Luftwaffe 1946 Corebook
Luftwaffe 1946 Corebook
Luftwaffe 1946 Corebook
Authors
Jonathan M. Thompson and Michael Scott
Editor-in-Chief
Anna M. Dobritt
Associate Editor(s)
Christopher Helton, Leonard Hollar
Graphic Layout
Anna M. Dobritt
Playtesters
Eric A. Duckworth, Christopher Helton, Leonard Hollar, Michael Scott, Wanda Thompson, Jonathan M. Thompson and Adam R.
Thompson.
Additional Material
Ben Dunn, Ted Nomura
Luftwaffe: 1946 title © 1996, 2001 Ted Nomura and Ben Dunn. All other materials is © 1996, 2001 Antarctic Press. The Luftwaffe:
1946 and related material are used here under license. Luftwaffe: 1946 Role Playing Game Copyright © 2003 Battlefield Press, Inc is
published by Battlefield Press, Inc., 130 East Slattery Blvd., Shreveport, LA 71104. All illustrations in this book are the property of
Antarctic Press and are used here under license. This material is protected under the copyright laws of the United States of America.
Any re�
of Battlefield Press, Inc, Antarctic Press or both
Luftwaffe 1946 Role Playing Game is published by Battlefield Press, Inc. 130 East Slattery Blvd, Shreveport, Louisiana 71104
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TABLE OF CONTENTS VEHICLE SIZES 81
IN THE BEGINNING 5 FACING AND FIRING ARCS 81
GETTING STARTED 81
INTRODUCTION 8
VEHICLE SPEED 82
WHAT’S A ROLE-PLAYING GAME? 8
AIRCRAFT 90
WHAT DO I NEED TO PLAY? 8
HOW DOES ACTION! SYSTEM WORK? 8 THE BULGE BURSTS! 93
THE WEATHER AS A CHARACTER 93
CHAPTER ONE: THE WORLD AT WAR 10
DAY AND NIGHT 93
CHAPTER TWO: ATTRIBUTES 18 TIME AND DISTANCE 93
BODY GROUP 18 THE TERRAIN 93
MIND GROUP 18 SCENE 1: GATHERING 93
ATTRIBUTE SCORES 18 SCENE 2: AN ANNOYING GUEST DROPS IN 94
BUYING ATTRIBUTES 18 SCENE 3: MOVING OUT 94
DERIVED ATTRIBUTES 19 ROAD ENCOUNTERS 94
Chapter Three: Traits 21 FOREST ENCOUNTERS 95
ABOUT TRAITS 21 SCENE 4: THE GASOLINE DEPOT 95
ADVANTAGES 21 SCENE 5: MORE ANNOYANCES 95
DISADVANTAGES 30 SCENE 6: THE FORWARD AIRFIELD 96
Chapter Four: Skills 39 SCENE 7: THE GASOLINE BANDITS 96
SKILL GROUPS 39 SCENE 8: FRIENDLY LINES? 96
SKILL LEVELS 39 AFTER ACTION REVIEW 96
BUYING SKILLS 40 EPILOGUE 96
USING SKILLS 40 APPENDIX ONE 97
WHICH SKILLS TO USE? 43 LUFTWAFFE 1946 CHARACTER DOSSIERS 97
SKILL DESCRIPTIONS 44 FAMILIES OF ALTERED WARS
CHAPTER FIVE: RULES OF PLAY 60 CHRONOLOGY 102
TAKING ACTIONS 60
AVAILABLE ACTIONS 60
GLOSSARY 104
ACTION POINTS 63
OPEN GAME LICENSE VERSION 1.0A 107
WHEN TO USE ACTION POINTS 63 LUFTWAFFE 1946 RPG CHARACTER
WHAT ACTION POINTS DO 64 SHEET 108
GAINING ACTION POINTS 64
COMBAT 65
HIT LOCATIONS 68
DAMAGE 68
THE ENVIRONMENT 71
MAPS AND FIGURES 72
STORYLINE 73
SCENES 74
AN INTERACTIVE STORYLINE 74
MORE GM TIPS 75
EXPERIENCE POINTS 75
CHAPTER SIX: EQUIPMENT 76
WEALTH 76
WEAPON ATTRIBUTES 76
WEAPON LISTS 78
ARMOR 78
INANIMATE OBJECTS 79
CHAPTER SEVEN: VEHICLES 81
CHARACTERS IN VEHICLES 81
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ABOUT THE ACTION! SYSTEM
The ACTION! SYSTEM is a set of rules for role-playing adventure
games developed by Gold Rush Games. It is designed to be easy
to both learn and play, while offering flexibility for all types of
players and genres. The ACTION! SYSTEM is written to emulate
the same kinds of stories you might read in books or comics, or
watch on television and movies. Using the ACTION! SYSTEM
you can create characters and stories as fun and exciting as any
you have seen, heard, or read. We think the most fun of Action!
is to create wholly new stories, but no one kind of interactive
storytelling is favored over another. With the ACTION! SYSTEM
rules you can create characters and play games in nearly any
setting, creating exciting adventures and interactive stories. You
can play an honorable samurai, brave Musketeer, superhero, Wild
West gunslinger, or just about anything else you can imagine. If
you can imagine it, ACTION! SYSTEM gives you the tools to tell
your story interactively.
ABOUT BATTLEFIELD PRESS
Battlefield Press is the publisher of the Cityscape and the Trius
Fantasy Campaign Settings for the d20 system and the Luftwaffe
1946 Role Playing Game and Eric Flint’s 1632 Role Playing
Game for the Action! System. The company has plans to publish
several dual system books including Pulp Fantasy both using
the Action! System and the d20 system. Battlefield Press is a
privately held company with corporate offices in Shreveport,
Louisiana.
ABOUT THE AUTHORS
Jonathan M. Thompson began his gaming career in 1980 with
friends at his elementary school as a way to eliminate the boredom
that was called the lunch break. He reads enough to own his own
library (at least according to others) and is interested in many
genres and systems owning at this time more than fifty individual
core systems (which doesn’t count supplemental material for
those systems). He is the author of Cityscape: Corporate Supers,
Eric Flint’s 1632 Role Playing Game, Trius Fantasy Campaign
Setting also a contributor to Eden Studios Waysides: Book of
Inns and Taverns and the Sean K. Reynolds project Hungry
Little Monsters. He also co-authored the book Cityscape: City
on the Nexus of the Omniverse (for the d20 System) with B. L.
