Zen & The Art of Mayhem Corebook
Zen & The Art of Mayhem Corebook
Zen & The Art of Mayhem Corebook
Worlds
trying to get out of trouble and just seem to get in even
deeper until a breaking point is met and everything goes
to hell in a hand basket. The characters hopefully then
The possibilities for worlds are endless, but get up, dust themselves off, and move on to the next
before a game can start, even before characters are adventure. In mindless adventures talents and flaws
created, decisions about that world must be made. The are played out to their fullest. Almost every situation will
tone, atmosphere, scope, and setting must be decided on. involve the use or exploitation of a talent or flaw. Skills are
Then add in new elements to spice up the world, decide still used but more as a last resort. Although melodramatic
on the power level of the characters, and figure out why elements are present in mindless games itʼs only to
the characters travel together. provide a little bit of direction to a game. Otherwise itʼs
These six major factors will outline the universe just one random silly situation after another. A mindless
the characters will be journeying through. Giving the game usually revolves around a single subject or two
world a framework both the Architect and the players can dimensional stereotypical NPC, and lasts only a couple of
work with when creating characters, backgrounds, and sessions at most.
adventures. The framework is the backbone of the world;
everything created for the game should be anchored in Assemble Insert
the decisions made from these six major factors. Dragon Half
Excel Saga
Prefectural Earth Defense Force
1.1 The Tone of Zen and the Art of Shinesmen
Mayhem
The tone of the game is effected by the two Silly
factors of melodrama and humor, how much of each is up A plot is evident in a silly game. Although
to the Architect and players. Both factors are important in the characters still run around exploiting talents and
any Zen game, the complete absence of one or the other abusing flaws there should be an underlying goal to
will cause the game to feel off balanced. the game. Situations still drive the game, but they have
In the more melodramatic games flaws may more purpose and structure than in a mindless game.
be down played by the characters and the Architect. Some NPCʼs start to take on more depth of personality,
Melodrama will take the foreground, interaction between becoming more then stereotypes and gags.
the characters and the non player characters can be the
heart of the adventure. With every session like a chess Early Dragonball
match, each move carefully thought out. Countermoves Lupin the 3rd
planned in advance, tension so thick you can cut it with a Uresei Yatsura
knife.
On the other hand a game with comedic
Lighthearted
overtones will consist of more moment to moment play.
The characters roam about in a fairly detailed
The characters spend their time getting into and out of
universe. People, places, and events all exist outside the
difficult situations, and one thing always leads to another.
characters current situation. The plot is a very important
Flaws will naturally be played to the hilt in this type of
part of the game, the characters actions will have great
game. The players and the Architect will constantly
bearing on future devolvement. NPCʼs as well become
try to one up the other on bad jokes and puns. The
increasingly more important, some even need character
melodramatic elements will appear only now and then to
sheets and notes on their personalities and personal
provide a bit of direction.
goals.
There are many different avenues that can be
taken with the tone of the game, it does not have to be
Later Dragonball
one extreme or the other. The approach taken by the
Naruto
Architect can vary between melodrama and comedy.
Ranma 1/2
Which is favored over the other will have a lot to do with
Tenchi Muyo
the type of players and the mood of the Architect.
Tri Gun
The following examples should give an Architect a
feeling of the different tones that can be taken with a Zen
Game. They are not the only options open, just the most
fundamental.
Sober
Zen and the Art of Mayhem Notes On Tone
In a Sober game melodrama is favored over Each world designed for a Zen game will be
the comedy element. Skills start playing a larger part in different. The setting, technology, magic, and other factors
the game, talents and flaws on the other hand are down will play a big part in how the game is played. But the
played more. Talents become more defined in what a underlying melodramatic and comedic elements should
character is capable of. Flaws are still present but they always be present. For both the Architect and the players
donʼt completely incapacitate the characters. In times of to enjoy the game to the fullest a tone should be found
crisis a flaw can be overcome for a short period of time that all can enjoy.
when needed. NPCʼs are as important to the game as the It is important to keep in mind that the melodrama
characters, some even more important. and comedic components can change during a long
game. A campaign which started off with silly and
Big O annoying characters can develop more and more serious
Cowboy Bebop plots as the game and the characters grows. Eventually
Dragonball Z the humorous elements may slide into the background.
Hellsing This is a gradual change resulting from both the players
and the Architect, the change may not happen in a single
Rational game session. The opposite is also true where a more
Although humor is used to break the tension serious game may start to become more light hearted do
every now and then, melodrama has fully taken over the the actions during game sessions. It is important to pay
game sessions. Character / NPC interaction is the heart of attention to the tone of the game and tailor the adventure
the game. Not only are the situations with the characters around it.
important, but so is what is happening without them
knowing about it. A character will not be able to exploit
their talents as far. Flaws become more of a personality
quirk, always present but more controllable.
Akira
Full Metal Alchemist
Giant Robo the Day the Earth Stood Still
Inu Yasha
Dead Serious
The characters are deeply involved in a intricate
plot. Humor is more of a annoyance then a welcomed
part of a game session. Talents, flaws, and even skills are
downed played in favor of character interaction.
Berserk
Ghost in the Shell
Nausicaa of the Valley of the Wind
Princess Mononoke
Zen and the Art of Mayhem
1.2 Types of Atmospheres Surreal
There are different degrees of temperament to Everything is like a dream. Sometimes things
a world that effects the overall Atmosphere of a game. seem normal enough, but then everything goes strange.
These levels reflect the over all disposition of a world the People and things just seem to appear and disappear.
characters are situated in. How common are extraordinary Symbolism is every where, and lets not even get into
people like the characters? How many others can do phallic references.
the things they do? How much of the populace have
talents and flaws? There are many grades that can be Ai City
taken when designing the atmosphere of a game the FLCL
following are only examples of the most common types of Perfect Blue
atmospheres. Shogo Kakume Utena
Hellsing
X
Yu Yu Hakusho
Street Fighter II
Grand
Zen and the Art of Mayhem
This adventures minor plots will have an effect on
the world, and even if the character succeed everything
will not necessarily end up the way they wanted. To start
a Grand plot the Architect must be sure they are ready for
the effects this game may produce.
Bubblegum Crisis
Full Metal Alchemist
Inu Yasha
Saint Seiya
Epic
In an Epic adventure, the world will be changed,
the status quo will be shattered and the world will spend
time picking up the pieces. In a Epic game things change,
some good, some bad, but changes will happen and
everyone, including the Architect, must be ready for the
repercussions.
Big O
Giant Robo
X
Zeta Gundam
Notes on Scope
The Higher the scope of the game the more
consequence minor plots will take place. In a minor scope
game the adventure is played and ended. Effects from
that adventure may not ever make much of a difference.
In a grand adventure, troublesome sub plot are involved
and minor subplots are involved in those. Then when you
look at and epic plot, there are a few grand sub plots with
troublesome sub-sub plots, etc.... I think you are starting
to get the picture.
Zen and the Art of Mayhem
1.4 Types of Setting Modern World Kind of….
With endless possibilities for worlds, it is hard to The world has many things in common with the
narrow thing down to a couple of stereotypes. However modern world. Many of the same technology and cultures,
there are a few stereotypes types that do stick out. but at the same time it is not. The worlds land masses
Do not forget, it is easy enough to add one or two and nations are not the same, key technologies have
elements to these basic worlds and really turn things never made their way into the world, while others are
around. very common. Often times the world has creatures and
monsters roaming the land, and people still carry swords.
Fantasy
What makes a fantasy world? In Anime itʼs the Big O
lack of convenient technology. That does not mean Full Metal Alchemist
technology doesnʼt exist, it just means most of the time Naruto
itʼs not readable available to the general public. Most Wings of Honneamise
people live in small towns with no electricity or advanced
machinery. Animal, windmills, waterwheels, and maybe A Mixed Bag
some crude steam engines are all towns have. Mass The world canʼt be shoe horned into a single
transit is usually not obtainable; most people are forced to concept. There seems to be all types of tech and magic
walk, ride animals, or travel in caravans. The government levels across the globe. Some places seem pretty modern
is typically your basic feudal system, kings, queens, and advanced, while others seem to be living in the dark
dukes, and knights. Typically, if advance technology is ages. It is common for non settled areas to be almost
available, it is these people that will posit it. Mysticism has prehistoric, with creatures and monsters running around,
a strong hold on these societies, even if magic doesnʼt kind of explains why they are unsettled doesnʼt it.
exist.
Many times fantasy worlds are set in the far Dragonball
future many centuries after some great apocalyptic event, One Piece
remnants of the old world exist, building covered with Vampire Hunter D
plant growth, old underground complexes, etc... In these
worlds technology has not completely disappeared but Post Apocalyptic
most of society has gone back to a simpler life. The world has been destroyed, society has
collapse, and small bans of people are all that is left.
Berserk Anarchy is the new law, only the strong can rule. Wanders
KO Beast Century cross the wastelands where every day is a test for
Inu Yasha survival.
Record of Lodoss War
Slayers Fist of the Northstar
MD Geist
Modern Day Nausicaa and the Valley of the Wind
Almost a deceptive title, this world is any world
set in the present, recent past, near future, or any Gritty Future (Dystopian)
combination of the three. Modern Day refers mostly any This setting leaves a bad taste in your mouth, it is
world where the suburbs thrive, school kids walk the a dark and gloomy place. Most of the time it is dim, even
street, and life appears to be normal and happy. Of course during the day, black rain clouds cover the sky. Cities of
it is common for all this to be turned upside down as soon glass and steel sprawl across the land, towers reaching
as the game starts. into the clouds, some even into low orbit. Industrial
plants cover what the cities do not. Huge factories pump
Ranma 1/2 smoke and pollution high into the air. Society is breaking
Initial D down, crime is rampant, riots are a part of daily life, and
City Hunter the police have to resort to strong arm and marshal law
Hellsing tactics to try to keep the peace.
FLCL
Akira
Bubblegum Crisis
Ghost in the Shell
Dominion
Zen and the Art of Mayhem
Post Industrial
The world seems to be frozen in the late eighteen
hundreds and early nineteen hundreds. Steam and coal
is king, huge trains crisscross the land. Zeppelins and
bi planes float through the skies. Huge ocean steamers
ply the seas. Advance technology does creep out like
submarines or jet aircraft but they always have the look
and feel of the late 19th and early 20th century. People
live in fare sized communities, and visit the big industrial
cities. The lands are pretty much explored, but there are
areas that remain mysterious. Legends are still plentiful
about strange places and lost treasures. Governments
are diverse, kings and queens still rule there lands, but
republics and other advanced governments have started
to rise. Sometimes refereed to as Steampunk or Pulp.
Giant Robo
Laputa, Castle in the Sky
Nadia Secret of Blue Water
Near Space
The vastness of space is just opening up to the
world. Governments and huge corporations build colonies
and spaceships to take them away from the constraints
of gravity. A new breed of man is ready to take those first
steps to expand mankind past mother Earth. Colonies in
orbit, bases on Mars, trips to Jupiter, and possible colony
ships to other stars.
Galaxy Spanning
Space travel is common, hundreds of worlds are
populated all over the galaxy. Although it does take time to
travel from one world to another, itʼs usually not that long,
a couple of days at most. Many people own spaceships,
not just the government and huge corporations. Typically
technology is busy doing everything, from construction to
simple household jobs.
Captain Harlock
Dirty Pair
Outlaw Star
Irresponsible Captain Tylor
Legend of Galactic Heroes
Zen and the Art of Mayhem
1.5 Types of Elements Secret Societies
Elements are factors added to the setting to Mysterious people of great power and influence
give them some type of twist or gimmick. Elements add meet to control events in the world. They have their own
flavor to the setting making the world more unique. Each agenda, and donʼt care what they have to do to achieve
Element will effect the world in someway, even if it is not a it. Many secret societies are centuries old, creating the
surface change or apparent to everyone, it will effect the world they want. Sometimes these silent conspiracies are
characters in someway eventually. rather new, people banding together for a common goal or
to hide some secret information. If more then one secret
Horror society exists in a world they will probably war between
Demons, Oni(s), Ogres, slimy tentacles, and other themselves, but always away from the public eye.
supernatural creatures exist in the night. Sometimes they
walk openly in the world, most of the time the live in the Giant Robo
shadows. Commonly they exist in a counter world that is Ruroni Kenshin
parallel to our own. Powerful demons often send minions Tobe Isami
through to our world to gain allies and plan for a possible X
invasion.
Mythological
Berserk Gods, magical creatures, great magical artifacts
Iczer One all exist in these worlds. Most of the time, empowered
Wicked City beings and their kin walk openly in the lands. Kappas
Vampire Princess Miyu are as common placed as cows. Everyone has a magical
piece of jewelry of some kind. Gods play an integral
Super Tech part in the world and exist in numerous ways. They may
Technology has made incredible leaps forward. be manifestations of the forces of nature, the supreme
Anti Grav, Lasers, Teleportation, Powered Armor Suits, creator of all that is, one of many powerful but lesser
Transformable Robots, and a whole lot more are all gods, or just people with extraordinary abilities.
possible. This super tech may not be available to the
general public, but it is out there. Arion
Berserk
Ghost in the Shell Full Metal Alchemist
Project A-ko Inu Yasha
Science Ninja Team Gatchaman Saint Seiya
Stats between 4 & 7, 1 major talent, and 1 or 2 minor Stats between 8 & 10, 3 or more Major Talents, and 3 or
talents, or 40-55 points more minor talents, or 91 or more points.
Characters
physical tasks.
Strength
The measure of a characters brute strength. How
When you sit down to create a character in Zen much they can lift, throw, push, pull or twist an opponent
and the Art of Mayhem it is important to remember one into taffy.
simple fact. You are creating more then a character, you
are developing a personality. Each character should be 1-2 Only lift about half their weight
unique, with strengths, weaknesses, and personal quirks 3-4 Typical Strength
all their own. No matter if you are creating the character 5-6 Lift more than their own weight over their head
randomly, or building off a preformed archetype or idea. 7-8 Exceptionally strong being able to press almost
Once the character is finished they should become a new twice their weight.
personality. 9-10 Powerhouse of brute force.
When you start to play the character, this new 11-15 Superhuman strength levels. Characters can lift
personality should take over your way of reasoning. object larger and heavier then they are and toss them
You should start to act and think in a new way taking through the air, making it look easy.
into account how the characters talents and flaws will
effect a situation. You canʼt just play flaws when they Speed
are convent, and talents are more then bonuses to your The gauge of a characterʼs swiftness, how quick
die rolls. Thinking during the game should be more than theyʼre with their hands, and how quickly they can get
mathematical computations. Just because the rules seem away from a bad situation.
to point out that a character canʼt do something, does not
mean they realize it. 1-2 The character seems to do everything in slow
If you havenʼt created a character before, read motion
through the character creation rules completely before 3-4 Average speed
proceeding. You can also refer to the sidebar for the 5-6 Pretty quick
creation of Amaxamander to see how the process is done. 7-8 Can make a fair living running the shell game or
being a pick pocket.
2.1 Stats 9-10 Slight of hand tricks almost come naturally
Characters are based around nine stats, divided 11-15 Moves so fast they sometimes leave a motion blur
into three categories. They are Physical, Mental, and
Presence. Each stat can range in value from 1 to 10. All Coordination
stats must be given at least one point, but no more then A sum of the characters equilibrium, agility,
10 points. Stats can go up to 15 but this can only be done balance, and hand eye coordination. Also the ability to
with a purchase of a Talent. (See Major Talents 2.3) cross a 1000 foot grudge on a fallen tree and not fall to
After points are chosen for each stat, take the ones death.
totals for the three stats and divide by 3, rounding down
for .33 and up for .66. This is characters overall rating for 1-2 The character is a clumsy and awkward. If their
each category. shoelaces are untied they will trip.
Stats of 3 to 4 are considered normal human 3-4 Usual coordination
levels. Stats of 7 to 8 are above the average person on 5-6 The character is a crack shot
the street. 9-10 Represent the best of the best. 7-8 Neuro surgery is not a problem
9-10 Trick shots are almost second nature
11-15 Characters has no problem carrying nitro glycerin
Mental
Zen and the Art of Mayhem Presence
These three stats are the characters ability These three stat represent the characters
to reason and solve puzzle, to understand their demeanor, their personal characteristics, mannerisms,
surroundings. Not just their ability to absorb knowledge, self-assurance. Their outward composer and personality,
but how well they put it to use. how other perceive them.
Intelligence Appearance
The measure of the characters IQ and their ability The characters physical beauty, personal aura,
to recall facts and figures. The proficiency to quote long charisma, and how attractive others find the character.
mathematic formulas to prove they are right. 1-2 The character is ugly and rude
3-4 Most of the time the character is considered
1-2 Sometimes has trouble remembering their name homely
3-4 Usual Intelligence 5-6 The character is considered attractive
5-6 Has an exquisite memory 7-8 Alluring, seductive, and ravishing are words to
7-8 Remembers strange and unusual facts, which no describe the character
one in their right mind would remember. 9-10 The character is the standard of true beauty
9-10 Has a mind is like a steel trap 11-15 The character radiates beauty even on a bad hair
11-15 Remembers things they had read in passing day
years ago.
Size
Comprehension A rating of physical size, how big the character
The gauge of the characters ability to react to is. Not just height but width. The higher the size of the
the surroundings. Their ability to take in the information character the larger they will be.
around them and come up with a plan of action. The
potential to look at the world and compare it what they 1-2 Short or tiny
know to relives just how screwed up things really are. 3-4 Average height and size
5-6 Tall or large
1-2 The character can miss a herd of charging 7-8 Very tall or tall and ample
elephants 9-10 Immense is just one of the words people use to
3-4 Normal Comprehension describe the character
5-6 The character is very aware of their surroundings 11-15 Tremendous
7-8 Little clues that other miss seem lit with a glowing
spotlights. Cool
9-10 Few details escape the notice of the characters A rating of composure, poise, grace, and
11-15 Notices even the smallest details, like changes in elegance. How well the character interacts with others.
wind direction, slight of hand tricks, what someone had for The ability to win people over with charm.
lunch by their breath.
1-2 Bundle of nerves
Abstract Reason 3-4 Average coolness
The ability to figure out the relationships of objects 5-6 Calmed and controlled
and figures. The characters aptitude toward working 7-8 It takes a lot for the character to loss their
out geometry, and applying it in the physical world. The composure
comprehension of machine and mechanics. 9-10 Very few things can shock the character
11-15 Has the grace and elegance to put James Bond
1-2 Has a problem figuring out which hole the round to shame
peg goes in.
3-4 Normal Abstract Reason
5-6 The nature of how thing interact comes fairly
easily
7-8 The character has a knack for understanding how
things work
9-10 The nature of machines are almost second nature
11-15 The character can not only understand the way
machine works, but improve them
Zen and the Art of Mayhem
2.2 Talents Cutting Edge Tech: The world of technology is always
Talents are what set the characters apart from the changing with new and updated tech coming out all the
average joe. Talents are knacks, fortes, aptitudes, gifts, time. The character is always on top of this ever-changing
and abilities that give the character an edge. Each talent world. Not only understanding what is current, what is
gives the character an advantage in a particular field, on the drawing board, even things only in the theoretical
a bonus for a roll, or a proficiency that few other have. stage. +5 to rolls dealing with high tech.
Talents give the character the upper hand, but are never
all encompassing. Escape Artist: The character can escape any bonds, from
Every character should have a few major talents handcuffs, to the straight jacket, to the old being chained
and a handful of Minor Talents to give them an assist. up and locked in a tank of water. This talent enables them
Players can choose Talents a number of different ways. to slip out of personal bonds, and small cramped areas.
Characters can only buy a talent once, major or minor. Their body is able to twist in ways other cannot, allowing
the character to get out of these tight situations. However,
Purchase this talent does not allow the character to escape from
Major Talent 5 points prisons, which is more fun to roleplay.
Minor Talent 2 points
Expert Marksman: The character is a great shot; they can
use any firearm, bow, or any ranged weapon with great
2.2.1 Major Talents accuracy. They have a natural knack for knowing how to
These are the big ones, they give the character lead, predicting the natural conditions, and then hitting
a major advantage. Each major talent is a specialty in a the mark. Add +5 to any rolls dealing with hitting a target
specific area, permitting the character to achieve feats at range, including pistols, rifles, bows, and throwing
that few others could do. Each major talent provides a daggers, cards, or chop sticks.
character with either +5 to a Stat or Skill in all situations,
or some unique gift that few others can perform. Expert: There are many areas of expertise the character
can choose. The focus should be tied to a skill or skill set,
Beckoning Call: The character have a major corporation, but should not be to broad. Expert of electronics, expert
government department, or other agency at their of psychology, expert of red-tape, law expert, expert
beckoning call. They can be used to do work for the cook, etc… However expert of combat would be a little
character, like research, air strikes, or other useful jobs. too broad, but expert swordsmen would be okay. The
With a telephone call the character can get the gears and character will receive +5 to rolls that are related to their
cogs of a huge organization working for them. expertise.
Bend Physics: Do incredible psychical feats, defy gravity Filthy Rich: Money is no object, the character has plenty
for a few second, run up a wall, turn on a dime at high of it, and on hand. They are loaded, well off, even. If they
speed, come to a complete and utter stop from any start running low, it is simple enough to replenish it. The
speed. Add +5 to rolls when trying impossible feats where character does not have to worry about money, price is
the laws of physics are ruling against the character. never a problem.
Bookworm: The characters loves to read, and reads Gizmo Jacket: The character has to ability to pull useful
allot, reads almost anything they can get their hands on. Items from their coat. They think of something they need
The upside is they tend to remember allot of what they reach and poof, they get something thatʼs close. What
read. This doesnʼt make them an expert in a field, but it is they get is up to the Architect. It will always be useful
surprising how often these little snippets of information will but not necessarily what they are looking for. The Gizmo
come in handy. +5 to any rolls dealing with knowledge. Jacket does not have to be a coat; it can be a hat or other
article of clothing.
