 1 Up to 40 per square
Small (S) Up to 1.2m (~3’7”) ×4/5 Smaller than 1 Up to 4 per square
Medium (M) Up to 2.25m (~7’) ×1 1×1 2 per square
Large (L) Up to 4m (~12.5’) ×1.5 Up to 2×2 1 per square
Very Large (VL) Up to 7m (~22.5’) ×2.5 Up to 4×4 Fills multiple squares
Huge (H) Up to 12m (~31’) ×4 Up to 6×6 Fills multiple squares
Gargantuan (G) Up to 22m (~69’) ×6 Up to 11×11 Fills multiple squares
Colossal (C) Up to 38m (~115’) ×9 Up to 17×17 Fills multiple squares
Enormous (E) Up to 68m (~197’) ×12.5 Up to 34×34 Fills multiple squares
Vast (V) Up to 120m (~328’) ×20 Up to 60×60 Fills multiple squares

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Origin (Being Human) give color and texture to these diverse beings in
game terms.
Odds are good the perspective you are most
Your backstory, class, and Talents may expand
familiar with is human. Humans appear prominently
upon or even replace your Origin with something far
in most settings and it’s not unusual for them to be
more exotic. Additional Origins can be found in the
your only option when creating a character. Genetic
Game Runner’s Toolbox, Chapter 3 – Non-Player
manipulation, radiation, strange energies, or alien
Characters (page 44).
intervention may all add playable near-human and
demi-human options to near-future settings. Going
even farther afield, playable aliens are a staple of • Folk. This is a catch-all category for “intelligent,
star-faring civilizations. social creatures with opposable thumbs” and is
Numerous rules in Alabaster use humans as an the default Origin for humans (and therefore most
assumed baseline from which other playable Player Characters). Many rules treat Folk as the
species diverge (sometimes wildly). Humans baseline, only pointing out how characters with
typically have the following traits, unless specifically other Origins are different. Folk characters can
altered by your choices during character creation: intuitively apply Ruthlessness to other Folk
characters.
Size & Origin Medium Folk (1×1) • Eternal. You are an incarnation of a concept or
Speed Ground 6 ideal, often with only the external appearance of
Senses Normal a living being. You are immune to diseases,
Average height Female 160-164cm (5’3”-5’4”) poisons, and Ruthlessness unless the source
Male 172-177cm (5’7”-5’10”) specifically affects Eternals. Your Attributes don't
generally change with age. You don't eat, sleep, or
Character Size breathe.
Size Categories describe how large characters, • Fey. You gain +1 Presence and are immune to
objects, and occasionally scenery are relative to aging effects, disease, and soul drain unless they
each other. A character or object’s Size Category is specifically affect fey characters. Natural animals
linked to their length along their longest axis – never have an attitude worse than +1 towards you
height, width, or length. Size categories use humans unless they are diseased, controlled, or have been
as a baseline with the Medium Size Category attacked by you or allies present with you.
representing a height of 121 to 225 centimeters. A • Otherworldly. You are only partially of this world.
few unusual individuals may be big enough to The Ruthlessness of attacks against you is reduced
qualify for the Large Size Category while some adults by 2. You gain a +2 bonus to saving throws against
and many children fall into the Small category. diseases and poisons.
Some allowances are made for compressible
characters and objects — a snake may be over 5
meters long from nose to tail (qualifying for the
Gargantuan Size Category), but it can easily ball
itself up into a smaller volume (being better
represented by the Huge or even Medium
categories). Likewise, wings are not usually included
when considering a character’s largest dimension.

Other Origins
Characters potentially come in all flavors –
fearsome beasts, the walking undead, shimmering
crystals, self-aware robots, globs of gloop, and
talking plants! Origin is a shorthand for these
variations, establishing the common rules needed to

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Speed Height and Weight
Your Speed indicates how fast you can move in A character’s height and weight within a Size
combat and how rapidly you can travel across long Category are largely descriptive and left to Player
distances. Humans have a Ground Speed of 5, unless preference. If you’d like to roll randomly, use the
otherwise noted, allowing you to move up to 5 following guidance, including any Strength bonus
squares in a single action. Your Aspect, class you have as part of Fitness when determining
abilities, or Talents might increase this or give you weight.
alternate forms of movement, reflecting your ability
to do more than just travel along the ground. Human Female
Commonly used speeds include: Typical Height (in cm)
151 + your Fitness score
Ground. This is your speed on foot. Humanoid Variation (choose shorter or taller)
+/- (1d20 divided by 1d6)
characters also use Ground Speed to determine how
“Slender build” Weight (in kg)
fast they can climb or swim by making skill checks. 45 + (.9 × (Height + Fitness – 150))
Some flying and amphibious characters can walk on Human Male
land but only in a limited fashion, having a low Typical Height (in cm)
Ground Speed. As Female x 1.08
Burrowing. A rare ability indicating you can tunnel “Slender build” Weight (in kg)
through soft materials such as soil or sand at a 45 + (1.1 × (Height + Fitness – 150))
remarkable rate.
Climbing. Arboreal or cliff-dwelling species with
excellent climbing ability may have a Climbing
Speed, allowing them to move along many vertical
surfaces without having to make Acrobatics skill
checks. See Climbing Checks (page 141).
Swimming. Aquatic species and other excellent
swimmers may have a Swimming Speed, allowing
them to move through liquids without having to
make Athletics skill checks. See Swimming Checks
(page 141).
True Flight. This powerful ability indicates you can
levitate and move freely in three dimensions. Your
ability to perform complex aerial maneuvers relies
on the Acrobatics skill. See Aerial Maneuver checks
(page 142).
Winged Flight. A more restricted version of flight,
where your character soars on air currents and must
flap their wings for lift and to control their
movements.

Senses
Average human senses are the norm for most
characters and the baseline used by most game
mechanics such as skill checks. Exceptional means of
perceiving your surroundings can be gained as part
of your Aspect, Species, Talents, or gear.

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Attributes Table 1.2: Attribute Modifiers
All characters are described by six Attribute Attributes Modifies… Skills
scores. These values create a thumbnail sketch Awareness Initiative Analysis
revealing their strengths and weaknesses. Average (Awr) Instinct Intuition
humans have scores of 10 or 11 in most of their Vigilance
Attributes. Player Characters, as stars of the story, Cunning Skill Ranks Negotiation
often have much higher scores. (Cun) Techniques Stealth
The six Attributes are: Tactics
Determination Courage Focus
• Awareness – Attention to your surroundings. (Dtr) Luck Leadership
With a high Awareness, you are exceptionally Survival
alert and perceptive, able to notice details in your Fitness Health Athletics
surroundings and avoid dangers. You also tend to (Fit) Melee Attack Menace
be good at pattern recognition and reading Wounds Stamina
people. Grace Defense Acrobatics
• Cunning –Creativity and guile (Grc) Acting
Cunning grants a sharp tongue and sharper wits. Charisma
Suave and sophisticated, you’re exceptionally Precision Ranged Attack Expertise
good at finding mutually acceptable solutions. (Prc) Studies Profession
You may also have a dark side as an accomplished Sabotage
liar and meticulous planner, bringing ruin to those
who thwart you. Attribute Modifiers
• Determination – The drive to reach your goals Attributes usually impact play through Attribute
The more determined you are, the harder it is to Modifiers. The more an Attribute is above or below
stop you. Determination allows you to master the ‘average’ score of 10, the more it provides a
your fears and overcome pain. This intensity bonus (or penalty) to related abilities and skills (see
makes you particularly frightening when angered table 1.3).
and helps you forego civilized comforts to get Attribute scores can change over time and you
what you want. may receive short-term bonuses or penalties to
• Fitness – Physical power and endurance them, causing your modifiers to shift. Always use
Fitness allows you to endure physical punishment, your current Attribute modifier. The only exception
traverse difficult terrain more easily, and excel in to this is your skill ranks from Cunning. That
hand-to-hand combat. experience is considered too deeply ingrained to be
• Grace – Physical and social elegance affected (and far, far too complicated to have to re-
Grace lets you make everything look easy, from compute each time you take a bump on the head).
avoiding attacks to concealing your
disappointment when you suffer unexpected Attribute Impairment
setbacks. You play your part well and elicit Some effects will temporarily reduce your
sympathy from others easily. Attributes, reducing your matching Attribute
• Precision – Accuracy and technical knowledge modifier and changing nearly all of your values
Precision makes you a master of modern based on those modifiers. Attribute impairment
technology, exacting in your use of both tools and cannot reduce an attribute below 1 (giving you an
weapons. Precision is key to examining, using, attribute modifier of –4).
building and sabotaging complex devices. Determination. Changes to your Determination
affect your maximum Luck. If your maximum Luck
drops below your current Luck, you lose Luck until
you’re within the new cap. If your maximum Luck
rises, you do NOT automatically gain Luck, though

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you can be healed or recover Luck up to your new Once purchased, your Attributes will be adjusted
cap. by your Backstory at no additional cost. Experienced
Fitness. Changes to your Fitness affect your players will often structure their starting Attributes
maximum Wounds score. If your maximum Wounds to complement their Backstory, emphasizing a
drops below your current Wounds, you lose points desired Attribute or creating a more well-rounded
of Wounds until you’re within the new cap. If your spread. Your Attributes may also improve over time
maximum Wounds rises, you do NOT automatically as your character gains experience.
gain Wounds, though you can be healed up to your It may be tempting to deliberately take a very low
new cap if time permits. score for an Attribute you think you can avoid using
to free up points for the others. This is called a
Starting Attributes ‘dump stat’ in RPG games. While it can lead to an
interesting character and a memorable experience,
You decide how capable your character initially is
your Game Runner has ample tools available to
in each of the six Attributes... within limits. Purchase
make sure that every low score will be a source of
your starting Attributes by spending a total of 20
entertaining trouble for your hero.
Build Points to choose scores between a minimum
of 7 and a maximum of 17. You may reduce exactly
Common Attribute Arrays
one of your Attributes to lower than 9, gaining more
New Players may want to choose from one these
points for your other Attributes. Attribute Arrays – lists of six scores you can
Odd-numbered Attribute scores tip you into the assign to you six Attributes in any order. These
next higher Attribute bonus, while even-numbered arrays are consistently fun and playable options for
scores are useful because they are used as the getting started.
minimum scores you must have to unlock access to
various Talents and abilities. 13, 12, 12, 12, 12, 12 — While offering a nearly
perfectly balanced starting point, this array can be
tricky to use. It responds very well to most
Table 1.3: Attribute Scores
temporary Attribute buffs and can grow into a
Score Modifier Cost strong character over time if you successfully
1-2 –5 — manage your Attribute gains from class abilities
3-43 –4 — and Talents.
5-6 –3 — 13, 13, 13, 12, 11, 11 — You get to choose three
7 –1 –4* scores to be noticeably above average with the
8 –1 –2* remaining three still better than average. This is one
9 +0 –1 of the most effective choices for starting and
veteran players alike, having no weaknesses and
10 +0 0
several strengths.
11 +1 1 15, 13, 12, 12, 10, 10 — Another popular and
12 +1 3 flexible array leading with a very strong score
13 +2 5 supported by a well above average score allowing
14 +2 7 you to create some impressive combos. With two
15 +3 9 average scores, you also choose the sort of
16 +3 12 situations you’ll have trouble with.
17 +4 15 15, 15, 11, 11, 10, 10 — With a pair of 15s you’re
18 +4 — ready to get the most out of various ‘add a bonus to
the lower of this pair” Attribute bumps.
19-20 +5 —
17, 11, 11, 11, 11, 11 — With a single truly
21-22 +6 — exceptional score and a spread of slightly above
23-24 +7 — average Attributes, this array will set you to succeed
Add 2… …Add +1 — spectacularly in one area without badly
* Only one of your starting Attributes may be compromising your other activities.
lower than 9.

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Your Backstory Your Character Class
The next step in turning your concept into a If your Backstory explores your past, then your
playable character is choosing a Backstory. Your Character Class says how you approach problems
Backstory is a way of saying who you were before now. Classes are a bundle of tools and abilities,
you got mixed up with being a hero. To create your providing new ways to advance the story. As your
Backstory, you’ll need to pick an Aspect and an experience grows, you gain Class Levels, increasing
Occupation. These choices give you a starting array many of your most important bonuses and adding
of benefits (and sometimes drawbacks) that new abilities.
connect your concept with tangible consequences in Initially, you’ll have to choose either a Core Class
play. or Seed Class. Core classes have 15 levels that can
Backstories are fully described in Chapter 2 (page take you all the way from a starting character to
21). endgame challenges. They offer numerous Talent
choices and are based on some of the most
Not so Human After All prevalent archetypes seen in the iconic protagonists
Your Backstory may also be used to define your of popular fiction. Seed Classes have only 5 levels
character’s Species – not every hero is human! and provide few or no Talent choices as they
Genetic alteration, aliens, and alternate worlds progress, allowing you to quickly master a single
where fantasy creatures are real can all lead to narrow concept or set of abilities. Seed classes are
unique and memorable play experiences. Most of often tuned to fit into very specific settings, giving
these variations are achieved as part of your choice the heroes of that setting their distinctive flavor
of Aspects or by choosing a Species Talent as your (alongside the more generalized Core Classes).
one Character Creation Talent choice. The Alabaster toolbox presents eight Core Classes
and eight Seed classes, with the complete
description of their benefits found in Chapter 3 –
Character Classes (page 44). Because choosing a
class is so important to how your character will
perform in play, reading at least the initial
description of each class is highly advised before
making your decision.

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Awareness Cunning Determination
Awareness Cunning Determination +0 (10) +0 (10) +1 (12)
+3 (15) +2 (13) +1 (12) Fitness Grace Precision
Fitness Grace Precision +1 (12) +2 (14) +2 (14)
+1 (11) +1 (11) +1 (11)

Vigilant Detective Unstoppable Enforcer


Medium Folk Medium Folk
Awareness Cunning Determination Awareness Cunning Determination
+4 (18) +2 (13) +1 (12) +0 (10) +0 (10) +1 (12)
Fitness Grace Precision Fitness Grace Precision
+0 (10) +1 (11) +1 (11) +3 (15) +2 (14) +2 (14)

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Your Skill Ranks The common skills are:
Skills represent your aptitude in many types of
endeavors, linking your character’s concept to your • Acrobatics (Grace). Ability to move in three
effectiveness in play. Your Skill Ranks measure how dimensions. Used for acts of balance, climbing,
good you are at using each skill. Skills are used to jumping, and to fall without hurting yourself.
make Skill Checks by combining your Skill Ranks and • Acting (Grace). Ability to play a role. Used for lying
any bonuses you have with a d20 die roll. The more convincingly, blending into crowds, disguising
ranks you have, the less you’ll need to rely on yourself, and concealing your ‘tells’.
chance to succeed. Your choice of class determines • Analysis (Awareness). Ability to make sense of
the number of Skill Ranks you receive for that level information. Used to break codes, identify
– either 4, 6, or 8 ranks depending on the class. You objects, and perform research.
also add your Cunning modifier to the number of • Athletics (Fitness). Ability to display physical
Skill Ranks you receive each level. prowess. Used to play sports, run, and swim.
• Charisma (Grace). Ability to get others to willingly
Unskilled. You begin with zero ranks in each skill do as you ask. Used to calm, create rapport, and
and are considered untrained until you assign at influence others.
least one skill rank to that skill. • Expertise (Precision). Ability to use complex gear
Maximum Rank. The maximum number of ranks or perform difficult procedures. Used for driving,
you can have in each skill is limited to your Character performing surgery, and many other tasks.
Level or Character Level +2 if it is a Class Skill for any • Focus (Determination). Ability to ignore
Classes you have at least one Level in. Many distractions. Used to overcome distractions and
character options may further increase this cap, setbacks and to push yourself beyond pain.
allowing you to place even more ranks into that skill. • Intuition (Awareness). Ability to read people and
extract information. Used to recognize lies,
One is a Large Number confusion, or sincerity when speaking with others.
Initially, you’ll want a lot more ranks in some of • Leadership (Determination). Ability to inspire in
your favorite skills than you have ranks to spend. the face of adversity. Used to recruit, Inspire, and
While it may be tempting to max out one or two manage followers.
skills at first level, keep in mind that the penalties • Menace (Fitness). Ability to scare others into
for being unskilled are quite harsh. You will compliance. Used to scare, browbeat, and coerce.
almost certainly be better served by getting your • Negotiation (Cunning). Ability to get people to
first rank in 3 different skills than pushing one come to terms. Used to arbitrate, haggle and
skill up towards rank 3. Once you have at least one negotiate.
rank in each skill you want to use regularly, then • Profession (Precision). Technical know-how. Used
focusing your skill ranks into a few skills you want to earn money, build, repair and scavenge.
to master will give you the extra chance to succeed
• Sabotage (Precision). Ability to creatively misuse
in your chosen arena. Reaching that point can take
and abuse technology. Used to sabotage,
several levels and is part of the process of seeing
your character grow and improve over time. counterfeit, or bypass devices.
• Stamina (Fitness). Ability to endure dramatic
physical effort.
Common Skills • Stealth (Cunning). Ability to deceive and avoid
Alabaster uses eighteen Common Skills, three for being detected. Used to hide from enemies,
each Attribute. You choose how to distribute your conceal your actions, and to stash objects.
ranks among these choices during character • Survival (Determination). Ability to survive and
creation and each time you gain a level. prosper in the wild. Used to forage and navigate.
Specific settings may introduce additional
• Tactics (Cunning). Ability to exploit a situation.
Common Skills which can be taken by any character
Used to spring ambushes and outwit enemies.
each time they level up and/or Special Skills which
• Vigilance (Awareness). Level of alertness. Used to
must be unlocked before you can spend Skill Ranks
notice events and to search for clues or signs.
to improve them.

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Changing Attribute Scores
Your Cunning score can go up and down during
play. Temporary modifiers to your Cunning do not
Human (Medium Folk)
affect the number of skill ranks you receive.
Vigilant Detective
Permanent modifiers DO retroactively adjust the
Investigator 1
number of skill ranks you have received from every
Skill ranks: 10
Character Level up to that point and into the future.
Awareness Cunning Determination
Since most permanent modifiers are positive, this +4 (18) +2 (13) +1 (12)
means you don’t have to race to get a high Cunning Analysis Negotiation Focus
early in your advancement. +6 (3) +3 (1) —
Intuition Stealth Leadership
+5 (1) — —
Fields Profession Survival
As an additional benefit, when you assign a skill +5 (1) —
Tactics
rank to Expertise, Profession, and Sabotage for the —
first time, each gives you your choice of one bonus Vigilance
Field (or Field Specialty). Fields allow you to use +6 (3)
Precision-based skills with various types of Fitness Grace Precision
+0 (10) +1 (11) +1 (11)
equipment and technology. For more on Fields, see
Athletics Acrobatics Expertise
Chapter 2 (page 39). — — —
Menace Acting Sabotage
— — —
Your Talents Stamina Charisma
Talents are the Alabaster System’s catalog of +1 (1) —
awesome. Each Talent gives you either bonuses or
entirely new options and abilities to use in play.
Talents are grouped into Talent Trees based on the
kinds of benefits they provide and the types of
heroes likely to have access to them. Within those
trees, Talents may be linked together as a series of
requirements to form Talent Chains, offering more
powerful benefits and abilities but requiring you to Human (Medium Folk)
take other Talents in sequence before you can Unstoppable Enforcer
access them. Ghost 1
Talents are fully described in Chapter 4 – Talents Skill Points: 6
Awareness Cunning Determination
(page 78). Because there are so many Talents +0 (10) +0 (10) +1 (12)
shared by various types of heroes, new players may Analysis Negotiation Focus
want to avoid delving too deep into this part of the — — —
system at first. Your Backstory and Class will both Intuition Stealth Leadership
— +1 (1) —
provide you with some suggested Talents that are Vigilance Tactics Survival
always solid choices when first learning the game. +1 (1) — —
Fitness Grace Precision
+3 (15) +2 (14) +2 (14)
Athletics Acrobatics Expertise
+4 (1) +3 (1) —
Menace Acting Profession
— +3 (1) —
Stamina Charisma Sabotage
— — +3 (1)

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Personal Stats Combat Stats
Many of the decision you make during character Along with personal statistics, you have a set of
creation will lead to small quirks or benefits that are combat stats used primarily while fighting.
measured numerically. Your class, Talents, and
character level tend to set you apart from the norm Courage, Health, and Instincts
in a multitude of ways. As a hero, you’re going to have a LOT of trouble
Presence is granted by your Class progressions but coming your way. Your Courage, Health, and
increases are available from many sources. All Instincts bonuses will allow you to avoid or
adventuring heroes eventually have some overcome some of it by making Saving Throws,
Presences. High values for Strength or Wealth are changing bad outcomes into less bad outcomes.
fairly uncommon and those two statistics do not Your three saving throw bonuses come primarily
automatically increase as you gain class levels. from class progression, but you also add an
Attribute modifier to each type of Saving Throw
Presence bonus:
Whether it’s your striking good looks, your
commanding manner, or the aura of palpable threat • Add your Determination modifier to your Courage
you radiate when you have Presence most people bonus
are eager to do as you request… or demand. When • Add your Fitness modifier to your Health bonus
interacting with other characters, Presence is a • Add your Awareness modifier to your Instincts
winner-takes-all ability – you gain its full benefits bonus
when you have a higher score whether you beat
your opponent by a landslide or just barely. Luck and Wounds
Through your adventures, your character is also
Luck and Wounds work together to measure your
building a mystique over time: tales of your exploits
capacity to survive the dangers of adventuring and
that take on a life of their own. Other powerful
endure the rigors of combat while still pressing
forces or characters in the setting become more
forward.
aware of you as a potential ally (or as a threat to be
Luck is your main damage buffer, allowing you to
kept close). Your Presence is added to the amount
act even in the face of terrible danger. Luck is easy-
of Reputation you gain from each adventure.
come-easy go: you will lose it quickly as the damage
pours in and may recover it just as quickly when
Strength inspiration strikes or the tide turns in your favor.
You may command physical might far above and Your maximum Luck rises with each Class Level you
beyond what most people would expect from your gain and is adjusted by your Determination
size (and Fitness). Strength is added to your Fitness modifier.
to determine how much you can lift and for physical Wounds are your last line of defense after your
skill checks where sheer muscle could tip the Luck’s run out. When you take damage to your
outcome. It also gives a bonus to some damage rolls. Wounds, things are truly getting desperate. If you
Strength defaults to 0. lose all of your Wounds you succumbing to defeat.
Once lost, recovering wounds can be a very slow or
Wealth difficult process. Your maximum Wounds equal your
Wealth measures financial power beyond the Fitness score (modified by your Size Category if it is
amount of simple cash your character has access to. other than Medium).
Once per scene you may call upon that money, You Still Got Hit. One important point needs to be
either to gain bonuses on certain skills or to reduce made clear: even if you absorb all of the damage
the price of a purchase, dividing the cost by your from an attack with your Luck, you were still hit. Any
Wealth. In longer scenes, you recover the use of “On hit” effects of that attack are still applied and
your Wealth after at least one month of downtime. narratively you’re likely scrapped up or even
Wealth defaults to 1. bleeding. It’s just not enough to take you out of the

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fight… Yet. That same amount of damage may end your Origin gain +1 damage. You also gain +1 Threat
you quite suddenly once you Luck has run out. Range on rolls to confirm a critical hit. Various
“Pushing your Luck.” Having less than one half of “Killer” Techniques allow you to gain these bonuses
your maximum Luck remaining is called “Pushing against characters with Origins other than your own
your luck”. This is sometimes a requirement to use (e.g. the Robot Killer technique allows you to benefit
certain abilities or may trigger additional effects. from your Ruthlessness when attacking Robotic
Luck and Wounds in combat. It’s often best to use characters).
a piece of scratch paper to keep track of your current
Luck and Wounds during play, as these numbers will Plot Twists
go up and down frequently during most sessions.
You gain 5 Twists at the beginning of each play
Changing Attribute Scores. Your Fitness and
session. Twists allow you to alter the course of
Determination scores can go up and down during
events when the story isn’t working out quite the
play. These changes affect your maximum Luck
way you hoped. While spending them may not
(Determination) and your maximum Wounds
always alter the outcome in your favor, they rarely
(Fitness). If your Maximum Wounds or Maximum
make your situation worse.
Luck drops below your current Luck/Wounds, your
It’s useful to have a physical reminder of how
current points are immediately reduced to the new
many Twists you have remaining (and makes
maximum. If your Fitness or Determination go up,
spending them more dramatic). Coins, glass beads,
raising your maximums, you do not automatically
or poker chips all make excellent markers for this.
gain more of those points but you can now be
You may gain additional Twists from Talents or
healed or restored up to your new maximum.
Class Abilities and your Game Runner may award
them to you during the session to encourage
creative play and reward players who contribute to
an especially fun session.
You may spend your Twists to:

Activate Abilities. Some of your abilities may


require you to spend Twists to use them.
Reroll. You may spend one to repeat any roll once.
Armor After rerolling you may keep the result you prefer.
Through a combination of gear and personal Automatic Critical. After rolling a threat, you may
durability, you’re likely to have one or more points spend one to automatically confirm the threat as a
of Armor. Armor reduces most physical damage you Critical success instead of rolling.
might otherwise suffer. Armor defaults to zero, but Saved! When you would be required to make a
can be gained from gear and a variety of character saving throw, you may spend one to automatically
options. succeed instead of rolling.
Natural Armor is relatively easy to come by during Fake it. You may spend a Twist to gain 1 rank in a
character creation but has reduced effectiveness in skill you have 0 ranks in or gain a weapon proficiency
conjunction with worn armor. you don’t normally have. This benefit lasts for 1
Worn Armor comes from gear. Only your best check using that skill or proficiency (or the scene
worn armor applies (discouraging heroes from ends).
trying to layer multiple types of armor. Play it Again. You may spend a Twist to use one of
your abilities that can be used multiple times per
scene an additional time.
Ruthlessness Cause Predicaments. You may spend a Twist to
You may be exceptionally efficient or just coldly turn another character’ Mishap into a Predicament.
vicious when it comes to exploiting another
character’s vulnerabilities in combat.
For each point of Ruthlessness, your attacks
against flanked or reckless characters that share

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Acquiring Gear 16,000 nC vehicle funds, and another 2,000nC in
the bank, a street vehicle, and a minimum
It’s time to go shopping! Different settings will
Lifestyle of Hand-to-Mouth each month without
focus on different currencies, but in the Alabaster
paying additional money each month to maintain
Toolbox, prices will be described in New Coins
it.
(shortened nC).
Various kinds of gear common to Modern and • Entrepreneurs. Individual characters have the
Near Future settings are described in Chapter 7 same starting money and benefits as Ordinary
(page 164). Like Talents, gear selection can be a Heroes, but the team also has control of a small
somewhat daunting task even for players very business. This adds a group fund of 25,000 nC to
familiar with their options. There you will also find a divide between gear, a ‘company vehicle, and
collection of ‘bundles’, providing quick ‘go bag’ picks company accounts. The team also starts with
for a variety of situations, relieving some of the either a small office or large vehicle the business
pressure to always pick the perfect loadout. is based out of, though you may have to make
payments or rent to keep it at the Game Runner’s
discretion.
Lifestyle • Strike Team. Your character and the rest of the
Many of your regular, mundane expenses are team are the action arm for powerful interests.
rolled together into a single monthly payment to Play will rarely concern itself with your personal
maintain the lifestyle you’ve become accustomed belongings, and most of your gear will be provided
to. Lifestyle and its full range of effects are described by your boss, agency, or faction, often in the form
in Chapter 6. of bundles or other standardized loadouts. You
likely have a mix of personal gear and money
Table 1.4: Lifestyle Levels stashed away totaling 12,000nC, a 16,000 nC
Lifestyle Cost/ vehicle fund, and a Working Stiff or Urban
Month Professional lifestyle at no further cost as long as
On the Streets 100 you stay in your employer’s good graces.
Scraping By 800 • Shadowy Patron. You are engaged in a personal
Hand-to Mouth 2,000 crusade – either as the crusader or one of the
Working Stiff 5,000 necessary hired hands. For as long as the work
Urban Professional 12,500 goes on, your patron is funneling tremendous
Now this is Nice 35,000 wealth into the operation. Along with a base of
Livin’ Large 80,000 operation (or possibly several), you have
It’s Good to be King 200,000 20,000nC in gear and savings, a 20,000 nC vehicle
fund, and a permanent ‘Now this is Nice’ lifestyle
Starting Money as long as the patron’s resources hold out.
Your initial funds will depend on the type of story
the Game Runner is preparing, and the amount of
support you have at the beginning of your
adventures.
Vehicle Fund. The following examples include a
vehicle fund. This money is set aside to purchase
starting vehicles. Any excess money not spent on
vehicles and vehicle upgrades is divided in half
before being added to your hero’s starting money.
Some common models for starting money
include:

• Ordinary Heroes. You’re engaged in a fairly


mundane life when adventure sweeps over you.
You start with 5,000 New Coins worth of gear, a

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Reputation Bonus Standing
When you fight the good fight, you rarely fight Some character options offer a bonus to your
alone. Reputation allows you to purchase Standing Standing with a particular Ally or Culture. This bonus
with the people that surround you. As your Standing is added to any Standing you receive from
grows, allies become more willing to help you in Reputation. If you have or gain any Reputation
your endeavors. Standing ranges from 0 to 5, above what’s needed for you to reach Standing 5,
depending on how much Reputation you have with that excess is refunded and can be applied to any
that group. other Ally or Culture, even if it was originally
You gain Reputation from each adventure with a received as an ally-specific reward.
bonus based on your Presence. Adventures may also
award Reputation that must be applied to the Legend
specific allies you helped or impressed. Reputation Legend represents the accolades earned by great
is tracked separately for each Ally, and over time achievements and measures the growing body of
you may come to have legions ready to answer your lore surrounding your exploits. It summarizes the
call to battle or rush to your side in times of need. magnitude of impact you’ve had on the setting and
serves as the main form of character progression
Allies after you reach your maximum Character Level. It
Individuals or organizations often wield also acts as a sort of universal currency for heroism,
considerable power. By gaining them as Allies you allowing you to collect rewards beyond the reach of
can get them to wield that power on your behalf. mere wealth. For all the things money can’t buy,
Powerful Allies have greater resources or reach someone is waiting to give it to true heroes out of
than typical Allies, requiring you to spend more gratitude.
Reputation to gain Standing with them. Legend is earned through play at the end of each
adventure. You also gain Legend each time you level
Communities up, receiving Legend equal to your new Character
Most setting feature large groups of like-minded Level.
people. These common bonds of environment, Because you may ‘spend’ Legend to claim other
ethnicity, customs, and shared experience give rise benefits, you will need to record your lifetime
to Communities. Gaining Standing in a Culture Legend (all the Legend you have ever earned) and
makes you more important and more well-known to your current Legend (the points you have still
the people that share that culture. available to spend).
In contemporary and near-future settings,
commonplace Communities include Corporate, More Reputation
Government, Media, Military, Police, and Street. Legend can be spent as if it were Reputation on a
Examples and benefits of these Communities in a 1:1 basis, and is usable with any Culture or Ally
near-future environment can be found in the available in the setting.
StormSURGE campaign setting.
Contacts
Table 1.5: Reputation and Standing Contacts are your friends, business partners, or
Community Powerful Standing locations that think well enough of you to lend a
or Ally Ally hand during your adventures. They create
0-9 0-19 none opportunities to spend Legend and will help foot the
10-24 20-44 1 bill for such aid once during each adventure.
25 45-74 2 New Contacts can be claimed by spending Legend
45 75-109 3 after assisting them during an adventure. For more
70 110-149 4 about designing these friends and supporters, see
100 150 5 Chapter 9 – Legend.

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Leveling Up Multi-Classing
One of the most satisfying aspects of roleplaying Each time you gain a Character Level you must
games is seeing a character improve over time. The choose between adding a level to your starting class
main way this progress is measured is through or branching out, adding a level in a new class.
accumulating Experience (XP) until your character Mixing a variety of classes is called Multi-classing
gains a Character Level. Each time your total and offers a trade-off between the higher level and
Experience Points cross one of the thresholds listed often more powerful abilities you gain as you stick
below, you ‘level up’, gaining additional Character to a single class and the flexible adaptability of
Level benefits, increasing the maximum rank you dabbling in several different classes. While the Base
can have in each of your skills, and earning a new classes are designed to fit classic archetypes, your
Class Level. character may be better represented with a blend of
Talents are described in more detail in Chapter 4 different classes. The choice is yours.
(page 78). Multi-classing is described in more detail in
Chapter 3 (page 49).

Table 1.6: Character Level


Level Total XP needed for Talents Skill Class Skill
XP Next Level Ranks Ranks
1 0 1,000 Starting Character Talent 1(+1) 3 (+2)
2 1,000 1,000 2 (+1) 4 (+2)
3 2,000 1,500 Character Level Talent 3 (+2) 5 (+3)
4 3,500 1,500 4 (+2) 6 (+3)
5 5,000 2,000 5 (+3) 7 (+4)
6 7,000 2,500 Character Level Talent 6 (+3) 8 (+4)
7 9,500 2,500 7 (+4) 9 (+5)
8 12,000 3,000 8 (+4) 10 (+5)
9 15,000 3,500 Character Level Talent 9 (+5) 11 (+6)
10 18,500 3,500 10 (+5) 12 (+6)
11 22,000 4,000 11 (+6) 13 (+7)
12 26,000 4,500 Character Level Talent 12 (+6) 14 (+7)
13 30,500 4,500 13 (+7) 15 (+8)
14 35,000 5,000 14 (+7) 16 (+8)
15 40,000 Character Level Talent 15 (+8) 17 (+9)

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Backstory
(Chapter 2)

The next step in turning your concept into a Table 2.1: Quick-pick Backstory
playable character is creating your Backstory, a Aspect Occupation
collection of tools, benefits, and sometimes Roll Roll d6
d20 (1-3) (4-6)
drawbacks from your character’s experiences from
1 Alert Advocate Journalist
before play begins. By combining an Aspect with an 2 Brilliant Analyst Medic
Occupation, you creating an enormous number of 3 Clever Athlete Ninja
possibilities. Your Aspect adjusts your initial 4 Courageous Bodyguard Officer
Attributes while your Occupation gives you the first 5 Daring Brick Operative
of your Talents. You will also need to choose a 6 Determined Combat Pilot Orator
handful of Techniques and Studies to flesh out your 7 Graceful Cop Private Eye
8 Healthy Data Thief Protagonist
ability to move, think, and fight in ways that bring 9 Imposing Demolitionist Racer
your concept to life. 10 Inspiring Detective Runner
All of these benefits are available to you 11 Knowledgeable Diplomat Saboteur
immediately. Many represent life experiences 12 Precise Enforcer Schemer
before the start of play, laying the foundation for 13 Savvy Fortune Hunter Scientist
the hero you will become. 14 Silent Gambler Scout
15 Steadfast Getaway Driver Smuggler
16 Svelte Grifter Sniper
Creating a Backstory 17 Talented Harrier Strategist
18 Unstoppable Heir/Heiress Techie
While Backstories give you several mechanical
19 Vigilant Hitman Tracker
advantages, new players should focus on picking 20 Weathered Inventor Veteran
Aspects and Occupations that sound right. Each of
the two halves will grant you a bundle of benefits
that are guided by the theme implied by the name – Choosing an Aspect
helping you translate your ideas to gameplay even if Your Aspect usually describes a prominent facet
you’re not familiar with all of the rules yet. of your personality, the culture you grew up in, or a
The two halves of your Backstory represent powerful organization that has shaped your ethics
different elements of your past. Your Aspect is often and outlook.
the single most noticeable thing about you and one In settings where the mastery of genetics has
of the choices you’ll most want to ‘fit’ your concept. allowed humans to take on wildly different forms,
Your Occupation reflects your experiences and the Offshoots are the genetically modified variations of
means you’ve chosen to make your way in the humanity. Most of these alterations are achieved by
world. You can think of them as “what you’re like” taking the matching racial Talent for that Offshoot.
and “what you do”. Racial Aspects have one of these racial Talents built
With that in mind, picking out a Backstory should into them, granting you specific benefits not always
be inspiring rather than restrictive. In most cases, available to regular humans (e.g. the ability to
you can simply read the list of adjectives and breath underwater). The Attribute modifier and the
professions in table 2.1 Quick-pick Backstory and remaining benefits of an Offshoot Aspect expand on
pick whatever sounds cool to you. Skimming this concept, presenting a stereotypical look at
through the options in this chapter should give you characters belonging to that offshoot. You can still
fresh ideas about your personality, your strengths, play as an offshoot without taking an Offshoot
or where you come from. With the Game Runner’s Aspect - just choose a normal Aspect and be sure to
permission veteran players may even design their buy the Talent for the offshoot you want to play as
own Freeform Backstory to create the best possible at Character Level 1.
match between concept and mechanics (see Aliens and more powerful or complicated fantasy
Backstory Maker in the Game Runner’s Toolbox). species may require you to take a specific Aspect,

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repurposing the benefits human characters gain Benefits & Drawbacks.
from their Aspect to pay for various the abilities they
Your backstory influences play through a
bring to the table. These characters often have the
collection of Benefits and sometimes Drawbacks
same diversity in personality and cultural
related to the themes you’ve chosen. While there is
backgrounds as humans, but don’t receive (as many)
considerable overlap between Aspect and
mechanical benefits from those choices. This
Occupation benefits, each has bonuses you can gain
exchange allows even powerful species to stay on a
nowhere else.
level playing field with the other Player Characters.
Each benefit has one or more ◆ symbols in front
of their name. This indicates the benefit’s cost in
Attribute Adjustment design points. All Aspects and Occupations have a
Every Aspect includes a set of bonuses (and often total budget of 5 design points for their benefits
penalties) adjusting your starting Attribute scores. If (◆◆◆◆◆).
the modifier is to “your highest Attribute” or “your Drawbacks are marked with × symbols before
lowest Attribute” you choose which Attribute is their name, indicating the number of ◆ they cancel
adjusted in the case of a tie. While it’s often out. While not used in the simplified options found
advantageous to put a high score in an Attribute this Toolbox, Drawbacks allow Aspects and
your Aspect gives a bonus to (or to find an Aspect Occupations to have additional benefits while
the boosts an Attribute you’ve already decided you
keeping their total value at five ◆’s. In general,
want a high score in), be cautious about Aspects that Drawbacks present extremely harsh penalties
penalize an already low score. Playing a hero with a
relative to the number of × they provide, so you
score below 10 can introduce an Achilles’ heel that should only consider Backstories with Drawbacks if
will make for a memorable story but can also be
you relish overcoming the challenges they introduce
quite frustrating for newer players.
– they are deliberately not worth it as tools for min-
maxing.
Choosing an Occupation Multiple Uses. Some benefits can only be used a
Your Occupation summarizes your employment, limited number of times. If you get the same benefit
vocation or calling before the beginning of the story. from both your Aspect and Occupation, the number
While many Occupations have direct and obvious of uses stacks.
ties to character classes, you’re not required to Instinctive Skills. These benefits refund Twists
choose linked Occupation/Class pairs. They can when a particular type of check fails. If the check has
shape you Class choice or stand alone as the way multiple targets, you only receive the refund if the
you “used to do things”. Occupations are often check failed against all of its targets.
shared by humans, offshoots, and alien characters Studies & Techniques. Some Aspects provide
alike... Work is work, after all. specific Techniques or Studies. A complete list of
these benefits can be found later in this chapter
Starting Talent (page 35).
Each Occupation grants your character a specific
Talent, a choice from a small list, or your choice from
a Talent tree. For more about them, see Chapter 4
(page 78).

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Aspects Aspects by Role
If you have a specific party role in mind, you
The Aspects presented here are intended to
might find these Aspects particularly helpful in
represent basic, near-universal themes useful for
establishing your ability to perform in that role.
(human) characters from any setting or era. Many Backer: Commanding, Inspiring
are inspired by the game’s mechanics, allowing you Melee: Daring
to emphasize an Attribute, wealth, durability, saving Ranged: Silent
throws, etc. Other are inspired by common Tank: Unstoppable, Weathered
personality types or ‘human nature’. These options Solver: Clever, Vigilant
provide a basic pool of choices that focus on you as Specialist: Precise, Savvy
an individual rather than as part of a larger Talker: Graceful, Svelte
community in the setting. massive Wildcard: Knowledgeable, Talented

You’re always on the lookout for danger. You see a thousand ways the world fits together
that others miss.
+2 Awareness then +1 to lowest Attribute
◆◆ Battle Ready. You gain a +2 bonus to Initiative +3 to lower of Awareness or Cunning
rolls and checks to avoid surprise or ambush. ◆ Crucial Analysis. (1/scene) After rolling a
◆◆◆ Just a Scratch. You may cancel the first 2 successful Analysis check, you may add 4 to the Threat
grades of injury you receive each scene. Range of that check.
◆ Crucial Negotiation. (1/scene) After rolling a
successful Negotiation check, you may add 4 to the
Threat Range of that check.
◆◆◆ Head Games. You gain a +1 bonus on
opposed skill checks against characters you can
converse with.
(You must share a language but they do not need to
reply to gain this bonus)

Table 2.2: Aspects


Aspect Attribute Adjustment Benefits & Drawbacks
Alert +2 Awr, +1 lowest Battle Ready; Just a Scratch
Brilliant +3 lower of Awr/Cun Crucial Analysis; Crucial Negotiation; Head Games
Clever +1 Cun, Grc, & Prc Distraction; Seasoned; When it Counts
Courageous +2 Dtr, +1 lowest Bravery; Stand Fast; Undaunted
Daring +3 Fit, –1 lowest Exceptionally Active; Hardcore; Instinctive Skills (Fit)
Determined +3 Dtr, –1 lowest Exceptionally Focused; Instinctive Skills (Dtr); Last Chance
Graceful +3 Grc, –1 lowest Exceptionally Charismatic; Fluke; Instinctive Skills (Grc)
Healthy +2 Fit, +1 lowest Ain’t got Time to Bleed; Hard Boiled; Vitality
Imposing +3 lower of Awr/Fit Bully; Crucial Menace; Heavyweight; Strong
Inspiring +3 lower of Cun/Grcl Crucial Charisma; Crucial leadership; Get Motivated
Knowledgeable +2 Cun, +1 lowest Accomplished Expert, Charm; Encyclopedic Knowledge
Precise +3 Prc, –1 lowest Exceptionally Adept; Instinctive Skills (Prc); Measure Twice, Cut Once
Savvy +3 Cun, –1 lowest Exceptionally Sneaky; Instinctive skills (Cun); Ruthless Attack
Silent +3 lower of Grc/Prc Catfall; Exceptionally Sneaky; Jump Scare; Surefooted
Steadfast +3 lower of Dtr/Prc Anchor the Line; Crucial Leadership; Crucial Profession
Svelte +2 Grc, +1 lowest Beguiling; Slip Free; Strong
Talented +2 Prc, +1 lowest Bonus Talent; Instinctive Skill; Still Standing
Unstoppable +3 lower of Dtr/Fit Heavyweight; 3 Natural Armor; Persistence;
Vigilant +3 Awr, –1 lowest Battle Ready; Exceptionally Watchful; Instinctive Skills (Awr)
Weathered +1 Awr, Dtr, & Fit Bravery; Hardcore; Nine Lives; Vitality

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No matter what comes your way, you can make That which does not kill you just pisses you off...
the best of it.
+3 Determination then –1 to lowest Attribute
+1 Cunning, Grace, & Precision ◆ Exceptionally Focused. You gain 1 rank in Focus
◆ Distraction. (skill swap) You gain a +1 Training and a +2 bonus to Focus checks.
bonus to Feint attempts and you may use your ◆◆ Instinctive Skills (Determination). Choose two:
Charisma skill instead of Tactics. Focus, Leadership, or Survival. When you spend a Twist
◆ Seasoned. You gain an additional Study. to reroll a check with either of your chosen skills and it
◆◆◆ When it Counts. You gain +4 bonus to any still fails, you get it back after the check resolves.
attack roll, skill check, or saving throw you reroll with ◆◆ Last Chance. You may spend a Twist to
a Twist. automatically succeed on a Saving Throw after
attempting the saving throw by rolling.

Your fears have no power over you.


You make this look good. You make everything
+2 Determination then +1 to lowest Attribute look good.
◆ Bravery. You gain a +1 bonus to Courage Saving
Throws and +1 maximum Luck. +3 Grace then –1 to lowest Attribute
◆◆◆ Stand Fast. You may cancel the first 2 grades ◆ Exceptionally Charismatic. You gain 1 rank in
of despair you receive each scene. Charisma and a +2 bonus to Charisma checks.
◆ Undaunted. You ignore Dread penalties of –3 or ◆◆ Instinctive Skills (Grace). Choose two:
less. Acrobatics, Acting, or Charisma. When you spend a
Twist to reroll a check with either of your chosen skills
and it still fails, you get it back after the check resolves.
◆◆ Fluke. Once per session when you roll a natural
You’re into direct solutions and immediate action. 1 or 2 on any attack roll, skill check or save, you may
change the result to a natural 20. You cannot be forced
+3 Fitness then –1 to lowest Attribute to reroll this roll, check, or save.
◆ Exceptionally Active. You gain 1 rank in Athletics
and a +2 bonus to Athletics checks.
◆◆ Hardcore. You may cancel the first grade of
despair, exhaustion, or injury you receive each scene.
The temple of your body is well cared for indeed.
◆◆ Instinctive Skills (Fitness). Choose two:
+2 Fitness then +1 to lowest Attribute
Athletics, Menace, or Stamina. When you spend a
Twist to reroll a check with either of your chosen skills ◆ Ain’t Got Time to Bleed. All Execute Damage you
and it still fails, you get it back after the check resolves. receive is reduced by 5 + your Character Level.
◆◆◆ Hard-Boiled. You may cancel the first 2
grades of exhaustion you receive each scene.
◆ Vitality. You gain a +1 bonus to Health Saving
Throws and +1 maximum Luck.

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You are kind of intimidating, without even trying. If it’s worth doing, it’s worth doing right the first
time.
+3 to lower of Awareness or Fitness
◆ Bully. (technique) You gain a +1 Training bonus to +3 Precision then –1 to lowest Attribute
Test of Wills attempts and you may Test of Wills using ◆ Exceptionally Adept. You gain 1 rank in Expertise
your Menace skill instead of Leadership. and a +2 bonus to Expertise checks.
(The check is still modified by Determination, rather ◆◆ Instinctive Skills (Precision). Choose two:
than Fitness) Expertise, Profession, or Sabotage. When you spend a
◆ Crucial Menace. (1/scene) After rolling a Twist to reroll a check with either of your chosen skills
successful Menace check, you may add 4 to the Threat and it still fails, you get it back after the check resolves.
Range of that check. ◆◆ Measure Twice, Cut Once. You and your
◆◆ Heavyweight. You gain a +2 bonus to Grab teammates gain +1 Threat Range and –1 Error Range
attacks, Menace checks, and saving throws against on downtime skill checks.
being Tripped while interacting with characters of (An Error Range of 1 becomes no chance to roll an
equal or smaller Size. Use your (Fitness +2) to error)
determine your height, weight, and Wounds.
◆ Strong. You gain +1 Strength.
Sometimes there’s a right way of doing things, and
the smart way…
You’ve got that spark that makes people believe
in you. +3 Cunning then –1 to lowest Attribute
◆ Exceptionally Sneaky. You gain 1 rank in Stealth
+3 to lower of Cunning or Grace and a +2 bonus to Stealth checks.
◆ Crucial Charisma. (1/scene) After rolling a ◆◆ Instinctive Skill (Cunning). Choose two:
successful Charisma check, you may add 4 to the Negotiation, Stealth, or Tactics. When you spend a
Threat Range of that check. Twist to reroll a check with either of your chosen skills
◆ Crucial Leadership. (1/scene) After rolling a and it still fails, you get it back after the check resolves.
successful Leadership check, you may add 4 to the ◆◆ Ruthless Attack. You gain +1 Ruthlessness.
Threat Range of that check. (Your attacks against characters who are flanked or
◆◆◆ Get Motivated. You and each of your reckless gain +1 damage and while rolling to confirm a
teammates gain a bonus to maximum Luck equal to critical hit they gain +1 Threat Range.)
one-half your ranks in Charisma rounded up.

When you act it’s always quick and self-assured.


You’ve led a life of study and learning.
+3 to lower of Grace or Precision
+2 Cunning then +1 to lowest Attribute ◆ Cat Fall. (technique) You suffer 2 fewer dice of
◆ Accomplished Expert. You gain 2 skill ranks each damage from falling.
time you gain a permanent Skill Talent. ◆ Exceptionally Sneaky. You gain 1 rank in Stealth
◆ Charm. (1/scene) You may improve the attitude and a +2 bonus to Stealth checks.
another character holds towards you by +3 or by +1 if ◆◆ Jump Scare. You gain a +2 bonus to all checks
you cannot converse with them. to prepare an ambush.
(You must share a language but they do not need to ◆ Surefooted. (technique) The Goals for your
reply to gain the +3 bonus) Balancing Act checks are not increased by the surface
◆◆◆ Encyclopedic Knowledge. You gain the being slippery or unstable (see Movement Actions,
Encyclopedic Knowledge Talent. page 141).

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Your example gives others the will to do their You just keep putting one foot in front of the
best. other...

+3 to lower of Determination or Precision +3 to lower of Determination or Fitness


◆◆◆ Anchor the Line. Your allies within 3 squares ◆◆ Heavyweight. You gain a +2 bonus to Grab
gain a +1 Teamwork bonus to Courage and Instinct attacks, Menace checks, and saving throws against
Saving Throws. being Tripped while interacting with characters of
(Teamwork bonuses stack, to a maximum of +4) equal or smaller Size. Use your (Fitness +2) to
◆ Crucial Leadership. (1/scene) After rolling a determine your height, weight, and Wounds.
successful Leadership check, you may add 4 to the ◆◆ 3 Natural Armor. You gain 3 Natural Armor.
Threat Range of that check. (Natural Armor is reduced while wearing armor)
◆ Crucial Profession. (1/scene) After rolling a ◆ Persistence. You may prevent up to 3 points of
successful Profession check, you may add 4 to the Attribute impairment you would suffer each scene.
Threat Range of that check.

“It’s nothing” almost always means it’s


Warning: dangerous curves ahead! something.

+2 Grace then +1 to lowest Attribute +3 Awareness then –1 to lowest Attribute


◆◆◆ Beguiling. Once per character per scene ◆◆ Battle Ready. You gain a +2 bonus to Initiative
when you successfully Taunt a non-Unique character, rolls and checks to avoid surprise or ambush.
you may decline the normal result to have the ◆ Exceptionally Watchful. You gain 1 rank in
character become fixated on you for 1d6+1 rounds. Vigilance and a +2 bonus to Vigilance checks.
◆ Slip Free. (technique) You may make an Escape ◆◆ Instinctive Skills (Awareness). Choose two:
attempt as a free action once per turn (see page Analysis, Intuition, or Vigilance. When you spend a
148). Twist to reroll a check with either of your chosen skills
◆ Strong. You gain +1 Strength. and it still fails, you get it back after the check resolves.

You’re already really good. Someday, you’ll be the You’ve been through all kinds of hell and you’re
best! still here kicking.

+2 Precision then +1 to lowest Attribute +1 Awareness, Determination, & Fitness


◆◆◆ Bonus Talent. You gain an additional Talent. ◆ Bravery. You gain a +1 bonus to Courage Saving
◆ Instinctive Skill. Choose one skill. When you Throws and +1 maximum Luck.
spend a Twist to reroll a check with that skill and it still ◆◆ Hardcore. You may cancel the first grade of
fails, you get it back after the check resolves. despair, exhaustion, or injury you receive each scene.
◆ Still Standing. You gain +3 Wounds and +5 ◆ Nine Lives. You gain a +1 bonus to Instinct Saving
maximum Luck. Throws and +1 maximum Luck.
◆ Vitality. You gain a +1 bonus to Health Saving
Throws and +1 maximum Luck.

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Table 2.4: Occupations
Occupations Starting Talent Benefits & Drawbacks
Advocate Legalese Glass Half-Full; Practiced Negotiation; Thin Blue Line
Analyst See the Board Attribute Training (Awr/Cun); Practiced Analysis; Spy Game
Athlete Keep It Moving Active; Attribute Training (Dtr/Fit)
Bodyguard Aegis Battle Ready; 2 Natural Armor; Step in
Brick Your choice (Melee) Heavy Melee; Still Standing; Strong; Talented Fighter
Combat Pilot Ride or Die Calculating; Flyboy; Practiced Expertise; Support the Troops
Cop Authority Figure Jaded; Resourceful – Street; Sidearms; Thin Blue Line
Data Thief Toybox Devious: Known Associates; Practiced Sabotage; Programmer
Demolitionist Earthshattering Kaboom Attribute Training (Awr/Prc); Explosives Proficiency; Practiced Sabotage
Detective Your choice (Investigation) Admired Detective; Logical; Practiced Vigilance
Diplomat Back Channels Persuasive; Poker Face, Spy Game
Enforcer Grim Presence Bully; Practiced Menace; Stare Down
Fortune Hunter Act on Instinct Attribute Training (Cun/Fit); Practiced Acrobatics; World Traveler
Gambler All In Fluke; Poker Face; Practiced Intuition
Getaway Driver 0 to 60 Competent; Driver; Known Associates; Resourceful – Street
Grifter Trust Me Charm; Convincing; Known Associates; Practiced Charisma
Harrier Skirmishing Harrowing Combat; Marathon; Practiced Stealth; Trap Setting
Heir/Heiress Big Spender 15 Minutes of Fame; Filthy Rich; World Traveler
Hitman Backstab Jump Scare; Known Associates; Ruthless Attack
Inventor A Few Upgrades Admired Builder; Practiced Profession; Unveiling
Journalist Sources 15 Minutes of Fame; Admired Detective; Intuitive
Medic Bandage Physician; Quite Productive; Trudging
Ninja Ninja Challenger Calculating Concealed Weapons; Enjoy the View; Practiced Stealth
Officer Tip of the Spear Heroism; Scary; Support the Troops
Operative Your choice (Tradecraft) Admired Agent; Primary Skills (Acting/Sabotage/Stealth); Spy Game
Orator Your choice (Style) Admired Individual; Charm; Magnetism
Private Eye Surveillance Basics Agent; Hard Boiled; Practiced Profession
Protagonist Your choice (Adventure) Admired Hero; Just a Scratch
Racer Redline Admired Racer; Driver; Primary Skills (Expertise/Focus/Profession)
Runner Free Running Attribute Training (Fit/Grc); Untouchable
Saboteur Your choice (Covert) Devious; Enjoy the View; Practiced Focus; Security Specialist
Schemer Gambit Speed Chess Glass Half-empty; Just as I Predicted
Scientist Your choice (Skill) Admired Expert; Extra Field; Primary skills (Analysis/Profession/Vigilance)
Scout Squared Away Attribute Training (Dtr/Prc); Home Turf; Practiced Stamina
Smuggler Night Moves Convincing; Get Around; Known Associates; World Traveler
Sniper Sniper Basics Hawkeye; Longarms; Ruthless Attack
Strategist All Part of the Plan Admired Campaigner; Contingencies; Practiced Tactics
Techie Your choice (Gear) Attribute Training (Cun/Prc); Extra Field; Practiced Profession
Tracker The Rundown Attribute Training (Awr/Dtr); Hunting Season; Practiced Survival
Veteran Another Year Older Fire Discipline; Stand Fast; Support the Troops

Occupations Suggested Occupations by Party Role


Backer: Strategist, Techie
The Occupations presented here are chosen from
Melee Combatant: Brick, Hitman
modern and near-future professions, with an eye
Ranged Combatant: Cop, Sniper
towards those that might remain pertinent even in Tank: Bodyguard, Protagonist
more advanced societies. They also strongly favor Solver: Analyst, Detective, Private Eye
occupations that lead into a life of action and Specialist: Demolitionist, Medic
adventure, often being loosely linked with one or Stealth Specialist: Ninja, Saboteur
more of the Base Classes. Vehicle Specialist: Combat Pilot, Racer,
Additional Occupations can be found in the Wheelman
campaign guides for the StormSURGE and Wilderness Specialist: Scout, Tracker
Xenoglass settings and other Alabaster supporting Talker: Diplomat, Grifter
articles. Wildcard: Protagonist, Scientist

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“The system works, if you know how to work the “Please stay behind me as we exit the building.”
system.” You’re both well respected and well paid for
You’ve worked closely with the legal system to putting your life on the line to shelter your ward.
promote your cause or those of others.
Starting Talent – Aegis
Starting Talent – Legalese ◆◆ Battle Ready. You gain a +2 bonus to Initiative
◆◆◆ Glass Half-full. You gain a Twist at the rolls and checks to avoid surprise or ambush.
beginning of each standard scene. Discarded it if the ◆ 2 Natural Armor. You gain 2 Natural Armor.
scene become dramatic or it hasn’t been used by the (Natural Armor is reduced while wearing armor)
time the scene ends. ◆◆ Step In. Each time an adjacent character is hit
◆ Practiced Negotiation. Add 4 to your maximum by a single target melee attack, you may take the
ranks in Negotiation then gain 4 ranks of Negotiation. damage instead.
◆ Thin Blue Line. You gain 1 Standing with the Law
Enforcement Community.
You tend to handle your problems up close.

“But if you look closely at the lower-left corner of Starting Talent – Choose a Melee Combat Talent
image nineteen…” ◆◆ Avid Fighter. Add 2 when your abilities count
You’re used to pouring over copious amounts of the number of Melee Combat Talents you have.
data to find that one clue others miss. ◆ Heavy Melee. (proficiency) You gain the Heavy
Melee Proficiency or one of its focuses.
Starting Talent – See the Board ◆ Still Standing. You gain +3 Wounds and +5
◆◆◆ Attribute Training. You gain a +2 to the lower maximum Luck.
of your Awareness or Cunning. ◆ Strong. You gain +1 Strength.
◆ Practiced Analysis. Add 4 to your maximum ranks
in Analysis then gain 4 ranks of Analysis.
◆ Spy Game. You gain 1 Standing in the Intelligence
Community.
“Form up on my wing. We’re going in!”
Sure, it looks glamorous… But it’s also difficult,
terrifying, and ultimately fatal. So, you’d better
make every sortie count.
“Never stop pushing yourself.”
Sports have always been your passion. Starting Talent – Ride or Die
◆◆ Calculating. You gain a +3 bonus to Tactics
Starting Talent – Keep It Moving checks. You also gain +3 Threat Range on rolls to
◆◆ Active. You gain a +3 bonus to Athletics checks. confirm Tactics critical successes.
You also gain +3 Threat Range on rolls to confirm ◆ Flyboy. (field) You gain the Flying field or one of
Athletics critical successes. its Specialties.
◆◆◆ Attribute Training. You gain a +2 to the lower ◆ Practiced Expertise. Add 4 to your maximum
of your Determination or Fitness. ranks in Expertise then gain 4 ranks of Expertise.
◆ Support the Troops. You gain 1 Standing with the
Military Community.

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“Freeze!” “I needed a drink, I needed a vacation, I needed a
You’ve stared into the dirty, stupid underbelly of home in the country. What I had was a coat, a hat,
urban life… and kept it from consuming good people and a gun. I put them on and went out to make a
just trying to get by. difference.”

Starting Talent – Authority Figure Starting Talent – Choose an Investigation Talent


◆◆ Jaded. Each time you would take 3 Anguish ◆◆ Admired Detective. At the beginning of each
damage or less (after Armor and resistances), that adventure, you gain Legend equal to the number of
damage is reduced to 0. Investigation Talents you have.
◆ Resourceful – Street. (study) You gain several skill ◆◆ Logical. You gain a +3 bonus to Analysis checks.
bonuses while on the street. You also gain +3 Threat Range on rolls to confirm
◆ Sidearms. (proficiency) You gain the Sidearms Analysis critical successes.
Proficiency or one of its focuses. ◆ Practiced Vigilance. Add 4 to your maximum
◆ Thin Blue Line. You gain 1 Standing with the Law ranks in Vigilance then gain 4 ranks of Vigilance.
Enforcement Community.

“In the end, usually more is said than done. That’s


“I’m sure we can agree upon a reasonable price for a good thing.”
this information. …Or for this information to just
disappear…” Starting Talent – Back Channels
Data is power, but not all data is held on ◆◆ Persuasive. You gain a +3 bonus to Charisma
computers. Sometimes you hack people too. checks. You also gain +3 Threat Range on rolls to
confirm Charisma critical successes.
Starting Talent – Toybox ◆◆ Poker Face. Intuition checks targeting you have
◆◆ Devious. You gain a +3 bonus to Sabotage +4 Error Range.
checks. You also gain +3 Threat Range on rolls to ◆ Spy Game. You gain 1 Standing in the Intelligence
confirm Sabotage critical successes. Community.
◆ Known Associates. You gain 1 Standing in the
Underworld Community.
◆ Practiced Sabotage. Add 4 to your maximum
“You’ve been a disappointment to my boss. Now
ranks in Sabotage then gain 4 ranks of Sabotage.
you have to make amends…”
◆ Programmer. (Field) You gain the Programming
You’re the reason even bad people follow the
Specialty (of the Computers Field).
rules.

Starting Talent – Grim Presence


“Once I attach the white wire, don’t breathe on it. ◆ Bully. (technique) You gain a +1 Training bonus to
Don’t even look at it.” Test of Wills attempts and you may Test of Wills using
Some people just want to watch the world burn. your Menace skill instead of Leadership.
That’s a little tame for your tastes. You like to watch (The check is still modified by Determination, rather
things go BOOM! than Fitness)
◆ Practiced Menace. Add 4 to your maximum ranks
Starting Talent – Earthshattering Kaboom in Menace then gain 4 ranks of Menace.
◆◆◆ Attribute Training. You gain +2 to the lower ◆◆◆ Stare Down. You may Test of Wills with up to
of your Awareness or Precision. two additional characters each time you use the action
◆ Explosives Proficiency. You’re trained to handle (page 145). You roll only once for the attempt, while
explosives from grenades to demolition charges. each target rolls to resist separately.
◆ Practiced Sabotage. Add 4 to your maximum
ranks in Sabotage then gain 4 ranks of Sabotage.