Sisemore. Jonathan currently resides in Shreveport, Louisiana
with his beautiful wife and eight year old son.
Michael Scott has been playing and writing games since the
early 1970s. He began playing miniature games while he was
in the USAF, based in California and Thailand and designed his
first game, Starguard, shortly after he left the service and had
returned to his native Utah. Shortly afterwards, he traveled to
Biloxi, MS and began working with Lou Zocchi’s Gamescience
Corp. where he became the co-designer of Star Patrol, MiG
KiLLERS, Starfleet Battle Manual, and Strike Team Alpha.
Scotty is heavily involved in SF fandom and was one of the
original committee members of Coastcon and is a member
of Star One Delta in Baton Rouge, where he and his wife
Jessica currently reside along with ten-plus cats. His daughter,
Jessica LuAnne Styons, is a librarian and he has a wonderful
genius granddaughter, Lucy Marie Ferry, whom he indulges
constantly.
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IN THE BEGINNING
I spent my first 10 years of my life in Japan and can only remember the second half of that in detail, yet a strong connection with my
country of birth is still with me, and whenever people start to compare Japan and the United States on any given subject, I look upon
both points of view equally.
I knew very little about the period called the Second World War when I was growing up in Japan. My first real indication that this
important period happened was when I was in first grade in the elementary school, Fussa’s Dai-Ichi Shogakko. I was helping other
students carry out school supplies from an abandoned classroom converted into a storeroom when I noticed a poster showing a long list
of Japanese chronology just above the chalkboard. What caught my eye was a puzzling period during Showa years 16-20 (1941-1945)
called the “Pacific War.” My first impression was that this was a time when the Japanese, Australians and the Americans fought against
the island nations of the Pacific Ocean. I actually let it go at that assumption until I reached second grade, when I read a particular episode
of “Obake no Q-taro” (“Q-taro the Ghost”) in the weekly Shorten (Boys’) Sunday anthology manga (comic book). In that episode, the
friendly ghost Q-taro was playing baseball with the rest of the kids when he fell into a hole in the catcher’s mound. When he woke up,
he later found out he was in a duplicate of a town that was built underground during the “war” to avoid getting hit by enemy bombers. I
didn’t know who this enemy was until I read the “Tetsujin 28-go” (“Ironman #28”) series, created by Mitsuteru Yokoyama, in the monthly
Shonen anthology manga that the same year.
It was from this series that I realized that the “Pacific War” was bigger than I’d suspected because Japan had fought against the
mighty America. For those who aren’t familiar with Tetsujin 28-go, it’s a fictional story about Japan’s attempt to build a giant armored
robot to defend against attack from the United States based on a popular Japanese political cartoon from the latter part of the war showing
a supergiant robot walking over and crushing New York. Although the 1950s version of Tetsujin 28-go started as a large, human-type
robot (about 15 feet tall) looking like a Frankenstein monster, the updated version was closer to the wartime cartoon style, though much
smaller (about 35 feet tall). In the early 1960s version, Tetsujin 28-go began its life as a secret weapon project conducted inside a large
bunker hangar on a remote island.
This idea may have been influenced by a real Japanese secret bunker hangar that was unknown to the Allies during World War II
and was discovered after the war, in December 1945, by a surprised US Marine Corps study team on an remote island called Chichi
Jima, which had been a target of many American sorties (including one by a young Ensign George Bush, who nearly lost his life when
his Avenger torpedo bomber was shot down, killing his two other crew, in September 1944) against its above-ground radar station,
which could track the flight of the B-29 bombers heading for Japan. The true nature of its existence was never revealed, yet the under-
ground bunker hangar, named the Kiyose vault, was huge, measuring 120 feet long and 16 feet wide, large enough for stolen treasures,
an idea popularized by the discovery of secret Nazi loot just a few months earlier, or an assembly area for a military secret weapon, as
many Japanese hoped to believe. Such secret projects, in addition to the existence of the previously unknown giant battleships Yamato
and Musashi only known as the Superbattleship Number 1 and 2 to a limited number of military personnel, not to mention the virtually
unknown supercarrier Shinano, were enough to fuel the imagination of the postwar Japanese population.
Gojira, released in 1954, contained a hidden message against the American bombings of the war. It was obvious to the veterans, but
when I saw it much later in the theaters, I was more fascinated by the details of the sets than the monster in a rubber suit. Of course, after
it was revised and reintroduced in the United States as Godzilla in 1955 with the addition of Raymond Burr, much of the anti-war message
was lost in the succeeding series of films. I was far more interested in the mechanical aspects of the story than the political message.
The first real science fiction series that I was interested in was Tetsuwan (Mighty) Atom, better known as Astroboy in the United States,
created by Osamu Tezuka. This was my first conversion.
Tetsuwan was cute enough for a youngster like me to enjoy without the fear of getting scared, and the best part of the series was
the clever storyline. You really got to know the characters, especially the supporting ones like Ochanomizu Hakase and Hige-oyaji. This
was when I was introduced to the wonder of “phony tech,” technological drawings that looked good enough to be convincing but were
realistically impossible. While both my younger sister and I enjoyed the Tetsuwan Atom series for years, I was beginning to grow out of
it and started to look for something little more serious. I didn’t have to wait too long because, in the same Shonen anthology series was
aforementioned giant robot series “Tetsujin 28-go,” better known to Americans as Gigantor.
This brainless giant robot, controlled by a kid, filled the average boy’s fantasy of having a big brother and/or guardian to protect him.
Since I myself never felt threatened during my childhood days, I saw Tetsujin 28-go as a mechanical fantasy, just like Atom. Mechanics
that were involved in science-fiction interested me greatly, especially where internal and/or exploded views were profiled. The main
difference was Tetsujin was based in the past (World War II history) and the present, while Atom was in the future. Ironically, in the
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Gigantor version, the year is supposed to be 2000, while Tezuka’s Atom was born on April 7, 2003.