Brilliant: The character is more then smart, they are a
genius. Their mind is like a steel trap that information Gorgeous: How far can you get on looks alone?
canʼt escape from. Itʼs like they donʼt even have to think Well pretty far actually. The character has a beauty
about things, it just comes to them. Facts, formulas, and unmatched by most, even the members of the same sex
theories are learned and remember without much effort. find themselves strangely attracted to them. Add +5 to
Add +5 to Intelligence Stat. appearance stat.
Colossal Size: The character is big, okay thatʼs an Grease Monkey: The character understands the nature of
understatement, they are huge. Massive shoulder, large machines and how they work, they have to just examine
hands and feet. Sure buying clothes is a pain, but you a machine and understand how and why it operates.
donʼt get very many people trying to push the character Fix mechanism fast, with only half the parts, and have it
around. Add +5 to Size work better than before. Add +5 to any rolls dealing with
working with machines and other mechanism.
Zen and the Art of Mayhem
Hardboiled: Life has never been easy for the character, Regeneration: The character heals faster than everyone
this has left the character with a very rough edge. Fun, else. It takes them half the time to recover from being
cheerful, humorous, and friendly would never be used knocked silly. Hit points are recovered at double their
to describe them. They intimidate others by just looking normal rate.
at them, and good luck to anyone trying to intimidate or
interrogate them. They are one tough cookie have been to Sharp Eye: The character have excellent peripheral
hell and back and are not happy about it. Receive +5 to all vision, their eyes adjust to light changes quicker than
battle of will rolls. most, and their vision is much sharper at longer range.
The tend to notice things that others miss and have an
Healing Touch: The character has a natural gift for easy time understanding their surroundings. Add +5 to
healing. From wounds to illnesses they have a knack for comprehension stat.
knowing what to do, even if it is only temporary relief. Add
+5 to all healing rolls. Side Step Shuffle: Dodge attacks, bullets, falling trees,
rolling rocks, and even falling ceilings. Add +5 to dodge
Hyper Speed: The character is fast, really fast, they have rolls. Moreover, all dodge rolls do not cost an action no
a quickness to their reflexes that is unparalleled. Add +5 matter how often they must dodge. (See section 2.6
to Speed Stat. Defense)
Iʼll Be Back Syndrome: Some people have a natural Slick Talker: The character can take anything anybody
knack for surviving death defying situations. When things says and turn it around. Their rhetoric is suburb, allowing
get bad and are not going their way they can choose to them to spin any discussion or argument to their favor.
escape the situation. As long as they are trying to escape When it comes to running the con game there is on better.
they receive a +5 bonus to their rolls. If they turn to fight, Add +5 to any roll where they are convince another to
and damage an opponent, no bonus. If they perform change their mind or agree with them.
an attack to distract or confuse someone trying to stop
them, they get the bonus. The talent also works to rescue Super Martial Arts: The character is trained in rare from
the character when things look bad. Left for dead in the of martial arts. This talent gives the character +5 to their
middle of nowhere? They are found by a stranger and Martial Arts rolls.
nursed back to health. Left in a prison on death row? A
prison riot breaks out and they have a chance to escape. Super Tech: When it comes down to puzzles, how
Killed and buried? Wasnʼt really them. Villains love this things work, or the calculating formulas, the character
talent. is unmatched by most. Nothing mechanical is beyond
the character. +5 to Abstract Reason (Super Abstract
Invulnerability: The character is built like a rock and Reason).
is harder to hurt. Invulnerability represents a natural
toughness to the character, they do not bruise or cut Super Coordination: The characters balance and hand
easily, however it does not help them heal. Add +7 to eye coordination are excellent. Catching, throwing,
their DAN number. (See Section 2.17 DAN for more deflecting, juggling, walking tight ropes, balancing objects,
information) etc… all come very easy. Add +5 to coordination stat.
Luck: Stuff tends to go the characters way, certain things The Rose: This is the power to pull roses seemingly out
will happen in their favor. The character can spend Luck of now where, the character can use the rose as a prop
points to reroll a failed roll with +5. However the more they or even to throw. The Rose acts like a dart when used
do this the more expensive it becomes. Each time in a as a weapon, not really doing a lot of damage but can
day they do this the cost doubles, so first time it only cost be used to pin clothing or cut ropes, etc… The roses can
1, the second time 2, third time 4, sixth time 32. be any color but most often they are red, white, or black.
There is no real limit to how many can be pulled, but a
Natural Athlete: Running, climbing, throwing, jumping, character can pull a maximum of one an action. So if they
balance, these all come naturally to the character. They want more than one they will have to wait till the following
have and edge when it comes to physical tasks. Add +3 to action to pull the next one.
any athletic rolls, and the characters physical stat checks
are automatically doubled. Tremendous Strength: The character can perform feats
of strength. Able to lift objects that would normally take
Pilot Anything: +5 to all pilot and driving rolls. The several men, rip doors right off their hinges, carry heavy
character can fly a jumbo jet, a helicopter, the space loads long distances even up hill, etc…, Add +5 to their
shuttle, it makes no difference. Cars, trucks, semis, tanks, strength stat.
it all comes naturally. This talent also allows the character
to jump into an alien ship and know how to fly it with a
quick scan of the controls.
Zen and the Art of Mayhem
Ultra Cool: Nerves of steel, the ability to keep ones Dimensional Pocket: This talent allows the character to
head even in the most stressful situation, to remain store items in a small extra dimensional space. It should
levelheaded. The character just radiates calm and be limited to a few items or a group of items. Animal
control, even giving confidents to others around them, or characters may carry equipment in dimensional pockets
driving them mad as they try to crack the character. Add since they have no pockets to being with. Some may store
+5 to cool stat. weapons there for quick retrieval.
2.2.3 Minor Talents Direction: The character to always know where north is.
Minor talents are bonus and abilities that give They tend to know where they are, how they got there,
the character aid in certain situations. Most of the time and how to get back. It is hard for them to get lost even in
Minor Talents are special aptitudes that are used while a place they have never been.
roleplaying, some give bonus to dice rolls.
Famous: People have heard of the characters talents, and
Authority: The character has a position of authority and accomplishments, the good things. The Architect should
can use this to their advantage. People look up to the figure out what theyʼre famous for is.
character, or fear them, either way they tend to take what
the character says seriously, and donʼt want to piss off. Of Flame up: This talent allows the character to flame up
course not everyone has respect for authority. their aura. Flame up gives the character two bonus,
the first they look cool with their aura flashing around.
Bulk Out: This talent allows the character to increase If the Character wishes they can form their aura into
their body size. Add 5 to their Size Stat for 2d6 turns. This shapes like a Phoenix or Dragon. The second use allows
increases their size and adds to their Hit Points. Very the character to frighten their opponents in combat.
impressive when done at the right time. Opponents most make a cool check or loss an action.
Charming: There is something about the character that Invent Rube Goldberg Device: The character is able to
people just like. If the character is nice and treats people make gizmos with whatever is on hand. They always
kindly, most people will follow the lead and will be nice to require many steps, but they surprisingly do what they
the character. Of course if they burn that person, they are are designed to do. Even if it involves, shot guns, alarm
not likely to be charmed again. clocks, rats taking cheese, and so on.
Connected: It pays to be well connected, you are never far Flashback: The descriptions of the character are rich
away from someone that can lend a hand. A call for help and detailed. As they talk others are drawn to what they
in tough situation, some back up when needed, a helping are talking about, almost as if they are transported to the
hand is never far away. Just a few contacts lead you to event and are viewing it as it happens.
someone that can help. Need transportation? A few calls
and you get hooked up with a friend –of-a-friends-brothers Flash Forward: The character verbal skills draw in anyone
who has a cargo plane. Need some muscle? You know listening. When describing a plan; people see what the
someone who goes to a wrestling school and bounces at character describe with footnotes and measurements.
the clubs on the weekend, he and maybe some buddies
can lend a hand. Connected gives the character a chance Instant Clean: After becoming totally a mess the character
to reach others that can help. This doesnʼt guarantee the brush their self off and look as good as new.
help; it gives them a chance to reach someone who can. It
is up to the character to talk there way into the help. Intuition: The character has hunches, gut reactions,
that tend to pull them one way, or point out things that
Constant Prop: The character has a prop that they maybe important, even if what that importance is at the
constantly have on them. The prop can be practically time remains a mystery. When the character comes to a
anything from a personal object, to an article of clothing. crossroads, with lots of options, they can ask the Architect
For example it could be an old stogie cigar that their what road their Intuition tells they to take.
character chomps on constantly and it never goes out.
Iron Jaw: The character is got a natural toughness to
Cute: Everyone thinks the character is cute and stops to them. They can take a punch or hit, get up from a fall
comment about it. They tends to be nice to the character, faster. +3 to DAN.
until they piss them off, then the cuteness wears off quick.
the Knock: This talent allows a character to hit an
electronic or mechanical object to get it to work. They
can get free calls out of a payphone, the jukebox to play
a song, or they can get the right password imputed in a
lock. The Knock never lasts that long, and will not fix an
item, but it might get it to work just long enough.
Zen and the Art of Mayhem
Knows People in High Places: Itʼs good to know people Photo OP: With this talent their character pauses to do
in authority, they can always be helpfully in tough spots. Photo OPs. It could be body builder poses, or a short
Arrested? No problem a phone call will get you bail routine with a weapon ending in a pose. They are always
money, or a lawyer, or even a pay off. Need to get into flashy and dramatic in nature. When performed it is like
a black tie invite-only party? No problem, you can get the spotlight is on them, and all action around them
in, now you just need the right dress. Of course these seems to stop for the moment.
favors donʼt always come for free, often each favor will be
needed to be paid off later. Professional Reputation: The character is known by
people in their field for their knowledge and abilities. The
Knows Where Whoever Theyʼre Following is Going: This reputation is of course good, of course it could spurn a
talent helps out those bounty hunter types who always little jealousy.
get somewhere before the person they are following
does. Yet this does not mean they know what the person Pull Out Signs: This Talent allows the character to pull
is going to do there, or what the place is. Treat this as out signʼs with what they want to say written on it, or
knowing the geographical location not the actual details of appropriate pictures. This is perfect for those characters
the place. that cannot speak for one reason or another.
Linguist: The character has a knack for languages, they Scrounge: This talent allows the character to find what
can pick up languages of others fairly quickly. Just by they need to fix, build, or jury-rig something together. The
listening, the meaning starts to come to them, they start character digs through whatever is on hand and turns it
to understand patterns, and soon they are able to start into something useful.
conversing with others, even if it is crudely. However it
wonʼt be long before they are speaking like a native. Social Chameleon: Some people just seem to blend in
where ever they go. Any social setting or situation they
Master of....: Pick something the character is a master are able to adapt to their environment and the people
of and give them a 15 skill. The Mastery has to be around them. Other people just assume they belong,
something that not offensive or defensive in nature. if in a military base, they walk and salute correctly. At
Things like Pick Pocket, Bureaucratic, Tracking, Medic, the docks they scratch and spit with the best of them.
Interrogation, Acting, etc. However if someone starts to talk to them, their cover
could be blown.
Metaphysical Ability: A metaphysical ability allows a
character to summon the energies and use them. The Sooth the Savage Beast: The character seems to be on
can be attacks, spells, special techniques, psychic a empathic level with nature and animals. They tend to
abilities, etc… With this talent a character can choose a know what to do to calm an animal down, or make it come
metaphysical ability from section 2.6.2. Each metaphysical to them. They can become friends with most animals.
ability is a different talent, characters can take this talent
again, as long as they do not choose the same ability. Special Vehicle: This talent gives the character a special
vehicle only they can use. Could be a fast motorcycle,
Object from a Loved One: The character must choose an supped up car with gadgets, a specialized plane, or even
object that was given to them. It is usually a locket, ring, a starship. All depends on the world and whatʼs available.
or other piece of jewelry. This object will allow them a Think of what the character want it to do, then talk to the
save or bonus in different situations. Like they are hit in Architect.
the heart by a bullet (they think), however, when they look,
the locket took the hit. Stone Faced: It is hard to read the character, they are
able to keep their reactions and feelings to themselves. It
Panty Flash: This Talent is for female characters only. is hard to tell if they are bluffing or not, and even hard to
When activated the skirt flies up giving all male characters tell if they are intimidated.
a quick look. They must all make a Cool Check at half stat
or lose 1 action. Stupid Luck: The character figure things out by accident.
They lean on the right switch to open the secret door, or
Photographic Memory: The character tends to have great pick up a clue and play with it for no reason.
recall when it comes to facts they have seen. They can
recall peopleʼs names and faces with easy. Remember Super Weapon: A special damage weapon. This weapon
facts from newspapers they have read. can add bonuses to damage, like x2 or +8. Have added
accuracy +4 to hit. Or even do extra type of attacks,
for example a sword that can also throw fireballs. The
weapon can be anything, swords are the most common,
but the character could have a special pistol, or even a
butter knife that does the damage of a sword.
Zen and the Art of Mayhem
Tinker: The character loves playing with technology, Minor Talents
they may not fully understand it, they might not be able Authority
Bulk Out
to design and build it themselves, but they can improve Charming
it. They have a knack for understanding devices and Connected
can improve their performance. They can fix, upgrade, Constant Prop
overcharge, and even combine devices to work Cute
Dimensional Pocket
together. +3 to tasks dealing with fixing up, or upgrading, Direction
technology. Famous
Flame up
Ventriloquism: The art of throwing ones voice to make Invent Rube Goldberg Device
Flashback
it appear to be coming from somewhere else, and the Flash Forward
lips donʼt even move. The character can projected their Instant Clean
voice and make it appear that is coming from someplace Intuition
other then them. The trick only works in the immediate Iron Jaw
the Knock
area of the character, no more then a few meters, and the Knows People in High Places
character most be able to talk to do it, in other words if Knows Where Whoever Theyʼre Following is Going
they are gagged or underwater it canʼt be used. Linguist
Master of....
Metaphysical Ability
2.2.4 List of Talents Object from a Loved One
Major Talents Panty Flash
Beckoning Call Photographic Memory
Bend Physics Photo OP
Bookworm Professional Reputation
Brilliant Pull Out Signs
Colossal Size Scrounge
Cutting Edge Tech Social Chameleon
Escape Artist Sooth the Savage Beast
Expert Marksman Special Vehicle
Expert Stone Faced
Filthy Rich Stupid Luck
Gizmo Jacket Super Weapon
Gorgeous Tinker
Grease Monkey Ventriloquism
Hardboiled
Healing Touch
Hyper Speed
Iʼll Be Back Syndrome
Invulnerability
Luck
Natural Athlete
Pilot Anything
Regeneration
Sharp Eye
Side Step Shuffle
Slick Talker
Super Martial Arts
Super Tech
Super Coordination
The Rose
Tremendous Strength
Ultra Cool
Zen and the Art of Mayhem
2.3 Flaws Always Hungry: With this flaw, the character, is always
Flaws are used to balance the strengths gained looking for food. They love to eat, and eat anything.
through talents. Flaws are problems, quirks, difficulties, They will try to find some snack food, and eat anything
idiosyncrasy, oddities, habits, etc… that all characters available. They are also easily bribed with food, -5 to
have. Some flaws affect the character directly, while resist an offer of food.
others affect the people around them.
When creating a character it is important to watch Always Serious: The character tends to take everything
which flaws the character takes. Some flaws can have too seriously. They have almost no sense of humor and
a critical effect a character. To many of these flaws can do not get jokes, puns, or sarcasm. They think life is to
cripple a character. An important remembers TALENT short for fooling around, and when there is a job to be
YOU CONTROL, FLAWS YOU DONʼT. A character done, that should be first and foremost thing on their
cannot take a flaw designed it to give them some kind of mind.
advantage.
Characters will have to take two flaws for each Amnesia: The past is a mystery, some, or all, of the
Major Talent and one flaw for each minor talent. characters life is a blank. They are not sure what
happened to them, or why. Usually the past is linked to
Absentminded: This flaw makes the character forget some cover up or conspiracy, or they just hit their head
where they put something. They are always trying to find one day and only wish it was something more dramatic.
where they left things, and are constantly losing things.
-5 to rolls dealing with remembering where certain things Anal Retentive: A character with this flaw has to have
are. everything perfect, theyʼre efficiency experts, and hate to
waste anything. Everything should be neat and organized,
Absolutely No Sense of Direction: The character make every object should have its place, and be put back there
a random decision about turns, and directions. If the once it is done being used.
character is someplace heʼs been for a while they will
be able to get there, it will just take longer. About 2 to Anatomical Shift Syndrome: Do to some physical trigger
three time longer “I sent you next door to get a cup of the character changes between two or more physical
sugar how come it took you 20 minutes?” “I got lost.” If forms. It may be man to animal, male to female, tall
the character is heading out for a long distance trip they female with blonde hair, to short female with black hair,
probably will never make it without allot of help. whatever. The trigger is always something uncontrollable,
like a word, a sneeze, water, the full moon, etc... Most of
Accident Prone: They just canʼt help it, its not likely they the time the change does not effect the characters mind
are trying to break things, it just kind of happens, they trip, and they have their skills and knowledge intact. However,
and run into things, they will lose their grip and drop a in some forms, like man to animal, they may not be able
fragile item, at itʼs worse they will set off a chain reaction to speak or have opposing thumbs to use weapons or
of little disastrous with just a stumble. Half stat checks if tools. Limitations should be discussed with the Architect,
something could end up being broken. but remember this is a flaw, one form should have some
major disadvantage. It is also possible to have more than
Acts Like …: With this flaw the character tends to behave two forms but keep it down, too many forms can cause
in a stereotypical manner. Could be a salesmen, lawyer, allot of gaming hassles. This flaw may be linked to Split
cabby, gangster, etc, The character will put up this act in Personality flaw.
social situations even if it is not anything they are, they To make the different forms the character must
just like to pretend. first choose their base forms they change back and forth
from. Their base form gives the character skills and skill
Always Broke: There is never enough money to go points. Each form will have itʼs own Stat points rolled
around. Every time the character tries to save some, a up. Yet in all forms the mental stats will all be the same.
expense will come up. Most of the time the character is However, the physical and presence stats will change.
indebt and is trying to barrow some money to get by. A final note this flaw can be a real hassle in a game,
anytime a player wishes to take this flaw they should talk
Always Complains: The character is always complaining to the Architect and have the flaw approved first.
about something. Their cloths are all dirty, they canʼt do a
thing with their hair, and the famous “oh I broke a nail.” Annoying Personal Habits: This flaw gives the character
an annoy habit that they do all the time. It could be talking
Always on Downers: A character with this flaw looks like to themselves, repeating the last words someone says,
they have no energy and is always half asleep. They are bragging, biting their nails, picking their nose, etc...
never quick to react and always take their time. However
once the adrenaline starts pumping they are ready for
action, but once the excitement is over they are ready for
a nap.
Zen and the Art of Mayhem
Anti-Brain: The character does stupid things, all the time. Berserker: The character with this flaw tend to go into
things that drive normal people nuts. The things they rages when hurt in combat. Each time they fall below half
do are just not right for the situation, making anyone their hit points they will be filled with a berserker rage.
viewing it question the sanity of the character. Anytime the Roll 1d10 to find out how many turns the character will
character does something off the wall, others viewing it be berserk. While berserk they attack anything in range,
will have to make a mental stat check, if they fail, they will friend or foe until the turns are over.
lose an action, think of the large sweat drop, or the classic
… over the characters head. Depending on the what the Bi-Polar: The character will often shift from two different
Anti-brain character does, the stat checked maybe halved extremes in their personality. Like going from happy to
or worse. sad, or calm and controlled to silly and wild, energetic to
subdued. Typically no personality type is dominate, and
Antisocial: A character with this flaw hates groups, the character will switch back and forth.
crowds, and other gatherings. And they will let everyone
know it too, they try and keep to themselves. Bloody Nose: Every time someone talks of sex, shows
a little skin, or does a panty flash the character gets a
Argumentative: The character likes to argue, in fact bloody nose and loses all actions for 1d6 turns.
they will go out of their way to start an argument. If they
disagree with someone, they wonʼt hesitate to voice it. Boy Scout: You were brought up with respect for others; to
tell the truth, to play by the rules, never cheat, to stand up
Arrogant: A character with is stuck up, and believes that for what is right. All those things others seem to think only
they are better than everyone else is. Whatever the root get in the way are an important part of who the character
of this arrogance the character believes that others are is.
beneath them, and dealing with people beneath them can
be such an annoyance. Break Away Clothing: With this flaw, the character has
problems keeping clothing in one piece. They seem to rip
Avoids Pain When Ever Possible: The character hate to and tear during combat, always covering strategic areas,
do things that might cause them pain. They will try to do it but always needing to be replaced by the time combat is
a different way so you do not get hurt. Remember “I may over.
be a coward but, Iʼm a greedy little coward.”
Breaks into Tears: When the character gets hurt, fails, or
Angst: The character has allot of self-doubt. Doubt about make a fool out of themselves, they start to cry, and itʼs
what they are capable of. Doubt about what they should hard to convince them to stop.
do. Doubt about what others will think. Doubt about what
is the right thing, and what is the wrong thing. There is no Bundle of Nerves: Nerves of steel the character does not
end to the Anxiety the character feels. have. The littlest thing worries the character. A strange
sound? Could be someone sneaking up on them. A
Bad Accent: The character talk with a bad accent, many stranger in the back of the room, could be someone
people canʼt understand what they are saying. Thick spying on them. They keep seeing people following them
draws, funny ways of pronouncing syllables, adding out of the corner of their eyes.
strange prefix and suffixes on to words and sentences.