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“The lost idol is actually a clue to the resting place “It’s called a hustle, sweetheart.”
of even greater treasures!” There’s a sucker born every minute and you’ve
You follow in the footsteps of the greatest tomb probably emptied one’s wallet in the last minute
raiders of all time. Because that’s usually the path too.
that gets you shot full of the least number of poison
darts. Starting Talent – Blah.
◆ Charm. (1/scene) You may improve the attitude
Starting Talent – Act on Instinct another character holds towards you by +3 or by +1 if
◆◆◆ Attribute Training. You gain +2 to the lower you cannot converse with them.
of your Cunning or Fitness. (You must share a language but they do not need to
◆ Practiced Acrobatics. Add 4 to your maximum reply to gain the +3 bonus)
ranks in Acrobatics then gain 4 ranks of Acrobatics. ◆◆ Convincing. You gain a +3 bonus to Acting
◆ World Traveler. You gain an additional Language checks. You also gain +3 Threat Range on rolls to
or Regional Interest. confirm Acting critical successes.
◆ Known Associates. You gain 1 Standing with the
Underworld Community.
◆ Practiced Charisma. Add 4 to your maximum
“I never cheat and hardly ever bluff.” ranks in Charisma then gain 4 ranks of Charisma.
The cards and dice play no favorites, but people’s
faces tell you everything.

Starting Talent – All In “I’ve rarely seen a soldier put up a good fight when
◆◆ Fluke. Once per session when you roll a natural you’ve kept them from sleeping for three days
1 or 2 on any attack roll, skill check or save, you may straight…”
change the result to a natural 20. You cannot be forced You are a master of harassment and psychological
to reroll this roll, check, or save. warfare.
◆◆ Poker Face. Intuition checks targeting you have
+4 Error Range. Starting Talent – Skirmishing
◆ Practiced Intuition. Add 4 to your maximum ranks ◆◆ Harrowing Combat. Each time an adjacent
in Intuition then gain 4 ranks of Intuition. enemy attacks you and misses, they suffer 2 Anguish.
◆ Marathon. (technique) Your Forced March checks
become Best Outcome and you may make them using
your Athletics skill instead of Stamina.
“Punch it. PUNCH IT!”
◆ Practiced Stealth. Add 4 to your maximum ranks
You are the fastest thing on this city’s streets. in Stealth then gain 4 ranks of Stealth.
◆ Trapper. (Field) You gain the Traps Specialty (of
Starting Talent – 0 to 60
the Security Field).
◆◆ Competent. You gain a +3 bonus to Expertise
checks. You also gain +3 Threat Range on rolls to
confirm Expertise critical successes.
◆ Driver. (field) You gain the Driving field or one of “Born with a Silver spoon in my mouth, you say?
its Specialties. More like a full place setting.”
◆ Known Associates. You gain 1 Standing in the You have a lot of money.
Underworld Community.
◆ Resourceful – Street. (study) You gain several skill Starting Talent – Big Spender
bonuses while on the street. ◆ 15 Minutes of Fame. You gain 1 Standing in the
Media Community.
◆◆◆ Filthy Rich. You gain +3 wealth.
◆ World Traveler. You gain an additional Language
or Regional Interest.

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“It’s less about the act of killing, and more about “Stay with me! Stay with me!”
collecting a paycheck: just another kind of job.” You’ve been up to your elbows in blood and pulled
You have made a career out of dispensing death. more triple shifts than you care to remember. Or
Often at extremely close range. even can remember. But it saved a lot of lives.

Starting Talent – Backstab Starting Talent – Bandage


◆◆ Jump Scare. You gain a +2 bonus to all checks ◆ Physician. (field) You gain the Medicine field or
to prepare an ambush. one of its specialties.
◆ Known Associates. You gain 1 Standing in the ◆◆ Productive. You gain a +3 bonus to Profession
Underworld Community. checks. You also gain +3 Threat Range on rolls to
◆◆ Ruthless Attack. You gain +1 Ruthlessness. confirm Profession critical successes.
(Your attacks against characters who are flanked or ◆◆ Trudging. Each time you would take 3 Fatigue
reckless gain +1 damage and while rolling to confirm a damage or less (after DR and resistances), that damage
critical hit they gain +1 Threat Range.) is reduced to 0.

“I have an idea. Pass me that toolbox!” “…”


You build stuff. Stuff nobody’s ever seen before. Whether self-taught or heir to an ancient clan,
And sometimes it even works! stealth is your forte and the absence of evidence
your calling card.
Starting Talent – A Few Upgrades
◆◆ Admired Builder. At the beginning of each Starting Talent – Ninja Challenger.
adventure, you gain Legend equal to the number of ◆◆ Calculating. You gain a +3 bonus to Tactics
Gear Talents you have. checks. You also gain +3 Threat Range on rolls to
◆ Practiced Profession. Add 4 to your maximum confirm Tactics critical successes.
ranks in Profession then gain 4 ranks of Profession. ◆ Concealed Weapons. (proficiency) You gain the
◆◆ Unveiling. Once per adventure you can create a Concealed weapons proficiency or one of its focuses.
new Gadget with a Legend cost of 15 or less. The ◆ Enjoy the View. (technique) Your minimum result
Gadget is lost at the end of the adventure unless you when making a Climbing check is 15 unless you roll an
purchase it normally. error. Climbing occupies only one of your hands and
you may cling to a position without using any hands.
◆ Practiced Stealth. Add 4 to your maximum ranks
in Stealth then gain 4 ranks of Stealth.
“The People have a right to know.”
You have a way of coaxing the truth out of people.

Starting Talent – Blah. “Dismissed.”


◆ 15 Minutes of Fame. You gain 1 Standing in the You’ve led soldiers into battle and sent your
Media Community. comrades to die. Few know better how terrible war
◆◆ Admired Detective. At the beginning of each is.
adventure, you gain Legend equal to the number of
Investigation Talents you have. Starting Talent – Tip of the Spear
◆◆ Intuitive. You gain a +3 bonus to Intuition ◆◆ Heroism. You gain a +1 bonus with all skill
checks. You also gain +3 Threat Range on rolls to checks you make during dramatic scenes.
confirm Intuition critical successes. ◆◆ Scary. You gain a +3 bonus to Menace checks.
You also gain +3 Threat Range on rolls to confirm
Menace critical successes.

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◆ Support the Troops. You gain 1 Standing with the
Military Community. “We all do what we can.”
Maybe you weren’t born a hero, but you certainly
have a knack for it.
“My friends keep me close. My enemies keep me
closer.” Starting Talent – Choose an Adventure Talent.
You are the unseen hand of higher powers. ◆◆ Admired Hero. At the beginning of each
adventure, you gain Legend equal to the number of
Starting Talent – Choose a Tradecraft Talent Adventure Talents you have.
◆◆ Admired Agent. At the beginning of each ◆◆◆ Just a Scratch. You may cancel the first 2
adventure, you gain Legend equal to the number of grades of injuries you receive each scene.
Tradecraft Talents you have.
◆◆ Primary Skills. You gain 2 additional skill ranks
each Level which may only be spent on Acting, “Things only makes sense when I’m going fast.”
Sabotage, or Stealth. Even if you were alone on the track, you’d still be
◆ Spy Game. You gain 1 Standing in the Intelligence racing against yourself.
Community.
Starting Talent – Redline
◆◆ Admired Racer. At the beginning of each
“I speak to you now on the eve of momentous adventure, you gain Legend equal to the number of
events…” Chase Talents you have.
When you talk, people drop everything to listen. ◆ Driver. You gain the Driving field (or one of its
Specialties).
Starting Talent – Choose a Style Talent ◆◆ Primary Skills. You gain 2 additional skill ranks
◆◆ Admired Individual. At the beginning of each each Level which may only be spent on Expertise,
adventure, you gain Legend equal to the number of Focus, or Profession.
Style Talents you have.
◆ Charm. (1/scene) You may improve the attitude
another character holds towards you by +3 or by +1 if “I’m just passing through…”
you cannot converse with them. Maybe you’re an urban acrobat, a paid courier, or
(You must share a language but they do not need to
just like telling gravity to shove it.
reply to gain the +3 bonus)
◆◆ Magnetism. You gain +2 Presence. Starting Talent – Free Running
◆◆◆ Attribute Training. You gain a +2 to the lower
of your Fitness or Grace.
“Of all the offices in this city, she had to walk into ◆◆ Untouchable. You gain a +3 Dodge bonus to
mine…” Defense.
Daily rates plus expenses. Most of the time you’re
just digging up dirt, but once in awhile, you get to do
a world of good.

Starting Talent – Blah.


◆ Agent. (field) You gain the Intelligence field or one
of its specialties.
◆◆◆ Hard-Boiled. You may cancel the first 2
grades of exhaustion you receive each scene.
◆ Practiced Profession. Add 4 to your maximum
ranks in Profession then gain 4 ranks of Profession.

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“Of course I’m not supposed to be in here. That’s “Keep your eyes open and your feet dry. It gets
WHY I’m in here…” cold out here at night.”
Locks, cameras, turrets? Child’s play. You have a You’re used to making your way or leading others
knack for slipping into places people think nobody through the deepest of wilds.
can get into undetected.
Starting Talent – Squared Away
Starting Talent – Blah. ◆◆◆ Attribute Training. You gain a +2 to the lower
◆◆ Devious. You gain a +3 bonus to Sabotage of your Determination or Precision.
checks. You also gain +3 Threat Range on rolls to ◆ Home Turf. You gain an additional Terrain Study.
confirm Sabotage critical successes. ◆ Practiced Stamina. Add 4 to your maximum ranks
◆ Enjoy the View. Your minimum result when in Stamina then gain 4 ranks of Stamina.
making a Climbing check is 15 unless you roll an error.
Climbing occupies only one of your hands and you may
cling to a position without using any hands.
◆ Practiced Focus. Add 4 to your maximum ranks in “I don’t know…? Fly casual.”
Focus then gain 4 ranks of Focus. You transport the things the people in charge
◆ Security Specialist. (field) You gain the Security don’t want moving.
field or one of its specialties.
Starting Talent – Night Moves
◆◆ Convincing. You gain a +3 bonus to Acting
checks. You also gain +3 Threat Range on rolls to
“Events are unfolding exactly as I predicted.” confirm Acting critical successes.
You have plans and your plans have their own ◆ Get Around. You gain either the Riding, Driving,
plans within plans. Sailing, or Piloting field (or one of their Specialties).
◆ Known Associates. You gain 1 Standing in the
Starting Talent – Gambit Speed Chess Underworld Community.
◆◆◆ Glass Half-empty. You gain 2 Twists at the ◆ World Traveler. You gain an additional Language
beginning of each dramatic scene and 1 Twist when a or Regional Interest.
scene becomes dramatic. Discarded them if the scene
ceases to be dramatic or if they haven’t been used by
the time scene ends.
◆◆ Just as I predicted. You gain a +3 bonus to both “One shot. One kill.”
of your skill checks during Clash rounds where you Your marksmanship is a thing of beauty… and
reveal a Planning strategy. terror.

Starting Talent – Sniper Basics


◆◆ Hawkeye. Your range penalties on ranged
“It’s a little more complicated, of course, but that’s attacks are reduced by 2. Your range penalties on
the essence of it.” Awareness checks are reduced by 4.
You deal with research and technologies on a level ◆ Longarms. (proficiency) You gain the Longarms
only you and a handful of colleagues can grasp. Proficiency or one of its focuses.
◆◆ Ruthless Attack. You gain +1 Ruthlessness.
Starting Talent – Blah. (Your attacks against characters who are flanked or
◆◆ Admired Expert. At the beginning of each reckless gain +1 damage and while rolling to confirm a
adventure, you gain Legend equal to the number of critical hit they gain +1 Threat Range.)
Skill Talents you have.
◆ Extra Field. You gain an additional field.
◆◆ Primary Skills. You gain 2 additional skill ranks
each Level which may only be spent on Analysis,
Profession, or Vigilance.

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“Seeing the future isn’t that hard if you know how “You can run, but why die tired?”
to look.” Dead or alive, you always find ‘em and then you
You have a gift for making the plans that make the bring ‘em in.
difference.
Starting Talent – The Rundown
Starting Talent – All Part of the Plan ◆◆◆ Attribute Training. You gain a +2 to the lower
◆◆ Admired Campaigner. At the beginning of each of your Awareness or Determination.
adventure, you gain Legend equal to the number of ◆ Hunting Season. (technique) You gain a +1
Battlefield Talents you have. Training bonus to Tracking attempts and you may
◆◆ Contingencies. When gain a +4 bonus to Track using your Survival skill instead of Analysis.
opposed Initiative checks when you go En Garde (page ◆ Practiced Survival. Add 4 to your maximum ranks
137). in Survival then gain 4 ranks of Survival.
◆ Practiced Tactics. Add 4 to your maximum ranks
in Tactics then gain 4 ranks of Tactics.
“I’m done with war. I’m just not sure it’s done with
me.”
“In the rear with the gear.” You were trained as a soldier, but that part of your
Somebody has to look after all the stuff. life is over now. Mostly.

Starting Talent – Choose a Gear Talent Starting Talent – Another Year Older
◆◆◆ Attribute Training. You gain a +2 to the lower ◆ Fire Discipline. (technique) When a ranged attack
of your Cunning or Precision. Mishap causes you to expend extra shots, you lose
◆ Extra Field. You gain an additional Field. exactly 1 shot instead of rolling.
◆ Practiced Profession. Add 4 to your maximum ◆◆◆ Stand Fast. You may cancel the first 2 grades
ranks in Profession then gain 4 ranks of Profession. of despair you receive each scene.
◆ Support the Troops. You gain 1 Standing with the
Military Community.

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Techniques and Studies Studies
The last step to rounding out your Backstory is Studies are general education or knowledge that
choosing a selection of Techniques and Studies. give you bonuses to related activities or allow you to
use skills in new ways. They are broken into 4
Techniques categories
Techniques represent task-oriented experience,
knowledge, and tricks giving you bonuses in specific • Fields (and Specializations) represent technical
situations or with specific checks. Techniques can knowledge that enables your Precision-based
influence a lot of different activities, but there are skills to be used with various kinds of gear and
several important categories with a narrower focus. resources.
• Terrain Studies allow you to take advantage of
• Weapon Proficiencies (and Weapon Focuses) your environment.
allow you to wield a range of weapons in combat. • Languages are used to communicate through
Proficiencies can also include Natural Attacks, speech, reading, writing, and sometimes other
allowing your character to use their body as a more exotic means. You begin play knowing your
weapon. Many non-human characters are born native language as a free pick.
with an assortment of natural weapons (such as • Interests are topical knowledge and provide
hooves or claws), but can’t use them effectively bonuses when you’re making skill checks relevant
without the matching Proficiency. to your interests.
• Skill Swaps let you make a particular skill check or
saving throw using a different skill. You begin play with your native language. You
• Common Techniques don’t fit into any specialized gain a free Field (or Specialization) for each Precision
classifications and are listed alphabetically. Skill you have at least one rank in (i.e. you may gain
one from Expertise, one from Profession, and one
You begin play with any combination of three from Sabotage, for a total of up to three free fields).
Weapon Proficiencies or Weapon Focuses. You also You also choose additional Studies from any of the
choose additional Techniques from any of the above above types equal to your Precision modifier
types equal to your Cunning modifier (minimum 1). (minimum 1). This is always based on your
This is always based on your permanent Cunning permanent Precision modifier. If your permanent
modifier. If your permanent Cunning modifier rises Precision score rises you may gain the opportunity
you gain the opportunity to choose additional to choose additional Studies. If your Precision
Techniques. If your Cunning modifier drops, you modifier drops, you must suspend any excess
must choose and suspend any excess Techniques Studies you can no longer claim, losing their benefits
you can no longer claim, losing their benefits until until your modifier again supports them. You may
your modifier again supports them. You may not not choose new Studies while you have any
choose new Techniques while you have any suspended Studies – you must recover old
suspended Techniques– you must recover lost knowledge before making new selections.
insights before moving forward.
You’re also likely to gain several additional
Techniques from your Backstory, Class Abilities, or
Talents. You may gain each Technique only once. If
you would gain a specific Technique that is a
duplicate of one you already possess, choose
another Technique to replace it. The replacement
does not have to be of the same type (i.e, if you gain
a duplicate weapon proficiency you could replace it
with a common technique).

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Weapon Proficiencies Typical Weapon Proficiencies for modern and
near-future settings include:
Weapon Proficiencies allow your hero to use a
large set of related weapons competently. The rules
Hand to Hand. You know your way around a
for combat actions treat proficiency as a baseline –
scuffle.
If you do not have the matching proficiency when
Groups: Strikes, Kicks, Grappling.
using a weapon, you suffer a –2 penalty to your
Basic Melee. You are proficient with most one-
attack rolls and +2 Error Range (+4 Error Range if it’s
handed melee weapons. Groups: Axes, Clubs,
an exotic weapon).
Fencing Blades, Flails, Knives, Shields, Spears,
Each Weapon Proficiency is usually associated
Staves, Swords, Whips, Hurled, Integral Basic Melee
with several weapon Groups. By taking the
Weapons.
proficiency, your hero gains a general working
Concealed Melee. You are skilled with many types
knowledge of ALL of those weapons and you may
of small weapons that are easily hidden on your
interact with all of them more or less equally
person. Small hand-thrown weapons also fall under
skillfully.
this proficiency. Groups: Axes, Clubs, Fencing
Blades, Hammers, Knives. Shields, Whips, Throwing,
Natural Attacks Integral Concealed Weapons.
Most characters with the Folk Origin will natively Heavy Melee. You are proficient with a variety of
have the untrained kick, untrained punch, and ancient melee and ranged weapons only
untrained throw attacks. Near-human and Non- infrequently seen in use today. Groups: Axes, Clubs,
human heroes sometimes have access to additional Fencing Blades, Greatswords, Hammers, Polearms,
proficiencies that reflect their natural weaponry. Shields, Spears, Staves, Whips, Integral Heavy
Melee.
Weapon Focuses Hurled. You are quite skilled at throwing things.
Any time you could choose a Weapon Proficiency Groups: Grenades, Hurled.
you may acquire a Weapon Focus instead, choosing Archery. You are familiar with weapons that fire
a specific group of weapons. Characters may also bolts or arrows. Groups: Bows, Crossbows, Integral
take the Integral Weapon Focus, covering any and Bows.
all weapons permanently grafted to the character’s Longarms. You are proficient with most two-
body through cyberware or other magical means. handed firearms. Groups: Shotguns,
Where a Proficiency grants access to a broad Submachineguns, Burst & Assault Rifles, Hunting &
range of weapons, a Weapon Focus only grants Sniper Rifles.
proficiency with the chosen group of weapons. You Sidearms. You are proficient with one-handed
DO NOT have to have the associated Weapon firearms. Groups: Pistols, Machine Pistols, Hand
Proficiency before taking one of its Focuses. Many Cannons, Integral Firearms.
heroes show an interest only in a narrow range of Squad Weapons. You are proficient with heavy
weapons rather than an entire proficiency’s worth. military weapons. Groups: Flamethrowers,
Taken by itself (without the Weapon Proficiency), Machineguns, Mortars, Rocket Launchers
a Weapon Focus grants proficiency and a +1 Training Vehicle Weapons. You’re proficient with vehicle-
bonus to your attack rolls with weapons in that mounted weapons. Groups: Gunnery, Beams,
group. Cannons, Missiles.
If you have both the Weapon Proficiency AND the
Weapon Focus for a weapon you are wielding, you Settings with military, fantasy, or specialized high-
also gain a +2 Training bonus to damage rolls with tech options might also include unique weapon
weapons in that group. proficiencies such as Battleforms or Wands. These
Gaining a damage bonus makes it quite exotic options will be addressed in settings where
advantageous to invest in both intense practice (the they appear.
Focus) and a grounding in common principles (the
proficiency) supporting your hero’s favorite
weapons.

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Skill Swaps Rope-a-Dope. You gain a +1 bonus to resist
Stagger attacks. You may resist being Staggered
Skill Swaps give you a +1 bonus to a single skill
with your Stamina skill instead of a Health saving
check or type of saving throw and allow you to
throw.
substitute another skill to make that check. In all
Slip Past. You gain a +1 bonus to Tumbling
cases, the check is still modified by the Attribute
attempts and you may Tumble using your Stealth
linked with the original skill or saving throw (e.g. a
skill instead of Acrobatics.
check normally made with a Cunning skill is still
Sneak Attack! You gain a +1 bonus to Ambush
modified by Cunning even if you swap to a Fitness
attempts and you may Ambush using your Stealth
skill).
skill instead of Tactics.
Takes a Thief. You gain a +1 bonus to Stash Item
Bully. You gain a +1 bonus to Test of Wills
attempts and you may search for Stashed Items
attempts and you may Test of Wills using your
using your Stealth skill instead of Vigilance.
Menace skill instead of Leadership.
Too Easy. You gain a +1 bonus to Trick attempts
Delaying Action. You gain a +1 bonus to Stall
and you may Trick using your Expertise skill instead
attempts and you may stall with your Acrobatics skill
of Sabotage.
instead of Stamina.
Distraction. You gain a +1 bonus to Feint attempts
and you may use your Charisma skill instead of
Tactics.
Fast Footwork. You gain a +1 bonus to resist
Sweep attacks. You may resist being Swept with an
Acrobatics skill check instead of an Instincts saving
throw.
Hazard Composure. You gain a +1 bonus to saving
throws to reduce persistent damage (e.g. burning or
corrosion damage) and you may make these Saving
Throws using your Focus skill instead of Courage.
Hunting Season. You gain a +1 bonus to Tracking
attempts and you may Track using your Survival skill
instead of Analysis.
I Know Pain. You gain a +1 bonus to resist Gouge
attacks. You may resist being Gouged with a Focus
skill check instead of a Courage saving throw.
Justifiable Paranoia. You gain a +1 bonus to avoid
ambushes and you may roll to avoid ambushes using
your Tactics skill instead of Vigilance.
Know Your Enemy. You gain a +1 bonus to
Anticipate attempts and you may Anticipate using
your Analysis skill instead of Intuition.
Marathon. Your Forced March checks become
Best Outcome and you may use your Athletics skill
instead of Stamina to make them.
Mockery. You gain a +1 bonus to Taunt attempts
and you may Taunt using your Acting skill instead of
Charisma.
Professional Insight. You gain a +1 bonus to
Reconstruct Events attempts if you have the
matching Field for any gear or technology central to
those events and you may use your Profession skill
instead of Analysis when doing so.

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Common Techniques Armor Techniques
Most techniques provide small, specialized Suit Up (Heavy Armor). Your penalties to Defense
bonuses. Some Common Techniques are further and skill checks from Heavy Armor are reduced by 1.
identified as part of small groups based on similar Suit Up (Light Armor). Your penalties to Defense
training or benefits. and skill checks from Light Armor are reduced by 1.
Suit Up (Protective Gear). Your penalties to
Aggravation. Your Taunts ignore the Shared Defense and skill checks from wearing protective
Language tag. garb are reduced by 1.
Annoyance. Adjacent enemies suffer a –1 to
attack rolls that don’t include you as a target. Combat Training Techniques
Fire Discipline. When a ranged attack Mishap Aquatic Combat. Many of your penalties for being
causes you to expend extra shots, you lose exactly 1 underwater are reduced to –1 (see page 157).
shot instead of rolling. Cavalry Combat. Your penalties to melee and
Infighter. You gain a +1 Training bonus on attacks ranged attacks while riding a mount are reduced to
with the Grab tag. –1.
Instinctive Parry. You gain a +1 Training bonus to Microgravity Combat. Your penalties to actions in
rolls to parry and may parry with an Instinct Save microgravity are reduced to –1.
instead of a melee attack roll. Night Combat. Your penalties for fighting in
I Speak Growl. Your skill actions targeting animals darkness are reduced to –1.
ignore the Shared Language tag.
Like Lions. You suffer only a –1 penalty to your
attack roll when you Charge.
Killing Techniques
Machine Killer. Your Ruthlessness also applies to
Open Hand Parry. You do suffer only a –1 penalty
Mechanical characters.
to Parry attempts for not having a melee weapon
Man Killer. Your Ruthlessness also applies to Folk
readied.
characters.
Ranged Feint. You may use the Feint action at a
(This technique allows non-Folk characters to
distance by causing a noticeable disturbance near
apply their Ruthlessness when attacking humans)
the target (e.g. shouting, throwing a pebble,
Ooze Killer. Your Ruthlessness also applies to
wiggling a laser range-finder dot, firing a weapon
Ooze characters.
that direction; see page 144). If you fire a weapon to
Plants Killer. Your Ruthlessness also applies to
create the disturbance, this action consumes one
Plant characters.
shot if the weapon requires ammo.
Ranged Trick. You may use the Trick action at a
distance by using a ranged weapon or attack (see Mobility Techniques
page 145). The target must be in range of the attack Cat Fall. You suffer 2 fewer dice of damage from
and any range penalties the attack would suffer are falling.
applied to your skill check. This action consumes one Dash. Your Speed is 2 higher while Running or
shot if the weapon requires ammo. Charging.
Shark’s Smile. You gain a +1 bonus to attack and Enjoy the View. Your minimum result when
damage rolls against characters with bleeding making a Climbing check is 15 unless you roll an
tokens. error. Climbing occupies only one of your hands and
Slip Free. You may make an Escape attempt as a you may cling to a position without using any hands.
free action once per turn (see page 148). Mobile Combat. You suffer no penalties to climb
Snakebite. You are considered to be Aiming and swim checks from being attacked.
during the first melee attack you make during your Surefooted. The Goals for your Balancing Act
turn each round (see Aim, page 137). checks are not increased by the surface being
Snap Shot. You are considered to be Aiming slippery or unstable (see page 141).
during the first ranged attack you make during your
turn each round (see Aim, page 137).

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Fields their impact over time. They enable your Profession
skill to design, build, or repair gear and resources in
Fields represent your character’s advanced
that Field. These Fields often support the use of the
technical know-how, a powerful combination of
Sabotage to manipulate or abuse the related
deep book-learning and substantial practical
systems.
experience. This knowledge enables you to apply
your Expertise, Profession, and/or Sabotage skills to
use or manipulate items or processes in that Field. Field Examples
The description of each Field usually includes 2 or The availability of Fields is often extremely
more Specialties. These link to specific sub- setting-specific. For example, in a setting without
categories or groups within the larger field. By widespread cybernetics, there will be no
taking the Field, your hero gains a general working Cybernetics Field enabling characters to claim
knowledge of ALL of those Focuses and allows you expertise in that field.
to interact with all of them more or less equally
skillfully. • Fabrication. You are skilled in making parts for
larger projects. Specialties: Leatherwork;
Specializations Metalwork; Synthetics; Wiring; Woodworking
Any time you could choose a Field you may • Gunsmith. You are skilled in the production of
acquire a Specialization instead. Where fields grant firearms and ammo. Specialties: Bullets; Pistols &
a broad range of topical expertise, Specializations Hand Cannons; Machine Pistols & SMGs;
focus on one of the specific subsets of that Field. You Shotguns; Assault Rifles & LMGs; Hunting, Sniper
DO NOT have to have the governing Field before & Anti-Material Rifles, Assault Cannons.
taking one of its Specializations. It’s quite normal for • Security. You deal with the protection (or
a character’s interests or theme to only call upon a infiltration) of physical sites. Specialties: Alarms;
small part or particular branch of knowledge that Guards; Locks; Traps.
makes up the broader Field. • Veterinary. You are experienced with medical
Taken without the Field, a Specialization allows care for animals. Specialties: Draft & Riding
you to operate related equipment and to gain a +1 Animals; Livestock; Pets & Service Animals;
Training Bonus to your skill checks while doing so. Wildlife
Taken with its larger Field, your specialization • Weaponsmith. You are skilled in the production
grants a +2 Training bonus to your Expertise, of melee weapons. Specialties: Axes, Hammers, &
Profession, and Sabotage checks. This larger bonus Polearms; Clubs, Staves, & Spears, Flails & Whips;
can make it very rewarding to invest in both specific Knives, Fencing Blades, Swords & Greatswords;
knowledge (the Specialty) and a broad grounding in Shields.
the principles (the Field) surrounding a topic you
consider extremely important for your hero’s Vehicular Fields
concept. While many cultures expect a modest level of
vehicle handling experience as part of day-to-day
New Expertise Checks life, the expert operation of vehicles is often seen as
Fields that focus on gear or topics that require the a powerfully heroic and enviable skill set. Taking a
immediate moment-to-moment application of skill Vehicular Field prepares your character to
to gain a positive outcome usually provide new undertake and succeed during such dramatic feats
checks for the Expertise skill. In short: expertise skills of vehicular daring. While vehicles fall into many,
are dramatic. While they are primarily used to many specific groups, four main fields cover the
enable your Expertise skill, they can also open the range of available vehicles.
door for Profession and Sabotage checks.
• Riding. You are experienced with vehicles (and
New Profession Checks mounts) that are at least partially controlled by
Profession Fields target opportunities to use positioning your body-weight. Specialties:
technology or process in slower ways that deliver Mounts, Ground, Watercraft, Aircraft

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• Driving. You are experienced with steering systems used by vehicles. Specialties:
vehicles that move over land. Specialties: Communication, Data Recording, Electrical,
Teamster, Automotive, Tracked, Ground Effect, Environmental, Navigation
Rail
• Sailing. You are experienced with steering
vehicles that move across the water. Specialties:
Surface, Submersible, Wind-powered
• Piloting. You are experienced with steering
vehicles that fly. Specialties: Aircraft, Rotor-wing,
Spacecraft

Maintaining vehicles calls on a wide range of


precise technical knowledge across a range of Fields.
Mounts and other working animals introduce their
own set of challenges and necessary know-how.

• Mechanic. You are skilled in tuning, replacing


parts, and minor structural repairs for vehicles.
Specialties: Engines, Frame & Body, Handling
• Vehicle Systems. You are skilled with tuning,
replacing, and minor repairs for electronic

Table 2.6: Example Fields


Field Gear & Specialties Expertise/
Resources Sabotage
Cybernetics Cybernetics
Computers Computers & Software Encryption, Programming Hacking
Construction Buildings Demolition
Cooking Food
Electronics Consumer electronics
Fabrication Various Leatherwork, Metalwork, Craft
Synthetics, Wiring, Woodwork
Legal Legal Action Civil, Criminal, Corporate, Government
Medicine Treatment, Drugs Pharmacology, Surgeon Surgery; Torture
Security Alarms, Guard, Locks, Traps Bypass, Disable
Surveillance Dossiers Celebrity, Espionage, Family Gather Intel
Veterinary Animal Medicine Draft & Riding Animals, Livestock,
Pets & Service Animals, Wildlife
Armor and Weapons
Armorer Armor
Bowyer Archery Weapons & ammo By Weapon Group + Ammo
Gunsmith Firearms & ammo By Weapon Group + Ammo
Weaponsmith Melee Weapons By Weapon Group
Vehicular Operation
Riding Mounts & solo vehicles Mounts, Wheeled, Watercraft, Flying Steering
Driving Ground vehicles Teamster, Automotive, Tracked, Ground Steering
Effect, Rail
Sailing Water vehicles Surface, Submersible, Wind-powered Steering
Piloting Flying vehicles Aircraft, Rotor-wing, Spacecraft Steering
Vehicular Repair
Mechanic Vehicles Engines, Frame & Body, Handling
Vehicle Systems Vehicles Communication, Data Recording,
Electrical, Environmental, Navigation

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Terrain Studies Languages
Terrain Studies provide skill and combat bonuses Languages allow you to communicate with other
for being in environments you are highly familiar characters that share at least one language with you
with. and to read and write in that language if it has a
written form.
[Terrain] Resourceful. While in this terrain, you The table on the following page is an extremely
gain a +3 bonus on skill checks with the Terrain tag. simplified list of real-world languages in roughly
[Terrain] Survivor. While in this terrain, you gain descending order by number of speakers to use as
+2 Initiative and 2 Natural Armor. inspiration for language choices in near-future
settings.
If you have either type of Study for a terrain, you Many settings will present a dramatically
are considered to have “Studied” that terrain. abbreviated list of languages common to that
setting.
Natural Environments
Bush. Dense brush, forests, and jungle
environments.
Depths. The depths of lakes, seas and oceans at
least 2 meters below the surface.
Desert. Arid, sandy, and barren environments
defined by the near total absence of precipitation.
Grassland. Plains, and other open natural settings
along with parks, agricultural fields, and orchards.
Icy. Ice- and snow-covered environments.
Marine. The surface of large bodies of water,
rivers, docks, small water vessels, riverbanks &
shorelines.
Muddy. Shallow water and the soft or muddy
ground common to swamps, mires, and bogs.
Rocky. Rocky or volcanic ground, caves, and
natural cliff faces.

Artificial Environments
Industrial. The passageways, crawlspaces and
other internal work spaces of factories, warehouses,
or ships.
Interior. Most furnished interior spaces such as
shops, residences, and offices.
Street. Streets, public walkways, alleys, sewers,
parking areas, and closely packed rooftops.

Patches of Terrain
For an area (or specific square in tactical play)
to qualify as a terrain type it must usually be
surrounded by at least 3 other squares with similar
features. This requirement is waived if there is a
sharp delineation between terrains such as a cliff
or wall (e.g. the interior of a house vs. the lawn
just outside). A large atrium within a building
might acts a bush terrain but a single potted tree
doesn’t change the square it’s in to bush.

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Table 2.7: Real-World Languages
Language Region Related Alphabet
English USA; Canada; Great Britain; Australia Latin
Mandarin China Chinese
Spanish Spain; Central and South America Italian, Portuguese Latin
Hindi-Urdo India Devanagari
Arabic Middle East; North Africa Arabic, Latin
Russian Russia and Neighboring states Belarusian, Ukrainian Cyrillic
Portuguese Portugal; Brazil; South Africa Spanish Latin
Bengali India Punjabi Bangla
French France; Quebec; Western and Central Africa Latin
Malay Indonesia; Malaysia; Singapore Sundanese Latin, Arabic
Swahili Eastern Africa Bantu family, Zulu Arabic, Latin
Japanese Japan; Peru Kanji, Kana, Latin
Persian Iran and neighboring states Arabic
German Central Europe Yiddish Latin
Turkish Turkey; Iraq; Southern Europe Azerbaijani, Uzbek Latin
Korean Korea Hangul
Vietnamese Coastal Vietnam; Czech Republic Latin
Italian Italy and former colonies Spanish Latin
Punjabi Eastern Pakistan Bengali Gurmukhi, Arabic
Latin Scholarly Latin
Cantonese China Chinese
Javanese Indonesia Latin
Thai Thailand Thai
Hausa Nigeria and surrounding states Latin, Arabic
Polish Poland and surrounding states Czeck-Slovak Latin
Tagalog Philippines Latin
Pashto (Afghani) Afghanistan; Pakistan Arabic
Burmese Burma Burmese
Ukranian Eastern Europe Cyrillic
Yoruba Nigeria and surrounding state Latin
Romanian Eastern and Southern Europe Latin, Cyrillic
Dutch-Afrikaans Belgium; Netherlands South Africa Latin
and former colonies
Kurdish Eastern Turkey; Iran; Iraq Arabic, Latin
Scandinavian Denmark; Norway; Sweden; Iceland Latin
Serbo-Croat Balkan States Latin, Cyrillic
Malagasy Madagascar Latin
Somali Ethiopia; Kenya; Somalia Latin, Arabic
Hungarian Hungary Latin
Greek Greece Greek
Yiddish Israel German Hebrew

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Interests Common Examples
Interests are freeform topics you choose to round The list of Interests provided here is not all-
out your character’s concept. Interests grant a +2 inclusive. Players are encouraged to use these
training bonus to Knowledge checks relating to that examples as inspiration come up with new Interests,
topic. They can also provide a +2 training bonus to with Game Runner approval after comparing the
other skill checks when the Game Runner agrees proposed Interest to existing examples. This
knowledge of that topic could be helpful. flexibility makes Interests a powerful tool to make
When an Interest is about area-specific each character a unique and personalized
knowledge such as economy, geography, politics, or experience.
even underworld activities that interest can be
taken either as a general Regional or Nation interest Common Regional Interests
or a more detailed Local or City interest. In stories Conspiracies & Cover-ups, Fashion, Cultural
spanning multiple planets or even multiple stars, Literacy, Formal Etiquette, History, Law, Military,
these categories grow to keep pace with the scope Music, Navigation, Politics, Urban Myths & Rumors
of the setting. In a Planetary-era game “local” likely
refers to a continent, hemisphere, or cluster of Common Behavior Interests
orbital habitats, and “regional” interests can cover a Boasting, Enigmatic Observations, Faith, Hobby,
whole world. In interstellar settings local is likely an Hope, Loyalty, Optimism.
entire star system and regional can encompass a
whole mass of stars relatively close together by FTL
travel. The concepts of city and nation remain fairly
consistent, but both tend to grow dramatically as
the setting expands.

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Character Classes
(Chapter 3)

Like Aspects and Occupations, Classes are themed Choosing a Class


bundles of mechanics that will connect your concept
Each class starts with an introduction to help you
to your actual performance during play. Classes
get a sense of what the class offers and how the
describe how your character approaches new
class can advance the story. New players should
challenges and are divided into Class Levels,
browse these introductions (without worrying
charting your progress as the story continues. As
about the mechanics that follow) to gain a sense of
you gain levels in a Class, you gain Skill Ranks, Luck,
the possibilities that lie ahead.
numerous bonuses, and the Class Abilities
The introduction will often present examples of
associated with that Class.
characters built using levels in the class, hinting at
You begin play with one Class Level. Each time you
heroes and archetypes from popular culture that
earn enough Experience to gain a Class Level, you
inspired the class. It also includes four common
may either increase your level in a class you already
elements to help you compare Classes directly.
have or begin gaining levels in a new class. Sticking
Power. A quick pitch of what this class does better
with a single class offers progressively more
than any other.
powerful Class Abilities while combing several
Party Role. How the class fits into a group and
classes (called “Multi-classing”) can give you a
advances the plot. This follows the same Party roles
broader range of abilities and reveal powerful
as described in creating your character concept:
synergies between the different classes. Both
Backers, Combatants, Solvers, Specialists, Talkers,
approaches are important tools for realizing your
and Wildcards.
original concept or showcasing how your character’s
Many classes are hybrids, listing two roles. The
path has changed since they set out on their
first is the primary role the class supports, followed
journey.
by a secondary role. A Combatant/Solver would be
When you begin play, you may choose your initial
very strong in a fight but have better than average
Class Level from among any of the Base Classes and
puzzle-solving skills, while a Solver/Combatant
Seed Classes the Gamer Runner has chosen to allow
would be more reliable for solving mysteries but
in that setting.
might reveal unexpectedly sharp teeth when a fight
Base classes are inspired by some of the most
breaks out.
iconic modern and sci-fi archetypes. They offer a full
Difficulty. A simple “Easy”, “Involved”, or
15 levels, allowing you to focus on a single Base
“Challenging” classification for the degree of system
Class for your character’s entire career. The abilities
mastery expected of Players to get the most out of
they grant become progressively stronger,
the class. The higher the difficulty, the more likely
culminating in what are informally known as
you will need to crack open the book to look
“Gamebreakers” at Level 14 – abilities so powerful
something up during play. This entry may also
they can radically reshape any story in your favor.
include specific items to be aware of for players new
You can also choose to advance through Seed
to the class.
Classes, tightly themed classes with only 5 levels.
Build. This offers gaming advice about what you
Seed classes don’t have the range, flexibility, or
can expect from ‘cherry-picking’ 1-2 levels in the
long-term rewards of Base Classes. Instead, they
class and the rewards of a longer commitment to
enable very specific styles of heroes, often inspired
the class. This is chiefly for veteran players looking
by specific settings. Seed Classes require fewer
to optimize a character build.
decisions as your character develops, making them
ideal for new players just learning to play the game.

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Classes by Role Class Features
If you have a party role you want to play in mind,
Class Features are basic information to guide
you might find the following Classes fit your
players preparing to enter a new class or build upon
concept.
Backer: Fixer existing levels.
Combatant: Warrior Requirements. If a class has this feature you must
Ranged: Marksman have all of the values and character options listed
Tank: Pathfinder before you may take any levels in this class.
Solver: Detective, Investigator Favored Attribute(s). Most classes rely heavily on
Specialist: Genius a particular skill or have abilities keyed to a specific
Driver: Wheelman Attribute, making a high score in that Attribute
Prowler: Thief, Ghost especially useful. If a class benefits strongly from
Survivor: Ranger several Attributes they will be listed in descending
Talker: Con Artist, Networker order of importance. This information can be
Wildcard: Troubleshooter particularly helpful to new players in deciding how
to arrange their Attribute scores to create effective
Once you’ve familiarized yourself with the classes combinations.
available to you, you need to decide which class to Maximum Luck per Level: Each time you gain a
start with. New players will do well choosing a class level in this class your maximum Luck increases by
that offers a party role that sounds fun to them – this value. Luck allows characters to stay in the
some people naturally gravitate towards talker roles action when damage or hardship would otherwise
for example. More experienced players will often defeat them. This is modified by Determination.
look to the future for the perfect cocktail of abilities, Skill Ranks per Level: Each time you gain a level in
mixing several classes to achieve unique synergies this class you receive skill ranks equal to this value.
no class offers on its own. While you’re considering This is modified by Cunning.
the right class for you, remember the following: Class Skills: A list of 6, 8, or 10 skills. You gain a
permanent +2 bonus to the maximum rank you can
• You Only Live Once. While you can change course have in these skills even if you later switch to a
during play by multi-classing, you still only get one different class. These skills are recommended
prologue ability. If one of these appeals to you, choices for characters of that class but are not
snap it up quick. required. Beginning players will find ranks spent on
• The Perfect Trick. If a class ability stands out to these skills are always a good investment. Many
you as something you want to be able to do, classes have abilities that enhance one or more skills
taking the shortest path to that ability could be on the class skill list, so you may wish to read ahead
the way to go. Start with the class that gives that in your class to see what skills you particularly want
ability and stick with it to unlock that ability ASAP. to bone up on to get the most out of your class.
• Luck vs. Skill. All classes feature a natural tradeoff
between skill ranks and Luck points. If you want to
excel in a wide array of situations stick with high
skill ranks classes even if you multiclass. If you
want to be able to hang tough in fierce fights pick
and choose your class levels only from the most
rugged classes with high maximum Luck per level
bonuses.

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Class Abilities Tiered Abilities. While many class abilities
develop over time, becoming stronger as the
Each time you level up in a class you gain new
character gains more levels in the class, tiered
abilities like extra Talents, Attribute score increases,
abilities are designed to improve when you collect
unique modifiers, or special actions. Some class
them from across multiple classes. Tiered abilities
abilities offer you choices, creating different
are identified by a Roman numeral after its name. If
branches and pathways even for characters sharing
you gain a tiered ability with the same name from
the same Class. Others are specific, iconic effects
several different classes, add together the highest
that often define the character who has them.
Roman numeral you have earned in each class to
determine the combined effect.
Current Values
When a Class Ability generates an effect based on
another score or value, always use the current value
Formidable Skills
Many classes offer extreme, “almost never fails”
at the time the ability is used. Class abilities can be
levels of competence with their essential skill. When
based on Class Level (counting only your levels in
you roll a skill check for a formidable skill, if the die
that specific class) or Character Levels (counting ALL
result is 1-9, turn the die to 10 – even if your initial
levels you have earned) so be alert to the difference
roll was an error. If you gain the same formidable
when reading Class Abilities. In most cases when you
skill more than once, you gain an additional Skill
gain two abilities that are either identical or have
Talent for each duplicate formidable skill instead.
overlapping benefits, they describe an alternative
benefit you receive to replace the duplicated ability.
Additional Talents
Prologue Abilities When a class ability grants a choice of additional
Talents (either from a tree or from a list) you must
The first ability of each class is a prologue ability
meet all prerequisites for the Talent before
representing long-standing familiarity and practice
choosing it (unless otherwise noted). If the class
with the class’ methods, usually acquired off camera
grants a single specific Talent all prerequisites for
before the beginning of the campaign. You only
that Talent are waived. If you already have the single
receive the prologue ability of your first class
specific Talent, you choose a different Talent from
(Character Level 1). Multiclassing into other classes
the same tree instead.
does NOT grant you their prologue abilities.
“Floating” Talents. A few classes allow the
character to pick a certain number of Talents in the
Recurring and Tiered Abilities midst of gameplay, often ‘revealing’ that they had
Classes will frequently include the same ability the Talent all along.
multiple times as your Level increases. These
repetitions are cumulative, ‘stacking’ with
themselves. Most importantly if an ability may be
Plot Twists
Abilities with the plot twist tag go beyond
used a certain number of tames, gaining the ability
ordinary competence and into the realm of movie
again increases the number of times you may gain
logic where heroes and villains can be ridiculously
that benefit or activate that ability.
well prepared for any contingency. These effects
may require special care from the Game Runner to
reinforce that even though they may be unlikely
verging on impossible without retroactive changes
to events leading up to that moment, the character
in question is just that good. In other words: set
aside the refrigerator logic and just go with it. You
ARE that awesome.

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Stunts and Stances out to online contacts and extract data from a
If a class ability grants a stunt or stance it will be variety of sources off-camera).
described at the end of the ability as a separate Wilds Abilities. Some class abilities only function
paragraph. away from urban spaces, tapping into aspects of the
natural world. Class abilities with (Wilds) after their
name require the character to be outside of major
Gear Discounts settlements and able to move freely across the
If a character receives multiple discounts on the landscape (generally to perform secretive rites or
cost of gear, they may apply them in any order, but appeal to the powers of nature off-camera).
the percentages are not additive (i.e. two 50%
discounts would reduce the final cost to 25% rather
than 0%).

Creating Contacts
Some abilities will require you to create a contact.
This is an NPC who helps you in some way. You will
need to give them a name, choose a Backstory for
them, and select an area as their home. You may
develop them further for roleplaying purposes with
the Game Runners cooperation.

Standing
Heroes often ally themselves with powerful
friends or organizations called Allies by earning or
buying Standing. Some class abilities provide the
character with additional Reputation for this
purpose and some allow characters to choose allies
that treat them as if their Standing were 1 higher
(i.e. they still buy ranks normally, but the final
benefits they receive increases by one rank after
points have been spent, allowing them to ‘max out’
an ally much more easily).

Location Restrictions
Urban Abilities. Some class abilities rely on the
comforts of modern civilization. Class abilities with
(Urban) after their name require the character to be
in a developed area with access to communications
and the ability to move freely (generally to meet
with friendly NPCs off-camera). In hostile urban
areas (“behind enemy lines”), the Game Runner
may require the character to evade observation
before accessing this ability.
Web Abilities. Some abilities require access to the
internet or similar large-scale information networks.
Class abilities with (Web) after their name require
the character to have a computer capable of
interacting with a large network (generally to reach

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Progressions Progressive Progressions
Each class includes a table with eight Stats. Stats Observant players will notice that the
are numerical bonuses to some of the game’s most progressions of all classes fit into a couple of
frequently used rolls. As your experience level repeating patterns. For each column, there is an
grows your stat bonuses will increase. Class average, good, and an excellent progression. If
progressions give “base” bonuses - the underlying you think of good progressions as costing 1 point,
and excellent progressions costing 2, every class
value before adding Attribute modifiers and
adds up to eight points. Understanding these
bonuses from other character options. If you have
patterns can be very helpful in choosing your class
levels in multiple classes, add together the bonuses and when creating new classes.
from your highest level in each class. Twists are a special case: a class will only
Many progression bonuses will be followed by receive additional Twists if it “spent” a point to
one or two ▪ symbols or ‘pips’. These represent specifically gain a Twists progression (slightly
fractional bonuses and are only used when a shorting the other eight ‘core’ progressions).
character is combining progression bonuses from
two or more Classes. They can be ignored by single-
class characters.

Melee Attack Bonus (Melee). Your base attack


bonus for melee attacks. Modified by Fitness.
Ranged Attack Bonus (Ranged). Your base attack
bonus for ranged attacks. Modified by Precision.
Defense Bonus (Def). Your base Defense bonus
used to avoid attacks. Modified by Grace.
Initiative (Init). Your base Initiative bonus used to
determine the order of actions in combat and whom
the tide of battle favors. Modified by Awareness.
Courage Save (C). Your base Courage save bonus
used to overcome the effects of fear. Modified by
Determination.
Health Save (H). Your base Health save bonus
used to endure the effects of poisons and diseases.
Modified by Fitness.
Instincts Save (I). Your base Instincts save bonus,
used to avoid the effects of injuries. Modified by
Awareness.
Presence (Pres). Your base Presence. Used in
many social interactions and provides a bonus to the
Reputation you earn from your adventures.
Plot Twists (Twists). Classes that rely on wild
bravado or foresight and careful planning may gain
additional Twists at the beginning of each session.
This column is omitted for classes without this
additional resource.
Abilities. The class abilities are listed by level for
reference. While appearing on the class table for
ease of reference, they are not part of Class
Progressions.

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Seed Classes Multi-classing
Where Base Classes give you access to broad When you gain levels in two or more different
recurring archetypes in modern fiction — the heroes classes you gain all the benefits from each Class up
you see over and over with small variations — Seed to the Level you’ve attained in each of the classes
Classes are a pathway into very specific heroic with a few exceptions.
fantasies. Seed classes often present unique abilities When writing out your class levels after multi-
which can only be acquired by following that path. classing, always list your original class first,
They also rarely include Talent choices, with every indicating which prologue ability you received.
bit of their mechanical advantage budget focused Luck and Skill Ranks. Luck and Skill Ranks are
on delivering a singular vision. While some character cumulative, with each new Class Level adding to
build strategies will benefit from dipping into a Seed your previous totals.
Class, in most cases once you start, you’ll want to Abilities. You gain all class abilities from each of
take all five levels. Not because the class is more your classes except for prologue abilities (see
powerful, but because it’s so focused on a concept above). Remember to combine tiered abilities that
that called to you in the first place. are shared across classes.
Progressions. Add together the highest pips and
Hitter. A devastating melee combatant who uses bonuses earned from each of your classes. For every
violence and the threat of violence to advance their three pips you have in a bonus, you gain an
agenda. additional +1 to that stat.
Networker. A shewed social engineer with a
powerful array of contacts.
Oracle. A font of information in the digital age.
Ranger. A pure wilderness survivor, with
remarkable healing abilities and a smattering of low-
tech combat utility.
Wheelman. A street-savvy getaway driver.
Wrangler. Go red in tooth and claw with a
powerful animal companion.

Table 3.1: Class Summary


Class Difficulty Power Role Attribute(s)
Con Artist ★★ Misleading the Mark Talker Cunning/Awareness
Detective ★★ Deductive Reasoning Solver Awareness/Precision
Fixer ★★ Influence Trading Backer/Talker Cunning
Genius ★★ Unparalleled Intellect Specialist Precision/Cunning
Ghost ★ Assassination Combatant/Prowler Cunning
Investigator ★ Interrogation Solver/Ranged Awareness/Determination
Marksman ★ Firefights Ranged/Backer Precision
Pathfinder ★ Will to Survive Survivor/Tank Determination/Fitness
Thief ★★ Heists Specialist/Solver Fitness/Precision
Troubleshooter ★★★ Covert Action Wildcard/Combatant Grace
Warrior ★ Armed Conflict Combatant Fitness/Determination
Seed Classes
Hitter ★ Ferocious Beat Down Melee Combatant Fitness
Networker ★★ Contacts Talker/Backer Cunning/Grace
Oracle ★★★ Personal Data Solver Precision/Awareness
Ranger ★★ Wilderness Survival Wilderness Specialist/Solver Determination/Awareness
Wheelman ★★ The Getaway Driver Precision
Wrangler ★★ Animal Companion(s) Combatant/Specialist Precision/Grace

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Con Artist Class Features
The guy that’s too good to be true, the perfect Favored Attributes: Cunning, Awareness
buddy who appears when things look grim, the one Max Luck per level: 4 + Determination modifier
holding the knife when ambitions crumble and it’s Skill Ranks per level: 8 + Cunning modifier
clear somebody got played? Yeah, that’s probably Class Skills: Acting, Charisma, Focus, Intuition,
you. Menace, Negotiation, Profession, Stealth, Vigilance
In your story, a Con Artist could be...
Class Abilities
• A loveable grifter who is just letting you think They’re with Me: (prologue) You and your
you’re onto his scheme as the real con plays out. teammates gain a +1 Teamwork bonus to all Acting,
• A charming art-thief working with the police in Charisma, and Negotiation checks and are
search of freedom... and redemption. considered skilled even if they have 0 ranks in those
• A secret agent worming his way into the center of skills. You may spend 2 Twists to increase this bonus
a terrorist network as time runs out. to +3 until the end of the session.
• An undercover cop forced to balance the mission (Teamwork stacks, but cannot exceed +4)
with new loyalties built on fire and blood. Sweet Little Lies: At Level 1, you gain formidable
• Your best friend in the world who would never, Acting and may make Acting & Charisma checks
ever betray you... would they? using your Cunning modifier.
(Whenever you roll a 1-9 on an Acting check, turn
Power: Misleading the Mark the die to ‘10’. If you gain the same formidable skill
Your gift and your curse are that people trust you, a second time, you gain a Skill Talent instead.)
believe in you, and care about you. They still want Sell the Story: At Level 2 and 11, the Error Range
to believe even as you betray them. You lie so well of all Intuition checks targeting you increases by 2
that sometimes even you can’t speak with certainty and you may select 3 allies or Communities. You
about the ‘real you’. may treat any of these groups as the only allegiance
Party Role: Talker or culture you have any time someone attempts to
You are less about command than acceptance. determine your allegiance or native culture.
You blend in. People open up to you and share the The Switcheroo: (plot twist) At levels 3, 9 and 15,
secrets that will destroy them, relying on your skills once per adventure you can declare a unique item
and your judgment until you kick the chair out from in your possession or a bystander in your company
under them. But you rarely gloat when they fall: you to be under your protection until the end of the
get too close for that. adventure (i.e. “unique items” can include anything
Difficulty: ★★ Involved significant to the story such as a particular duffel bag
As the master of deceit, you will want to be full of cash).
familiar with your class skills and Infiltration (page If you are parted from the item or character by
XX). any means you may spend a Twist to reveal that you
Building a Con Artist previously replaced the target with a reasonably
Dip into Con Artist when you want to be able to convincing duplicate (such as a forgery, mannequin,
keep your secrets and your real identity safe. or disguised NPC as appropriate). The decoy cannot
Commit to Con Artist to grow into a social be identified as such for at least 1 full minute after
chameleon able to fit in and even excel in almost any being taken or destroyed, although it becomes clear
social situation. it is a fake almost immediately the next time it
subject to scrutiny (often in a later scene).
Live the Lie I: At Level 4, once per session, you
may automatically succeed with an Acting or Stealth
check with a Goal of up to 30 + your ranks that skill.

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Live the Lie II: (plot twist) At level 8, each time a Con Artist Talent: At Levels 5, 7, 9, 11, 13, and 15,
character gains information that should absolutely you gain an additional Chance, Style, or Tradecraft
blow your cover, you may try to explain it away. If Talent.
given any chance to speak, spend a Twist and make Wild Streak: Your life is a whirlwind people want
an opposed Acting vs. Intuition check against the to get caught up in. At Levels 6 and 12, you gain +2
most capable opponent present (at the Game Presence. You also gain an additional language you
Runner’s discretion). If you succeed, they disregard may speak as if you were a native speaker or with
their information in favor of your explanation... for any accent appropriate to any other language you
now. That character and their Unique allies gain a +2 know, as you choose.
Suspicion bonus towards you until the end of the Extreme Social Climbing: Problem? Turns out you
adventure. All of their non-Unique allies gain a +1 know a guy... At level 10, you gain 100 Reputation
Suspicion bonus until the end of the scene. (see page 195).
Live the Lie III: (Plot Twist) At Level 12, at the The Devil’s Smile: You are just so smooth. At Level
beginning of each session you gain a pool of skill 14 you gain +5 Grace and +2 Awareness.
ranks equal to one-half of your class level, rounded
up. You may spend these skill ranks at any time as a
free action to raise the rank of your skills until the
end of the session. You may not increase the rank of
any skill higher than your Class Level using this
ability.

Table 3.2: The Con Artist


Level Melee Ranged Def Init C H I Pres Twists Abilities
1 ▪ ▪▪ ▪▪ ▪▪ +1 ▪ ▪ +1 ▪ They’re with Me; Sweet Little Lies
2 ▪ +1 +1 +1 +1▪▪ ▪ ▪ +1▪▪ ▪▪ Sell the Story
3 ▪▪ +1▪ +1▪ +1▪ +2▪ ▪▪ ▪▪ +2▪ +1 The Switcheroo
4 +1 +2 +2 +2 +3 +1 +1 +3 +1▪ Live the Lie I
5 +1 +2▪ +2▪ +2▪ +3▪▪ +1 +1 +3▪▪ +2 Con Artist Talent
6 +1▪ +2▪▪ +2▪▪ +2▪▪ +4▪ +1▪ +1▪ +4▪ +2▪ Wild Streak
7 +1▪▪ +3▪ +3▪ +3▪ +5 +1▪▪ +1▪▪ +5 +2▪▪ Con Artist Talent
8 +1▪▪ +3▪▪ +3▪▪ +3▪▪ +5▪▪ +1▪▪ +1▪▪ +5▪▪ +3 Live the Lie II
9 +2 +4 +4 +4 +6▪ +2 +2 +6▪ +3▪ Con Artist Talent; The Switcheroo
10 +2▪ +4▪▪ +4▪▪ +4▪▪ +7 +2▪ +2▪ +7 +4 Extreme Social Climbing
11 +2▪ +5 +5 +5 +7▪▪ +2▪ +2▪ +7▪▪ +4▪ Con Artist Talent; Sell the Story
12 +2▪▪ +5▪ +5▪ +5▪ +8▪ +2▪▪ +2▪▪ +8▪ +4▪▪ Live the Lie III: Wild Streak
13 +3 +6 +6 +6 +9 +3 +3 +9 +5 Con Artist Talent
14 +3 +6▪ +6▪ +6▪ +9▪▪ +3 +3 +9▪▪ +5▪ Devil’s Smile
15 +3▪ +6▪▪ +6▪▪ +6▪▪ +10▪ +3▪ +3▪ +10▪ +6 Con Artist Talent; The Switcheroo

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Detective Class Abilities
Puzzles. You can’t stand them. Until you’ve solved Life of the Mind: (prologue) A mind of your caliber
them of course. Then you find another and does not lack for lucrative opportunities …Or
another… You squeeze every possible clue out of the distractions. You gain +1 Wealth and make a list of 7
environment, turning objects into witnesses and Interests. Once per session as a free action, you may
then listening to their story. reveal the depths of your curiosity, gaining your
In your story, a Detective could be… choice of one of these Interests until the end of the
current session. You may spend a Twist to exchange
• A consulting detective the police have grudgingly this Interest for another Interest from your list at
come to rely on any time.
• A scientist whose expert testimony is invaluable If you later gain any of these Interests
to national authorities permanently, you may choose a new Interest to
• An unstoppable forensic examiner powered by replace it.
caffeine (and plushies) Perception: At Level 1, You gain formidable
• A world-class cleaner who scours other’s crime Vigilance and may make Acting & Tactics checks
scenes, leaving no trace using your Awareness modifier.
(Whenever you roll a 1-9 on a Vigilance check, turn
Power: Deductive Reasoning the die to ‘10’. If you gain the same formidable skill
Every action creates traces and those traces are a second time, you gain a Skill Talent instead.)
like an open book to you. You are exceptionally good Sherlock: You are almost painfully good at reading
at both noticing and understanding the clues around the details of a person’s life from their belongings.
you. At Level 2, once per adventure per character, you
Party Role: Solver may spend 1 Turn studying that character (alive or
You excel at gathering information from the dead) for insights into their past. Choose two of the
environment, dealing with physical clues and following pieces of information.
observing the situation as it unfolds.
Difficulty: ★★ Involved • Their Backstory
You’re able to shuffle your Interests mid-session • Their Faction (If their faction is unknown to you at
so take some time setting up your list of options. this time you may choose a different piece of
You will also want to have a good grasp of how information to replace this one.)
Mysteries work (page XX). • Their Attribute scores and Lifestyle
Build: Dip into Detective to empower your • All of their Class Levels (or Class Abilities if an NPC)
Awareness Attributes and immediately master the • Their Presence and up to 3 Allies or Communities
carnival “cold read”. Sticking with Detective gives they have standing with (Game Runner’s choice)
you the game-changing Just the Facts, allowing you • Their state of health (or state immediately before
to always spot critical clues. You’ll also gain a death, if deceased)
collection of Talents and Contacts who can help you • All of their Interests
close cases. Criminal mind gives you choices as a • Up to 3 locations they’ve visited in the last 24
master detective while Accusation lets you put the hours (Game Runner’s choice)
main villain of the piece entirely on their back foot. • A single hint (Game Runner’s choice)

Class Features At Level 11, you may choose four of these pieces
Favored Attributes: Awareness, Precision of information
Max Luck per level: 4 + Determination modifier Just the Facts: (plot twist) You put two and two
Skill Ranks per level: 8 + Cunning modifier together and regularly come up with five! At Levels
Class Skills: Acting, Analysis, Expertise, Focus, 3, 6, 9, 12, and 15, once per session, you may spend
Intuition, Profession, Sabotage, Tactics, Vigilance a Twist to set the result of one of your Acting,
Analysis, Tactics, or Vigilance skill checks to a natural
20 instead of rolling. You may use Just the Facts with

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Clash skill checks, but only once per Clash. If the Accusation: Once you’ve unraveled someone’s
check requires more than a single turn and is not schemes, they’re rarely at their best anymore. At
part of a Clash, the time required for the check is level 14, Once per scene as a full action, you may
reduced to one-half of normal, rounded up to the accuse one character that can see or hear you,
neared whole turn. laying out your reasoning for their guilt. That
(You cannot be forced to reroll a natural 20.) character suffers a –4 Dread penalty to damage rolls
Past Clients I: The gratitude of those you have and is baffled until the end of the scene. During
helped can be quite tangible. At Level 4, you create dramatic scenes, this increases to a –10 fear penalty
a new Contact with the ability to pull Delivery 4, to damage rolls and 2 grades of baffled.
Diversion 4, Event 4, Rumors 4, or Support 4 Strings.
At the beginning of each adventure, you gain a
pool of 4 Twists which may only be spent pulling the
Strings of your Contacts or Allies.
Past Clients II: At Level 8, you create a second
Contact with the Delivery 4, Diversion 4, Event 4,
Rumors 4, or Support 4 Strings and your pool of
Twists for Pulling Strings increases to 7 Twists.
Past Clients III: At Level 8, you create a third
Contact with the Delivery 4, Diversion 4, Event 4,
Rumors 4, or Support 4 Strings and your pool of
Twists for Pulling Strings increases to 10 Twists.
Detective Talent: At Levels 5, 7, 9, 11, 13, and 15
you gain an additional Investigation or Skill Talent.
The Criminal Mind: You must often master the
tactics of your prey to outwit them. At Level 10, you
gain either formidable Acting or formidable Tactics.
(Whenever you roll a 1-9 on a formidable skill
check, turn the die to ‘10’. If you gain the same
formidable skill a second time, you gain a Skill Talent
instead.)