Eight Man (Tobor the Eighth Man), Atom, Tetsujin, Submarine 707 and Super letter all provided me the will to draw my own
mechanical designs. The only main drawback was that back then, when I was just 8-10 years old, I couldn’t figure out exactly how Tetter’s
timewatch and Ryusei-go (Meteor) timecar worked.
My last mechanical task in Japan was when* my schoolmates and I were designing a five-foot-tall walking robot for our 4th-grade
school project and I was the design leader. It was made of wood, rope and actual mechanical gears that I adapted from a walking Tetsujin
toy by up-scaling them. When I was told that my family was moving to the United States, I thought it was temporary. So when I left, I
also left my project by turning the responsibility over to my teammates. I thought that I would return in a week or two, but it turned out
to be permanent. I never did find out if my teammates finished the project or not.
A year before our family’s departure, a curious subject came to my attention: Germans. Called Doitsu-jin (Deutsch people) by the
Japanese, to me they were no different from Igirisu-jin (English), Furansu-jin (French) or Roshia-jin (Russians). But when Tezuka created
the V-3 series to counter the popular Tetsujin, I thought that since they built their own giant robot around the same time, they must be
like us. This notion was reinforced when my cousin took me to a movie in 1965 (which became known as Frankenstein Conquered the
World in 1966) in which Germans and Japanese share information by submarine. This movie also gave me the first clue that a massive
explosion had occurred in Hiroshima. Little did I know that this subject of Germans, and Nazis in particular, would become a big deal
in my lessons in history.
In my new life in the United States, I maintained my interest in Japanese manga, but it gradually changed, because at the height of
the Vietnam War, there were far more war comics than science fiction ones. Some of the best artists were working on the subject at the
time, and the one that really caught my eye was Russ Heath. His works became my second conversion.
Heath, who did most of his work in DC Comics’ Sgt. Rock and G.I. Combat series, had mechanical detail, along with his human
drawings, that looked far superior to those of any Japanese comics I’d seen. I was converted, and after that, my main drawing subject
became the World War II era. Japanese manga became a secondary influence until 1973, when Kodansha introduced the “Ai to Makoto”
(Ai and Makoto) series by Takumi Nagayasu in their Shonen Magazine weekly anthology manga. That became my third conversion.
Nagayasu’s style was nearly as detailed as Heath’s, but with more emotional scenes set in a high school drama that fit this teenager’s
imagination perfectly. Although my high school experiences were far milder than this fictional story, the characters were still a strong part
of it, and as a whole, it became a prototype for my own style of drawing. My attention to female characters evolved from my girlfriends,
and my mechanical interests were spawned again after I got my first motorcycle. Joining the USAF after that completed the circle. With
new fighters being tested at my first base assignment at Edwards AFB, the subject of World War II almost took a back seat—that is until
the subject, or more accurately, censorship of the swastika came up.
Originally, my main interest in World War II was the American warplanes. Compared to the dull-colored planes from other major
nations, the Americans made theirs works of art. They were bright, colorful, and often decorated with pin-up art of jmlf-naked ladies.
Even the B-29s, the very bombers that killed hundreds of thousands of Japanese, looked almost beautiful in the air, so much so that
even the Japanese fighter pilots had respect for them. I started to buy mostly plastic models of the late-war American warplanes, but
occasionally bought “enemy” ones to balance the play battle scenes, especially after I started to watch the Twelve O ‘Clock High TV
series.
The first plastic model of a German fighter I got was l/48th-scale Monogram’s Me-109 kit, which was based on the Bf-109E-3.
I liked the toy-like foldable landing gear, but there were markings for just one aircraft (with a flight leader’s single chevron) and no
swastika! Since all the photos, TV shows and even comics depicting the Bf-109 showed the swastika, I thought this was a rare mistake.
I ended up drawing the swastika by hand, but I was never satisfied with it. The Japanese Zero kit from the same company had incorrect,
Army-type fin markings also, so I thought this was a common thing. After all, the models were still toy-like. Then I got their excellent
Fw-190 kit. I was so amazed by their range of choices for weapon systems and markings that despite it not featuring the folding gear,
I was very satisfied with its quality. And it featured an accurate-sized swastika! I took Monogram’s kits more seriously and abandoned
the less accurate Aurora and Lindbergh kits of the same scale. The quality of Monogram kits continued with their excellent Me-262 and
Do-335 kits.
But size-wise, I still liked Revell’s big l/28th (actually closer to l/27th) World War I and l/32nd-scale World War II warplane kits.
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The level of accuracy was not as good as Monogram’s later kits, but at least their Me-109F and Me-109G kits had the swastika. Then
came the big disappointment. The new Ju-87B Stuka kit had great-looking cover art, but no swastika! The kit cost $3 back then, and
since I didn’t want to go through the hassle of drawing swastikas again, I dropped the kit from my list of buys. The same went for their
Fw-190D kit. Then in mid-1970s, the Monogram Fw-190 kits had their swastikas removed! That was the final straw. I stopped buying
Monogram and Revell kits and switched my choices to the slightly more expensive Japanese-made brands. At least they had the swastika,
even though some of their kits were l/50th rather than l/48th as the labels claimed. During the 1980s, when the MFC brand (England’s
Airfix molds repacked in the USA) included the swastika on their German kits, they also include careful idiot-labeling indicating that
this was for historical accuracy and not in support of its ideology. I bought many of their kits, but unfortunately their production didn’t
last long enough. By then, swastika decals had become more affordable and I was able to switch back to my favorite Monogram brand,
but then they quit making German kits!
Being educated in America and thus thinking that we’re a free-press society, I found the obvious censorship of history highly
insulting to my intelligence. Thus at the beginning of the early 1970s, I made a more careful study of Nazi Germany and found out that
their atrocities were not much worse than what other major countries had done to their people and their neighbors throughout the centuries
of warfare. Focusing on only a selected few seemed not only unfair but inaccurate. Telling only half-truths was just as bad as telling
half-lies. Hatred among people for others seems to depend on where you came from. Fortunately, I was not taught to hate anybody, and
since you can’t hate people that you’ve never met, I couldn’t hate the bomber pilots who killed a lot of people. It wouldn’t have made
a difference if I had. Unless they’ve committed crimes personally, you can’t blame others just by association. Unfortunately for many
others, many innocent people have died throughout the centuries just because somebody told them that they should hate others. Stupidity
is not�
For this reason, I started to create stories based on fact and not ideology. Since most of the famous works in books and Hollywood
have fictional characters corrupting the accuracy of history, I decided to create a fictional history with fictional characters. The genesis
of Luftwaffe: 1946 was born. The year was 1969.