Can Never Get a Date: The character can never seem
Bad Joint: It could be a sore knee, a dislocating elbow, or to get a date. They are stood up, their dates fall ill, are
even a bad back. Whatever the reason physical activity kidnapped, they may ask someone out and the person
tends to lead to pain. –3 on all physical task. faints. The reasons will change but the effect is the same.
Bad Reputation: People have heard of the character, the Canʼt Make Up Their Mind: A character with this flaw
bad things. They look at the character as trouble and will can never truly decide what they want to do. Each of the
probably never trust them. -5 to convince rolls options are so good or bad they cannot decide.
Bad Vision: Life is a blur, a real blur not a figurative one, Canʼt Notice a Herd of Charging Elephants: Even though
and fuzzy blur on top of that. The characters vision is they see things normally, things donʼt always click with
terrible, they have a hard time seeing and focusing in on the character. Often times they are unable to locate an
things, and must wear large thick glasses. –3 to visual object, even though it is right in plain sight, they just tend
perception based skills, and if the character loses their to over look it till it is pointed out to them. Sometimes
glasses, -5 to all skills needing them to see. even something strange or out of the ordinary will pass
by them without even a second look. –5 to rolls where the
character maybe searching for something.
Zen and the Art of Mayhem
Compulsive Gambler: Life is a risk, so why not bet Hard Drinker: The character drinks, and not the light stuff
on it. The character loves to bet, bet on anything and either. Typically it will be a glass of rut gut straight up or
everything, and could never turn down a game of cards or on the rocks, if it needs to be shaken or stirred itʼs for
dice. They are always trying to get others to bet on things pansies. The hard drinker isnʼt what you would call a fun
to make things more interesting, and would never turn drunk, far from it. They drink to forget, and then get mad
down a wager. when they canʼt remember what they where drinking to
forget. They never pass up a chance to drink away their
Clumsy: A character with this flaw lacks physical grace. sorrows, and when they do reach that point they can be
They are always tripping over their own feet or dropping next to useless till they sleep it off.
things. Coordination checks are always halved. A Architect
can also have the character make a coordination check Hard of Hearing: The character will often miss things that
when holding something or running. are said by others. Worse many audio clues, like footsteps
or heavy breathing behind them, go unnoticed. –3 to
Dark Secret: In the characters past they have a secret awareness and detection rolls wear hearing is important.
that most never get revealed, it must remain hidden at
all cost. They go out of the way to keep the dark secret Has to Leave Heroes after Tying Them Up: This is a
hidden. Is the character wanted? Are they hiding from the common flaw for many villains, and sometime a couple
law? Or Syndicate? Whatever the dark secret it will be heroes. If the character captures their prey, they figure
bad for the character if it gets out. that their prey canʼt escape their trap, and leaves them
acting as if they already are out of the picture for good,
Dependence: The character has a dependence on and goes on to their next stage.
something or they lose talents, become weak, etc.. The
dependence might be several different things; they must Hates a Personal Habit: The character cannot stand a
drink orange juice, need sunlight, etc... The dependences certain personal habit of others (see Annoying Personal
and effect should be discussed with the Architect. Habits). The reaction to the habit could be anything, they
could get violent, runaway screaming, start yelling, get
Exaggerated Emotion: The character tends to have an drunk.
emotion or emotions on high. Whenever they are hit by
the emotion it is like it is set to 11. Hates a Type of People: The character does not like a
certain type of people. It could be politicians, lawyers,
Glass Jaw: A good shot to the head is never a good thing, taxi cab drivers, or even people who work at convenience
however to the character with a glass jaw it is even worse. stores. It doesnʼt really matter, they just annoy the
If the character is hit in the head, all stat checks are character to no end.
halved.
Heavy Sleeper: Once asleep it is very hard to wake the
Greedy: The character will always do what they think will character; often they must be physical shook to be coaxed
get them rich, or richer, then anybody they know. They out of sleep. The character likes to get a full eight hours of
will tend to ignore danger, or try to trick others into helping rest, if they are knocked out, chances are they will sleep
them, anything to reach their goal. for a few hours, unless someone wakes them. Also once
awoken they take awhile to come to their full attention and
Gullible: Ever here the saying; There is one born every are unable to do much for at least a few minutes to a half
minute? Well the character is defiantly one of them. With hour.
this flaw, the character is pulled into schemes and con
jobs with ease. They tend to take people at their word, if it Hidden Beauty: A person who isnʼt physically attractive,
sounds good, then it will be. until they take off their glasses, or let down their hair,
etc... They of course are oblivious to this change, and are
Guilty Conscience: If the character does anything is shocked when peopleʼs attitudes change towards them. –
remotely dishonest, it really bothers them, and they feel 4 to appearance skills, until the beauty is reviled, however
they have to put it right. the character feels uncomfortable while doing this and will
want to switch back often.
Hangers On: It is hard enough to take care of oneself
without having other dependents hanging around. It could Honest: The character canʼt lie, it is not in their nature,
be a spouse, kids, sick mother, little brother or sister. even spinning the truth is hard for them to do. Facts speak
Whoever it is, they depend on the character for help. for themselves, and are not to be changed just to suit
someoneʼs needs. Bluffing is just foreign to their way of
thinking, they are not sure how to do it.
Zen and the Art of Mayhem
Hunted by...: Someone or some organization is always Just Looks Stupid: No one believes the character has
hunting the character. It could be their ex-girlfriend, any smarts. They tend to have a dumb look on their face,
the cops, a reporter, or even the CIA. They will always like their mind is a total blank. Others tend to think the
be tracking down the character, even if the character character is not that bright, and donʼt take them seriously.
manages to give them the slip, it wonʼt be long before they
are back on the trail. Kleptomaniac: The character steals things they think they
must have, typically small things they can easily stuff in a
If You Canʼt Use Your Friends, Who Can You Use: The pocket. They may even steal from a friend.
character use people anyway you see fit to get what they
want. The character has their morale code, but their isnʼt Lazy: A character with this flaw is laid back and hard to
anything wrong with pulling a few strings to get what they motivate. They would rather wait then do something now.
want. Typical they have no initiative to go out and do anything
on their own.
Illiterate: The character canʼt read, everything they picked
up, they learned by doing. They tend to be hands on and Lecher: This flaw means the character is always going
will try to avoid doing anything, which requires them to nuts when someone of the opposite sex walks by. They
read. They are not stupid, they learn symbols and icons like revealing clothing on women and will go out of their
quickly, it is just string words together in sentence that way to get a good look or try to pick them up.
make it tough.
Leering: The classic psycho stare look. Whenever the
Impatient: The character does not like to wait around for character sees a member of the opposite sex they are
anything. They are always jumping the gun and flying off attracted to, they just start to stare. They have a hard time
the handle. Life is moving along with or without them, they taking their eyes off the person. They will some times start
want to make sure it is with them. to lean and drool.
Immodest: The character doesnʼt really have a sense of Lives in a World All There Own: The reality the character
modesty. They will strip down to almost nothing without a lives in is not the same one everyone else sees. They
second thought to those around them or where they are. see things differently than everyone else. Enemies lurk
They will talk about sex, bodily functions, and other things everywhere, every day object are not what others see
with no embarrassment to themselves, and even though them as. Some times the fantasy world of their mind
the people they are talking to are complete uncomfortable completely takes over how they view the world seeing
with the subject. buildings and everyday objects in a completely different
light.
Impulsive: Certain things just sound to good to be true
and the character will basically forget everything else and Looks Like Someone Else: With this flaw, the character is
do it, without thinking of the consequences. being mistaken for someone who is wanted, or someone
no one likes. It tends to happen quite often.
Incurably Shy: The character cannot confront the opposite
sex. They are too embarrassed, or possible they are Looks Out For Number One: The character is always out
afraid of the let down. Whatever the reason they are for there self interests. This does not mean they never
always uncomfortable around people they have romantic help anyone but themselves, but everything they do
feelings for. revolves around making sure things go good for them in
the end.
Insanely Jealous: The character is always jealous of
the people around them. Jealous of the attention others Love Sick: Always looking for love the character will fall
receive, Jealous of others abilities, Jealous of just about deeply and madly in love at the first opportunity. If the
anything. character is not chasing after their current object of desire,
they will dream about meeting them. They think the littlest
Intoxicated: The character likes to drink, and is drinking crush is true love, and love at first sight happens allot.
most of the time. If they are not drinking, theyʼre nursing a
hang over, and thinking about their next drink. They never Loves to Fight: Combat is where it at, and nothing
pass up a chance to get a drink, and will go out of their better then laying out as many people as possible. The
way to get one. When drinking the character receives a –3 character enjoys getting into fights and wants to beat as
to all physical tasks, and while they have a hang over –3 many people as possible. They love to brag about how
to mental tasks. many fights they have been in, and how many foes they
have defeated.
Zen and the Art of Mayhem
Loves Strange Items: The character has interest in Never Turns Down a Challenge/Fight: The character
strange items. They tend to collect them and treat them cannot turn down a challenge they must do it or they feel
like they are the most valuable item in the world. The they will lose honor or other people will look down on
items could be practically anything, from toys, books, them.
cookware, etc…
Noble Calling: A noble calling is to have a goal, or calling,
Masochist: The character with this flaw loves pain, any to something greater. It could be teaching, or religion, or
pain. They look forward to going to the dentist, in fact even healing the sick. The character strives to this noble
they beg to be tortured to the point that it is no fun for the calling, guiding them in their choices. The calling has to
torturer. be noble, ass kicking is not a noble cause.
Miser: A person with the flaw of being a miser is always No Common Sense: The character never stops to think
hoarding money. They will not loan anyone money without of the situation they are in, they pretty much do what they
charging outrageous interest. They will even try to cheat want, when they want.
people out of their fair share.
No Idea of the Gravity of the Situation: The character has
Misses Important Information People Tell Them: It is a hard time realizing the predicaments they are in. If they
sometime hard to remember everything somebody is see an army in front of them, they are ready to charge. If
told, but the characters seems to be forgetting important all the character are captured, they think no problem they
things. They are always stating why no one told them, and can deal with it. If they are lost it is not a problem they will
are constantly reminded they did. see something they know soon enough.
Mocks Everyone: With this flaw, the character is often Noisy: Gossip always fascinates the character, who is
very sarcastic. Anytime anyone fails they get really vicious seeing who? What is someone up to? What did one
and tend not to let up. person say about the other? All these questions and more
are very important and the character canʼt get enough.
Modest: The character is a bit self-conscious about their
body and privacy. They embarrass easily when they are No Luck: A character with this flaw seems to have bad
less then fully clothed or someone of the opposite sex luck follow them around. When the character is around
is nearby. They donʼt like to talk in public about anything little things go wrong.
sexual, and will shy away from any of these situations.
No One Cares What Happens To You: This flaw just
Mt. Fuji Syndrome: The character tends to go into a set means that everybody ignores the character. Few will
of poses and speeches, talking themselves up, and trying come to their aid until the character convince them that it
to look cool. Of course the bad guys tend to ignore them, is worth it. Or until they are needed for something.
and the waste of actions annoys their allies. Typically
the character will waste their first few actions doing their No Sense of Danger: The character never realizes what
routine. danger really is. Theyʼre always gung-ho, ready to tackle
any problem.
Naïve: The character is lacking in worldly experience and
understanding. Things others take for granted, they find No Sense of Timing: The characters are always off cue.
strange and unusual. They pretty much act like the classic They say the wrong thing at the wrong time. They jump
country bumpkin. into battle too quick or too slow. Anything that has to do
with getting something done right time the character is off.
Negative Skill: With a negative skill, a character thinks
they have a skill and their good at it. However, they cannot No Tact: The character has no sensitivity to what is proper
do it at all, the most common negative skill is cooking. The and appropriate in dealing with others. What they say or
skill is at -5 and can never be raised or lowered. do will often offend people around them.
Nervous Twitch: When the character gets into a stressful No Willpower: It is not hard to get the character will back
situation, or is just plain bored they will start a nervous down under pressure. They fold easily to threats, and
twitch without even really being aware of it themselves. have a hard time controlling their own impulses.
It could be biting ones nails, or playing with a personal
object or weapon, talking out loud to themselves, playing
with their hair, etc….
Outwits Himself: With this flaw a character over plans their Power Nut: This flaw means the character goals are to
actions, they go into such detail that they cannot complete rule the world, become the most famous man in existence,
a plan. I know, that you know, that I know, that you know, or control all the money in the universe. They never have
etc... enough power and always looking for more.
Overconfidence: A character with this flaw will always be Prankster: The character like to pull practical jokes on
sure of their abilities and will never doubt them. They are everyone, even their friends.
sure they are the best, and doubt anyone could challenge
them. Puts Up With Anything: The character will put up with
almost anything the other characters do. Although it may
Over Denial: If the character is unsure what someone get under their skin, they will try to control themselves;
might think of their actions, they deny it. Good or bad, sometimes they must leave to vent their anger.
they will try to shift blame to someone else when ever
possible. Sadist: With this flaw the character likes to cause pain to
other people. This includes the people around then and
Pacifist: The character hates violence, they hate people their friends.
who are violent, and they avoid violence whenever
possible. Scattered Brained: The characters mind is always a mess
of thoughts. When trying to tell a story they will always go
Paranoia: The character is sure that someone or off on tangents, and it takes constant prodding to keep
something is after them. Mostly the government, part of them on track and actually get to the point. This also
a huge conspiracy, and they are after the character. Or effects how they recall information they have read, and
maybe it is space aliens are after them, even the post often will only remember part of it. –3 to all knowledge
office is in on it. It is a vast conspiracy, and the character rolls.
seems to think they are involved, even if they have no
clue why.
Zen and the Art of Mayhem
Secretive: The character has a tendency to keep certain Soliloquies: It is hard to stop the character from going on
facts to themselves. With this information they have the and on. Explaining the plan, how and why they came up
upper hand and giving it out freely would do them no with it, what they are trying to accomplish, why they are
good. They tend to hold information back and if they do doing it, who will benefit, and who will be punished, how
give out the facts they tell, one or two others and tell them history will view them and there plan, etc…, etc…
not to tell anyone else.
Sounds Like Someone Famous: The characters speech
Self-Conscious about Looks: The character is always pattern is like that of a famous character or actor. It might
checking their personal appearance, fixing their hair, be that they speak like they are in a Shakespearian play,
straightening a tie, putting on makeup. They always or talk like they are in a John Wayne western, or Jack
worried about what they look like in the wrong situation, Nicholson, or another famous person.
as their falling to their death they would cry out “My Hair.”
Split Personality: A character with this flaw has one or
Selfish: The character thinks about themselves more than more extra personalities, they may be totally different from
anything else. They do not like to share, or let anyone each other. Usually triggered be some sort of common
else take anything. event, Sneezing, Stubbing their toe, Quick light changes,
etc. Their different personality could have their own list of
Sesame Street Attention Span: The character with this flaws and talents.
flaw cannot stop and do any one thing for long. They will
get bored and move on to something else very quickly. Strong Ideals: The character has some ideals they hold
These type of people can only watch a TV station for above all else. It could be truth, honor, or even that they
about 2 or 3 minutes before they have to change the are right all the time.
channel, just long enough to get their attention.
Stupid Pets: The characters has some little pets that
Short Fuse: It really doesnʼt take much to set the hang out with them, they may have some small function
character off. The are quick to angry, sometimes you can but mostly they hang around looking cute, or getting into
almost see the tension building in them as they get ready trouble.
to go off.
Stubborn: This flaw means the character is set in their
Showoff: The character deliberately behaves in such a ways. They do not like changing their minds or do
way as to attract attention to themselves. Always trying to something they are not fond of.
make sure they are seen, doing what they do best.
Sweet Talked into Anything: All it takes is a few kind
Sickeningly Cheerful: Upbeat and perky, these characters words, puppy dog eyes, a twirl of the hair from a member
always look on the bright side of life. Even when of the opposite sex and the character is easily talked into
everything around is going wrong they stay very cheerful, something they might normally not do.
to the point of being annoying.
Tacky: The character always dresses in tacky clothes, and
Smartass: A character with this flaw always has some say things that are just a little out of date.
smart comment to spit out. A smartass never knows when
to quit and thinks they are very clever. Talks like a Game Show Host: The character usually talks
like a game show host. “Thatʼs right not only is this the
Speaks in Riddle: The character will tend to speak in home of the toughest man in the universe, itʼs also the
circles telling riddles and stories, they may even end up home of the one person tougher than him....... His wife.”
rhyming. Never giving a straight answers, they prefer to
speak in questions or parables, a simple yes or no is not Talk with Animals: At first this sounds like a talent, but
in their nature. This flaw is difficult to play with, and should when you get down to in the animals live in their own
be carefully roleplayed. world and arenʼt that useful to talk to. Unless something
effects them in a direct way they tend to notice much.
Someone the Character Know Always Dies: With this, flaw Most donʼt have much of a memory and canʼt remember
people the character knows always die on them. Usually what happened a few hours ago let only yesterday. So
leaving them in a jam to solve their murder, or find out a conversation tends to be pretty pointless, much like
what they were trying to tell them before the grim reaper talking to a preschooler.
took them away.
Zen and the Art of Mayhem
Technocurse: Technology seems to break when the Useless Weapon: A character with this flaw thinks they
character uses it. Its not likely they are trying to destroy it, have the greatest weapon of all time. They will pull it out
things just stop working right, jam up, or start to smoke. as intimidation, and will only use it when all else fails. But
Anything that has movable parts, electronics, or other of course, the weapon is not good at all.
technology will be downgraded in quality by one, and
chances of it failing doubled while the character uses it. Visible Odor: The character stinks so bad that people
can actually see the odor. The odor is difficult to mask
Technophobe: What was wrong with the old technology? and will always be noticed. If the character actual cleans
Why did it have to change? Wasnʼt good enough before? themselves they can remove the odor for a sort period of
New fangled technology bothers the character, if it isnʼt time, but it will return, and usually at the worst time.
something they remember from their youth it is too new
for them. Weakness to...: The character has a weakness to a
certain something and will become weak or lose talents
The Type That Would Kick His Grandma In The Shins And when they come into contact with it. The weakness could
Steal Her Ovaltine: Need we say more. be anything, sunlight, darkness, cats, etc.
Thin Skinned: The character isnʼt much for taking Weirdness Magnet: Strange things happen around the
punishment, they bruise easily. It really isnʼt hard to hurt character. It could be people, places, or things, doesnʼt
them. –3 to DAN. really matter. They seem to find the character, or just
happen when they are around. Supernatural, rare, or just
Total Asshole: With this flaw the character seems to piss strange events happen. If they stop in a old house, most
everyone off. They are self centered and donʼt seem to likely it will be haunted, Visit some place, something will
give a damn about anything but themselves, or what happen, even if it is an event that happens once every
theyʼre interested in, and to hell with everyone else. thousand years, it will happen when the character is
visiting.
Totally Pushy and Violent: A character with this flaw will
push people around to do what they wants them to do. Whiner: Everyone has some self doubt, but the whiner
This means anyone including friends and enemies alike. goes on and on about it. To anyone who will listen, even
when nobody is listening they will go on with a long
Treats People Like…: Allot of the times a character will soliloquies about their doubts and problem.
automatically treat people a certain way. Ordering them
about, blow them off, or being overly nice, it can be Yellow: The character tries to avoid any situation
anything. But this behavior seems to be a safety net for that might be difficult to deal with. They donʼt like
the character when meeting people. confrontation, and anything that might cause them bodily
harm is really out of the question.
Trusts No One: People canʼt be trusted, they will lie to
cover up the smallest thing, which means you can bet that You Owe A Favor: In your past someone did you a big
they are going to do their best to hide the big ones. Not favor, one of those life saving ones, it was an offer you
everything is a lie, it is just never the whole truth, and you couldnʼt refuse. Now you our in debit, and when you are
can bet they are holding something back. asked to do a favor, your in no position to say no. Luckily
they tend to be little favors that your skills are suited for.
Uncontrollable Evil Laugh: Whenever the character comes Eventually the big one will come down and your debit will
up with a plan or things goes their way they break into a be paid.
laugh that is loud and obnoxious that everyone around
them must hear.
Unusual Aim Skill: The character fires off many shots each
missing the target they are aiming at, but on a successful
hit they will hit something that might end up helping them
out. It is up to the Architect and the situation at hand
what the character hits, but it will generally be something
useful.