Table 3.3: The Detective


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪ ▪▪ ▪▪ ▪▪ ▪▪ ▪ +1 +1 Life of the Mind; Perception
2 ▪ +1 +1 +1 +1 ▪ +1▪▪ +1▪▪ Sherlock
3 ▪▪ +1▪ +1▪ +1▪ +1▪ ▪▪ +2▪ +2▪ Just the Facts
4 +1 +2 +2 +2 +2 +1 +3 +3 Past Clients I
5 +1 +2▪ +2▪ +2▪ +2▪ +1 +3▪▪ +3▪▪ Detective Talent
6 +1▪ +2▪▪ +2▪▪ +2▪▪ +2▪▪ +1▪ +4▪ +4▪ Just the Facts
7 +1▪▪ +3▪ +3▪ +3▪ +3▪ +1▪▪ +5 +5 Detective Talent
8 +1▪▪ +3▪▪ +3▪▪ +3▪▪ +3▪▪ +1▪▪ +5▪▪ +5▪▪ Past Clients II
9 +2 +4 +4 +4 +4 +2 +6▪ +6▪ Detective Talent; Just the Facts
10 +2▪ +4▪▪ +4▪▪ +4▪▪ +4▪▪ +2▪ +7 +7 The Criminal Mind
11 +2▪ +5 +5 +5 +5 +2▪ +7▪▪ +7▪▪ Detective Talent; Sherlock
12 +2▪▪ +5▪ +5▪ +5▪ +5▪ +2▪▪ +8▪ +8▪ Just the Facts; Past Clients III
13 +3 +6 +6 +6 +6 +3 +9 +9 Detective Talent
14 +3 +6▪ +6▪ +6▪ +6▪ +3 +9▪▪ +9▪▪ Accusation
15 +3▪ +6▪▪ +6▪▪ +6▪▪ +6▪▪ +3▪ +10▪ +10▪ Detective Talent; Just the Facts

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Fixer Class Abilities
Some people say that there’s no such thing as Word on the Street: (prologue) You and your
magic words, that you can’t whisper a secret little teammates each gain +1 Presence and a 10%
spell and set the world turning in a new direction. discount on the cost of any gear you have the
You know those people are wrong. It’s just that your matching Field for. You may spend 2 Twists to
magic is called ‘leverage’. increase this discount to 25% until the end of the
In your story, a Fixer could be... session.
Win-Win: There’s something in it for everybody.
• A freelance crisis manager who knows every There’s just a little more in it for you. At Level 1, You
player and every angle gain formidable Negotiation and may make Menace
• A ruthless corporate investor with a vision for his & Profession checks using your Cunning modifier.
city and the will to make it a reality (Whenever you roll a 1-9 on a Negotiation check,
• A meticulous spin-doctor with connections on turn the die to ‘10’. If you gain the same formidable
both sides of the law skill a second time, you gain a Skill feat instead.)
• A rising crime boss with lethal intentions towards Favors Owed: (Plot Twist) Some days it seems like
the old guard everybody owes you for something. At Levels 2 and
• An independent negotiator brought in to the most 11, once per adventure, you may choose a Unique
important meetings keep all sides honest character or a band of standard NPCs. You
remember you have 1 Marker from these characters
Power: Influence. for past services (see below). This Marker is
While you can pull off remarkable bargains in the discarded if you do not ask for a favor by the end of
spotlight, you benefit from dozens if not hundreds the current scene. You may not target the same
of deals closed off-camera. characters (or band) with this ability more than once
Party Role: Backer/Talker per scene.
As long as things stay civilized, you’re probably the Superior Cunning: At Levels 3, 9, and 15, you gain
most powerful person in the room. When things an additional Talent from the following list: Brains
stop being civilized, you’re the first to dive for cover. and Brawn, In for Another Hand, Insightful by
Design, Lasting Impression, or Quick Thinking. You
Difficulty: ★★ Involved
may select each Talent only once. If no choices
You often have the best access to equipment of
remain, you gain +1 Cunning and +1 to your lowest
anyone in your party, so take extra time familiarizing
Attribute instead.
yourself with Chapter 7 (page 164).
(Each of these Talents provides a +1 to Cunning
Build: Dip into Fixer to get your claws into every
and +1 to a different second Attribute.)
pie. Stick with Fixer to eat the whole damn pie. And
Leverage I: At Level 4, once per session, you may
don’t underestimate your ability to hang tough in a
automatically succeed with a Menace or
fight - the Fixer is above all a survivor.
Negotiation check with a Goal of up to 30 + your
ranks in that skill.
Class Features
Favored Attributes: Cunning
Max Luck per level: 6 + Determination modifier
Skill Ranks per level: 6 + Cunning modifier
Class Skills: Acting, Charisma, Intuition, Menace,
Negotiation, Profession, Tactics

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Leverage II: At Level 8, add 2 to your maximum Dealing with the Devil
ranks in Negotiation then gain 2 ranks of When you say “I’ll do anything...” and you mean
Negotiation for each Style Talent you have it, that’s where Markers come into play. Cashing
(maximum +8). in a Marker requires a character to do anything in
Add 2 to your maximum ranks in Profession then their immediate power to make the request happen
gain 2 ranks of Profession for each Gear Talent you short of committing a major crime, suicide, or
have (maximum +8). murder. These favors can’t require or last more
Add 2 to your maximum ranks in Tactics then gain than 6 hours (though the NPC may willingly
extend this grace period for requests they feel are
2 ranks of Tactics for each Tradecraft Talent you
equitable). The character’s attitude may be
have (maximum +8).
profoundly altered towards the person calling in
Leverage III: At Level 12, Your cost to pull Strings the Marker, from relief at being let off the hook
is reduced by 2 Twists, to a minimum of 1. with a trivial request to seething life-long hatred
Fixer Talent: At Levels 5, 7, 9, 11, 13, and 15, you after being faced with a brutally cruel demand...
gain an additional Gear, Style, or Tradecraft Talent. But they still do it.
Wheel and Deal I: At Level 6 the time required for
you to make Negotiation checks is reduced to one-
third of normal. You also gain an additional language
you may speak as if you were a native speaker or
with any accent appropriate to any other languages
you know, as you choose.
Wheel and Deal II: At Level 12 the time required
for you to make Negotiation checks is now reduced
to one-tenth of normal. You also gain another
language you may speak as if you were a native
speaker or with any accent appropriate to any other
languages you know, as you choose.
Teflon: (plot twist) At level 10, any loss of Legend
you suffer is reduced by 5 (to a minimum of 1) and
you automatically receive a 5 Twist Pardon any time
it’s relevant.
Kingpin: You are a nexus for the dealings of many
powerful entities and you always take your cut. At
Level 14, you gain +7 Presence and 100 Legend.

Table 3.4: The Fixer


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪ ▪▪ +1 +1 ▪ ▪ ▪▪ +1 Word on the Street; Win-Win
2 ▪ +1 +1▪▪ +1▪▪ ▪ ▪ +1 +1▪▪ Favors Owed
3 ▪▪ +1▪ +2▪ +2▪ ▪▪ ▪▪ +1▪ +2▪ Superior Cunning
4 +1 +2 +3 +3 +1 +1 +2 +3 Leverage I
5 +1 +2▪ +3▪▪ +3▪▪ +1 +1 +2▪ +3▪▪ Fixer Talent
6 +1▪ +2▪▪ +4▪ +4▪ +1▪ +1▪ +2▪▪ +4▪ Wheel and Deal I
7 +1▪▪ +3▪ +5 +5 +1▪▪ +1▪▪ +3▪ +5 Fixer Talent
8 +1▪▪ +3▪▪ +5▪▪ +5▪▪ +1▪▪ +1▪▪ +3▪▪ +5▪▪ Leverage II
9 +2 +4 +6▪ +6▪ +2 +2 +4 +6▪ Fixer Talent; Superior Cunning
10 +2▪ +4▪▪ +7 +7 +2▪ +2▪ +4▪▪ +7 Teflon
11 +2▪ +5 +7▪▪ +7▪▪ +2▪ +2▪ +5 +7▪▪ Favors Owed; Fixer Talent
12 +2▪▪ +5▪ +8▪ +8▪ +2▪▪ +2▪▪ +5▪ +8▪ Leverage III: Wheel and Deal II
13 +3 +6 +9 +9 +3 +3 +6 +9 Fixer Talent
14 +3 +6▪ +9▪▪ +9▪▪ +3 +3 +6▪ +9▪▪ Kingpin
15 +3▪ +6▪▪ +10▪ +10▪ +3▪ +3▪ +6▪▪ +10▪ Fixer Talent; Superior Cunning

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Genius Class Features
In a world of growing education and technological Favored Attributes: Precision, Cunning
sophistication, producing or recruiting genius-level Max Luck per level: 4 + Determination modifier
talent is a constant concern for corporate, Skill Ranks per level: 8 + Cunning modifier
government, and even the entertainment sectors. Class Skills: Acting, Analysis, Charisma, Expertise,
This competition has given rise to a whole class of Focus, Negotiation, Profession, Sabotage, Vigilance
brilliantly capable individuals who move among the
highest circles and occasionally filter down to Class Abilities
revered positions of importance in even the Expert Instruction: (prologue) Once per character
meanest places. per adventure, you may instruct a character by
In your story, a Genius could be... conversing with them for 1 minute. If they don’t
already have an additional temporary Talent from
• A corporate scientist guarded day and night as a Expert Instruction, you may spend a Twist to share
critical departmental asset. one of your Skill Talents with them as a temporary
• A rising street-artist with an undeniable gift for Talent until the end of the adventure.
touching people’s hearts. (If you share one of your Adept Talents, it affects
• An insightful engineer whose creations could the same skills as your version of that Talent.)
disrupt an entire industry. Creative Impulse: At Level 1, you gain formidable
• An accomplished doctor who has saved countless Profession and may make Analysis & Charisma
lives. checks using your Precision modifier.
(Whenever you roll a 1-9 on a Profession check,
Power: Unparalleled Intellect turn the die to ‘10’. If you gain the same formidable
You are simply amazing in your chosen fields of skill a second time, you instead gain a bonus Skill
interest, able to make crucial discoveries or cobble talent.)
together wonders with only the most rudimentary Know It All: At Levels 2 and 11, twice per
tools. adventure as a free action, you may gain a
Party Role: Specialist temporary Skill Talent of your choice until the end
The heart of your toolbox is the Profession skill, of the current adventure.
but you’re strong in almost any area you take an Eureka!: (plot twist) Your flashes of insight are
interest in. A powerful ‘pure’ skill-specialist, the breathtaking. At Levels 3, 6, 9, 12, and 15, once per
Genius is able to handle many of even the toughest session you may spend a Twist to set the result of
skill checks with ease. one of your Analysis, Charisma, Profession, or
Difficulty: ★★ Involved Sabotage skill checks to a natural 20 instead of
Your ability to gain and mentor temporary skill rolling. You may use Eureka with Clash skill checks,
Talents gives your whole team a lot of flexibility. but only once per Clash. If the check requires more
Your knowledge of the Skill Tree and your options than a single turn and is not part of a Clash, the time
for the Know It All ability will have a big impact on required for the check is reduced to one-half of
your capacity to shape story outcomes to your normal, rounded up to the neared whole turn.
liking. Comprehensive Practice: At levels 4, 8, and 12,
Build: Dip into Genius to grab floating Skill Talents choose 3 skills to gain the “Practiced” benefit. You
and the ability to share them with your team while may not choose skills you already consider Practiced
securing your essential superiority with the (Practiced skill can also be gained from your
Profession skill. Staying in Genius will give you Occupation as part of your Backstory). Add 4 to your
powerful abilities to bypass normal skill rolls, maximum ranks in each skill chosen, then gain 4
numerous Talent choices, and impressive skill ranks in each of those skills.
bonuses. Genius Talent: At Levels 5, 7, 9, 11, 13, and 15, you
gain an additional Gear Talent or Skill Talent.

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Giant in the Field: At Level 10, you gain +2 Wealth
and the attitude of any NPC who shares a Field with
you is improved by +3
Luminary: At Level 14, you gain +5 Precision and
+2 Cunning.

Table 3.5: The Genius


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪ ▪▪ ▪ +1 +1 ▪ ▪▪ +1 Expert Instruction; Creative Impulse
2 ▪ +1 ▪ +1▪▪ +1▪▪ ▪ +1 +1▪▪ Know it All (2 Talents)
3 ▪▪ +1▪ ▪▪ +2▪ +2▪ ▪▪ +1▪ +2▪ Eureka!
4 +1 +2 +1 +3 +3 +1 +2 +3 Comprehensive Practice
5 +1 +2▪ +1 +3▪▪ +3▪▪ +1 +2▪ +3▪▪ Genius Talent
6 +1▪ +2▪▪ +1▪ +4▪ +4▪ +1▪ +2▪▪ +4▪ Eureka!
7 +1▪▪ +3▪ +1▪▪ +5 +5 +1▪▪ +3▪ +5 Genius Talent
8 +1▪▪ +3▪▪ +1▪▪ +5▪▪ +5▪▪ +1▪▪ +3▪▪ +5▪▪ Comprehensive Practice
9 +2 +4 +2 +6▪ +6▪ +2 +4 +6▪ Eureka!; Genius Talent
10 +2▪ +4▪▪ +2▪ +7 +7 +2▪ +4▪▪ +7 Giant in the Field
11 +2▪ +5 +2▪ +7▪▪ +7▪▪ +2▪ +5 +7▪▪ Genius Talent; Know it All (4 Talents)
12 +2▪▪ +5▪ +2▪▪ +8▪ +8▪ +2▪▪ +5▪ +8▪ Comprehensive Practice; Eureka!
13 +3 +6 +6 +9 +6 +3 +6 +9 Genius Talent
14 +3 +6▪ +6▪ +9▪▪ +6▪ +3 +6▪ +9▪▪ Luminary
15 +3▪ +6▪▪ +6▪▪ +10▪ +6▪▪ +3▪ +6▪▪ +10▪ Eureka!; Genius Talent

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Ghost Class Abilities
You are the shadow of history, the silent blade, [REDACTED]: (prologue) Information about you is
the shot in the dark that changes the world one almost non-existent... and what can be found is
dying gasp at a time. Whether you are a living mostly lies. Other characters cannot add their
weapon serving greater powers or your own master Awareness modifier to checks targeting you or that
with your own mercenary agenda, others are right would reveal information about you or your
to fear you. presence. The maximum bonus other characters can
In your story, a Ghost could be… gain from your dossier is +2 ranks.
The Unseen Hand: At Level 1, You gain formidable
• A hardened sniper, serving his country and loyal Stealth and may make Focus & Survival checks using
his own moral code. your Cunning modifier.
• A shadowy hit-man feared as much as he is (Whenever you roll a 1-9 on a Stealth check, turn
respected. the die to ‘10’. If you gain the same formidable skill
• A special operative so spectacularly successful a second time, you gain a Skill Talent instead.)
some suspect they have psychic powers. Silent Kill I: At Level 2, if you are out of combat
• A lone vigilante who exploits the weakness and you may perform a silent kill on a single bystander
fear found in all criminals or enemy. The target must be within the range of
• A secret warrior, heir to ancient traditions and your readied weapon, have no more than one-
locked in a battle between rival ninja clans. quarter cover, and be unaware of your presence as
a hostile threat (typically due to distance, disguise,
Power: Assassination or stealth). You are considered to have rolled a
While you’re no slouch in a stand-up fight, you are natural 18 on this attack. If this is a threat, you must
beyond deadly when you have the opportunity to still spend a Twist or roll to confirm it to a critical hit.
prepare an ambush. If the target is defeated, they make no sound and
Party Role: Combatant/Prowler give no warning beyond the evidence of their wound
You are a master infiltrator and deadly assassin: if and slumping to the ground (however, the weapon
it’s possible to go unnoticed, you’ve already come still makes sound normally).
and gone. Silent Kill II: At Level 11, you are considered to
have rolled a natural 19 and the target may have up
Difficulty: ★ Easy
to three-quarters cover.
Near-invisibility will often be your go-to strategy.
Superior Cunning: At Levels 3, 9, and 15, you gain
Be sure to read up on your class skills and Stealth in
an additional Talent from the following list: Brains
particular (page 123).
and Brawn, In for Another Hand, Insightful by
Building a Ghost
Design, Lasting Impression, or Quick Thinking. You
Dip into Ghost to become an invisible killer. Stick
may select each Talent only once. If no choices
with Ghost to become one of the most lethal
remain, you gain +1 Cunning and +1 to your lowest
assassins in history.
Attribute instead.
(Each of these Talents provides a +1 to Cunning
Class Features and +1 to a different second Attribute.)
Requirements: You must have an Archery, Ninjutsu I: At Level 4, you are aware of the
Concealed Weapons, or Longarms weapon locations of all characters within 8 sqaures with
proficiency or one of their focuses. fewer ranks in Stealth than you have ranks in
Favored Attributes: Grace, Cunning Vigilance. This awareness does not require line of
Max Luck per level: 6 + Determination modifier sight and does not provide you with knowledge of
Skill Ranks per level: 6 + Cunning modifier who or what those characters are.
Class Skills: Acrobatics, Acting, Athletics, Focus,
Stealth, Survival, Vigilance

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Ninjutsu II: At Level 8, add 2 to your maximum Breathtaking: When you choose to strike your
ranks in Focus then gain 2 ranks of Focus for each enemies often draw their final breath. At Level 14,
Melee Combat Talent you have (maximum +8). You gain a Twist each time you defeat a Unique
Add 2 to your maximum ranks in Stealth then gain enemy with one of your attacks. Also, while you are
2 ranks of Stealth for each Covert Talent you have aiming, your attacks gain 25 Execute Damage.
(maximum +8). (Execute Damage is added to your normal damage
Add 2 to your maximum ranks in Vigilance then when attacking characters IF the added damage
gain 2 ranks of Vigilance for each Ranged Combat would be enough to defeat the character.)
Talent you have (maximum +8).
Ninjutsu III: At Level 12, once per scene, you may
spend a Full Turn to recover Luck equal to twice your
ranks in Focus. You must be hidden from all enemies
present to use this ability.
Ghost Talent: At Levels 5, 7, 9, 11, 13, and 15, you
gain an additional Covert, Melee Combat, or Ranged
Combat Talent.
One Hit, One Kill I: At Level 6 all of your attacks on
non-Unique characters gain the Fatal tag.
One Hit, One Kill II: At Level 12 all of your attacks
on Unique characters gain the Fatal tag.
(If you roll a threat on a Fatal attack, it is
automatically confirmed as a critical hit.)
Silent Approach: At Level 10, you gain either
formidable Athletics or formidable Survival.
(Whenever you roll a 1-9 on a formidable skill
check, turn the die to ‘10’. If you gain the same
formidable skill a second time, you gain a Skill Talent
instead.)

Table 3.6: The Ghost


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪▪ ▪▪ ▪ ▪▪ ▪▪ +1 +1 ▪ [Redacted]; The Unseen Hand
2 +1 +1 ▪ +1 +1 +1▪▪ +1▪▪ ▪ Silent Kill I
3 +1▪ +1▪ ▪▪ +1▪ +1▪ +2▪ +2▪ ▪▪ Superior Cunning
4 +2 +2 +1 +2 +2 +3 +3 +1 Ninjutsu I
5 +2▪ +2▪ +1 +2▪ +2▪ +3▪▪ +3▪▪ +1 Ghost Talent
6 +2▪▪ +2▪▪ +1▪ +2▪▪ +2▪▪ +4▪ +4▪ +1▪ One Hit, One Kill I
7 +3▪ +3▪ +1▪▪ +3▪ +3▪ +5 +5 +1▪▪ Ghost Talent
8 +3▪▪ +3▪▪ +1▪▪ +3▪▪ +3▪▪ +5▪▪ +5▪▪ +1▪▪ Ninjutsu II
9 +4 +4 +2 +4 +4 +6▪ +6▪ +2 Ghost Talent; Superior Cunning
10 +4▪▪ +4▪▪ +2▪ +4▪▪ +4▪▪ +7 +7 +2▪ Silent Approach
11 +5 +5 +2▪ +5 +5 +7▪▪ +7▪▪ +2▪ Ghost Talent; Silent Kill II
12 +5▪ +5▪ +2▪▪ +5▪ +5▪ +8▪ +8▪ +2▪▪ Ninjutsu III; One Hit, One Kill II
13 +6 +6 +3 +6 +6 +9 +9 +3 Ghost Talent
14 +6▪ +6▪ +3 +6▪ +6▪ +9▪▪ +9▪▪ +3 Breathtaking
15 +6▪▪ +6▪▪ +3▪ +6▪▪ +6▪▪ +10▪ +10▪ +3▪ Ghost Talent; Superior Cunning

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Investigator Class Abilities
Some people just can’t rest until they get to the BOLO: (prologue) You and your teammates gain a
truth… and you are used to staying up late. +1 Teamwork bonus to all Intuition, Stamina, and
In your story, an Investigator could be… Vigilance checks and are considered skilled even if
they have 0 ranks in those skills. You may spend 2
• A special agent tasked with his country’s most Twists to increase this bonus to +3 until the end of
pressing crimes the session.
• A prize-winning journalist who never backs down (Teamwork stacks, but cannot exceed +4)
• A gumshoe whose day hasn’t really started until Take the Case: At Level 1, you gain formidable
somebody has beaten him up for asking the wrong Intuition and may make Menace & Profession
question checks using your Awareness modifier.
• A rumpled police detective who would like to go (Whenever you roll a 1-9 on an Intuition check,
over your story just one more time turn the die to ‘10’. If you gain the same formidable
• A menacing bounty-hunter who always finds his skill a second time, you gain a Skill Talent instead.)
mark Freeze! I: At Level 2, during the surprise round and
the first round of each combat when you attack a
Power: Interrogation single character you may gain +4 Threat Range on
You are a master at making people give up the attack by demanding their surrender. Before
information and confess to their crimes. rolling your attack roll, the target may surrender to
Party Role: Solver/Ranged cancel the attack.
You are a shrewd observer of people and can Freeze! II: At Level 11 the bonus to Threat Range
handle yourself when those people turn nasty. increases to +6 and the target must spend 2 Twists
dice to resume hostilities.
Difficulty: ★ Easy
(Characters who surrender drop any readied
Your strength comes from simple, reliable tactics
weapons and submit to being bound. A surrendered
and tools. You will want to have a good grasp of how
character must spend a Twist to resume hostilities
Mysteries work (page XX).
during that scene unless attacked)
Building an Investigator
Respected: At levels 3, 9, and 15, you gain a pool
Dip into Investigator to cut through the bullshit
of 60 Reputation. You may spend up to 10 of this
and for a powerful take-down attack at the
Reputation per scene as a free action or you may
beginning of combat. Commit to the Investigator to
spend any amount of it between adventures.
build keen instincts and acquire Contacts that reach
Legwork I: Sometimes you’ve got to go out and
across communities to bring in the information you
put a little wear on those soles to shake something
need to move forward.
loose. At Level 4, you create a new Contact with the
ability to pull Decree 4, Detention 4, Invitation 4,
Class Features Loan 4, Reconnaissance 4, or Reinforcements 4
Requirements: You must have an Archery, Strings.
Sidearms, or Longarms weapon proficiency or one At the beginning of each adventure, you gain a
of their focuses. pool of 4 Twists which may only be spent pulling the
Favored Attributes: Awareness/Determination Strings of your Contacts or Allies.
Max Luck per level: 6 + Determination modifier Legwork II: At Level 8, you create a second
Skill Ranks per level: 6 + Cunning modifier Contact with the Detention 4, Invitation 4, Loan 4,
Class Skills: Analysis, Intuition, Leadership, Reconnaissance 4, or Reinforcements 4 Strings and
Menace, Profession, Stamina, Vigilance your pool of Twists for Pulling Strings increases to 7
Twists.
Legwork III: At Level 8, you create a third Contact
with the Detention 4, Invitation 4, Loan 4,
Reconnaissance 4, or Reinforcements 4 Strings and
your pool of Twists for Pulling Strings increases to 10
Twists.

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Investigator Talent: At Levels 5, 7, 9, 11, 13, and
15, you gain an additional Adventure or
Investigation Talent.
Break the Case: At Levels 6 and 12, once per
session, you may automatically succeed with an
Awareness check with a Goal of up to 30 + your
ranks in the skill used for that check.
Good Cop, Bad Cop: At Level 10, may add +5 to
the lower of your skill check results each round
during Interrogation Clashes.
(If you gain the same Interrogation Clash bonus a
second time, you gain an Investigation Talent
instead.)
A Legend on the Force: At Level 14 you gain +5
Awareness and +2 Determination.

Table 3.7: The Investigator


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪▪ +1 ▪▪ ▪▪ ▪▪ ▪ ▪ +1 BOLO; Take the Case
2 +1 +1▪▪ +1 +1 +1 ▪ ▪ +1▪▪ Freeze! I
3 +1▪ +2▪ +1▪ +1▪ +1▪ ▪▪ ▪▪ +2▪ Respected
4 +2 +3 +2 +2 +2 +1 +1 +3 Legwork I
5 +2▪ +3▪▪ +2▪ +2▪ +2▪ +1 +1 +3▪▪ Investigator Talent
6 +2▪▪ +4▪ +2▪▪ +2▪▪ +2▪▪ +1▪ +1▪ +4▪ Break the Case
7 +3▪ +5 +3▪ +3▪ +3▪ +1▪▪ +1▪▪ +5 Investigator Talent
8 +3▪▪ +5▪▪ +3▪▪ +3▪▪ +3▪▪ +1▪▪ +1▪▪ +5▪▪ Legwork II
9 +4 +6▪ +4 +4 +4 +2 +2 +6▪ Investigator Talent; Respected
10 +4▪▪ +7 +4▪▪ +4▪▪ +4▪▪ +2▪ +2▪ +7 Good Cop, Bad Cop
11 +5 +7▪▪ +5 +5 +5 +2▪ +2▪ +7▪▪ Freeze! II; Investigator Talent
12 +5▪ +8▪ +5▪ +5▪ +5▪ +2▪▪ +2▪▪ +8▪ Break the Case; Legwork III
13 +6 +9 +6 +6 +6 +3 +3 +9 Investigator Talent
14 +6▪ +9▪▪ +6▪ +6▪ +6▪ +3 +3 +9▪▪ A Legend on the Force
15 +6▪▪ +10▪ +6▪▪ +6▪▪ +6▪▪ +3▪ +3▪ +10▪ Investigator Talent; Respected

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Marksman Class Features
Rifle shouldered and ready, coolly and Requirements: You must have an Archery,
professionally sweeping your weapon and gaze Sidearms, or Longarms weapon proficiency or one
from side to side as you advance, you are the iconic of their focuses.
infantryman and a cornerstone of modern military Favored Attributes: Precision
forces and armed government agencies. You are Max Luck per level: 8 + Determination modifier
equally at home in the untamed countryside and the Skill Ranks per level: 4 + Cunning modifier
dirty block-by-block landscape of urban combat. Class Skills: Athletics, Stealth, Survival, Tactics,
In your story, a Marksman could be… Vigilance

• A hardened mercenary undertaking covert Class Abilities


paramilitary ops for the highest bidder. Boot-Camp: (prologue) Before spending your skill
• A SWAT team member leading the way boots-first ranks for this level, you gain 1 rank in each of the 5
into the suck. Marksman Class Skills. You gain 5 Fervor when you
• A cold-blooded vigilante seeking revenge against spend a Twist to confirm a critical hit or reroll an
the crime family that destroyed their life. attack roll, or 10 Fervor if you are spending your last
• A covert operator with a classified dossier Twist.
brimming with [mission accomplished] stamps. Door Kicker: At Level 1, you learn sign language
• A ruthless underworld triggerman known for his and your attacks with ranged weapons ignore the
terrifyingly keen aim. penalties for being engaged and cannot be
redirected (see Friendly Fire, page 149).
Power: Firefights You gain 2 Ruthlessness on all of your attacks
Once the bullets start flying, everyone wants to be during surprise rounds and the first normal round of
your friend. each combat.
Party Role: Ranged/Backer (Your attacks against characters who are flanked
While a premier fighter able to dominate most or reckless gain +1 damage and while rolling to
firefights, the Marksman also emphasizes squad confirm a critical hit they gain +1 Threat Range.)
tactics, working with other specialists to accomplish Hard Targets: When the dust settles, your guys
a wide range of missions beyond simply seizing are usually the ones still standing. At Levels 2 and
ground and putting the enemy to rout. 11, you and your teammates able to see or hear you
Difficulty: ★ Easy gain a +2 Teamwork bonus to Defense and to checks
You may gain the ability to claim a Battlefield to avoid Feint attempts or ambushes.
Talent mid-game, so be sure to be familiar that (Teamwork stacks, but cannot exceed +4)
Talent tree (page 84). Superior Precision: At Levels 3, 9, and 15, you gain
Building a Marksman an additional Talent from the following list: Battle
Dip into Marksman for a quick shot of military or Hardened, Insightful by Design, Like a Hawk, Poetry
paramilitary training. Commit to Marksman to hone in Motion, or Polished Performance. You may select
your entire team to a razor edge able to survive and each Talent only once. If no choices remain, you gain
triumph when the shooting starts. +1 Precision and +1 to your lowest Attribute instead.
(Each of these Talents provides a +1 to Precision
and +1 to a different second Attribute.)
Stay the Course I: Your fierce motivation has seen
you through terrible times. At level 4, you may
spend a Full Action to give 4 Fervor to yourself and
all of your teammates in verbal or visual contact
with you.
Stay the Course II: At Level 8, this increases to 7
Fervor.

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Stay the Course III: At Level 12, this increases to Sign Language
10 Fervor. If both the “speaker” and “listener” are fluent in
Marksman Talent: At Levels 5, 7, 9, 11, 13, and 15, sign language, abilities that require a character to
you gain an additional Battlefield or Ranged Combat be able to see and hear the speaker function
Talent. silently and cannot be drowned out by loud noises
Seize the Moment: At Levels 6 and 12, once per such as the din of combat. A character can give
session, you may interrupt another character’s turn simple instructions and commentary with only a
or action, taking 1 action before their action single hand, but both hands are required for and
resolves. Your action is so abrupt it does not trigger communication-based skill checks. While sign
readied actions or cost you actions from your next language works in conjunction with facial
turn. If the character can no longer perform the expression and body language just as the spoken
triggering act, they lose that action rather than word does, it can still be challenging to convey
choosing a new action. nuance without the tools of tone and inflection.
This presents a –2 penalty to skill checks relying
Best of the Best: At Level 10, once per character
on sign language.
per scene when you or a teammate who can see or
hear you make a skill check, they may apply the
highest available skill bonus among you or your
teammates who can see or hear you.
“Go, go, go!”: In any crisis seconds are precious -
and you know how to squeeze the most out of them.
At Level 14, each round you or a single ally of your
choice in verbal or visual contact with you may take
an additional aim, standard move, handle item, or
reposition action during their turn. No character
may gain more than a single additional action per
round from this ability.

Table 3.8: The Marksman


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪▪ +1 +1 ▪ +1 ▪▪ ▪ ▪ Boot Camp; Door Kicker
2 +1 +1▪▪ +1▪▪ ▪ +1▪▪ +1 ▪ ▪ Hard Targets I
3 +1▪ +2▪ +2▪ ▪▪ +2▪ +1▪ ▪▪ ▪▪ Superior Precision
4 +2 +3 +3 +1 +3 +2 +1 +1 Stay the Course I
5 +2▪ +3▪▪ +3▪▪ +1 +3▪▪ +2▪ +1 +1 Marksman Talent
6 +2▪▪ +4▪ +4▪ +1▪ +4▪ +2▪▪ +1▪ +1▪ Seize the Moment
7 +3▪ +5 +5 +1▪▪ +5 +3▪ +1▪▪ +1▪▪ Marksman Talent
8 +3▪▪ +5▪▪ +5▪▪ +1▪▪ +5▪▪ +3▪▪ +1▪▪ +1▪▪ Stay the Course II
9 +4 +6▪ +6▪ +2 +6▪ +4 +2 +2 Marksman Talent; Superior Precision
10 +4▪▪ +7 +7 +2▪ +7 +4▪▪ +2▪ +2▪ Best of the Best
11 +5 +7▪▪ +7▪▪ +2▪ +7▪▪ +5 +2▪ +2▪ Hard Targets II; Marksman Talent
12 +5▪ +8▪ +8▪ +2▪▪ +8▪ +5▪ +2▪▪ +2▪▪ Seize the Moment; Stay the Course III
13 +6 +9 +9 +3 +9 +6 +3 +3 Marksman Talent
14 +6▪ +9▪▪ +9▪▪ +3 +9▪▪ +6▪ +3 +3 “Go, go, go!”
15 +6▪▪ +10▪ +10▪ +3▪ +10▪ +6▪▪ +3▪ +3▪ Marksman Talent; Superior Precision

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Pathfinder Class Abilities
It takes a special breed to push beyond the Summer Camp: (prologue) You and your
boundaries of civilization and reach your goals in the teammates gain a +1 Teamwork bonus to all
wilds. Explorer and diplomat, scout and voyager, the Athletics, Survival, and Vigilance checks and are
Pathfinder is the essential guide on this journey into considered skilled even if they have 0 ranks in those
the future. skills. You may spend 2 Twists to increase this bonus
In your story, a Pathfinder could be… to +3 until the end of the session.
(Teamwork stacks, but cannot exceed +4)
• A full-contact archeologist seeking history’s lost Lay of the Land: At Level 1, You gain formidable
relics Survival and may make Profession & Vigilance
• A seemingly gruff prospector who occasionally checks using your Determination.
reveals a bit of charm (Whenever you roll a 1-9 on a Survival check, turn
• A keeper of the old ways, close to the land even the die to ‘10’. If you gain the same formidable skill
when standing amid new horizons a second time, you instead gain a bonus Skill Talent.)
• A corporate operative looking to seize all the Narrowest Escape: (plot twist) Whether it’s falling
untapped wealth the wilds have to offer off of a cliff, setting off a deadly trap, or even having
a bomb dropped on you, you manage to wiggle out
Power: Will to Survive of peril that would slaughter others. At Level 2, once
You (and those close to you) push hard to survive per character per scene when you and/or any
and overcome even the most catastrophic turns of adjacent non-enemy characters would have their
fate. Wounds reduced to 0 or less by environmental
Party Role: Survivor/Tank damage, a trap, or a multi-target attack, they are
You’re used to roughing it, able to make the best instead left with exactly 1 Wound.
of situations and environments. You seek out every At Level 11, once per character per scene when
opportunity to prevent or avoid lethal mishaps, be it you and/or any adjacent non-enemy characters
enemy action or natural disaster. would have their Luck reduced to 0 or less by
Difficulty: ★ Easy environmental damage, a trap, or a multi-target
Terrain mastery and simple toughness are fairly attack, they are instead left with exactly 1 Luck.
straightforward themes. Collect Terrain Studies to Cross-Country: At Level 3, 9, and 15, you gain two
expand the availability of your main abilities. You Terrain Studies. You and all characters
also benefit from bringing less than total destruction accompanying you gain a +1 Teamwork bonus to
to your enemies: treat enemies like allies and they their Travel Speed.
might stop being enemies. While not a remarkable (Teamwork stacks, but cannot exceed +4)
damage-dealer, you’ll still want to stay in the thick Common Ground I: Even in times of strife, you
of things to shelter your allies. reach out your hand in friendship. At Level 4, you
Build: Dip into Pathfinder to get a solid base for create a new Contact with the ability to pull Delivery
navigating unusual terrain and getting out of no-win 4, Detention 4, Diversion 4, Reconnaissance 4, or
scenarios alive. Commit to Pathfinder to become Safe Passage 4 Strings.
even harder to bring down while building alliances At the beginning of each adventure, you gain a
out of the many unique personalities you meet pool of 4 Twists which may only be spent pulling the
along the way. Strings of your Contacts or Allies.
Common Ground II: At Level 8, you create a
second Contact with the Delivery 4, Detention 4,
Class Features Diversion 4, Reconnaissance 4, or Safe Passage 4
Favored Attributes: Determination, Fitness Strings and your pool of Twists for Pulling Strings
Max Luck per level: 6 + Determination modifier increases to 7 Twists.
Skill Ranks per level: 6 + Cunning modifier
Class Skills: Athletics, Acrobatics, Expertise,
Focus, Profession, Survival, Vigilance

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Common Ground III: At Level 8, you create a third
Contact with the Delivery 4, Detention 4, Diversion
4, Reconnaissance 4, or Safe Passage 4 Strings and
your pool of Twists for Pulling Strings increases to 10
Twists.
Pathfinder Talent: At Levels 5, 7, 9, 11, 13, and 15
you gain an additional Battlefield or Chase Talent.
Pull Through: At Levels 6 and 12, you and each of
your adjacent teammates and allies gain a +1 bonus
to all Saving Throws.
Frontier Know-How: At Level 10, your Chase
Talents count as Battlefield Talents and your
Battlefield Talents count as Chase Talents.
(If you gain the same cross-counting benefit a
second time, you instead gain +1 to the Attribute of
your choice.)
Wariness: You are constantly scanning your
surroundings. At level 14, all successful attacks on
you that are not threats or critical hits become
grazes if you are in a terrain you have Studied and
not vulnerable.
(Grazes do ½ damage rounded up after Armor and
Resistances have been applied.)

Table 3.9: The Pathfinder


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪▪ ▪▪ ▪▪ ▪ ▪▪ +1 +1 ▪ Summer Camp; Lay of the Land
2 +1 +1 +1 ▪ +1 +1▪▪ +1▪▪ ▪ Narrowest Escape (Wounds)
3 +1▪ +1▪ +1▪ ▪▪ +1▪ +2▪ +2▪ ▪▪ Cross-Country +1
4 +2 +2 +2 +1 +2 +3 +3 +1 Common Ground I
5 +2▪ +2▪ +2▪ +1 +2▪ +3▪▪ +3▪▪ +1 Pathfinder Talent
6 +2▪▪ +2▪▪ +2▪▪ +1▪ +2▪▪ +4▪ +4▪ +1▪ Pull Through +1
7 +3▪ +3▪ +3▪ +1▪▪ +3▪ +5 +5 +1▪▪ Pathfinder Talent
8 +3▪▪ +3▪▪ +3▪▪ +1▪▪ +3▪▪ +5▪▪ +5▪▪ +1▪▪ Common Ground II
9 +4 +4 +4 +2 +4 +6▪ +6▪ +2 Cross-Country +2; Pathfinder Talent
10 +4▪▪ +4▪▪ +4▪▪ +2▪ +4▪▪ +7 +7 +2▪ Frontier Know-How
11 +5 +5 +5 +2▪ +5 +7▪▪ +7▪▪ +2▪ Pathfinder Talent; Narrowest Escape (Luck)
12 +5▪ +5▪ +5▪ +2▪▪ +5▪ +8▪ +8▪ +2▪▪ Common Ground III, Pull Through +2
13 +6 +6 +6 +3 +6 +9 +9 +3 Pathfinder Talent
14 +6▪ +6▪ +6▪ +3 +6▪ +9▪▪ +9▪▪ +3 Wariness
15 +6▪▪ +6▪▪ +6▪▪ +3▪ +6▪▪ +10▪ +10▪ +3▪ Cross-Country +3; Pathfinder Talent

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Thief Class Abilities
From alien crypts filled with bizarre traps to The Crew: (prologue) You only work with pros...
modern high-rises with state-of-the-art sensors, you The stakes are too high not to. You and your
pit your wits, your planning, and your sheer physical teammates gain a +1 Teamwork bonus to all
prowess against the toughest security there is. Expertise, Sabotage, and Stealth checks and are
In your story, a Thief could be... considered skilled even if they have 0 ranks in those
skills. You may spend 2 Twists to increase this bonus
• An ex-con looking to turn his skills towards to +3 until the end of the session.
redemption (Teamwork stacks, but cannot exceed +4)
• A two-fisted archeologist racing to keep ancient Breach: There is an exactness to your every
secrets out of the wrong hands action. At Level 1, you gain formidable Sabotage and
• A nimble cat burglar who steals for the thrill more may make Acrobatics & Stealth checks using your
than the money Precision modifier.
• A master criminal working his way up to the heist (Whenever you roll a 1-9 on a Sabotage check,
of the century turn the die to ‘10’. If you gain the same formidable
• A covert government operative whose missions skill a second time, you gain an additional Skill
are under so much secrecy that there is no place Talent instead.)
for failure... or backup Over, Under, or Through: At Levels 2 and 11,
You and your teammates gain a +2 Teamwork
Power: Heists bonus to the number of successes required by
If it is important, people guard it. Then you steal it opponents to win Chase, Heist, and Interrogation
anyway. Who doesn’t love the perfect heist? Clashes.
Party Role: Prowler/Solver (Teamwork bonuses stack, but cannot exceed 4)
You don’t just take stuff. It’s often information Superior Precision: At Levels 3, 6, 9, 12, and 15,
that’s being guarded. Information that could be the you gain an additional Talent from the following list:
key to resolving your current situation. Battle Hardened, Insightful by Design, Like a Hawk,
Poetry in Motion, or Polished Performance. You
Difficulty: ★ Easy
may select each Talent only once. If no choices
Most of your activities revolve around your
remain, you gain +1 Precision and +1 to your lowest
specialized skill-set, so be sure to read up on your
Attribute instead.
class skills. Sabotage is a particularly flexible skill
(Each of these Talents provides a +1 to Precision
that will reward your creativity (page 132).
and +1 to a different second Attribute.)
Building a Thief
The Big Score I: At Level 4, once per session, you
Dip into Thief to snatch the goods and get away
automatically succeed with an Acrobatics or
with it. Commit to Thief to make your way into and
Analysis check with a Goal of up to 30 + your ranks
out of the most ridiculously well-guarded places
in the skill used for that check.
without raising so much as an eyebrow.
The Big Score II: At Level 8, add 2 to your
maximum ranks in Acrobatics then gain 2 ranks of
Class Features Acrobatics for each Chase Talent you have
Requirements: You must have the Security Field (maximum +8).
or if this is your first Character Level you must Add 2 to your maximum ranks in Sabotage then
choose Security as the next Field you receive from gain 2 ranks of Sabotage for each Investigation
gaining your first rank of Expertise, Profession, or Talent you have (maximum +8).
Sabotage. Add 2 to your maximum ranks in Stealth then gain
Favored Attributes: Precision/Awareness 2 ranks of Stealth for each Covert Talent you have
Max Luck per level: 6 + Determination modifier (maximum +8).
Skill Ranks per level: 6 + Cunning modifier The Big Score III: At Level 12, you may use your
Class Skills: Analysis, Athletics, Expertise, Focus, Wealth to reduce the cost of a purchase 3 additional
Sabotage, Stealth, Vigilance times this adventure for each Heist clash you win.

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Thief Talent: At Levels 5, 7, 9, 11, 13, and 15, you
gain an additional Chase, Covert, or Investigation
Talent.
Get In, Get Out: Whether it’s climbing over a wall
or slinking past guards, you are a master. At Level
10, you gain either formidable Acrobatics or
formidable Stealth.
(Whenever you roll a 1-9 on a formidable skill
check, turn the die to ‘10’. If you gain the same
formidable skill a second time, you gain a Skill Talent
instead.)
Brinksmanship: You are damn good at what you
do… and at dealing with the scrutiny your little
capers provoke. At Level 14, gain +3 Wealth and may
add +5 to the lower of your two skill check results
each round during Heist and Interrogation Clashes.

Table 3.10: The Thief


Level Melee Ranged Def Init C H I Pres Twists Abilities
1 ▪▪ ▪ +1 ▪▪ ▪ ▪ +1 ▪▪ ▪ The Crew; Breach
2 +1 ▪ +1▪▪ +1 ▪ ▪ +1▪▪ +1 ▪▪ Over, Under, or Through
3 +1▪ ▪▪ +2▪ +1▪ ▪▪ ▪▪ +2▪ +1▪ +1 Superior Precision
4 +2 +1 +3 +2 +1 +1 +3 +2 +1▪ The Big Score I
5 +2▪ +1 +3▪▪ +2▪ +1 +1 +3▪▪ +2▪ +2 Thief Talent
6 +2▪▪ +1▪ +4▪ +2▪▪ +1▪ +1▪ +4▪ +2▪▪ +2▪ Superior Precision
7 +3▪ +1▪▪ +5 +3▪ +1▪▪ +1▪▪ +5 +3▪ +2▪▪ Thief Talent
8 +3▪▪ +1▪▪ +5▪▪ +3▪▪ +1▪▪ +1▪▪ +5▪▪ +3▪▪ +3 The Big Score II
9 +4 +2 +6▪ +4 +2 +2 +6▪ +4 +3▪ Superior Precision; Thief Talent
10 +4▪▪ +2▪ +7 +4▪▪ +2▪ +2▪ +7 +4▪▪ +4 Get In, Get Out
11 +5 +2▪ +7▪▪ +5 +2▪ +2▪ +7▪▪ +5 +4▪ Over, Under, or Through; Thief Talent
12 +5▪ +2▪▪ +8▪ +5▪ +2▪▪ +2▪▪ +8▪ +5▪ +4▪▪ Superior Precision; The Big Score III
13 +6 +3 +9 +6 +3 +3 +9 +6 +5 Thief Talent
14 +6▪ +3 +9▪▪ +6▪ +3 +3 +9▪▪ +6▪ +5▪ Brinksmanship
15 +6▪▪ +3▪ +10▪ +6▪▪ +3▪ +3▪ +10▪ +6▪▪ +6 Superior Precision; Thief Talent

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Troubleshooter Class Features
Whether you’re a freelance agent or a career Requirements: You must have the Concealed
operative, the most powerful organizations are Weapons, Sidearms, or Longarms weapon
always in need of discrete representatives to proficiency or one of their focuses.
address their most… troublesome… concerns. Favored Attributes: Grace, Cunning
In your story, a Troubleshooter might be… Max Luck per level: 6 + Determination modifier
Skill Rank per level: 6 + Cunning modifier
• A blunt instrument of the state entrusted with a Class Skills: Acting, Charisma, Expertise,
license to kill Leadership, Profession, Stealth, Vigilance
• A trusted co-conspirator with the skills to
intervene when bad things are about to happen Class Abilities
• The escaped tool of a hideously intense Spooky: (prologue) Make a list of four Tradecraft
conditioning program who now fights for his own Talents, avoiding any Destiny or Uncopyable
causes Talents. Once per session as a free action, you may
• A fierce individualist of distinctive Talents reveal your advanced tradecraft, gaining your
recruited to take on threats outside the view – choice of one of these Talents as a temporary Talent
and reach – of the old guard until the end of the current session. You may spend
3 Twists to exchange this Talent for another Talent
Power: Covert Action from your list at any time.
You are the classic superspy, combining If you later gain any of these Talents as a
anonymity, terrifying combat acumen, and a certain permanent talent, you may choose a new Tradecraft
sinister grace. Talent to replace it, with the same restrictions.
Party Role: Wildcard/Combatant Face in the Crowd: You are a master at moving
There’s a lot of variety amongst Troubleshooters. through public spaces unseen. At Level 1, you gain
But in the end, you always have to be able to win the formidable Acting and may make Profession &
fights you provoke. Win them quietly in most cases. Stealth checks using your Grace modifier.
Difficulty: ★★★ Challenging (Whenever you roll a 1-9 on an Acting check, turn
You’ll be able to claim and exchange Tradecraft the die to ‘10’. If you gain the same formidable skill
Talents so be sure to familiarize yourself with that a second time, you gain a Skill Talent instead.)
Talent tree (page 106). You have one of the most In Cold Blood: At Levels 2 and 11, your attacks
flexible class abilities in the game with Jack-of- gain 10 points of Execute Damage and once per
Trades, so you’ll find yourself spending more time scene per character you may force an enemy to
reading over this chapter than most. Finally, your reroll a successful attack against you. You may not
approach to combat relies on having the Upper force enemies to reroll natural 20s.
Hand, requiring careful management to make the (Execute Damage is added to your normal damage
most of it before your bonuses collapse. when attacking characters IF the added damage
Building a Troubleshooter would be enough to defeat the character.)
Dip into Troubleshooter to strike decisively and Upper Hand: When you’ve got it, you try real hard
without warning. Commit to Troubleshooter to to keep it... At levels 3, 6, 9, 12, and 15, you gain a
dominate the opening moments of most fights while +1 bonus to attack rolls, melee/ranged damage
polishing any rough edges you have. Jack-of-Trades rolls, initiative rolls, and Defense while you have
makes the Troubleshooter one of the most powerful your maximum Luck and Wounds.
of all base classes for multi-classing, able to mix- These benefits extend to vehicles you are
and-match while still reaching the grade III ability of operating if you have your maximum Luck and
any other base class. Wounds and the vehicle has no destroyed sections.

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Jack-of-Trades: At Levels 4, 8, and 12, you choose Anytime, Anywhere: At Level 10, you gain either
your class ability from the following list. If you later formidable Survival or formidable Tactics.
gain that ability from another class, you may re- (Whenever you roll a 1-9 on a formidable skill
choose your Jack-of-Trades ability. Tiered abilities check, turn the die to ‘10’. If you gain the same
must be taken in order and you may choose them formidable skill a second time, you gain a Skill Talent
repeatedly up to the listed number of tiers. instead.)
Otherwise, each ability may be chosen only once. If Nobody Does It Better: There comes a point
an ability’s benefits are keyed to “your Class Level”, where it’s obvious that your luck isn’t luck. At level
it now refers to your Troubleshooter Class Levels. 14, each time you roll a 1 on an attack, save, or skill
check turn the die to ‘20’. This is considered a
• Con Artist: Sweet Little Lies, Live the Lie I-III natural 20.
• Detective: Perceptive, Past Clients I-III
• Fixer: Win-Win, Leverage I-III
• Ghost: The Unseen Hand, Ninjutsu I-III
• Investigator: Take the Case, Legwork I-III
• Marksman: Door Kicker, Stay the Course I-III
• Thief: Breach, The Big Score I-III
StormSURGE Classes
• Ace: Taking Fire!, Insane Stunt Bonus I-III
• Genius: Creative Impulse, Comprehensive
Practice (×3}
• Hacker: Unraveled, Overwatch I-III
• Mastermind: Surrounded by Fools, Puppet Strings
I-III
• Pathfinder: Lay of the Land, Common Ground I-III
• Warrior: Deft Defense, Warrior’s Prowess I-III
Troubleshooter Talent: At Levels 5, 7, 9, 11, 13.
and 15, you gain an additional Covert, Style, or
Tradecraft Talent.

Table 3.11: The Troubleshooter


Level Melee Ranged Def INIT C H I Pres Abilities
1 ▪▪ ▪▪ ▪▪ ▪▪ ▪▪ ▪▪ ▪▪ ▪▪ Spooky; Face in the Crowd
2 +1 +1 +1 +1 +1 +1 +1 +1 In Cold Blood
3 +1▪ +1▪ +1▪ +1▪ +1▪ +1▪ +1▪ +1▪ Upper Hand +1
4 +2 +2 +2 +2 +2 +2 +2 +2 Jack-of-Trades
5 +2▪ +2▪ +2▪ +2▪ +2▪ +2▪ +2▪ +2▪ Troubleshooter Talent
6 +2▪▪ +2▪▪ +2▪▪ +2▪▪ +2▪▪ +2▪▪ +2▪▪ +2▪▪ Upper Hand +2
7 +3▪ +3▪ +3▪ +3▪ +3▪ +3▪ +3▪ +3▪ Troubleshooter Talent
8 +3▪▪ +3▪▪ +3▪▪ +3▪▪ +3▪▪ +3▪▪ +3▪▪ +3▪▪ Jack-of-Trades
9 +4 +4 +4 +4 +4 +4 +4 +4 Troubleshooter Talent; Upper Hand +3
10 +4▪▪ +4▪▪ +4▪▪ +4▪▪ +4▪▪ +4▪▪ +4▪▪ +4▪▪ Anytime, Anywhere
11 +5 +5 +5 +5 +5 +5 +5 +5 In Cold Blood; Troubleshooter Talent
12 +5▪ +5▪ +5▪ +5▪ +5▪ +5▪ +5▪ +5▪ Jack-of-Trades; Upper Hand +4
13 +6 +6 +6 +6 +6 +6 +6 +6 Troubleshooter Talent
14 +6▪ +6▪ +6▪ +6▪ +6▪ +6▪ +6▪ +6▪ Nobody Does it Better
15 +6▪▪ +6▪▪ +6▪▪ +6▪▪ +6▪▪ +6▪▪ +6▪▪ +6▪▪ Troubleshooter Talent; Upper Hand +5

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Warrior Class Features
Armed conflict has spread through every level of Favored Attributes: Fitness, Determination
modern society, from rolling gunfights in downtown Max Luck per level: 6 + Determination modifier
streets to rolling artillery barrages across distant Skill Ranks per level: 6 + Cunning modifier
battlefields. Some heroes seem born to this age of Class Skills: Athletics, Focus, Leadership, Menace,
strife with an innate mastery of arms, armor, and Stamina, Tactics, Vigilance
tactics. Warriors bring both accuracy and
survivability to any fight. Class Abilities
In your story, a Warrior could be... Strength of Arms: (prologue) Make a list of four
Melee and/or Ranged Combat Talents, avoiding any
• A ‘Tier 1’ operator considered a prized weapon in Destiny or Uncopyable Talents. Once per session as
their nation’s arsenal. a free action you may reveal your martial skill,
• A street samurai offering their honor and their gaining your choice of one of these Talents as a
blade to any master who can pay them. temporary Talent until the end of the current
• A disillusioned soldier whose uncanny ability to session. You may spend 3 Twists to exchange this
survive has become as much of a curse as a Talent for another Talent from your list at any time.
blessing. If you later gain any of these Talents permanently,
• A radicalized activist poised to strike as soon as you may choose a new Melee or Ranged Combat
the revolution begins. Talent to replace it, with the same restrictions.
Deft Defense: At Level 1, you gain a +3 Dodge
Power: Armed Violence bonus to Defense against attacks made with
You are a master of violence and often a killer, weapons you are proficient with. You also gain an
plain and simple. You excel with both melee and additional Adventure, Melee Combat, or Ranged
ranged attacks and command a wide range of Combat Talent.
weapon proficiencies. Martial Spirit: At Levels 2 and 11, you gain +4
Party Role: Combatant Natural Armor and two additional Weapon
The Warrior is the quintessential all-aspect Proficiencies (or Weapon Focuses).
combatant. Its strong attack bonuses are (Natural Armor is reduced while wearing armor)
complimented by a range of aggressive Talents Punisher: (plot twist) You’re astonishingly deadly.
while the class abilities offer several unique At Levels 3, 6, 9, 12, and 15, once per session you
defenses to keep you going in even the deadliest may spend a Twist to set the result of one of your
fights. Attack rolls to a natural 20 instead of rolling. You
Difficulty: ★ Easy cannot use Punisher more than once per round and
You hit things hard and can take a fair amount of you may not target the same character with a
punishment in return. Warrior’s Prowess will Punisher attack more than once per scene.
expand your skill options but you have enough skill (You cannot be forced to re-roll a natural 20.)
ranks per level to create your own opportunities to Warrior’s Prowess I: At Level 4, once per session,
shine outside of combat. Choosing a list of Talents you may automatically succeed with an Athletics or
for your Strength of Arms ability will require a little Focus check with a Goal of up to 30 + your ranks in
attention up front, but once it’s set, using the ability the skill used for that check.
in play should be fairly simple.
Build: Dip into Warrior to immediately enhance
your survivability in combat. Staying in Warrior will
give you the certain-kill potential of Punisher and a
meaty range of martial skill bonuses and Talent
choices. Fight On dramatically increases the
punishment you can absorb with a soft reset after
you’re defeated, while Adamant makes you
incredibly tough to take down in the first place.

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Warrior’s Prowess II: At Level 8, add 2 to your
maximum ranks in Menace then gain 2 ranks of
Menace for each Melee Combat Talent you have
(maximum +8).
Add 2 to your maximum ranks in Tactics then gain
2 ranks of Tactics for each Adventure Talent you
have (maximum +8).
Add 2 to your maximum ranks in Vigilance then
gain 2 ranks of Vigilance for each Ranged Combat
Talent you have (maximum +8).
Warrior’s Prowess III: At Level 12, you gain 4
additional Techniques.
Warrior Talent: At Levels 5, 7, 9, 11, 13, and 15,
you gain an additional Adventure, Melee Combat
Talent, or Ranged Combat Talent.
Fight On: At Level 10, once per adventure you may
spend your entire turn rallying after being defeated.
You recover Wounds equal to your Character Level
and one-half your maximum Luck, rounded up. You
do not have to use this ability immediately after
being defeated (i.e. you may wait for a more
opportune moment to rally).
Adamant: You are hard to break. At Level 14, you
gain +5 Determination and +2 Fitness.

Table 3.12: The Warrior


Level Melee Ranged Def Init C H I Pres Abilities
1 +1 +1 ▪ ▪ +1 ▪▪ ▪▪ ▪ Strength of Arms; Deft Defense
2 +1▪▪ +1▪▪ ▪ ▪ +1▪▪ +1 +1 ▪ Martial Spirit
3 +2▪ +2▪ ▪▪ ▪▪ +2▪ +1▪ +1▪ ▪▪ Punisher
4 +3 +3 +1 +1 +3 +2 +2 +1 Warrior’s Prowess I
5 +3▪▪ +3▪▪ +1 +1 +3▪▪ +2▪ +2▪ +1 Warrior Talent
6 +4▪ +4▪ +1▪ +1▪ +4▪ +2▪▪ +2▪▪ +1▪ Punisher
7 +5 +5 +1▪▪ +1▪▪ +5 +3▪ +3▪ +1▪▪ Warrior Talent
8 +5▪▪ +5▪▪ +1▪▪ +1▪▪ +5▪▪ +3▪▪ +3▪▪ +1▪▪ Warrior’s Prowess II
9 +6▪ +6▪ +2 +2 +6▪ +4 +4 +2 Punisher; Warrior Talent
10 +7 +7 +2▪ +2▪ +7 +4▪▪ +4▪▪ +2▪ Fight On
11 +7▪▪ +7▪▪ +2▪ +2▪ +7▪▪ +5 +5 +2▪ Martial Spirit; Warrior Talent
12 +8▪ +8▪ +2▪▪ +2▪▪ +8▪ +5▪ +5▪ +2▪▪ Punisher; Warrior’s Prowess III
13 +9 +9 +3 +3 +9 +6 +6 +3 Warrior Talent
14 +9▪▪ +9▪▪ +3 +3 +9▪▪ +6▪ +6▪ +3 Adamant
15 +10▪ +10▪ +3▪ +3▪ +10▪ +6▪▪ +6▪▪ +3▪ Punisher; Warrior Talent

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Hitter Class Abilities
The aristocracy of thugs, hitters use precise and The Life: (prologue) Before spending your skill
overwhelming displays of savagery to control the ranks for this level, you gain 1 rank in each of the 5
situation. Hitter Class Skills. When you hit a non-Unique
character with a single target melee attack, you may
Power: Ferocious Beat Down spend a Twist before rolling damage to inflict the
This hitter exemplifies the ideal of “strike hard and maximum possible damage with that attack, as if
fast”, ending many fights in a single flurry of blows. each die that would be rolled had produced their
They often prevent larger fights from starting by maximum result. You may not be forced to re-roll
instantly and utterly destroying one opponent as a this result.
preview of what is to come if negotiations break Speak with your Fists: At Level 1, you gain a Melee
down entirely. Combat “Challenger” Talent of your choice. You also
Party Role: Melee Combatant gain a stunt.
While your primary contribution will often be the Beat the &$%! Down (Standard Melee Attack
violence you can unleash without warning, your Stunt): This attack inflicts +3 damage and gains the
warnings are also quite effective. Hitters can be Less-Lethal tag.
supremely cultured and controlled, making their The Bigger predator: At level 2, you gain +1
threats all the more terrifying. Ruthlessness against characters that have
Difficulty: ★ Easy attempted Menace checks against you this scene
Your bag of tricks is fairly simple – scare people or and an improved version of the Adept Talent that
make them wish they’d taken the hint. Despite this affects Acting, Focus, and Menace.
simplicity, you will still have a small range of skills (Talents than enhance Adept skills affect all three
and studies to surprise friend and foe alike that you of these skills.)
are more than just a simple thug. Sensitive Side. You are a brute of unexpected
depths. At Level 3, you gain 2 Natural Armor, +1
Strength, and 2 additional Studies.
Class Features (Natural Armor is reduced while wearing armor)
Requirements: Any Natural Attack technique.
Unwavering I: At Level 4, you never become
(This is usually Hand to Hand for human
flanked unless you are also held, paralyzed, or
characters.)
unconscious.
Favored Attributes: Fitness
And Stay Down!: At Level 5, once per character
Max Luck per level: 8 + Determination modifier
per scene, after you successfully hit with a single-
Skill Rank per level: 4 + Cunning modifier
target melee attack, you may immediately make
Class Skills: Acting, Focus, Menace, Profession,
another single target melee attack against that
Tactics
same character as a free action. This additional
attack must have the Beat the &$%! Down stunt
applied to it if possible.

Table 3.13: The Hitter


Level Melee Ranged Def Init C H I Pres Abilities
1 +1 ▪▪ +1 ▪▪ ▪▪ ▪ ▪ ▪▪ The Life; Speak with Your Fists
2 +1▪▪ +1 +1▪▪ +1 +1 ▪ ▪ +1 The Bigger Predator
3 +2▪ +1▪ +2▪ +1▪ +1▪ ▪▪ ▪▪ +1▪ Sensitive Side
4 +3 +2 +3 +2 +2 +1 +1 +2 Unwavering I
5 +3▪▪ +2▪ +3▪▪ +2▪ +2▪ +1 +1 +2▪ And Stay Down!