It was in this year that I finally got to see two excellent movies, 2001: A Space Odyssey and Planet of the Apes. 2001 gave a glimpse
of one possible future, though I was more fascinated by the concept of the “Monkey Planet.” That movie made me wonder if some
intelligent beings had lived before there were humans. The concept forced me to rethink our established history, and after only a little
reading, I discovered that Earth is full of myths and misconceptions. The stories started to grow in many fragments. Then in 1981, it
was decided to combine them all into what became part of the “Families of Altered Wars” concept, and first of the series, titled Tigers
of Terra, was introduced in 1986.
The rest, as they say, is history—my history that is.
Ted Nomura
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INTRODUCTION
Luftwaffe 1946 is part of Ted Nomura’s arcing story of another often exposed to role-playing in improvisational theater, corporate
universe; Families of Altered Wars. Ted is a Japanese-American and technical training classes, counseling sessions and so on. In
who grew up with an avid interest in comic books, motorcycles, fact, most law enforcement academies use role-playing to evaluate
airplanes, and girls. He enlisted in the US Air Force and served in the performance of recruits as part of their “final exams,” before
both the regulars and the active reserve. His Air Force exposure to they are allowed to graduate.
hot aircraft only fueled his desire to create and publish a fantastic Simply put, a role-playing game (RPG) is a form of interactive
alternate universe in graphic form. storytelling with rules. The rules guide play, gauge the performance
Families of Alternate Wars tells the story of our world, of our fictional characters, and provide a sense of “fairness.”
diverging from our familiar history with the mysterious Tunguska During a game session, all of the players act, or “play,” the roles
incident that occurred in 1908. In Ted Nomura’s alternate history, of characters in the story. These roles are called Player Characters
this incident was caused by the destruction of an alien spacecraft. (or PCs for short). One player acts as a moderator or “referee” and
The repercussions of that destruction have had a domino effect is called the Game Master (or GM for short). The GM generally
down through the twentieth century and continue into the twenty- prepares the basic elements of the story ahead of time, describes
first, as the courses of lives and the historical impact of those lives the scenes and events of the story as they unfold, and tells the other
change history irrevocably. players the results of their characters’ actions.
Ted Nomura tells his story through the history of several In LUFTWAFFE 1946 ROLE PLAYING GAME, dice are used to
important pivotal families. His graphic novels touch again and generate random numbers to resolve certain events, such as
again on these families down through the years, showing how whether a character can successfully navigate a car through an
they react and impact to the historical events of this and the next obstacle course or jump over a rolling barrel without falling.
century. The following section gives an overview of the rules. If you’re
Ted’s love of airplanes led him to use them as the signposts of new to role-playing, you should read through this section first.
his alternate universe. Luftwaffe 1946 and Tigers of Terra enabled
him to showcase the most unusual and the most significant aircraft WHAT DO I NEED TO PLAY?
ever conceived- even those planes that only existed on paper or The only things you need to play LUFTWAFFE 1946 ROLE PLAYING
as wooden mockups. In the Families of Altered Wars universe GAME are this book and three six-sided dice.
they live anew and you get to see the Horton flying wings, the jet-
powered Shinden, and the mach three F-108 Rapier. This Book
Ted also The rules of the game
loves to draw the are found throughout
female form. In his this book. They
Families of Altered describe everything
Wars world, men from creating your
and women are character through how
equal in the skies to resolve combat to
over the battlefields, the effects of falling.
and in the future All of the essential
of Tigers of Terra, tools you need to play
after a devastating a role-playing game are
biological attack, it here. You should read
is the women who take on the primary responsibility for fighting through the rules to become familiar with them and knowledgeable
in the conflict for the planet Terra on the far side of the Sun. While about how to play, especially if you are going to be the GM.
his stories have many important male protagonists, it is the women, You can always refer to the book during the game if you have
such as Reina Siddely and Dora Oberlicht, which are the primary a question.
focus. In the Luftwaffe 1946 stories, it is the Angels of the Luftwaffe,
the Screaming Angels, and the Nightwitches, that provide the tense Dice
drama (and relieving comedy) for Ted’s universe. You’ll need at least three regular six-sided dice to play the game.
It is this mix of airplanes, women, and combat that are the It’s best if all of the players have their own set of three dice. Only
hallmark of Ted Nomura’s sweeping epic. I hope that we have one person will need to roll dice at a time, however, so if you
conveyed some of that with this first book of role playing rules don’t have enough for everyone you can just use one set and share
based on the Families of Altered Wars. them.
At first glance, history appears to be set in stone, and events happen extermination camps for the “Final Solution” were established
because they are meant to...ordained to occur an arbitrary date after the start of the War.
on a calendar by a supreme plan. This is entirely an illusion, and The rebirth of the German military machine was a particular
sometimes, like rolling dice, the fortunes of individual people--and triumph for Hitler, which he brought about in spite of the Versailles
even the destinies of nations and planets--make unexpected turns Treaty, which forced many limits on what Germany could with
and run in unforeseen directions. its Army and Navy. At first, the German generals and admirals
found loopholes in the Treaty and exploited them. They embraced
Such was the epic conflict of the Second World War. new technologies, especially in regards to tanks, submarines and
air power. New machines meant new warfare doctrine, which
The central character of this tragedy of nations was Germany. they tested initially in military training exercises...and tested
Defeated and destitute at the end of the “War to End All War”, again under fire in a war that served the Germans as a combat
Germany plunged into chaos in the 1920s. The country’s savior-- laboratory--the Spanish Civil War of the later 1930s. When Hitler
and curse--emerged from this maelstrom, the National Socialist finally renounced the Versailles Treaty in 1935, the German war
Party, better known as the Nazis, led by the Austrian-born German machine was rapidly becoming the best in the world.
Adolf Hitler. Hitler, a soldier in the German Army, was assigned
to infiltrate and report on the Nazis just after the end of the First Hitler’s ambitions were of global scope, and he needed partners.