Zen and the Art of Mayhem
2.3.1 List of Flaws Masochist Visible Odor
Miser Weakness to…
Flaws Misses Important Information People Tell Them Weirdness Magnet
Absentminded Mocks Everyone Whiner
Absolutely No Sense of Direction Modest Yellow
Accident Prone Mt. Fuji Syndrome You Owe A Favor
Acts Like … Naïve
Always Broke Negative Skill
Always Complains Nervous Twitch
Always on Downers Never on the Ball
Always Hungry Never Turns Down a Challenge/Fight
Always Serious Noble Calling
Amnesia No Common Sense
Anal Retentive No Idea of the Gravity of the Situation
Anatomical Shift Syndrome Noisy
Annoying Personal Habits No Luck
Anti-Brain No One Cares What Happens To You
Antisocial No Sense of Danger
Argumentative No Sense of Timing
Arrogant No Tact
Avoids Pain When Ever Possible No Willpower
Angst Obsessed
Bad Accent Odd Speech Quirk
Bad Joint Old
Bad Reputation Out of Shape
Bad Vision Outwits Himself
Berserker Overconfidence
Bi-Polar Over Denial
Bloody Nose Pacifist
Boy Scout Paranoia
Break Away Clothing Personal Item
Breaks into Tears Phobia
Bundle of Nerves Picky
Can Never Get a Date Pointless Belief
Canʼt Make Up Their Mind Pointless Ceremony
Canʼt Notice a Herd of Charging Elephants Poser
Compulsive Gambler Power Nut
Clumsy Prankster
Dark Secret Puts Up With Anything
Dependence Sadist
Exaggerated Emotion Scattered Brained
Glass Jaw Secretive
Greedy Self-Conscious about Looks
Gullible Selfish
Guilty Conscience Sesame Street Attention Span
Hangers On Short Fuse
Hard Drinker Showoff
Hard of Hearing Sickeningly Cheerful
Has to Leave Heroes after Tying Them Up Smartass
Hates a Personal Habit Speaks in Riddle
Hates a Type of People Someone the Character Know Always Dies
Heavy Sleeper Soliloquies
Hidden Beauty Sounds Like Someone Famous
Honest Split Personality
Hunted by... Strong Ideals
If You Canʼt Use Your Friends, Who Can You Use Stupid Pets
Illiterate Stubborn
Impatient Sweet Talked into Anything
Immodest Tacky
Impulsive Talks like a Game Show Host
Incurably Shy Talk with Animals
Insanely Jealous Technocurse
Intoxicated Technophobe
Just Looks Stupid The Type That Would Kick His Grandma In The Shins
Kleptomaniac And Steal Her Ovaltine
Lazy Thin Skinned
Lecher Total Asshole
Leering Totally Pushy and Violent
Lives in a World All There Own Treats People Like…
Looks Like Someone Else Trusts No One
Looks Out For Number One Uncontrollable Evil Laugh
Love Sick Under the Weather
Loves to Fight Unusual Aim Skill
Loves Strange Items Useless Weapon
Zen and the Art of Mayhem
2.4 Skills Athletics: The over all fitness and physical condition of
Skills are proficiencies, capabilities, adeptness, the character. Their prowess, ability to jump, sense of
expertise, etc… in areas of knowledge. Skills are used to balance, endurance, etc… With a low skill a character can
accomplish task and over come obstacles in the game. do most physical tasks and not get winded, with a high
Each skill is linked to a stat category, the Architect will pick skill they can make a fast dash through a crowded street,
which of the three stats is appropriate for the task, or use dodging around people, jumping over obstacles, and
the categories rating. The higher the stat the better the make it all look easy.
character will be with the skill. Skills are ranked between 1
and 15, each level showing a greater mastery of the skill. Climbing: The higher the characters climb skill the better
chance they have of getting over obstacles. A low skill
1-3 Semi Skilled allows them to climb ropes, fences, and steep inclines.
4-6 Skilled With a high skill they can climb up walls and other
7-9 Highly Skilled completely vertical surfaces. Linked to Athletics.
9-11 Professional
12-13 Unmatched Defense: The knowledge of protecting ones own person.
14-15 Master When to dodge, when to block, when to duck. The best
way deflect a punch or kick, the correct way to roll with the
Certain skills are linked to prerequisite, or master blow, etc… With a low skill the character can avoid most
skills, which need to be taken before the linked skill. The attacks. A high skills allows them to make a fool out of
linked skill cannot be a higher level then the skill it is most attackers.
linked too.
Skills represent the characters knowledge and Forgery: The art of copying others signature and writing
accomplishment in a subject, and will go beyond simple style. With a low skill the character can copy a signature
use. For example a character with a sword skill, also that will pass a quick inspection. A high skill will allow the
understands sword quality, types, history, etc… It wouldnʼt character to write out a whole letter that looks perfect,
give them the ability to make one, but they would be even when compared next to the original.
able to tell a cheap one from a highly crafted one, even
insight in historical swords. Pistol skill, would also cover Heighten Reflex: Training to increase the characters
maintenance, how to take it apart, clean it, unjam it, even reaction time. A low skill the character can quick draw a
what ammo types are the best for each situation. weapon. With a high skill the character can snatch an
object right out of some one elseʼs hands.
2.4.1 Skill Lists Martial Arts: The skill of trained hand-to-hand combat.
The list of skills for characters to choose from will Martial arts skill covers any kind of fighting from wrestling,
vary depending on the setting of the game. A game set boxing, karate, kicking boxing, kung fu, to street fighting.
in a fantasy environment will have a different set of skills The style used is up the character. After level 6 the
then a game set in modern times, or a future world. The character can choose a weapon class to use with their
Architect should create a list of skills for a game based on martial arts skill. At low levels the character can hold their
the setting before the players start to create characters. own in a barroom brawl. With a high skill they are able to
fight off a group of armed ninjas. Linked to Defense
2.4.2 Common Skills
There are some skills that are pretty common Pick Pocket: The art of relieving something off someone
between all settings. Most of the time these are physical else without them being aware. A low skill allows the
and presences skills. character to grab a wallet or purse off an unsuspecting
person. With a high skill the character can remove a
Physical Skills watch or piece of jewelry. Linked to Heighten Reflexes.
Acrobatics: The ability to do back flips, handsprings,
summersaults, and mid air flips and rolls. A low skill the Quick Build: The skill of working quickly and accurately,
character a can pull a mid air summersault, and land on when a trap needs to be set up, or a broken item needs
their feet. With a high skill the character can make their to be fixed fast. With a low skill the character can set up
way across the roof tops with grace and easy. Linked to a simple trap quickly. A high skill allows the character to
Athletics take a part and rebuild an item in half the time it would
normally take. Linked to Heighten Reflexes.
Throw: The art of propelling objects through the air with Whips and Chains: Long thin flexible weapons that are
great force and accuracy. This skill is used to throw object cable of entangling. Including the classic bullwhip, ball
like rocks, as well as weapons such as Boomerangs, and chain, and others.
Bola, and Shurikens. With a low skill the character can
hit a target with a good deal of force. A high skill the Mental Skills
character can take out a moving target in mid air. Analyze: The skill of being able to study a person or object
to better understand it, and how it works. With a low skill
Weapon Skill: The training in the use of melee weapons the character can spot a patterns and how figure out basic
in combat. The character can choose one weapon class functions. A high skill allows the character to predicate
for every two levels in the skill. At level 5 the character will actions and understand strengths and limitations. Linked
have up to 3, at level 10 the character will have 5, etc… to Notice.
Linked to Defense
Archeology: The study of the past through the recovery,
Archery: Firing a bow and arrow with accuracy. With a documentation, and analysis of architecture, artifacts, and
low skill the character can leave a nice cluster of arrows remains. Also the study of past mysteries, lost items, and
on a target. A high skill allows them to shoot an apple off treasures. With a low skill the character can identify items
someoneʼs head, while they are both moving. and link them to historical periods. A high skill gives them
knowledge of where, when, and how the item was created
Axes: The art of using an axes in combat. From and used, plus its value. Linked to History
tomahawks to battleaxes and great axes.
Bookkeeping: Records and record systems are a wealth
Clubs and Maces: A classic weapon ages old; it could of information. Characters with the skill of bookkeeping
be argued that the club was the first weapon ever used. are able to not only keep accurate records, but audit other
Weapons include maces, flails, morning stars, baseball record systems to find errors, hidden information, or other
bats, sledgehammers, and even boards with nails in them. oddities. With a low skill the character can spot errors in
the books of most small businesses. A high skill they can
Counterstrike: This class of weapons is those small spot money laundering, secret accounts, emblazonment,
quick weapons deigned for defense as much as offense. and other hidden information in a government or large
Counterstrike weapons include batons, fans, fighting corporation.
sticks, jutte, nunchaku, sai, tri-staff, and tonfa.
Camouflage: To conceal by the use of disguise or by
Dagger: The classic edged weapon, easily concealed, and blending it in with the surrounding environment. With a
with a thousand uses, and very deadly in the right hands. low skill the character can hide small objects. A high skill
Daggers come in many types from Dirks, to Stilettos, to allows them to hide buildings. Linked to Stalk/Hide
commando knives, and switchblades.
Zen and the Art of Mayhem
Carpentry: The skill of building, not just the use of tools, History: Knowledge of the past, the who, what, and why
but the how to knowledge. The correct way to build a of civilization. With a low skill the character knows the
framework, joints, and other aspects of construction. The background of the world and major historical events and
skill also lets the character understand the construction dates. A high skill reveals detailed information on the past,
of buildings and items, allowing them to spot oddities important dates, historical figures, events, etc…
like hidden compartments, rooms, and passageways.
Also comes it handy making traps. With a low skill the Language: The study of language not native to the
character can perform most carpentry repairs, make basic character. With a low skill the character can speak in
furniture, and build a shed or barn. With a high skill they broken sentences and generally get their point across.
are able to build an entire house and all the furniture They can also read signs and other simple common
inside, with secret rooms and passageways. writings. A high skill allows them to read and speak like a
native.
Cook: The knowledge of food and how to make it. How
to prep meats and vegetables, how to prepare the food, Law: The knowledge of the laws, law enforcement, and
and what to do to make it as tasty as possible. The skill the legal system. A low skill the character knows a few
also covers nutritional knowledge, allowing the character loopholes that can get them out of a tight situation with the
to know what to make to help heal the natural way. With a law. With a high skill the character is able to win a legal
low skill the character can make most dishes. With a high case in court.
skill they can butcher their own meat, and cook a full feast
from the most basic ingredients. Navigation: The knowledge of trianglization and the use of
the tools and techniques such as maps and compasses to
Disguise: The knowledge of modifying appearance, and get where they want to go. With a low skill the character
manner, in order to prevent recognition. From simple can follow most maps plotting the course they are taking.
clothing changes, to advance make up techniques. The With a high skill they are able to make their own map
skill is also useful in spotting others who have employed venturing into the unknown.
these techniques. Low skill allows the character to change
their appearance enough to fool most people they might Notice: The skill of being aware of ones surroundings,
not know. A high skill can be used to make the character spotting clues, movements of others, and other oddities.
look like someone else, and even fool those that know More then just sight, notice incorporates all senses in
them or the person they are disguised as. looking for things that are out of place. A low skill allows a
character to spot someone tailing them or spot something
Education: This skill represents the knowledge of the out of place. With a high skill they notice things like
world in which the character lives. The language and missing items because of the dust being disturbed, or
writing used. How to work common everyday items they other small details other would overlook.
need to use. The recent history and social traditions,
etc… With a low skill the character knows the basics of Occult: The study of secret and hidden knowledge from
everyday life, just about a typical high school education. the past to the present. Where the knowledge came from,
A high skill shows advance knowledge of the world, who obtained it, how it was kept hidden, the people and
equivalent to a PhD from an prestigeʼs university. organizations that possessed it, etc… With a low skill
the character is aware of the past not always covered
Engineering: The knowledge of applying scientific and in history. With a high skill the character knows many
technical knowledge to solve problems. The character of the past secret organizations and the knowledge the
uses imagination, judgment, reasoning and experience to possessed. Linked to History.
create problem solving items and inventions. With a low
skill the character can make useful items and equipment Pick Lock: The knowledge of how lock mechanisms
to solve simple problems. A high skill makes it possible operate, and how to open them without the right code or
to build things that will push the laws of physics in the key. With a low skill most doors and locks can be opened.
characters favor. With a high skill not even safes are all that “safe”.
Gamble: The art of playing the odds, and knowing how to Psychology: The study of the mind and behavior, and
read the tells of others. The knowledge of the games of understanding the motivations that drive people. The skill
chance and how to correctly beat to increase the odds of of viewing and understanding the actions and behavioral
winning. A low skill allows the character to clean up at the patterns of others. A low skill allows the character can get
home game. With a high skill the character can play the an idea of the motivations of someone they are talking to.
odds and win big at the casinos. With a high skill they are able to predict the actions others
might take.
Zen and the Art of Mayhem
Red Tape: The skill of cutting through bureaucratic mess. Teach: The skill of imparting knowledge to others, the
They know when things have to be signed in triplicate, character can shows others how to accomplish a task.
who to report too first, even when a little grease might get With a low skill the character can teach a small group
the bureaucratic wheels turnings faster. With a low skill fairly simple tasks. A high skill they can teach others up to
the character can get a permit or other documentation their own level of knowledge.
fairly quickly. With a high skill they can process the
paperwork for even the biggest project efficiently. Writing: The art of putting words to the page to create
poems, stories, or even just documentation. With a low
Research: The knowledge of how to track down skill the character can create something most people
information from many different sources, including would be willing to read. A high skill they can write best
records, reference materials, articles, and periodicals. A selling novels.
low skills allows the character to find the latest information
on a person or subject. With a high skill they can uncover Zoology: The knowledge of animals and animal
a vast conspiracy. life, including the study of the structure, physiology,
characteristic, and classification of wildlife. A low skill
Rhetoric: The art of persuasion through writing. With a allows the character to know the nature of most common
low skill the character can write an article or editorial that animals. With a high skill they know a great deal about
can sway peoples opinions. A high skill they can write a animals past and present, their nature and capabilities.
compelling book on their philosophies convincing many of
its value. Linked to Writing. Presence Skills
Acting: The skill of performance, but more then just
Search: The skill of finding things the character is looking remembering lines, it covers the characters ability to feint
for. A low skill allows the character to find most items that responses. To convey emotion such as anger, disgust,
are missed placed. With a high skill the character can fear, guilt, joy, sorrow, surprise, etc… With a low skill they
find things that where hidden, and hidden well. Linked to can fool someone for a short time. A high skill allows the
Notice character to keep up an act over a long period of time.
Stalk/Hide: The knowledge of how to follow someone Baffle With Bullshit (BWB): This skill allows the character
without being noticed, and avoid being followed by to ramble on about a subject until the person theyʼre
others. With a low skill the character can tail someone talking to is confused. With a low skill they can baffle most
from a distance and not be spotted. A high skill allows nonprofessional. With a high skill the character can baffle
them to avoid even a team of people trying to follow their even experts in the field.
movements.
Bluff/Lie: The art of deceiving others senses into believing
Strategy & Tactics: The art of using the resources at ones an untruth. More then just a simple lie, the character most
disposal to achieve their goals. Used in competition, learn to control their body language. With a low skill the
business, and warfare. With a low skill the character can character trick most people. A high skill allows them to fool
figure calculate short-term options. A high skill allows even the best trained eye. Linked to Savvy.
them to plot out long-term plans.
Command/Lead: The knowledge on how to give orders
Survival: The knowledge of how to survive out in the wild. and have them followed. A low skill allows the character
Where to find shelter, food, protecting oneself from the to lead a small band or office. With a high skill they can
elements, etc… With a low skill the character can survive command a whole army or company.
a few days out in nature. A high skill allows them to live
long-term outdoors. Funnyman: Humor is often a useful weapon, it can get
people to drop their guard, or even defuse a stressful
Track: The skill of following the signs and clues left situation. Funnyman is the art of getting others to laugh.
behind, from footprints, and other markings. It is also With a low skill they can crack a joke and get a small
useful in covering up ones trail from being tracked. With snicker. A high skill allows the character get the most
a low skill the character can track large animals. A high stone faced person to crack a smile. Linked to Acting.
allows them to follow even the faints signs.
Impersonate: More then just acting, but duplicating
Traps: The art of designing mechanisms to ensnare, anotherʼs personality and manners. The art of studying
capture, or detect. The skill is also extremely useful in a person and being able to mimic their style. A low skill
spotting and disarming traps as well. With a low skill the allows the character to pull off the mannerisms of a
character can set up and disarm simple traps. A high skill person. With a high skill they can mimic the voice, speech
allows the design of advance multistage traps, and the patterns, and manners of someone. Linked to Acting.
knowledge of how to disarm them. Linked to Engineering.
Zen and the Art of Mayhem
Interview/Question: The art of obtaining information from Savvy: The knowledge of sophisticated personal
others through a series of questions. More then just interaction. The ability to read peoples body language,
getting a few answers, the Interviewer is looking to obtain moods, and emotions, to see through false fronts and
facts and to verify them through the series of questions. deceptions. With a low skill the character can tell when
Often asking background, or leading questions to make someone is trying to miss lead them. A high skill allows
sure they are not being mislead. The more information, or them to detect when someone is trying to hide something.
pieces of the puzzle, the character has the more they can
tell if they are being told the truth or not. With a low skill Seduction: The skill of charming, tempting, and coercing
they can interview the man on the street and obtain the others to get them to do what you want. With a low skill
information they are looking for. A high skill allows them to they can flirt and tease others, toying with their affections.
question a number of witnesses and pieces together what A high skill allows the character to wrap them around their
happened with great accuracy. little finger. Linked to Savvy.
Interrogation: The skill of obtaining information that Savoir Faire: The art of graceful social interaction,
someone would not otherwise be willingly to disclose. knowing the right things to say, the right way to grate
The typical purpose is not to force a confession, but someone, show respect, etc… With a low skill the
rather to develop sufficient rapport, playing on the character knows what to do in most social situations. A
sourceʼs character, to prompt the source to disclose high skill allows the character to know what to do when
his information. A low skill allows the character to grill a meeting with royalty. Linked to Savvy.
criminal to obtain the facts they are trying to hide. With a
high skill the character can obtain secret code or name Street Smarts: Keen perceptions on dealing with the
before the person even realizes they gave it up. Linked to steamer side of life. The knowledge of how to talk, the
Interview/Question. right type of body language, when to be forceful, and
when to back down. The ability to tell the lowly thug, top
Intimidate: The art of making others do what one wants soldiers, and underworld bosses apart. With a low skill the
through fear, to frighten into submission, compliance, or character can find underworld contacts. A high skill allows
acquiescence. To rattle someone into doing something the the character to deal with the top bosses. Linked to Savvy
character wants. Or to get that person to think twice about
doing something that might upset the character. A low skill Style: The art of apparel and grooming to increase, or
allows the character to get the local bully to back away. even sometimes decrease, someoneʼs appearance.
With a high skill they can make even the most highly Knowing the right way to dress, the fashion guidelines
trained warrior pause and take a step back. of the times. The correct way to style hair and make up
to make someone more attractive. The character can
Negotiate: The art of the bargaining with others to come also tell allot about others from their dress and style.
to a mutual settlement. A low skill allows the character to With a low skill the character can keep up with the latest
haggle over the price of and item. With a high skill they fashion trends. A high skill allows them to increase their
can broker a peace agreement. attractiveness with the right clothes, hair, and make up.
Demolitions: The knowledge of explosives and how to use Energy Rifle: Additional Firearm skill, the knowledge of
them. The right amount to use to get the desired effect, using energy rifles with precession.
and how to properly shape the blast for greatest effect.
With a low skill the character can handle most explosives Zero G: No gravity at all is difficult to navigate through,
and not blow themselves up. A high skill allows them to with no force to slow you done every action can send
take down an entire building, having collapse neatly on you a different way. With a low skill the character can
itself. get around fairly well in Zero G, at least without hurting
themselves. A high allows them to move about as if they
Electrical Repair: The skill of working with circuits were born without gravity. Linked to Athletics.
and electronic parts. Knowing how they work, how to
troubleshoot, and replace broken parts. A low skills the Additional Mental Skills
character can fix most electronic equipment with the Stellar Navigation: The skill of plotting a cross through the
right parts. I high skill allows them to not only repair, but stars. With a low skill the character can navigate through
redesign it, improving the performance. a star system and plot a cross through the stars. A high
skill allows the character to take a ship to its design limits,
First Aid: Knowledge of how to treat wounds, breaks, and going dangerously close to a start and slingshot them
common ailments. The character will also have a working through a start system. Possibly even plotting a course
knowledge of medicines and medical equipment, as well that allowing them to do a run in only 12 parsecs.
good on hand substitutes. With a low skill the character
can stop bleeding, set a broken limb, and perform CPR. AI: The understanding of Artificial Intelligence, and the
A high skill allows the character to perform battlefield advanced circuitry that makes it possible. With a low skill
surgery, messy but can save a life. the character can maintain advanced smart systems.
A high skills allows the character to design a computer
Medical: The knowledge of the body and how and why it maybe smarter then they are, maybe.
works, detailed knowledge of symptoms and causes, as
well as pharmacy. A low skill allows the character to treat Cybernetics: the knowledge of complex microfiber and
most common aliments. With a high skill they can tracked circuitry designed to mimic body and muscle, improving
down symptoms to unknown diseases and know how to them. With a low skill the character can maintain theses
treat them. Linked to First Aid. complex systems. A high skill allows them to upgrade,
improve, and design new ones.
Mechanical Repair: The skill of how to repair mechanical
engines and systems, the knowledge of how they work Mecha: From powered armor to gigantic machines based
and troubleshooting problems. With a low skill the on human or animal forms. A low skill allows the character
character can keep most machines running in good to maintain these marvels. With a high skill they can
condition, fixing minor issues. A high skills allows the design and build them.
character to repair a broken machine, upgrading and
improving the performance.