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Networker Threat Range with all Charisma, Menace, and
Negotiation checks. You may spend your Twists to
Charisma. Some people have it. Some people
automatically confirm threats with these skills as a
weaponize it. The networker’s effusive charm and
critical success when rolled by a teammate who can
timely assistance put them at the center of a web of
see or hear you.
obligations and associations that can cause wildly
(Teamwork stacks, but cannot exceed +4)
different individuals to move together with the
It’s Who You Know: At Level 1, you gain an Advice
coordination of a school of fish, seemingly
Contact and a Mentor Contact. When you call upon
leaderless, yet startlingly agile.
a Contact for the first time each adventure, you may
make a Charisma, Menace, or Negotiation check
Power: Contacts
with a Goal of 20. If the check succeeds, they
You are the consummate social animal,
contribute 1 additional Twist to the effort. If the
maintaining dozens of close, even intimate
check is a critical success, they contribute a second
connections with people from all walks of life. And
additional Twist to the effort.
who doesn’t want to help out a friend when they
Friend of a Friend: At Level 2, at the beginning of
can?
each adventure you gain a pool of Twists equal to
Party Role: Talker/Backer
the number of types of Strings you have amongst
Your communication skills are unmatched and
your Contacts and Allies (Advice, Mentor, Sanctuary,
your ability to elevate your teammates’
etc.). This pool may only be spent pulling the Strings
performances are similarly impressive.
of your Contacts and Allies.
Difficulty: ★★ Involved
You may call upon your Advice and Mentor
You’ll constantly be juggling return on investment
Contacts to grant their benefits to one or more of
decisions, trading precious Legend for the ability to
your teammates instead of you (paying for each
secure victory in any situation. Your “I Need a Favor”
teammate to be affected separately). Teammates
ability will eventually take some of the pressure off,
may still only benefit from one Advice and one
but even then, you’ll constantly be tempted by your
Mentor Contact at a time and you may not benefit
own array of opportunities to shine.
from that Contact yourself while conferring this
benefit upon others.
Class Features Everybody’s Friend: At Level 3, if it is possible to
Favored Attributes: Cunning, Determination or gain a benefit when dealing with an NPC because of
Grace (depending on your preference for Charisma sharing a faction them, you are considered to share
or Menace) that faction with that NPC (including the reduced
Max Luck per level: 8 + Determination modifier cost for claiming Contacts with a shared faction).
Skill Ranks per level: 4 + Cunning modifier Little Black Book: At Level 4, you gain +2 Presence
Class Skills: Acting, Charisma, Menace, and an additional Contact.
Negotiation, Profession Each time you would gain a Character Level
Talent, you may gain this benefit an additional time
Class Abilities instead.
It’s Not What You Know: (Prologue) You and your “I Need a Favor”: At Level 5, the size of the pool
teammates gain a +1 Teamwork bonus to your of Twists you gain from Friend of a Friend Is
increased by 10.

Table 3.14: The Networker


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪ ▪▪ ▪▪ +1 ▪▪ ▪ ▪▪ +1 It’s Not What You Know; It’s Who You Know
2 ▪ +1 +1 +1▪▪ +1 ▪ +1 +1▪▪ Friend of a Friend
3 ▪▪ +1▪ +1▪ +2▪ +1▪ ▪▪ +1▪ +2▪ Everybody’s Friend
4 +1 +2 +2 +3 +2 +1 +2 +3 Little Black Book
5 +1 +2▪ +2▪ +3▪▪ +2▪ +1 +2▪ +3▪▪ “I Need a Favor”

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Oracle (Teamwork stacks, but cannot exceed +4)
All-Seeing Eye: (plot twist) (web) Privacy? That’s
You sit at the center of a web of information –
so Dark Ages. At Level 1, after performing research
most of it publicly available if one knows where to
for 2d20 minutes you may spend a number of Twists
look. And when that isn’t enough, a little discrete
up to your Class Level to create or acquire a new
hacking often fills in the gaps.
dossier or map with a rank equal to the 1 + the
number of Twists you spent.
Power: Personal Data
Immediate Wisdom: At level 2, you gain an
You don’t actually know everything about
improved version of the Adept Talent that affects
everyone. At least, until you focus your attention on
Analysis, Intuition, and Sabotage. You also gain a
them. Then it’s hard to tell the difference.
stunt.
Party Role: Solver
Data Sifting (Canvassing/Research Stunt). (web)
You often weigh in during the earliest stages of a
You automatically achieve the quickest possible
mystery, providing the essential foundation on
result for Time to Canvass or Time to Research as if
which the investigation proceeds. You also shine
each die had rolled a ‘1’ instead of rolling. You
when a target has been selected, excelling at
cannot be made to reroll this result.
focused information gathering and large-scale
(Talents than enhance Adept skills affect all three
pursuit.
of these skills.)
Difficulty: ★★★ Challenging
Pattern Recognition: At Level 3, you gain
Yours is a diverse toolbox, utilizing a wide spread
formidable Analysis.
of skills and able to tap a wide range of information
(Whenever you roll a 1-9 on an Analysis check,
sources. While your abilities streamline many crucial
turn the die to ‘10’. If you gain the same formidable
investigative activities, you’ll still be interacting with
skill a second time, you gain a Skill Talent instead.)
a lot of rules systems.
Guild Tag I: (web) Online communities cut across
all borders. At Level 4, you create a new Contact
Class Features with the ability to pull Advice 4, Harassment 4, Loan
Prerequisites: Computers or Programming field 4, Reconnaissance 4, or Rumors 4 Strings.
Favored Attributes: Awareness, Precision At the beginning of each adventure, you gain a
Max Luck per level: 4 + Determination modifier pool of 4 Twists which may only be spent pulling the
Skill Ranks per level: 8 + Cunning modifier Strings of your Contacts or Allies.
Class Skills: Acting, Analysis, Expertise, Intuition, Virtual Bloodhound: (web) At Level 5, you may
Negotiation, Profession, Sabotage, Tactics, Vigilance add +5 to the lower of your skill check results each
round during Manhunt Clashes. You also gain +1
Class Abilities Awareness.
From All Angles: (Prologue) You and your (If you gain this Manhunt Clash bonus a second
teammates gain a +1 Teamwork bonus to your time, you gain an Investigation Talent instead.)
Threat Range with all Analysis, Sabotage, and
Vigilance checks. You may spend your Twists to
automatically confirm threats with these skills as a
critical success when rolled by a teammate who can
see or hear you.

Table 3.15: The Oracle


Level Melee Ranged Def Init C H I Pres Twists Abilities
1 ▪ ▪▪ ▪ ▪▪ +1 ▪ ▪▪ ▪▪ ▪ From All Angles; All-Seeing Eye
2 ▪ +1 ▪ +1 +1▪▪ ▪ +1 +1 ▪▪ Immediate Wisdom
3 ▪▪ +1▪ ▪▪ +1▪ +2▪ ▪▪ +1▪ +1▪ +1 Pattern Recognition
4 +1 +2 +1 +2 +3 +1 +2 +2 +1▪ Guild Tag I
5 +1 +2▪ +1 +2▪ +3▪▪ +1 +2▪ +2▪ +2 Virtual Bloodhound

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Ranger Class Abilities
A powerful mystique has always surrounded the Imposing Silhouette: (prologue) You can make
rugged frontiersman. Adept at battling both the your presence known from anywhere on the
enemies that lurk beyond the boundaries of battlefield. Once per turn you may spend a Twist to
civilization and the elements themselves, these make a Standard Ranged Attack as a free action
solitary champions are often the first line of defense before or after your normal actions. If you are
for the comforts they’ve left behind. spending your last Twist, each of your allies who can
see you may also immediately move up to 2 squares.
Power: Field Craft Nature’s Arsenal: At Level 1, you gain the Hunting
Your ability to operate in the wilderness for Season Technique and you suffer no penalties to
prolonged periods is unmatched. your attacks from using crude weapons or
Party Role: Survivor/Healer ammunition. While you have a Survival kit, you are
Your abilities focus on making the best use of the considered to have unlimited Crude ammo available
terrain and the natural bounty around you. You for your sling and bow attacks.
supplement this practical wisdom with useful Hunter-Gatherer: At Level 2, you gain two Terrain
ranged attack abilities, making you at least a Studies. At the beginning of each scene you gain a
credible threat should combat arise. pool of Luck points equal to your Ranks in Survival
Difficulty: ★★ Involved ×5. While you have a Survival Kit, you may spend an
You have an eclectic mix of abilities, centered action to use these points to heal yourself or a
around gaining Terrain Studies and ranks in the willing adjacent character, transferring up to 5 +
Survival skill. You should read the Tracking skill your Character Level points from this pool to the
check and pay particular attention to your tempo as target. You may spend 1-hour foraging in any of
you distribute healing from your Hunter Gatherer Terrains you have Studied to refresh this pool to its
ability. full value.
Wildlands: At Level 3, you gain formidable
Survival.
Class Features (Whenever you roll a 1-9 on a Survival check, turn
Requirements: You must have an Archery, Basic
the die to ‘10’. If you gain the same formidable skill
Melee, or Longarms weapon proficiency or one of
a second time, you gain a Skill Talent instead.)
their focuses.
Find the Path: At Level 4, once per session, you
Favored Attributes: Determination
may automatically succeed with an Acrobatics or
Max Luck per level: 6 + Determination modifier
Survival check with a Goal of up to 30 + your ranks
Skill Ranks per level: 6 + Cunning modifier
in that skill.
Class Skills: Acrobatics, Athletics, Profession,
Goin’ Hunting: At Level 5, you may add +5 to the
Stamina, Stealth, Survival, Tactics, Vigilance
lower of your skill check results each round during
Manhunt Clashes. You also gain +1 Determination.
Hunting Season. (technique) You gain a +1
(If you gain the same Manhunt Clash bonus a
bonus to Tracking attempts and you may Track
second time, you gain an Investigation Talent
using your Survival skill instead of Analysis.
instead.)

Table 3.16: The Ranger


Level Melee Ranged Def Init C H I Pres Twists Abilities
1 ▪▪ ▪▪ ▪ +1 ▪▪ ▪▪ ▪▪ ▪ ▪ Imposing Silhouette; Nature’s Arsenal
2 +1 +1 ▪ +1▪▪ +1 +1 +1 ▪ ▪▪ Hunter-Gatherer
3 +1▪ +1▪ ▪▪ +2▪ +1▪ +1▪ +1▪ ▪▪ +1 Wildlands
4 +2 +2 +1 +3 +2 +2 +2 +1 +1▪ Find the Path
5 +2▪ +2▪ +1 +3▪▪ +2▪ +2▪ +2▪ +1 +2 Goin’ Hunting

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Wheelman Class Abilities
Whether a free-spirited outlaw or a coolly Driven: (prologue) For you, speed is a way of life
calculating professional, the expert driver revels in and your enthusiasm for it is infectious. You and
the automotive chase. For these driven souls there your teammates gain a +1 Teamwork bonus to all
is no substitute for the hiss of tires on pavement and Focus, Expertise, and Tactics checks and are
the roar of the immaculately tuned engines they considered skilled even if they have 0 ranks in those
command. skills. You may spend 2 Twists to increase this bonus
to +3 until the end of the session.
Power: Pure Speed (Teamwork stacks, but cannot exceed +4)
Leaving your adversaries in the dust isn’t a Ready to Roll: At Level 1, you gain the Driving
metaphor: you routinely prove you are the fastest Vehicular Field and the Driving (Automotive)
thing on the streets. specialization. At the beginning of each adventure,
Party Role: Driver all vehicles you own gain +1 Acceleration and +1
The wheelman is a master of all aspects of high- Cornering.
speed urban driving. (plot twist) If you have access to a garage, you may
Difficulty: ★★★ Challenging apply this bonus to any number of vehicles you have
You deal closely with all aspects of vehicles, acquired since the start of the adventure in a single
transport, and pursuit (usually as the one being day by spending one Twist per vehicle.
chased). While your focus is narrow, there’s a lot of A Beast Under the Hood: At level 2, you gain an
moving parts to the game systems you can call upon. improved version of the Adept Talent that affects
You’re also pretty decent in a scrap when running is Expertise, Focus, and Tactics. You also gain +1
no longer an option. Precision.
(Talents than enhance Adept skills affect all three
of these skills.)
Class Features Born to Run: At Level 3, you gain formidable
Favored Attributes: Precision
Expertise (Driving), formidable Profession (Driving),
Max Luck per level: 6 + Determination modifier
and formidable Sabotage (Driving).
Skill Rank per level: 6 + Cunning modifier
(Whenever you roll a 1-9 on these checks, turn the
Class Skills: Acting, Expertise, Focus, Profession,
die to ‘10’. If you gain the same formidable skill a
Survival, Tactics, Vigilance
second time, you gain a Skill Talent instead.)
Insane Stunt Bonus I: At Level 4, once per session,
you automatically succeed with an Expertise (Any
vehicle Field) check with a Goal of up to 30 + your
ranks in Expertise.
Ride or Die: At Level 5, you may add +5 to the
lower of your skill check results each round during
Chase Clashes while you are operating a vehicle. You
also gain +1 Precision.
(If you gain the same Chase Clash bonus a second
time, you gain a Chase Talent instead.)

Table 3.17: The Wheelman


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪▪ ▪▪ ▪▪ +1 ▪▪ ▪ +1 ▪ Driven; Ready to Roll
2 +1 +1 +1 +1▪▪ +1 ▪ +1▪▪ ▪ A Beast Under the Hood
3 +1▪ +1▪ +1▪ +2▪ +1▪ ▪▪ +2▪ ▪▪ Born to Run
4 +2 +2 +2 +3 +2 +1 +3 +1 Insane Stunt Bonus I
5 +2▪ +2▪ +2▪ +3▪▪ +2▪ +1 +3▪▪ +1 Ride or Die

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Wrangler Beast Keeper: At Level 1, you gain the Animal
Training field and the I’ll Cover You Talent.
Some find special kinship in the creatures of the
Second Soul: At Level 2, you gain control of an
wild, forming bonds of command and friendship
“Animal Companion” NPC. Your Animal Companion
with the great survivors and predators of the animal
must be a Signature Animal with a Size Category no
kingdom.
more than one category larger or smaller than your
Power: Animal Companion
own.
Even more than with the typical companion
If you choose your animal companion as your
character, you and your animal companion are
partner for any Talents that require a partner, they
perfectly in sync, able to blend your strengths and
are considered to have the same Talent(s) and to
cover weaknesses with instinctual grace.
have chosen you as their partner for this scene.
Party Role: Combatant/Specialist
Bond of Beasts: At level 3, you gain formidable
Your innate teamwork with your animal partner
Expertise, Profession, and Sabotage when dealing
makes you a double threat in combat, able to
with animals.
surround and destroy foes with ease. Your animal
Wildman I: At Level 4, Add 2 to your maximum
partner may also bring some truly unique qualities
rank in Acrobatics for every Ranged Combat Talent
to the larger team you are a part of with options for
you have (maximum +6). Add 2 to your maximum
stealth, infiltration, or mobility not commonly seen
rank in Profession for every Skill Talent you have
among most playable characters.
(maximum +6). Add 2 to your maximum rank in
Difficulty: ★★ Involved
Survival for every Battlefield Talent you have
You have several choices for your initial animal
(maximum +6).
companion and a wide range of possible options as
Master of Beasts: At Level 5, you may either gain
you spend Legend to enhance them. Conversely,
a second Animal Partner with the same restrictions
your personal options are fairly straight forward,
and requirements as the Twin Soul ability or you
focusing on keeping your partner in the thick of the
may upgrade your current animal companion to
action and playing off of the threat they represent
master rank.
to position yourself for powerful attacks.
If you choose to gain a second animal partner it
does not have to be the same type of animal as your
Class Features first partner. If you choose to promote your animal
Favored Attributes: Precision, Grace partner, it gains:
Max Luck per Level: 6 + Determination modifier
Skill Ranks per Level: 6 + Cunning modifier • +2 maximum Luck per level
Class Skills: Acrobatics, Charisma, Focus, • A Full skill, which may be split into two Half Skills
Profession, Sabotage, Stamina, Survival, Vigilance if you desire. One or both Half Skill may be used
to upgrade existing Half Skills to Full Skills.
Class Abilities • Five additional build points.
Primal Presence: (Prologue) You gain +1 Ground • Three of its progressions improve by one
Speed and a bonus to Presence equal to your Class category.
Level when dealing with animals.

Table 3.18: The Wrangler


Level Melee Ranged Def Init C H I Pres Abilities
1 ▪▪ ▪▪ ▪▪ ▪▪ ▪ ▪▪ +1 ▪▪ Primal Presence; Beast Keeper
2 +1 +1 +1 +1 ▪ +1 +1▪▪ +1 Second Soul
3 +1▪ +1▪ +1▪ +1▪ ▪▪ +1▪ +2▪ +1▪ Bond of Beasts
4 +2 +2 +2 +2 +1 +2 +3 +2 Wildman I
5 +2▪ +2▪ +2▪ +2▪ +1 +2▪ +3▪▪ +2▪ Master of Beasts

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Talents
(Chapter 5)

Talents are THE essential building blocks of • Gear. These Talents help your character to be well
awesome when making your hero, highlighting the supplied or to operate at the cutting edge of
exceptional things you are capable of. Each Talent technology.
you gain gives you passive bonuses, new abilities, or • Investigation. These Talents focus on police
both! Talent Trees form a catalog of interesting techniques and solving mysteries.
possibilities that let you rise above the ordinary. • Melee Combat. These Talents address melee
They influence every step of character creation, weapons and martial arts.
including coming up with a concept: it’s not • Ranged Combat. These Talents cover the
uncommon for a character concept to start with “I intricacies of ranged combat and ranged
want to try out that Talent!” There are also a lot of weapons.
them, so trying to memorize what every single • Skill. Includes many benefits that can apply to any
Talent does can take a long time and isn’t necessary or all of your skills. The same Talent may represent
to play the game even for veteran players. several very different kinds of knowledge and
experience depending on which skills you link it
Talent Trees to.
Talents are grouped into common themes called • Style. These let you manipulate and influence
Talent Trees. When you receive and additional others or just plain look good.
Talent, it will usually be a choice from 1-3 trees, • Tradecraft. These Talents deal with skullduggery
helping you to narrow down your search and and espionage.
ensuring the Talent you get fits the theme of the
source of the Talent. Some settings will add Choosing Talents
additional Talents or even entire new trees to your Talents come from four main sources. You begin
options, so check with your Game Runner to see if play at Level 1 with ‘Starting Talent’ from your
there are extra options you should consider. The Occupation and your first Level-Based Talent. As you
most commonly available Talent Trees are: level up, you’ll gain additional Talents at Character
Levels 3, 6, 9, 12, and 15. These Talents are
• Adventure. These Talents focus on your ability to particularly important as they can be chosen from
survive the hazards of adventuring. Birthrights any tree, allowing you to reinforce your class focus
granted by culture or species are also found in this or completely defy expectations. Bases Classes (and
tree. Many Adventure Talents may only be taken some Seed Classes) also grant Talents from trees
during character creation. closely associated with that Class. Finally, as you
• Battlefield. These Talents make you at home on build Reputation, your allies may allow you to spend
the battlefield both as a soldier and commander. Legend to buy additional Talents outside of your
• Chance. These Talents deal with fate and fortune. normal Class and Level-Based progressions.
More than any other type of Talent, these abilities
often involve choices made by the Player rather
Special Requirements
than the character, who may not be aware of their
Some Talents can only be selected if you meet
effect on the story.
certain conditions.
• Chase. These Talents focus on chases but also
include benefits for long-distance travel, vehicles,
Destiny. Destiny Talents are unusually complex,
and personal mobility.
powerful, or both and become one of your hero’s
• Covert. These Talents focus on avoiding notice
defining themes. A character may have only one
and what you can accomplish while you are
Destiny Talent and if they would receive it again,
unseen.

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they must choose a different Talent from that Tree duplicates, gaining a temporary version of the
instead. Talent does NOT allow you to choose an additional
Elite. This Talent can only be taken by Unique Talent from that tree – you simply fail to benefit
characters (including Player Characters). from the temporary Talent. Temporary Talents may
Level Up. This Talent interacts with the Leveling be used to meet the requirements of additional
Up process and can only be taken by Player temporary Talents but cannot be used to qualify for
Characters (i.e. it isn’t suitable for NPCs). any other type of requirement.
Origin. This Talent dramatically alters your
character’s body or outlook, making it appropriate Talent Benefits
only during character creation before play begins. In
All Talents grant a benefit. Benefits can often
rare cases the Game Runner may agree that
draw upon recurring mechanical patterns with
circumstances have caused your character to
common rules described here.
undergo a radical transformation, represented by
Counting Talents. Many abilities scale by counting
gaining one of these Talents mid-story.
“the number of Talents you have” in one or more
Uncopyable. This Talent cannot be copied or
trees. This count is always the current number of
taken as a temporary Talent.
Talents you have and includes temporary Talents
while you have them. In cases where an ability
Prerequisites counts several trees and you have a Talent that is
Some Talents have prerequisites. If it does, this considered part of two or more of those trees it still
entry will list the conditions you must meet before only counts once towards the total number of
selecting it. Most Talent prerequisites are based on Talents you have in those trees.
having a related Talent earlier in a “chain”, often Double Attacks. Several Talents allow you to
with a similar name (e.g. most ‘mastery’ Talents make two Standard Melee or Ranged Attacks using
have a matching ‘basics’ Talent as a prerequisite). the specified weapon(s) as a single action.
If you temporarily lose some of a Talent’s Partners. Some Talents allow you to choose a
prerequisites, you also lose access to the Talent’s partner at the beginning of each scene. If you have
benefits until you recover the missing ability or multiple abilities that let you select a partner,
value. choose only a single partner for all of them. No
character may be designated as a partner by more
Specific Talents than one teammate, with the recipient choosing
If an ability gives you a specific Talent without any who to accept as a partner in the case of multiple
choices, any prerequisites that Talent normally has nominations.
are waived, possibly allowing you to bypass an
earlier Talent in a chain or ignore a minimum
Attribute requirement.
Talents by Role
If you have a party role you want to play in mind,
Duplicate Talents you will find the following Talents deliver directly
You cannot gain the same Talent more than once on most related concepts.
unless the Talent specifically allows it. If a character Backer: Armor of Faith, Warchest
option grants you a specific Talent you already have, Melee Combatant:
you choose a different Talent from the same tree Ranged Combatant:
instead. Tank:
Solver:
Temporary Talents Specialist:
Prowler:
Some abilities will grant you Temporary Talents
Driver:
for a limited time. You must meet all of the Talent’s
Wilderness Specialist:
requirements to benefit from a temporary Talent. Talker:
The usual limitations for duplicate Talents apply, but Wildcard: Another Year Older, I Can Swim
if you already have a Talent that does not allow

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Paying Luck. Some abilities require you to spend back into normal stance any time you become
Luck to call upon their benefits. You must give up the helpless or sprawled.
indicated number of Luck points in full before you Stunts. A stunt can be used to modify the type of
may use the ability. Paying Luck is not taking check listed in parenthesis after the stunt’s name.
damage and is not reduced by Armor or Resistances. You may only use one stunt with each check.
Stances. You have the option to enter the named
stance as an action. If a stance lists a weapon or
combination of weapons in parenthesis after the
stance’s name you must have the matching
weapon(s) readied to enter the stance. You may
benefit from only one stance at a time and are
considered to be in ‘normal stance’ when not using
one of these abilities. You may return to normal
stance at any time as a free action. You are forced

Table 4.5: Additional Talents by Class


Base Class Adventure Battle Chance Chase Covert Investigation Gear Melee Ranged Skill Style Tradecraft
Con Artist ● ● ●
Detective ● ●
Fixer ● ● ●
Ghost ● ● ●
Investigator ● ●
Marksman ● ●
Thief ● ● ●
Troubleshooter ● ● ●

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Table 4.6: Adventure Talent Summary
Talent Prerequisite Benefit
Act on Instinct — +2 on Instinct Saving Throws; cancel 1 grade of Injury
Aegis — Extend your Defense to adjacent Allies and bystanders
Another Year Older — Gain bonuses from Character Level
Bag of Tricks — Gain 3 Common Techniques
Best of Health — +2 on Health Saving Throws; cancel 1 grade of Exhaustion
Born to Kill — +2 Lethal damage
Brutal Momentum — Initiative surges after you defeat an enemy
Can of Whupass — Spend Twist to take an extra action with a +5 bonus
►Six Pack of Whupass — Open a can of whupass without spending Twists
Cling to Life — Gain condition immunities from having 0 Luck
Combat Duet — Trade actions to partner
Contempt Elite Free attacks against non-unique characters
Dig Deep — Increase maximum Luck based on Talents
Dodge This — Graze targets that Dodge your attacks
Dual Wield — Take a –2 penalty to make a single double attack
Find Your Courage — +2 on Courage Saving Throws; cancel 1 grade of Despair
Flurry 3+ Natural Use all your natural weapons in a single attack
weapons
Guts — Reduced penalties from Despair, Exhaustion, and Injury
►True Grit — Avoid defeat by lowering maximum Luck
I Make My Own Luck — Gain Luck and Fervor based on a skill
Inner Fire — Recover all Luck and lose conditions but can’t use Stunts
Invictus — Saving throw bonus and improved Catch Your Breath
Kinetic Conflict — Gain and penetrate Dodge when moving
Meatshield — Gain cover from defeated enemies
On Task — +1 Determination, +1 Fitness
Overmatched — Increased Threat Range against slower characters
Shrug It Off — Gain 4 Natural Armor, increasing with Level
Voice of Experience — +1 Determination, +1 Grace

Adventure Tree
Adventure Talents offer abilities that increase Everyone gets to be young. Not everyone gets to
your chances for survival or span multiple types of be old…
combat. Benefit: (1/scene) You may reroll a failed saving
throw. (1/session) You may add a bonus to a failed
skill check equal to one-half your Character Level,
rounding up.
You’ve got an uncanny sense for sudden danger.
Benefit: You gain a +2 bonus to Instinct saving
throws. You may cancel the first grade of Injury you
would receive each scene. Uncopyable
You are just full of surprises.
Benefit: You gain 3 Common Techniques (see
page 38). This increases to 4 Common Techniques at
You are a living shield for others.
Level 5, and 6 at Level 10.
Benefit: As long as you are not stunned or
reckless, adjacent allies may use your Defense
without Dodge bonuses in place of their own. You
may choose to extend this protection to adjacent You’re not sure if you’ve ever had a cold.
bystanders each time one is attacked. Benefit: You gain a +2 bonus to Health saving
throws. You may cancel the first grade of Exhaustion
you would receive each scene.

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There is no glory but combat! Elite
Benefit: Your lethal single-target attacks inflict +2 You swat down lesser foes without pause.
damage. Benefit: Once per turn you may make a free attack
against a common character. You may use this
ability a number of times per scene equal to your
Adventure Talents (minimum 3).
You'll show them what a 'kill streak' really looks
like.
Benefit: Your Initiative surges each time you
defeat an enemy. You don't just dish it out. You can take it, too.
Benefit: Add +3 to you maximum Luck for each
Adventure, Battlefield, Melee Combat, and Ranged
Combat Talent you have.
Don't make me open this...
Benefit: When you declare actions, you may
spend a Twist to roll a d6 on the table below. You
may take the indicated action once during your turn ...Or not.
as a free action. You gain a +5 bonus on any attack Benefit: Any time one of your single-target attack
roll or skill check required as part of this action. You rolls fails by the target’s Dodge bonus or less, you
may pick the result instead of rolling if you spending still graze the target.
your last Twist.

1 – Feint
You like to bring all your weapons to bear.
2 – Stall
Benefit: When you declare actions, you may
3 – Taunt
accept a –2 penalty to your attack rolls this turn to
4 – Test of Wills
make a double attack, using two different weapons
5 – Trick
you have readied.
6 – Standard Melee or Ranged Attack
(A double attack includes two standard attacks
but requires only a single action to perform.)

The will to survive is strong in this one.


Benefit: You cannot be baffled, enraged, fixated,
Your heart never waivers.
frightened, and/or stunned while you have 0 Luck
Benefit: You gain a +2 bonus to Courage saving
remaining.
throws. You may cancel the first grade of Despair
you would receive each scene.

The two of you make kicking butt look so easy.


Benefit: Once per scene choose a teammate to be
You can bring all of your natural weapons to bear!
your partner for that scene. At the beginning of each
Prerequisite: Three or more natural weapons.
round, you may give up an action to give your
Benefit: When you declare actions, you may
partner an additional action that round.
accept a –2 penalty to your attack rolls this turn to
If your partner has this Talent and has selected
attack once with each of your natural weapons as a
you as their partner, they gain Resistance 20 against
Full Action.
all damage you inflict.

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When things get tough, that’s when you show The work’s not done until it’s done.
them what you’re made of. Benefit: You gain +1 Determination and +1
Benefit: Your penalties from despair, exhaustion, Fitness.
and injury are each reduced by 1.

Chances are they never even saw it coming...


You’ve got to find the hustle that keeps you going. Benefit: You gain +1 Threat Range on attacks
Benefit: Choose a skill. You add one-half of your against characters if your Initiative is higher than
ranks in that skill to your maximum Luck, rounding theirs. If your initiative is at least double theirs the
up. Once per scene you may spend your Full Turn attack also gains the Fatal tag.
pushing yourself to survive to gain Fervor equal to (If you roll a threat on a Fatal attack, it is
your ranks in the chosen skill. automatically confirmed as a critical hit.)

Rise and rise again. Was that supposed to hurt?


Benefit: Once per scene you may spend a Full Turn Benefit: You gain 4 Natural Armor. This increases
to recover all of your Luck. You also lose all baffled, to 5 at Level 5 and 6 at Level 10.
paralyzed, and/or sprawled conditions. However, (Natural Armor is reduced while wearing armor)
you may not use any stunts for the remainder of the
scene.
...'Cause I've got plenty to go around!
Prerequisite: Can of Whupass
These ordeals can never bring you down. Benefit: You may use your Can of Whupass Talent
Benefit: Choose one type of Saving Throw without spending a Twist up to 5 times per scene.
(Courage, Health, or Instinct). You gain a +2 bonus
to Saving Throws of that type and a +2 bonus to the
amount of Luck you recover when you Catch Your
I ain’t got time to die.
Breath.
Prerequisites: Guts
These bonuses increase to +3 at Level 5, and +4 at
Benefit: Each time you take damage that would
Level 10.
defeat you, flip a coin. If you call the toss, you take
only 1 point of damage and your maximum Luck is
reduced by the original damage taken until the end
It looks like chaos but it feels like ballet. of the current scene.
Benefit: You ignore 2 points of Dodge bonus to
Defense when making single-target attacks. You
gain a +1 Dodge bonus to Defense until your next
Experience is what you get when you don’t get
turn if you moved at least 2 squares feet during your
killed.
turn.
Benefit: You gain +1 Determination and +1 Grace.

They’re not really in a position to complain, now


are they?
Benefit: You gain 1/2 cover while you are adjacent
to a defeated enemy no more than one Size
Category smaller than you.

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Table 4.7: Battlefield Talent Summary
Talent Requirements Benefit
Animal Companion — Gain 30 Legend for an animal companion
Battlefield Opportunist — Pick up and attack with untended weapons
Battle Hardened — +1 Determination, +1 Precision
Bushwhacking — +1 Force; Numerical advantage extends your ambushes
Fenced In — +1 Force; Numerical advantage slows enemies you can see
I’ll Cover You — Partner safe from your attacks and can’t be flanked
Inner Fire — Strong self-heal but lose access to stunts & techniques
Into the Tumult — +1 Force; Numerical advantage gives you a free Feint or Taunt
Tip of the Spear — +1 Force; Use Leadership to aid allies’ Courage Saving Throw
Tactical Dominance — Extra actions if you have 25+ initiative
Teamwork Gets It Done — Grant whole team a choice of Teamwork bonuses
Trailblazer — Gain numerous Terrain Studies
Waiting Game — Anticipate and Tire lower target’s initiative
Wolf Pack Basics — Flank more easily. +2 to hit flanked characters.
►Wolf Pack Mastery Basics 2 Ruthlessness against flanked characters

Battlefield Tree
You are a student of war, making cunning use of You’ve got all the exits covered.
terrain, group tactics, and large-scale strategies. Benefit: +1 Force. When you have a 2-to-1 or
better advantage, each enemy you can see is
slowed.
Uncopyable
He followed you home and now he’s going to keep
you. You’ve got your partner’s back, front, and both
Benefit: You gain 30 Legend to create or improve sides.
your animal companions (see XX). Benefit: At the start of each scene choose a
teammate to be your partner for that scene. Your
attacks and the damage they inflict can never be
redirected to your partner and your partner cannot
Amazing what you can find just laying around.
be flanked while they can see and hear you.
Dangerous too.
If your partner has this Talent and has selected
Benefit: Once per round on your turn you may
you as their partner they also gain a +1 bonus to all
ready and make a Standard Melee or Ranged Attack
Saving Throws while they can see and hear you.
with an unattended weapon you do not own within
your reach as a free action. You may use this ability
during surprise rounds in addition to your single
action. You thrive on the chaos of a big brawl.
Benefit: Once per turn when you have 2-to-1
numerical advantage or better, you may Feint or
Taunt as a free action.
Took a licking. Still here ticking.
Benefit: You gain +1 Determination and +1
Precision.
This battlefield is MINE.
Benefit: If your Initiative is 25 or more and no
enemy has a higher initiative than you, you gain an
Let’s get this fight off to a good start.
additional action during each of your turns.
Benefit: +1 Force. If you have a 2-to-1 numerical
advantage, your Ambush effects last through the
first 3 rounds of combat (beyond the surprise
round).

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We are all that we can rely on. ...And then they go down hard.
Benefit: Once per adventure you may spend 1 Prerequisite: Wolf Pack Basics
minute to grant you and each of your teammates Benefit: You gain +2 Ruthlessness when attacking
one of the following benefits of your choice until the flanked characters.
end of the adventure. (Your attacks against characters who are flanked
(Teamwork stacks, but cannot exceed +4) gain +2 damage and while rolling to confirm a
critical hit they gain +2 Threat Range.)
• A +1 Teamwork bonus to damage rolls
• A +1 Teamwork bonus to Legend
• A +1 Teamwork bonus to Prudence
• A +1 Teamwork bonus to all saving throws

You are an inspiration to your allies


Benefit: Non-unique allies who can see and hear
you may use your Leadership bonus to make
Courage Saving Throws.

Uncopyable
You’ve been all over.
Benefit: You gain 4 additional Terrain Studies (see
page 41). This increases to 6 additional Terrain
Studies at Level 5 and 8 at Level 10.

Time has picked a side: yours.


Benefit: Once per character per scene when you
successfully Anticipate or Tire a character, you may
force their Initiative to ebb.

Your enemies won’t know which way to turn...


Benefit: Enemies adjacent to you become flanked
when any of your teammates are also adjacent to
them in any configuration. You gain an additional +2
bonus when attacking flanked characters (total of
+4).
(Flanking normally requires you and an ally to be
both in front of and behind an enemy)

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Table 4.8: Chance Talent Summary
Talent Prerequisites Benefit
All In — Flip a coin to increase your threat and Error Range on a skill check
Armor of Faith — Give an ally a save bonus
Betcha I Didn’t — Flip a coin to cancel a debacle
Black Cat — Curse someone with +3 Error Range
►Close Call — Flip a coin for a second chance on failed Saving Throws
Not as Bad as It Looks… Close Call Flip a coin to shed despair, exhaustion, or injury
Fortune’s Fool — Flip a coin when you have a debacle to gain a Twist
Good Fortune Destiny Flip a coin after sending a Twist to gain a Twist
►Great Fortune Good Fortune Flip a coin to treat a Twist as your last Twist
In for Another Hand — +1 Determination, +1 Knowledge
I Will Survive — +1 to all saving throws; spend Twist to succeed after rolling
Jinx — Cause debacles without paying Twists
Kill Chain — Cause deadly chain-reactions
Lucky Break — Flip a coin to avoid an attack by a narrow margin
Lucky Charm — Give someone +1 Threat Range
Möbius Flip — Do over on coin tosses
Roll the Bones — Initiative changes randomly after you spend a Twist
Tough Luck — Curse someone to need extra Twists to critically succeed

Chance Tree the number of Chance Talents you have (minimum


3).
Fortune seems to smile on you an awful lot. Many
(Canceled actions simply didn’t happen and the
of these Talents operate outside of your character’s
opportunity to take the action is lost – they don’t use
conscious awareness and rely on decision making by
up resources, reveal the character, or trigger
you as “the player” rather than you as “the
reactions and cannot become errors or critical
character”.
failures.)

This is gonna be big. …Maybe.


When someone crosses your path it’s their
Benefit: Before making a skill check you may flip a
misfortune.
coin. If you call the toss, your Threat Range and Error
Benefit: At the beginning of your turn you may
Range both increase by 5. You may use this Talent
choose a character you are aware of, increasing all
until you have adjusted a number of skill checks this
of their Error Ranges by 3 until they roll an error. You
session equal to the number of Chance Talents you
may use this Talent a number of times per session
have (minimum 3).
equal to the number of Chance Talents you have
(minimum 3).

Sometimes you just have to believe for them.


Benefit: Once per scene as a Full Action, choose
That was cutting things too close.
an ally and a type of Saving Throw (Courage, Health,
Benefit: Each time you fail a saving throw, you
or Instinct). They gain a +3 chance bonus to all
may flip a coin. If you call the toss, you succeed on
saving throws of that type until the end of the
that save instead. You may use this Talent until you
current scene.
have changed the outcome a number times this
session equal to the number of Chance Talents you
have (minimum 3).
Now is not the time for a major screw-up.
Benefit: When you suffer a debacle, you may flip
a coin. If you call the toss, the action is entirely
canceled. You may use this Talent until you have
canceled a number of actions this session equal to

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Lady Luck has been known to take pity on you That would have left a mark.
from time to time. Benefit: Once per round when an attack hits you,
Benefit: Each time you suffer a debacle you may you may flip a coin. If you call the toss your Defense
flip a coin. If you call the toss, you gain 1 Twist after increases by 2 (which may cause the attack to miss
the action resolves. You may use this Talent until you entirely). You may use this Talent until you avoid
you have gained a number of Twists this session a number of attacks this session equal to the
equal to the number of Chance Talents you have number of Chance Talents you have (minimum 3).
(minimum 3).

Your good fortune rubs off on others.


Destiny Talent Benefit: At the beginning of your turn you may
The odds are against the odds being against you. choose a character other than yourself you are
Benefit: Each time you spend a Twist you may flip aware of, increasing all of their Threat Ranges by 1
a coin. If you call the toss, you gain 1 Twist after the until they roll a threat. You may use this Talent a
action resolves. You may use this Talent until you number of times per session equal to the number of
have gained a number of Twists this session equal to Chance Talents you have (minimum 3).
the number of Chance Talents you have (minimum
3).
It makes your brain hurt just thinking about it...
Benefit: One per coin flip if you lose the toss you
There are days when everything goes your way... may flip again. You may use this Talent a number of
Prerequisite: Good Fortune times per session equal to the number of Chance
Benefit: Each time you spend a Twist you may flip Talents you have (minimum 3).
a coin. If you call the toss you gain any bonuses from
“spending you last Twist” even if it is not your last
Twist.
...It just grazed me, really.
Prerequisite: Close Call
Benefit: Each time you spend a Twist you may flip
It’s not a coincidence you made it this far. a coin. If you call the toss, you also shed 1 grade of
Benefit: You gain +1 Cunning and +1 despair, exhaustion, or injury.
Determination.

Unique Characters Only


You never lay down and die. That was awesome! So, for my next trick...
Benefit: You gain a +1 bonus on all saving throws Benefit: Each time you gain a bonus Twist you also
and you may spend a Twist to automatically succeed gain 1 Edge.
on a failed Saving throw after rolling.

What fun is a fight if you don't take chances?


You’re a walking disaster area — for other people. Benefit: Once per round when you spend a Twist
Benefit: When a character you are aware of rolls you may also reroll your Initiative (this is not an
an error you may change it to a debacle without Initiative surge or ebb). If you are spending your last
spending Twists. You may use this Talent a number Twist this roll gets a +5 bonus. The result becomes
of times per session equal to the number of Chance your new Initiative at the beginning of the next
Talents you have (minimum 3). round regardless of your current or pending
Initiative.

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Sometimes a guy just can’t catch a break.
Benefit: At the beginning of your turn you may
choose a character you are aware of, increasing the
number of Twists they must spend to confirm a
critical hit or critical success by 1 until they have a
critical hit or critical success. You may use this Talent
a number of times per session equal to the number
of Chance Talents you have (minimum 3).

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Table 4.9: Chase Talent Summary
Talent Requirements Benefit
Carpe Diem — Gain an additional non-attack half action
Defying Gravity — Gain Climb Speed
Drive It Like You Stole It — +2 Handling
Free Running — You’re faster in chases; ignore difficult terrain
Keep It Moving — +1 Speed; +1 Travel Speed
Parkour Hardcore Focus 2+ Reduce falling damage; reroll checks with Focus
Poetry in Motion — +1 Fitness, +1 Precision
Ride or Die — Spend your own Luck or Fervor to avoid vehicle damage
Ride them Down — Rider/Mount double attack once per turn
Redline — +2 Acceleration

Chase Tree
You are a master of mobility, either personal or You’re always fast on your feet.
through the use of vehicles. Benefit: You gain +1 to all of your Speeds. You gain
an additional +1 to your Travel Speeds.
(This does not give you Speed 1 in Speeds you do
not already have.)
Seize the moment!
Benefit: You gain a single additional non-attack
action this turn. You may gain an action from this
Talent a number of times per session equal to your You've been known to step out the back... even
Chase Talents (minimum 3). when it's 9-stories up!
Prerequisite: Focus 2+ ranks
Benefit: Subtract one-half your ranks in Focus
(rounded down) from any falling damage you suffer
It’s more of a private understanding with gravity.
in urban terrain. You may reroll a failed Balance or
Benefit: You may climb in indoors, industrial, and
Jump check using your Focus skill a number of times
street terrain using your full Ground Speed as a
per scene equal to the number Chase Talents you
standard move a number of times per scene equal
have (minimum 3).
to the number of Chase Talents you have.

Because efficiency is beautiful.


You work hard, play hard, and Dive really hard.
Benefit: You gain +1 Fitness and +1 Precision.
Benefit: All vehicles you own and are operating
gain +2 Handling.

Blah.
Benefit: Blah [protect crew from damage].
Over the heating duct, off the rail, down the
drainpipe - without breaking stride.
Benefit: Your Ground Speed is considered 1
higher during foot chases in urban terrain. You may You’re really good at not getting killed behind the
move through cluttered squares treating it as an wheel.
empty space a number of times per round equal to Benefit: Each time a vehicle you control and have
the number of Chase Talents you have. the matching Field or Specialty for takes vehicular
damage, you may pay any combination of 10 Luck or
Fervor to reduce the damage taken by 2.
Once per scene you may pay 15, 20, or 25 Luck and
Fervor to reduce the vehicular damage by 3, 4, or 5
respectively.

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Stabbed and stepped on.
Benefit: Once per turn while mounted (as the
rider or mount) you may make a single double
attack, one attack from the rider and one from the
mount.
(A double attack includes two standard attacks
but requires only a single action to perform.)

“Trust me– She’ll hold together. I think.”


Benefit: All vehicles you own and are operating
gain +2 Acceleration.

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Table 4.10: Covert Talent Summary
Talent Prerequisites Benefit
Backstab — Double your Execute Damage
Elusive — Take a penalty to gain Dodge
Escape Artist — Slip bonds and parry Grabs
Fighting Trim — +1 Fitness, +1 Grace
Kill Chain — Cause characters you defeat to attack other characters
Organic Camouflage — Grant Camouflage 2 (Ambush, Blend In, Sneak) to self and allies
Pitiless Basics — +1 Ruthlessness; double Ruthlessness damage
►Pitiless Mastery — +1 Ruthlessness; triple Ruthlessness damage
Prowl Basics — Use cover to avoid attacks
►Prowl Mastery — Use superior Stealth to avoid attacks
Rub It In — Disarm and Feint lower target’s initiative
Sudden Death — Free feint & fatal first time you draw a weapon
Tripwire Ambush — Add impairing traps to your ambushes
Underfoot — +1 Defense and Instincts against larger characters; +2 if surrounded by them

Covert Tree
Covert Talents emphasize stealth and anonymity Off the goon in the back, into the corner pocket...
and the advantages of striking from surprise. Benefit: Immediately after defeating an enemy
you can make one Standard Melee or Ranged Attack
with a weapon that enemy had readied. The attack
originates from the defeated enemy. The secondary
“This is gonna hurt so much you might not feel it
target is considered flanked and you may apply your
at all.”
Ruthlessness to this additional attack. You may use
Benefit: Once per character per scene, you may
this Talent a number of times per session equal to
double the amount of Execute Damage you are
the number of Covert Talents you have (minimum
inflicting on a target who is flanked, stunned, or
3).
unaware of your presence.

A few sticks, a smudge of dirt…


You’re pretty hard to hit when you want to be.
Benefit (Wilds). You may spend one minute
Benefit: When you declare actions, if you do not
gathering materials to give yourself or a willing ally
declare Full Defense you may accept a –2 penalty to
in your reach temporary Camouflage 2 for that
your attack rolls and skill checks this turn to gain a
location or terrain. This bonus lasts until the end of
Dodge bonus to Defense until the start of your next
the scene, a different camouflage is applied, or the
turn equal to ⅓ your Character level, rounded up.
recipient takes any fire or acid damage. It takes one
action to remove the camouflage
(Camouflage 2 gives a +2 gear bonus to Ambush,
You don’t like being pinned down. Blend In, and Sneak checks while in the matching
Benefit: The cost for you to slip bonds is reduced area or terrain and +1 Error Range to those checks
by 1 Twist. Once per character per scene when a outside of that area or terrain.)
character Grabs you, you may Parry that attack.

You flit from cover to cover like a shadow.


Recruitment posters don’t look this good. Benefit: You cannot be targeted with single-target
Benefit: You gain +1 Fitness and +1 Grace. attacks if you have Full or Partial Cover and are at
least 3 squares from the attacker.

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You are the unseen. You’re used to taking on the big guys.
Prerequisites: Prowl Basics Benefit: You gain a +1 bonus to Defense and
Benefit: You cannot be targeted with single-target Instincts saving throws against larger characters (by
attacks if you have more ranks of Stealth than the Size Category). This bonus increases to +2 if there
attacker has ranks of Vigilance and you are at least are at least two larger characters adjacent to you.
6 squares. from the attacker.

You dispatch the unwary with exquisite precision.


Benefit: You gain 2 Ruthlessness. Your attacks
that apply Ruthlessness also gain Armor Piercing
equal to your Ruthlessness.

This will all be over very soon…


Prerequisites: Pitiless Basics.
Benefit: You gain 2 Ruthlessness. Your attacks
that apply Ruthlessness also inflict Execute Damage
equal to twice your Ruthlessness.

You’re just full of surprises... most of them pointy.


Benefit: Once per weapon type per scene, the first
time you ready a weapon of that type you may also
Feint as a free action and your attacks with that
weapon gain the fatal tag until the end of the round.
(A "weapon type" is a single gear table stat line
and includes all variants created by adding
upgrades. If you roll a threat on a fatal attack, it is
automatically confirmed as a critical hit.)

You’ve prepared a few extra surprises for the


enemy.
Benefit: When you execute a successful Ambush
you may choose a number of the enemies present
up to the number of Covert Talents you have. Each
of them makes an Instinct save against traps (Goal
20 + the number of Covert Talents you have + your
Cunning modifier) or suffer 2 points of Attribute
impairment to the Attribute of your choice (to a
minimum of 6). You may spend a Twist to increase
the impairment to 4.

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Table 4.11: Gear Talent Summary
Talent Requirements Benefit
Big Spender — +1 Wealth. Use wealth to reduce cost +1/scene
Bleeding Edge 4+ Wealth Damage bonus with weapons you’ve customized
Cutting Edge — Free gear upgrades based on Wealth
Earthshattering Kaboom Explosives Increased explosives damage against objects and scenery
Insightful by Design — +1 Cunning & +1 Precision
Knight Basics — Reduced penalties from wearing armor
►Knight Mastery — 1+ Armor and reduced incoming Threat while wearing armor
Private Property — Gain a 30 Legend holding
Squared Away — Free ready/stow each turn; reduced encumbrance penalties
War Chest — +3 Wealth
Watch your Back — –4 incoming ruthlessness; take 1/2 Execute Damage while wearing armor

Gear Tree
Gear Talents enhance your gear or your ability to When ‘boom’ isn’t good enough, you bring the
use it. ‘KA-BOOM!”
Prerequisite: Explosives Proficiency
Benefit: When you plant explosives, you may
choose to inflict double damage to objects and
Benefit: You gain +1 Wealth and may use your
scenery caught in the blast. This increases to triple
Wealth to reduce the cost of a purchase one
damage against buildings where you have studied
additional time per scene.
the blueprints for at least 1 hour.

It slices, it dices, and it can still make julienne fries


Blah.
out of your enemies.
Benefit: [improved repairs]
Prerequisite: 4+ Wealth
Benefit: You gain a Gear bonus to damage rolls
equal to one-half your Wealth, rounded down
(maximum +4) with any weapon you’ve owned for You’ve got solutions to the problems no one else
at least 1 week of downtime or since the start of the has even noticed yet.
adventure. Benefit: +1 Cunning and +1 Precision.

You’re built like an ox and work like one too. You make your armor look as light and
Benefit: You gain +2 Strength and your size is comfortable as summer silks.
considered one larger for encumbrance (page 164). Benefit: If you are wearing armor, the Defense
penalty, skill penalty, and speed penalty of that
armor are each reduced by 1 and its Armor is
increased by 1.
This is what state of the art looks like.
Benefit: When you purchase gear, you may
include a number of upgrades with a fixed cost or
cost multiplier of x2 or less equal to your Wealth
without them increasing the item’s cost.

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You know exactly when and how much to rely on
your armor.
Prerequisite: Knight Basics
While you are wearing armor, you gain +1 Armor.
While you are wearing armor that provides Armor 6
or better and you are not reckless or stunned, the
Threat Range of all attacks against you is reduced by
1.

No trespassing.
Benefit: Create a new holding with a Legend value
of 30 which you may expand upon normally.
Special: You may not gain this as a temporary
Talent.

You know how to move – and fight – while hauling


your kit.
Benefit: Once per turn you may ready or stow a
non-weapon item as a free action. You can carry up
to ten small items before they begin to count as bags
for encumbrance. You ignore the –1 penalty to
Instincts for the first bag you are carrying.

You have to have money to spend money.


Benefit: You gain +3 Wealth.

All armor has weak points. You’re especially


mindful of yours.
Benefit: While you’re wearing armor and not flat-
footed, helpless, or stunned characters attacking
you have –4 Ruthlessness and inflict only one-half
their normal Execute Damage, rounded up.

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Table 4.12: Investigation Talent Summary
Talent Requirements Benefit
Hard Takedown — Inflict +2 fatigue
Legalese — Influence Interrogations
Let’s See Some ID — Spot weak cover IDs and bonus to piercing stronger Cover IDs
No Stone Unturned — Your Search results get steadily better
See It Done — +1 Awareness, +1 Determination

Investigation Tree Melee Combat Tree


Investigation Talents relate to the gathering of Melee Combat Talents focus on close combat
information and law enforcement duties. fighting skills with weapons and your body. It also
includes the Challenger Talents representing various
martial arts and the Melee Weapons Talents that
allow you to master a specific group of weapons.
When you need someone alive for questioning...
Benefit: Your single-target attacks inflicting
fatigue inflict +2 damage.
Elite
You revel in showing off the range of your weapon
skills.
You’re well versed in your client’s rights.
Benefit: Once per weapon type per scene, the first
Benefit: When you or a character you are advising
time you hit an enemy you may either gain a Twist
is the subject of an Interrogation Clash, the
or recover Luck equal to 2 + one-half your Character
Interrogator needs 2 additional Wins for victory. If
Level (rounded up) after the attack is resolved.
you are advising an Interrogator when the lead or
(A "weapon type" is a single gear table stat line
suspect gains this benefit, they only need 1
and includes all variants created by adding
additional win.
upgrades. Each uniquely named unarmed and
natural attack is also considered a "weapon type".)

You’ve seen a lot of bad driver’s licenses.


Benefit: You may spot a Rank 1 Cover Identity
Feed me more!
with a Notice check when one is presented to you as
Benefit: Each time you defeat an enemy, you may
genuine credentials (Goal 20). Any Dossier you build
immediately make a basic melee attack as a free
or acquire is considered one rank higher to pierce
action.
cover identities.

You’re a walking massacre.


You are meticulous in examining a scene.
Prerequisite: Bloodbath Basics
Benefit: When you make additional Search checks
Benefit: Your extra attacks from Bloodbath Basics
to re-examine a location, if you do not roll an error,
gain the Fatal tag when attacking non-unique
your minimum die result is equal to your previous
characters.
best result +1 (i.e. your result always improves by at
(If you roll a threat on a Fatal attack, it is
least 1, if not more from a higher roll).
automatically confirmed as a critical hit.)

It’ll take long hours without ever missing a beat,


but you’re all over it.
Benefit: +1 Awareness and +1 Determination.

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That looked awful. It probably felt worse. Sometimes the other guy is the best weapon
Benefit: Once per round when you hit with a available.
single target melee attack, you may add a +4 Benefit: Once per round when you hit a common
Strength bonus to damage. character no more than one Size Category larger
(Strength bonuses to damage are limited by the than you with a 2-handed melee attack you can
die size of the damage roll.) move them horizontally 2 squares in any direction.
If there is another character in that square both
characters must make an Instincts save (Goal 20 +
the number of Melee Combat Talents you have). If
Make it rain...
they fail they take 1d10 impact damage. If the initial
Benefit: Once per character per scene, when an
attack defeated the first enemy, this increases to
enemy misses you with a melee attack you may
1d10+5.
immediately attempt to Disarm them using your
readied melee weapon (or a natural attack).
Once per round when you successfully Disarm an
adjacent enemy’s melee weapon you may Your weapon is almost a blur.
immediately make an attack with that weapon Benefit: When you declare actions, you may
against any target within 6m, regardless of reach. accept a –2 penalty to your attack rolls this turn to
The weapon then lands in a square occupied by that make a double attack with 2 melee attacks.
target (your choice if the target is larger than 1x1). (A double attack includes two standard attacks
but requires only a single action to perform.)

That attack really did suck...


Benefit: Once per round when an enemy within Easy come easy go.
your reach attacks you and misses by 5 or more, you Benefit: When you use a weapon that was
may immediately make a melee attack against them previously readied by an enemy during this combat,
as a free action. the first attack you make with that weapon gains +2
Threat Range and if it is a melee weapon it gains the
hurl quality.
Find your center and breathe.
Benefit: You gain a +1 bonus to melee attack rolls
against characters with a lower Cunning bonus than You pick up a weapon and practice every day.
yourself. Your maximum Luck increases by the lower Every. Day.
of your ranks in Focus or Vigilance. Benefit: You gain the Hand-to-Hand, Basic Melee,
Concealed Melee, and Heavy Melee Proficiencies
(see page 36). If you already have one or more of
these Proficiencies, you must choose Weapon
Benefit: Once per round when an adjacent ally
Focuses from any of these four Proficiencies to
makes a melee attack if you have the same weapon
replace each duplicate, if possible.
readied you may grant that ally a +1 Teamwork
bonus to their attack and damage rolls and 1 point
of Execute Damage. These bonuses increase to +3 if
you are a special character. To qualify as “the same Power comes from within.
weapon” the two weapons must share the same stat Benefit: You gain +1 Awareness and +1 Fitness.
line and craftsmanship upgrade if any. They do not
have to have matching material or customization
upgrades.
(Teamwork stacks, but cannot exceed +4)

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Table 4.13: Melee Combat Talent Summary
Talent Requirements Benefit
1,000 Ways to Kill Elite Gain Twists/Luck from using a variety of weapons
Bloodbath Basics — Gain extra attacks when you defeat enemies
►Bloodbath Mastery Bloodbath Basics Bloodbath attacks gain Fatal against common NPCs
Brutal Hit — +4 Strength bonus to damage once per round
Cascading Iron — Disarm enemies who miss you
Combat Critique — Free attack against enemies than miss you badly
Combat Meditation — Bonus against foes with lower Knowledge; gain extra Luck
Double Play — Knock enemies into other enemies
Double Strike — Take a –2 penalty to make a melee double attack
Foe Steel — +2 threat the first time you use an enemy’s weapon
In Your Face — Move and melee attack; free posture change
Martial Regimen — Gain Basic, Concealed, & Heavy Melee Proficiency
Mind and Body — +1 Awareness, +1 Fitness
Over and Under — Partner can use your weapons and vice versa
Parry Basics — Make an attack roll to deflect melee attacks
Relentless Hunter — Free Feint when you hit a target you’ve aimed at
Roughhousing — Bull Rush and Trip lowers target’s initiative
Unerring Strike Basics — Pay Luck to hit if you miss by 4 or less
►Unerring Strike Mastery — Pay Luck to hit if you miss by 7 or less
Up Close and Personal — +1 Threat and Execute Damage against unprepared targets

You hit them high, I’ll hit them low. It ain’t pretty, but it works.
Benefit: At the start of each scene choose a Benefit: Any time you sprawl a character, their
teammate to be your partner for that scene. While Initiative ebbs.
they are adjacent to you they may use any weapons
you have readied as if they also had that weapon
readied.
You are a ball of kicking-biting-clawing mayhem in
If your partner has this Talent and has selected
close combat.
you as their partner, up to twice per round when
Benefit: Once per round, you may change posture
you miss with an attack your partner immediately
as a free action at any time (including immediately
gains a free attack against the same opponent with
after becoming sprawled).
a –4 penalty to their damage roll (minimum 1).
Once per turn, you may make a free basic melee
attack using one of your natural attacks. If you do,
you become reckless after that attack resolves.
The best defense is a good defense.
Benefit: You may use the Parry special action a
number of times per scene equal to the number of
It’s like regular dancing... only with more blood.
Melee Talents you have, minimum 3 (see page 137).
Benefit: You gain a +1 Dodge bonus against melee
attacks. You also gain a stance.
Killing Dancing (stance): Each turn you may make
You are like a dog with a bone once you pick your an additional Standard Melee Attack after you’ve
target. taken your normal actions. However, while you are
Benefit: You do not lose your Aim bonus when in this stance you may not apply stunts to your
you lose line of sight to your target. Once per turn attacks.
when you hit a character you have taken Aim at, you
may also Feint them as a free action.

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Get in there and hit him!
Benefit: When you miss with a melee attack by 4
or less you may pay Luck equal to the amount you
missed by to graze the target instead. If the attack
missed multiple targets, you may choose which
targets to graze, paying for each of those targets
separately.
(Grazes do ½ damage rounded up after Armor and
Resistances have been applied.)

You just have to want it badly enough...


Prerequisite: Unerring Strike Basics
Benefit: Your Unerring Strike Basics Talent may be
applied when you miss by 7 or less and the Morale
cost is reduced by 1, to a minimum of 1.

Some fools only bring a gun to a knife fight.


Benefit: When you make a single-target melee
attack on a character who does not have either a
melee weapon readied or at least 3 Melee Combat
Talents, your attack gains +1 Threat Range and
Execute Damage equal to your Character Level.

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Table 4.14: Ranged Combat Talent Summary
Talent Prerequisites Benefit
Carnival of Carnage Basics — Gain extra attacks when you defeat enemies
►Carnival of Carnage Mastery C-of-C Basics Carnival attacks gain Fatal against common NPCs
Double Shot — Take a –2 penalty to make a single ranged double attack
Fish in a Barrel — +2 to hit & +1 Damage against unprepared targets
Fleet Hunter — Seize initiative when you aim; move without losing aim
Like a Hawk — +1 Awareness, +1 Precision
Military Regimen — Gain Hurled, Longarms, and Sidearms Proficiency
More Dakka! — Increased Rapid Fire; save ammo
Point Blank Shootout — Use ranged weapons as melee weapons with Reach 3
Rock and Roll — Autofire, Spray-and-Pray, or Strafe as a single action
Slinger’s Disarm — Disarm at range using a ranged weapons or attack
Skirmishing — Move and shoot as a single action
Take Their Shot — Bonus Defense against nearby shooters; Redirect missed shots
Unerring Shot Basics — Pay Luck to hit if you miss by 4 or less
►Unerring Shot Mastery — Pay Luck to hit if you miss by 7 or less

Ranged Combat Tree you are a special character. If your weapon is hurled
or uses ammo this consumes 1 shot. To qualify as
Ranged Combat Talents focus on techniques used
“the same weapon” the two weapons must share
in firefights and the occasional hurled weapon.
the same stat line and craftsmanship upgrade if any.
They do not have to have matching material or
customization upgrades.
Bows take a lot of practice, but once you do… (Teamwork stacks, but cannot exceed +4)
Benefit: All of your attacks with bows gain the
Accurate tag and you may draw a bow and take a
Standard Ranged Attack with that bow as a single
You just keep firing.
action.
Benefit: When you declare actions, you may
accept a –2 penalty to your attack rolls this turn to
make a double attack, making 2 ranged attacks.
Moar pew pew! (A double attack includes two standard attacks
Benefit: Each time you defeat an enemy, if you are but requires only a single action to perform.)
not engaged in melee you may immediately make a
basic Standard Ranged Attack as a free action.
Nothing fancy, just lots of bullets.
Benefit: You gain a +1 Dodge bonus against
All the pew pew! ranged attacks. You also gain a stance.
Prerequisite: Carnival of Carnage Basics Keep Firing! (stance): Each turn you may make an
Benefit: Your extra attacks from Carnival of additional Standard Ranged Attack after you’ve
Carnage Basics gain the Fatal tag when attacking taken your normal actions. However, while you are
non-unique characters. in this stance you may not apply stunts to your
(If you roll a threat on a Fatal attack, it is ranged attacks.
automatically confirmed as a critical hit.)

It’s surprisingly easy when they can’t shoot back.


Benefit: Once per round when an adjacent ally Benefit: When you make a single-target ranged
makes a ranged attack if you have the same weapon attack on a character who does not have either a
readied you may grant that ally a +1 Teamwork ranged weapon readied or at least 3 Ranged Combat
bonus to their attack and damage rolls and 1 point Talents, your attack gains +2 to hit and +1 damage.
of Execute Damage. These bonuses increase to +3 if

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You excel in mobile engagements. Oh, look, another bullseye.
Benefit: Once per round when you take Aim you Benefit: Your ranged attacks ignore Partial Cover
may also Seize Initiative as a free action. While you and you gain a +1 bonus to attack targets smaller
are Aiming you and/or your target may move up to than Medium-sized. You also gain a stunt.
8 squares in a single round without you losing your Center of Mass (ranged attack stunt): You gain a
bonus. bonus to damage equal to the amount your attack
roll exceeds the target’s Defense.