World War. Instead of spying on them, he usurped the Party leaders, He found them in dictatorial regimes like his own. His first and
and transformed the Party from a mob of lunatic fringe misfits into most important ally was Italy, led since the early 1920s by the
a disciplined militant force. Hitler led an uprising to overthrow the Fascists under Benito Mussolini--Il Duce. The Italians received
German government in Munich much of the territory ceded to
in November of 1923--and the Allies from the Turks at the
failed. end of World War One, mainly in
Africa and the Middle East. Italy
Imprisoned briefly for his crimes, accomplished an arms buildup
Hitler found a new vision for the of its own, with the excuse
Nazis and for Germany, and of policing its own empire.
codified this vision into the book Together, the Germans and the
Mein Kampf. With the profits Italians helped the “Nationalist”
of the book’s sales and the cause to victory in Spain. Like
millions of new Nazi converts Germany, Italy won new lands
he transformed the Nazis again, in the Thirties by unprovoked
making them a mainstream invasions, namely Ethiopia and
political force in Germany. As the Albania--the latter with German
Great Depression came and many diplomatic assistance. By the
ordinary Germans suffered from middle of 1939, the two nations
hardship, Hitler maneuvered the formalized their relationship as
Nazi Party into becoming the the Pact of Steel--the Axis.
perceived remedy for the nation’s economic and political ills. By
1932, the Nazi Party has risen to the heights of supremacy, and Germany’s second ally was Japan, which had been conquering
Hitler was elected the chancellor of Germany, under the president portions of the Asian mainland since the early Thirties. By 1937,
Paul von Hindenburg. With the death of Hindenburg the following while the Spanish Civil War kept the European nations occupied,
year, Hitler took the title of Fuhrer--becoming the supreme leader Japan’s war with the Chinese Republic escalated to full intensity.
of the Germans. The Western powers were content to play both sides of the Sino-
Japanese War against each other, often selling arms to both nations
As he transformed the Nazi Party, Hitler would transform the (in particular, the United States). As well, there was a border
German people. He oversaw a massive military buildup and conflict with the Soviet Union in Outer Mongolia that led to a brief
achieved a series of bloodless conquests of Germany’s immediate undeclared war. Finally, Japan was undermining the disarmament
neighbors. By the middle of 1939, Adolf Hitler had unified the treaties the other nations in the world had imposed on one another,
entire German-speaking world under his swastika banner. The Nazis to the benefit of her navy. With her own territorial ambitions in
brought about a total restructuring of German society: all other conflict with Great Britain, France, the Netherlands and the United
social organizations were either banned and forcibly dismantled or States--and in harmony with the Axis plans--Japan was a ready
co-opted by subsidiaries of the Nazi Party. The Nazis ran the legal ally.
courts, the schools, the medical system, and the civil service--and
replaced the local police forces with the SS (a cabal that originally The democracies of the West were at first too much involved
was merely the bodyguard force protecting the Nazi elite). One with internal problems to pay attention to the exploits of the Axis
result was that the Nazi’s anti-Jewish doctrine became law, and dictators. The Great Depression meant that politicians were forced
the Jewish minorities in Europe were stripped of their citizenship to deal with domestic economics and social programs before the
and property...and at first deported to other countries...until the rebuilding of armies and navies. When press of the carnage and
10
horror in Spain and China appeared in the West, the shock brought Air Force over England, the unthinkable happened--a cease-fire
about a call for rearmament--which was slow to find momentum. was announced in August and hostilities between Britain and
the Axis tapered off. Once again, there was an uneasy peace in
The next point of conflict was Poland. Relations between the Europe, which the British took advantage of by rearming and by
Poles and the Germans were turning sour fast, after the German strengthening their political relations with America. The Germans
annexation of Czechoslovakia. The Poles had a mutual defense seized the French fleet for its own--converting some of the capital
pact with Great Britain and France--but Hitler’s main obstacle was ships into aircraft carriers to challenge the Royal Navy’s air
Russia. Even though the Nazis and the Bolsheviks were enemies superiority.
in the contest for the German people, the current regime in the
Soviet Union, led by Josef Stalin, had enough common ground With France and Holland conquered, the Axis could cede
with Hitler’s that a diplomatic solution was possible. After months the vanquished nations’ Eastern Asia colonies to Japan, who
of high-level talks between Hitler and Stalin, Germany and the immediately took over French Indochina and now had its eyes on
Soviet Union signed a non-aggression pact. Within days, a crisis Dutch Indonesia and Malaysia. Before the war, the French were
on the German-Polish border broke--giving the Germans an excuse in another dispute--this time with the Kingdom of Siam. With
to invade Poland. Within 48 hours, the French and British declared the French removed from the table, the Siamese welcomed the
war on Germany. Japanese as neighbors and allies.
Poland was defeated in less than a month--divided between the The peace in Europe would break again--this time in the Balkans.
Germans and the Russians. The speed and horror of the German Just as the British and the Germans were taking a breather from
side of the conquest brought a new word to the language: Blitzkrieg. the chaos of the French campaign, the Italians invaded Greece
But the greater war was from Albania--and were
mostly limited to sea beaten. The Greeks
battles between the even had the audacity
German and British to counter-invade into
navies...and leaflet raids Albania and by the start
by the Royal Air Force of 1941 had seized a
on Germany. There was 30-mile thick area off
a bizarre dichotomy of the southern side of
events in Europe as 1939 Albania. This left the
closed; war in Poland-- Axis no choice but to
and later Finland, as the plot new vengeance
Soviets invaded there in with the new year.
a bid to consolidate their
hold on the Baltic Sea; The Germans used
uneasy peace on the the time of the Axis/
Western Front, as Britain and France braced for German action. Britain truce to move troops and materiel east, to the Axis satellite
The West tried to intervene in Finland, with the French and British nations of Hungary, Rumania and Bulgaria. In April, they invaded
raising expeditionary forces...but Sweden drew a line of death in Yugoslavia and Greece (the latter brokered a new defense treaty
the sea, threatening to join the Russians against the Finns if the with Britain, who supplied an expeditionary force mainly made up
West tried to send their forces through Swedish waters. The Russian of colonials from Australia and New Zealand) and conquered them
invasion faltered for a while under tough Finnish resistance, but both in about a month. (The excuse for the Yugoslavian conquest
finally broke through in the early spring of 1940 and forced the was a military coup by the Yugoslav army against its kingdom.)