Zen and the Art of Mayhem
Nano Tech: The knowledge of micro-machines, how Writing
they work, how to program them, and how to make Rhetoric
Zoology
them operate as a greater whole. A low skill allows the
character manipulate nano machines, Presence
Acting
Funnyman
2.4.4 Making New Skills Impersonate
Each setting created may need additional skills. Baffle With Bullshit (BWB)
New technologies will require skills to create and maintain Command/Lead
these inventions. A setting with starships may need new Interview/Question
Interrogation
skills to cover knowledge of the interstellar drive system or Intimidate
weapon technology. New physical skills to use equipment, Provoke
vehicles, and weapons. New knowledge skills covering Negotiate
alien races, and cultures, even their technologies. A Oratory
Smooth Talk
fantasy setting with different realms and dimensional Savvy
travel between them would have skills dealing with each Bluff/Lie
realm and the means of travel. Seduction
Skills in Zen are usually fairly broad. Allowing Savoir Faire
Street Smarts
the character to have a grasp on a fairly wide field of Style
knowledge. The higher the skill the more knowledge they
know on the subject. Fantasy Setting
Additional Physical Skills
2.4.5 Skill List Riding
Weapons Skill
Physical Skills Crossbow
Athletics
Acrobatics Additional Mental Skills
Climbing Alchemy
Stamina Animal Training
Strength Athletics Blacksmith
Swimming Weaponsmith
Defense Clockwork
Martial Arts Legends and Lore
Forgery Magic Theory
Heighten Reflex Tailor
Pick Pocket
Quick Build
Sleight of Hand Modern Day
Throw Additional Physical Skills
Weapon Skill Action Sports
Drive
Mental Firearms
Bookkeeping Heavy Weapons
Carpentry Pilot
Cook
Disguise Additional Mental Skills
Education Computer
Engineering Demolitions
Traps Electrical Repair
Gamble Medical
History Mechanical Repair
Archeology Mythology
Occult Science
Language
Law Sci-fi
Navigation Additional Physical Skills
Notice Athletics
Search Zero G
Analyze Firearms
Pick Lock Energy Sidearm
Psychology Energy Rifle
Red Tape
Research
Stalk/Hide Additional Mental Skills
Camouflage Stealer Navigation
Strategy & Tactics AI
Survival Cybernetics
Track Mecha
Teach Nano Tech
Zen and the Art of Mayhem
2.6 Metaphysical Abilities Clairvoyance: This ability can give characters warning
Metaphysical Abilities are essentially like skills; of events happening elsewhere. The ability can be used
they act and work in much the same way. The major to check on people or places a character is familiar with,
difference is the fact that Metaphysical Abilities cost without having to go there personally. The higher the
energy to utilize; limiting how many times a character can abilities the more clear the message. However even a
use them in a game session. high abilities will not tell the character everything, only
Each metaphysical ability will generate a skill clues. Clairvoyance has the ability to activate without
under the appropriate set of stats, either Physical or warning like danger sense and precog.
Mental. The ability will start off with 10 points (or level Range None
4), and can then be upgraded with skill points just as a See vision tied to others
normal skill (See 2.12.4 Skill Points for more information). Cost 1
The energy to use metaphysical ability is equal to the
combine stat scores added together and divided by three Control Wind: Control the winds and use them to knock
(or all stats added together divided by 9) this represents opponents around. The victim doesnʼt take damage from
the characters over all power. The character has that the wind, the wind will knock them off their feet sending
many points to spend on using their metaphysical abilities them flying (Knockback only) into things (Damage).
a day, basically between full rests. If a character takes Character can control winds level away in meters. They
more then one metaphysical ability they share the same roll ability level+A/R+2d10 to hit a target. Minus the
pool of points, they do not get more points. targets DAN from the total, anything over the DAN will be
treated as knockback effect. Characters can make Coord
Astral Projection: This metaphysical ability allows the Stat checks to over come knockback, halved every time
character to have their consciousness leave their bodies the knockback is twice their DAN.
for a short period of time and float around like a ghost. In Range: Level
this form only others astral projecting can see this form, To Hit Level+A/R+2d10
and the can travel up to twice their level in meters away Minus DAN, Anything over is Knockback.
from their body, for level turns, using all their perception Cost: 2
abilities. However while they are astral projecting their
body is totally defenseless. Danger Sense: This metaphysical ability warns the
Range Level x2 character of danger before it happens, giving the
Leave ones body in astral form character a free action. The higher the ability the stronger
Cost 2 the feeling that something is going to happen to the
character. The higher the level the more information the
Boosted Punch/Kick: The character can direct the force of character receives, instead of just danger, it could be
their metaphysical energy into a punch or kick attack. Add feeling to duck, or to move one step to the left.
the character Ability Level to their punch or kick damage. Range None
Range: Same as Punch or Kick Detect danger before it happens
Damage +Level to Punch or Kick Cost 1
Cost 1
Dispell: Metaphysical abilities can be a real bonus, but
Call Flame: This metaphysical ability allows the character when used against you a real pain, dispell allows the
to create a flame out of thin air. It can be small enough to character to cancel out effects of metaphysical abilities on
light a cigar, or large enough to burn a phone book. them, on someone else, or object by touch.
Range: Level Range: Touch
Damage 1 point per 1d6 strength flame. Negates other metaphysical abilities
Cost 1
Charged Throw: This ability allows the character to
charge an object like a knife, arrow, chop sticks, a rock, Dream Vision: This ability allows the user to see future
etc... With metaphysical energy and throw it further and events as a dream hopefully in time enough to do
delivering more damage. The distance is object is thrown something about it. The higher the ability the more clear
is double with charged throw. The damage is equal to the dream and the more the character can remember
Ability Level+3d6 +Object damage. when the character wake up. The character with a higher
Range: Double normal throwing range level can induce themselves into a trancelike state to get
Damage: Level+3d6+Object Damage a vision. However they can do no other actions while they
Cost: 2 attempt this.
Range None
Receive useful information in a dream
Cost 1
Zen and the Art of Mayhem
Energy Blade: The character is able to create a blade like Entangle: This metaphysical ability can cause a person or
manifestation of their metaphysical energy, and send it object to feel that it is wrapped up by some invisible force
through the air. The energy blade will slice through objects and cannot move, or perform any action. The object or
much in the same way as a sword, axe, or other bladed person will be immobilized, for X entangle level actions.
weapon. Range is equal to the ability level x2 in meters, to Range touch
hit roll is energy blade +Coord+1d10, damage is equal to Immobilized for X level turns
energy bladex2+1d10, 1⁄2 DAN of the target. Cost 3
Range: Levelx2
To Hit: Level +Coord+1d10 Empathic Sense: Sure it is easy to tell when someone
Damage: Level x2+1d10 (1/2 DAN) is mad, angry, or even joyfully happy. But with Empathic
Cost: 2 sense the character can tell when another is hiding
their feelings, or trying to give off a fake emotion. With a
Energy Blast Cone: The character learns to focus their higher level they can also try to influence the emotions
metaphysical energy into a cone. This attack covers a of others, getting them to calm down, or get angry.
large area, range is equal to the character ability level. Characters can detect emotions of others up to skill level
The character rolls Ability Levelx2+Coord+1d10 to hit, the away. Level+Int+1d10 to try and create a emotion in
damage is equal to the to hit roll. another, Mental Stat check to resist, half for every 20. The
Range Level influence is passing and will only last 1d6 turns.
Damage To Hit Roll Range Level
Cost 3 Pick up Emotions/influence emotions
Cost 1
Energy Blast Focused: The character concentrates
their Metaphysical energy into a tight beam, to deliver Fear: When the metaphysical ability is enacted,
maximum force into one target. Range is twice the ability the person it is cast on will have their sense of fear
level, Characters rolls ability level+Coord+1d10 to hit. heightened to the point of wanting to flee, or get away,
Damage is equal to the to hit roll x 3. attacking is not really an option for them. Last fear level in
Range: Level x2 turns.
To Hit: Level+Coord+1d10 Range Touch
Damage: To Hit Roll x3 Causes Fear
Cost: 3 Cost 2
Energy Explosion: Metaphysical energy explosion sends Find: This metaphysical ability allows the character to
a blast of Metaphysical energy in all 360 degrees. The locate an object or person. The character must have a
damage is equal to the Ability Level+1d10, no to hit roll piece of the object or something that has been with a
needed all in the blast radius are hit. Blast radius is equal person a fairly long time. Then the object will act like a
to Ability level in meters. compass. Cost 1 point last ability level +2d6 turns.
Range: Level Range Touch
Damage Level+1d10 Object acts like a compass
Cost 2 Lasts Level+2d6 turns
Cost 1
Energy Shield: Metaphysical energy can be projected
into a dome or wall to protect the character and possible Fireball: Send out a large ball of fire and heat, then send it
others. A dome with a diameter of 4 meters can be at your target. Range is equal to metaphysical ability level
created that gives all around protection. A wall can be x2 in meters, roll Fireball level+A/R+1d10 to hit, damage
made that is 4 Meters square, which will stop attacks is twice the to hit roll. The Fireball is an area effect when
coming from straight ahead. The energy shield will drop in it explodes on impact with anything it hits. It does damage
strength 1 point every turn, it will also drop 1 point every to anything 1/4 fireball level in meters radius, anyone in
time an attack hits it and doesnʼt penetrate. It will drop 2 the radius most make a defense roll.
points if the attack goes through, and 1 additional point Range Level x2
for each time the damage that penetrates is double the To Hit Level+Int+1d10
strength of the shield. Damage To hit total x2
Range: 4 Cost 3
Dome: DAN equal to Level+ 1d10
Wall: DAN equal to Level +2d10
Cost 2
Zen and the Art of Mayhem
Heal: This metaphysical ability allows the character to Mental Attack: This ability allows the character to attack
heal, it could be used to heal someone who is sick or to anotherʼs mind, they flood the mind of their opponent
heal lost hit points. The metaphysical ability can heal level overloading it with information causing headaches,
+2d6 amount of hit points. The action takes 1 round to loss of concentration, possible loss of action, and even
perform and the character can not do any other actions unconsciousness. The attack can be sent out level in
while performing the heal, including any active defense. meters, roll Mental Attack+Int+1d10. The opponent most
Range Touch then make a mental stat check to avoid losing an action,
Heal Level+2d6 Hit Points halved every 20points. If the Mental Stat check is fumbled
Cost 1 they lose consciousness, if they fail they loss 1d6 actions.
Range Level
Influence: When the character uses the metaphysical Level+Int+1d10 vs Mental Stat check
ability on another they can improve their over all ability Cost 3
to manipulate that person into doing what they want. The
metaphysical ability will only last skill level in turns, and Mind Defense: This ability allows the character to put up a
once it wears off, the person may question the decision. screen against mental attacks and attempts to alter their
Range Touch minds. The screen is a natural defense against others
Add +5 to all rolls influencing trying to penetrate their mind, and will protect them from
Cost 2 any metaphysical attempt to alter their thoughts. Add level
to all Stat checks defending against mind altering attacks.
Invisibility: This metaphysical ability allows the user, Range None
or what ever they use it on, to become invisible for Improve Mental Stat Checks
metaphysical ability level turns. While the character is Cost 1
invisible they seem to blend into the background, when
moving they can be detected by a strange blurring effect, Mind Reading: This ability allows the character to pull
but it is hard to detect even with a high notice. However information from anotherʼs mind. They can passively try
they will still be detected by sound, smell, and even touch. and pick up passing thoughts of others. They attempt to
Range Touch pick up what the other is currently thinking, often getting
Invisible Level turns fragments, if they are in a conversion they can try to ask
Cost 2 questions to make the other think of what they are talking
about increasing the chance of getting something useful.
Levitate: The metaphysical ability lessens the effects of They can also try to read a persons memory, the person
gravity on a person or object for ability level turns. The the character is trying to read knows the character is
user can also control the control the levitation through reading their mind and may try to fight it. The character
touch, so they are able to fly if they use it on them selves most also completely concentrate on the task giving them
or control the flight of an object, like a broom or carpet, no other actions while they attempt. A mind reading may
which they use it on as long as they are in physical take several turns to complete as the dig deeper into
contact with the object. someoneʼs mind, each time getting harder. The more
Range: Touch secret or protected the information is, the harder the
Flight/No Weight information is to reach.
Cost 2 Range Level
Read thoughts, Find information
Lighting: Create bolts of electricity to send at your Cost 3
opponents, great for just the shock value. The lighting
can travel X the level in range, Level+A/R+1d10 to hit, Mirror Image: This metaphysical ability allows the
Damage is level +3d6. character to create mirror images of themselves, or
Range: X Level anything it is cast on, that all act the same as whatever
To Hit: Level+A/R+1d10 it is cast on, very hard for most people to pick out the
Damage: Level+3d6. original. The metaphysical ability can create up to X
Cost 2 level amount of images, within a 5 meter area. They will
last mirror image level turns, mimicking what ever the
character does, but do not have any substance.
Range Touch
Create up to X level in images
Cost 3
Zen and the Art of Mayhem
Powered Jump: The character can jump higher and Telekinesis: The ability to move things with the characters
further with a boost of metaphysical energy. In fact mind. The higher the ability the heavier object the
sometime the character prefers to “Hop” around instead character can move. Use the ability like the Strength,
of running. The higher the character ability the further Coordination, and Speed.
the character can jump. Characters can jump Powered Range Level
Jump+1d10 x2 meters in length and half that in height. Manipulate Object from a distance.
Powered Jump+1d10x2 meters, 1⁄2 that in height Cost 2
Cost 1
2.6.4 Metaphysical Abilities List
Precognition: This is a special psi ability allows a Astral Projection
character to get glimpse of the future. More of a passive Boosted Punch/Kick
ability precog will hit the character at different times, Call Flame
giving them warnings or clues to different events. The Charged Throw
higher the ability the more clear the precog will be. Clairvoyance
Precognition can activate without warning like danger Control Wind
sense or clairvoyance. The character with a higher level Danger Sense
can induce themselves into a trancelike state to try a get a Dispell
precognition. However they can do no other actions while Dream Vision
they attempt this. Energy Blade
Range None Energy Blast Cone
Precog warnings Energy Blast Focused
Cost 1 Energy Explosion
Energy Shield
Shapeshift: The character can change their shape into Entangle
an object, animal, or possibly even another person. Empathic Sense
The more radically different the shift the harder it is. So Fear
shapeshifting into a mouse is a lot harder then a wolf. Also Find
trying to duplicate something exactly is also much more Fireball
difficult to master. The shift will only last shapeshift level in Heal
turns. Influence
Range Touch Invisibility
Change shape for Level turns Levitate
Cost 3 Lighting
Mental Attack
Silence: The metaphysical ability silences all noise half Mind Defense
the ability level radius around the user, or object it is used Mind Reading
on. The sound simple canʼt escape until the effects is Mirror Image
over. Powered Jump
Range Touch Precognition
No sound for Skill level turns Shapeshift
Cost 1 Silence
Telepathy
Telepathy: This ability allows the character to send and
receive messages telepathically. With a low skill the Telekinesis
character can send simple messages they hope the other
person will understand, like duck or look to your left. With
a higher level they can send more complete thoughts and
sentences to someone else. To get a message back the
other person would need Telepathy also. Characters donʼt
need the ability to receive messages but they do need it to
try to pick up messages not meant for the character, they
can feel the thoughts being transmitted and try to focus in
on them.
Range Level x2
Send Thoughts
Cost 1
Zen and the Art of Mayhem
2.7 Motivation 2.12 Making A Character
Every character is required to have a motivation, There is a number of different ways to make
the thing that drives them, their goal in life. It could be; characters for a Zen and the Art of Mayhem game. The
knowledge, power, money, women, sex, etc... They will Architect and players should sit down and decided which
always be working towards this goal even if it will hurt version they want to use, or come up with their own
them, or the group. The characters motivation should be system.
somewhat vague, something that they can never fully There are four key factors to making a character
achieve. A character with the motivation of fame might for a game; character points, talents, flaws, and skill
make the local paper, then national news, finally their points. These factors will play an important part in how the
name is known all over the world. Yet they want to make character fits into the world, and powerful they are. Also
sure an entire chapter is devoted to them in a history some talents and flaws may conflict with the world the
book, so they keep going. characters are being created for, and should be modified if
Of Course NPCs should have simpler motivations needed.
like, be annoying, just be mean, or even destroy the Whether talents are chosen first, or character
known and unknown universe (Did I say simple?). NPCs points divided up, or both at the same time, is up to the
motivation should focus on what their job in the game is. If Architect and players. Since the number of flaws are
the NPC is a government official his motivation might be; calculated from the amount of talents, and the stat totals
take the longest coffee break in history. used to create skill points, these are usually chosen first.
But it doesnʼt always have to be that way. Architects
2.8 Luck can decided to have players pick out a number of flaws
Each character has a pool of luck points. they want first, then use the total number to pick out the
Luck gives them something extra, a bonus, an added talents for the characters. They can also give the players
advantage, an edge when they need it the most. Luck can a number of skill points, and use the amount of skills
be spent to improve a characters chance of succeeding chosen for each stat category to determine the amount
in a task. Every character starts with 25 luck points when of character points the character will have in each stat
they create a character. (See 3.10 Using Luck for more category. It is completely up to the way the Architect and
information) players think works best for them. Try a few different ways
till you find the one that work best for the game.
DAN x 10 = Hit Points Another alternative is to roll point values for each stat
category.
3d10
5d6
2d10+10
3d6+12
Zen and the Art of Mayhem
Or it is possible to Roll for each stat Another important factor can be how advanced
1d10 the Architect may want the characters to start off. If they
want the characters to be young and inexperienced then
Or the Architect can hand out a set number of points for they can have them start off with few skill points, forcing
Stats 55 or 70, or Stats and Talents like 65 or 80. them to up them during game play. Or they can hand out
a higher number of points allowing the characters to start
2.12.2 Talents off already master in some skills.
Talents can also be handled in a number of An Architect can also put a cap on the amount of
different ways. Since the talents the characters have skill points the characters can put into a skill, like 36 not
will play a major part in any game. All player characters letting the skill start over level 8, or 78 capping it at level
should have 1 Major Talent and a 1 Minor at the minimum. 12.
A simple way to figure out skill points is to have
The Architect can have the players buy talents with the each character receives beginning points based on their
same character points as they acquire their stats. This stats. Add up the stats for one category x5. Then have a
forces players to choose between high stats and talents. bonus number of points handed out for each category like
20, 50, or even 100 points.
Or if the Architect wishes they can hand out point
specifically for buying talents. Major Talents are worth 5 To reach each level of a skill, skill points equal to that level
points and minor Talents 2. So giving character 20 points needs to be purchased. So to start a skill at level 1 only
to spend they can get 3 Major Talents and 2 Minor, or 2 takes 1 skill point, but level 5 would be 15 skill points, and
Major Talents and 5 Minor Talents, etc… Left over points level 10 would take 55 skill points.
can be discarded, or possible allowed to be turned into
skill points or moved to stats. 1 1
2 3
A random number roll like 2d10+3 can also be used, or 3 6
3d6+2, it comes down to how many talents and flaws are 4 10
appropriate to the game setting. 5 15
6 21
The over all number of Talents should be kept low, 7 28
1-3 Major 2-4 Minor, all characters in a game should have 8 36
relatively the same number. 9 45
10 55
2.12.3 Flaws 11 66
Characters need to choose two flaws for every 12 78
Major Talent, and one flaw for every Minor Talent taken. 13 91
These balance out the advantages the character gains 14 105
with their talents. The other option is to have players pick 15 120
out flaws, each flaw being worth 2.25 points for buying
talents. 2.12.5 Backstory
This is the background for the character, what
2.12.4 Skill Points has happened in their life leading up to the start of the
Skills points are used to purchase the skills the game. What they do for a living, where they lived, etc…
character will be using in the game. The world in which These details should be worked out between the Architect
the character is in will play an important role in the amount and the players so that the character can become part
of skill points the character receives. The more advanced of the world they are playing in. There are some charts
the world, the more points they may get for mental skills, in section 8 to help randomize and pick out interesting
while a more primitive environment may have a factor backstories.
in the amount of physical skill points the character may
get. Also the social conditions may play a key role in the
number of presence skill the character gets.
Before skills can be chosen a master skill list for
the world needs to be created. Appropriate skills need to
be added, and skills that donʼt work need to be removed.
The Architect should sit down with the players and discuss
which skills would work, pointing out which ones all
characters should have, and create any they think maybe
need for the world. The master skill list should then be
used when selecting skills for the characters.
Zen and the Art of Mayhem
2.13 Character Power Rankings
There are different rankings for characters in Zen
and the Art of Mayhem, the more points a character is
built on the more powerful they will become. Characters
who are too powerful can throw off the balance of a game.
Characters to weak may not be able to hold out against a
powerful enemy. The chart below allows characters to be
ranked on power levels, the higher the number the more
powerful the character. Remember to keep a game in
balance try and keep characters in a party at a maximum
of 15 points from each other.
Type Points
Useless Character 0 - 29
Normal Character 30 - 54
Adventurer 55 - 74
Fighter 75- 89
Warrior 90-114
Superhero 115-129
Demigod 130-150
Godling 151-Up
High Jump: With a running start a character can High Holding Breath: Normally a character can hold their breath
Jump physical + Athletics + 1d10 x.1 meters high. This is for Physical + Athletics x3 +1d10 turns, or Physical +
a leap trying to gain maximum height, not distance. Athletics + 1d10 x.25 minutes.
Long Jump: With a good running start a character can Swim: A character can swim freestyle at Physical
clear Physical + Athletics + 1d10 x.3 meters. +Athletics +1d10 x.35 meters a turn, or Physical
+Athletics +1d10 x4 meters a minute.
Standing Jump: Without a running start a character can
jump Physical + Athletics + 1d10 x .05 meters. Underwater Swimming: A character can swim underwater
Physical + Athletics + 1d10 x.2 meters a turn, or Physical
Running + Athletics + 1d10 x2.4 meters a minute, for as long as
Running is simply trying to get from point A to B they can hold their breath.
quickly. There are three paces a character can run at. A
dash which is putting everything the character has into Throwing
a quick burst of speed. Running which is a fast pace How far a character can throw an object is
they can keep up for longer periods. Lastly Jog covers effected by the weight and aerodynamic nature of the
everything from a brisk walking pace to a slow and steady object. Typically the smaller and lighter the object the
run. Often times a character can start off with a Dash and further it can be thrown. Also objects designed to be
after a few turns slow down to a running pace, or while thrown will travel further and more accurately.
jogging they can increase up to a run for a minute or so to
pick up time. Aerodynamic Throw: A character can throw a lightweight
object at Physical x10 meters. These are small object
Dash: A character can dash up to Physical + Athletics typically designed to be thrown, like balls, daggers,
x2 +1d10 meters per turn. This is a mad dash of speed, spears, boomerangs, etc… Of course the throw will not be
putting everything the character has into it. They can that accurate, x5 meters if the character wants to try to hit
only keep up this pace for about a minute at most, before something around a meter in size.
the strain becomes too much, and they would have to
downgrade to a running pace. Heavy Weight Throw: This type of throw is pure power,
trying to get a heavy object as far away as possible.