Very little gets past you.


Benefit: +1 Awareness and +1 Precision. No really – you hit the bull’s eye.
Prerequisite: Sharpshooter Basics
Benefit: Your ranged attacks ignore Full Cover and
you gain an additional +1 bonus to attack targets
There’s a lane with your name on it at the range.
smaller than Small-sized.
Benefit: You gain the Hurled, Longarms, Sidearms,
Headshot (ranged stunt): –2 to your attack roll.
and Squad Proficiencies (see page 36). If you already
This attack gains Fatal.
have one or more of these Proficiencies, you must
(If you roll a threat it is automatically confirmed as
choose Weapon Focuses from any of these four
a critical hit.)
Proficiencies to replace each duplicate, if possible.

Show them some hustle!


Dakka-dakka-dakka-dakka-dakka!
Benefit: When you declare actions, you may
Benefit: While you have a firearm with the Rapid
become reckless to make both a Standard Move and
Fire quality readied, its intensity increases by 1.
a Standard Ranged Attack as a single action.
When you make an autofire, spray-and-pray or
strafe attack, the number of shots required is
reduced to RF x 2.
“Then I shot it right out of their hands!”
Benefit. You may use the Disarm action at a
distance by using a single-target ranged weapon or
You're equally at home in the thick of the fray.
attack. The target must be in range of the attack and
Benefit: You may consider any ranged weapon
any range penalties the attack would suffer are
you are wielding to be a melee weapon with a reach
applied to this action. This action consumes one
of 3. It still uses one shot each time you attack with
shot if the weapon requires ammo.
it. You may use the higher of your melee or ranged
attack bonuses when doing so.
Once per round, you may change posture as a free
action at any time (including immediately after One shot, one kill. Usually.
becoming sprawled). Benefit: Ranged weapons you are wielding gain an
additional range category that is double the
weapon’s normal maximum range. While you are
aiming, your ranged attacks against non-unique
For the discerning advocate of high-volume fire.
characters gain +1 Threat Range.
Benefit: Once per turn, you may make an autofire,
spray-and-pray or strafe attack as a single action
instead of a Full Action.

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I want the pink mist.
Prerequisite: Sniper Basics
Benefit: Ranged weapons you are wielding gain a
second additional range category that is five times
the weapon’s normal maximum range. While you
are aiming, your ranged attacks against unique
characters gain +1 Threat Range.

It’s my shot now!


Benefit: You gain a +3 Dodge bonus to Defense
against ranged weapons if the attacker is within 2
squares of you. If an adjacent opponent misses you
with a ranged weapon by 3 or more you may choose
a new target for that attack. Use the same attack roll
but add a bonus equal to the number of Ranged
Combat Talents you have. The new target cannot be
farther from you than it is from the shooter.

That almost missed. Almost.


Benefit: When you miss with a ranged attack by 4
or less you may pay Luck equal to the amount you
missed by to graze the target instead. If the attack
missed multiple targets, you may choose which
targets to graze, paying for each of those targets
separately.
(Grazes do ½ damage rounded up after Armor and
Resistances have been applied.)

“Winged ‘em” still counts.


Prerequisite: Unerring Shot Basics
Benefit: Your Unerring Shot Basics Talent may be
applied when you miss by 7 or less and the morale
cost is reduced by 1, to a minimum of 1.

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Table 4.15: Skill Talent Summary
Talent Requirements Benefit
Adept — +1 insight bonus and increased Threat Range for two skills
►Consummate Master Adept Adept skills gain +4 insight bonus
►Eureka Adept Adept skills gain 18-20 Threat Range and automatic critical successes
►Nobody Saw That Adept Adept skills can be canceled
►Strive Adept Adept skills gain +4 bonus from Twists
Brains and Brawn — +1 Cunning & +1 Fitness
Broad Competence — You are considered to have 1 rank in every common skill
Eidetic Recall — Roll twice on Knowledge checks
Encyclopedic Knowledge — +4 Interests
Genius — +5 max ranks for one skill
I Can Swim — Spend skill ranks during play instead of while leveling up
Perfect Focus — +5 on one opposed role per scene
Quick Thinking — +1 Awareness & +1 Cunning
Time to Shine — Spend 2 Twist to gain skill bonus for the entire scene
Unorthodox Methods — Gain 4 Skill Swap Techniques

Skill Tree
Skill Talents enhance general skill use. Most can Your memory is extremely sharp
be allied to the skill of your choice, while skill- Benefit: You may roll twice, keeping the result you
specific benefits typically appear in other trees more prefer, on all Knowledge checks.
closely related to that skill’s themes or mechanics.

Uncopyable
You’re a bit past the graduate level... You have an eclectic range of interests.
Benefit: Chose 2 skills. You gain a +1 Insight bonus Benefit: You gain 4 additional Interests (see page
to all checks with these skills and your base Threat 43). This increases to 6 additional Interests at Level
Range on these checks is 19-20. 5 and 8 at Level 10.
Special: You may take this Talent more than once,
choosing 2 new skills each time (e.g. after gaining
Adept (Expertise & Tactics) you could later choose
The flash of insight illuminates all difficulties.
Adept (Focus & Vigilance)).
Prerequisite: Adept
Benefit: Chose one of your Adept Talents. Your
base Threat Range with the skills associated with
You are the complete package. that Talent becomes 18-20 and you may confirm a
Benefit: You gain +1 Cunning and +1 Fitness. threat with those skills as a critical success without
spending a Twist a number of times per session
equal to the number of Skill Talents you have.
Uncopyable
Benefit: You are considered to have 1 rank in
every common skill, even if you do not have ranks in Uncopyable
that skill. Those certain they know your limits are in for a
rude surprise...
Benefit: Each time you level up, instead of
spending your new skill ranks they are placed in a
Your skill is astonishing.
pool. You may spend ranks from this pool at any
Benefit. Choose one of your Adept Talents. Your
time during play, gaining up to your maximum rank
insight bonus to checks with the skills associated
in each skill by ‘revealing’ your hidden proficiency as
with that Talent increases to +4.
needed. If your pool is empty (i.e. all of your ranks

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have been spent for this level) you gain a +1 bonus
on all skill checks. It’s time to prove you’re not just good... You’re the
All unspent ranks must be spent the next time you best.
level up before placing the new skill ranks into the Benefit: Once per scene you may spend 2 Twists
pool. and choose a skill you have your maximum skill
ranks in. Until the end of the scene, you gain a +3
bonus to all checks made with that skill. If this is a
Really. They didn’t. dramatic scene, you also gain a +3 bonus to Threat
Prerequisites: Adept Range when rolling to confirm critical successes with
Benefit: Choose one of your Adept Talents. When that skill.
you fail a skill check with one of the skills associated
with that Talent you may cancel the action a number
of times per session equal to the number of Skill Uncopyable
Talents you have (minimum 3). You do you like nobody else.
(Canceled actions simply didn’t happen and the Benefit: You gain 3 Skill Swap Techniques (see
opportunity to take the action is lost – they don’t use page 37). This increases to 4 Skill Swaps at Level 5,
up resources, reveal the character, or trigger and 5 at Level 10.
reactions and cannot become errors or critical
failures.)

“…”
Benefit: Before making an opposed skill check you
may choose to gain a +5 bonus to the roll. If you
succeed, you may not use this Talent again for the
remainder of this scene.

You live to outwit.


Benefit: +1 Awareness and +1 Cunning.

Sometimes you just have to want it more.


Prerequisite: Adept
Benefit: Choose one of your Adept Talents. You
gain a +4 bonus on both the roll and reroll when you
spent a Twist to reroll a check with either of the skills
associated with that Talent.

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Table 4.16: Style Talent Summary
Talent Requirements Benefit
Dance Off, Bro 3+ Presence Feint also fixates characters with lower Presence
Elegance — +1 Presence; +2 to Charisma checks but –2 to Blend and Disguise
Grim Presence 2+ Presence Add Presence to Test of Wills damage; Test of Wills after defeating an enemy
Lasting Impression — +1 Grace, +1 Knowledge
Nettle — Taunt and Test of Wills lower target’s initiative
Overwhelming Presence 4+ Presence 2+ Increased bonus from Presence (max +5)
Personal Lieutenant — Gain 30 Legend for non-animal companions
Polyglot — Gain numerous additional Languages
Share the Wealth 3+ Wealth Poor Teammates gain 1 or 2 wealth
Silver Tongue — Feinting also impairs Determination
Social Animal — +1 Awareness, +1 Grace
Telling the Tale — +1 Presence; Charisma check for bonus Legend
The Face of My Enemy — +1 threat against specials; defeat specials for Legend
Too Pretty to Die Presence 3+ Avoid attacks while near a dangerous teammate
Twist the Knife Silver Tongue Feinting also prevents the target from attacking

Style Tree
Style Talents focus on refined social skills and the You don’t see one of me every day.
rewards of being well established in society. Benefit: +1 Cunning and +1 Grace.

“Oooo-oo child, things are gonna get easier...” You have a talent for getting under people’s skin.
Prerequisite: 3+ Presence Benefit: Once per character per scene when you
Benefit: When you successfully Feint a unique successfully Taunt or Threaten a character, you may
character with a lower Presence, they also become force their Initiative to ebb.
fixated until you take any further non-free actions.
You may give up any remaining actions when you
would take them this round and for the next three
You will see it my way...
rounds to extend this effect.
Prerequisite: 4+ Presence
Benefit: You gain a +4 bonus from Presence if your
Presence is at least 4 higher than the character you
Your appeal is timeless. are interacting with (instead of the usual +2 bonus).
Benefit: You gain 1 Presence. You gain a +2 bonus
on Charisma skill checks but suffer a –2 penalty with
Blend and Disguise checks.
Help this good is hard to find.
Benefit: You gain 30 Legend to create or improve
your non-animal companions (see XX).
People tend to believe your threats. Special: You may not gain this Talent as a
Prerequisite: 2+ Presence temporary Talent.
Benefit: Add your Presence to the anguish you
inflict when you win a Test of Wills against other
characters. Once per round when one of your
Uncopyable
actions defeats an enemy, you may immediately
You have an astonishing gift for languages.
attempt a Test of Wills against another enemy as a
Benefit: You gain 4 additional Languages (see
free action.
page 41). This increases to 6 additional Languages at
Level 5 and 8 at Level 10.

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Benefit: You cannot be targeted with single-target
You make sure your friends are well taken care of. attacks while you are within 3 squares of an
Prerequisite: 3+ Wealth undefeated teammate with both a higher Melee
Benefit: Your teammates whose Wealth is 2, 3, or and a higher Ranged Attack Bonus than your own.
4 fewer than yours gain a +1 Teamwork bonus to
their Wealth. Your teammates whose Wealth is 5 or
more fewer than yours gain a +2 Teamwork bonus You can completely disarm a foe with their own
to their Wealth. best intentions.
Prerequisite: Silver Tongue
Benefit: Once per scene when you successfully
You get inside their head, eroding the bedrock of Feint a unique character you have a dossier on or
their certainty. any common character, in addition to delaying them
Benefit: When you Feint a Unique character, you they may not take any attack actions until they are
have a dossier on or any common character, in attacked or the scene ends.
addition to delaying them you impair their
Determination by 1 until the end of the scene (to a
minimum of 6). You may use this Talent a number of
times per scene equal to the number of Style Talents
you have (minimum 3).

The most dangerous animals run in packs.


Benefit: +1 Awareness and +1 Grace.

You have a gift for self-promotion that ensures


that your name is being heard in all the right ears.
Benefit: You gain +1 Presence. At the end of each
adventure, you may make a Charisma check (Goal
25). If your check is successful, you and each of your
teammates gain 2 Legend.

The greater the foe, the more glorious the kill!


Benefit: The Threat Range of your attacks against
unique characters increases by 1. When you
perform the final action that defeats a unique
enemy, you and each teammate with this Talent
gain Legend equal to 1/3 that enemy’s Character
Level (round all fractions up). All of your other
teammates gain 1 Legend.

Clearly, your enemies have more pressing


concerns than hitting you…
Prerequisites: Presence 3+

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Table 4.17: Tradecraft Talent Summary
Talent Requirements Benefit
Connected Uncopyable Gain 3 Contacts
Highly Adaptable Uncopyable Create a list of 4 Talents. Spend Twist to gain temporary Talent from list
Lived-In Look — Your cover IDs gain Ranks over time
Painful Secrets — Test of Wills also stops the target from spending Twists
Polished Performance — +1 Grace, +1 Precision
Read the Mark — Quickly study a character’s Attributes and skills

Tradecraft Tree
Tradecraft Talents emphasize specialized You take the time to flesh out your cover stories
knowledge relating to espionage. by putting in a few personal appearances.
Benefit: Each cover identity you’ve had for 1 week
or more gains +1 Rank, to a maximum of rank 5. You
may choose one cover identity you have had for at
Blah.
least one month to gain an additional +1 Rank, to a
Benefit: [Added bonuses from allies. claim ally
maximum of rank 6.
that is normally opposed?]

The things you know (or can guess) are quite


Uncopyable
unsettling.
It’s good to have friends... or assets.
Benefit: When you Test of Wills with a unique
Benefit: You gain 3 additional Contacts.
character you have a dossier on or any common
character, in addition to suffering anguish they also
lose the ability to spend Twists for a number of
Uncopyable rounds equal to the number of Tradecraft Talents
You rise to all kinds of occasions. you have (minimum 3).
Benefit: Choose 4 non-uncopyable Talents, each
from a different Talent tree. Once per scene you
may spend 1 Twist to gain one of those Talents as a
It only looks like it comes naturally.
temporary Talent until the end of the scene.
Benefit: +1 Grace and +1 Precision.
If you gain any of these Talents later as a
permanent Talent, you may choose a new Talent to
replace it with the same restrictions.
You have an eye for people’s strengths... and
weaknesses.
Benefit: Once per beast or Folk character per
scene, after a character has been in your line of sight
for at least 3 rounds you learn their highest and
lowest Attributes (Game Runner’s choice if there are
ties). You may then choose any one of their
Attributes, learning their total bonuses in each of
the 3 skills associated with that Attribute.

(Just in me.)
Benefit: [Temp attitude bending?]

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Narrative Gameplay
(Chapter 5)

At the Table Roleplaying


At its core, most of roleplaying gaming is a Roleplaying is the opportunity to act out a
continuous and evolving back-and-forth between situation as you think your character would, making
the Game Runner and the Players: choices from that unique mindset. This is called
‘being in-character’ and is key to your enjoyment
1. The Game Runner ‘sets the scene’, telling the and the enjoyment of the other players. You will also
Players where they’re at and what they know frequently speak in-character, with your character
about their surroundings. more or less mimicking your words and gestures –
2. The Players describe what they want to do and possibly adjusted by your character’s exceptional
how they’ll do it through roleplaying, skills, or skills or limitations. Not all players will be
combat. comfortable with this sort of acting out a persona
3. Dice are rolled to determine the outcome of and the Game Runner should match their
difficult or uncertain actions. expectations to the player’s comfort level. This
4. The Game Runner informs them what happens flexible give and take between the Players and
as a result and what else has changed in their Game Runner is one of the things that truly sets pen
surroundings (or describes the new & paper RPGs apart from other mediums.
surroundings if the Player Characters have While we all like to win, good role-playing often
moved on). requires you to accept that your knowledge as a
5. The Players describe what they want to do next. player may be greater than that of your character
And so on… and keeping the two separated from each other.
Your decisions should stay true to the character
For routine actions, your Game Runner will often even if that’s not optimal. Also, keep in mind your
assume your character’s actions simply succeed. character might be considerably better (or worse!)
When the difficulty is higher or – more importantly at some activities than you are. While you should
– when failure might be interesting, dice rolls give it your best effort when your character is more
become involved to determine the success of Player skillful than yourself (and allowing game mechanics
Characters’ actions. Likewise, the characters being and dice rolls to make up the difference),
controlled by the Game Runner may also prompt overplaying a character to gain an advantage that
rolls to determine how well they succeed in their doesn’t fit the character’s limitations is acting out of
intended actions during step 3 as the GR determines character and will degrade the play experience for
how the situation is evolving. everyone. Veteran role-players know losing with
Most of this chapter is devoted to establishing style can be every bit as satisfying as winning.
when those dice rolls are needed and how they play
out.

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Objectives commitment from the Player Characters to pull it
off without some kind of lapse or setback.
Much of the action in your stories will be driven
by Story Objectives. Objectives break down the
largest goals of the story into manageable steps or Bonus Objectives
individual tasks each with a clear purpose. They are Scenes may include optional or Bonus Objectives.
the things you are seeking to accomplish through These are opportunities for ‘extra credit’ performing
your actions. Objectives come in an array of forms, good deeds or seizing an unexpected chance to
encompassing many possible situations. These goals make extra gains. Failing or outright ignoring these
are loosely clumped into five groups: Combat, objectives carries no penalty… and may be the wiser
Exploration, Social, Tasks, & Wits. course of action, rather than sinking resources into
The expected difficulty each Objective will present these side-jobs and suffering a failure that puts the
is rated on a scale of 1-5, suggesting the impact they greater goals at risk.
have on the story and setting the experience point
rewards for success. Flawed Success
While there’s a certain dignity to dragging
Table 1.1: Objective Importance yourself across a finish line after a terrible showing,
Difficulty Story Impact xp particularly broken or incomplete successes don’t
I “Routine” 25 offer the same degree of rewards as a clear victory.
II “Involved” 50 A flawed success may also be called for when forces
III “Intense” 100 outside of the PC party have to intervene to bring
IV “Centerpiece” 150 about a successful outcome.
V “All-consuming” 250 Your Game Runner may reduce the rewards for a
particularly messy or marginal success to as low as
• Routine. This objective is just part of job for half of its normal value.
characters specializing in that type of objective.
From one-sided ambushes [combat] to making a Shine!
courtesy call to a local crime lord [social Some Player Characters will gain a Shine bonus to
interaction], this is what your character does – experience point rewards. This is an added
and does well. The price of failure is usually percentage of xp earned from a specific type of
minimal. objective IF the PCs successfully overcome
• Involved. This level of importance usually objectives of that type. Shine bonuses only apply to
requires the full attention of an expert to ensure full success. If The players achieve a flawed success
it goes smoothly. Failure is unlikely, but you of some kind, they do not net extra XP for their
might have to double check your work. efforts.
• Intense. Even experts need to successfully
leverage the strengths of their team. Failure,
while unpleasant, is also not totally surprising Rewards
when faced with such stiff opposition. Completing Objectives and advancing the story
• Centerpiece. This objective likely makes up the earns a variety of rewards for you hero.
meat of an entire scene, requiring sustained
effort to overcome. Centerpiece objectives often Experience
consume PC resources quite heavily, eating Experience Points are the main overall measure of
Twists, inflicting lingering damage, or exhausting your hero’s power, abilities, and degree of
abilities and favors as the Players seek to secure accomplishment. You gain experience points (or xp)
a win unless the dice are particularly favorable for completing objectives and an additional bonus at
across many, many rolls. the end of each adventure.
• All-Consuming. This is the big-budget Leveling Up. While you may gain enough
blockbuster version of the centerpiece, filling out Experience Points to cross into the next Level during
even a hard scene and requiring total play, you may only convert these gains into a new

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Character Level between Adventures. You must still Story Pacing
complete the current adventure at your current
The largest block of time in Narrative Play is the
level.
Campaign. This is all the things your character does
concerning a single major objective or central
Legend driving conflict. In television, this would be a full
Legend is the ‘Currency of Greatness’. You may season and all of its plots and subplots that tie the
spend legend to advance your character in a variety episodes together. Your hero may only have a single
of ways. You receive 1 point of Legend at the end of campaign or you might continue to play them across
each Scene in which you were not defeated. Legend multiple campaigns/seasons.
is also awarded at the conclusion of each adventure. From there, the passage of time in your
Bonus Objectives may also rarely award you a point character’s story will be broken up into
or two. progressively smaller chunks as the focus pulls in on
your individual actions.
Reputation Within the Campaign, the largest defined block of
Reputation is the proof that you are not alone in action is the Adventure. Adventures allow you to
your struggle. It acts as a currency to build and pursue large goals and advance major plots.
improve alliances with various factions and Adventures are the highlight moments, with your
important individuals who can help you during your character going about more mundane or routine
adventures. Heroes gain generic Reputation they activities before and after these momentous events.
can spend as they desire at the end of each In grand or extremely interconnected narratives
Adventure. You may also gain Ally or Faction- where the heroes don’t get to catch their breath
specific Reputation immediately after between spikes in the action, each adventure can
accomplishing certain Objectives that are closely represent a major milestone in the overall story arc.
aligned to that group’s interests. In television, this would be similar to an episode or
sometimes a multi-part episode.
Adventures are in turn made up of Scenes – a
Loot flexible period of time where events are moving
Loot represents the things you pick up along the
along quickly enough to require your full attention.
way in your travels. This can be money or gear taken
Narratively, a scene is “a complete thought”, a piece
from fallen foes, the prize at the end of a heist, or
of the story that plays out in a mostly continuous
other tangible rewards claimed through victory.
fashion. Scenes are the main framing mechanic for
Loots is extremely situational, ad there are no hard
the action and many of your abilities can only be
and fast rules if loot will be part of the rewards in
used a limited number of times each scene. The
your story.
Player Characters may move from location to
location inside a single scene as the follow the
Payment action.
If you are acting as the agent of others, you can Making your way through a scene generally
also expect payment as part of the rewards for your revolves around achieving one or more Objectives.
labors. While money is the most common form of You will work towards these goals through a
payment, rare or unique gear and even favors may combination of roleplaying, skill checks, and
be part of your patron’s offer for service. Payment is combat. Narrative Play is also an opportunity for
usually established as part of the stakes at the character exposition, giving you a chance to interact
beginning of the adventure, but the terms of the with important NPCs or letting you get inside the
deal may include bonuses, or shift as circumstances mind of your character.
evolve. A scene may include multiple individual
Encounters or consist of only a single Encounter.
This is usually all the action that transpires at a single
location. Because many of your abilities have a limit
on the number of times per scene they may be used,
scenes with multiple encounters work to create

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rising tension through the demands of resource represents the flow of events between scenes,
management. “Do I use my cool trick now or hold it entirely “off-screen”.
for a better moment?” will be a constant Downtime is often used to generate income, to
consideration for most heroes. spend time strengthening the bonds with friends
During encounters, time is described in traditional and allies, and to carry out long-term projects like
units: you’ll need to drive for about an hour, you talk building new gear or developing an organization.
to the guard for several minutes, and the repairs will Your degree of success for these activities is
be done in two days. determined through downtime skill checks. You may
When the action shifts into high gear and every make one downtime check per month or fraction
second counts the Game Runner will likely shift to thereof. This limitation helps to keep the focus of
Tactical Gameplay as described in Chapter 6 (page play on regular scenes rather than the ‘fade to black’
134). In Tactical Play, time is broken down into 5- of downtime events.
second blocks called Rounds, with each character
able to take 2 Actions each round. Certain Death
As the stars of the show, your Heroes are
Gear Prep protected from death by accident or mishap, but
One recurring activity in many stories will be the there are still limits to your ‘plot-based immortality’.
Gear Prep sequence. This typically occurs after the While you’ll (sometimes miraculously) survive being
Player Characters have had a chance to review the swept of the deck of a ship by a wave during a storm
situation, formulate a (rough) plan of action, and or being hurled off a bridge by a car crash, that
take the time to fully ready their gear, vehicles, and expectation of heroic survival does not extend to
armor/costumes. In movies, this might take place you CHOOSING to jump into the sea or driving off of
entirely off-screen with a simple cut to the action or a cliff. Heroes can always destroy themselves.
be an entire montage of the heroes preparing for If your Game Runner informs you that an action
action. In animation, this scene can be so common you’re contemplating leads to certain death and you
it becomes stock footage reused in multiple (if not insist on taking that action anyway, it’s quite likely
every) episode. you’ll be back to making up a new character fairly
In Alabaster, Gear Prep generally takes about half soon. Certain death including willfully opting to
an hour (slightly longer for larger groups or those ‘make a final stand’ by choosing to go into combat
with massive resources) and requires the PCs to set with forces you cannot hope to overcome. The
out from a well-stocked base of operations. Gear Game Runner may arrange for you to be captured
Prep is also restricted to when the Players aren’t rather than killed, but they aren’t required to.
under immediate time pressure and have the
opportunity to dive into the next situation on their
terms. Having a Gear Prep sequence means the PCs
can pick and choose which of their belongings to
bring to the next scene or sequence, storing the rest
safely out of sight. It also ensures all of your gear and
vehicles will be fully prepared and loaded.

Downtime
When you have a substantial amount of time
where you control the tempo of the action or are
waiting for another event to occur, the Game
Runner will likely declare that you are in Downtime,
allowing you to take on certain long term or
mundane-but-time-consuming tasks. Downtime
may take place inside a scene, but more typically it

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Saving Throws weapons or pieces of gear readied, or having a single
2-handed weapon or piece of gear readied. If you
Bad things happen. Bad things happen a LOT to
are forced to make an Instincts saving throw while
heroes. Fortunately, you have a (small) chance to
your hands are full you may drop or release
wiggle out of many of the bad things that could
everything you are holding before making the saving
befall you. Whether it’s your exceptional courage,
throw to avoid this penalty. It looks desperate and
robust good health, or finely-honed instincts, with a
clumsy, but sometimes that is far better than the
bit of luck you can avoid or minimize the worst
consequences of a failed saving throw!
outcomes headed your way.
(Characters without hands do not suffer this
Saving throws allow you to actively resist
penalty.)
powerful negative events coming your way. Most
saving throws are reactions, triggered at the
moment the event or effect would take hold. In Declining a Saving Throw
some cases, you will be allowed to spend You may find yourself wanting to willingly accept
time/actions to resist an ongoing effect, potentially the consequences of a failed saving throw. When
reducing the penalties it inflicts or even shaking it required to make a save you may decline the saving
off entirely. Saving throws are broken up into three throw by setting the result of your roll to ‘1’ without
categories, each strongly linked to a flavor of rolling. It is possible, though unlikely, that 1 + your
negative events. save bonus will be so high the save succeeds
Saving throws are used in a wide variety of anyway.
situations, with the effects of success and failure
described in each case they are called for. Saving
throws do not have error or Threat Ranges. A roll of
1 can still succeed if you have a high bonus and the
Goal is low enough.

Courage
Courage allows you to overcome fear. Courage
Saving Throws are rolled using 1d20 + your Courage
Bonus + your Determination modifier.

Health
Health allows you to endure poisons, diseases,
and physical hardship. Health Saving Throws are
rolled using 1d20 + your Health Bonus + your Fitness
modifier.
You are what you eat. Your Health bonus can be
significantly reduced or increased by your Lifestyle
(page 195).

Instincts
Instincts allow you to avoid injuries or surprises.
Instinct Saving Throws are rolled using 1d20 + your
Instincts Bonus + your Grace modifier.
Quite a handful! Your Instincts bonus is reduced
by 1 any time all of your hands are full. For most
humans, this includes carrying things in both hands,
while using both hands to lift, pull or push
something, while climbing, having two 1-handed

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Skills So Many Possibilities
A large portion of this chapter is devoted to
Along with roleplaying, using your Skills is the
presenting skill checks covering some of the most
principle way your character exerts their will upon
interesting, exciting, and commonplace activities
the world. When there is an element of chance, heroes are likely to undertake in the pursuit of
where the outcome is uncertain, in the moments their goals in the story. It’s also a list that will
where your ability may make the difference, dice invariably come up short at some point. When you
are used to determine your success or failure. Many see an opportunity that falls outside of the rules
of your abilities will help tip the odds in your favor but makes sense in-setting, it’s the responsibility
but heroes still frequently dare the riskiest of Players to suggest skills that seem like they
strategies, their reach routinely exceeding their might fit the task, and the responsibility of the
grasp. Game Runner to make a ruling how to proceed.
There are three skills associated with each of the Remember that ruling doesn’t need to be perfect,
six Attributes for a total of eighteen skills. Most of it just needs to be good enough to keep the story
these skills can come into play in a variety of moving forward. In the end, supporting your
situations. Game Runner and keeping things moving is often
Various suggestions for using skills in narrative more important than being right.
play have been presented grouped by topic with If you are an active supporter of the Alabaster
System Patreon, we’d love to hear about these
checks related to that topic listed alphabetically.
occasions and the solutions you came up with.
You or your Game Runner may also propose new
You might even see new skill checks added to the
checks to deal with the countless ways you might toolbox to cover those types of scenarios!
come up with to solve a problem that wasn’t
covered in this chapter. This flexibility and creativity
you bring to the process is a big part of the appeal
of pen and paper gaming so take advantage of the
occasional opportunity to make a clever connection
between your skills and your goals by attempting
the unexpected.

Table 5.2: Class Skills


Skill Att Base Classes Seed Classes
Acrobatics Grc Champion, Ghost, Thief
Acting Grc Con Artist, Examiner, Fixer, Ghost, Troubleshooter
Analysis Awr Examiner, Investigator, Marksman, Thief
Athletics Fit Champion, Ghost, Thief
Charisma Grc Con Artist, Fixer, Troubleshooter
Expertise Prc Examiner, Thief, Troubleshooter
Focus Dtr Champion, Con Artist, Examiner, Ghost
Intuition Awr Con Artist, Examiner, Fixer, Investigator
Leadership Dtr Con Artist, Troubleshooter
Menace Fit Champion, Con Artist, Fixer, Investigator
Negotiation Cun Fixer, Investigator
Profession Prc Con Artist, Examiner, Fixer, Investigator, Troubleshooter
Sabotage Prc Examiner, Thief
Stamina Fit Champion, Investigator
Stealth Cun Con Artist, Ghost, Marksman, Thief, Troubleshooter
Survival Dtr Ghost, Marksman
Tactics Cun Examiner, Fixer, Marksman
Vigilance Awr Con Artist, Examiner, Ghost, Investigator, Marksman,
Thief, Troubleshooter

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Skill Checks Special Check Types
Skill checks are the individual activities associated Some checks pit you against more than just a
with each skill. They cover a broad range of in- single, simple Goal.
setting activities but fit into a very simple pattern: Gamble Skill Checks offer a list of increasingly
after declaring the action you are attempting, roll a difficult Goals with the Player choosing which Goal
d20 and add half your skill ranks, your Attribute they wish to shoot for. Failure to reach the chosen
modifier, and any additional bonuses and penalties. Goal is still complete failure even if they exceeded
Then the Game Runner informs you if the result some of the lower Goals listed as possible for the
equals or exceeds the Goal for the action you are check.
attempting. If it does, the check has succeeded. If it Best Outcome Checks include a list of like Gamble
does not then the check has failed. The rewards for checks. However, the result of the check is based on
success are described for each of the checks the highest Goal the check reaches or exceeds.
suggested here. Failure is often self-explanatory: These checks only fail if the result is less than the
your action didn’t work. lowest Goal in the list.
All skill checks are made by rolling: Opposed Skill Checks are a common variation
where you are pitted directly against another
1d20 + ½ your skill ranks (rounded up) character or active force and they also make a skill
+ your Attribute modifier check that acts as your Goal (and vice versa).
In the event of a tie, the character with the higher
You may gain additional modifiers from your skill ranks succeeds. If both characters’ skill ranks
character options and circumstances. Skill ranks and are also tied, the character initiating the action fails.
bonuses should be recorded on your character
sheet to minimize calculations during play.

Attribute Modifier. Each of your six Attribute


scores generates an Attribute modifier as described
in Chapter 1 (page 11). You add this modifier to your
checks with any of the skills associated with that
Attribute. A low score will result in a negative
modifier penalizing your checks with those skills. Secret Checks are a special type of opposed skill
Untrained Checks. If you have zero ranks in the checks used when you won’t know how effective
skill being called for the check is considered that action is until it’s tested– often in a hostile
‘untrained’ and your maximum result is capped at environment. In this case, the action is taken, but
15. The number of Twists needed to turn the check the check isn’t rolled until the first time it is opposed
into a predicament is reduced by 1, minimum 1 (see by a bystander or enemy. When you are the
Mishaps, below). character opposing a secret check, the Game
Runner will likely not inform you of what the check
is for unless you succeed. Secret checks tend to be a
bit nerve-wracking for players… Which is deliberate.
The situations they’re used in should be tense, nail-
biting affairs.

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Team Checks are called for when everyone on a Bonuses & Penalties
team is likely to make the same check at the same Many character options will grant you bonuses to
time and individual success is irrelevant (the skill checks. Bonuses can be named or unnamed.
characters will either all succeed together or all fail Unnamed can be combined or “stack” freely.
together) the Game Runner may call for a team Bonuses that share a name do not combine or stack,
check, with only a single character making the and only the largest bonus applies (e.g. a +2 Hope
character for the whole group. If a single success will bonus and a +3 Hope bonus do not stack, so you only
result in everyone’s success (e.g. a Notice check receive a +3 to the check).
where the heroes can immediately share If a check is subject to both bonuses and penalties
information) the players may choose which that share a name, add together all of the bonuses
character makes the check. If a single failure will and penalties. Use that result unless it is greater
bring down the who effort (e.g. a bluff check where than the single highest bonus (use only the highest
if anyone cracks the whole deception fails) the bonus) or if it less than the single largest penalty
Game Runner chooses which character must make (use only that penalty).
the check.

Threats and Errors


Each of your skills has a Threat Range and Error
Range. These dice results can lead to extreme
outcomes for the check.
Threat Range. When the twenty-sided die roll
comes up with a result in your Threat Range AND the
check is a success you have scored a threat. Some
A few named modifiers partially combine as
checks gain immediate benefits for scoring a threat
described below.
as described in that check. Further, it becomes
possible for that check to become a critical success
Dodge. Dodge bonuses stack with each other
(or just “crit” for short). You may either spend a
without restriction.
Twist to confirm the threat as a critical success or
Gear. Gear bonuses come from your equipment.
you may roll the check again. If this additional roll is
They are unlikely to exceed +7.
also a threat the check is confirmed as a critical
Hope/Dread. Hope and Dread can have a
success. Like threats, if a check produces an
powerful effect on the abilities of heroes. These
additional effect on a Critical Success the most likely
modifiers are considered to have the same name
benefits are presented in the skill check description.
when combining multiple bonuses and penalties.
Error Range. If no Error Range is specifically
They are unlikely to exceed +7.
mentioned it is simply ‘1’. When the twenty-sided
Insight. Insight bonuses from multiple sources
die roll comes up with one of these results the check
stack, but only to a maximum of +4.
automatically fails and you become vulnerable to a
Second Attribute Bonus. Add a bonus equal to the
Mishap – a truly memorable accident that can put
Attribute’s modifier (minimum +0). You may only
your character or the success of the adventure at
apply one Second Attribute bonus to a check and
risk. The Game Runner or any enemy present may
only if it’s a different Attribute from the Attribute
spend a Twist to cause you to suffer a Predicament.
modifier you are using for this check (e.g. you may
Because Errors always take precedence over
not add a Fitness-based second Attribute bonus to a
success/failure it is possible for both parties in an
check already using your Fitness Attribute modifier).
opposed check to suffer an error at the same time.
Teamwork. Teamwork bonuses from multiple
When this occurs, time is still spent taking the action
sources stack, but only to a maximum of +4.
but nothing happens.
Training. Training bonuses usually come from
your Techniques and rarely exceed +2.

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Measuring Skill Excellence Muddling Through. If an unopposed check is
Alabaster uses a fairly tight range of skill check especially routine and carries no real threat of
bonuses and Goals. The intent is that what was disaster if it fails, the Game Runner may allow you
challenging as a low-level character is not entirely to ‘muddle through’ instead of rolling. The time
trivialized by more Levels and experience. With a required is doubled and you gain a +10 bonus
range of +1 from your skill ranks at first level up instead of a die roll. You may not spend Twists on
to +8 at fifteenth level, most tasks only become the check and the action has no error or Threat
35% easier. This is enough to turn a chancy 50/50 Range to trigger additional results. Note that if you
activity into a very likely 85% favorable outcome,
have a “formidable” skill there’s no reason to ever
but you’re still looking at an element of risk.
muddle through those checks, as even your worst
Likewise, that worrisomely difficult “I need an
18” roll for a hero starting out calls only for an 11 outcome is equivalent and you might roll
or better for the maximum Level badass. considerably better.
Beyond keeping up with your maximum skill
ranks on skills you use the most, there are four Cooperation
main ways of improving your odds: Having another character help you can make most
Increase your related Attribute. Improving checks go better. A single character acts as the
your Attributes improves your Attribute leader, making the actual check. Other characters
modifiers. This lets you enhance your chances are considered capable assistants if they have at
with three skills at once!
least 1 rank in the skill and their ranks in the skill are
Increase your maximum rank. Your
no more than 5 lower than the leader’s ranks in the
Backstory and other character options can
increase your maximum skill rank, putting you skill being used. Each capable assistant adds a +1
ahead of the Level curve and giving you a higher Teamwork bonus to the leader’s check and
maximum potential. The downside is that buying increases the Error Range of the check by 1 (i.e.
those extra ranks can take away from your other there’s no benefit to having more than 4 capable
skills. assistants, and with the Error Range continuing to
The Adept Talent. The quintessential Skill rise, every reason not to have too many helpers…).
Talent, Adept allows you to choose two skills that Each assistant must commit the same amount of
gain +1 bonuses. It also opens up numerous time (or number of actions) to the check as the
additional options to improve the performance of leader.
those skills. Taking the Adept talent is often the In tactical gameplay, a helper(s) must either
defining choice of the dedicated skill specialist. declare they will assist the leader before the leader
Techniques. Many checks have a matching starts and must in range of the target of the check.
Technique, offering you a +1 Training bonus for If the check requires only a single action, they may
that check. While a bonus to a single specific assist the leader as an interrupt, losing one action
check is limited in scope, Techniques are fairly from their next turn (see page 136).
easy to come by.
Cooperating/assisting with attacks is a very
specialized ability and requires either the Combined
Check Duration Strike or Combined Fire Talents (pages 96 and 99).
The time required to make a skill check in
narrative play will use common increments (days, Skill Check Tags
hours, minutes, etc.). Skill checks in tactical play will
Tags indicate the check is subject to one or more
typically require 1 or 2 actions during your turn (see
rules that apply to multiple checks.
your turn, page 136).
Variable Duration. If a check has a variable
Full Action. In Tactical gameplay, this activity
duration, after committing to the check you only
takes all of your actions for that turn. In narrative
find out how long it will take after sticking with it for
gameplay, it takes roughly 5 seconds.
at least 1/2 of the actual time that will be required.
Downtime. This check takes a huge amount of
You only roll to determine the outcome if you stick
time to perform and is likely to only be used during
with the check until its conclusion.
downtime between scenes (page 110).

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Field. This check is used to work with one or more categories by their effect on the typical human
specific types of technology (e.g. piloting a ship, observer.
mixing chemicals, or practicing medicine). Without You suffer the indicated penalty to attack rolls,
the matching field the check is considered untrained skill checks that rely on vision, and to all of your
(see above). Speeds (to a minimum Speed of 1). At either
Presence. Used in opposed checks, the participant extreme, the character is effectively Blind. Night
with the higher Presence gains a +4 bonus. If both Combat Training reduces the effects from Poor and
characters are tied, neither character gains the faint light to a flat –1 penalty and +1 Error Range.
bonus. The High Glare Combat Training provided the same
Size Matters: Used in opposed checks, the benefits against intense and overwhelming
participant with the largest Size Category gain a +2 brightness. Gear can also mitigate these effects.
bonus for each Size Category they are larger than
their opponent (to a maximum of +10). If both Setting a Goal
characters are the same Size Category, neither While the Game Runner has the final say on the
character gains the bonus. Goal to accomplish an action (sometimes factoring
Strength. Add your Strength to your Fitness or in considerations unknown to the Player Characters
Grace to determine your Attribute modifier for this or the Players), most skill checks include examples
check. that will help the Game Runner and Players share
Terrain. You can take advantage of your expectations about the approximate range of
surroundings when making this check. You gain a +2 difficulty.
bonus if you have the matching Terrain Proficiency When the Game Runner modifies a Goal to reflect
for the location. challenges, obstacles, or support not specifically
Tools. Without the indicated tools the check is covered by these rules the range of adjustment
considered unskilled, severely restricting the range generally falls within +/– 5. Bonuses may reflect and
of positive outcomes. reward creative preparation on your part (such as
Wealth. You may use your Wealth to add a bonus some compelling role-playing or clever planning) or
equal to one-half Wealth to this check (rounding to reflect the unique conditions of the moment.
up). Penalties likewise should suit the moment. Changes
larger than +/– 5 should be quite uncommon and
Illumination & Vision reserved for when a whole array of factors aligns to
Humans are often highly reliant on their sight to make the outcome particularly likely to swing one
accomplish tasks. The absence or overabundance of way or the other. Bonuses are hard to come by –
light both can limit your ability to perceive the world penalties should be too.
around you. Light levels are broken into seven broad

Table 5.3: Illumination


Ambient Lighting Example Description Penalty/Error
Total Darkness Deep within a mine Unable to see at all Blinded
Faint Light Starlight or weak Cannot identify colors, read even large text, –4/+2 error
Metropolitan glow or make out more than gross details
Poor Light Strong moonlight Colors, text, and small details are indistinct –2/+1 error
Ordinary Light Dusk through broad Normal visual acuity —
daylight
Intense Light Desert glare or gleaming Colors, text, and small details are indistinct –2/+1 error
snow
Overwhelming Searchlight or Cannot identify colors, read even large text, –4/+2 error
Brightness Lightning strike or make out more than gross details
Intolerable Flash grenade or Unable to see at all Blinded
Brightness atomic blast

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Check Results Skill Fatigue
While the main function of a skill check is to Some actions and skill checks are especially
determine the success or failure of an action, some demanding for the character. These actions are
possible outlier results can add dramatic spice to a identified by a Fatigue: entry at the end of the
situation. check. Upon resolving the attempt, the character
This lists possible outcomes for the check. All suffers a temporary reduction of ranks in the skill
results are intended to provide general examples of used for that check. This penalty lasts until the end
the skill in action. The Game runner may slightly of the scene when all skill fatigue is removed.
alter both the positive or negative outcomes to Skill Fatigue cannot reduce your ranks in a skill
better match the events of the story. Not all results below one, but if you do not have enough ranks to
will be presented for all skills. pay the fatigue cost, the action automatically fails.
Threat. Additional results if you succeed and the
die result was within your Threat Range.
Critical Success. Additional benefits for when your
Threat is promoted to a Critical Success either by
spending a Twist or rolling an additional threat.
Failure. Includes any additional results beyond
wasted time/actions when a check fails.
Mishap. Describes possible negative outcomes
when the die result falls in your Error Range for the
check.

Predicaments
A Predicament places you in circumstances that
leaves you completely preoccupied until you
extricate yourself. You may still take free actions
while stuck in a predicament but cannot take any
other actions until you escape from it.
To escape from a Predicament, you must make 4
successful skill checks with a Goal of 24, each
attempt requiring an Action. You may suggest skill
checks you could use to extricate yourself but the
Game Runner has the final say on which skills are
appropriate to the current circumstances.
Adjacent characters can also make these checks,
potentially helping you to reach 4 success much
faster. Each time you or a helper fail a check to
overcome your predicament, the Goal for all future
checks against that specific predicament is reduced
by 1 (i.e. the Goal will continuously drop until you’re
able to get out).

Rerolls
Spending Twists and many other character
options may cause you to reroll a check, keeping the
new result. You cannot be forced to reroll a natural
20.

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Table 5.4 Skill Checks Summary
Skill Check Skill Check
Awareness Cunning
Analysis Decipher (page XX) Negotiation Diplomacy (page XX)
Research (page XX) Haggling (page XX)
Tracking (page XX)
Intuition Anticipate (page XX) Stealth Conceal Action (page XX)
Canvassing (page XX) Distract (page XX)
Sneak (page XX)
Stash Item (page XX)
Slip Past* (page XX)
Sneak Attack!* (page XX)
Vigilance Notice (page XX) Tactics Ambushing (page XX)
Search (page XX) Gambit (page XX)
Determination Fitness
Focus Concentration (page XX) Athletics Climbing (page XX)
Swimming (page XX)
Leadership Test of Wills (page XX) Menace Browbeating (page XX)
Coercion (page XX)
Bully* (page XX)
Survival Cover Tracks (page XX) Stamina Extra Effort (page XX)
Foraging (page XX) Forced March (page XX)
Navigation (page XX) Stall (page XX)
Hunting Season* (page XX)
Grace Precision
Acrobatics Balancing Act (page XX) Expertise Vehicle Maneuver** (page XX)
Tumbling (page XX) Mend** (page XX)
Delaying Action* (page XX) Revive** (page XX)
Stabilize** (page XX)
Too Easy* (page XX)
Acting Blend In (page XX) Profession Crafting** (page XX)
Disguise (page XX) Making Good Time** (page XX)
Imitation (page XX) Repairs** (page XX)
Lying (page XX) Scavenging** (page XX)
Charisma Endorsement (page XX) Sabotage Forgery** (page XX)
Request (page XX) Sabotage** (page XX)
Taunt (page XX) Trick (page XX)
Distraction* (page XX)
Universal
Any Skill Goodwill (page XX)
Income (page XX)
Knowledge (page XX)
* A technique is required to use the skill this way.
** These checks may only be used with characters/gear/items for which you have the relevant Field.

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Information & Perception Canvassing
Your ability to take in your surroundings in the Intuition Check
game world is one of the most fundamental aspects Wealth
of roleplaying and guides how you make decisions You speak with possible witnesses in an area
and play in-character. As a Player, you will be trying to track down information they might have
entirely reliant on the Game Runner to furnish this but don’t come forward to volunteer on their own.
information. Keep in mind that the Game Runner You may either seek information about a specific
will tell you what you perceive, not necessarily what topic/event or gather rumors. Choose how large of
is actually occurring or present. This potential for an area you wish to canvass – larger areas take
mistakes or confusion is often crucial to the best longer but have a greater likelihood of including
stories and you should be ready to accept that someone who knows something.
sometimes you just won’t know what is happening Time: Varies, see table.
with perfect clarity. In other words: sometimes the Goal: Varies based on the number of people who
Game Runner is supposed to lie to you. have the information and the danger of revealing it,
While the Game Runner will frequently describe see table.
the obvious aspects of your surroundings, digging Success: You find an informed character or
deeper and asking questions often prompts the witness willing to talk.
various skill checks provided here. Failure: You gain no information. You may retry
the check with a cumulative +2 Error Range.
Check Tags Mishap: Your inquiries are fruitless and cannot be
repeated again in this scene.
Check tags used by information and perceptions
checks include:
Field. This check is used to work with one or more
specific types of technology (e.g. piloting a ship,
mixing chemicals, or practicing medicine). Without
the matching field, the check is considered
untrained.

Table 5.5: Canvassing Checks


Area Canvassed Example Time to Goal
Canvass
Immediate Single building or line of sight 2d6 × 15m —
Narrow Search 3-block radius; single online discussion list 2d6 × 1 hour —
Wide Search 12-block radius; small message board 2d6 × 4 hours —
City-Wide Search Manhattan; mid-sized internet community 2d6 × 1 day —
People in the Know Time Goal
Nearly Everyone Public event with crowds of onlookers –4* 8
Many Public places with residents and visitors –2* 12
A few A small shop with staff and customers –1* 16
Only one The sole witness — 20
No one knows There were no surviving witnesses — Impossible
Risk from Talking Time Goal
None People feel a duty to come forward +0 0
Slight Friends or neighbors would disapprove +1 +8
Moderate +2 +12
Extreme Snitches get stitches +3 +16
Deadly Its seems likely someone will kill you if you talk +4 +20
* To a minimum of 2.

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Knowledge Notice
Any Skill Check (Cunning) ● Best Result Vigilance Check ● Secret
You spontaneously recall a useful piece of You pick up on important information that might
information based on your previous experience. otherwise be missed. This could be any sort of
This check is made with the most relevant skill you environmental sensory detail – a smell, a soft or
have, using your Cunning modifier in place of the distant noise, a slight change in temperature, etc.
skill’s normal Attribute modifier. These cues frequently provide you with a warning or
Knowledge checks are generally used to simplify a small advantage over characters that miss them.
scene, showcasing your strong background in those This check is often used in opposition to deliberate
types of activities. A failed knowledge check may attempts to hide or conceal information (see
require additional time or effort to overcome but Sneaking and Hiding, below).
should never completely derail the story. Notice checks are generally NOT called for to gain
Knowledge checks are a particularly good critical information that could completely derail the
candidate to receive bonuses from your Interests story if overlooked. Cues that come from the
(page 43). behavior of other characters rather than objects or
Time: Free action. Knowledge is a passive check – scenery are noticed with the Intuition skill.
you may only make one when the Game Runner Time: Free action. Notice is a passive check - you
provides you with the opportunity to do so and may only make one when the Game Runner
generally cannot re-attempt the check until your provides you with the opportunity to do so and
circumstances have significantly changed (which is generally cannot re-attempt the check until your
often far too late to capitalize on the information circumstances have significantly changed (which is
you missed...). Deliberately seeking out information often far too late to capitalize on the information
from external references is accomplished with a you missed...). Deliberately seeking out sensory
Research check (see below). information is accomplished with Search checks (see
Goal: Based on the obscurity of the knowledge below).
(see table). Goal: Opposed check result or Goal set by Game
Success: The Game Runner points out a useful Runner.
piece of information. Success: You notice the information or become
Failure: You gain no special insights. aware of something that was hidden.
Failure: You remain unaware of the information
that prompted the check.

Table 5.6: Information Quality


Obscurity Example Goal
Common knowledge Menu items at your favorite restaurant 15
On the tip of your tongue Sports figure who retired several years ago 20
A deep insight A connection between two seemingly unrelated events 25
Obscure fact You could win a grand prize with that bit of trivia 30
All but forgotten Known only to a select few… and those that stalk them 35
How could you possibly know that? People are going to stare after you mention this 40

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Reconstruct Events Table 5.7: Research
Analysis check ● Secret ● Terrain Obscurity Time to Goal
You use information gleaned from a scene to try Research
to determine what recently occurred there. Common knowledge ×1/2 15
Your maximum result cannot exceed the result of On the tip of your tongue ×1 20
the Search check used to examine the scene. You A deep insight ×1.5 25
may use information provided by allies and Obscure fact ×2.5 30
teammates rather than your own Search check to All but forgotten ×6 35
determine this cap. How could you ×15 40
Time: 1d12 turns to make an initial assessment. possibly know that?
You may spend additional time to make additional Organization
checks as per Search checks (see below). Loose documents ×5 +5
Goal: The difficulty of reconstructing events uses & analog media
the same goals and modifiers as Tracking (see Indexed or cataloged ×1 —
below). documents & analog
Critical Success: Your reconstruction is incredibly media
precise, which may provide you with the location of Fully indexed digital media /20 –5
a hidden item or character or otherwise greatly Scope *
assist you in the aftermath of the events. Single book 1d4 hours —
Failure: You are unclear as to what occurred. Home library 1d8 hours —
Mishap: You are stymied and cannot make further Private library 2d6 hours —
progress recreating the events you are examining City Library 3d6 hours —
for the remainder of this scene. Regional library 4d6 hours —
National library 6d6 hours —
Global library 8d6 hours —
Research
Analysis Check
You try to glean a useful clue or insight from a Search
collection of records or writings. This is usually to Vigilance Check ● Secret ● Terrain
either find a starting point for further investigation Best Result (if Tracking or Recreating a Scene)
or to confirm a theory. You spend time carefully examine an area seeking
Time: The time required is based on the Obscurity information that might be missed because it is
of the information, the size of the records being concealed amongst objects and scenery. Obvious
examined, and the quality of organization within information does not require a check (e.g. there is a
that archive. wall in front of you).
Success. If a clue about the topic or confirmation Your Search result may also serve as a cap on the
of the theory is in the body of knowledge being maximum result of Analysis checks to use what
researched, you find it. You also determine if there you’ve discovered in an area to track a character or
is no matching information to be found in those reconstruct the events of a scene.
records. Search checks reveal tangible evidence –
Failure: You don’t find anything matching your emotional clues are identified with the Intuition
inquiry. You may retry the check with a cumulative skill.
+2 Error Range. Time: The time for a search depends on the
Mishap: You don’t find anything and may not complexity of the space you are examining. A search
search for it again this scene without finding and typically requires a minimum of 6 turns (30 seconds)
using a different set of records. for an open area or several rooms (such as a small
apartment). A larger space or a very cluttered
environment may increase the minimum increment
at the Game Runner’s discretion.
As you spend more time examining an area you
may make additional checks. If you are gathering

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information to make reconstruct a scene or track, Tracking
you keep the highest result. Analysis check ● Secret ● Terrain
You try to determine the direction of travel of
Time Number of checks another character (called the “quarry”) by
3 Turns* +1*
disturbances they leave in the environment. A check
6 Turns 1
is required when initially setting out to follow a trail
1 minute 2
and each time that trail becomes more difficult to
2 Minutes 3
5 Minutes 4 follow.
10 Minutes 5 Time: 1d12 turns to initially ‘pick up” the trail.
20 minutes 6 Additional checks required when a trail becomes
+20 Minutes +1 more difficult to follow also require 1d12 turns.
* Only possible with additional benefits Goal: The difficulty of tracking is influenced by the
prevalence of signs of the quarry’s passage, the size
Goal: Opposed check result or Goal set by Game of the quarry, and time since the tracks were made.
Runner. Success: You determine the path the quarry took
Success: If searching for a hidden object or and may follow it until the circumstances cause the
character, you discover it. Goal to increase.
If searching for clues, you find one hidden item or Failure: You are not able to determine the
character or gain a useful piece of information from direction of your quarry’s trail. You may retry the
the area being searched (if one is present). You may check with a cumulative +2 Error Range.
repeat the check to seek additional information. A Mishap: You overlook the character or
successful check after all useful information has information and may not search for them again this
been discovered will reveal that there is nothing scene so long as they remain hidden.
further to search for.
If gathering information to track or reconstruct a Table 5.8: Reconstruction and Tracking
scene, your result becomes a cap for the related use Circumstances Goal
of the information you’ve discovered. Sign frequency
Failure: You overlook the hidden character or Continuous (disturbed dust, 12
information. You may continue searching with a sand, mud, or snow)
cumulative +2 Error Range for each failed check. Frequent (brock underbrush, 18
Mishap: You overlook the character or occasional impressions)
information and may not search this space for them Sparse (dropped items) 24
again this scene so long as they remain hidden. Barren (almost no signs) 30
Some cross-traffic +4
Frequent cross-traffic +10
Quarry
Per additional character –1
or vehicle in Quarry’s party
Each Size Category larger than –1
Medium
Each Size Category smaller than +1
Medium
Delay
Per day since the track was +2
made (up to +20)
Per hour of +2
concealing weather (up to +20)

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Stealth & Deception Blend In
Working in direct opposition to perception are Opposed Acting/Vigilance Check
techniques and strategies to conceal knowledge or Full Action ● Secret
your presence. Suspicion ● Terrain
You attempt to conceal your presence and
Check Tags location by utilizing crowds and playing on
expectations.
Check tags used by stealth and deception checks
Success: This check result becomes the DC for
include:
future attempts to detect you. You become hidden
from characters that do not have a line of sight to
Terrain. You can take advantage of your
you when you make this check. You remain hidden
surroundings when making this check. You gain a +2
until you take an action that would change your
bonus if you have the matching Terrain Proficiency
check result (e.g. you run or shout), or changing
for the location.
conditions would reduce your check result (e.g. the
Suspicion. Events may give characters a Suspicion
rain lets up or the crowd thins out).
bonus, a temporary heightened sense of alertness,
putting them particularly on guard against stealth
and deception. These suspicious characters gain a Conceal Action
bonus to their check to oppose your efforts at Opposed Stealth/Vigilance Check
stealth or deception equal to their suspicion. If a Secret ● Suspicion
suspicion bonus does not include a duration, it fades You try to hide another action you are performing
by 1 point every minute as the character returns to (e.g. use item, drop an item, another skill check)
their usual levels of watchfulness. from observation. This check uses the same
modifiers as Sneaking (see table 6.xx).
Ambush Time: This check modifies another action and
takes the same amount of time as that action.
Opposed Tactics/Vigilance or Intuition Check
Success: Observers fail to notice what you are
Suspicion ● Terrain
doing (though they may notice the results of the
You plan to initiate combat with the advantage of
action...).
surprise. Once an ambush has been prepared, the
Failure: Observers have a normal chance of
check is not made until the target is present and the
noticing your action.
combat begins.
Mishap: Not only are you noticed, but your
If it will rely on the scenery to conceal the
behavior put the observer on guard, giving them 1
ambusher(s), use the modifiers for Stealth checks
Suspicion toward you.
and the targets oppose the check with Vigilance.
If an ambush will use crowds for cover, use the
modifiers as for a Blend check and the targets Cover Tracks
oppose the check with Intuition. Survival Check
Time. 1 minute. Spending additional time allows Secret ● Terrain
you to roll multiple times, keeping the result you You tack care to leave the minimum number of
prefer as follows. signs of your passage through an area.
10+ minutes - 1 extra roll Time: Covering tracks is done in conjunction with
90+ minutes - 2 extra rolls moving. Your Speed is reduced by 3 while making
1 day or more - 3 extra rolls this check.
Success: You may begin combat with an ambush Success: The signs of your passage are considered
(see xx). 1 level more infrequent (e.g. continuous becomes
Mishap: You and all of your allies suffer a –10 frequent, while sparse would become barren). If the
penalty to your first initiative roll during the conditions are already barren, the tracker’s Error
resulting combat. Range is increased by 4.
Mishap: Your efforts backfire. Characters tracking
you consider the signs one category more frequent

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and if the signs are already continuous, they gain a Lying
+4 Threat Range. Opposed Acting/Intuition Check
Attitude ● Language
Disguise Presence ● Suspicion
Opposed Acting/Vigilance Check You appear to be truthful while lying. The
Secret ● Suspicion importance of the lie you are concealing modifies
You attempt to conceal your identity by altering your check result per table 6.XX.
your appearance. This check is used to avoid Success: Your statements are accepted as true (or
identification after an observer is aware of your the truth as you know it).
presence (making it a potential second line of Failure: The observer believes you are lying.
defense after Blend or Sneak checks). The objective Mishap: Not only are you not believed, but you
is to not be recognized rather than mimicking put the listener on guard, giving them 2 Suspicion
someone else (which would be done with an Imitate toward you until the end of the scene.
check, see below).
The result becomes the DC for observers to Table 5.9: Lie to Me
recognize you while you remain in disguise. Your statement is… Modifier
Faction. Attempting to conceal your faction as Compelling +2
part of your disguise increases your Error Range by Plausible —
2. Questionable –4
Time. 1 minute. Spending additional time allows Suspect –8
you to roll multiple times, keeping the result you The consequences for being caught in
prefer as follows. the lie are…
10+ minutes - 1 extra roll Inconsequential +1
90+ minutes - 2 extra rolls Moderate +0
1 day or more - 3 extra rolls Severe –4
Success: you are not recognized.

Imitation
Opposed Acting/Vigilance or Intuition Check
Secret ● Disguise kit ● Suspicion
You attempt to play a role, either to appear as if
you have a particular profession or to take on a
specific identity (e.g. you could pretend to be an FBI
agent or more specifically FBI Agent Jake Harrison).
Time. 1 minute. Spending additional time allows
you to roll multiple times, keeping the result you
prefer as follows.
10+ minutes - 1 extra roll
90+ minutes - 2 extra rolls
1 day or more - 3 extra rolls
Success: You are mistaken for the role you are
portraying and the result becomes the Goal for
future attempts to recognize you are not who you
claim.

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Table 5.10: Stealth
Circumstances Sneaking Blending Disguise
Modifier Modifier Modifier
Visibility
Abundant cover, faint light, or blizzard +4 +4 +4
Frequent cover, poor light, or raining +2 +2 +2
Occasional cover — — —
Minimal Cover –2 — —
Barren expanse +10 error — —
The Surface you are on is…
Muffling surface +1 — —
Noisy surface –2 — —
Revealing surface –4 — —
Distractions
Massive crowds +4 +4 +4
Bustling crowds +2 +2 +2
Cacophony +2 +2 +2
Infrequent traffic — –2 —
You have props (birdseed at a park, suitcases at a hotel or airport) — +4 +4
The observer is certain of your presence –2 –2 –2
The observer is searching –4 –4 –4
Empty or strictly controlled area — +10 error —
Your Race or Garb is…
…The same as the majority of the crowd — +2 —
…The same as a least a third of the crowd — — —
…Similar to some of the crowd — –2 —
…Distinctly unlike the crowd — +10 error —
You…
…must conceal your Faction — +2 error +2 error
…are portraying a Faction without having the matching Interest — +4 error +4 error
...whisper — — —
...talk –2 — —
...shout or scream –10 –10 +2 error
...move up to your Speed –3 — — —
...move up to your full Speed –2 –1 —
...run or become sprawled –4 –4 —
...attempt a quiet attack +2 error +2 error +2 error
...attempt an ordinary attack +4 error +4 error +4 error
...attempt a loud attack +10 error +10 error +4 error

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Sneaking Stash Item
Opposed Stealth/Vigilance Check Opposed Stealth/Vigilance Check
Secret ● Suspicion ● Terrain Secret ● Full Action
You attempt to conceal your presence and Suspicion ● Terrain
location by utilizing scenery. You attempt to place an item where it won’t be
Note that Blending and Sneaking modifiers have found. The same modifiers as Sneaking apply (see
been placed on the same table to make it easier to table 6.xx).
compare the two. Time. Spending additional time allows you to roll
Time: multiple times, keeping the result you prefer as
Success: The check result becomes the Goal for follows.
future attempts to detect you. You become hidden 1+ minutes - 1 extra roll
from characters that do not have a line of sight to 10+ minutes - 2 extra roll
you when you make this check (see page 138). You 90+ minutes - 3 extra rolls
remain hidden until you take an action that would 1 day or more - 4 extra rolls
change your check result (e.g. you run or shout), or Success: The check result becomes the DC for
changing conditions would reduce your check result future attempts to find the item. If you succeed, the
(e.g. the rain lets up or the crowd thins out). item is hidden from characters who did not see you
stashing the object.