Finns to surrender.
With the truce now broken, the British retaliated in Northern Africa
There were other sideshows to the war. In the Near East, the Turks in the Libyan deserts and the Ethiopian mountains--and on the
and French Syria (which had been taken from Turkey as part of high seas of the Med and the Atlantic. The British also attempted
the partitioning of the fallen Ottoman Empire after the First World an invasion of Iran--and failed, because of new German weapons
War) struggled over the hinterland of Hatay, claimed by both sides. in the hands of the Persians.
When war was declared in Europe, the Turks took the opportunity
to side with the Axis against the West. With material aid from In May, the epic clash of the German flotilla led by the super-
Germany and Italy, the Turks drove through both Syria and British- battleship Bismark against the cream of the British Home Fleet off
held Iraq in their own blitzkrieg. The Turks made a new military the coasts of Ireland and France. As well, the German U-Boat war
alliance with the Shah of Iran, who was also in the Fascist camp. against British merchant shipping shifted into high gear--causing
the United States to take a more active role in partnership with
The next high tide of the war came in spring of 1940. The German the British.
armed forces invaded Norway, the Low Countries and France,
repeating the rapid success of the Polish campaign over Western In the North African deserts, the British Army was soon challenged
Europe. By the end of June, the French were done with the war-- by the German Afrika Korps, now brought in to fight alongside the
and events would drive a wedge through what remained of the Italians. With terrain relatively easy to take but near impossible
Anglo-French Alliance. Just when it looked like there would be a to defend, a “seesaw” war of mechanized forces attacking and
showdown between the German Luftwaffe and the British Royal counterattacking ensued for many months. The British succeeded
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in ousting the Italians from Ethiopia, Somalia and Eritrea and Islands--and even took American soil, in the form of two islands
returning the Ethiopian Emperor to his throne--with the help of in the Aleutian chain. Australia was threatened, as well as Ceylon
thousands of black troops brought in from all over Africa. and even the Persian Gulf, and the Allies sent in all the naval assets
The end of the truce also meant the start of strategic bomber raids they could to block further advances by the Japanese fleet. In April,
between the Luftwaffe and the Royal Air Force. This spurred on the the British Eastern Fleet suffered a humiliating loss within sight
development of a new technology of the Germans’...jet and rocket of Ceylon--and only lack of fuel kept the Japanese from pursuing
propulsion. By the end of ‘41, both rocket and jet fighter planes the survivors. But the political damage was done. Once Burma fell,
were flying and being prepared for mass production. Several of the Indians rose up against their colonial masters and expelled the
these new planes were test flown by the expert woman pilot Hanna British, claiming their independence. Without the material support
Reitsch. Because of her example, the Fuhrer would eventually that Indian industry gave the Allies, the Chinese Republic was
allow the Luftwaffe to form elite combat units crewed by women. doomed--but managed to hang on. The supply lines were cut and
the Allies were forced to fall back to East Africa and regroup.
The next phase of the War turned East, as the Germans began their Now that the German Army took the Caucasus passes (as part of its
assault on the Soviet Union at the end of June, across a 2000 mile own Spring/Summer offensive in ‘42), an overland route between
front. The Axis invasion force numbered over three million men, the German and Japanese spheres of influence had opened. Raw
with two and a half million Soviet men against them. Throughout materials from the East would be exchanged for new war materiel
the autumn, the advance of the Wehrmacht was near unstoppable. from Europe. It was the Allies’ darkest hour.
But then winter came. The Soviets learned well the bitter lessons
of partisan fighting and winter warfare the Finns taught them the The Americans, needing a morale boost to back up their
year before--now it would be the Axis’ turn as students in the brutal mobilization at home, sent a token bomber raid on Japan from the
classroom of the Russian Front. (The Finns returned to the War, aircraft carrier Hornet. While militarily unsuccessful, it showed
and attempted to retake territory lost the year before.) the Japanese military that while it could roam wherever it pleased,
the homeland was still vulnerable and the Allied navies were still
Out of desperation, the Soviets a force to reckon with. The
were forced to send women Japanese Navy was ordered
into combat, driving tanks and to set a trap for the American
flying close-support aircraft. carrier forces, and to this end,
Even children were armed and they sent a carrier force to
sent to the front. But with little Midway Island, an American
in the way of foreign aid, it outpost near Hawaii. But the
seemed the Soviet cause was a Americans had broken the
lost one--and it would take the Japanese message codes and
War transforming itself once knew they were coming. The
again to even the odds. Americans sprung their trap
first--and the Japanese lost
With the Japanese now firmly four fleet carriers and many of
in Southeast Asia, there was only one barrier between them their best crewmen. With this sudden victory, the Allies now had
and the oil-rich Dutch East Indies--the U.S. Pacific Fleet. Once the confidence to go on the offensive...in New Guinea and the
again, there was a diplomatic crisis between Axis and the perfect Solomon Islands.
victim. America was sending mercenaries into China to prop up
the Republic of Generalissimo Chiang Kai-Shek. The Roosevelt Another attempt at a morale-boosting quick victory was the
government was demanding that the Japanese pull out of Indochina. disaster on the northern French coast around the town of Dieppe, as
The Japanese made their terms conditional that the American Canadian troops and British Commandos tried to destroy German
“Volunteers” also pull out of China. The talks broke down, and defensive positions and were badly outgunned and outmanned.
on November 30, 1941--The Date That Will Live in Infamy--the
Japanese fleet attacked Pearl Harbor. The cream of the Pacific In the Atlantic, the German Navy’s U-Boats and surface warships
Fleet, including the flagship carrier Lexington, was caught in port were wreaking havoc on the Allied supply convoys. The Allies
and destroyed. Now America was in the War. Now America would quickly developed countermeasures--mainly sonar technology,
claim the War as its own. new maritime patrol airplanes and small aircraft carriers--but
the U-Boats would continue to be a threat throughout the war. In
The meteoric conquests of the Japanese fired all along the Pacific spite of them, American materiel and troops crossed the oceans in
Rim and into Australasia. By the end of 1941, the Japanese great numbers and gathered in Britain and West Africa for the next
succeeded in taking Hong Kong, the Philippines, Borneo, phases of the war.