Run: This is a quick pace, but not giving it the characters A character can throw an object Strength+ Athletics+
all, meant to get over all distance over speed. A character 1d10 meters. The objects weight will play a factor in the
can run Physical+ Athletics + 1d10 meters a turn, or distance. Up to 5lb x4, 10lb x3, 15lb x2, 20lb normal,
Physical + athletics + 1d10 x12 meters a minute. This 25lb x.75, 30lb x.5, etc… This type of throw assumes the
pace can be maintained for extended periods, up to an character has room to move and rotate a bit to get as
hour or more, Endurance would play effect how long they much velocity on the object as possible, and the object
could continue. is allowed to move in a gentle arc, if their movement is
restricted, or in a confined space the total distances could
Jog: This is a brisk walking pace to a jog, allowing the be greatly reduced.
character to cover allot of ground without straining their
body to much. A character can cover Physical + Athletics
+ 1d10 x.5 meters a turn, or Physical + Athletics + 1d10
x6 Meters a minute, or Physical + Athletics + 1d10 x.36
KPH or Physical + Athletics + 1d10 x.22 MPH.
Zen and the Art of Mayhem
3.2 Tasks Difficulty Rating
Whenever a character uses a skill it is referred Each skill test should be rated in difficulty by the
to as a task. How difficult the task is up to the situation at Architect. The rating is based on how easy or hard it is
hand. The Architect must take into account the complexity to accomplish. This rating shouldnʼt be based on how
of the actual work, how much time is needed, and how hard it would be for a certain character to do the task, just
much time the character has. Plus consider other factors over all how difficult it is. The following is a list of difficulty
like correct tools, help from others, etc... ratings and some common tasks associated with them,
There are a few ways to resolve tasks depending the Architect should use these as guidelines to rate skill
on the situation and skills involved; Conflict, Skill Test, and test that may come up in the game.
Situational. Each has its place in a game and the Architect
will have to decide when each is appropriate to use. 5 Easy
10 Simple
3.2.1 Conflict 15 Average
When a character is using a skill against another 20 Difficult
character, player or non-player. Both characters roll off 25 Hard
using the appropriate Stat+Skill+1d10 (+Modifiers), the 30 Improbable
higher score wins. The Architect will have to deicide 40 Now youʼre Getting too Silly
what happens on a tie, typically the defender wins, but
there is not always a defender. Typically used in combat, Easy 5
competitions, fast convincing, or when two skills being Hitting the broadside of a barn from close range
used against each other. Punching someone who is unconscious
Of course the roll off is the mechanical side of Driving down a road on a nice clear day
how to resolve conflicts, it is still important to roleplay out Doing adding and subtracting, with small numbers
the situations. Often times the way the character roleplays Boiling Water
the conflict can add modifiers. The roll off should only be Remembering a recent world altering event
used at the end, after both sides in the conflict describe Using your typical household appliance
what they are trying to accomplish, and the Architect adds Getting someone to lend you a penny
in appropriate modifiers (see section 3.2.2.1 for a list of Spotting someone in the same small room as you
modifiers) See Section 5 Combat for more information
and examples of conflicts Simple 10
Hitting a van at close range
Tapping someone on the shoulder
3.2.2 Skill Test Driving in traffic
This is a situation where the Architect sets a Doing multiplication and division
difficulty rating the character most use there skill to beat Cooking meats and vegetables
to succeed. These tasks are based on the time and Remember a major news story
resources at the characters disposal. The more time, and Unjamming a copier or printer
the more resources the character has the easier the task Talking someone into loaning you their pocket change
will become. For example if the character needs to disarm Spotting someone in a large busy room
a bomb, but the bomb is not set to go off for a week, the
character has a full set of tools, plus the plans for the Average 15
bomb complete with wiring diagram and codes, it is pretty Hitting a man size target at close range
simple and easy to do. Now that same bomb with only 10 Hitting a slow pitched ball with a bat
seconds left, no tools, no diagram or plans is going to be Driving in heavy traffic
almost impossible. Doing geometry and algebra
Following a recipe
Remembering some history, or a news story
Fixing a minor issue with a engine or machine
Performing a tune up
Talking someone into loaning you a few bucks
Spotting someone in a crowded hall or ballroom
Zen and the Art of Mayhem
Difficult 20 Modifiers
Hitting a small target at short range These are outside forces that can affect how
Hitting a fast ball difficult a skill test is to complete, and should be taken
Driving fast and weaving through heavy traffic into consideration by the Architect. Adding up modifiers
Doing advance physics and calculus problems can make even the simplest task much harder to
Cooking a multi-course meal accomplish. The Architect should think over environment
Remembering details from a news story or history the character is in, what condition the character maybe in,
Rebuilding an engine or machine and what other outside forces that could be effecting their
Getting someone to lend you ten or twenty bucks concentration.
Spotting someone is a busy area with people constantly
arriving and leaving Things that make a Task More Difficult
+4 Donʼt have all the right tools
Hard 30 +4 Hard to concentrate: drunk, drugged, sick, slightly
Hitting a bullʼs eye at long range wounded, tired, groggy, under attack, extra stress, noisy
Hitting a 100mph fastball environment, vision impaired slightly, someone is nagging
Winning a Car Race them, etc…
Creating a new mathematical proof +4 They have never done it before
Cooking an entire feast, all from the most basic +5 They donʼt have the proper skill
ingredients +6 Donʼt have all the right parts
Remembering facts of an obscure news story or historical +6 Pressed for time
event +8 Very hard to concentrate: badly wounded, very
Supping up and improving performance of an engine or tired, just woken up, extremely noisy environment, vision
machine impaired greatly, etc…
Getting someone to loan you a hundred bucks or more +8 They are substituting parts
Spotting a small object mostly obscured +8 They are using makeshift tools
+10 No ones ever done it before
Improbable 30 +12 Extremely hard to concentrate: very badly
Hitting a small moving object at long range wounded, practically blind, so noisy you can barley hear
Catching a fly with a pair of chop sticks yourself think, etc..
Winning a rally championship +12 Really pressed for time
Discovering new laws of physics +16 Hanging on to conscious with each breathe
Piecing together events from fragments of information
Redesigning a machine or engine to double or more the Things that can Make a Task Easier
original performance -5 Plenty of time
Getting someone to lend you a car, house, a grand, etc... -10 No foreseeable time limit
Noticing a moved object by the dust, or dents in the carpet -5 Close range (half the normal distance)
-10 Point blank range (within a meter or two)
Now youʼre Getting Too Silly 40 -5 Instructions
Hitting a quarter thrown in the air at long range -10 Plenty of information handy
Catching a bullet is midair -5 Assistant with same skill helping
Defining a whole new field of physics
Discovering a conspiracy the reaches back through Difficulty and Modifiers are offered up as
ancient history suggestions and are not written in stone. If the Architect
Making a new engine that out performs all others in your feels that a normally simple repair rates as hard instead
spare time because the character is unfamiliar with design or
Getting someone to hand over control of a vast empire technology involved then it is their call. If they decide
Noticing a few pennies removed for a large change jar that a wounded character only receives +2 because it is
a very slight wound, or +6 because it is a wound getting
worse, then it is excitable. These are only guidelines,
the Architect has to figure out how they want to rate task
based on the game they have designed.
Zen and the Art of Mayhem
Rolling a Skill Test Used most often with Presence skills, a situational
To find if the character succeed in a task, take the task maybe two characters (PC or NPC) bargaining over a
character Stat+Skill+d10 and roll equal to or higher than price of an item. Both characters would add Skill and Stat
the task difficulty. If the character Stat+Skill is equal to or taking into account any modifiers, and the character with
higher than the difficulty level + modifiers the character the higher total will start with the advantage. The greater
succeed without rolling. the difference the greater the advantage. A character
If the character rolls under the total then they with twice the score of another will have a considerable
do not succeed, however it does not always mean total advantage then two characters only separated by a few
failure. Depending on the task the character may find that points. An advantage could be lost, or improved, as the
they have succeeded in somethingʼs, but not everything, situation is roleplayed out. Architect may still role dice for
and can try again later. Often times they can spend random reaction to things that happen, low roll meaning
time again and try the task. However repeated failures they are not accepting the others point of view, high roll
can make a task harder to retry. Each failed attempt meaning they are liking it, etc..
can increase the difficulty till success become virtually In the case of a character trying to do a fast talk,
impossible. The lower the roll the more chance they did con job, or other type of trickery could gain the advantage
more harm then good, the closer they come to making the over someone, but they maybe able to perform mental
roll, the less chance they did harm. stat checks to over come the deceit. Each situation will be
A roll of the target number and means success, different and it will be up to the characters and Architect to
the higher the roll total then the target number means figure out the out come.
greater success. This is of course up to the task and
difficulty rating and modifiers. Typically if the total is 1.5 3.3 Dice
times greater then the task difficulty then the success is Zen and the Art of Mayhem uses d10 for most
that much greater. rolls, and d10 and d6 for damage. Is that the only dice that
can be used? Well generally yes.
3.2.3 Situational However if an Architect and players want to
These are tasks where roleplaying can affect they can change the range of success and failure by
the outcome. Instead of rolling the character roleplays rolling 2d6 instead of 10, it can be done. In the rules any
the situation, because the way the character interacts place it says roll 1d10 replace with 2d6. This change will
can have a greater affect on the situation then just a effect play giving characters a better chance of scoring
roll. Do they try a friendly approach? Trying to gain the a marginal success, and less of a chance at low or high
confidences of someone? Or the hard approach trying to totals. It is completely useable.
make the other nervous? If the Architect and players wants to use a d20
The characters stat and skill should be added instead of a d10, it is up to them. It will mess with the
together, this will give a general rating of how good the mechanics of the system, but if they donʼt mind and want
character maybe over all. The higher the total the better the greater totals and success, then it can be done. Also
the character is at the task overall. Any modifiers should the damages can be changed to different dice as will. The
be reversed when applied to Situational, for example total damage should not be changed but if a Architect and
being drunk would be -4, and plenty of time would be +5 players like using different types of dice, they can.
Stat
Level x 10 Luck Points
Skill
1 Skill Point = 5 Luck Points
4.5.2 Ammo Size: The overall size of the aircraft typically the larger the
Characters and guns can be a fun, but sometime aircraft the more DAN it will have and the more cargo and
they become a complicated combination. Do you force passengers it can carry. But this is not always true, often
a character to keep track of every bullet? Or let them space will be sacrificed to make room for improvements
endlessly fire shots? If the gun has a low ammo count like and advancements in the design.
a revolver it is easy to keep track of shots, however if the
gun is an automatic with a large clip it can be very difficult Size Example DAN
The ammo listed for a full automatic, assault rifle, Small Fighter/Prop Plane 40-80
or machinegun is not the true number of bullets it holds, Medium Small Cargo 80-120
instead it represents more grouping of ammo and how the Large Transport 120-200
gun is fired will determine how fast the ammo goes down. Very Large Passenger Plane 200-500
A single aimed shot uses only one shot, a short burst uses Huge Zeppelin 500
3 shots and full out uses 5. If the character uses single
shot most of the time, when the ammo reaches zero it Armor: Armor is additional protection given to an aircraft
means they are down to the last few shots and will be to shield it from damage. Most aircraft will not have any
able to squeeze off two more before needing to reload. armor as it typically makes it heavier and more difficult to
If the ammo reaches zero from short burst or full out it is fly, but military aircraft will have armor levels.
empty.
Armor Bonus Drawback
Single Shot Normal Damage Light +1⁄2 DAN None
Short Burst Double Damage (x2) Medium +DAN .25 Speed
Full Out Triple Damage (x3) Heavy 1.5x DAN .5 Speed/-1 handling
Super Heavy 2x DAN .75 Speed/-2 handling
Zen and the Art of Mayhem
Speed: Speed is the overall top speed of the aircraft, Size: The size of the vehicle will effected not only how
how fast it can go when the throttle is turned up to full. much damage it can take, but what it is capable of.
Typically a aircraft can reach .25 (1/4) its top speed per Typically the smaller the vehicle the faster it will be able to
turn. However the quality of the aircraft will play a big Accelerate and Decelerate.
factor in itʼs acceleration and over all top speed, reducing
it by .25 for each level below and raising it .25 each level Size Example DAN
above. V Small Skateboard/Bike 5-10
Small Cycle/Compact Car 10-25
Speed Max Speed Medium Car/Small Truck 25-50
V Fast Slow 150mhp Large Truck/Van 50-100
Slow 300mph V Large Semi/Tank 100-250
Fast Up to the speed of sound Huge Train 250-500
Very Fast Mach 1 to Mach 3 Mammoth Mobile Base 500
Ludicrous Mach 3 or faster
Accelerate and Decelerate: This is how many turns it
Altitude: This is a rating of how high the aircraft can fly. takes the vehicle to speed up to itʼs top speed, or slow
Typically the altitude is limited by what the aircraft was down to a stop from itʼs top speed. The quality and
designed to do and whether or not it is pressurized or not. type of vehicle will effect the levels of acceleration and
deceleration.
Altitude Max Height
Low 1000 meters Typical Acel/Decel
High 10000 meters V Small 1/1
V High 50000 meters Small 2/2
Extreme Almost reaches orbit Medium 3/3
Orbit Can reach space Large 5/5
V Large 7/7
Handling: How well the aircraft handles in flight, how easy Huge 10/10
it is to change directions and perform aerial maneuvers. Mammoth 15/15
A aircraft with a poor rating can really only be flown in a
straight line, and you better hope the weather is good. Handling: How easy it is to drive or steer the vehicle in
While an aircraft with an excellent rating can perform tight question. If the vehicle is just being driven down the road
turns, power dives, and Ariel stuns. handling is not really that important, but when the vehicle
is trying to weave through traffic, driven in bad conditions,
Handling Modifier to Tasks or just being pushed to its limits handling can play an
Poor +10 important role.
Standard 0
Good -5 Handling Difficulty
Excellent -10 Pathetic -10
Poor -5
4.6.2 Land Vehicles Good 0
Cars, Trucks, Vans, Semis, Cycles, Bikes, Tanks, Excellent +5
Hovercraft, etc… all rate as land vehicles, covering any Superb +10
mechanical means of traveling on land. Vehicle can be
very diverse in a world, and the types listed here and Top Speed: This is actually not the full top speed of the
in the prop lists are just suggestions. Architect should vehicle, but more the practical limit of its capabilities. It
go through and create any land vehicles they need for can be pushed past itʼs top speed, but not without risk,
their world based on the guidelines listed here. The plus its handling will be effected as well, becoming lower
performance here is listed as a guideline, a good driver when pushed to itʼs limit. The longer a vehicle runs over
can always improve the performance of a vehicle. its top speed the greater chance it will fail.
Knowing just how to coax the extra performance needed,
even if it maybe short term. Extras: Land vehicles can be loaded with extras, armor
weapons, turbo, nitro, sound system, etc… These extras
are left up to the Architects desecration on how they
should be handled in a game. Some will give performance
boost, while others will really have no effect other then
roleplaying.
Zen and the Art of Mayhem
4.6.3 Watercraft 4.6.4 Spacecraft
Boats, cannons, rafts, sailing ships, ships of From small shuttles to vast interstellar starships
the line, battleships, submarines, etc.. anything that these craft are used to leave the confines of gravity and
travels through the water one way or another. Early ships head towards the stars. Spacecraft are a whole different
used sails and oars to navigate the waters, never a fast type of vehicle then air, land, or water, and the rules here
method. Later developments of prop system greatly only scratch the surface. Spacecraft will be presented in
increased speed and maneuverability. only the most basic terms.
Size Example DAN Fighter/Shuttle: These are small craft carrying 1 to around
Small Raft/Rowboat 10-50 4 people depending on the design. Most, but not all, are
Medium Fishing Boat 50-100 designed to work in space and the atmosphere. They
Large Yacht/Large Fishing 100-250 cannot take much punishment, but their key defense is
Very Large Destroyer 250-500 being hard to hit. Typically fighters are armed, shuttles are
Huge Battleship 500-750 not.
Immense Cargo/Aircraft Carrier 750
DAN 25-100
Speed knots Handling Good to Superb
V Slow 5
Slow 10 Transport/Cargo/Escort: These smaller ships are used for
Quick 20 a great number of jobs, adapted for the needs of the time.
Fast 30 They can be crewed by a small number of men, sometime
3 or less, or fully staffed around 20. They are not as agile
Handling: How easy it is to steer the boat in question. If as Fighter/Shuttles but are still pretty maneuverable.
the boat powered by sail it will be limited in its ability to Many will be able to travel in the atmosphere. They can
move depending on the wind, but get it behind a wind be armed and have defenses built in.
and it could move quite fast. Boats with oars will be able
to maneuver much more efficiently at low speeds, but its DAN 100-250
top speed will be limited. Boats with prop systems tend to Handling Good to Excellent
handle well at small size, but the large they get the hard
they are to handle. Destroyer/Freighter: These ships are large in size, usually
crewed by 100 people or more and can be armed to the
Handling Difficulty teeth with defense to match, or carry a great amount of
Pathetic -10 cargo or passengers.
Poor -5
Good 0 DAN 250-1000
Excellent +5 Handling Good to Poor
Superb +10
Battleship/Colony/Mega-Transport: These massive ships
Armor & Weapons: Warships will often be armored and are symbols of power. Sometimes crewed by 1000 people
armed depending on the era in which it was built and or more, these massive ships can be armed with enough
the technology available. Anything from side mounted fire power to decimate at planet. Or carry an entire colony
cannons, to large turrets and missiles could be used. But to a new world.
typically most ship will not be armed, unless someone
mounts a mini-gun or harpoon cannon on the deck. DAN: 1000 or more
Handling Poor to Pathetic
Zen and the Art of Mayhem
4.7 Standard Props Breastplate: A breastplate comes in a variety of styles,
The following is a list of props divided into three sizes, and fashion colors. Each breastplate has an Armor
broad categories. Each category is based around a group level of 1 to 4 and adds 4 to 16 points to a characterʼs
of tech levels. The items listed in each category are DAN.
commonly found in the Tech Levels they represent.
Breastplate DAN COST
Light 4 250
Rudimentary Tech Level 1-3
Medium 8 300
These items can be found in almost any
Heavy 12 400
civilization. Even if they do not use them they can be
Ex Heavy 16 750
created or designed if the need arises.
Full Armor: Full armor comes in a variety of styles, sizes,
Modern Tech Level 4-6 and fashion colors. Each full armor has an Armor level of
With the advancement of science come many 1 to 4 and adds 4 to 16 points to a characterʼs DAN.
useful items not available before, numerous items wonʼt
be available in all worlds. If the Architect wishes to not Full Armor DAN COST
allow or limit items, they should inform the players of Light 4 500
these changes before they finish character creation and Medium 8 800
start to pick their props. Heavy 12 1000
Ex-Heavy 16 1500
Advanced 7 and Beyond
Representing all the super science and magic Shield
items an Architect may wish to have in their world. Buckler: Small shield used in the off hand and strapped
down to the arm. Designed to block and deflect blows of
Prices on items will very depending on the world melee weapons.
the Architect creates. It is important for the Architect to DAN-4 COST-40
remember to create a price list for the players if they
choose to modify the prices listed. Large Shield: Coming in many different shapes and sizes
large shields provide mobile protection against most
melee weapons and can even be used to protect ones
4.7.1 Rudimentary Tech Level 1-3 upper body from a rain of arrows.
DAN-8 COST-80
Clothing and Armor
Normal Fashion: Your everyday clothing found all over Full Body Shield: These large shields are employed by
Pangea. These come in all sizes made of durable cloth. ranks of soldiers. Large enough to crouch behind they can
DAN-4 COST-50 also be put side by side making a wall of protection. Great
for protection against enemy arrows, spears, and pole
High Fashion: The way to make yourself stand out from arms. More of a hindrance in close quarters combat.
the crowd. High Fashion clothes will get you noticed, you DAN-12 COST-200
look better then anyone in normal fashion.
DAN-4 COST-200 Personal Items
Compass: Small handheld device to tell you which way is
Armor north.
Helms: Helms comes in a variety of styles, sizes, and DAN-2 COST-5
fashion colors. Each helm has an Armor level of 1 through
4 and adds 4 to 16 points to a characterʼs DAN. Torch: Great for lighting the way when itʼs dark.
DAN-4 COST-2
Helm DAN COST
Light 4 25 Lantern: Lasts longer then a torch by slowly burning fuel.
Medium 8 40 DAN-6 COST-12
Heavy 12 60
Ex-Heavy 16 120
Tools
Zen and the Art of Mayhem Transportation
Saw: A small saw for cutting trees, branches, and other Cart: Can be drawn by a horse or pack animal, not the
wood products. Also good for interrogation sessions. most comfortable ride, but sometimes better than walking.
DAN- 5 COST-5 DAN-30 COST-120
Hatchet: A long flat blade, a good item for cutting though Water Vehicle
the overgrowth. Row Boat: This small boat can fit three people
DAN-6 COST-8 comfortably, and can be rowed across a body of water.
DAN- 25 COST-100
Rope: Rope is sold in 10ft increments, up to 1000ft or so.
Each 10ft section of rope has 10 DAN points. Fishing Boat: A large boat that can carry around 6 people.
COST-10 Very slow speed, can be equipped with sails, oars or both.