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Social Interplay Crowd Scale. This number is used for some effects
and calculations relating to crowds.
Civilization is built on the millions of interactions
Skill bonus. The crown uses this as its total skill
between ordinary (and extraordinary) people. Deals
bonus when acting without a specific individual as
are stuck, feelings are shared, and promises are
its leader.
made. Communication between characters – verbal
Wealth Effectiveness. Larger crowds are less
and otherwise – opens up countless opportunities
easily swayed by money. Subtract this value from
for heroes to make their way deeper into the story.
your Wealth when dealing with this crowd (to a
These checks focus on those interpersonal skills and
minimum of 0).
the rewards of talking with others.
Check time. This is the base time required for
most social skill checks targeting a crowd of this size.
Attitude Variable Set-up times shorter than this time have no
A huge element in any social interaction with effect.
NPCs is their attitude towards the Player Character
(and each other). While players give their characters
finely nuanced levels of approval and willingness to
Check Tags
Check tags used by social interaction skill checks
cooperate, an NPC’s outlook can usually be summed
include:
up with a single positive or negative modifier
[Attitude]. Add the target’s Attitude modifier to
ranging from +10 to –10 and its associated level of
your check result.
like or dislike.
[Conversation]. Many social skill checks have this
The Game Runner will set NPC attitudes towards
tag, indicating that both parties must share a
the Player Characters (either individually or as a
language or can converse on a fairly sophisticated
group) as best fits the circumstances. Players can
level. These checks typically take at least 1 minute,
utilize a variety of strategies to change those
with additional time allowing you to make
attitudes as described below.
additional rolls keeping the result you prefer as
follows:
Crowds At least 10 minutes - 1 extra die
Sometimes you may find yourself dealing with a At least 90 minutes - 2 extra dice
large group of people (or their representative) 1 day or more - 3 extra dice
rather than individuals. Unless the Game Runner You may roleplay some of the conversation to get
assigns a specific character to interact with, crowds a feel for each party’s attitude or desires, but this
gain a generic set of bonuses based on their size. type of check is generally made to shortcut long
dialogues and determine the outcome quickly.

Table 5.11: Attitude


Attitude Views you Will generally…
with…
+8 to +10 Adoration Actively seek out your company and will provide aid for only the barest
minimum of compensation
+5 to +7 Friendship Welcome you cheerfully and offer you the best terms that don’t actively
harm themselves.
+2 to +4 Approval Be pleased to be in your company and will offer you good terms if they are
convenient
+1 to –1 Indifference Ignore you or deal on a strictly businesslike level
–2 to –4 Dislike Give you ugly looks, dealing fairly but without the slightest leniency.
–5 to –7 Hostility Openly insult you and refuse to bargain unless the terms are obviously
favorable to them
–8 to –10 Loathing Be extremely prickly at every opportunity and will only bargain if the terms
are humiliating to you

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Table 5.12: Crowds
Number of People Crowd Skill Wealth Check
Scale Bonus Effectiveness Time
Fewer than ten 1 +2 Unchanged 1 minute
Ten to fifty 2 +4 –1 5 minutes
Fifty to five hundred 3 +6 –2 20 minutes
Five hundred to five thousand 4 +8 –3 90 minutes
Five thousand to fifty thousand 5 +10 –4 6 hours
Fifty thousand to half a million 6 +12 –5 1 day
Half a million to five million 7 +14 –6 2 days
Five million to fifty million 8 +16 –7 3 days
Fifty million to half a billion 9 +18 –8 4 days
More than half a billion 10 +20 –9 5 days

Browbeating Success: The character does as you instruct.


Opposed Intimidation/Negotiation Check Unique characters may ignore a successful Coercion
Conversation ● Size Matters attempt by spending a Twist.
You bully and berate a character into temporarily Failure: The character balks at your demand and
acting more favorably towards you, another convinces you things are not going to happen that
character, or a recognizable group. Alternatively, way. You must change the terms of the proposal
you can reduce their attitude towards those before trying again this scene.
characters. You may only adjust a character’s Mishap: The character is unwilling to submit to
attitude towards another specific character or group any further demands this scene.
once per scene, but you may browbeat them Consequences: NPCs almost always take offense
repeatedly as long as it is in regards to different to being coerced after having time to reflect on
characters or groups each time. Unlike many social events. The Game Runner may determine that this
interactions, browbeating is NOT modified by the action has permanently worsened the character’s
target’s attitude. attitude towards you starting at the end of the
Success: You adjust the character’s attitude up by current scene.
1 or down by 2 until the end of the scene.
Critical: You may attempt to browbeat the Diplomacy
character about the same topic a second time this Opposed Negotiation Check
scene. Attitude ● Conversation
Failure: Their attitude is unchanged. You convince two opposed groups to take joint
Mishap: You cannot modify that character’s action or find common ground. The lowest attitude
attitude about any topic by any means for the rest of either party towards you or the other party is
of this scene. applied to this check. You must succeed against both
Consequences: NPCs often take offense to sides to gain success.
browbeating after having time to reflect on events. If you are mediating between groups, both groups
The Game Runner may determine that this action roll to oppose this check.
has permanently worsened the character’s attitude Time: If there are less than 10 people involved on
towards you starting at the end of the current scene. each side this check requires 1 minute. Otherwise,
talks require time based on the size of the larger
Coercion group as if it were a crowd (see XX).
Opposed Intimidation/Negotiation Check Success: The two sides agree to your proposal (for
Attitude ● Conversation ● Size Matters now).
You force a character to act according to your Bad Blood: If either side feels deeply wronged by
wishes through threats or a display of violence. the other (e.g. turf war or non-violent feud) that side
rolls an additional die and keeps the higher result
and the time required for this check is doubled. If

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either side has a major grievance (e.g. a cycle of Success: The target suffers +2 Error Range on all
retribution, recent murder, or ongoing fighting) they opposed skill checks until the end of this scene.
gain 2 additional dice and the time required is Critical Success: The Error Range penalty
multiplied by 5. If either side has a savage increases to +3.
disagreement with the other (generations-long Mishap: Your gambit backfires! You suffer +2
blood feud, violent clash of cultures, or global crisis) Error Range on all opposed skill checks until the end
they gain 3 additional dice and the time required is of this scene.
multiplied by 10.
Critical Success: The time required is halved. Haggling
Mishap: You are not able to initiate any further Opposed Negotiation Check
talks between these parties for the rest of this Attitude ● Conversation
scene. You try to arrive at an acceptable purchase price
for one or more items. Haggling is as much a
Endorsement pleasant pastime as necessary financial tool for
Opposed Charisma/Negotiation Check many who practice it, so indulging in a protracted
Attitude ● Conversation bargaining session often results in a better price for
You encourage a character to temporarily act the buyer, while acting in haste tends to favor the
more favorably towards you, another character, or seller.
a recognizable group of characters. Alternatively, The outcome depends on which party succeeded
you can reduce their attitude towards those and by how much. The ‘reasonable’ price is adjusted
characters. You may only adjust a character’s by the difference between the two rolls. You can
attitude towards another specific character or group purchase the item(s) for the best price your check
once per scene, but you may endorse to them and the attitude of the seller allow as seen on table
repeatedly as long as it is in regards to different 6.13 Haggling outcomes.
characters or groups each time. Supply and Demand: If the seller knows there are
Success: You adjust the character’s attitude up by only limited opportunities to acquire their wares
3 or down by 2 until the end of the scene. elsewhere, they roll an additional die, keeping the
Critical Success: You may attempt to endorse the result they prefer. If they are the only realistic
same topic to the character a second time this option available to purchase their goods they roll 2
scene. additional dice.
Failure: Their attitude is unchanged.
Mishap: You cannot modify that character’s
attitude about any topic by any means for the rest
of this scene. Table 5.13: Haggling Outcomes
Consequences: Any disappointment an NPC feels Result ‘Reasonable’ Also requires
towards another character who has recently been Sale price
endorsed to them will reflect back on the person Buyer wins by 50% Friendship or
who endorsed them originally. The Game Runner 8 or more of going price better
may determine that this action has permanently Buyer wins by 66% Approval or
worsened the character’s attitude towards you 5 to 7 of going price better
starting at the end of the current scene. Buyer wins by 80% Indifference or
2 to 4 of going price better
Close outcome 100% Dislike or
Gambit of going price better
Opposed Tactics Check Seller wins by 125% Hostility or
Attitude ● Conversation 2 to 4 of going price better
You put an enemy off their game, making them Seller wins by 150% —
hesitate and second guess themselves as they try to 5 to 7 of going price
grasp your true agenda. You may only attempt a Seller wins by 8 200% —
gambit once per character per scene. or more of going price

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Table 5.14: Requests, Coercion, and Diplomacy
Proposition Request Coercion Diplomacy
Apparent costs or risks
Minor expense or scorn (e.g. character may lose some social standing) +0 –1 –1
Moderate expense or retribution (e.g. character may face some violent –2 –2 –2
retaliation)
Great expense or criminal charges (e.g. character may face fines or brief –4 –2 –2
incarceration)
Ruinous expense or outcome (e.g. character may face life-altering upheaval; –6 –4 –4
long term imprisonment)
Possibly fatal (e.g. character could die) –8 –6 –6
Worse than Death (e.g. character may face the loss of loved ones, –10 –8 –8
unbearable moral stain, or destruction of their legacy)
Consequences of inaction or refusal
Scorn +1 +0 +1
Retribution +2 +2 +2
Criminal charges +2 +4 +2
Ruin +4 +6 +4
Possibly fatal +6 +8 +6
Worse than Death +8 +10 +8
Incentives
Offer favor +4 +2 +1
Offer protection, safety, immunity, or satisfaction +4 +4 +2
Offer marker +10 +4 +4
Offer money or financial support +Wealth +Wealth +Wealth

Request
Opposed Charisma/Negotiation Check
Attitude ● Conversation
You ask for another character’s help, either
assisting you or acting on your behalf. In addition to
their attitude towards you, their decision may be
influenced by the apparent risks of taking the action,
the possible consequences of not taking the action,
and any incentives you’re offering for their help.
Success: The character does as you ask.
Failure: The character balks at your request and
convinces you those terms are unreasonable. You
must change the terms of the proposal before trying
again this scene.
Mishap: The character is unwilling to entertain
any further requests in this scene.

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Physical Activities
Extra Effort
Stamina check ● Gamble
Free action (modifies another action)
You put in your maximum effort when moving or
using your Strength modifier.
Success: You gain a bonus to your Speed or
Strength for that action.
Critical Success: Either increase the bonus by 2 or
suffer no consequences.
Consequences: After the action is resolved roll
two d6 and suffer fatigue equal to the lower roll.

Table 5.15: Extra Effort


Speed/Strength Goal
Bonus
+1 20
+2 30
+3 40

Forced March
Stamina Check ● Gamble
You try to reduce the amount of time required to
travel to your destination on foot. The base travel
time must be at least 30 minutes to make this check.
Success: Increase your Travel Speed as indicated.

Table 5.16 Forced March


Travel Speed Goal
+0% 14 or less
+16⅔% 15
+20% 20
+25% 25
+33⅓% 30
+50% 35
+75% 40

Failure: You make the journey at your normal


Travel Speed.
Mishap: Your travel time is increased by 25%. If
you suffer a predicament, each failed check to get
out of the predicament adds an additional 10% to
your travel time.

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Technical Activities making more of that item or any other item covered
by any of your technical fields.
Contemporary and futuristic setting place an
I Have People for That: Multiply the result by your
overwhelming array of powerful tools and
Wealth.
technology into your hands. Technical checks
Rush Job: You may spend money and/or supplies
provide the means for using, building and even
up to the value generated by this check on
sabotaging complex equipment and vehicles.
improving the project. Add the money or supplies
spent to the value of the work in progress.
Technical Fields
While most technical activities rely on the three
Precision skills (Expertise, Profession, and
Disable Device
Sabotage Check
Sabotage), you will also need to have the
Technical Field
appropriate Field to understand the complexities of
a particular type of gear or process. Many of the
checks in this section indicate a specific field that is Forgery
required to be considered trained while making the Sabotage Check
check. Downtime ● Kit or Workshop
Technical Field
Downtime You spend the bulk of your downtime creating a
fake of an item.
Many technical activities require long stretches of
Outcome: You make progress towards completing
time, preferably uninterrupted by adventuring or
the fake as a value of money compared to the real
random ninja attacks. Using this time allows your
item’s cost. Forgery produces double the ordinary
character to generate money directly or the
rewards listed on table 6.x: Downtime progress.
equivalent value in resources or new or repaired
The effectiveness of the fake in convincing
gear.
observers it’s the genuine article is determined by
the fraction of the real item’s value committed to
Table 5.17: Downtime Progress
the forgery.
Creds Creds Creds Respect Goal
If the value of the work equals or exceeds the
/day /week /month /month
item’s cost, you’ve completed your forgery. Leftover
5 50 250 — Under 15
20 200 1.000 1 15 value can be applied towards making more fakes or
60 600 3,000 2 20 forgeries of any other item covered by any of your
120 1,200 6,000 3 25 technical fields.
200 2,000 10,000 4 30 I Have People for That. Multiply the result by your
300 3,000 15,000 5 35 Wealth.
Rush Job. You may spend money and/or supplies
up to the value generated by this check on
Crafting
improving the fake. Add the money or supplies
Profession Check ● Best Outcome
spent to the value of the forgery.
Downtime ● Kit or Workshop
Technical Field
You spend the bulk of your downtime building or Goodwill
upgrading a working piece of gear. Any Skill Check ● Best Outcome
Outcome: You make progress towards completing You spend the bulk of your downtime making
the item as a value of money compared to the item’s connections and reaffirming old ties.
cost. Crafting produces twice the ordinary rewards Outcome: You earn the indicated respect points,
listed on table 6.x: Downtime progress. which you may distribute between existing or new
If the value of the work equals or exceeds the Allies.
item’s cost, you’ve completed it or finished the Networking: The Respect you gain is doubled if
upgrades. Leftover value can be applied towards you used the Negotiation skill to make this check.

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Critical Success: Increase the amount of Respect Failure: You spent your money as fast as you
earned per month by 1. made it, coming away with no additional money.

Income Sabotage
Any Skill Check ● Best Outcome Sabotage Check
Downtime Technical Field
You spend the bulk of your downtime making a
living (or at least earning some quick money). Scavenging
Outcome: Depending on the outcome you earn Profession Check
the indicated amount of money. See table 6.x: Technical Field
Downtime Progress.
Like a Pro: Your income is doubled if you used the
Profession skill to make this check.
Use Device
Have Money to Make Money: Multiply the result Expertise Check
by your Wealth. Technical Field

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Tactical Gameplay
(Chapter 6)

Conflict, especially armed combat, represents Escalation


both one of the essential challenges and essential In many cases, combat breaks out only after all
tools of the adventuring hero. This chapter focuses sides know that things are moving towards violence.
on playing out these fights. Neither side begins with any particular advantage or
Tactical gameplay is best reserved for moment-to- disadvantage.
moment peril, where the danger is so immediate
that any misstep could lead to lasting harm. While
tactical scenes follow the basic “Game Runner Ambushes
describes, Players choose” loops of narrative play, Ambushes occur when one side has prepared for
the timing of these events becomes strictly a fight and the other side enters a prepared killing
controlled. field.
Like narrative events, tactical encounters can Ambushes are is resolved as an opposed team
serve the story in a wide variety of ways. The most check by the ambushers vs. each individual target.
basic goal of combat is often simply “eliminate the The side preparing the ambush will have a variety of
enemy’s ability to fight – by destroying them all”. options for which skill they will use for their team
However, most scenarios will have other goals that check (with Tactics and Stealth being particularly
shape the strategies the Players might undertake. common), while each character on the side about to
Guarding an item or person, escaping from an be assaulted opposes the attempt individually,
ambush, breaking out after being boxed in, or even generally with a Vigilance check. Ambushed
springing a trap on an unsuspecting foe will all give characters who fail this check begin the combat
purpose to the action. While you always want to surprised.
win, try to remember what winning actually means
in your current circumstances. Surprise
Surprise happens when both sides come upon the
When, Where, Why? other unexpectedly. Each participant on both sides
makes individual Vigilance checks with a Goal
Preparing a tactical encounter often depends on
determined by the Game Runner to avoid being
where, when and why the action has shifted into
surprised (typically 20 or even higher). It is possible
high gear. The Game Runner will set the stage for
for all combatants to be surprised.
the action (often using the advice found in the Game
Runner’s Toolbox). This will usually take the form of
a grid-map of the area where the action is taking Finishing Up
place, with each square taking up 2 meters on a side Tactical combat ends when all of the characters
(i.e. a little over 6 feet for those more comfortable on one side have surrendered, fled, been captured
with imperial units). As a Player, you may have some or defeated.
input into your level of preparation and your initial
position on the tactical map. You’ll typically have
more control if you and your teammates created the
situation and less control when the action has come
looking for you.

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Rounds & Turns Setting Up
Tactical gameplay (including combat) is broken As tactical scenes tend to involve a lot of shooting
into 5-second blocks called Rounds. During a typical and stabbing, it’s advisable to set aside a piece of
round, each character will get a single Turn. During scratch paper to track your Wounds, Luck, Fervor
your turn, you may take two Actions. and healing received this scene. These numbers
Turn Order is the order in which characters get to tend to change rapidly but reset often enough it’s
act during the round. It is set by each character’s not worth it to mark up your character sheet.
Initiative, with them acting in order from highest to Most tactical scenes will also involve a grid-based
lowest. map that characters can move about on, but the
Game Runner may choose to handle positioning in
Initiative some encounters narratively – a map isn’t really
Initiative represents your tactical dominance as necessary for a fight that takes place in (or hanging
events unfold. In addition to establishing Turn from) a helicopter and a brawl on the back of a semi
Order, it also grants sizable benefits to those or train will usually only call for the distance
favored by circumstance: you gain a +2 bonus to all between characters as all participants are arranged
attack checks against characters with a lower mostly in a narrow line. Maps are at their best when
Initiative. Your character options may grant used for complex spaces where it would be difficult
additional benefits against foes with lower initiative. for everyone to envision the action without one.
At the beginning of combat, each character and
group of non-Unique NPCS rolls 1d20 + their Initial Placement
initiative bonus to determine their Initiative and If the Game Runner has laid out a map, they will
Turn Order. If multiple characters are tied for let you know where you may place your character.
initiative, act in order based on their initiative Usually, this is done with a play-mat with a square
bonuses. If that is also tied, they act simultaneously. grid, and tokens or figures to represent your
Surge. Like the tides, Initiative can shift as a fight character, though other solutions are possible. The
goes on, potentially increasing your control over the initial placement area represents where the
conflict. When your Initiative Surges, roll 1d20 + moment has found you. If both sides of a conflict are
your initiative bonus. If the result is higher than your aware of the possibility of an impending struggle,
current Initiative, the result becomes your new the initial placement area can be very large. If one
Initiative at the beginning of the next round. side has been caught completely by surprise, they
Ebb. Your control over combat can also slip. When may have no choice in their placement at all.
your Initiative Ebbs, you roll 1d20 + your initiative Some abilities may allow you to choose a location
bonus, but if the result is less than your current slightly outside of the normal placement area, likely
Initiative it becomes your Initiative at the beginning because of your exceptional speed or keen
of the next round. awareness of possible threats.
If multiple shifts happen in a single round the
second and later changes modify your pending The Surprise Round
initiative in the order they occur. The first round of each combat plays out a little
differently as the action begins. Surprised
Characters may not take any actions during the
surprise round (making ambushes or being startled
by unexpected violence very punishing). Characters
who were not surprised when combat began may
only take one action on their turn during the
Surprise Round, instead of the usual two. Those
characters able to act still do so in Turn Order.

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Your Turn your hands, leaving a stance, or making a quick
gesture to other characters. Character options may
Most of your opportunities to control the flow of
give you additional options for free actions.
action during tactical gameplay occur when it’s your
Full Actions. These actions consume all of your
Turn in the Turn order. When your turn comes, you
actions for that turn. Long or complicated tasks may
get to–
even require several full actions to perform. You
may not take a Full Action if you have lost any
• Make a Saving Throw against each stack of
actions that turn.
condition tokens you have, then apply their
Interrupts. These actions are taken outside of the
effects.
normal Turn Order. Each has a specific prompt, a
• Declare two actions, plus any number of free
trigger that allows you to jump ahead, acting before
actions. Moving, attacking, using gear, and using
the trigger resolves as long as you are not reckless
skills all require actions.
or surprised. You may only use one interrupt per
• Resolve your actions in order. If interrupts or
prompt, even if you have several to choose from.
reactions make any of your declared actions
Reactions. Another way you may be able to act
impossible, those opportunities to act are lost
outside of your turn is a reaction. Like interrupts,
(e.g. the target of one of your melee attacks
reactions have a specific prompt but your reaction
moves out of your reach before you can hit them).
occurs after that prompt resolves as long as you are
• Choose which direction you are facing when your not reckless or surprised. You may only use one
turn ends. If your last action during your turn was reaction per prompt, even if you have several to
Running, you must choose a facing that places the choose from.
last square you left in your rear arc (see facing, Dares. These actions are slow or powerful and
page 139). require you to start them at the end of your turn
before resolving them at the beginning of your next
Actions turn. Beginning a Dare action is always the final
On your turn you may take two actions. These will action of your turn (i.e. you lose any other actions
usually be one of the following: you have remaining when you start your Dare).
When you start a Dare, you must choose which
• Simple Actions. These are commonly taken specific attack or action you are attempting. Any
combat actions that don’t require an attack roll or character aware of your presence and familiar with
skill check. that action automatically recognizes what you are
• Movement Actions. Unsurprisingly, these actions doing. If you do not move and are not damaged
allow you to move. before the beginning of your next turn, you
• Skill Actions. These actions allow you to use your complete the Dare at that time.
skills to influence the story.
• Attack Actions. These actions allow you to dish Special Actions
out damage to your enemies! Special Actions are only available when granted by
one of your character options. They often have very
Actions of any type may share common rules powerful effects and you will often be limited by the
according to several important tags. number of times you can use the action during a
scene, session, or adventure.
Timing
Most activities you will take during tactical
gameplay consume one of your two actions each
turn. There are a few important exceptions.

Free Actions. These actions take little or no time


and can be taken once each in addition to your
normal actions. These include speaking for roughly
5 seconds, dropping or letting go of objects held in

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Simple Actions
Simple actions are common activities in combat Full Action
that don’t involve moving, attacking or using gear or You do everything you can to avoid being hit.
skills. Many of them will cause your initiative to ebb Effect: You gain a +4 Dodge bonus to Defense until
or surge. your next turn. You also gain additional benefits
Some of the value of Simple Actions is in what from Full Cover (page 147).
they are not. You may still take Simple Actions even
when circumstances prevent you from making
Movement, Skill, or Attack actions.
Full Action
You give up other possible actions to maintain
your concentration.
You take a moment to line up an attack. Effect: You gain a +5 bonus to Concentration
Target: Choose a single target you can see (e.g. a checks until the beginning of your next turn.
character, object, or piece of scenery).
Effect: You gain a +1 bonus to all attack checks
against the target. You lose this bonus when you or You take a moment to try to seize control of the
the target moves more than 2 squares in a single flow of battle.
round, you lose line of sight to the target, or you aim Effect: Your Initiative surges.
at a different target.

Special Simple Actions


Special actions are only available if you have a
Full Action ● You must have at least 2 Ranks of character option allowing you to use them.
Stamina to take this action
Effect: You recover 5 Luck. However, your
initiative ebbs and your Ranks in Stamina are
reduced by 2 until the end of the Scene. You may Special Interrupt
also spend a single Twist to gain Fervor equal to your You try to deflect an attack that would otherwise
Career Level. hit you.
Effect: When a character you are aware of hits you
with a melee attack, make a melee attack roll. If your
result is greater than the attacker’s result, the attack
You prepare yourself to react to any danger. against you becomes a miss (doing 0 damage). You
Effect: You are considered En Garde until you take suffer a –4 penalty to your roll if you do not have any
another action (including actions that interrupt melee weapons readied.
another character). While you are En Garde you gain
a +1 bonus to Instinct Saving Throws and a +1 Dodge
bonus to Defense. Some actions may allow you to
interrupt or react to other characters only if you are
En Garde.

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Position & Movement You may only move diagonally if both corners you
are passing through are not obstructed. A wall or
Tactical scenes usually take place on a grid-map
enemy in either of the squares you would bypass
using 2-meter × 2-meter squares.
prevents diagonal movement.

Footprint
Your footprint is the number of squares you take
Ascending
Changing altitude takes extra effort when going
up on a tactical map. For Medium-sized characters
up. Gravity is funny that way. If your move will take
this is a single square. Having a larger footprint can
you upwards, each square you climb counts as a
have a dramatic impact on your ability to see and be
diagonal movement (contributing to the added
seen in a fight. For a general guide to footprint by
movement cost on odd numbered squares).
Size Category, see table 1.1 Size (page 9).
Ascending does not affect counting the range
between positions or characters.
Speed
Most tactical movement is made with the Table 6.1: Speed
Standard Move action, allowing you to travel a Speed Move Travel Speed
number of squares based on your Speed (usually (in squares) KPH (MPH)
Ground Speed 5 for humans). For Speed 3, 4, and 5, Immobile 0 0
it’s easy to remember 1 speed equals 1 square when 0 1 .6
making a Standard Move. However, Speed also 1 2 2.4 (1½)
measures the abilities of very fast characters, 2 2.5* 3 (2)
mounts, and even vehicles. Speeds above 6 allow 3 3 3.6 (2.25)
you to move much faster than 1-Square-per-Speed. 4 4 4.8 (3)
Higher Speeds use a logarithmic scale where each 5 5 6 (3¾)
point multiplies the previous benefit rather than 6 6 7.2 (4½)
adding to it. For faster characters and vehicles, you 7 8 9.6 (6)
will likely need to look up overland travel speeds 8 10 12 (7½)
and the number of squares they can move as a 9 12 14.4 (9)
Standard Action (see table 6.1: Speed). 10 16 19.2 (12)
11 20 24 (15)
Modes of Movement 12 25 30 (18¾)
While you’re likely to be personally familiar with 13 32 38.4 (24)
walking, running and shuffling about (all considered 14 40 48 (30)
forms of Ground Speed movement), your character 15 50 60 (37½)
may be capable of some much more unusual ways 16 63 75.6 (47¾)
of getting around. Flying, Swimming, Climbing and 17 80 96 (60)
Burrowing are all examples of other modes of 18 100 120 (75)
movement that might be available to you. These 19 125 150 (93¾)
modes are described as part of character creation 20 160 192 (120)
(page 9). 21 200 240 (150)
22 250 300 (187½)
Diagonal Movement/Range 23 320 384 (240)
When moving or measuring range, the first and 24 400 480 (300)
every-odd numbered diagonal move is considered 1 25 500 600 (375)
square, while the second and each even-numbered +3 ×2 ×2
move counts as 2 squares. This may take practice, +7 ×5 ×5
but creates blunted octagon-shapes that are a good +10 ×10 ×10
approximation of circular shapes on a grid. * You move 2 squares as a Standard move and 5
squares when you Run.

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Difficult Terrain • Knee-deep water with strong current (small
Most environments are (or should be) more rapids, running sewer, surf line with riptide)
complicated than a smooth, flat plane. Difficult • Waist-deep water (pond, easy river fording)
terrain simulates the vast variety of more realistic • Waist-high clutter without pathways (disused
settings, slowing characters down while not warehouse, tipped over furniture, hedges)
automatically dangerous to those traversing it. • Tall obstacles with minimal gaps (overly tight
Some difficult terrain is identified by how high it library stacks, scaffolding)
comes on a character’s body, so a larger-than • Medium Forest (briar patch, dense bamboo,
Medium-sized character might ignore some unyielding trees with narrow gaps, heavy
obstacles, while smaller-than-Medium characters underbrush)
may find that space especially difficult to move • Shattered surface (talus, rocky riverbed, lava field)
through.
Characters may not Run through difficult terrain. Surfaces even more challenging than these likely
require a skill check (often Acrobatics or Athletics)
Terrain that requires 2 squares of movement or alternate movement speed to traverse (i.e. a
per square actually traveled: Burrow, Climb, or Swim Speed).

• Icy/slick surfaces (frozen lake, oily garage) Facing


• Moving across a steep slope (45 to 60-degree All characters have definite facing, being pointed
incline) toward either a side or a corner of the square they
• Ankle-deep mud (wet cropland, soft riverbank) are in. This direction is the center of a 180° arc that
• Knee-deep water (shallow pond, surf line) is considered in front of them. This arc includes the
• Knee-high clutter (small boxes, low tables or squares partially inside it, so for characters that
benches, scattered bushes) occupy a single square, 5 of the 8 adjacent squares
• Waist-high clutter with some pathways (dining are considered in their forward arc and the
room tables, airliner aisle) remaining 3 squares are behind them in their rear
• Light forest (scattered small trees, light arc (see diagrams below).
underbrush) Characters with the Peripheral Vision benefit
• Jumbled surface (mudslide or earthquake consider only the 90° directly behind them to be
aftermath) behind them.

Terrain that requires 3 squares of movement per Flanking


square actually traveled: You become flanked if you have enemies able to
attack you in both your front arc and behind you.
• Combination of any 2 of the above (e.g. steep & Characters gain a +2 bonus to attack rolls and may
icy slope, waist-high clutter with knee-high junk in apply the benefits of Ruthlessness to their attacks
the walkways) against flanked targets.
• Knee-deep mud (animal wallow, swamp)

Facing East Facing North Facing Northeast Peripheral Vision

► ▲ ● ►

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Posture Forced Movement (“The 3 P’s”)
Humans (and many other shapes of characters) Some abilities and actions will allow you to move
have several possible postures. Most of the time a other characters. These effects fall into three
character will be Standing or Sitting, but combat categories: Push, Pull, and Place.
may find them Crouching, Prone, or even sprawled.
Push. You move the target away from you. Each
• Standing. This is the default state for characters square of the movement must thrust them farther
ready for action. You occupy your normal space from to you.
and height. Pull. You move the target towards you. Each
• Sitting. You are resting, possibly on a raised square of the movement must bring them nearer to
surface and occupy roughly 1/2 your normal you. Some pulls can move the target any number of
height. Sitting characters gain a +1 bonus to squares required to bring them adjacent to you.
Defense against ranged attacks from beyond Place. You may move the target horizontally along
point-blank range (2 squares). You have a –3 the surface in any direction. If the target is flying,
penalty to speed while remaining in this posture you may instead move it in any direction including
(essentially ‘butt scooching’ along the surface). up and down.
• Crouching. You’ve dropped as low to the ground
as you can while remaining on your feet or Forced movement is usually described as a
kneeling. You occupy roughly 1/3 of your normal distance in squares and this distance is not reduced
height. You gain a +2 bonus to Defense against by moving the target through difficult terrain. The
ranged attacks from beyond point-blank range path of Forced Movement cannot move the target
and Aiming gives you a +2 bonus to ranged attack through spaces it could not fit through upright.
rolls. You have a –2 penalty to speed while Being the subject of Forced Movement does not
remaining in this posture. count against your movement or trigger any
• Prone. You are pressed as close to the ground as interrupts or reactions based on you taking a
you can manage, occupying 1/4 your normal Movement Action.
height. You gain a +4 bonus to Defense against If forced movement would send you over a ledge
ranged attacks from beyond point-blank range or precipice, you may make an Instinct Saving Throw
and Aiming gives you a +2 bonus to ranged attack with a goal of 20 to instead become sprawled in the
rolls. You have a –4 penalty to speed while last square before going over the edge. Player
remaining in this posture. characters and Unique NPCs gain a +5 bonus to this
• Sprawled. You’ve been tossed unceremoniously saving throw.
to the ground. Whether belly down or belly up,
you have little control and less ability to defend
yourself. You suffer a –2 penalty to Defense
against all attacks, and cannot move until you
change posture.

Table 6.2 Posture


Posture Height Move Defense* Aim
Standing 1 — — —
Sitting ×1/2 –3 +1 —
Crouching ×1/3 –2 +2 +2
Prone ×1/4 –4 +4 +2
Sprawled ×1/4 None –2 —
* Defense bonuses are only against ranged attacks
from beyond 2 squares. Defense penalties are
against ALL attacks.

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Movement Actions than Medium, halve this width. For each category
you are larger than Medium, double it (e.g. Very
Movement actions focus on getting from one
Large characters make Balancing Act checks if the
place to another. While the Standard Move is a
path is 120cm/4 feet wide or less)
mainstay applicable to most situations, more
Goal: See table 6.3.
complex movements may call for skill checks.
Success: You may move up to your Speed –1,
With the exception of Jumping and Tumbling, if
crossing the surface freely.
you enter a square adjacent to an enemy, your
Critical: You may move your full speed.
movement immediately stops.
Failure: You remain in place.
Mishap: Predicament or you fall.

Effect: You move a number of squares associated


with your Speed.
Acrobatics check ● Strength
As long as you are not immobile, you may always
You attempt to traverse a surface steeper than
move at least one square into or across difficult
60°. Climbing requires both hands, but clinging to a
terrain (see page 139).
position without moving requires only one hand.
Goal: See table 6.3.
Success: You may move up to your Speed –4 or
Effect: You may change from your current posture your Speed –6 if the surface is inverted (minimum of
to any other posture (e.g. stand from prone, crouch 1 square).
from standing, stand up after from sprawled, etc.). Critical: You may move up to your Speed –2 or –4
if inverted.
Failure: You remain in place.
Mishap: You fall.
Full Action
You break into a full sprint
Effect: You move twice your Standard Move
distance. You may become reckless to instead move Acrobatics check ● Gamble
three times your Standard Move distance. You may Strength
not move through difficult terrain or make turns You attempt to jump over gaps or obstacles. You
sharper than 45° while Running. gain a bonus to this check equal to your Ground
If Running is your last action during your turn, you Speed.
must choose a facing that places the last square you Goal: You may gamble on how far you can leap.
left in your rear arc (see facing, page 139). See table 6.3.
Success: You jump to the desired distance or
height.
Critical: You may land in a square adjacent to your
Effect: You exchange places with an adjacent
initial target.
willing ally who can move. If the two of you have
Failure: You remain in place.
different footprints, position yourselves so you
Mishap: You fall.
cover the maximum number of spaces possible from
your former footprints. You MUST still be adjacent
after the swap.
Athletics check ● Strength
You attempt to move through water.
Goal: See table 6.3.
Acrobatics check
Success: You move at –4 Speed, or –3 Speed if you
You move along a narrow or precarious surface or
are at the surface.
pathway. This action is required when traversing a
Critical: Your Speed increases by 1
path 30cm wide (12 inches) or less as a Medium
Failure: You move 1 square.
character. For each Size Category you are smaller
Mishap: You suffer 1d6 fatigue.

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Buoyancy Table 6.3: Movement Actions
Characters and items underwater will tend to rise Circumstances Goal
or sink to the level of their neutral buoyancy. Balancing Act
Changes in depth from buoyancy occur at the end Base Width (narrow path) 4
of the character’s turn (or the end of the round for ½ base width (beam or ledge) 12
items). ¼ base width (cable, rail, or rope) 20
Neutral buoyancy. The item/character floats at
A smooth wall on one side or open-air —
its current depth. Many aquatic creatures can
on both sides
adjust their buoyancy to remain at a chosen depth
without having to expend energy. Obstructions or overhang on one side +4
Slightly Rising/Sinking. The character or item Climbing
rises or 1d3 squares, using the previous round’s Easy Climb (numerous 10
result if it is higher. A character who spends handholds, convenient chimney)
actions swimming that round may spend one Technical Climb (adequate 20
square of their movement to cancel this effect. handholds, marginal chimney)
Most humans unencumbered with gear will rise Insane Climb (marginal handholds) 30
slightly, while many soft, low-density items will Jumping
sink slightly. Long Jump 15
Strongly Rising/Sinking. The character or item (your Speed –4)
rises or sinks 1d6 squares, using the previous Considerable Long Jump 20
round’s result if it is higher. Characters may swim (your Speed –3)
against this pull but it is often far too powerful to Impressive Long Jump 25
overcome for long. (your Speed –2)
Spectacular Long Jump 35
(your Speed –1)
Acrobatics check ● Terrain Situation
You try to move past a foe. In Combat +4
Goal: 16 + 4 per enemy you will pass through or Carrying or Dragging +5
be adjacent to during your movement. Another Character
Success: You may move up to your Speed –1, Unstable Surface +2 to 5
moving through other characters freely so long as Slippery Surface +2 to 5
you finish your movement in an empty square. Windy +2 to 5
Critical: You may move your full speed.
Failure: You remain in place.
Mishap: You become sprawled at a point along
your path of an adjacent enemy’s choosing.

Acrobatics check ● Interrupt ● Terrain


You attempt to avoid falling damage (see page
143).
Goal: (1 + number of dice of falling damage) × 4.
For example, a 3 die fall has a Goal of 16 (4×4).
Success: Reduce the damage you take from falling
by 1 dice.
Critical Success: You reduce the damage you take
from falling by 3 dice.

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Special Movement Actions Falling
These actions are not available to most characters While falling is often the fastest way to get from a
(but can be enabled by some character options). high place to a lower one, it’s rarely the safest (or
smartest). The amount of damage you take from
falling depends on your Size Category and the
distance fallen as seen in Table 3.3.
Flash step is a form of supernatural movement so
fast it appears to be teleportation.
Table 6.4: Falling Damage by Size
Effect: You move a number of squares associated
Size Falling Damage* Max
with one of your Speeds. You must be able to move
Huge or larger 1d10 per 1.5m fallen 25d10
through each square and end your movement
Large 1d10 per 2.25m fallen 20d10
upright. You ignore difficult terrain and may move
Medium 1d10 per 3m fallen 16d10
through allies and enemies as if you were invisible. Small 1d10 per 4m fallen 12d10
Travel is instantaneous and does not prompt Tiny 1d10 per 6m fallen 8d10
damage from scenery you traverse or trigger traps, Diminutive 1d10 per 8m fallen 4d10
interrupts, or reactions unless they specifically Fine 1d10 per 10m fallen 2d10
respond to teleportation or flash step. Nuisance — —
You may not flash step if you are held, entangled * Falling Damage ignores armor. You’re also
or rooted. Effects that suppress or prevent Sprawled after landing if you take more damage
teleportation also hinder Flash Step movement. than your Grace score. You may attempt a Break-fall
check to reduce the harm you suffer on
Terminal Velocity landing/impact.
Flailing humans and similar characters near sea
level reach terminal velocity (the speed at which Soft Impact. Landing on a noticeably softer
air resistance counters gravity) after falling for 5 surface (water, deep foliage, packed snow) reduces
actions. From that point on they fall roughly 180
the damage die type to d8s. Landing on very soft
meters per action (or 72m per second).
surfaces (foaming water, fresh powder snow) can
Actions Distance Speed reduce the damage die type to as little as d6s at the
Spent Fallen Game Runner’s discretion. Humans occasionally
Falling survive even terminal velocity impacts when they
1 Up to 20m 16 m/s are fortunate (16d6 is bad but not always fatal…).
2 Up to 80m 33 m/s Controlled Descent. Some characters can reduce
3 Up to 175m 48 m/s the speed they fall (such as having a parachute,
4 Up to 310m 64 m/s wings, or exotic abilities). These characters take
5 Up to 480m 72 m/s falling damage as if their Size Category were one or
+1 +180m 72 m/s more categories smaller. The character may still
attempt a Break-fall check to reduce falling damage
when they land.
Gliding. A character with a Glide Speed may move
up to their Glide Speed laterally for every 2 squares
they fall.

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Skill Actions
One of the most important ways of making Opposed Tactics/Intuition check
combat interesting is figuring out where and how Initiative ● Presence
you can bring your other skills and tools into play. You fake making an attack or movement to draw
Players are encouraged to find creative uses for your opponent into a dangerous overreaction.
their skills as circumstances permit. Target: Choose 1 character within your melee
While almost any item or skill that can be used Reach able to see or hear you.
quickly might be used during combat, here are a few Success: The target becomes distracted.
common (and reliable) ways to gain advantage from (The target takes their next turn as if their
your skills. Initiative equaled their initiative bonus.)
Skill actions often inflict conditions on your target. If your Cunning bonus is higher than the target’s,
For more about Conditions, see page 158. they also become reckless.

Common Action Tags


Action tags are shared rules and modifiers used by Expertise (Medical) check ● Full Action
multiple actions. Medical Kit
Medical Kit. If you do not have a medical Kit, you You give medical attention to a character.
suffer a –4 penalty to your result. Target: Choose 1 willing character within your
Initiative. If your initiative is higher than your reach you can see. Each character may only be
target’s, you gain a +2 bonus to your result. successfully Mended once per scene.
Presence. If your presence is higher than your Goal: 15
targets, you gain a +2 bonus to your result. Success: The target recovers 2d6 Luck.
Shared language. If you do not share a language Critical Success: Add your Expertise ranks to the
with your target, you suffer a –4 penalty to your Luck recovered. Up to 3 points of this healing may
result. be applied to the character’s Wounds.
Terrain. If you have the matching Terrain Mishap: The target suffers 1d6 lethal damage that
Proficiency for the terrain your target is in, you gain cannot be resisted or reduced.
a +3 bonus to your result.

Expertise (Medic) check ● Full Action


Opposed Intuition/Acting Check Medical Kit
Initiative You attempt to get a character back into the fight.
You gauge the target’s intentions and move fluidly Target: Choose 1 Defeated character within your
to avoid their attacks. reach you can see. Each character may only be
Target: Choose 1 character within your melee successfully Revived once per scene.
reach you can see. Goal: 25
Success: You gain +2 to Defense against attacks Success: The character rallies with 1 Wound and
made by the target until your next turn. Luck equal to their Career Level. Their maximum
If your Awareness bonus is higher than the Luck is reduced by their Career Level until the end of
target’s, until your next turn the next non-critical hit the scene.
the target achieves against you becomes a graze. Critical Success: They rally with additional Luck
(Grazes do ½ damage rounded up after Armor and equal to your ranks in Expertise.
Resistances have been applied.) Mishap: You suffer 1d6 anguish.

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Expertise (Medic) check ● Full Action Opposed Leadership/Leadership check
Medical Kit Initiative ● Presence
You apply first aid to a character with the results You challenge the target’s will to win.
depending on the condition you are treating. Target: Choose 1 character within your melee
Target: Choose 1 willing character within your reach able to see or hear you.
reach you can see. Success: The target takes 1d6 anguish.
Goal: Variable; see options. If your Determination bonus is higher than the
Success: Variable; see options. target’s they also become shaken.

• Despair/Exhaustion/Injury (Goal 5 + 10 per grade):


The effects of one grade are suspended for 1 hour.
Opposed Sabotage/Vigilance check
• Bleeding (Goal 15): The condition ends.
Initiative ● Terrain
• Poisoned (Goal equal to the poison Save Goal): You use a clever ploy to throw your enemy off
The effects of the poison are suspended for 1 their game.
hour. Target: Choose 1 character within your melee
reach you can see.
Success: The target takes 1d6 lethal damage.
Opposed Stamina/Stamina check If your Precision bonus is higher than the target’s,
Initiative ● Presence they also become reckless.
You buy time for your allies.
Target: Choose 1 character within your melee
reach you can see.
Success: The target takes 1d6 fatigue.
If your Fitness bonus is higher than the target’s
they also lose their next action. Unique characters
(including PCs) cannot lose more than one action
per round from common characters stalling them.

Opposed Charisma/Focus check


Initiative ● Presence ● Shared Language
You pull the target’s aggression towards you.
Target: Choose 1 character within your melee
Reach able to see or hear you.
Success: The target has a –2 penalty to all actions
that don’t include you as a target until your next
turn.
If your Grace bonus is higher than the target’s, you
have challenged them (see page 158).

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Attacking Scenery and individual squares have a Defense of
1 for melee attacks and 10 for ranged attacks.
The main way of advancing combat is to attack
your enemies, hoping to deliver enough damage to
Dodge. Dodge bonuses represent your ability to
defeat them.
avoid attacks with sudden, erratic movements.
Dodge bonuses from multiple sources stack. Some
Attack & Damage Attributes abilities specifically cancel or reduce Dodge
Each attack has an Attack Attribute and a Damage bonuses, but cannot reduce your bonus to less than
Attribute. You add your modifier from your Attack 0.
Attribute to your Attack Rolls and your modifier Reckless. This condition prevents you from fully
from your Damage Attribute to your Damage Rolls. defending yourself. You lose your Grace and Dodge
For simple Melee Attacks, these modifiers are bonuses to Defense. You shed this condition after
usually Fitness/Fitness. For simple Ranged Attacks taking any damage or at the beginning of your next
it’s is usually Precision/Precision. Detailed martial turn unless you are still subject to another condition
arts attacks or specific weapons may use different keeping you Reckless. (e.g. you are Blinded or Held).
combinations of Attributes (e.g. trying to kick
someone is often Grace/Fitness).
Critical Hits
Each of your attacks has a Threat Range. When
Attack Rolls your Attack Roll die comes up with a result in your
To make an attack, you must make an Attack Roll. Threat Range AND the attack hits, you have scored
Your character has two attack bonuses depending a threat. You may either roll the attack again or
on the type of attack being made: spend a Twist. If this additional roll is also a threat
or you spent a Twist, the attack is confirmed as a
• To make a melee Attack Roll, roll 1d20 and add Critical Hit. Critical hits inflict additional harm to the
your Melee Attack Bonus and your Attack target based on their Damage Type (see page 152).
Attribute Modifier (usually Fitness).
• To make a ranged Attack Roll, roll 1d20 and add Errors and Mishaps
your Ranged Attack Bonus and your Attack
If your attack roll die comes up with a result in
Attribute Modifier (usually Precision).
your Error Range, the attack automatically misses
and you suffer a Mishap. If no Error Range is
In both cases, the Goal is the target’s Defense. If
specifically mentioned it is simply ‘1’.
the roll succeeds you have hit your target. Many
character options will further increase your bonus to
one or both types of Attacks. You then roll and inflict Stunts and Basic Attacks
damage (or other effects). Some attacks have Each attack may include one Stunt with a
additional effects if your result exceeded the matching attack action type (e.g. a Charge attack
target’s Defense by a minimum amount. may include a single Charge stunt).
If an attack does not include any stunts, it is
considered a “basic” attack.
Defense
Some abilities grant additional Basic Attacks. You
Your Defense serves as the Goal for attack rolls
may not choose to include a Stunt While taking
made against you:
these additional actions.
• Your Defense is 10 + your Defense Bonus from
your class progression + your Grace modifier. Range
The range between attacker and target is
A carried object’s Defense is equal to the Defense calculated much like movement, including partial
of the character carrying it (and further modified by increases for diagonal measurements.
the item’s Size, see below). An untended object has
a Defense of 5, adjusted by its Size.

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Engaged. You are considered to be “engaged” by peeking out to attack. This includes attacking
all enemies who have you within their forward arc around the corner of a wall. The attacker must
and in their reach or the reach of their readied beat your Defense by at least 6 (or by 10 if you
weapons. Most Medium-sized characters have a have taken the Full Defense action) or you gain
reach of 1, so you will be engaged by them when Armor from the scenery.
they are adjacent to you.
While you are engaged, you suffer a -2 penalty to Relative Size
all attack rolls and skill checks not targeting enemies It turns out hitting the broad side of a barn is
engaging you and become reckless if one of your easier... At least, when you’re not barn-sized
ranged attacks misses. yourself. You gain a +1 modifier for each Size
Range Categories. Ranged weapons list 2 or more Category the target is larger than you, and a –1
range categories. The first number is the weapon’s penalty for each Size Category the target is smaller
optimum range in squares. For each category than you. These modifiers are doubled for ranged
beyond that, you suffer a –2 penalty to your attack attacks.
rolls and a –1 to damage rolls when attacking targets
at that distance. Table 6.5: Medium Character Size Modifiers
Target’s Size Melee Range
Line of Sight Long Axis or Height mod mod
You have Line of Sight to objects, scenery, or Nuisance (N) –5 –10
characters if you can draw a line from any corner of Fine (F) –4 –8
your footprint to the center of any square in the Diminutive (D) –3 –6
target’s footprint, without that line passing through Tiny (T) –2 –4
any solid or opaque terrain. Partially obstructed line Small (S) –1 –2
of sight often means the target benefits from cover. Medium (M) — —
Line of Fire has the additional restriction that this Large (L) +1 +2
line cannot be passing through transparent but Very Large (VL) +2 +4
Huge (H) +3 +6
impenetrable cover. Line of Fire can sometimes exist
Gargantuan (G) +4 +8
when Line of Sight is absent if the attack has
Colossal (C) +5 +10
sufficient power to drill through the intervening
Enormous (E) +6 +12
cover. In practice, shooting through walls takes a lot
Vast (V) +7 +14
of luck and guesswork.

Ruthlessness
Cover Ruthlessness allows you to severely punish
Having some or all of your body behind scenery
characters who present you with openings, either
relative to your attacker provides Cover.
because they are flanked or reckless. If your target
Experienced combatants are constantly looking to
has one of these conditions your attacks gain +1
move to and through locations that provide them
damage and +1 Threat Range on rolls to confirm
with this protection. Cover is determined by the
Critical Hits for each point of Ruthlessness you have.
Game Runner.

• Partial Cover (33%-80%). Between a third and Grazing the Target


four-fifths of your body is behind scenery relative Some abilities or actions will turn near-misses or
to an attacker. The attacker must beat your even hits into a Graze. Grazing hits are hits for all
Defense by at least 3 or you gain Armor from the secondary effects or stunts the attack may deliver,
scenery. In many cases, this Armor may be but any damage you in inflict is reduced to one-half
sufficient to completely absorb the attack. rounded up after Resistances and Armor have been
• Full Cover (80%+). You have so much scenery applied.
between you and the attacker it’s likely the only Grazes cannot become critical hits by any means.
reason you are exposed at all is that you’re

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Melee Attack Actions
Once a fight has started, attacking tends to be one Melee Attack roll (Fit/Fit)
of the most decisive ways to move it towards a Grab ● You must have at least 1 Hand free to take
conclusion. this action
Target: Choose 1 character within your reach. You
may grapple a character that is grappling you even
if you cannot see them. The effects of this action
Melee Attack roll (Fit/Fit) change if you are already grappling a character (see
Target: 1 character or object within your reach. below).
On Hit: Roll and apply damage. On Hit: Instead of inflicting damage, you begin
grappling the target. They are held until you release
them as a free action, you are no longer able to
Full Action ● You must have at least 2 Ranks of grapple them, or they Escape the grapple. If they are
Stamina to take this action your Size Category or smaller you may pull them into
Melee Attack roll (Fit/Fit) your footprint.
Move: You Run before making a melee attack. Grappling: While you are grappling another
Target: 1 character or object within your reach. character, you lose all Dodge bonuses. The grapple
Attack: You may only apply Charge stunts to this immediately ends if you suffer a critical hit, become
attack. After the attack resolves, you become sprawled, move beyond your reach from the
reckless and your Ranks in Stamina are reduced by character you are grappling, or have less than 1
2 until the end of the Scene. hand free.
On Hit: Roll and apply damage. Grappling On Hit: If you are already grappling the
target you may either inflict 1d6 Impact damage
(plus your Fitness and Strength modifiers) or if you
are the only character grappling them you may
Melee Attack roll (Fit/—) move up to half your Speed, pulling them along with
Target: 1 character within your reach. you so they remain adjacent or overlapping your
Attack: You suffer a –4 penalty to this attack roll
footprint.
and may only apply Disarm stunts to this attack. Critical Hit: The character you are grappling is now
On Hit: Instead of doing damage, the target must entangled instead of held until the grapple ends.
make an Instincts Saving Throw with a Goal of (19 + Miss: You become reckless.
your Attribute modifier giving a damage bonus to
that attack) or you may place one item or weapon
the target is holding in an adjacent square of your
choice. Melee Attack roll (Fit/Fit)
The target gets a +5 bonus to their saving throw if Grab
they are holding the item in two or more hands. If You attempt to escape from being grappled.
the item has the Grip tag, they gain a +5 Tool bonus Target: Choose 1 character grappling you (even if
to their saving throw. you cannot see them).
Special: Some characters of exceptional skill can On Hit: The target and any other character with a
perform disarm actions with ranged weapons. This lower Defense who was grappling you are no longer
action becomes a Ranged Attack roll. grappling you. You may move to an empty adjacent
space of your choice if your footprint was
overlapping the characters grappling you.

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Ranged Attack Actions Mishap: You’ve taken more shots than you
realized. Lose an additional 1d6+RF ammo.
Ranged combat dominates modern conflicts.

Shooting into Melee – “Friendly Fire”


If you have allies engaging your target, you suffer Full Action ● RF×5 Shots
+1 Error Range per ally and risk the following: Target: Choose a narrow cone with a maximum
Mishap: A random ally engaging your target must length equal to the weapon’s maximum range. This
make an Instinct Saving Throw, Goal 20 or they are attack targets a number of characters (including
hit by the attack instead. allies) up to the weapon’s RF quality in order from
nearest to farthest.
Effect: All targets must make an Instinct Saving
throw with a Goal of (20 – the attack’s range
Ranged Attack roll (Prc/Prc) penalty) or be hit and take damage.
1 or 2 Shots Running Dry. If you have at least six shots left but
Target: Choose 1 character within range of your insufficient ammo left to make this attack, your
weapon that you have Line of Fire to and can see. Rapid-Fire rating is reduced to 1/5 the ammo
Hit: Roll and apply damage. If you spent 2 shots, remaining, rounding any fractions up.
the target must also make an Instinct Saving Throw Blind Fire. Unlike most ranged attacks, you may
with a Goal of 20 or be grazed by an additional hit. Spray and Pray while blinded.
Mishap: You’ve taken more shots than you Mishap: You’ve taken more shots than you
realized. Lose an additional 1d4 ammo. realized. Lose an additional 1d6+RF ammo.

Ranged Attack roll (Prc/Prc) Ranged Attack roll (Prc/Prc)


3 Shots Full Action ● RF×4 Shots
Target: Choose 1 character within range of your No Critical Hits
weapon that you have Line of Fire to and can see. Target: Draw a line including a number of adjacent
Hit: Roll and apply damage. The target must also squares you have a line of fire to, up to the weapon’s
make an Instincts Saving Throw, Goal 20 or be hit an Rapid Fire. You may not skip any squares, target any
additional time. square more than once, or target any square directly
Mishap: You’ve taken more shots than you behind another square already chosen. Make a
realized. Lose an additional 1d6 ammo. single attack check, comparing the result to the
Defense of each character in the target square, from
one end of the path to the other. Characters and
Ranged Attack roll (Prc/Prc) objects larger than a single square may be targeted
Full Action ● RF×3 Shots and hit multiple times as if each square were a
Target: Choose 1 character within range of your separate target.
weapon that you have Line of Fire to and can see. Hit: Roll and apply damage for each hit separately.
Hit: Roll and apply damage. The target must also Running Dry. If you have at least five shots left but
make an Instincts Saving Throw, Goal 20 or be hit an insufficient ammo left to make this attack, your
additional time and have to make another Saving Rapid-Fire rating is reduced to 1/4 the ammo
Throw. This continues until the target succeeds or remaining, rounding any fractions up.
they take additional hits equal to the RF of the Mishap: You’ve taken more shots than you
attack. realized. Lose an additional 1d6+RF ammo.
Running Dry. If you have at least four shots left
but insufficient ammo left to make this attack, your
Rapid-Fire rating is reduced to 1/3 the ammo
remaining, rounding any fractions up.

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Attack Tags garde, you may use this move as a reaction
immediately after a projectile or slide attack
Attack Tags allow different attacks to share rules,
targeting you resolves.
creating consistency and adding variety to your
Leap. You jump into the air, moving up to 2
possible actions in combat. “On Hit” tags only apply
squares before making this attack. If you are en
their effects after the attack roll has produced a hit.
garde, you may use this move as a reaction
“Damage Attribute Modifier” refers to the Attribute
immediately after a projectile or slide attack
modifier that is being added to the damage roll for
targeting you resolves.
that attack.
Lunge. You may move 1 square towards a target
before making this attack.
Accurate. Aiming provides a +4 bonus to your
Slide. This attack comes in skimming low across
Attack Rolls (instead of +1).
the ground. You may move 1 square towards a
Bite. You gain a +2 bonus to hit if your next action
target before making this attack. The target
is another attempt to Bite the same target. Your
determines their Defense against this attack using
target gains +2 Threat Range on single target attacks
the lower of their Grace or Cunning modifiers. You
against you until your next turn.
inflict +2 damage if the target’s Cunning modifier is
Brawl. You gain a +1 bonus to your attack roll for
less than yours.
each enemy adjacent to you, up to +4.
Step. If the target is adjacent to you, you may
Cavalry. This attack ignores attack penalties for
move into their square as part of making this attack.
being mounted and gains a +1 bonus to damage
while you are mounted.
Angle of Attack Tags
Counter. You may interrupt a melee attack that
Cross-Up. After this attack resolves, you may
has hit you with this attack if you are en garde and
move to any empty square adjacent to the target
aware of the attacker. Make an opposed Initiative
after the attack and consider the target flanked until
roll with the attacker. If your result is higher, their
the end of your turn.
attack is canceled and you then immediately make
Drop. This attack drops in from above. The target
this attack as a free action. If your roll is equal or
determines their Defense against this attack using
lower, their attack gains +1 Threat Range.
the lower of their Grace or Awareness modifiers.
Grab. You attempt to bodily seize a character no
You inflict +2 damage if the target’s Awareness
more than one Size Category larger than you. Your
modifier is less than yours.
Fitness + Strength must be at least equal to theirs
Flood. This attack fills a large area. You gain a +4
and your Grace must be at least equal to theirs or
bonus to this attack roll.
this attack suffers a –4 penalty to hit. You need at
Fortress. You gain a +1 bonus to hit and +1 Threat
least 1 free hand to make this attack and gain a
Range if the target moved into a square adjacent to
Teamwork bonus to the Attack Roll equal to one-
you since your last turn. If you are en garde, you
half the number of free hands you have, rounded
may react to a character moving into any square
down (e.g. an octopus with 8 free hands would
adjacent to you with this attack immediately after
receive a +4 Teamwork bonus).
their action resolves.
Grind. If this attack misses by 1 or 2 the target is
Hi-Low. This attack comes from unpredictable
instead Grazed.
angles. The Goal of any saving throw to negate or
(Grazes do ½ damage rounded up after Armor and
redirect the damage from this attack is increased by
Resistances have been applied.)
+4.
Hunter. The target’s Dodge bonus is reduced by 3
Joust: After the attack, you must move to an
against this attack.
empty square within 2 squares on the far side of the
Prone. You must be prone to make this attack.
target. You may move freely through other
characters, but not through scenery to reach the
Set-Up Tags
final square.
Dash. You may move up to 3 squares towards a
(The “far side” is a 45° cone originating from the
target before making this attack.
nearest square your target occupies and facing
Jump. You jump into the air, moving up to 1
directly away from where you were at the start of
square before making this attack. If you are en

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this move if possible. If the target fits entirely within Damage Tags
two valid 45° cones, you may choose either cone.) Armor Piercing 2. This attack pierces 2 points of
Low. This attack comes in very low. The target armor.
determines their Defense against this attack using Armor Piercing 5. This attack pierces 5 points of
the lower of their Grace or Cunning modifiers. You armor (or 1 point of vehicle armor).
inflict +2 damage if the target’s Cunning modifier is Burn. This attack does Fire damage.
less than yours. Chop. This attack inflicts +5 damage to objects,
Rising. This attack angles upwards. You gain a +1 vehicles, and scenery. This includes damage needed
bonus to hit and +1 Threat Range If the target is or to punch through scenery to hit a character behind
has jumped since your last turn. If you are en garde, cover. The attack inflicts a minimum of 1 point of
you may interrupt a jump or leap attack targeting vehicular damage to vehicles.
you with this attack before that one resolves. Crush. This attack’s maximum bonus to damage
Whirl. Once per round, you may reroll a single from Strength is increased by +5.
Whirl attack that missed. Ending. This attack inflicts 5 execute damage.
Wrap. This attack curls around defenses. This (Execute damage is added to your normal damage
attack ignores shields and negates Guard tag when attacking characters IF the added damage
bonuses of 3 or less. would be enough to defeat the character.)
Shock. This attack does Electrical damage.
Multiple Targets Terminate. This attack inflicts +5 damage to non-
Box. You hit all characters in a 2×2 square. At least unique characters.
one square of the box must be adjacent to you.
Erupt. You may hit up to 6 targets. If the attack On Hit Tags
uses ammo it uses one shot per target. Dance. (on hit) You may move 1 square after the
Reap. You may hit up to 4 targets. If the attack attack and gain a +2 Dodge bonus to your Defense
uses ammo it uses one shot per target. for 1 turn.
Splash. This attack also grazes characters, objects, Fling. (on hit) Place the target in any empty square
and scenery adjacent to the target if their Defense you have Line of Fire to within 2 squares or 3 squares
is equal to or lower than the target’s Defense. if their Size is smaller than yours.
(Grazes do ½ damage rounded up after Armor and Gouge. (on hit) The target must make a Courage
Resistances have been applied.) saving throw, Goal of 19 + your Damage Attribute
Split. You may hit up to 2 targets. If the attack uses modifier or become sprawled.
ammo it uses one shot per target. Gravestone. (on hit) If this attack defeats an
enemy, you gain 2 Edge.
Threat/Critical Tags Last Rites. (on hit) If this attack defeats an enemy,
Bury. You gain a +1 bonus to hit and +1 Threat you recover Luck equal to 5 + their Character Level.
Range if the target is prone or sprawled. Sap. (on hit) Your target’s Initiative ebbs.
Fatal. (on hit) If this attack is a threat, it is Shove. (on hit) Push the target 1 square directly
automatically confirmed as a critical hit. away from you or 2 squares if their Size is smaller
Ruthless. This attack gains 1 Ruthlessness. than yours.
(Your attacks against characters who are flanked Slash. (on hit) Give the target 1 bleeding token. If
or reckless gain +1 damage and while rolling to the hit is a threat or critical, give them 1d6 bleeding
confirm a critical hit they gain +1 Threat Range.) tokens instead.
Vicious. If the target’s Armor is 3 or less, this Stagger. (on hit) The target must make a Health
attack gains +2 Threat Range. saving throw with a Goal of 19 + your Damage
Attribute modifier or become sprawled.
Surge. (on hit) Your Initiative surges.
Sweep. (on hit) The target must make an Instinct
saving throw with a Goal of 19 + your Damage
Attribute modifier or become sprawled.