Singapore, Guam, Wake Island and the Gilbert Islands. The Allies
lost thousands of men in battle--and the survivors suffered again In the fall of ‘42, the Allies launched their next offensives...the
and again as prisoners of war, as the Japanese felt they could do Western Allies landed forces in Morocco and Algeria and routed
as they pleased to their captives (because Japan had never been a determined French and German divisions there. The German
party to the Geneva Convention). Afrika Korps was now caught between two fires--the Americans
and British to the West and the British advance from Egypt
The Japanese would continue to add territory well into 1942, through Libya into Tunisia from the East and Southeast. Even
taking all of Indonesia and Malaysia, Burma and the Solomon though the Germans would introduce new weaponry--including
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the latest tanks and “special tanks” (vehicles with legs instead of American, British and Dutch warships in the Pacific and Indian
treads or wheels!), their days in Africa were numbered. With the Oceans. However, Japan knew that the American industrial might
Mediterranean Sea still contested by the British and Italian navies, they faced themselves was also helping Russia--since Japan wasn’t
resupply from Europe was becoming impossible. at war with the Soviets, they could not stop Russian ships carrying
American-made tanks and planes crossing the Pacific to the Soviet
At the same time, the Soviets were advancing on the Russian Front- Union’s Siberian ports. Some Japanese diplomats were talking
-they soon had an entire German army surrounded at the Volga about arranging an armistice between the Soviets and Germany,
city of Stalingrad. As winter came and the Germans failed time so the Germans could better aid Italy. Hitler and his ministers,
and time again to resupply or relieve them, their comrades starved, now convinced that victory was theirs and soon, expressed their
froze, and were killed in vicious street fighting. Radio Moscow disinterest and planned the next offensive in the East.
would broadcast this message: “Every six seconds, a German
soldier dies on the Russian Front...every six seconds...every six The new German offensive would center on a town where
seconds...” the Soviets had driven a salient into the German lines: Kursk.
Unfortunately for the Germans, the Allies had gotten wind of
The Luftwaffe and the Royal Air Force now committed to strategic their battle plans. The Soviets sent massive numbers of troops
air campaigns over Europe, with both sides sending thousand-plane and tanks to the area and fortified the lines. In a bizarre event
raids over enemy cities. American planes were now operating from of synchronicity, Luftwaffe and Soviet Air Force pre-emptive air
English bases and adding their bombs to the fires in Germany--at strikes met head-on on the first day of what would become the
great cost. war’s most intense and vicious air-land battle. Like at Lousewake,
the Axis gamble came undone, in spite of the fact the German
In the South Pacific, the Americans were beginning to gain the Army sent in their best and newest tanks and ground-attack planes.
upper hand against the Japanese, despite losing two fleet carriers in The reversal of fortune was complete in a week; even though it
as many months. In a desperate attempt to take the War to the West cost the Soviets very dearly, they now had the Germans on the
Coast of the continental United States, the Japanese sent a large run. By September (two months later), the Soviets would have the
scale flotilla east--which was met by an equally large American Germans outnumbered 7 to 1, and by the end of 1943, the front had
task force at Lousewake. The combination of dense fog and radar moved west to the Dniepr river.
breakdowns meant a terribly confused fight, and some ships were
lost to “friendly” fire. The Japanese were driven back, but the In the Pacific, the Allies would make several advances against the
damage done to the Americans was enough to discourage any Japanese in the South Pacific in 1943, but the effort at the time
exploitation of the victory. was more towards building forces for later efforts. Thanks to new
ships and planes, the Allies won technical as well as manpower
With the gamble of Lousewake lost, the Japanese were driven superiority in many battles. Admiral Halsey’s forces drove
out of Guadalcanal. through the Solomons,
Australian airborne forces starting with Guadalcanal
took the fight further into and then sweeping through
New Guinea. Finally, the the island chain before
Americans took a more hitting Bougainville. The
personal revenge for Pearl Solomons campaign would
Harbor and other defeats last into 1944, with the
by assassinating Admiral Japanese finally defeated in
Yamamoto, intercepting the spring. The Americans
his plane and destroying it. would also retake the
Remnants of the Chinese Aleutians in a bloody
RepublicanArmy attempted infantry fight. Of the 3000
a counterattack into Burma--they failed, but also weakened the Japanese troops defending the outpost, less than 30 would leave
Japanese grip on Burma and India. the island alive as prisoners.
In Russia, the Soviet and German armies fought each other to a With the defeat of the Axis naval forces in the Mediterranean Sea,
stalemate in the spring of ‘43. In the Mediterranean theater, the the Allies retook Malta and then made landings on Sicily. By the
Germans briefly took the British outpost island Malta, but then end of August 1943, the Allies had taken Sicily from the Italians
were forced to abandon Africa and prepare to defend Sicily and and were now poised to strike the Italian mainland. At about this
the Italian mainland. time, the U.S. Army Air Forces launched the first of a series of epic
air raids on the Rumanian oilfields at Ploiesti, in an attempt to cut
The Axis nations were now at a precarious balance with one off Germany’s main supply of fuel.
another. Mussolini was losing his grip on the Italian people as
the Allies destroyed his military on the battlefield and through Mussolini’s own Fascist Party turned against him, and allowed
bombing raids against the mainland. But Germany and Japan the King to appoint a new head-of-state in Italy. The new Italian
both were sure of the inevitability of their own victory--at least in government now made an armistice with the Allies, but this would
public. After all, even after counting the defeat in Stalingrad, the save nothing as German troops poured into the country from
kill ratio on the Russian Front still favored the Axis 10 to 1, and the Austria and France. By the end of the year, the country was split
Japanese Navy was claiming that they had destroyed nearly 300 in two, with the Allies occupying the mainland south of Rome
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and the Germans occupying the north. Mussolini himself was of its best battleships, including all three of Japan’s Yamato-class
imprisoned--and an attempt to break him from jail was thwarted super-battleships! The Americans suffered extremely heavy
when British fighters intercepted the German planes and gliders casualties before the Japanese finally were forced to withdraw...
sent for the “rescue”. The struggle for Italy would drag on for many and this would set back the Allies timetable for months. Even so,
months, with each advance of the Allies eventually stalling at yet another more successful campaign in the Marshall Islands now
another Axis stronghold. gave the Allies bases from which to launch strategic bombing raids
against Japan itself.