DAN- 50 COST-1250
Grappling Hook: Tri-pronged grappling hook for the end of
your rope, great for grabbing hold of solid objects so you Large Fishing Boat: Larger version of a fishing boat, it can
can climb. carry up to 12 people. Travels at slow speeds can be sail,
DAN-16 COST-35 oars, or both.
DAN- 80 COST-4000
Tool Set (Digging): Shovel, pick axes, etc... all sold
together in a portable kit. Each has to be pulled out and Weapons
put together. Each tool has 15 DAN points. Axes
COST-90 Breaded Axe: Larger axe designed to be wielded two
handed, it is also weighted to be thrown easily imbedding
Survival Equipment itself into an opponent.
Tent: Large 5 person tent for those trips away from Damage- 4d6+3 DAN- 8 COST-70
civilization.
DAN-10 COST-250 Battle Axe: Probable one of the most famous axes, the
long handles and larger cutting edge are easily feared on
Sleeping Bag: One man sleeping bag for those cold nights the battlefield.
in the deep dark uncivilized frontiers. Damage- 4d6+6 DAN- 10 COST-85
DAN-6 COST-30
Great Axe: Powerful two handed, double headed, battle-
Mounting Climbing Kit: This set comes complete with 500 axe. The great axe can deliver a powerful blow able to
feet of rope, grappling hooks, some spikes and a hammer. cleave through thick armor.
Everything you need to climb the highest peaks. Damage- 5d6+6 DAN- 10 COST-100
COST-275
Tomahawk: A small one-handed axe popular with many
Furniture and Household Items warriors. The tomahawk is weighted to be used effectively
Wooden Chair: Nice and strong, great for hitting someone in close combat as well as to be thrown at short range.
with. Damage- 2d6+3 DAN- 6 COST-30
DAN-7 COST-10
Clubs
Wooden Bench: Long bench for sitting on or hiding under Large Spiked Club: Probably the most recognized club on
DAN- 12 COST-50 the battlefield, these primitive weapons should never be
under estimated in combat.
Wooden Table: Found in almost any home Damage- 4d6+3 DAN- 10 COST-40
DAN-18 COST-100
Small Fighting Sticks: Light slender sticks that are
Cauldron: Large black pot found in most early kitchens. designed to be used defensively, then deliver a quick
Some were even big enough to hold a person counterstrike.
DAN-50 COST-250 Damage- 1d6 DAN- 5 COST-10
Ale Keg: Large keg for storing alcohol in bars. Solid Club: Light in weight, but still able to deliver plenty of
DAN-20 COST-175 damage to an opponent.
Damage: 3d6 DAN-10 COST-25
Zen and the Art of Mayhem
Daggers Pole Arms
Large Dagger: This dagger is always handy in a pinch, or Pike: Carried by foot soldiers to defend against opposing
close quarters combat. It is also weighted to be thrown cavalry and formations, the pike is a very basic pole arm,
when needed. nothing fancy but still very effective.
Damage- 3d6+3 DAN-6 C0ST-50 Damage- 5d6 DAN-12 COST-250
Dirk: Double edged, very sharp, broad headed dagger Spear: Designed to be thrown or thrust into an opponent,
popular with foot soldier. Often the weapon most very basic, and very effective.
associated with the word dagger. It was used for Damage: 3d6 DAN-8 COST-75
everything from cutting, chopping, to eating and combat.
Damage- 2d6+3 DAN-6 COST-35 Halberd: Not the longest pole arm, but very versatile on
the battlefield. The double-sided longer blade makes the
Stiletto: A long slender dagger designed to slip through weapon very dangerous in the right hands.
an opponents defenses. The stiletto is often viewed as Damage: 6d6 DAN-14 COST-300
the blade of the assassin; easy to carry and conceal,
designed to be thrust into a victim, able to find its way Nagamaki: A type of yari with a short staff and long blade,
past armor, and can be used to deliver poison for added making it an effective hand-to-hand weapon even in close
effect. quarters combat.
Damage- 2d6+3 DAN-8 COST-75 Damage- 5d6+3 DAN-12 COST-200
Maces
Cavalry Mace: Light one-handed mace designed to be Yari: A cross between a sword and a pole arm, the yari
fast an agile. The weapon can be passed from hand to supports a long blade at the end of a long shaft. Designed
hand easily, also very handy in tight fighting conditions. to give the foot soldier an advantage over cavalry units.
Damage- 3d6 DAN-12 C0ST-125 Damage- 6d6+3 DAN-14 COST-300
Flail: The chained head of the flail allows it great power Trident: The trident is often viewed as a weapon of the
and speed when striking an opponent. Not very effective sea, but it can be very useful on any battlefield. The three
when fighting near allies, but with the freedom to swing it prong head can be used to catch and disarm opponents,
can easily strike down many opponents. and is weighted to be thrown.
Damage- 4d6 DAN-12 C0ST-140 Damage- 3d6 DAN-12 COST-250
Morning Star: The classic spiked mace, the head will Swords
have a few large spikes, and a number of smaller spike Bastard Sword: Popular long sword that could be wielded
arranged around the head. Excellent for crushing and one handed or two. Slighter longer then a standard long
possible penetrating armor. sword, it was usually better crafted over all, using the
Damage- 5d6+3 DAN-14 COST-160 finest materials.
Damage- 5d6 DAN-12 COST-300
Two handed Mace: Popular foot soldier weapon the Two
handed mace can easily dismount a cavalry or send a Cavalry Sword: Small curved sword designed to be
man off his feet. used on horseback, either against other cavalry or foot
Damage 6d6 DAN-16 COST-180 soldier. The blade was kept small to make it easier for
the swordsmen to change targets in the chaos of a close
Warhammer: The warhammer is a very powerful weapon combat melee.
on the battlefield. Even though it takes great strength Damage- 3d6+3 DAN-10 COST-250
to wield, the weapon can deliver a heavy blow to an
opponent. Claymore: Large and powerful two-handed sword favored
Damage: 5d6+3 DAN-14 COST-160 by the highlanders.
Damage- 7d6 DAN-16 C0ST-350
Boomerang: The boomerang is a classic throwing Staff: The staff is a classic weapon, one of the earliest
weapon, able to be whipped across the battlefield, and used by man, and never abandoned because of its
return to the thrower if it fails to connect with a target. easy to make and use. Nothing more then a length of
It can also be used in close combat as a hand weapon wood anywhere between half, to the height of a man,
when needed. sometimes even a little longer.
Damage- 1d6 DAN-5 COST-150 Damage- 4d6 DAN-10 COST-140
Clawed Gauntlet: An armored glove equipped with sharp Tiger Claw: The tiger claw is a dangerous weapon, two to
claws. In close combat fighting it is like having a fist of three claws are anchored to the characters forearm and
daggers slashing at an opponent. extend out past the hand. The blades carry a sharp edge,
Damage- 2d6+3 DAN-6 COST-200 and are spaced to be able to catch and disarm opponents.
Damage- 3d6+3 DAN-10 COST-180
Fan: A normal fan is not a weapon, but when the spines
are replaced with thin metal needles, it can not only Tonfa: The tonfa is part of the evolution of the fighting
defend, but the sharp tips can puncture or slash at an stick. A 90 degree handle, 2/3rd of the way up the weapon,
opponent in a counterstrike. is added to allow the weapon to switch from defense to
Damage- 2d6 DAN-3 COST-100 offense and back with the flick of the wrist.
Damage- 3d6 DAN-8 COST-120
Jutte: Small metal fighting stick with one side equipped
with a weapons catch to disarm opponents. Not a
powerful weapon on the battlefield, but it can be extremely
useful in skilled hands.
Damage- 2d6 DAN-6 COST-80
Zen and the Art of Mayhem
Tri-chucks: Tri-chucks or three section staff is a very Short Bow: These are small bows originally designed
difficult weapon to master, but in the hands of a skilled to be used hunting. They are unable to generate great
warrior truly deadly. The design to only gives the user force, which does decrease the effective range of the
great range and power, but the chain often allowed the bow. However the smaller size does allow the bow to
weapon to reach around a block and hit the target. be fired quicker, and it can be wielded while running, on
Damage- 5d6 DAN-10 COST-160 horseback, or other moving vehicles.
Whip: The whip can be a very versatile weapon, not really Range +to Damage
designed to be a killing weapon its main use is to entangle Str+Coord +2d6
an opponentʼs weapon or limb. Str+Coordx2 +1d6
Damage- 1d6 DAN-4 COST-80 Str+Coordx3 Effective Range
Yoyo: Not your typical battlefield weapon, the yoyo can be DAN-6 COST-150
used by a skilled warrior was a very dangerous weapon.
The increased range and entangling ability can come in Arrow: These are those long pointy sharp sticks you shoot
very handy. out of your bow.
Damage- 2d6 DAN-2 COST-20 Damage-2d6 DAN-2 COST- 15
Recurve Bow: The end of the tips of these popular bows Range +to Damage
curve away from the archer. These small curves allow the Coordx2 4d6
bow to generate a greater amount of force, and be highly Coordx4 3d6
accurate. Coordx8 2d6
Coordx16 Effective Range
Range +to Damage
Str+Coord +3d6 DAN-12 COST-400
Str+Coordx2 +2d6
Str+Coordx3 +1d6 Hunting Crossbow: This light crossbow is designed to be
Str+Coord Effective Range fast off the draw, easily carried and fired even in a dense
forest. The hunting crossbow is a comprise between
DAN-8 COST-200 power and size.
DAN-8 C0ST-200
Zen and the Art of Mayhem
Wrist Crossbow: Small and compact the wrist crossbow Flares: Reloads for the flare gun.
does not have much power or range, but it can come in DAN-1 COST-5
handy in close quarters combat. The wrist crossbow uses
the smaller quarrels instead of arrows. Walkie Talkie: Small hand held communication device.
Broadcast over a small range to others on same
Range +to Damage frequency.
Coord 2d6 DAN-2 COST-35
Coordx2 1d6
Coordx3 Effective Range SOS Transponder: Small hand held device used to
signals an SOS, it also transmits the coordinates of
DAN-4 COST-120 your locations. Most of the civilized part of Pangea has
someone listening for SOS transmissions.
Quarrel: Smaller projectile designed to be used with DAN-4 COST-15
smaller sized crossbows.
Damage- 1d6 DAN-2 COST-10 Shortwave Radio: This compact piece of electronics
allows a person to listen to transmissions and
4.7.2 Modern Tech Level 4-6 communicate over long ranges, even cross country.
DAN-8 COST-300
Clothing and Armor CB: A shorter range version of the shortwave radio, a CB
Clothes stay pretty much the same, just the fashions will allow a open band transmission to be sent, but only to
change. the local area.
DAN-6 COST-80
Armor is no longer made of bulky forged metal. The new
armor uses bullet proof fabrics, and plastics, not available Telephone: Small portable phones are available for
before. use. However only the civilized parts of Pangea have
telecommunication lines.
Personal Items DAN-4 COST -240
PDA: Personal Data Assistance, these nice handy dandy
items can store useful information. Names, places, dates, Binoculars: Small device used to increase characters
appointments, bounty lists, blackmail material, etc… notice at longer ranges.
DAN-3 COST-500 DAN-6 COST-30
Laptop Computer: A personal computer fits in your lap. Pocket Camera: Small camera use to take Holiday snaps,
It is generally loaded with the software you need and a wink wink nudge nudge.
few games to keep you amused. It is able to be attached DAN-4 COST-25
to a network and allow the character to download and
research important information. It can also be given maps, Video Camera: Portable camera used to record those
city information, and other handy facts with input cards. moments you want to keep forever.
DAN-5 COST-1600 DAN-6 COST-175
Portable Chemistry Set: Small kit including a supply of Loveseat: Like a couch but built for two.
a variety of chemical compounds, beakers, tubes, and a DAN-10 COST-150
Bunsen Burner. Case can take up to 20 points of DAN,
each beaker or tube has 1 point of DAN. Reclining Chair: A must for those who like to lay back and
DAN-20 COST-350 relax.
DAN-8 COST-175
Spy Equipment
Bugs: When this small device is left behind in a room, Overstuff Chair: If you canʼt afford a recliner this chair will
you can pick up signals from it and listen in. They can do, still comfortable.
broadcast up to 10 miles away, and also can be detected DAN-8 COST-100
be detected and removed.
DAN-3 COST-70 Ottoman: That little thing that sits in front of a chair for
your feet.
Bug Detector: A bug detector lets you find any bug in your DAN-7 COST-45
general area. It will sweep a room and give you a beep
if there is a bug. The beep gets faster the closer you get Normal Chair: Small hard seat for sitting. Not the most
to the bug, giving you an idea where to find a bug at (only comfortable but it beats standing.
works on normal bugs). DAN-6 COST-20
DAN-5 COST-130
Stove: Gas or electric, good for all your food, also good to
Coldlight Sticks- Chemical agents are mixed in the stick hide behind.
and will release a glow for an hour. DAN-20 COST-750
Delayed Reaction Knockouts: These are special Refrigerator: Large and cool comes with both refrigerator
knockouts that can be applied to opponents through skin and freezer unit. It can hold a lot of food, plus take allot of
contact. Once exposed all you have to do is tell them damage.
theyʼve been drugged and they will be out cold. Duration DAN-30 COST-900
depends on the size of the dose, or 1 hour per dose.
COST-200 TV: Typical 19ʼ television, comes cable ready, it also
has rabbit ears that can pick up local stations (all fuzzy
Sonic Ears: These allow a person to pick up conversation though).
from a great distance. The sonic ear is gun shaped with a DAN-12 COST-200
huge cone on the front. If you point it at the area you want
to listen in on it will amplify the sound so you can hear. Desk: A desk with large work place, selves and doors.
You must be in line of sight to do this. DAN-18 COST-150
DAN-6 COST-220
Kitchen Sink: Large and heavy the kitchen sink is prefect
Spy Camera: These are small cameras which you can for dumping things in or hiding behind.
take pictures with. Both the camera and the film are very DAN-20 COST-80
small and easy to hide.
DAN-2 COST-320 Counter: Long work area, best for preparing food on
DAN-16 COST-150
Wire Tap: This small device works like a bug but can
be put in a phone line allowing you to listen to phone Table: Square or circular, both can fit 6 people.
conversations. Bug detector will find wire tapes. DAN-18 COST-450
DAN-2 COST-65
Toilet: Or better known as the can, the throne, or the
crappier, can take a lot of damage.
DAN-18 COST-150
Paper Box: Great of getting the morning news, even Sports Car: Sleek and fast the sports car is the ultimate
better as emergency cover in high-end speed and handling. However the down side
DAN-20 COST-275 is your entire vehicle is made of fiber glass and canʼt take
much damage.
Phone Box: These small unit hold public phones, the price Acel/Decel-2/2 Handling-Excellent
goes up daily but they are made of metal. Max Speed-150mph
DAN-25 COST-450 DAN-30 COST-30,000
Phone Booth: All though tall it doesnʼt take much to Drag machine: A drag machine is the fastest car off the
destroy. light, itʼs all engine, with every available attachment. If itʼs
DAN-12 COST-275 speed and quick acceleration you want the drag machine
is for you.
Cars and Land Vehicles Acel/Decel-2/3 Handling-Good
Clunker: A Clunker is a car thatʼs always on the verge of Max Speed-150 mph
breaking down, there are always at least 10 things wrong DAN-40 COST-7000
with the car at one time. It will always break down at the
most inconvenient time, if you fix it something else will Yellow Cab: Yellow cabs are the transportation of those
go wrong, the clunker is also slow at acceleration and without vehicles. All cabs have poor acceleration and
deceleration. The advantage to a clunker is it can take handling, however they can take allot of damage and
more damage then most cars before they breakdown those who drive have a high rank in combat driving.
(Since most of the systems on the clunker donʼt work in Acel/Decel-6/5 Handling-Poor
the first place, it doesnʼt matter if it takes a few slugs). Max Speed-80mph
With this in mind you can abuse a clunker more than you DAN-60 COST-3000
would a normal car. Plus clunkers are cheap.
Acel/Decel-6/6 Handling-Pathetic The SUV: Large 4 x4 vehicle that can take the off-road
Max Speed-60mph as well as the highways. Sport Utility Vehicle, or SUV and
DAN-45 COST-700 punishment go hand and hand, however they stay in the
low end of Acceleration.
Grocery Getter: These are your nice big multi passenger Acel/Decel-4/4 Handling-Good
family cars. Each Grocery getter can hold up to 5 people Max Speed-80mph
if not more, plus plenty of cargo. The down side to DAN-75 COST-20,000
a grocery getter is that it has slow acceleration and
deceleration, plus the handling is awful. Custom Van: A custom van is made to each personʼs
Acel/Decel-5/4 Handling-Poor needs and desires. It is fitted with huge comfortable seats,
Max Speed-60mph complete with swivel option, TVs, even a water bed if
DAN-50 COST-1200 needed. However Vans are slow and handle very poorly.
Acel/Decel-5/5 Handling-Poor
The Boat: This large car is built to last. Most boats come Max Speed 75mph
complete with huge engine and massive steel body. This DAN-75 COST-35,000
makes for great DAN but poor acceleration and handling.
Acel/Decel-6/5 Handling-Pathetic Work Van: Allot like a custom van, however, the vans
Max Speed-80mph back area is devoted to equipment storage. Handling and
DAN-70 COST-1000 acceleration still poor.
Acel/Decel-6/6 Handling-Poor
Max Speed-60mph
DAN-75 COST-2000
Zen and the Art of Mayhem
Party Limo: The party limo is the ultimate is luxury, the Crotch Rocket: Bike built for speed, and some handling
limo is as long as two or more cars. Itʼs back is loaded but mostly speed. Lean around corners and roar through
with comfortable seats, bars, TV sets, or anything else traffic.
you want, sometimes you can get the one with the Jacuzzi Acel/Decel-2/2 Handling-Superb
on the back. Max Speed-150mph
Acel/Decel-6/6 Handling-Poor DAN-20 COST-2500
Max Speed-60mph
DAN-70 COST-75,000 Tank: Tanks are heavily armed and armored vehicles.
However they are slow and handle very poorly.
Transport Bus: Big, long, slow, and poor handling. Acel/Decel-8/8 Handling-Pathetic
However nothing gets in the way of one of these, for very Max Speed-40mph Armor-20
long. DAN-125 COST-500,000
Acel/Decel-7/7 Handling-Pathetic
Max Speed-70mph Train: Not normal land transport, trains can only travel
DAN-100 COST-100,000 on premade tracks, however they can be fast (like bullet
trains) and can take allot of damage.
Semi: Large powerful trucks are made to pull a heavy Acel/Decel-10/10 Handling-None
load. However they are slow and have poor acceleration Max Speed: 100mph
when pulling loads. DAN-150 COST-1,000,000
Acel/Decel-7/7 Handling-Poor
Max Speed-80mph Train Car: Not actually a vehicle, train cars can be added
DAN-85 COST-50,000 to a train. The more cars a train pulls the slower it will
become. How ever most cars can absorb allot of damage.
Optimus: These are large combat trucks of the dangerous DAN-100 COST-500,000
highways. They can go all most anywhere and pull
massive amounts of cargo. Aircraft
Acel/Decel-7/7 Handling-Normal Prop: These are old one or to engine planes. They can
Max Speed-120mph carry up to 3 people and fly fairly slowly. A props greatest
DAN-100 COST-100,000 advantage is itʼs cheap.
DAN- 50 Armor-None
Pedal Pusher: Small man powered bikes, very light Speed- Slow Altitude- Low
weight, quick acceleration, and super handling. However Handling- Excellent COST- 100,000
limited to strength for speed.
Acel/Decel-1/2 Handling-Superb Cargo Plane: These are your twin engine prop cargo
Max Speed-20mph planes. They can carry up to 10 people or 4 people
DAN-12 COST-200 and allot of cargo. They are made to last and are quite
durable.
Scooter: Small one man motor powered bikes DAN- 200 Armor-Medium
They handle good and have decent acceleration. Speed-Slow Altitude- V High
However they have a low speed and poor DAN. Handling- Standard COST- 250,000
Acel/Decel-2/2 Handling-Excellent
Max Speed-40mph Ancient Jet Fighter: These are your old jet fighters, built
DAN-15 COST-75 during the early days of jet technology. However they are
well built and can take allot of punishment. Ancient jet
Low Rider: Large powerful bikes built for the road. fighters are armed with a 20mm cannon
Always have an over abundance of power. Handling DAN-60 Armor-
and Acceleration are also good. Can have a side car Light
attachment. Speed-Fast Altitude-High
Acel/Decel-3/2 Handling-Excellent Handling-Good COST- 500,000
Max Speed-80mph
DAN-25 COST-1500 Jet Fighter: These are your new sleek fighter jets, hot off
the assembly line. They are fast, can take allot of damage
Street Bike: Fast sleek bikes made for quick acceleration and can dish it out fairly well too. A fighter is usually
and speed. However like the sports cars they are made of armed with a 30mm cannon plus a couple of heat seeking
mostly of fiber glass, which means low DAN. missiles.