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Doing Damage Common Weapon Sources
Impact Damage (Fatigue). Usually inflicted
Once you have hit one or more targets, you roll
by unarmed attacks or weapons that bludgeon the
damage for the attack.
target into submission. Impact damage is reduced
Damage rolls usually have two components: a die by Armor.
roll code and Damage Attribute. Make the indicated Torment Damage (anguish). Torment damage
roll then add your modifier from your Damage is usually inflicted by weapons that are more
Attribute. If an attack hits multiple targets, roll painful than deadly. Tormenting damage is
damage for each target separately. reduced by Armor. Unlike most forms of Anguish,
Torment damage can reduce the target’s Wounds.
Damage Type & Source True Damage (Lethal). True damage ignores
Damage always has a type, either Lethal, Fatigue, Resistances and Armor and bypasses Fervor.
or Anguish. If damage specifies a Source, it can be
Common Environment Sources
mitigated by the matching resistance and may have
Acid Damage (Anguish). Caused by exposure
additional rules associated with it (see sidebar). to intensely caustic or acidic materials. Many
forms of science fiction “disintegration” also
Lethal. By far the most common sort of combat inflict acid damage. Acid critical hits inflict grades
damage, lethal damage can injure or kill the target. of Injury if the target already has more grades of
These Critical Hits add your full Damage Attribute Injury than Despair.
score instead of modifier and inflict 1 grade of Injury Electricity Damage (Lethal). Damage inflicted
(e.g. a having a score of 13 in you Damage Attribute by electrical current.
would add +13 damage instead of +2). Falling Damage (Fatigue). Falling damage
Fatigue. Often inflicted by lack of sleep or hostile ignores Worn Armor (but not Natural Armor).
weather. Fatigue damage bypasses Armor. These Cold Damage (Fatigue). Inflicted by the
Critical Hits Sprawl the target and inflict 1 grade of environment or freezing attacks.
Exhaustion. Fire Damage (Lethal). Caused by exposure to
Anguish. This damage works chiefly by sapping open flame or plasma. Fire critical hits inflict
the enemy’s will to fight, either with psychological grades of Despair if the target already has more
grades of Despair than Injury.
ploys or raw physical pain. Anguish damage
Fire may set scenery ablaze.
bypasses Armor but cannot normally harm a
Heat Damage (Fatigue). Inflicted by the
character’s Wounds. These Critical Hits cause the environment or attacks that roast the target with
target’s Initiative to Ebb and inflict 1 grade of furnace-hot air.
Despair. Radiation Damage (Fatigue). Caused by
Non-Unique NPCs are immediately defeated by exposure to intense radiation. Radiation damage
any critical hit or being reduced to 0 Luck by damage critical hits inflict a grade of either Exhaustion or
of any type. Injury, depending on whichever the target already
has more of.
Achilles Heel Sonic Damage (Anguish). The target must also
Characters with an Achilles Heel are exceptionally make a Health saving throw, Goal 10 + the
damage suffered or be deafened for 1d6 rounds.
fragile when attacked with a particular damage
source. If any part of the damage you are inflicting
matches this vulnerability, your attack inflicts its Ruthlessness
maximum damage without having to roll. Some character options will grant you points of
Melee and/or Ranged Ruthlessness. These points
Execution add +1 to Threat Range and +1 to your damage rolls
if the target is a character who shares your type and
Execute damage is a special type of damage bonus
is either flanked or reckless. Characters can
when attacking characters (but not objects and
normally only inflict this extra damage to targets
scenery). It offers additional damage that is ONLY
they share a character type with (e.g. Folk can be
applied if the increase would be enough to cause the
target character to be Defeated.

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ruthless to other Folk but not oozes, oozes are Critical hits, environmental damage, poisons, and
ruthless to other oozes but not Folk). special attacks can all wear down a character. This is
Techniques are available for characters who want expressed as progressively worse levels of Despair,
to extend this understanding of anatomy, vital Exhaustion, and Injury.
points, and practical vulnerabilities to additional
character types other than their own. Despair
Abilities that let you trade points of Ruthlessness Anguish and other effects may drive you to
cannot be triggered if the target is not flanked or Despair as your troubles become overwhelming.
reckless. You may not take Full Defense actions while you
have one or more levels of Despair. Each additional
Strength level inflicts a –1 penalty to your Initiative rolls and
Melee attacks and ranged weapons that gain a all of your Awareness and Cunning skill checks. If
damage bonus from your Fitness modifier or which you reach 5 levels of Despair, you are Defeated.
have the Strength tag inflict additional damage You shed one level of Despair at the end of each
equal to your Strength. However, this bonus is scene, after a full night’s sleep, and when you rally
limited by the damage roll for the attack as follows. after being Defeated.
Attacks and weapons with the Crunch! Tag increase
this limit by an additional +5. Exhaustion
Your Fatigue is starting to slow you down, literally.
Table 6.6: Strength Damage You may not Run while you have one or more levels
Damage Roll Maximum Bonus of Exhaustion. Each additional level inflicts a –1
From Strength penalty to your Defense and all of your Fitness and
1d2 +0 Precision skill checks. If you reach 5 levels of
1d3 +1 Exhaustion, you are Defeated.
1d4; 1d3+1 +2 You shed one level of Exhaustion at the end of
1d6; 1d4+1 +3 each scene, after a full night’s sleep, and when you
1d8; 1d6+1 +4 rally after being Defeated.
1d10; 1d8+1 +5
1d12; 1d10+1 +6
3d4; 2d6; 1d12+1 +7
Injury
Some of the hits you’re taking are starting to mess
2d6+1 +8
you up badly. While you are injured you may not
2d8 +9
Catch Your Breath. Each additional level of Injury
3d6 +10
inflicts a –1 penalty to all of your saving throws and
2d10 +11
Determination and Grace skill checks. If you reach 5
3d8 +13
levels of Injury, you are Defeated.
4d6 +14
You shed one level of injury at the end of each
scene, after a full night’s sleep, and when you rally
Gradual Harm after being Defeated.
Aside from damage, the main way your character
can be overwhelmed is through gradual Harm.

Table 6.7: Despair, Exhaustion, & Injury


Intensity Despair Exhaustion Injury
1 No Full Defense No Running No Catch Your Breath
2 –1 Initiative & Awr/Cun skills –1 Defense & Fit/Prc skills –1 Saving Throws & Dtr/Grc skills
3 –2 Initiative & Awr/Cun skills –2 Defense & Fit/Prc skills –2 Saving Throws & Dtr/Grc skills
4 –3 Initiative & Awr/Cun skills –3 Defense & Fit/Prc skills –3 Saving Throws & Dtr/Grc skills
5+ Defeated Defeated Defeated

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Making it Out Alive Attacks with the Armor Piercing (or AP) tag cancel
a number of points of Armor equal to the number
“Hero” tends to be a high-risk lifestyle. Your
after the tag (usually 2 or 4). Some attacks outright
character will face a multitude of dangers, but
ignore Armor.
Damage is easily the most common threat to your
wellbeing during your adventures. There are two
kinds of damage mitigation you may benefit from. Worn Armor and Natural Armor
Resistances are specialized defenses that reduce While some abilities grant your hero Armor, the
the damage you take from one type of source. most common sources are Worn Armor and Natural
Armor reduces damage from a great many sources. Armor.
You also have three layers of points that absorb Worn Armor. Heroes routinely find themselves in
damage. The ‘outermost’ layer is Fervor, a dangerous circumstances where wearing protective
temporary and limited buffer that is granted by gear isn’t just prudent, it’s crucial to their survival.
various character options. You will often find that Worn Armor (usually from gear) doesn’t stack, so
Fervor comes and goes quickly. The second layer is while it’s possible to wear multiple layers of armor
Luck, a large pool that grows as your character gains (if one is large enough to logically fit over the other),
Levels and is influenced by your Determination. Luck only the highest Worn Armor will apply. Due to the
is relatively easy to heal or recover and provides the weight and bulk, wearing armor also inflicts a
bulk of your survivability in combat. The final layer number of penalties (which do stack), making it very
is your Wounds, a small number of points that come worthwhile to take it off when the extra protection
from your Fitness score. Wounds are slow to recover isn’t needed.
and unlike the other two layers, losing points of Natural Armor. Some characters enjoy
Wounds represents lasting and serious harm. When remarkable personal resistance to injury, described
your Wounds are reduced to 0 points you are as Natural Armor. Characters with 5+ Natural Armor
Defeated. can claim benefits from abilities that require the
Unique NPCs (both allies and enemies) can have character to wear light armor and may benefit from
Fervor, Luck, and Wounds like Player Characters. wearing armor fittings over ordinary clothes.
Non-Unique NPCs are Defeated by any critical hit, Natural Armor from multiple sources stacks with
making it unnecessary to track their Wounds. itself.
Combining Worn and Natural Armor. Any Natural
Armor you have is reduced by 2 while wearing Light
Resistances Armor and by 3 while wearing Heavy Armor, to a
Characters, objects, and scenery may have
minimum of 0. This makes gear with low Armor
Resistances to various sources of damage. If your
bonuses of dubious value to characters who have
Resistance applies to the type or source of the
Natural Armor.
damage you’re about to receive, subtract it from the
damage being inflicted. Resistances are always
applied first, before Armor or other forms of
mitigation.

Armor
Armor provides broad protection against physical
attacks and most Lethal damage. Armor doesn’t Fervor
normally protect against Anguish or Fatigue. Armor Some characters have an extraordinary drive to
may also be conditional, apply only to certain win – the ability to overcome hardship and strife to
specific types or sources of damage (e,g, Armor that achieve victory. This resilience can come from
only applies to traps or attacks by unique within or be inspired by the words and actions of
characters). If your Armor applies to the type or others. Fervor is the expression of this heroic zeal as
source of the damage you’re about to receive, it applies to combat. Fervor acts as a temporary
subtract it directly from the damage being inflicted buffer, absorbing damage before it reaches your
after Resistances have been applied. Luck. Fervor has the following properties.

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• Lethal Damage, Anguish, and Fatigue are all • Damage and Fatigue are subtracted from
subtracted from Fervor with each point removing Wounds, with each point removing 1 point of
1 point of Fervor. If any damage remains after Wounds. Anguish does not normally reduce
your fervor is reduced to 0, it passes on to your Wounds, but some Anguish subtypes (like
Luck. Torment) will do so. If damage reduces your
• When you gain Fervor, you either keep your Wounds to 0 or less, you are Defeated. Unique
current Fervor or replace it with the new Fervor NPCs reduced to 0 Wounds are Defeated or killed.
value, whichever is higher – multiple sources of • Wounds can be healed and restored, but not
fervor DO NOT stack unless they explicitly say so. above your maximum Wounds.
• Fervor cannot be healed or restored, only gained • Normally Wounds can only be recovered mid-
or lost. adventure with intense medical attention or
• All fervor is lost at the end of each scene. extended rest. You may recover additional
Wounds per day thanks to recuperating in a
higher lifestyle residence or medically supervised
Luck environments such as infirmaries, clinics, or
Luck is your main damage buffer, allowing you to
hospitals.
heroically press on despite the rigors of
adventuring. You gain Luck from your Class Levels,
adjusted by your Determination modifier. Outside Healing
of combat or dangerous environments, Luck Healing is a fairly rare (and extremely powerful)
recovers rapidly. However, some effects will effect that can radically change the way you
temporarily reduce your maximum Luck, leaving you approach combat and other hazardous situations.
more vulnerable to sudden defeat. Most healing effects will only allow you to recover
Luck. Those effects that can restore your Wounds
• Lethal Damage, Anguish, and Fatigue are all will expressly say so.
subtracted from Luck with each point removing 1 Living characters recover 1 Wound and 1 point of
point of Luck. If any damage remains after your Attribute impairment per full day spent resting
Luck is reduced to 0, it passes on to your Wounds. (avoiding any strenuous activity). The single worst
Non-Unique NPCs reduced to 0 Wounds are impairment must be recovered first, with you
Defeated or killed. choosing which Attribute recovers in the case of
• Luck can be healed and restored, but not above ties.
your maximum Luck.
• Luck is reset to your maximum Luck at the
beginning of each scene.

Wounds
Wounds are your final line of defense against
defeat, representing your actual physical condition.
They are the last reserves you can fall back on as
things go badly for you, creating a small window
where you gain the strength of desperation before
either triumphing over adversity or falling into
defeat. Your Wounds are based on your Fitness
score, adjusted by your Size Category. Damage to
your Wounds is often extremely difficult to recover
mid-adventure, leaving you vulnerable to defeat
until you have the opportunity for a lengthy
recovery.

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Defeated… But Not Dead? Back in Action!
Defeat takes the place of death for most negative After being Defeated, Players can return to active
outcomes – you are Defeated when you reach 0 play by any of three different routes:
Wounds or have too many grades of Despair,
Exhaustion, or Injury. For Player Characters, it is the • Rally: Characters may have abilities that allow
point where you are out of the story... for a while. them to rally themselves or others. This returns
For NPCs, Defeat means they’ve either given the character to play immediately. The number of
up/surrendered, gone unconscious, or they are Wounds and Luck restored is described with each
dead/dying. option. Rallies frequently reduce the returning
When you’re Defeated, you’re down but not character’s maximum Luck until the end of the
entirely out. You may not take actions, but you can scene.
still speak with the Game Runner’s approval. Unique • Regroup: Once all non-Defeated members of the
characters may move 1 square each turn if there are player party are out of combat and any dangerous
no enemies adjacent to them. You do not contribute environments — either by defeating all remaining
to flanking or block movement through or around enemies or retreating — they may rally the other
your space. Other characters within 1 Size Category players and any surviving NPCs. Characters rally
of you may not end their movement in your space. with their maximum Luck reduced to one-half
The reason Defeat may be worse than death is until the end of the current scene (rounded up).
NPCs, particularly friendly NPCs, don’t share in this They recover 1d6 Wounds and their (newly
protection. It is called a Party Wipe when the entire adjusted) maximum Luck. Undefeated Players
party is Defeated and then bad things happen - may – by unanimous decision – choose to concede
villains advance their schemes unopposed, critical combat to the enemy, retreating to the rally point
allies get killed, current party goals may become before a Party Wipe. If they do, play resumes after
unachievable, and best (or worst) of all, the Player a reasonable amount of time has passed to allow
Characters have to live with the consequences. characters to slink off back to the rally point singly
Those are the breaks of plot-based immortality. or in small groups.
• Fall Back!: During a Party Wipe, the party is forced
Rally Points to fall back. The GM may send them to their rally
One way that players can prepare for a Wipe is to point (see above) or make them regroup in place,
select a rallying point by unanimous decision. Rally where they can directly experience the
points fall into 3 categories: secure locations (such consequences of their defeat with play typically
as a friendly town or pre-prepared safe house), their resuming 1 hour after any surviving hostile
present location if they are not directly under threat characters have withdrawn. All defeated
(such as the party’s current campsite), or a proposed characters rally with their maximum Luck reduced
location within 1 day’s travel for the slowest Player to one-half until the end of the current scene
Character that is unlikely to be under direct threat. (rounded up). They recover 1d6 Wounds and their
These three categories primarily affect the number (newly adjusted) maximum Luck.
of Twists the Game Runner must spend to torment
the players should they suffer a Party Wipe and be
forced to fall back. If the Players did not agree on a
rallying point prior to wiping the GR chooses one for
them, with the modifiers for meddling with their
rally as for proposed locations.

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Mounted Combat Fighting Underwater
Mounts and their biotech/mechanical inheritors For most non-Aquatic characters, even simple
continue to have a place in modern combat. Fighting tasks can become a serious struggle when the action
while riding creates a unique set of advantages and moves into the water. Having the Underwater
challenges that have shaped the face of war since Combat Technique reduces many of these penalties.
the very first riding horse. Mounts are distinct from Vision. Water is rarely crystal clear and
vehicles chiefly by having the necessary agility to be particulates act like light haze or fog. Clouds of
used in skirmish combat, though the line often blurs stirred-up sediment act like smoke, completely
in the presence of the most capable drivers and obstructing vision. Expect a rapid loss of light from
pilots. Mounts tend to come up short in the Travel the surface as one goes deeper. Human characters
Speed department when compared to modern without water-vision, diving masks, or similar eye
vehicles, but they often make up for it in off-road protection will be incapable of making out fine
capability. details visually.
While mounted, you and your mount are treated Cover. Water acts as Cover against Ranged
as a single character. You gain an additional third Attacks, absorbing 5 points of damage per square,
action during each of your turns. However, one or 2 points per square for archery weapons and
action must be performed by the rider, one by the spears. Armor Piercing is applied to the total
mount, and. the third action can be performed by damage absorbed by the water, not per square.
either character. Physical Skill Penalties. Your physical Skill Checks
Your Size and Speeds are those of the mount suffer +1 Error Range while you are fully submerged.
(thought the rider still uses weapons scaled for their Attack and Damage Penalties. All attacks by
size). You use the lower of the pair’s Defense, surface characters while in water suffer +1 Error
Initiative, and Saving Throw bonuses while Range. Attacks through the surface of the water in
mounted. Mount and rider suffer a –2 penalty to either direction suffer +1 Error Range.
melee attacks and the rider suffers a –4 penalty to Attacks with Knives and Spears have a –1 Attack
ranged attacks. These penalties can be offset by the and Damage penalty. Most other melee attacks
Cavalry Combat technique. have a –2 penalty. Attacks that inflict Impact or
If both the mount and rider are Unique Torment damage have a –3 penalty.
characters, they must agree on what actions to take. Aquatic Characters. Having the Aquatic Combat
If only a single character is Unique, they guide the Technique reduces all of these Attack, and Damage
combined mounted character’s decisions. If both penalties to –1. Having the Aquatic Nature also
are non-Unique characters, the rider is typically in removes the increases to Error Range.
charge, though there may be exceptions.

Attacking Mounted Characters


When you attack a mounted character, it is
considered to be an attack on the mount unless you
specifically target the rider, in which case you must
contend with any cover provided by the mount
(most mounts provide Cover to their riders).
Completely enclosed riders cannot be targeted
directly.
If you successfully sprawl a mounted character
and the rider has Partial Cover or less, they are also
dismounted, becoming sprawled in an adjacent
square of your choice.

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Conditions
Conditions are negative states, a collection of Challenged. Someone has gone to a lot of trouble
penalties and drawbacks that represent you being to get your attention. If you move, that move cannot
far from at your best. In rules text, conditions are end with you farther away from your challenger
always written in bold italics to help identify these than where you started. If you attack and that attack
important mechanical effects. does not include your challenger as a target, any hits
Conditions are particularly important because become Grazes.
while Role-Playing games generally allow you to You shed this condition at the end of the current
control your character’s actions and motivations, scene, if you defeat your challenger, or if your
Conditions may restrict your choices, allowing the challenger ever takes an action that ends with them
game to tell you how your character feels or thinks farther away from you than they were when they
in support of a better story. started that action. You may only be challenged by
Effects that apply Conditions will always indicate one character at a time and if another character
what Condition they cause. They may also include a challenges you, that replaces your previous
duration, indicating how long the condition lasts. Condition.

Shedding Conditions
If an effect applying a Condition does not include Dazed. You take one less Action each Turn and
a duration, that condition will include rules for when you suffer a –4 penalty to all attack rolls and skill
it ends. checks. You do not obstruct the movement of
enemies. You become stunned while dazed by two
Lingering Conditions or more different sources.
Lingering conditions are a variation on the You shed this condition at the end of your next
duration of normal conditions, where after a certain turn unless you are still subject to other Conditions
amount of time called an Interval has passed you or effects keeping you dazed. (e.g. you are
may make a saving throw to lessen or end the dominated or fascinated).
condition. If the Saving Throw fails the condition
continues until the next interval has elapsed and
you can try again. Intervals can be measured in Your vision is impaired by too much light (see page
minutes, hours, or even days. Saving throws against 116). The ambient light level is considered two
lingering conditions take place automatically and categories higher (e.g. ordinary light increases to
does not require an action. overwhelming brightness for you). You shed this
condition at the end of your next turn unless you are
Common Conditions still subject to other Conditions or effects keeping
The following conditions make up the bulk of you dazzled.
unpleasant effects that befall heroes.

Deafened. You can’t hear. You do not notice


Blinded. You can’t see. You are reckless and suffer events or obstruct the movement of enemies in
a –6 penalty and +3 Error Range to Melee Attack your rear arc. Characters in your rear arc consider
Rolls and skill checks that rely on vision. You also you to be flanked. If you are also blinded, the
suffer a –6 penalty to all of your Speeds, minimum penalty to your melee attack rolls, skill checks, and
1. You cannot make ranged attacks other than Speeds from blindness increases to –10 with a +5
Spray-and-Pray. You do not contribute to flanking Error Range.
and you do not obstruct the movement of enemies. Characters attempting to Sneak in your presence
Characters attempting to Sneak in your presence do not suffer penalties from noises they make,
do not suffer penalties from moving. either from their actions or from crossing noisy
surfaces.

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move while held, all characters holding you may
Distracted. You do not obstruct the movement of immediately move with you.
enemies and take your next turn as if your Initiative
equaled your Initiative bonus (i.e. as if you had
rolled a ‘0’ for initiative). You shed this Condition at Reckless. You are prevented from fully defending
the end of your next turn unless you are still subject yourself. You lose your Grace and Dodge bonuses to
to other Conditions or effects keeping you Defense. You shed this condition after taking any
distracted. damage or at the beginning of your next turn unless
you are still subject to other Conditions keeping you
reckless. (e.g. you are blinded or held).
Dominated. You are dazed and the character
dominating you chooses your action(s). These
actions cannot harm yourself or include stunts. You Rooted. You’re stuck in place by physical restraint
may only be dominated by one character at a time or terror. You cannot move from your current
and if another character dominates you, that square except by teleporting. If you are rooted by
replaces your previous condition. fear, you may still be moved by the actions of
others.
If you are aloft via flying or levitation, you remain
Entangled. You’re badly tangled up, often by a at the altitude you were at when rooted. If you are
skilled wrestler, but tar pits and massive webs are aloft via winged flight you descend 5 squares each
also popular. You are rooted, reckless, and may not turn and suffer no damage upon reaching the
make attacks with 2-handed weapons. You may not surface.
attack targets other than characters/scenery that
are holding or entangling you. You may not be
moved by the actions of others unless that action Shaken. You suffer a –2 Dread penalty to attack
also moves whatever is entangling you. rolls and skill checks. This is a lingering condition
with a Courage Saving Throw, Goal 20 at the
beginning of each of your Turns. Each time you fail a
Fascinated. You are dazed and the only action you saving throw, the Goal is reduced by 1 until the
may take is to move towards the object of your Condition ends. If the Condition is reapplied the
fascination to the best of your ability without Goal resets to 20.
causing yourself harm. You may only be fascinated
with one character or object at a time and if another
fascinates you, that replaces your previous Shrouded. Your vision is impaired by a light
condition. You shed this condition after taking any obscuring effect (see page 116). The ambient light
damage (or the scene ends). level is considered two categories lower (e.g.
ordinary light is reduced to faint light for you). You
shed this condition at the end of your next turn
Held. You’re partially entangled by another unless you are still subject to other Conditions or
character grappling you or sticky scenery like deep effects keeping you shrouded.
mud or webs. You are reckless and may not make
attacks with 2-handed weapons. You suffer a –4
penalty to attack checks against targets other than Snared. All of your Speeds are reduced by the
the characters/scenery holding you. You are also intensity of this condition to a minimum of 1
rooted unless your Fitness + Strength is greater than (though you may still teleport). If you are subject to
that of each character holding you, in which case multiple snares only the highest intensity takes
you have a Ground Speed of 1. If you manage to effect.

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If no duration is indicated, the intensity of each Beneficial States
snared Condition you’re suffering decays by 1 at the
The flip side of Conditions are States, beneficial
end of your turn. When the intensity reaches 0 you
effects that help you survive and advance your
shed the condition entirely.
goals. In rules text, each State is always written in
bold italics to help identify these important
mechanical effects.

Hidden. Other characters can’t see you, either


because they do not know where you are or do not
realize you are present at all. You do not obstruct
the movement of enemies or contribute to flanking.
Characters who are aware of your presence interact
with you as though they were blinded.
Stunned. You cannot take actions. You do not Characters who do not consider you hidden may
obstruct the movement of adjacent enemies or point out your location to other characters as a free
contribute to flanking and are reckless. You shed action, causing you to no longer be hidden to them
this condition at the end of your next turn unless either.
you are still subject to other Conditions keeping you
stunned. (e.g. you are suffering multiple dazes).
Invisible. You are considered hidden to all
characters that rely on vision and who are unable to
Weakened. Your melee attacks all become see the invisible. You cannot be pointed out by
Grazes. You shed this condition at the end of your characters who can see you to those who cannot. If
next turn unless you are still subject to other you are detected by other means that do not
Conditions keeping you weakened. remove your invisibility, you immediately become
hidden again after moving any number of squares.

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Environmental Hazards 19 + the current grade of starvation (i.e. from 20 to
25). Each time a save is failed the condition worsens
Be it lost in the wilds or trekking across alien
by 1 grade.
worlds, heroes often find themselves in dangerous
While starving, you suffer a penalty to all skill
environments. Even where wild beasts present a
checks equal to your grade of Starvation. You also
clear and present danger, the weather may prove to
suffer increasing grades of Exhaustion, and loss of
be the greater threat, leaving little but a shriveled
Strength before finally being incapacitated and then
husk behind to mark an explorer’s passing. The
Defeated. (see table 7.16)
following hazards represent the challenges of
Eating at least half rations for a day suspends the
dealing with extreme weather and terrain.
current cycle for that day (your condition neither
Food, water, air, sanitation are also basic needs
improves nor worsens). Eating a full day’s worth of
for all living characters. When any of these needs is
meals for a number of days equal to the grade of
interrupted or cut off entirely you face immediate
Starvation reduces the intensity of Starvation by one
mortal peril in the form of starvation, thirst,
(i.e. it takes 5 days of recuperation and eating to
suffocation, and squalor. Non-living characters may
remove the effects of grade 5 starvation). Over-
ignore some of these requirements but often face
eating does not help and will not accelerate this
other unique physical demands.
process.

Fire Table 6.7: Starvation


Burning scenery presents a terrible danger to Intensity Cycle Effect
most characters. If you move through burning 1 3 days –intensity to all skill checks
squares, you take fire damage equal to 1d6 + the 2 2 days 1 grade of Exhaustion
number of burning squares you moved through. If 3 2 days 1 grade of Exhaustion
you end your turn in a burning square you take Weakness (½ Strength)
additional fire damage equal to 1d6 + the number of 4 1 days 1 grade of Exhaustion
adjacent squares on fire. This means characters with 5 1 days 1 grade of Exhaustion
a footprint larger than 1×1 can suffer much higher 0 Strength
damage results from being surrounded by flame. 6 1 days Incapacitated
At the end of each round, the Game Runner can 7+ — Defeated
roll a d10 for each square on fire. On a roll of 10 or
higher, the blaze spreads to an adjacent square. On
a roll of 1, or if all the fuel in the square has been Thirst
consumed, the fire in that square goes out. Add +1 Blah.
to this roll if there is flammable scenery (e.g. dry
grass, loose paper, and fabrics) in an adjacent Suffocation
square. Add +2 to this roll if there is a strong wind Blah.
(though the fire will not spread into the 3 upwind
squares). Add +1 to this roll if the ambient Squalor
temperature is higher than 27°C/80°F. Subtract a –1 Blah.
if the temperature is below 5°C/41°F.
Cold Exposure I
Starvation (11°F to 32° F / –11° to 0° C )
While not being able to eat will inevitably prove You must make a Stamina check at the end of each
fatal, it can be a surprisingly slow way to die. hour exposed to this “freezing cold” (Goal 16 + 1 for
Starvation acts as a multi-stage condition, growing each additional hour without relief) or suffer 1d6
worse over time. After 3 days without at least half a cold damage. You cannot rest or recover from
day’s worth of food, you gain one grade of Despair, Exhaustion, or Injury until you have at least
starvation and must make your first save to avoid one full hour of relief from all exposure hazards.
gaining a second grade. Starvation is resisted with a Cold Protection I or better negates this hazard.
Health Save at the end of each cycle with a Goal of

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Cold Exposure II Heat Exposure II
(–14°F to 10° F / –25° to –12° C) (116° to 140° F / 47° to 60° C)
You must make a Stamina check at the end of each You must make a Stamina check at the end of each
20 minutes exposed to this “gripping cold” (Goal 20 20 minutes exposed to this “blistering heat” (Goal
+ 2 for each additional 20 minutes without relief) or 20 + 2 for each additional 20 minutes without relief)
suffer 2d6 cold damage. Touching frozen metal, or suffer 2d6 heat damage. Skill penalties from
stone, or solid ice with bare flesh inflicts 1 point of armor, clothes, and protective gear are applied to
cold damage per round. this save. Touching hot metal, stone, or water with
Cold Protection II or better negates this hazard. bare flesh inflicts 1 point of heat damage per round.
Cold Protection I partially reduces this hazard to Heat Protection II or better negates this hazard.
Cold Exposure I. Heat Protection I partially reduces this hazard to
Heat Exposure I.
Cold Exposure III
(–50°F to –15° F / –45° to –26° C) Heat Exposure III
You automatically suffer 2d8 cold damage every 5 (141° to 170° F / 61° to 76° C)
minutes you are exposed to this “numbing cold”. You automatically suffer 2d8 heat damage every 5
Touching frozen metal, stone, or ice with bare flesh minutes they are exposed to this “blazing heat”.
inflicts a cumulative 1 point of cold damage per Touching hot metal, stone, or water with bare flesh
round (i.e. 2 points the second round, 3 points the inflicts a cumulative 1 point of lethal damage per
third, and so on). round (i.e. 2 points the second round, 3 points the
Cold Protection III or better negates this hazard. third, and so on). This lethal damage is subject to
Cold Protection II partially reduces this hazard to heat resistance.
Cold Exposure II. Cold Protection I provides no Heat Protection III or better negates this hazard.
benefit against this hazard. Heat Protection II partially reduces this hazard to
Heat Exposure II. Heat Protection I provides no
Cold exposure IV benefit against this hazard.
(below –50° F / below –45° C)
Characters automatically suffer 3d8 cold damage Heat exposure IV
every minute they are exposed to this “killing chill”. (171° to 211° F / 77° to 99° C)
Touching frozen metal, stone, or solid ice with bare You automatically suffer 3d8 heat damage every
flesh inflicts a cumulative 1 point of cold damage per minute they are exposed to this “killing heat”.
round (i.e. 2 points the second round, 3 points the Touching hot metal, stone, or water with bare flesh
third, and so on). inflicts a cumulative 1 point of heat damage per
Cold Protection IV negates this hazard. Cold round (i.e. 2 points the second round, 3 points the
Protection III partially reduces this hazard to Cold third, and so on). This lethal damage is subject to
Exposure III. Cold Protection I or II provides no heat resistance.
benefit against this hazard. Heat Protection IV negates this hazard. Heat
Protection III partially reduces this hazard to Heat
Heat Exposure I Exposure III. Heat Protection I or II provides no
(95° to 115° F / 35° to 46° C) benefit against this hazard.
You must make a Stamina check at the end of each
hour exposed to this “extreme heat” (Goal 16 + 1 for Vacuum Exposure I
each additional hour without relief) or suffer 1d6 (severe decompression)
heat damage. Skill penalties from armor, clothes, Blah.
and protective gear are applied to this save. You
cannot rest or recover from Despair, Exhaustion, or Vacuum exposure II
Injury until you have at least one full hour of relief (hard vacuum)
from all exposure hazards. Blah.
Heat Protection I or better negates this hazard.

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Wilderness Exposure I
(poorly prepared)
Blah.

Wilderness Exposure II
(entirely unprepared)
Blah.

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Tools of the Trade
(Chapter 7)

Beyond your personal prowess, your ability to in the belief that the stars of the show should pack
accomplish goals will often depend on your light.
equipment. These tools allow you to leverage your
abilities in challenging situations. Weapons and Storehouses
armor are amongst the most common (and
Unless you wish to specifically pre-position certain
detailed) of these tools, as adventuring heroes often
items, your unused gear and vehicles are generally
find themselves resolving conflicts with… conflict.
considered to be in a Storehouse. Accessing your
Other tools and services will similarly expand your
Storehouse to swap gear into your active loadout
range of options in achieving the non-combat goals
usually requires going by your home for
of the scenario.
independent characters, your HQ or an office for
It’s tempting to try to amass an ever-expanding
characters who have a central business or who work
arsenal to be prepared for every possible
for an Agency, or your main vehicle for more mobile
contingency. This impulse often grows even
settings such as interstellar explorers. The
stronger as settings push farther into the future and
Storehouse is usually available if you are free to
the advance of technology offers an even broader
move about unless there are strong story reason to
array of choices. The ‘shopping list’ mentality
be cut off from resupply.
invoked by gear tables present a very real possibility
While at your Storehouse you may also treat it as
for play getting bogged down in option paralysis and
a vendor for many minor items. This is a (plot) ability
technical minutia. Shopping often takes a
– allowing you to trade money for supplies without
tremendous amount of time …and it’s intensely
going out to purchase it by allowing you to have
boring to watch others doing it.
already done so previously as part of keeping your
Two factors serve to curb this ‘stockpile
Storehouse stocked up. This is limited to situations
everything’ impulse:
and materials where you reasonably could have
Many important pieces of equipment aren’t
already purchased those items and exists mostly to
portable, limiting their use to when you have
smooth out gameplay without having to pause for a
enough control over the situation to bring your
special shopping excursion. Like access to the
problems to your resources. Many complex tasks
Storehouse itself, you may find it cut off for story
require entire rooms of equipment, from specialized
reasons.
workshops to surgical theaters. Bringing these
amenities into the field demands complex logistics
with transportation and supply chains. It’s doable Encumbrance
for the well-funded and well-prepared, but the costs Aside from the cost, the main limit on your gear is
skyrocket. Player Characters usually acquire such its encumbrance. Encumbrance from personal
large-scale amenities via spending Legend (see equipment is divided into two abstract categories:
chapter 9). small items and bags. Small items are exactly that:
Personal equipment slows you down. A lot. Every items that mostly fit in or are used with one hand,
item you carry feeds into your Encumbrance, an and can often be easily stowed out of the way by
abstract but punishing system that encourages you clipping it onto your clothes or a harness or sliding it
to keep your kit as lean as possible. You’ll quickly into a pocket, scabbard, or holster. You can carry up
develop the habit of carrying only what you need, to five small items without penalty, but after that,
and at most a handful of items for likely or high-risk every five items or fraction thereof counts as a bag
contingencies. If something completely unexpected (i.e. 0-5 small items for free, 6-10 count as one bag,
comes up you either make do or fall back and 11-15 small items count as two bags, 16-20 small
regroup. Cinema, literature, and reality tend to align items count as three bags, and so on).

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Bags represent a single larger item or collection of Bugs, Camera, Clips x4, Diagnostic tool, Field
tools that can be carried (but not used) in one hand. Rations, First aid kit, Flare gun, Hand
This includes literal bags, various backpacks and computer/phone, Multi-tool, Night vision goggles,
luggage, and items in a case of similar size. A few Restraints, Wand, Visor.
larger items will be listed as a double bag. These are
around the size of a smaller vehicular trunk, a Bag Examples
stuffed rucksack, or massive backpack. Ammo Bag, Camera Bag, Camping gear, Climbing
Carrying bags has immediate consequences for kit, Diagnostic kit, Evidence collection kit, Food bag,
your mobility. They also impact how many free Overnight bag, Portable computer, Satellite comms
hands you have available to use tools and weapons unit, Survival kit, Tool kit.
rather than just carrying them.

Table 7.1: Encumbrance by Bags


Double Bag Examples
Desktop computer, Extreme camping gear,
# of Bags Penalty
Luggage.
carried
1 –1 to instinct Saving Throws
2 –1 Speed
Ten Pounds of Gear in a Five-pound Bag...
3 One hand occupied (for balance,
Measuring gear in bags is a deliberately abstract
even if not occupied)
process. In general, bags max out at a little less
4 –1 Speed (total of –2) than 2 cubic feet or approximately 50 liters. For
5 Two hands occupied* most humans, they can be readily carried in one
6 –2 Speed (total of –4) hand. In the case of lighter but bulky items like
7 Rooted clothes, even a double bag can be managed one-
* You suffer an additional –1 penalty to Instinct handed with some effort.
Saving Throws from a having both hands full

For each Size Category a character is smaller than


Medium-sized, one bag they are carrying counts
twice for determining encumbrance penalties.
Large-sized characters are considered to be carrying
half as many bags (rounded down). Huge characters
are considered to be carrying one-third as many
bags, rounding all fractions down. Gargantuan
characters divide by 4 and so on. Characters are
considered 1 Size Category larger for determining
encumbrance and if they have more than two legs
(or wheels) and for every 4 points of Strength they
have.

Minor Items
Rather than try to track every individual tool as it
might appear across a span of several centuries in
different settings, non-combat gear is presented
mostly as supplies (items that are used up in the
process of performing their function) and reusable
kits.

Small items Examples

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Clothes 1 week without obviously reusing the same
garments. Money spent on a Wardrobe can
Clothing is extremely context-dependent, your
contribute to the later purchase of a Bottomless
choices determining whether you fit in or stand out
wardrobe.
from those around you.
Bottomless Wardrobe. You have enough clothing
of this sort to make appearances for a month
Style without obviously re-using any element of your
Your clothing’s Style is based on its type and wardrobe.
make, style, and/or condition. If your clothing’s
Style is greater than your Presence, you gain +1
Presence while you are seen wearing those clothes.

Clothing Types
Casual. Clothing with no special requirements Table 7.2a: Clothing Types
beyond comfort. Work & Play Tags Style Cost
Festive. High-end casual clothes that highlight the Blue Collar Durable 0 60
significance of the occasion. Often worn for religious Casual 0 40
gatherings. Festive 0 100
Fashionable/Club. These clothes grab attention, Outdoors Durable 0 75
project wealth, and accentuate personal beauty. Outdoors, Camouflaged Durable 0 180
Formal/Wedding. These outfits adhere to narrow Medical/Lab 1 75
standards of formal etiquette. Police/Military Durable 1 120
Military, Camouflaged Durable 1 300
Work Clothes White-Collar 1 75
Blue Collar. These clothes are utilitarian, focusing Club/Fashionable 2 160
on ease-of-care and durability against the minor Formal/Wedding 2 200
scuffs and spills that are part of the job.
White Collar. These clothes project a sense of Table 7.2b: Clothing Styles
professionalism, competence, and reliability. Make & Styling Style Cost
Medical/Lab Standard — ×1
Military Ethnic Traditional — ×1
Police Uniform +1** ×1.2
Outdoors w/ honors +2** ×1.5
w. high honors +3** ×1.6
Make and Styling Vintage/Retro +1 ×2
Ethnic Traditional. This outfit is built almost Ethnic Flourish +1 ×4
entirely on specialized garments from a specific and Personal Flair +2 ×6
widely recognizable culture. Designer Collection +2 ×12
Vintage/Retro. Bespoke +3 ×30
Uniform. Artisan/Exclusive +4 ×60
Ethnic Flourish. This outfit has small elements One-of-a-Kind +5 ×125
carefully chosen to represent a specific culture while Ragged –2/+2* ×.2
still adhering to the norms of the main garment. In Cheap/Worn/Dirty –1 ×.6
many ways, these small bits of flair are an even more Full Wardrobe — ×5
powerful reminder of the wearer’s origins than a Bottomless Wardrobe — ×20
fully traditional outfit. * Provides bonus only if your Presence is alarming rather
Personal Flair. This outfit has elements that than attractive.
contribute to your unique and personal “brand”. ** Provides bonus only if organization being represented
commands considerable fear or respect with those viewing
Full Wardrobe. You have a sufficient variety of
it.
clothing elements to make regular appearances for

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Food & Drink Unless otherwise noted, food spoils after 10 days
or at the end of the current adventure.
Food is an essential requirement for nearly all
living characters, a necessity whether it is of the
highest quality or so marginal as to be mildly Eating
poisonous – you must eat. You normally require at As a general guideline, a snack requires 1 minute
least two meals a day, and three is not uncommon. to consume, a meal 20 minutes, and a feast requires
Food is described only in broad categories, the 1 hour. This allows time for the enjoyment and
details of type, flavor, and preparation being comradery that is often essential to claim any
something you or the Game Runner may elaborate additional benefits from that food.
on to add color to a particular scene.
Beyond meetings the requirements of hunger,
you normally may claim one additional benefit at a
time from the food you’ve eaten.

Table 7.3: Food & Drink


Food Additional Benefit Enc Cost
Snacks
Caffeine +1 Stamina (2 hours) 1 5
Desert Reduce Dread by 1 (2 hours) 1 5
Hard Spirits +1 on Courage saving throws (2 hours) 1 20
Booze +4 on saving throws vs shaken (2 hours) 2 10
Fruit +4 on saving throws vs sickened (2 hours) 1 3
Nuts/Power Bar Counts as a meal 1 5
Meals
Ordinary Meal — 3 5
Meager Meal — 2 2
Wretched Meal — 2 1
Fancy Food Reduce Dread by 1 (12 hours) 3 40
Fresh Food +4 on saving throws vs sickened (12 hours) 3 10
Comfort Food Remove 1 grade of despair (once per day) 3 12
Hearty Food Remove 1 grade of exhaustion (once per day) 3 12
Field Rations Counts as two meals 2 15
Filling Food Counts as two meals 3 12
Animal Fodder Feed large animal for 1 day B 4
Animal Kibble Feed medium or smaller animal for 1 day. 2 3
Feasts
Battle B 100
Festive B 75
Hunting B 60
Victory +1 Presence until end of adventure BB 200

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Tool Kits
Kits are collections of task-related tools and minor Cooking (kit; kitchen; service kitchen). Used to
consumable supplies used for fieldwork and prepare food.
moderate complexity jobs where mobility is a Construction (kit; station; workshop). Used in
concern. The vast array of tools available to the erecting buildings. This is one of the most general-
modern professional are already far too numerous purpose kits available for manipulating physical
to detail individually and this is likely to become materials. Overlaps with woodworking tools
even truer as technology marches forward. Electronics (kit; station; workshop). Used with
Kits are amongst the most common of all gear, most electronic devices and computer hardware.
representing collections of all the necessary tools Evidence Collection (kit; locker; storeroom).
for various tasks. Kits are an abstraction of the Used to gather and protect the validity of evidence.
thousands of various implements a character might First Aid (kit; station; triage center). Tools and
need as “about how much stuff you’d want that fits supplies used for field medicine.
in a carrying bag or toolbox.” Class abilities will Gunsmith (kit; station; workshop). Specialized
sometimes require you to have an appropriate kit, tools needed for the creation of firearms. Overlaps
indicating that you’re carrying enough of what you’d with metalworking.
need to pull off that ability. It also means heroes Mechanic (kit; station; garage). Used in the repair
separated from their kits might have some of their and tuning of vehicles.
options limited until they can regain one. Metalworking (kit; station; workshop). Used in
Kits can be upgraded into Stations or Workshops the fabrication of metal items, including art,
(or sometimes Labs). These tools are less portable containers, vehicle body-parts, and construction
but allow you to deal with larger or more elements.
complicated tasks. Stations can often be packed into Surgical (kit; station; surgical theater).
a vehicle to be deployed on-site while Workshops Specialized tools for digging around inside a
are dedicated spaces often filling a large room. person’s body. Overlaps with first aid.
Complexes or Factories are even larger collections Survival (kit; camp; supply shelter). Tools used to
of tools intended for whole teams or shifts. extract food and basic amenities from the
Kits should be available for each Field present in environment.
the setting (though finding tools for obscure fields Weaponsmith (kit; forge; arsenal). Specialized
may take time). Additional sets are available for tools needed for the production of melee weapons.
artistic and hobby crafts or outdated Fields that are Woodworking (kit; station; workshop). Used in
of less interest to most adventuring heroes. For the fabrication of metal items, including art,
these other tools, costs generally average around containers, marine vehicle body-parts and
200 for kits, 1,000 for stations, and 5,000 for construction elements.
Workshops, unless the Game Runner has other
specific prices in mind for their setting. Table 7.4: Kits
There’s often considerable overlap between the Name Enc Cost
tools of similar professions. If a type of tools you Cookware BB 120
own indicates it overlaps with another type, you Construction BB 250
gain a 50% discount when you purchase the other Electronics B 400
tools necessary parts to complete the other tool kit. Evidence Collection B 100
This discount only applies to sets of the same size: First Aid B 150
kits, stations, or workshops. Mechanic B 300
Encumbrance is only listed for basic tools and kits Metal Fabrication BB 350
– the larger tool types aren’t portable. The cost Surgical B 200
listed is for a kit of that type. Stations cost five times Survival BB 200
the kit cost, while Workshops cost twenty-five times Woodworking BB 200
the kit cost.

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Armor Light and Heavy Armor
Field: Armorer Armor with coverage of 6 or less is considered
Tools: Metal fabrication; Sewing “Light Armor” while armor with a coverage of 7 or
more is considered “Heavy Armor” (see Coverage,
Armor and environmental protective gear is often below).
a must-have in the high-risk lives of adventurers.
Good protective gear gives you access to locations Encumbrance
that are otherwise too perilous to approach without While armor is often among the bulkiest and
it. The right armor can keep you in the fight long heaviest gear a character will carry, that load is also
after more poorly equipped heroes are crawling exceptionally well distributed across the wearer’s
away leaving a trail of blood. body. Because of this, Armor has its own set of
penalties rather than being factored into normal
Armor Statistics gear encumbrance. While stored, light armor counts
Statistics for Armor include: as one bag, and heavy armor counts as two bags.

Protection. This is the always-active protective Combined Protection


properties of this gear including the various Normally you may only wear one type of armor or
resistances and environmental tolerances (such as protective gear. You may combine two types of
cold or vacuum). It reflects near-complete body armor IF one has only a Protection value and the
coverage and the thinner armor covering the joints other only a Plate value. This exception allows you
between major plates (see below). to wear a set of armored plates over a suit without
Plate. This is additional protection when an attack any plates.
hits the more reinforced areas of the armor. This You may also add a helmet to a basic armor style
value may be much higher against certain weapons to increase its Coverage. Likewise, wearing
or damage types the armor is specifically designed additional armored fittings like boots, pauldrons, or
to counter. gauntlets enhances the basics coverage on a set of
Coverage. Due to its encumbrance, wearing plated armor. This may change your armor from
armor is a constant series of tradeoffs between light to heavy if the additional Coverage brings your
protection and mobility. Most armor represents a total Coverage to 6 or more.
compromise, with the thickest and heaviest The Defense penalties, Skill penalties, and Speed
protection reserved for the torso (and sometimes penalties of all of your protective gear, armor, and
your head). Damage from a successful attack is fittings are cumulative.
normally reduced by both Protection and Plate Remember that Suit Up Techniques can reduce
values, but if the attack roll exceeds the target’s protective gear and armor penalties (page 38). The
Defense + Coverage, the resulting damage is only Knight Basics and Mastery Talents also dramatically
opposed by the armor’s Protection. For styles of improve the utility of your worn armor (page 169).
armor that consist of a set of plates worn over
normal clothes, this often means a blade or bullet
has bypassed your armor entirely. Ouch.
Worn Armor vs. Natural Armor
Any Natural Armor you have is reduced by 2 while
Defense Penalty. This penalty is applied to your
wearing Light Armor and by 3 while wearing Heavy
Defense.
Armor, to a minimum of 0. This makes gear with low
Skill Penalty. This penalty is applied to Instinct
Armor bonuses of dubious value to characters who
Saving Throws and your non-mental/non-verbal skill
have Natural Armor.
checks.
Speed Penalty. Most armor and protective gear
apply a penalty to all of your Speeds.

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Table 7.5: Armor Styles and Quality
Style Protection Plate Coverage Def Skl Spd Cost
Protective Gear
Overcoat Cold Tolerance I — — –1 60
Wetsuit Cold Tolerance II — — –1 –1 600
Turnout Gear* 15 Fire Resistance 1 Armor 10 –1 –1 –1 1,500
Faraday Suit 30 Electric Resistance — — –2 –1 –1 2,000
Hazmat Suit** 20 Acid Resistance 1 Armor 10 –2 –2 –2 2,500
EOD Suit** 20 Blast Resistance 2 Armor 12 –3 –1 –3 4,000
Space Suit** Vacuum Immunity 2 Armor 12 –3 –2 –1 12,500
Modern Armor
Studded Jacket 2 Armor 4 vs Edged 7 –1 –1 –1 160
Riding Leathers 2 Armor; Soak — — –1 –1 –1 300
Bulletproof Suit 2 Armor 6 vs Ballistic 10 5000
Bulletproof Vest 1 Armor 5 vs Ballistic 5 –1 600
Assault Vest 1 Armor 6 vs Ballistic 5 –1 –1 1000
Infantry, Light* 2 Armor 6 vs Ballistic 6 –1 –1 –1 1200
Infantry, Heavy* 2 Armor 7 vs Ballistic 8 –2 –1 –1 2000
Infantry, Turtle** 3 Armor 8 vs Ballistic 12 –3 –2 –3 3500
Headgear
Faceplate +1 –1 +150
Helmet +1 +100
Full Helmet Dazzle Tolerance +2 –1 +400
Fittings
Air Tank –1 +250
Auto-Med Soak +2500
Flourish +50
Knee and Elbow Pads 3 Falling Resistance +40
Vambraces +1 Armor vs Melee +150
Soak. (1/scene) You may cancel one Injury.
* This armor already includes a helmet. It gains +1 coverage from replacing it with a Full Helmet.
** This armor already includes a full helmet.

Weak Points A character can benefit from only 1 canceled


All characters have access to the Weak Point condition per scene from an auto-med.
stunt, which allows you to take a –3 Penalty on Bulletproof Suit. Full-body ballistic protection
your Attack Roll to reduce your target’s coverage concealed as tailored clothing.
by 5 (for that attack). This allows you to focus on Bulletproof Vest. (chest & abdomen) Bullet-
vulnerable spots at the risk of missing entirely. resistant torso armor suitable for wear under
regular clothes.
Air Tank. A sealed, independent air supply EOD Suit. Specialized protective gear for bomb
adequate for 30 minutes of strenuous activity. This squad technicians. Sometimes pressed into service
supply is doubled for powered armor. for combat.
Assault Vest. (chest & abdomen) Typical easy-to- Faraday Suit. Specialized protective gear for use
don bullet-resistant torso armor used by law around extreme electrical hazards.
enforcement when expecting possible gunplay. Flourish. This outfit includes a cape, cloak, wide
Auto-med. This strap-on module (usually worn on sleeves, or another broad piece of fluttering
the upper arm or thigh) monitors the wearer’s material that can be used to misdirect and distract.
medical state and can apply various injections and The wearer gains a +2 gear bonus to Feint checks
counter-agents to mitigate environmental or against characters that can see the wearer.
combat trauma.

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Full Helmet. This armor incorporates a completely Camo 1 (Camo 3 with Camouflaged II) in the chosen
enclosed helmet with a transparent faceplate terrain type.
allowing the wearer to see. (Camouflage X gives a +X gear bonus to Ambush,
Haz-Mat. Sealed clothing for use around Blend In, and Sneak checks while in the matching
biological and chemical hazards. Provides air area or terrain and +1 Error Range to those checks
filtration but not an independent air supply. outside of that area or terrain.)
Knee & Elbow Pads. Hardshell/soft lining Ceremonial Styling. This outfit is designed to
protection for the major joints. convey a sense of personal majesty or an affiliation
Leathers. Clothing made from leather (or similar with an overwhelming higher authority. The wearer
synthetics) has protected against minor harms since gains a +1 (+2 with Ceremonial II) gear bonus to
the invention of tanning. Presence when making calm, canvass, influence,
Infantry Armor. (chest, abdomen, & helmet) and negotiate checks against characters that can see
Military-style torso armor and helmet. Heavy armor the wearer.
adds protection for the upper arms and thighs. Chromatic Styling. This armor has a wide range of
Turtle armor covers all major vulnerable areas, selectable camouflage modes, providing good
adding armored greaves, gauntlets, groin concealment in almost any environment. You gain
protection, and a full helmet. Camouflage 2 in all environment (Camouflage 4 for
Overcoat. A pull-on overgarment for cold chromatic II).
weather. (Camouflage X gives a +X gear bonus to Ambush,
Riding Leathers. Clothing made from leather (or Blend In, and Sneak checks while in the matching
similar synthetics) has provided protection from area or terrain and +1 Error Range to those checks
minor harms since the invention of tanning. outside of that area or terrain.)
Space Suit. Protects against hard vacuum and
includes a 1hour air supply. Table 7.6: Armor Styles and Quality
Studded Jacket. (chest, abdomen, & full sleeves) Armor Styles Cvr Def Skill Spd Cost
A heavy canvas jacket with additional semi- Alluring +250
decorative metal studs or chains. Alluring II –1 +500
Turnout Gear: Specialize firefighting gear. Camouflage I +50
Reflective surfaces, multiple rugged layers of leather Camouflage II +500
or similar synthetics and full-body coverage provide Ceremonial +250
thermal inertia and temporary protection in the Ceremonial II –1 +1,000
presence of open flame. Often combined with an air Chromatic +3,000
tank. Chromatic II +15,000
Vambraces. Heavy forearm protection allowing Illuminated +25
the wearer to absorb and deflect the force of some Nightshade +50
Nightshade II +500
melee blows without the messy defensive wounds.
Ominous +100
Ominous II –1 +400
Stylish Quality
Armor may include a maximum of two styles Poor –1 –1 .4×Base
fittings or a single Grade II style. Bespoke +1* 4×Base
Magnificent +1* +1* 25×Base
Alluring Styling. This outfit attempts to emphasize * This modifier can only reduce the penalties of the base
the wearer’s sexual appeal. The wearer gains a +1 item. It never becomes a bonus.
(+2 with Alluring II) gear bonus to Presence when
making a feint, lie, persuade, or question check Illuminated Styling: This outfit is designed to
against characters that are attracted to the wearer’s stand out against any backdrop, often featuring
race and gender. intense colors, small lights, and even pulsing
Camouflaged. This outfit is decorated in colors illuminated strips. While terrible for stealth this can
and patterns difficult to pick out from the be useful when creating a distraction and for safety
background in a particular environment. You gain reasons. The wearer gains a +1 gear bonus to feint

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checks. Observers gain a +4 bonus and ignore Eyeballing Coverage
penalties for ambient lighting to Vigilance checks The coverage rules generate a number based on
when trying to spot the wearer visually. the areas the heavier plating covers. To get a sense
Nightshade: This outfit has been designed for of appropriate numbers for other styles of armor,
stealth. You gain a +2 Gear bonus to Ambush and use the following guidelines.
Hide checks (+4 with Nightshade II) while in
darkened areas. Torso — 6
Ominous Styling. The appearance of this outfit is Chest +3
Abdomen +2
designed to fill the viewer with a sense of dread. The
Groin +1 (this region is surprisingly hard to
wearer gains a +1 (+2 with Ominous II) gear bonus
protect given the range of movement required by
to Presence while making coerce, question, and Test the hip joints)
of Wills checks against characters that can see the
wearer. Full Head — +2
Helmet +1
Armor Quality Facemask +1
Equipment stats are presented for mass-
produced gear of ordinary quality. Many items also Both Arms — +2
have specialized variants of exceptionally high (or Both upper arms +1
Both forearms +1
low) quality craftsmanship.
Single sleeve +1
Poor. This armor is ill-fitted and often fails to live Both Legs — +2
up to its potential. But it is cheap. Both thighs +1
Bespoke: This gear has been optimized for a single Both feet and calves +1
specific user, requiring either access to the wearer’s Single leg +1
anchor for biometric data or a 2-hour fitting session
(capturing the wearer’s gross kinesthetic patterns
along with simple measurements). Any Armor
values are increased by 1.
Other wearers must be the same height to within
2 inches and the same Fitness +/-1 or it is considered
to have no Quality benefits at all.
Magnificent: The cutting-edge features in this
gear incorporate ‘trade secret’ techniques and
individual tuning for the specific user/wearer by a
master craftsman the other experts talk about using
words like “genius” and “visionary”. While the price
is also extraordinary, there is simply no better
product available within the limits of human
technology. Any Armor values are increased by 2.
Anyone other than the specifically intended
wearer must have the same height to within 1 inch
and the same Fitness and Grace scores to wear this
armor at all, and even then, treats it as if it were
Poor Quality.

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Weapons Table 7.7: Weapon Proficiencies and Groups
Violence is a constant possibility in the lives of Proficiency Groups
most heroes and adventurers. As such, you will Basic Melee Axes, Clubs, Fencing Blades,
usually go armed into the dangers you confront. Flails, Knives, Shields Spears,
Weapons come in a tremendous range of shapes Staves Swords Whips
and forms from across all of human history. While Concealed Axes, Clubs, Fencing Blades,
many weapons described here may seem Melee Hammers, Knives, Shields, Whips
antiquated and outdated, they remain terribly Heavy Melee Axes, Clubs, Fencing Blades,
lethal, and often have niche scenarios where they Greatswords, Hammers,
may still outperform modern weapons. Polearms, Shields, Spears,
Staves, Whips
Archery Bows, Crossbows
Weapon Groups Hurled Grenades, Hurled
Your ability to use weapons effectively is Sidearms Pistols, Machine Pistols,
determined by which Weapon Proficiencies you Hand Cannons
have (see page 36). Each Weapon Proficiency covers Longarms Shotguns, Submachineguns,
several Weapon Groups, with groups being made Assault Rifles, Long Rifles
up of a variety of different weapons that have strong
similarities in how they are wielded.
• Single Shot. This ranged weapon uses the
Group sets which Attribute modifiers you add to
Standard Ranged Attack action and rules.
your Attack and Damage rolls when wielding those
• Burst Only. You may only take Burst attack actions
weapons. These Attributes are listed immediately
when using this weapon if it has three or more
after the group’s name. Most melee weapons add
ammo remaining. You may only take Standard
Fitness to your attack roll while most ranged
Ranged Attacks with this weapon if it has only 1 or
weapon attack rolls benefit from Precision. Damage
2 ammo remaining and must use both shots if you
bonuses can be a bit more diverse with Fitness,
have 2 ammo remaining.
Precision, and even Grace playing a part.
• Burst. You may take the Burst attack action when
Fantasy/sci-fi Proficiencies like Battle Form or
using this weapon, firing three shots as a single
Wands are beyond the scope of this volume. They
attack.
are detailed as-needed in the various Alabaster
• Rapid Fire. This weapon can be used to take
Setting Guides (e.g. the Parallel Tides setting
Autofire and Strafe actions.
present a selection of military and vehicular
batter
weapons used in the Pan-African Wars).
Damage. This is the dice roll or fixed damage the
Weapon Statistics weapon inflicts when you hit. This die roll may be
Weapon stat blocks will usually contain the followed by specific damage types or tags.
following information. Threat. This is the base Threat Range when
making attacks with this weapon (and when rolling
Mode. Ranged weapons can have several possible to confirm threats as critical hits).
modes of use options when attacking. Reach. Melee weapons may provide additional
reach (adding to the maximum distance in squares
• Cock. This weapon requires 2 actions to ready between the attacker and target).
after being loaded. Range. This is the range increments for ranged
• Draw. This weapon requires an action to ready weapons in squares. Attacks suffer a –2 penalty to
after being loaded. These weapons cannot hit and a –1 penalty to damage at each range
normally be used to fire 2 shots as part of a increment beyond the first.
Standard Ranged Attack. Ammo. This is the number of shots available when
• Bolt-Action. This weapon requires an action to fully loaded for weapons that consume ammo,
ready after being loaded and after every shot. including virtually all ranged weapons. Only weapon
Despite having multiple ammo, Bolt-action

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groups that consume ammunition will have this Compact. (readied) This weapon does not count
column. as holding an item for Instinct saving throw
Reload. This is the number of actions needed to penalties.
reload an ammunition-consuming weapon. Concealed. This weapon is exceptionally hard to
Tags. This is a list of any special rules or properties find on your person.
attacks with this weapon has. Tags that are Folding. This weapon folds down, collapsing to
generally a penalty or drawback are in bold italics two size categories smaller. Melee weapons take an
and come last in this listing. A full description of action to unfold, ranged weapons take a Full Action.
weapon tags used in this chapter and their effects Grip. (readied) You gain a +5 bonus on saving
can be found following the weapon tables (below). throws to resist having this weapon disarmed.
Heft. Some weapons have a Heft value, indicating Guard X. (readied) If you are not reckless, you gain
they require a certain amount of strength to wield a +X tool bonus to Defense.
to full effect. If you Fitness + Strength is less than Heavy. (readied) You suffer a –1 penalty to
your weapon’s Heft, you may only attack with it Defense and Instinct saving throws.
once per round and the Goals of any saving throws Hook. (readied) Your target’s saving throw Goal to
prompted by the attack are reduced by 2. This avoid being Disarmed increases by +3.
reduction is cumulative on sequential Saving Throws Hurl. (readied) This weapon can also be used as a
prompted by Autofire and Strafing (e.g. –4 on the Hurled weapon (Prc/Fit) with a range of 5/12.
second saving throw, –6 on the third, etc.). Lightweight. A character may ready this weapon
Size. Weapons come in a variety of sizes using the despite it being up to two Sizes larger than
same scale/categories ad for characters. In general, themselves.
you cannot wield a weapon with a larger Size Lure. (readied) Your Cunning bonus is considered
Category than your own. 3 higher when determining if your target becomes
Cost. This is the base cost of the weapon in New reckless as a result of a successful Feint attempt.
Coin. One-handed. While part of a weapon group that
normally requires two hands to ready, this particular
Weapon Tags weapon is one-handed.
Precise. Damage rolls with this weapon are
Beyond their Damage, Threat Range, and range,
modified by Precision instead of the group’s normal
many weapons gain their unique performance and
damage Attribute.
character from their tag. Rules for each tag are
Reliable. Errors with this weapon cannot become
presented here.
mechanical failures. Other Mishaps remain possible.
Rugged. This weapon is unlikely to break due to
Quality Tags rough handling.
Quality tags are listed before all other. A weapon Spin Up. If this weapon fired last round, it gains
may have only one quality tag. Rapid Fire 2 or +2 to its base Rapid Fire. If it made an
attack requiring Rapid Fire last round it gains +3 to
Basic. This weapon is simple and cost-effective. its base Rapid Fire.
Crude. These attacks suffer a –2 penalty and +2 Steady. Reduces Heft by 3 (i.e. the weapon’s stat
Error Range. You may not spend Twists to confirm line has already been adjusted).
threats as critical hits. Penalties from Crude
weapons and ammo stack. These items may not be
resold.
Hero. This weapon is exceptional in both utility
and cost.