Acel/Decel-2/2 Handling-Superb DAN-75 Armor-Light
Max Speed-100mph Speed-V Fast Altitude-High
DAN-20 COST-2500 Handling-Excellent COST- 5 mil
Zen and the Art of Mayhem
Jet Interceptor: A Interceptor is based on speed and Large Helicopter: Larger then the Attack Helicopter, it can
quickness, they are fast and can get from point A to point hold up to 8 people in itʼs hull, also has a sliding side door
B in no time. An Interceptor is armed with a 30mm cannon and can be equipped with a minigun.
plus a few heat seeking missiles. DAN-150 Armor-Heavy
DAN-100 Armor-Medium Speed-Fast Altitude-High
Speed- V Fast Altitude- V High Handling-Good COST- 25 mil
Handling- Good COST-
25 mil Transport Helicopter: These monster can hold up to 30
people and land them just about anywhere, and if the
Sleek Black Interceptor: These are your top of the line spy Helicopter canʼt land the people can jump out on ropes for
planes., they are fast, almost on undetectable, and can either side. Comes standard with a minigun.
handle a dog fight. A Sleek Black is armed with a 30mm DAN-200 Armor-Medium
cannon plus a few missiles. Speed-Slow Altitude-High
DAN-75 Armor- Handling-Standard COST- 40 mil
Light
Speed-Ludicrous Altitude V-High Blimp: A blimp is a slow lighter then air vehicle. However
Handling-Excellent COST- 75 mil they can travel anywhere and carry itʼs passengers in
style.
Passenger Jet: These Large aircraft are designed to ferry DAN-200 Armor- Light
passengers around Pangea. Each jet can hold around Speed- V Slow Altitude-High
100 people plus their luggage, per flight. However the Handling-Poor COST- 2 mil
seats are small and the food and service is lousy.
DAN-175 Armor- Light Zeppelin: Zeppelins are the pleasure ships of the skies,
Speed-Slow Altitude- V High they are slow but you travel in style. A Zeppelin has many
Handling-Standard COST- 10 mil decks, each set aside for rooms, diner, pool, etc...
DAN-250 Armor-Medium
Larger Passenger Jet: Theses jets can carry around 500 Speed-V Slow Altitude-High
people and their luggage around Pangea. The seats are a Handling-Poor COST- 5 mil
little better however itʼs still pretty cramped.
DAN-200 Armor- Light Super Zeppelin: These ships make Zeppelins look small.
Speed- Slow Altitude- V High They have everything you need to travel luxury, if you
Handling-Poor COST- 25 mil donʼt mind taking a week to get where youʼre going.
DAN-300 Armor-Heavy
Small VTOL: These are small very quick and agile planes, Speed-V Slow Altitude-High
plus it can take off and land with out a runway. The cockpit Handling-Poor COST- 50 mil
has enough room for two people, plus a small cargo area
in the back. Some models have a minigun. Air Fortress: An air fortress is an armor plated monster
DAN-50 Armor- of the sky. Most air fortresses are armed to the teeth and
Light can take more damage than a battleship.
Speed-V Fast Altitude-Low Super Cannon x5-
Handling-Excellent COST- 750,000 Cannons x10-
Anti Aircraft guns x15-
Large VTOL: These are large versions of the VTOL they DAN-600 Armor-Super Heavy
can carry up to 8 people plus cargo, and have the easy Speed- V Slow Altitude-High
access sliding side door. They can also be equipped with Handling-Poor COST- 150 mil
a minigun.
DAN-100 Armor-Medium
Speed-Fast Altitude-High
Handling-Good COST- 4 mil
Revolver: Classic six shot pistol, old and very reliable. Still
the weapon of choice for many marksmen who believe
that one shot is all it should take.
Damage- 3d6 DAN-8 COST-250
Better Ammo
Armor Piercing: These are specially coated shells
designed to go through armor, 1⁄2 DAN of an object when
hit.
Microcam: Small hand held video camera outputs to an I/ Tracking Bug Locators: These items will find bug devices
O Card or chip or transmitter. Can be hooked up to a grav in a room or if a search is conducted.
unit for independent flight. DAN-2 COST-50
DAN-4 COST-500
Thermograph Contacts or Glasses: These items
Micro-recorder: These small recorders are lightweight translates all visual information into heat forms blue for
and can fit nicely into a pocket. Each chip can record up cold and red for hot, good for looking in the dark and can
to 3 hours or can be set on a time loop up to 3 hours. A pick up heat traces through objects.
directional mic can pick up sounds 40 meters away; some DAN-2 COST-400
models can focus on a source and block out background
noise. Spy Stone: Instead of broadcasting a signal spy stones
DAN-4 COST-300 send telepathic message to the owner, allowing them to
listen in.
Minicam: Tiny camera for spy work these little items DAN-3 COST-90
automatically adjust for light they have available without
a flash. They record all pictures on to either a I/O card or Spy Stone Eater: These little fuzz balls, seem to be
chip. motionless, until it detects a spy stone. They will then hop
DAN-3 COST-400 to life seek out the stone and eat the magic, making the
stone useless (only works on spy stones).
Surveillance Kit: This Unit is about 1 foot by 2 foot. DAN-3 COST-150
It contains a computer system that can operate 12
remote drones. These drones work on pre-programmed Cone of Silence: This product allows the user to stand in a
commands or can be operated separately. The drones 3 meter radius of the device and talk in peace. No outside
scan the area for power source, deadly chemical noise can get in, and no noise can get out (not even
compounds and other threats to personal safety. They signals from bugs or spy stones).
can operate up to kilometer of the control box. The drones DAN-6 COST -750
report to the control box which translates the info and
sends it to the headgear. The headgear is worn over 1 Roaming Eye: This device has two parts. One is the base
ear and a small glass screen over 1 eye, also a small unit, which must be kept on the person. The second part
microphone is attached and hung in front of the mouth. is a small flying ball. The ball is controlled by whoever is
The Information is given over the eye, Highlighting and using the base unit, the ball will fly in the direction of the
giving tactical read outs. Audio and voice input can be users wish. It will send back telepathic pictures and sound
given through the microphone. to the user. It can be detected by a Spy stone eater.
DAN-6 COST-4000 DAN-6 COST-450
Stimulus: Quick pick up after fatigue 1 dose last 6 hours Blaster Rifle: The larger version of the blaster pistol, it
but afterwards the person can do nothing but sleep. can deliver and more powerful blast and hold more shots.
COST-20 Early models typical came with backpack units, latter ones
used easy to replace battery clips.
Damage- 4d6+6 DAN-12 COST-1250
Zen and the Art of Mayhem
Rail Gun: These large heavy weapon uses magnetism to Military: These vessels are built to protect their worlds
fire large solid slugs through the air. Although the power from hostile forces, or rule over them with an iron fist, and
requirements sometimes force the weapon to have a they are gleaming with weapons to do either job. Often
backpack power supply these weapons can be highly these ships will be equipped with the newest technology
effective. and have massive, but often untested, weapons and
Damage- 3d10x5 DAN-22 COST- capabilities.
2,500
Pirate: These ships are either crewed by the scum of
Stun Gun: This weapon fires a beam of energy that tries the universe that will try and steal from anyone unlucky
to overload the targets nervous center causing them to enough to cross their path. Or the last free men, of
collapse. If one shot doesnʼt do it repeated ones will. untouchable honor and integrity, that choose to leave
Damage- 5d6 DAN-8 COST- 1000 behind the shackles imposed by society and live free
in the sea of stars. Problem is you never know which is
High Tech Ammo: High tech ammo can be used to make which until it is to late. These ship are usually a match
earlier guns more dangerous. Things like APE (Armor for equal sized military vessels, however the scum type
Piercing Explosive), HEAP (High-Explosive Armor pirates ships are typical in disrepair and canʼt take much
Piercing), HEI (High Explosive Incendiary), etc… These punishment, while the ones run by the last free men are in
rounds will increase the damage by two dice. tip top shape, outclassing some military vessels.
Spaceage Materials: one molecule wide cutting edges, Starfighter: Small and maneuverable, these craft are
high impact materials that are almost unbreakable. almost all engines with just enough room for the pilot and
Weapons built with these materials will gain 2d6 damage a few weapon systems.
and 1.5 DAN. Handling- Superb Speed- V Fast
DAN- 75 COST- 10mil
Weapon Accessories
Gun Scope: Mounts on any rifle increases accuracy of a Personal Shuttle: When new these craft fill their needed
weapon at longer ranges. Most scopes are fully interactive role very well, but as they get older they start to suffer
giving distance to target, light meter, and inferred from performance issues, and it is sometime hard just to
selections. +4 to Hit with aim. get it to run at minimal levels.
DAN-2 COST-200 Handling- Speed- Fast
DAN- 50 COST- 250,000
Laser Scope: Mounts on any firearm increases accuracy
with no need to take a long aim. The scope projects a Cargo Shuttle: These are small ships are built to take
small red dot onto target up to 40 away. Other versions cargo back and forth between colonies and worlds. Being
are invisible and have special glasses for the user to mostly cargo space they can be kept running long past
focus with. +2 to Hit their prime by a talented crew.
DAN-2 COST-350 Handling- Good Speed- Quick
DAN- 150 COST- 500,000
Hidden Weapons: With advanced materials it is possible
to have weapons designed into pieces of his outfit. Star Freighter: These large vessels travel back and forth
Grenades can be buttons, knifes can be hidden in jewelry, bring large cargo shipments or raw materials through the
etc... sea of stars.
Handling- Good Speed- Slow
DAN- 300 COST- 1mil
Spacecraft
Spacecraft typically come in three types; Civilian, Military, Destroyer: Smaller military vessels used to support
and Pirate. The type will effect the over all performance the larger ships of the fleet, or sent out as scouts or
and capabilities of the spacecraft. explorers. Often out matched by ships they run into they
typically use maneuverability and speed as their greatest
Civilian: These craft and privately owned and operated, or weapons.
part of some corporations merchant fleet. They come in Handling- Good Speed- Quick
all types and condition, from vessels on their last leg, to DAN- 400 COST- 100 mil
brand new shiny ships with advanced prototype systems.
Cruiser: Not as large as the battleships these ship are still
very formidable and carry a nice array of weapons and
advance technology, while still being more maneuverable
then the larger battleship.
Handling- Poor Speed- Slow
DAN- 800 COST- 750 mil
Zen and the Art of Mayhem
Battleship: The largest of the vessels, these craft are often Tech Level
looked at as a symbol of who they represent. Often built 0- Before Civilization
with the most cutting edge technology of the time, even 1- Simple Stone tools
when they become dated they still are nothing to snare at. 2- Metal Working
Handling- Pathetic Speed- V Slow 3- Steam and Early Industrial
DAN- 1250 COST- 2 tril 4- Post Industrial
5- Electronic age
4.8 Technology Levels 6- Nuclear/Computer age
When designing a world it is important to work out 7- Post Nuclear
the level of advancements in technology. In Zen and the 8- Early Star Faring
Art of Mayhem it is not necessary to have everything pin 9- Advance Star Faring
pointed down to the pierce level of development, you can 10- Beyond Technology
work on a general scale. The scale for technology follows
the technology development of western civilization. Tech Level 0 Before Civilization
Some developments in each field may happen At this level of development it is hard to tell those
earlier or later, this can vary and can be decided by the bound for civilization and the rest of the animal kingdom.
Architect. The steam engine was almost developed Ground breaking world altering concepts like sharpened
during Roman times, and Charles Babbage had designs rocks and fire shake the foundation of life and may
for a steam powered computer in the mid 1800s. These guarantee the possibility of civilization.
inventions, if released and developed, would have shifted
advancement of other technologies. Under each tech Tech Level 1 Simple Stone Tools
level is listed the major developments for that time. A Not quite a true tech level, society has barely
Tech Level 3 society may come up with an early version begun, most peoples would be nomadic hunter gathers.
of a train or may even start to develop flight. Remember Later developments include simple farming and irrigation.
that many advancements spring from others. Medical Towns will begin to grow, with simple architecture building,
technology advances when science does for example. and a barter system for an economy. Simple laws are
Creating worlds where some technology has been laid down to keep order in the towns. Common weapons
advanced while other still lag behind is always interesting. include clubs and spears with sharpened ends, and the
However, do not let tech get out of hand a Tech Level 3 bow and sling are also developed for ranged attacks.
game with a few Level 4 developments and may be 1 Some trade between settlements, mostly foot travel is
Level 5 development which the game is based around is used with simple navigation using landmarks. No medical
fine. knowledge, simple mathematics and a base number
Early developments are also skipped over system.
at large rate, the Copper, Bronze, and Iron ages had
many developments and each was superior to the latter Nomadic Tribes
however it is listed on the Tech level chart as simply Metal Farming and Irrigation
Working. Small Trading Towns
In any world there will always be a number of tech Barter System
levels available depending on where the characters are. Simple Laws
One society will always have the highest level and a few Clubs, Spears, and Bows for weapons
places might be down one level. In remote areas the tech No Medical
level may drop 2 levels. And if the characters explore they Foot Travel
may discover a few tech level 1 or 2 societies in isolated Land Mark Navigation
areas. Simple Mathematics
Dodge: When the character has freedom of movement Using the Environment
to avoid incoming attacks, both hand to hand and range. The area in which a fight takes place can offer
They duck, roll, and spin out of the way of the incoming many bonuses and modifiers to a fight. Gaining the high
attack. They can use dodge as long as they have the ground, by going up stairs, or table. Or swinging from a
space to move. If backed into a corner, or tight area low hanging ledge, or other protrusion, too gain power
this type of defense cannot be used. Depending on the to a kick. Pushing objects like chairs in the path of you
situation the character may not be able to attack their opponent, etc… All these actions will add modifiers to
opponent next action if they use dodge. It depends on attack and defense rolls and should be used by the
the situation and how much the character was forced characters. It is important for players to understand the
to move. Characters can use either a fighting style or environment they are fighting in and how they can use it.
athletics skill to dodge.
Retreat (Melee) +5: Always a good option, the character 5.5 Damage
basically backs out of the range of their attacker. Good Each attack does a certain amount of damage,
against hand to hand and melee weapons. Useless depending on the skill of the character and the type of
against ranged weapons. Problem is when the character attack and weapons used. Weapons and attacks have
retreats they canʼt attack with their next action unless it is damage listed. The character will also add the difference
ranged, they charge, or their opponent enters their attack between the attackers roll and defenders roll to damage.
range. Characters can use fighting style or athletics skill to This reflects how successful the hit was.
retreat.
5.5.1 DAN
Taking Cover: If cover is available this is a great option. Each character can absorb so much damage,
The modifiers will varies depending on what the cover is a characterʼs DAN represent this. DAN is the amount of
available and the environment the character is fighting in. damage a character can shrug off with no effect. If the
damage is more than the characters DAN then the rest of
Catch: The character attempts to catch the attack, the damage is absorbed into hit points. (See 2.9 DAN for
grabbing a fist, arm, leg, or even a weapon. A catch more info.)
will change depending on the difficulty of what they are
trying to catch. Typical no bonus is applied unless the 5.5.2 Hit Points
character is using a weapon which allows it to catch an If the damage is more than the characters DAN
opponentʼs weapon. If the character is trying to catch an then the damage is taken to hit points. Subtract the
opponentʼs weapon with their bare hands they will mostly amount of damage over the DAN from the characters
likely receive a negative to the attempt (-2 to -5 depending hit points. The more hit points lost the more injured the
on the weapon). The bonus comes when they succeed, character is. If a characterʼs hit points reach zero they are
and they are now holding an opponents, fist, arm, leg, unconscious for the rest of battle and may actually die if
weapon, etc… not helped.
Plant Feet: With this defense the character does not try 5.5.3 Lowering the Damage from an Attack
and avoid the incoming attack at all, instead they basically The character can also spend luck points to lower
turtle up, covering the more vulnerable areas, and dig the amount of damage they take. 1 luck point lowers
their heels in to absorb the attack. Allow the character to damage by 1 point, up to twice the characters DAN. A
add skill level of their fighting style to DAN. Anything over character can use this to save their ass in a tight situation,
is damage as normal. used too much and they will run out of luck points.
Zen and the Art of Mayhem
5.5.4 Losing Actions it will be able to heal without serious outside help. How
When a character takes damage to their hit points often characters die will be up to the type of game being
there is a chance that they will lose an action or actions. If played. In a less serious game, characters reaching
the damage done to hit points is less then their DAN they zero hit points will be out for awhile, then the next day
do not have to make a stat check. If the damage is up to will pretty much be fine. In a more serious game any
twice their DAN then they have to make a size stat check, character reaching zero hit points and someone does not
if they fail they lose an action. If the damage is twice to come to their aid will have a good chance of dieing.
three times their DAN the body stat check is halved, and
so on. 5.6 Armor
Characters can wear armor to increase their
5.5.5 Stun DAN. Armor can be anything but must cover most of the
A character can be stunned or knocked out body to be effective. There are three basic types of armor,
before reaching zero hit points. If the character loses an full body armor, breastplates, or helms. Full body armor
action then there is a chance that they maybe stunned. covers everything, adding DAN to all attacks, however
Characters will roll a physical stat check to see if they it is more likely to restrict your speed and coordination.
are rendered unconscious or not. Same rules for losing Breastplates cover the torso area sometimes protecting
actions apply if the damage is up to twice their DAN then the arms. Breastplates will add DAN to all attacks, other
they have to make a normal stat check, if the damage is then called shots to areas that are not covered. The more
twice to three times their DAN the stat check is halved, heavy the Armor the more chance to restrict your speed
and so on. If the character did not lose an action they do and coordination. Helms cover the head area to protect
not need to make a stun check. against headshots only, The DAN is only added when a
head shot is called.
5.5.6 Knockback
If the damage in hit points is greater than Armor + to - to Speed & Coordination
twice the characters DAN, they have a chance of Level DAN Breast Plate Full Armor
taking knockback. The character will have to make a 1 4 -0 -0
coordination check, if the roll fails a character is knocked 2 8 -1 -2
back 1 meter for every 10 points of damage. If the 3 12 -2 -4
damage taken is more than four times the characters 4 16 -4 -5
DAN then they most make a 1/2 coordination check, if
they fail they are knocked back 1 meter for every 5 point Remember to roleplay armor, a character wearing
of damage. If the damage is more then a characters hit a Level 4 helm all the time will not be able to seduce
points they are knocked back with no coordination check, someone in a bar. When a character wears armor make
1 meter for every 5 points of damage. sure it is in character. Also armor does not raise hit points,
only DAN.
5.5.7 Knockback Flight Path
Now with this kind of knockback the character will 5.7 Metaphysical Attacks
probably hit something while recoiling through the air. The Anytime a character wishes to do a metaphysical
Architect will have to make a decision of what direction attack like a ki projection, ki punch, fireball, mental attack,
the character flies off in and whether there is anything etc… it takes an action to charge, and then an action to
in the flight path. If there is something in the flight path, release. The charge can be done with no negative with
they must decide whether the character will go through another non-attack defense. The release takes a full
it or will it stop the momentum. The best rule of thumb is action and cannot be combined with another attack.
if the amount of meters thrown back left when they hit is If a metaphysical attack has a character use stat
over the DAN of the object the character goes throw. A checks to defend, then for every 15 points on the attack
character hitting an object in flight can receive damage roll divided the stat check in half.
equal to the object DAN. The characters DAN will still
reduce the total damage taken.
Heavy Crossbow
Range +to Damage
Coordx2 4d6
Coordx4 3d6
Coordx8 2d6
Coordx16 Effective Range
Hunting Crossbow
Range +to Damage
Coord 4d6
Coordx2 3d6
Coordx4 2d6
Coordx8 Effective Range
Zen and the Art of Mayhem
6 Adding Cast of Thousands
An Architect will have to build up a cast of
thousands for any good Zen and the Art of Mayhem
Detail to the
game. These people include friends of the characters, and
people who just get in the way. The larger your supporting
cast, the more fun the game will be. There is almost an
unlimited amount of different types of characters you can
World
come up with to add fun to the game. The best way to
come up with characters is just watch TV and Movies,
or read books and stories. They are chucked full of
characters who are clichés, and clichéd characters are
The who, what, when, where, and why of the prefect for any game, but even better for Zen and the Art
world. No matter how clever the concept of a universe, of Mayhem.
without details it will not hold up. After the six major
factors for creating a world have been decided on (See
Chapter 1) the Architect must then add the details to flesh The Family
out the universe. These details are the heart of the world, The first part of the cast is the family. The family
the very essence of the game. They are what add the has many possibility, there is the over protective mother,
mood, the soul, the color, and the spirit for the characters the missing father, the kid brother that follows you
to become a part of. where ever you go, the possibilities are endless. Other
The who is the characters of the world, those techniques are the wise old zen master grandfather who
characters both major and minor. From the villains and taught the character everything he knows, but he was
heroes of the story to the man on the street, a major an old miser who expected 500%. The character hated
factor in all most any adventure. The what is the actual the hell training, but would follow their master to hell and
adventure, what the characters are actually trying to back. Of course thereʼs the possibility that one of the
accomplish when playing. The mysteries they have to villains is your parent, or siblings.
solve, the puzzles they run into, dilemmas they have to
deal with, and the obstacles they most over come. The Clueless Parent or Sibling: They never get it, things
when is the background, history, and timeline of the world. happen right in front of them but it doesnʼt register. Life is
For a world to truly come alive there must be a history, always normal and anything unusual can be explained.
what went on before the game actual starts. It is also
import to have an idea of what will happen to a world Over Protective: They always try and protect you
during a game. The where is the locations created for a from harm. Any type of harm physical, emotional,
world. Places the characters will travel to or come from. psychological, it doesnʼt matter they will always try and
These Places add a sense of substance to any world. shield you even if the harm isnʼt any danger to you.
They are places characters become familiar with. The why
is the goal of the game, what the characters are trying to Exceedingly Helpful: They are always trying to help out,
achieve, what they hope to get out of it. Without a goal and end up getting in the way at the same time. Even if
the characters have nothing to strive for, nothing to look you tell them to stay behind or not get in the way, they
forward to when itʼs over. follow you anyway.
Races on Pangea
Pangea is full of many races, most are
humanoid but not fully human. Some areas of
Pangea there are small humans that only grow to
three feet in height they are often called Halflings.
Elsewhere there are short, squat, dwarf humanoids,
some claim it was from many generations spent
mining and drinking ale. A long line of tall, slender, p