Weapon-Only Tags
These tags relate to the weapon’s utility as a tool
or object. Many of these tags only apply if the
weapon is readied.

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Unarmed Attacks Natural Attack Descriptions
Most humans can make the untrained Punch, Simple Kick. Any simple kick with the foot or shins.
Untrained Kick, and Untrained Throw attacks. Those Simple Punch. Any half-competent blow with
with the Hand-to-Hand proficiency replace those your fist.
attacks with the basic versions. Untrained Kick. A crude and poorly balanced kick
almost more painful to watch than to be hit by.
Untrained Punch. The usual semi-effectual flailing
of most people who barely know how to ball up their
fist.

Table 7.8: Natural Attacks


Attack Att Damage Threat Reach Tags
Strikes
Untrained Punch Fit/Fit 1d3 20 —
Simple Punch* Fit/Fit 1d6 20 —
Kicks
Untrained Kick Grc/Fit 1d3 20 —
Simple Kick* Grc/Fit 1d6 20 —
Grappling and Throws
Untrained Throw Fit/Fit 1d3 20 Grab Place
Simple Throw* Fit/Fit 1d6 20 Grab Place
* These attacks replace the untrained versions.

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Basic Melee Weapons Scourge. Bundle of one or more short ropes or
wires with a common handle. While able to inflict
Field: Melee Weaponry
horrific surface damage against bare flesh, it is less
Tools: Metal Fabrication or Woodworking
effective against armor.
The Basic Melee Proficiency covers the majority of
one-handed melee weapons, giving you a broad
range of choices and a firm grasp on the tactics of Knives (Fit/Prc)
“And then I hit them with it.” Long Knife or Aiguchi. A longer bladed weapon
that begins to blur the lines between knife and
Axes (Fit/Fit) sword.
Hand Axe. A medium-size axe easily swung with a
single hand. Shields (Fit/Fit)
Shield. A typical fighting shield strapped to the
Clubs (Fit/Fit) forearm and also held with the hand. While often
worn for defensive reasons, experienced shield-
Club (or Bat). A rod or even branch reasonably
wielders also attack with their shields when the
balanced to swing at another person.
opportunity presents itself.
Great club or Tetsubo. A massive two-handed
club.
Mace. A short rod topped by a blunt weight. Spears (Fit/Fit)
Spiked Mace (or Spiked Bat). A short rod topped Fork or Trident. This spear has multiple parallel
by a skied weight. points or tines.
Tonfa. A rod, often wooden, with a handle Spear. One of the most basic but effective of all
perpendicular to the main shaft. melee weapons, featuring a simple metal point at
War Club. A club with numerous jagged the end of a long wooden shaft.
protrusions intended to rip flesh with every strike. Pike. An extremely long spear, usually used by
large formations of foot soldiers.
Fencing Blades (Fit/Prc)
Cutlass or Saber. A lightweight cavalry sword with Staves (Fit/Fit)
a distinctly curved edge. Short Staff or Jo. A staff roughly half the height of
Moon Sword. A two-bladed sword with the the wielder.
blades extending both up and down from the
fist/grip. Swords (Fit/Fit)
Rapier. The iconic fencing blade, lightweight and Arming Sword. The typical one-handed long
coming to a needle-like tip. sword.
Razor Sword. A long straight-bladed sword with a Broadsword. A longer, heavy-bladed sword often
single razor-sharp edge, often used in conjunction wielded with both hands.
with its scabbard. Jagged Sword. A sword where the edge is made
Scholar’s Sword. A light and flexible blade. up of a series of stone, metal or bone teeth.
Katana. A slightly curved cavalry sword made
Flails (Fit/Fit) famous by its elaborate crafting process and
Flail. A spherical striking weight connected to its association with the Japanese Samurai.
handle with a flexible chain or rope. Machete. A short-bladed chopping tool easily
Morning Star. A flail with a spiked or jagged pressed into service as a sword.
striking weight. Short Sword. A short-bladed sword.
Nunchaku. A pair of short rods connected by rope Tiger Sword. A sword with a forward curving tip
or chain. Each end may be used interchangeably as similar in shape to the letter ‘J’. It also often features
a grip or as the striking surface. a spiked hand-guard.

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Whips (Grc/Fit) Bullwhip. A whip made from woven leather,
Barwhip. This whip-like weapon consists of a principally used as a goad for controlling livestock.
series of short metal bars, each connected by 2-3 Chain. A metal chain similar in length to the
links of chain. wielder’s height.

Table 7.9: Basic Melee Weapons


Weapon Damage Threat Reach Tags Heft Size Cost
Axes
Crude Hand Axe 1d6 ending 20 Crude; Hurl 9 S 5nC
Hand Axe 1d8 ending 20 AP 2; Hurl 10 S 60 nC
Clubs
Crude Club 1d6 impact — Crude; Stagger 9 S 12nC
Crude Mace 1d8 impact 20 Crude; AP 2 10 S 12nC
Crude Spiked Mace 1d8 20 Crude; Vicious 10 S 12nC
Club/Bat 1d6 impact 20 Bury; Stagger 9 S 60nC
Mace 1d8 impact 19-20 AP 2 11 S 60nC
Spiked Mace/Spiked Bat 1d8 20 Terminate; Vicious 10 S 60nC
Tonfa 1d6 impact 20 Guard 2; Whirl 9 T 60nC
War club 1d8 19-20 Vicious 10 S 60nC
Fencing Blades
Cutlass/Saber 1d6 slash 19-20 Cavalry 11 S 60nC
Moon sword 1d6 19-20 Hurl; Whirl 10 M 100nC
Rapier 1d8 torment 19-20 Grip 10 S 60nC
Razor sword 1d8 ending 20 Ruthless; Vicious 10 S 60nC
Scholar’s sword/Jian 1d8 20 Lure; Wrap 9 S 60nC
Flails
Flail 1d10 impact 20 Hi-Lo; Wrap 11 T 60nC
Morning Star 1d10 20 Hi-Lo; Wrap 11 S 60nC
Nunchaku* 1d8 impact 20 Lure, Whirl 10 T 100nC
Knives
Long knife/Aiguchi 1d6 ending 19-20 Compact 10 T 60nC
Shields
Crude Shield 1d4 impact — Crude; Guard 2 10 S 12nC
Shield 1d4 impact 20 Guard 3 11 S 60nC
Spears
Crude Spear 1d6 20 +1 Crude; Hurl 9 M 12nC
Fork/Trident 1d6 slash 20 Hook; Hurl 9 M 60nC
Pike 1d8 slash 20 +2 Lightweight 10 L 160nC
Spear 1d8 slash 20 +1 Hurl 10 M 60nC
Staves
Short staff/Jo 1d6 impact 19-20 Trip 10 S 60nC
Swords
Arming sword 1d8 slash 20 Terminate 10 S 66nC
Broadsword 1d10 slash 19-20 Heft 14 S 80nC
Jagged sword 1d10 slash 20 Vicious 11 S 60nC
Katana 1d10 slash 20 Cavalry 11 S 60nC
Machete 1d8 slash 20 AP 2; Chop 10 T 60nC
Short sword 1d8 slash 20 Compact; Ruthless 11 T 60nC
Tiger sword 1d8 slash 20 Hook 10 S 60nC
Whips
Crude Whip* 1d4 torment — +1 Crude; Sweep 7 T 9nC
Barwhip* 1d10 20 +1 Wrap 11 T 100nC
Bullwhip* 1d6 torment — +1 Sweep, Wrap 8 T 100nC
Chain* 1d6 20 +1 Hook; Wrap 9 D 100nC

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Concealed Melee Weapons Razor. More grooming tool than a weapon, the
razor can still inflict incredibly painful, if shallow
Field: Melee Weaponry
cuts.
Tools: Metal Fabrication or Woodworking
Sickle or Kama. An inward curving blade on a
The Concealed Melee Proficiency focuses on
short haft or handle, these are more tools of
smaller weapons. While slightly less effective as
agriculture than weapons, but their long association
instruments of mayhem, they are considerably
with the harvest has given them a certain sinister
easier to acquire or craft than basic melee weapons
reputation.
and can be more readily carried on you person in
Stiletto. Little more than a thick, oversized metal
modern society with being noticed.
needle, this weapon is designed to be thrust into the
All weapons in the Concealed Weapons
openings in heavy armor to piece and rupture the
proficiency have the Compact and Concealed tags.
wearer’s eyes, joints, or organs.

Axes (Fit/Fit)
Hand Axe. A medium-size axe easily swung with a
Shields (Fit/Fit)
Buckler. A small wood or metal plate strapped to
single hand.
the forearm, leaving the hand free.
Hatchet. A small axe well suited for throwing.

Clubs (Fit/Fit) Whips (Grc/Fit)


Kusarigama. A hybrid weapon featuring a kama
Jitte or Sai. A short rod with one or two side-tines
attached to a length of chain. By spending an action
used to catch an opponent’s weapon. (D; Ancient)
to change your grip, you may treat this weapon as if
Sap. A small sack with a dense weight inside for
you were wielding a kama in one hand and a chain
cracking skulls. (D; Ancient)
in the other.
Scourge. Multiple strands of woven leather or
Fencing Blades (Fit/Prc) wire gathered into a handle at one end.
Sword Cane or Ninja-to. A single-edged straight- Short Chain. A metal chain with a length
bladed sword with a matching heavy sheath. somewhere between the length of the wielder’s
arm up to roughly half their height.
Hammers (Fit/Fit)
Mallet. A relatively small tool hammer.

Knives (Fit/Prc)
Dagger. Any of a wide range of small, single- or
double-edged knives weighted for combat rather
than tool use.
Fan blade. A folding metal fan with barbs or small
blades along the outer curve.
Hand claw. A simple handle and multiple small
blades that extend from the closed fist like an
animal’s claws.
Hook. A sharpened metal hook, well suited to
piecing and dragging meat.
Main gauche. A dagger with elaborate cross-
guards and/or basket hilt, used chiefly in the off-
hand to parry while a longer blade is held in the
main hand.
Punch blade or Katar. Features a blade
perpendicular to the grip, so that the blade extends
along the line of the wielder’s forearm.

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Table 7.10: Concealed Melee Weapons
Weapon Damage Threat Reach Tags Heft Size Cost
(+ Compact and Concealed)
Axes
Crude Hatchet 1d4 20 Crude; Hurl 9 T 8nC
Hatchet 1d6 ending 20 Hurl 9 T 40nC
Clubs
Crude Sap 1d4 — Crude; Stagger 8 D 40nC
Jitte/Sai 1d6 impact 20 Hook 9 T 40nC
Sap 1d4 20 Stagger 8 F 40nC
Fencing Blades
Sword cane/Ninja-to 1d8 ending 20 — 10 S 40nC
Hammers
Crude Mallet 1d6 impact 20 Crude; AP 2 9 T 8nC
Mallet 1d6 impact 20 AP 5 9 T 40nC
Knives
Crude Dagger 1d4 19-20 Crude 9 D 8nC
Crude Hook 1d4 20 Crude; Hook 8 D 8nC
Dagger 1d4 19-20 Hurl 9 D 40nC
Fan blade 1d4 20 Guard 1, Lure 8 D 40nC
Hand claw 1d6 20 Grip, Vicious 9 F 40nC
Hook d6 20 Hook 9 D 40nC
Long knife/Kukri d6 ending 19-20 — 10 T 60nC
Main gauche d4 20 Grip, Guard 1 8 D 40nC
Punch dagger/Katar d8 20 Grip 10 D 40nC
Razor d4 torment 19-20 Vicious 8 D 40nC
Sickle/Kama 1d6 — Trip 9 D 40nC
Stiletto* 1d4 19-20 Pierce 4 9 D 60nC
Shields
Buckler 1d4 impact 20 Compact, Guard 1 9 T 40nC
Whips
Kusarigama* 1d6 20 +1 Trip; Wrap 9 200nC
Scourge 1d6 torment 20 Rend 2, Vicious 8 T 40nC
Short Chain 1d4 20 Hook, Wrap 8 D 40nC

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Heavy Melee Weapons Hammers (Fit/Fit)
Field: Melee Weaponry Maul. An oversized, enormous hammer.
Tools: Metal Fabrication or Woodworking Pick. A hammer with a slim, needle-like face for
The Heavy Melee Proficiency tends to be the breaking rock or piercing armor.
province of specialists, often either hailing from Warhammer. A two-handed hammer with a
primitive cultures or practitioners of historical modest-sized striking weight, balancing armor and
fighting Heavy weapons are devastating in trained bone-crushing power with controllability.
hands but are almost impossible to conceal and
usually frowned upon in polite public spaces. Polearms (Fit/Fit)
Glaive or Naginata. A short, sword-like blade tips
Axes (Fit/Fit) this polearm.
Battle Axe. A two-handed axe intended for Halberd or Ji. An axe-like blade tips the polearm.
combat. Pole dagger. A very simple polearm with a single
Broad Axe. A particularly heavy-bladed axe, more dagger-like spike perpendicular to the tip of the
practical for executions than combat. shaft.
Double Axe*. A long-handled axe with blades at Scythe. Another harvest tool pressed into service
both ends. as a weapon. Some styles feature a straight haft
with an inward curving crescent blade at the end
Clubs (Fit/Fit) (more reminiscent of an oversized kama than actual
farming implement). Traditional scythes have a
Great club or Tetsubo. A massive two-handed
perpendicular grip mounted near the mid-point of a
club.
curved haft.

Fencing Blades (Fit/Prc)


Thunderblade. And extremely long fencing blade
Shields (Fit/Fit)
Riot Shield. An oversized shield with a squared-off
requiring two hands to control.
bottom allowing it to be rested on the ground as a
sort of portable wall. Modern versions often include
Flails (Fit/Fit) a small window or are built from transparent
Three-section-rod. A longer, three-part version of materials, allowing the wearer to see through the
the nunchaku. Exceptionally hard to control, but shield without overly exposing their head to peer
similarly difficult to counter. around the shield.

Greatswords (Fit/Fit) Spears (Fit/Fit)


Claymore. A narrow double-edged sword with a Boar Spear. A heavy hunting spear, noteworthy
length often similar to the wielder’s height. for having a cross-bar behind the spear point to
Double sword. A long-handled (3-4 hands) prevent boars and other particularly ornery enemies
weapon with sword blades extending from both from sliding up the shaft to kill you even as they
ends of the grip. impale themselves.
Nagamaki. A near-body-length weapon with Lance. A heavy spear intended for use from
roughly half of its length handle and half of its length horseback.
blade.
Nodachi. An oversized two-handed katana, also
known as a “horse-killing sword”
Staves (Fit/Fit)
Long Pole. A simple, but very long staff.
Zweihander. A broad-bladed double-edged sword
Quarterstaff/Bo. A staff only slightly shorter than
requiring immense strength and practice to control.
the height of the wielder.
Shod staff. A quarterstaff with metal elements at
the ends to increase striking power.

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Whips (Grc/Fit)
Dagger tail. A whip or ribbon tipped with a
dagger-like blade.

Table 7.11: Heavy Melee Weapons


Weapon Damage Threat Reach Tags Heft Size Cost
Axes
Battle axe 1d12+1 ending 20 AP 2 13 S 160nC
Broad axe 1d12 ending 19-20 Heft 15 S 200nC
Double Axe* 1d12 ending 20 AP 2; Whirl 12 S 250nC
Clubs
Crude Great Club 1d10 impact 20 Crude; Stagger; Heft 13 M 36nC
Great Club/Testubo 1d12 impact 20 Chop; Stagger; Heft 14 M 200nC
Fencing Blades
Thunderblade 1d12 slash 20 +1 Grip 12 M 160nC
Flails
Three-section rod* 1d10 impact 20 +1 Crush; Lure; Wrap; Heft 13 S 250nC
Greatswords
Claymore 1d12 slash 20 +1 Guard 1 14 M 200nC
Double sword* 1d8 slash 19-20 Hurl; Whirl 11 M 250nC
Nagamaki 1d8 slash 19-20 Guard 1 11 M 160nC
Nodachi 1d12 ending slash 20 Cavalry 12 M 160nC
Zweihander 1d12 slash 20 Crush; Terminate; Heavy 13 M 400nC
Hammers
Maul 2d8 impact 20 AP 2; Crush; Heavy 14 M 250nC
Pick 1d8 impact 19-20 AP 5; Crush 11 S 160nC
War hammer 1d12 impact 20 AP 5; Crush 12 S 160nC
Polearms
Glaive/Naginata 1d8 ending slash 19-20 +1 — 11 M 160nC
Halberd/Ji 1d8 slash 19-20 +1 AP 2 11 M 160nC
Pole dagger 1d6 19-20 +2 AP 5 10 M 160nC
Scythe* 1d10 20 +1 Sweep 11 M 150nC
War-Saw 1d10 20 +1 Chop, Folding, Vicious 11 M 150nC
Shields
Shield, Riot 1d6 impact — 1-Handed; Guard 4 13 M 60nC
Spears
Boar spear 1d10 slash 20 +1 Guard 1 11 M 160nC
Lance* 1d8 20 +1 AP 5; Cavalry; Grip 10 M 100nC
Staves
Crude Staff 1d4 impact 20 +1 Crude; Sweep 9 M 10nC
Long Pole 1d8 impact 20 +2 Basic; Lightweight 10 L 32nC
Quarter staff/Bo 1d6 impact 20 +1 Basic; Sweep; Whirl 9 M 32nC
Shod staff* 1d6 impact 20 +1 Crush; Sweep; Whirl 9 M 200nC
Whips
Dagger Tail* 1d6 19-20 +2 Vicious; Wrap; Heft 12 100nC

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Archery Weapons Hunting Bow. An extremely simple bow intended
for hunting small game.
Field: Fletcher
Longbow. A versatile and deadly war-bow.
Tools: Woodworking
Roguebow. A relatively modern design intended
Largely considered archaic after the widespread
for covert use.
adoption of firearms, bows and crossbows remain
Shortbow. A potent war-bow intended for use
lethal instruments in well-trained hands.
against armored targets.
Wristbow. An assassin’s bow attached to a cuff
Bows (Prc/Fit) and fired from the back of the wrist.
While bows were developed independently in
almost every corner of the globe, they have a rather
unique mode of operation translates mechanical
Crossbows (Prc/Prc)
Crossbows further refine this concept of the bow
arm-strength into (relatively) high arrow velocities.
by adding a latch for the drawn bowstring. This
If you have arrows readily accessible, bows
allows the design of more powerful weapons
require one action to load (sometimes called
requiring both arms or a crank to draw the bow.
nocking the arrow) and one action to draw before
If you have crossbow bolts readily accessible,
they may be fired. Once drawn, you may keep the
crossbows require one action to load and two
bow readied for a number of rounds equal to your
actions to cock before they may be fired. Unlike
Ranks in Stamina (minimum 3) before it
bows, once cocked, a crossbow remains ready to fire
automatically returns to the loaded-but-not-drawn
indefinitely and can even be set down or passed to
state. If you set the weapon down or attempt to
another character.
pass it to another character it becomes unloaded.
Light Crossbow. A relatively small crossbow easy
Daiku. A Japanese bow with asymmetrical arms to
to use in close quarters.
aid in shooting from horseback.
Heavy Crossbow. A full-sized crossbow designed
Footbow. An early siege weapon, this bow is fired
to provide substantial killing power and impressive
laying on your back, your feet supporting the bow
range.
while both hands draw the string.
Pistol-bow. A 1-handed crossbow built on a pistol-
Horsebow. A short bow with extremely stiff arms
like frame.
designed to be fired from horseback.

Table 7.12: Bows


Weapon Mode Damage Threat Range Tags Heft Size Cost
Bows
Crude Longbow Draw 1d6+1 19-20 25/75/125 AP 2; Crude 11+2 M 50
Crude Shortbow Draw 1d6 20 25/75/125 Ruthless; Crude 9 S 40
Daikyu Draw 1d8 19-20 25/75/125 Cavalry 11+2 M 500
Foot Bow Draw 1d10 20 35/100/175/350 Chop; Prone 10 M 500
Horsebow Draw 1d6 20 35/100/175/350 AP 2; Cavalry 9 T 400
Hunting Bow Draw 1d6 20 20/50/75 Reliable; Vicious 9 S 400
Longbow Draw 1d6+1 19-20 25/75/125 AP 2 11+2 M 500
Roguebow Draw 1d6+1 20 20/50/75 Folding; Guard 1 10 S 400
Shortbow Draw 1d6+1d 20 25/75/125 Ruthless 10 S 400
Wristbow Draw 1d6 18-20 10/24 Folding; Precise 9 D 250
Crossbows
Light Crossbow Cock 1d8 20 25/75/125 AP 2; Compact 10 T 400
Heavy Crossbow Cock 1d8+1 20 35/100/175/350 AP 2 10+2 S 500
Pistol-bow Cock 1d8 20 20/50/75 AP 2; 1-handed 10 D 160

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Table 7.13: Sidearms
Group Mode Damage Threat Range Ammo Reload Tags Heft Cost
Pistols All have Compact
Basic Pistol SS 1d8 19-20 12/30/40 10 2 Basic; Steady 8 200nC
A-21 SS 1d8 19-20 12/30/40 20 2 Accurate 11 400nC
Bodyguard SS 1d10 19-20 12/30/40 10 2 Reliable; Steady 8 400nC
Eagle SS 1d8+1 19-20 12/30/40 15 2 AP 2 12 400nC
Hawk 5.7 SS 1d8+1 20 9/24 20 2 AP 3; Steady 8 400nC
Underhand SS 1d10 20 9/24 6 2 Gouge; Steady 9 400nC
Zip Gun SS 1d8 19-20 9/24 6 2 Crude; Concealed; Ruthless 9 80nC
Machine Pistols
Basic MP RF 2 1d8 19/20 12/30/40 24 2 Basic; Steady 10 400nC
Cicada RF 4 1d6 20 9/24 120 2 AP 2 11 800nC
Comet LPP RF 3 1d6+1 19/20 9/24 63 1 Ruthless 12 800nC
Guardian RF 2 1d8 20 12/30/40 24 1 Reliable; Steady 9 800nC
Macero RF 3 1d10 20 9/24 36 2 Steady; Terminate; Heavy 11 880nC
PLS 46 Burst 1d10 20 9/24 24 2 Terminate 11 440nC
Squire BOnly 1d8 19-20 9/24 24 1 Compact; Concealed; Steady 9 800nC
Hand Cannons All have Compact
Basic HC SS 1d10 19-20 12/30/40 6 2 Basic; Steady 9 320nC
Atom .50 SS 2d6 20 9/24 10 2 Ruthless; Terminate 13 687nC
Eternal SS 1d10 20 9/24 10 2 Basic; Reliable: Rugged 11 320nC
1945
Iron Rhino SS 1d12+1 19-20 9/24 6 2 Terminate; Heft 16 687nC
Justicar SS 2d6 19-20 12/30/40 6 2 Hero; AP 2; Chop; Reliable; 14 5,000nC
Heavy
Minotaur SS 1d10 20 9/24 6 2 Ending; Stagger 11 625nC
Watchword SS 1d8 19-20 20/50/75 6 2 Basic; Reliable 11 320nC

Sidearms into a separate chamber in a cylinder-assembly with


the next chamber being moved into alignment with
Production Field: Gunsmith
the barrel after each shot.
Tools: Metal Fabrication
Most pistols are Diminutive and count as a small
Firearms are by far the most common weapons in
item for encumbrance.
most modern and near-future settings, having been
A-21. A lower caliber handgun emphasizing
refined over centuries. They use the directed
target-shooting accuracy.
explosive energy of a chemical propellant to launch
Bodyguard. A versatile and trustworthy heavy
a solid projectile at the target. Sidearms are firearms
pistol.
designed to allow one-handed use (although most
Eagle. A popular heavy pistol with a good balance
trained shooters will employ a two-handed grip as
of stopping power and ammo capacity.
often as possible).
Hawk 5.7. A standard mid-caliber pistol common
Sidearms are classified as Pistols, Machine
among law enforcement.
Pistols, or Hand Cannons. ‘Basic’ weapons are low
Underhand. A powerful back-up pistol with
cost, no frills examples of the weapon group and
limited ammo.
cover a variety of similar weapons from various
Zip Gun. Zip-guns are jury-rigged weapons often
manufacturers/
as dangerous to the shooter as the target.

Pistols (Prc/Prc)
The basic handgun, pistols share the compact
Machine Pistols (Prc/Prc)
Machine pistols deliver high rates of automatic
quality but otherwise can vary across a fair range.
fire (one trigger-pull fires multiple bullets) while still
They are relatively simple multi-shot weapons,
being built on a one-handed frame.
cycling a fresh cartridge into the firing chamber after
each shot. Revolvers are a specific pistol
configuration with each cartridge being inserted

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Cicada. A machine pistol with a stunningly large Liberator. An older assault rifle still wildly popular
magazine capacity. in many regions thanks to its rugged design and
Comet LPP. A light and agile machine pistol well broad utility for combat, sniping, and hunting.
suited to fast moving surprise attacks.
Macero. A particularly angry machine pistol. Long Rifles (Prc/Prc)
Long Rifles are slow firing precision weapons
Hand Cannons (Prc/Prc) optimized for extreme range and accuracy, often at
These higher-caliber pistols and revolvers often the cost of mobility and ammunition.
have limited ammunition but pack a serious punch. Long Rifles are Medium-sized and count as 4 small
items for encumbrance. Heavy long rifles count as 6.
Iron Rhino. A massive revolver largely unfit for
human use. Palm-bruising recoil, skull-bursting Clarion. For when you want to reach out and
results. touch someone from way, way over there.
Excisor. A powerful Sniper riffle best used from a
Longarms fixed position.
F-Shred. A somewhat exotic high-power rifle fire
Production Field: Gunsmith
flechette cartridges.
Tools: Metal Fabrication
Paladin. A sawed-off “mare’s leg’ style rifle mostly
Longarms are firearms designed for two-handed
used in close combat.
use, falling into the Shotgun, Submachinegun,
Scout. A medium performance rifle better suited
Assault Rifle, and Long Rifle groups. Most Longarms
to hunting game than combat.
are Small and count as 3 small items for
Stinger. A multi-role sniper rifle (though some
encumbrance. One-handed shotguns are Tiny and
argue master of none), it features a burst fire mode
count as 2 small items.
and greater portability for more dynamic
engagements.
Assault Rifles (Prc/Prc) Widowmaker. A highly effective assassin’s rifle.
The quintessential combat long arm, the assault
rifle is a 2-handed rapid-fire firearm. These weapons
are named for the “rifling” of their barrels – a series
Shotguns (Prc/Prc)
Shotguns are close combat weapons notable for
of spiraling grooves that impart sprint to the bullet
their large bullets and lack of rifling down the inside
as it passes down the barrel, dramatically increasing
of the barrel, making them far less accurate at
the accuracy of the shot. The greater bulk and
longer ranges.
stability of rifles allows them to use more powerful
Most shotguns Small and count as 3 small items
ammunition that sidearms, resulting in greater
for encumbrance. One-handed shotguns are Tiny
range and damage.
and count as 2 small items.
Most Rifles are Small sized and count as 3 small
items for encumbrance. Compact rifles count as 2.
ExTR-04. A snub-shotgun that can be wielded one-
Assault Rifles are rifles.
handed, though typically only by cyborgs and other
remarkably strong characters.
Arclight. A balance, powerful assault rifle seen in
Mammoth. A particularly heavy, powerful
many modern conflicts.
shotgun.
Ash 12-7. AN especially punishing AR with
Merlin. A general-purpose, middling performance
minimal range.
shotgun.
Cavalier. A somewhat ordinary but trustworthy
Scavenger. More of a museum piece than a
AR with excellent ammo capacity.
modern firearm, double-barreled break-action
Finale. A light, well-built but somewhat jerky AR
shotguns still pop up in the oddest places…
with excellent stopping power.
Wildcat. A short-bareled urban combat shotgun
Focus 2000. A high rate of fire bullpup ideal for
with a vicious fire rate.
controlling choke points.

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Submachineguns (Prc/Prc) Bobcat. A popular bullpup SMG with notable
Submachineguns are rapid-fire two-handed penetrating power.
weapons that utilize pistol ammunition Spitfire. A modern update to the old-style drum-
fed tommygun.

Table 7.14: Longarms


Group Mode Damage Threat Range Ammo Reload Tags Heft Cost
Assault Rifles
Basic AR Burst 1d10 19-20 20/50/75 24 3 Basic; Steady 8 800nC
Basic BR Bonly 1d10 19-20 16/40/55 36 3 Basic; Steady 8 500nC
Arclight RF 3 1d8+1 19-20 20/50/75 36 3 — 9 1,600nC
Ash 12-7 Bonly 2d6 20 12/30/40 24 3 Chop; Stagger; 14 1,000nC
Heavy; Mule
Cavalier Bonly 1d10 20 20/50/75 54 3 Reliable 10 900nC
Finale RF 2 1d10+1 19-20 20/50/75 24 3 Reliable, Mule 13 1,600nC
Focus 2000 RF 4 1d8 20 16/40/55 48 2 Compact 10 1,600nC
Liberator RF 3 1d10 19-20 16/40/55 36 3 Basic, Reliable; 11 800nC
Heavy
Long Rifles All have Accurate
Basic LR Bolt 2d6 19-20 32/100/175/350 6 3 Basic; Steady 11 625nC
Clarion SS 1d10+1 20 40/120/225/450 8 3 Terminate; Mule 15 1,375nC
Excisor Burst 2d6 19-20 32/100/175/350 12 2 Heavy 14 1,250nC
F-Shred SS 1d10+1 20 25/70/120 15 3 AP 2; Graze 2 12 1250nC
Paladin SS 1d10 19-20 20/50/75 10 2 Compact; 13 1,250nC
Ruthless
Provider Bolt 1d10 20 32/100/175/350 6 3 Basic; Rugged; 13 688nC
Terminate
Scalpel Bolt 1d10 18-20 20/50/75 6 3 Terminate 15 1,375nC
Scout Bolt 1d8 20 40/120/225/450 10 3 Basic; Steady; 11 625nC
Reliable
Sportsman SS 1d10 19-20 50/150/300/600 6 3 — 13 1,250nC
Staccato BOnly 1d10+1 19-20 32/100/175/350 18 3 Steady 11 1,250nC
Stinger Burst 1d8 19-20 32/100/175/350 12 3 Ruthless 12 1,250nC
Widowmaker SS 1d10 18-20 32/100/175/350 10 3 Heavy 14 1,250nC
Shotguns All have Graze 2
Basic SS 2d6 19-20 9/24 8 3 Basic; Steady 9 400nC
Shotgun
Coachman SS 2d6 19-20 12/30/40 2 3 Chop; Rugged 13 800nC
ExTR-04 SS 1d12+1 18-20 4/9 6 3 Ruthless; 1- 14 800nC
Handed
Grinder Burst 1d10 19-20 9/24 18 2 Basic 11 400nC
Hailstone Burst 2d6 20 9/24 18 2 Rugged 11 720nC
Mammoth Bolt 2d8 19-20 9/24 8 3 AP 2 14 800nC
Merlin SS 2d6 19-20 9/24 15 3 Steady 9 800nC
Ogre SS 3d6 20 9/24 8 3 Ending; Heavy 12 800nC
R-DAM 90 SS 2d6 20 12/30/40 8 3 Basic; Reliable 11 360nC
Scavenger SS 1d10+1 20 9/24 2 2 Crude; Steady 8 160nC
Slugger SS 1d10 20 9/24 8 2 AP 5; Chop 11 800nC
Wildcat Burst 2d6 20 9/24 24 3 Compact; 11 800nC
Ruthless
SMGs
Basic SMG RF 2 1d8 19-20 12/30/40 24 3 Basic; Steady 8 500nC
Bobcat RF 3 1d8 20 12/30/40 36 3 AP 2; Chop 11 1,000nC
Specter RF 3 1d8 20 12/30/40 36 2 Reliable 10 1,000nC
Spitfire RF 3 1d8 20 12/30/40 36 3 Terminate 10 1,100nC

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Ammo Guns, Guns, Guns!
Modern firearms have been presented as a
Arrows & Bolts. Bows and Crossbows can hurl
collection of fanciful and easily recognizable
fairly heavy projectiles, allowing for considerable
names rather than trying to precisely re-create
variety among ammunition types. The default real-world manufacturers and models. Alabaster’s
ammo for bows and crossbows inflicts edged rules do allow for some subtle shades of
damage. performance, but the intensely intricate nuances of
Bullets. real-world weapons have been “rounded off” in
Bullets, Healer. After this attack is resolved, if it favor of item distinctiveness and ease of play. A
inflicted at least 1 point of damage, roll the damage few of the weapons here do have direct iconic
again and the target recovers that much Luck. inspirations for their in-game performance:
Bullets, Less-lethal. If the target has Armor, that
armor is doubled against this attack. If this attack Pistols
defeats the target, the Twist cost to kill them when Hawk 5.7 — FN 5.7
you intended to take them alive is increased by 2. Machine Pistols
(Double the armor before applying any Armor PLS 46 — P46
Piercing benefits.) Hand Cannons
Slug (shotgun only). The weapon loses Graze 2 Atom .50 — .50 AE
Minotaur 608 — Taurus 608
and gains Overkill.
Assault Rifles
Arclight — Armalite Rifle
Table 7.15: Ammo Quantities Finale — FN Fal
Ammo Damage Small Item Bag Focus 2000 — FN 2000
Pistol d8, d6+1 200 1,000 Liberator — AKM
Pistol d8+1 180 900 Shotguns
Pistol d12+1 120 600 R-DAM 90 — M90
Shotgun d10 24 120 SMGs
Shotgun d12, d10+1 20 100 Bobcat — P90
Shotgun 3d4 18 90 Specter — MP5
Rifle d10 80 2,00 Spitfire — Thompson submachinegun
Sniper Rifle d8 50 250
Sniper Rifle d10 40 200
Sniper Rifle d10+1 35 175
AMR 2d8 16 80
Arrows * 10 50
Bolts * 8 40
* damage varies depending on the bow or
crossbow

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Specific Tools Drugs & Medical
Specific Tools is a catch-all category for a handful Antibiotics. Decrease disease and infection Save
of absolutely iconic tools that are routinely used for goals by 4.
a variety of tasks. Antibiotics (specific). Decrease disease and
Higher tech-level settings often feature powerful infection Save goals by 4. Also decreases the
basic tools that condense the functionality of number of Saving Throws required by 2.
multiple tool kits down to one to three items. Antidote (specific). Decrease poison Save goals by
4. Also decreases the number of Saving Throws
Communications/Data required by 2.
Communication tools are nearly ubiquitous in Antitoxin. Decrease poison Save goals by 4.
Modern and later eras. Bandages.
Painkillers (mild).
Digital Camera. A dedicated camera/video Painkillers (powerful).
recorder. Smelling Salts.
Flip-Phone. A phone allowing audio and text Splint.
communication.
Smartphone. A multi-tool including a phone, Bio-plaster.
camera, and small internet access device. Field Angel.
Tablet. A smartphone with a larger interface. Skin Sealant.
Visor. A wearable holographic tablet.
Med-sleeve.
Nano-plaster.
Light Sources Nano-Tank.
Torch
Flashlight Regenerator.
Glowstick
Headlamp Table 7.17: Medical Gear
Lantern
Era Cost
Spotlight
Antibiotics Reduce Goals M 60
Floodlight
Antivenom Reduce goals M 50
Antitoxin 40
Table 7.16: Specific tools
Antidote 80
Item Enc Cost Stitchers
Digital camera 1 50nC Plaster
Flip phone 1 25nC Full Tank
Smartphone 1 150nC
Tablet 1 250nC
Visor Hands-free 1
Torch ×3 1 2nC
Flashlight Stand 1 10nC
Glowsticks ×6 Stand 1 5nC
Headlamp Hands-free 1 10nC
Lantern Stand 2 15nC
Spotlight Stand B 30nC
Floodlight Stand B 75nC

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Surveillance unmatched cover identity reduces or even negates
its rank at the Game Runner’s discretion.
Accessing or building a Dossier of equal rank
Bugs targeting the cover identity immediately reveals
that the identity is a fabrication.
Audio Bug
Video Bug
Data Tap
Dossiers
Field: Surveillance
Tools: Surveillance
Cover Identities A dossier is a collection of information about an
Field: Surveillance individual or organization graded from rank 1 to
Tools: Documentation rank 6, with each rank representing a more
A cover identity is made up of an assortment of comprehensive study into the target. Dossier ranks
(falsified) evidence that supports a fake persona as are added to your Analysis skill when attempting
being real. Cover identities are graded from rank 1 knowledge or research checks about the subject.
to rank 6, with each rank representing progressively Intelligence experts with specialized training
greater volumes of supporting information for the (Talents or class abilities) may also glean additional
identity. Cover identity ranks are added to your benefits form having a dossier
Acting ranks when using acting checks to portray
yourself as being the individual described by the
cover identity.
Cover identities must either be made for or
customized for a specific individual. Using an

Table 7.18: Cover Identities and Dossiers


Rank Sources Typical information Cost
0* Public databases; open sources Current alias, published data —
1 Paid databases; public news archive Detailed work history, contact 125
information
2 Commercial surveillance; detailed Residential and credit history, 1,400
news/legal archive government work history
3 local gov. surveillance; personal/private Medical history, previous names 15,100
data or archive
4 Extensive interviews; secure databases Psych profile, classified status 166,000
5 Focused intelligence surveillance Classified history 1,830,000
6 Total surveillance Full psychological modeling 20,100,000
* Rank 0 Cover identities are simplistic attempts involving little more than 1-3 faked documents without any
supporting evidence in information databases. Rank 0 dossiers are a fairly casual inquiry into a character or
organization using open sources and do not count as “having a dossier” on the target for abilities that require
one.

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Vehicles Acceleration/Handling. These values give relative
performance modifiers for use with Chase and
Fields: Mechanic, Vehicle Fabrication, Vehicle
Racing encounters. These correspond to
Systems, Veterinarian
Straightaways and Curves segments on the escape
Operation Fields: Riding, Driving, Sailing, Piloting
route or racecourse.
Vehicles and mounts allow you to traverse great
Tags. Additional Tags describing the vehicle’s
distances at great speeds, bringing together local
abilities or operation.
regions and the far corners of the world (or galaxy).
Body. The amount of vehicle-scale damage the
They provide mobility in combat and have spawned
vehicle can endure before being disabled.
countless varieties of competition through racing
Size. The vehicle’s Size Category based on largest
and record-setting.
non-compressible dimension. This is followed by a
typical footprint for vehicles of this class.
Table 7.19: Vehicular Fields and Groups
Cost. Purchase price for a basic model in nC.
Field Vehicle Groups
Riding Mounts
Individual Ground Vehicles Tags
Individual Watercraft Armor. The vehicle has personal scale armor 5 at
Individual Aircraft all times
Driving Animal-Drawn Vehicles (Vehicles normally gain this Armor only after they
Autos, Vans, & Trucks have lost half their Body.)
Large Ground Vehicles Berth. The vehicle includes sleeping quarters (for
Tracked Vehicles a number of individuals equal to its seats).
Trains Cargo. The vehicle has noteworthy cargo capacity.
Sailing Ships Comfort. It’s nice in here.
Hovercraft Off-Road (Off). The vehicle is adept for
Submarines unpaved/rough ground.
Sailing Vessels Open. The driver or passengers are not fully
Piloting Fighters enclosed and may be targeted directly.
Planes Signature X. The vehicles Size Category is adjusted
Helicopters by X to be detected by sensors.
Space Chasers
Piloting Spaceships
Capital Ships

Vehicle Stats
Speed. The vehicle’s top sustained speed in
kilometers per hour (Km/h).
Seats. The number of adults who may normally
ride in the vehicle. Vehicles with an “X or Y” entry
are sometimes configured for additional
passengers, but the extra seats are cramped and the
primary seats also lose some space/comfort. A
vehicle can be overloaded in emergencies, stuffing
people into every corner and roughly doubling the
number of people carried (plus considerably more if
the vehicle has the Cargo tag). Overloading a vehicle
will almost immediately compromise any sort of
environmental controls (temperature, air, food,
etc.) and is extremely dangerous for longer travel.

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Table 7.20: Riding Vehicles
Vehicle Speed Seats Accl Hndl Style Tags Body Sz Cost
Individual Vehicles
ATV, Sport 55 1 or 2 3 3 — Off; Open 6 M 3,000
ATV, Utility 30 2 2 3 — Cargo; Off; Open 7 M 4,500
w/trailer 18 1 3 — Cargo 3 L +400
Forklift 30 1 0 3 — Cargo
Motorcycle, Street 175 1 or 2 5 4 1 Open 6 M 6.5k
Motorcycle, Racing 300 1 6 4 1 Open 6 M 11k
Motorcycle, Dirt 100 1 5 5 — Off; Open 6 M 2.5k
Motorcycle, Touring 125 2 4 4 1 Open 7 M 12k
w/sidecar 120 +1 3 3 1 L
Scooter 60 1 3 3 — Open 6 S 1k
Snowmobile 45 1 or 2 2 2 — Snow 12k
Individual Watercraft
Canoe 15 3 1/2 — Open; Sig -1 5 L 350
Gondola 10 5 1/2 1 Open; Sig -1 6 L 3,000
Hovercraft 120 1 3/1 1 Open 6 L 8,000
Hydrosled 25 1 1/3 — Open; Sig -1 6 M 3,000
Jet-ski 95 1 3/3 — Open 6 M 4,500
Kayak 20 1 2/3 — Open; Sig -1 5 M 450
Rowboat 15 4 2/2 — Open; Sig -1 6 L 400
Sailboard Wind 1 2/2 1 Open; Sig -1 4 M 450
Individual Aircraft
Glider 320 2 3/4 1 Sig -2 5 H 10,000
Hang Glider 40 1 2/3 — Open; Sig -2 5 L 3,600
Parachute 15 1 1/2 — Open; Sig -1 5 L 400
Parachute, Tandem 15 2 1/1 — Open; Sig -1 5 L 500
Ultra-light 45 1 2/2 — Open; Sig -1 5 L 6,000

Riding Vehicle Descriptions Rowboat


Hovercraft (75km)
ATV. A small 1 or 2 open seat 4-wheeled vehicle.
Hydrosled (10km)
Motorcycle, Street (240km)
Jet-ski (65km)
Motorcycle, Racing (210km)
Sailboard
Motorcycle, Dirt (160km)
Glider
Motorcycle, Touring (250km)
Hang Glider
Scooter (160km)
Parachute
Canoe
Parachute, Tandem
Gondola
Ultra-light (80km)
Kayak

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Table 7.21: Driving Vehicles
Vehicle Speed Seats Accl Hndl Style Tags Body Sz Cost
Automobiles
Buggy 85 2 4 4 — Off 9 L (5×2) 3k
Cabriolet 280 4 3 3 1 Open 9 L (4.5×2.5) 33k
Coup 175 2 or 4 3 3 — 10 L (4×2.5) 10k
Coup, Convertible 160 2 or 4 3 3 1 Open 10 L (4×2.5) 12k
Coup, Luxury 200 2 or 4 4 3 2 Comfort 10 L (4×2.5) 30k
Coup, Sport 300 2 5 4 2 10 L (4×2.5) 25k
Crossover 200 4 or 6 2 2 — Off 12 H 15k
Formula 1 372 1 6 5 2 10 H (6×2) 4.5m
Limousine 140 6 or 8 2 1 1 Comfort 12 H (6×2.5) 40k
Limousine, Armored 130 6 or 8 1 0 2 Armor; Comfort 12 H (6×2.5) 350k
Mini 120 2 2 3 — 8 L (4×2) 6k
Muscle Car 275 2 6 3 2 10 L (4.5×2.5) 16k
Rally Car 200 2 5 4 1 9 L (4.5×2.5) 45k
Roadster 325 2 4 4 2 Open 9 L (4×2) 30k
Sedan 160 4 3 3 — 12 L (4.5×2.5) 20k
Sedan, Convertible 150 4 3 3 1 Open 12 H (5×2.5) 22k
Sedan, Luxury 185 4 4 3 2 Comfort 12 H (5×2.5) 40k
Sedan, Sport 275 4 5 4 2 12 H (5×2.5) 35k
Station Wagon 150 5 or 8 2 2 — 12 H (6×2.5) 20k
Supercar 410 2 5 4 3 12 H (6×2.5) 750k
SUV, Mini 140 2 or 4 3 3 — Off 10 L (4.5×2.5) 10k
Trucks and Vans
Camper 110 4 2 2 — Berth H 20k
Minivan 100 4 or 6 2 2 — 12 H 15k
Monster Truck 65 2 3 2 2 Off H 75k
Pickup 160 2 or 4 3 2 — Cargo 12 H 25k
w/Camper 145 2 2 Berth
Pickup, Heavy-duty 150 2 or 4 1 2 — Cargo 14 H 45k
w/Trailer 125 1 1 Berth/Cargo
Pickup, Racing 180 2 4 3 1 Off 13 H 320k
SUV 240 4 or 6 3 2 — Off 13 H 12.5k
SUV, Massive 210 6 or 8 2 2 1 Off 14 H 16k
SUV, Military 115 4 or 5 2 2 1 C2; Armor; Off 12 L (4.5×2) 150k
SUV, Security 190 5 2 2 1 C2; Armor; Off 15 H 110k
Van, Ambulance 150 5 2 2 1 12 H 125k
Van, Delivery 140 2 or 4 2 2 — Cargo 13 H 12k
Van, Passenger 150 9 2 2 — 13 H 15k
Large Ground Vehicles
Truck, Box 110 2 2 2 — Cargo 12 H 20k
Truck, Flat/Stake-sided 115 2 2 2 — Cargo 12 H 16k
Truck, Towing 115 2 2 2 — 13 H 40k
Truck, Garbage 75 2 0 1 15 120k
Truck, Armored 100 5 1 1 1 Armor 15 H 50k
Truck, Military 110 4 2 2 1 Armor; Off 15 H (6×2.5) 200k
APC, Wheeled 95 10 2 2 1 C2; Armor 15 H (7×3) 600k
Motorhome 100 5 1 1 — Berth 12 H (7×2.5) 60k
Bus, Shuttle 125 24 1 1 — Cargo 12 H (7×2.5) 60k
Bus, Luxury 125 20 0 0 — Berth; Comfort 18 G (13×2.5) 300k
Bus, Transit 120 60 0 0 — Cargo 18 G (15×2.5) 125k

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Bus, Double Decker 80 100 0 0 — Cargo 18 G (14×2.5) 200k
Tractor Truck 150 2 or 3 1 2 — 13 H (7×2.5) 45k
Long Cab 150 4 1 1 — Berth 14 H (9×2.5) 50k
w/Semi-Trailer 145 0 0 Cargo +8 G (17×2.5) +15k
w/2 trailers 140 0 0 Cargo +8×2 C (28×2.5) +30k
Tracked Vehicles
Construction Equipment 20 1 0 1 — 15 90k
Half-track 60 2 2 2 1 Cargo 16 H 30k
APC, Tracked 60 9 3 1 1 C3; Armor 30 H (7×4) 500k
Tank, Light 60 3 2 1 2 C3; Armor 40 H (7×4) 500k
Tank, Main Battle 72 4 3 1 3 C4; Armor 50 H (8×4) 600k
Rail Vehicles
Locomotive 85 0/ 1 C3 45 G (15×3) 900k
Light Rail/Subway 120 2/ 1 35 G (20×3) 700k
Bullet Train 240 3/ 3 C5 40 G (19×3) 2.1m
Cargo Carriage — 4 — Cargo 35 G (17×3) 65k
Passenger Carriage — 200 — 35 G (17×3) 120k
Sleeper Carriage — 36 — Berth 35 G (17×3) 180k

Driving Vehicle Descriptions Mini. An extremely small 2-seat coup (sometimes


affectionately described as a “rollerskate”)
APC. An armored personnel carrier adapted to
Minivan. A small van, typically fitted with rear
deliver troops on the battlefield.
seats for passengers.
Buggy. An open 2-seat vehicle with a wide
Monster Truck. A pickup truck body mounted on
wheelbase adapted for off-road use.
an oversized frame with massive tires. Famous for
Bullet Train. An extremely fast passenger train.
their ability to climb and drive over other cars.
Bus, Double Decker. Notable for having two
Motorhome. A truck or bus-like frame carrying
levels. The upper level may be open or enclosed.
living quarters. The driver is generally not isolated
Bus, Shuttle. A ‘half-length’ bus used for
for the remainder of the interior space.
transporting limited groups.
Muscle Car. A production run racing car with
Bus, Transit. A full-sized street bus used to
extreme engine power.
transport large groups.
Passenger Carriage. A passenger train car.
Cabriolet. An open-top 4-seat pleasure car.
Pickup. A small truck with an enclosed cab and
Camper. A large pickup truck frame with a small
open back
camping/living compartment in the bad (and often
Rally Car. An off-road racing car.
extending over the cab).
Roadster. An open-top 2-seat pleasure car.
Cargo Carriage. A cargo train car or “boxcar”.
Sedan. A 4-door, 2 rows of seats car with an
Construction Equipment. Any of a variety of
isolated trunk.
tracked construction vehicles.
Sleeper Carriage. A passenger train car with
Coup. A two-door car, typically with 2 seats or a
sleeping quarters.
second row of cramped seating.
Station Wagon. A long-bodies car with a large
Crossover. A hatchback/SUV hybrid built on a car
carrying area behind the seats and having an extra
frame.
door at the rear for easy loading.
Formula 1. An open-wheel single-seat racing car.
Supercar. An extremely high-performance sports
Half-track. Combines a truck cab with a tracked
car.
vehicle bed.
SUV. A sport utility vehicle built on a truck frame,
Light Rail/Subway. An urban/suburban
often with all-wheel drive.
commuter train.
Tank. A tracked combat vehicle typically featuring
Limousine. An extended sedan with isolated
a main cannon.
driver and passenger compartments.
Tractor Truck. A large truck used to pull 1-3 cargo
Locomotive. A train engine.
trailers.

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Truck, Armored. A truck for high-value Truck, Towing. A truck equipped to pull other
transport/deliveries. (often disabled) vehicles
Truck, Box. A typical delivery truck. Van. A medium-sized vehicle with a boxy shape
Truck, Flat/Stake-sided. A large truck with an and high roof, used for transporting goods or
open bed. passengers.
Truck, Garbage. A truck equipped to retrieve, Van, Ambulance. A van equipped for emergency
contain, and haul garbage. medical service.
Truck, Military. A small tactical vehicle.

Table 5.22 Sailing Vehicles

Table 5.23. Flying Vehicles

Table 5.24. Piloting Vehicles

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Legend
(Chapter 8)

II: Gain +1 Presence when interacting with


Communities and Allies characters from the Law Enforcement Community.
III: Gain +1 Awareness.
One of the greatest powers heroes have is to build
IV: Gain a +2 bonus to Menace checks.
up bonds with those they help or champion.
V: Gain an additional Adventure or Investigation
Adventuring often rewards you character with
Talent.
Reputation which must be spent on specific
Communities or Allies, but you may also spend your
Legend to improve these bonds with the groups or
individuals you want to associate with.
Each Community or Ally can offer 5 benefits based Standing Benefits:
on your Standing with them. You build this Standing I: Gain an additional field (typically linked to your
by investing Reputation and/or Legend with them as profession).
follows: II: Gain +1 Presence when interacting with
characters from the Media Community.
Table 8.1: Reputation and Standing III: Gain +1 Grace.
Community Powerful Standing IV: Gain +2 Presence
or Ally Ally V: Gain an additional Investigation or Style Talent.
0-9 0-19 none
10-24 20-44 1
25 45-74 2
45 75-109 3
Standing Benefits:
70 110-149 4
I: Gain a weapon specialization (typically assault
100 150 5
rifles).
II: Gain +1 Presence when interacting with
When you reach a new level of Standing with a characters from the Military Community.
Culture or Ally, you gain the benefit of that Standing III: Gain +1 Fitness.
after 1 week of downtime or at the beginning of the IV: Gain a +2 Dodge bonus to defense.
next Adventure. V: Gain an additional Battlefield or Ranged
Combat Talent.

Standing Benefits:
I: Gain an additional study. Standing Benefits:
II: Gain +1 Presence when interacting with I: Gain a weapon specialization (typically knives,
characters from the Intelligence Community. pistols, or unarmed).
III: Gain +1 Cunning. II: Gain +1 Presence when interacting with
IV: Gain 2 additional Studies characters from the Underworld Community.
V: Gain an additional Investigation or Tradecraft III: Gain +1 Cunning.
Talent. IV: Gain +2 Presence
V: Gain an additional Covert or Melee Combat
Talent.

Standing Benefits:

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On the Streets –2 –2 –2 100
Strings Scraping By –1 –1 –1 800
Hand-to Mouth — –1 –1 2,000
Working Stiff — — — 5,000
decree Urban Professional +1 +1 — 12,500
delivery Now this is Nice +1 +1 +1 35,000
detention Livin’ Large +2 +2 +2 80,000
diversion It’s Good to be King +2 +2 +3 200,000
event
harassment
invitation
loan Spending Legend
pardon Blah.
reconnaissance
reinforcements Rewards
rumors Blah.
safe passage
Sanctuary Endgame
support
Characters can continue to amass Legend after
reaching Level 15, allowing you to enjoy all of the
power and abilities you’ve acquired while leveling
Lifestyle up. This continuing play at max level is known as End
The myriad expenses of modern living are Game.
summarized with simple tiers linked to the ongoing While the rest of this chapter focuses on various
background benefits of having a well-established ways to spend Legend while leveling up, two options
residence and sundry conveniences. are particularly important to max level characters.
While lifestyle represents a constant expense –
for those who wish to enjoy comforts greater than Talent Swap. Between adventures or during any
the Lifestyle floor the Game Runner has set for the downtime of a month or more you may spend 5
story – maintaining a higher lifestyle is a constant Legend to permanently reselect one of your Talents.
expense that can test your ability to pull in income You may not swap out a Talent that was specifically
quite fiercely. granted by a character option or is a requirement for
one of your Classes or other Talents. The
On the Streets. Blah. replacement has the same restrictions as when it
Scraping by. Blah. was originally chosen.
Hand-to-Mouth. Blah. Level Exchange. Between adventures or during
Working Stiff. You may share these benefits with any downtime of three months or more you may
one other person. spend 10 Legend to permanently exchange your last
Urban Professional. You may share these benefits level in a class you have three or more levels in for a
with two other people. level in a different class. This option may take a
Now, this is Nice. You may share these benefits considerable amount of recalculation to remove all
with three other people. of the old level’s benefits and acquire the new one.
Living Large. You may share these benefits with If this removes a Talent that is a requirement for
four other people. another Class or Talent, those benefits are
It’s Good to Be King. You may share these benefits suspended until you are able to use a Talent Swap
with five other people. to replace the missing Talent.
(It is possible that characters who have multi-
Table 8.1: Lifestyle classed heavily will have no classes with “3 or more
Lifestyle H PRES REP Cost/ levels” to exchange with this option.)
Month

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Prologue Abilities. If you have multi-classed into Pulling Strings
two or more classes, you may acquire a second Calling on your Contacts is often a tool of last
prologue ability from one of those additional classes resort: Legend is a precious currency and spending
for 50 Legend. it permanently for temporary advantage can
become extremely costly. Some classes have the
Involuntary Transformation ability to “pull strings” with a separate pool of
Many of the benefits purchased with Legend can Legend that refreshes each adventure specifically
also be accessed through specific (and often for that purpose of paying Contacts to act on your
complex) Talents. Some of these Talents represent behalf. This makes those classes far more adept at
significant life-changes that can be forced upon your utilizing Contacts through their constant off-camera
characters by circumstances beyond their control. influence trading and manipulation.
When this happens, you still gain the Talent and its
benefits, but until you can either remove or cure Favor for a Favor
yourself of this new condition or claim the Talent When you call upon one of your Contacts to help
permanently through your character options you you, you can offer quid pro quo for the support you
suffer several drawbacks. receive, making the request an exchange of favors.
You still Twist cost for the Strings being pulled, but
• You suffer a –2 penalty to your Wealth for each if the ally chooses to call upon the favor at a later
involuntary Talent you have (to a minimum date and you honor their request, the Legend points
Wealth of 0). This represents your resources being are refunded.
tied up in coping with these new changes. These You may only extend a number of outstanding
penalties end as you remove or claim each favors owed equal to your Character Level. Once
involuntary Talent. you reach that limit you must resolve one or more
• At the end of each adventure, for every of your current debts before making further offers
involuntary Talent you have up to 2 points of to exchange favors.
Legend you would have otherwise earned are
placed in a pool (to a minimum of 1 Legend earned
— i.e. you always gain at least 1 Legend at the end
Making New Friends
of the adventure). These points are ‘held hostage’ Each time you gain a Contact from a character
option, you need to make a number of decisions
until you have removed or claimed ALL of your
about that NPC. You choose their name, Benefit and
involuntary Talents
either their Aspect or Occupation. After the Game
Runner approves these choices as suitable and
Contacts fitting within the story, they choose the portion of
Contacts are various individuals or small the Contact’s Backstory you didn’t select and the
locations/communities that think well of you and character’s Race (if not set by their Aspect).
are willing to help out in your story. Each Contact Aside from their benefits, this information has
provides you with a benefit you can spend little impact on what the Contact can do for you, but
Reputation to activate to gain a benefit or helps create a thumbnail sketch of the new
advantage during your adventure. Once per character so you and the Game Runner have some
adventure the Contact will also contribute 1 Legend idea about how they’ll act while you’re interacting
towards the cost of the benefit they provide out of with them.
goodwill for the help and companionship you have
provided them offscreen. Contacts as Adventure Rewards
Contacts usually avoid direct involvement in your
NPCs introduced during an adventure may be
adventures and require only minimal stats… unless
available as Contacts at the end of that adventure.
the Game Runner choose to make one of your
The Game Runner (or pre-prepared adventure) will
Contacts a focus of the plot. In such cases, they will
set the NPC’s name, backstory, and benefit. Player
flesh out the location or NPC as needed to advance
Characters who completed the adventure then have
the story.
the option to pay 10 Legend to acquire the charter

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as a Contact. If you share an Aspect, Occupation, or
Faction with that NPC, this cost is reduced to 5. Choose a Talent Tree when this Contact is created.
More than one player may claim the same NPC if the You may spend 1 hour communicating or practicing
desire. with your Contact to gain a temporary Talent from
the associated tree until the end of the current
Benefits adventure or you call upon this benefit again. Pay 3
Benefits describe the opportunities a particular Legend for a 1st tier Talent, 6 Legend for a 2nd tier
Contact opens up for you during your adventures. Talent, or 9 Legend for a 3rd tier Talent. You may only
ever have one additional Talent at a time from
Mentor Contacts.
(You may not select Uncopyable Talents with this
Choose two skills when this Contact is created.
benefit.)
Your Contact can provide advice that helps you
better utilize your own skills. You may pay Legend to
gain a Teamwork bonus to one of the chosen skills
until the end of the current adventure or you call Choose two fields when this Contact is created.
upon this benefit again. You may only ever have one You may spend up to 10 Legend to add an equal
skill bonus at a time from Advice Contacts. amount to your Wealth when using your Wealth to
reduce the cost of an order or item from the
Teamwork Bonus Legend associated fields. If you approach the Contact
+1 1 directly, they can deliver physical goods and services
+2 3 within 1 hour. Otherwise it will be shipped to your
+3 5 location overnight.
+4 7
decree
delivery
Your Contact can provide you with a dossier on a detention
chosen target. Once requested, the dossier arrives diversion
in (dossier rank)d6 minutes. event
harassment
Dossier Rank Legend invitation
2 1 loan
3 3 pardon
4 5 reconnaissance
5 7 reinforcements
6 9 rumors
safe passage
Sanctuary
The Contact can assist you (contributing their support
Legend in addition to yours) when you are spending
5 or more Legend to build Reputation with one of Companions
your existing Allies. Sometimes your legend will include more than
just a single star. Companions are Unique NPCs you
control in addition to your character. Companions
are granted by specific character options and once
The Contact can assist you (contributing their
Legend in addition to yours) when you are spending you have one, you may spend Legend to improve
them. Companions are a fairly rare reward as they
5 or more Legend to acquire, expand, or rebuild
are both extremely powerful and bring a lot of
units in your Command.
added complexity to gameplay. While they are often
completely loyal to the main character, they still

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have a separate perspective and identity, Your Prizes may include one additional vehicle.
introducing additional role-playing challenges as
you try to keep separate what you know from your
main character’s vantage point and what you’ve
10 Legend
learned through the actions of your Companions.
Your Prizes may include one additional item.
Once acquired, Companions are built using the
same rules as NPCs with several restrictions. The
ability that grants a Companion will often provide a Allies
specific initial stat block or place strong Blah.
requirements on how their stat block is created, and
may include benefits or abilities that are not Infowar
included in the Companion’s XP value. Blah.
Companions only have the gear your character
provides for them, though they may have a personal
vehicle and separate Lifestyle at the Game Runner’s
Discretion. Breeding Software
Regardless of source, Companions have a Blah.
maximum XP value of 30 + twice your Character
Level (i.e. a range of 32xp at Character Level 1 up to Base Force
60xp at Character Level 15). You may improve your Amplification
Companion by spending 5 Legend for every point of Property
XP value you wish to add to their stat block. You may Property/Limitation
only spend Legend to improve a Companion Cores
between adventures.
Companions are Unique characters and like Player
Characters add to the Challenge Points Game
Runners use to set suitable numbers of NPCs against
the Players. Companions typically add 4 Challenge
points to the value of their party.

Holdings
Holdings are locations or facilities you control that
can assist you in various ways throughout your
adventures.
Holding usually manage to provide their benefits
while remaining entirely off-screen. In particularly
mobile settings, holdings may be situated aboard a
larger vehicle, either used by you personally or
supporting the entire party of Players.
You may have a maximum number of holdings
equal to ⅓ your Character level, rounding up (i.e. 1
at Levels 1-3, up to 5 at Levels 13-15).

10 Legend
Your command may include one additional unit.

10 Legend

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