Back on the Russian Front, the Soviets started another offensive
just after the start of 1944 and drove the Axis out of the Ukraine As the Soviet Army swept from its homeland into Poland in
and into Rumania and Bulgaria by mid-spring. Rumanian, pursuit of the retreating Germans, the Poles themselves began to
Bulgarian, Slovakian and Croatian units were pulled out of the take matters into their own hands. There was a popular uprising
Russian Front to shore up their defenses of the homelands--Allied in Warsaw, with citizens and underground soldiers fighting the
air raids were now almost a daily occurrence over Europe. In German occupation force. The German response was simply to
addition to the many hundreds of Flying Fortresses, Liberators, blast and burn the whole city to the ground with heavy artillery.
Halifaxes, Lancasters, Stirlings and other bombers the Allies were The Soviet forces arrived on the riverbank east of town and could
deploying in the skies over Germany, Italy and France, newer and do nothing but watch--the Germans had fortified the lines to the
more advanced superheavies were being rushed into production: point the Russians couldn’t break them. The Rumanians changed
the Superfortress; the Dominator; the B-35 Flying Wing; the B-36 sides when Luftwaffe planes bombed Bucharest; now the Ploiesti
“Aluminum Overcast”; the Brabazon. oilfields were in Allied hands, and the supply lines between
Germany and Japan were jeopardized. Hungary was also under
The Axis had their own way to up the ante of the air war--the jet pressure to surrender or change sides, as was Finland. Hungary
and rocket planes and missiles they had been developing were now becomes a terrible battleground, but the Finns are able to negotiate
ready for mass production. In April of 1944, the Messerschmitt a way out of the war, and expel their German ex-compatriots to
Me262 had its debut in combat, and the following month, its Norway.
stablemate, the Me163 Komet rocket-powered interceptor
appeared to challenge the Allied France was now a terrible
bombers. Finally, the Germans killing field too, as a partisan
began sending an entirely new fighting broke out between pro-
weapon--a jet powered cruise Allied and pro-Axis factions
missile called the V-1--against and the Allied invasion slowly
cities in England from France ground on. The Allies barely
and Holland. succeeded in reaching Belgian
and Dutch soil by winter--and
In spite of the continued then suffered a terrible defeat at
difficulties posed by the Bastogne, as the 101st Airborne
German Navy in the Atlantic, Division was wiped out by the
the Allies built their forces in Germans. The Luftwaffe by
England for an invasion of France across the Channel. The new now was beginning to supplement the V-1 with the V-2 ballistic
Supreme Commander of the Allied Forces in Europe--Dwight missile, and the air war and mass bombings were intensifying over
Eisenhower--would personally oversee the invasion from planning Europe.
to execution. On June 6, 1944, the British, Canadian and American
armies landed at Normandy and took a beachhead in the midst of The Allies considered the Mediterranean sea war finished, so the
vicious resistance from the Germans and their French comrades. British Navy sent its ships to the Indian Ocean, and soon had fresh
Eisenhower’s regard for his men and their plight under German troops brought from South Africa, Australia and New Zealand to
guns cost him--his plane was intercepted and shot down in flames land in Burma, in an epic attempt to break the German/Japanese
over the beaches on the seventh day of the battle. It took three supply lines and link back up with the Chinese Republic. This
months for the Allies to break out of the Normandy encirclement campaign would turn out to be one of the toughest and slowest of
and fight inland. the war--and the fighting here would go well into 1945 and 1946.
(While the fighting was going on in Normandy, a cabal of German The American “liberation” of the Philippines would also drag
Army officers and other conspirators attempted to assassinate Hitler on, but soon the Allies would drive their advances closer to the
at one of his headquarters in Germany--and failed. Hitler rounded Japanese Home Islands. Even as fighting continued in Luzon, U.S.
up the conspirators, had them tried in bogus court proceedings, and Marine divisions would conquer Iwo Jima and Okinawa in vicious
executed them all.) combat with the Japanese. U.S. Army Superfortress bombers
were now making raids on Tokyo and other Japanese cities--but
A disaster of similar magnitude met the Allies in the Pacific two the technical support Germany was providing meant Japan was
months later: after a series of bloody but otherwise successful now fielding jet interceptors--as well as jet-powered “Baka bombs”
island conquests, the Americans under Douglas MacArthur had (human-guided cruise missiles) against the American ships.
come to the Leyte Gulf near the Philippines. In a brilliant stroke,
the Japanese Navy decoyed the American heavy firepower ships The Atlantic Ocean was contested yet again--this time as new
away from the invasion fleet and then struck the rest with a force German U-Boats challenged ships bearing arms and reinforcements
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to France. Each man, bullet and gallon of fuel lost in the North The tracking the history then jumped to August 27, 1939, at
Atlantic was sorely missed on the front lines. The Allied advances Leipheim Airfield, Germany where the prototype Me-262 jet is
in Europe ground to a standstill throughout 1945--and with that being demonstrated for Field Marshall Wolfgang Ritter, the leader
respite, the Germans won back air superiority. Now Hitler could of the Luftwaffe. This is also the first major divergence between
contemplate his next gambit--taking the war to America herself! recorded history and that of the Families of Altered Wars. Hermann
(The Japanese tried to do this already . . . an attempted bombing Göring did not survive the Great War to become Reichmarshall for
raid on San Francisco in August of 1945 that was intercepted by Adolph Hitler. Wolfgang Ritter is a much more capable leader for
American night fighters!) the Luftwaffe and insures that the new technology will be available
when the Reich needs it.
With sabotage (by Soviet agents) causing delays in the Manhattan In April of 1939 in Berlin, Germany, Adolph Hitler visits the
Project, the Axis’ and the Allies’ atomic weapons were developing home of Wolfgang Ritter and actually gets down on the floor with
at about equal pace. Without any A-Bombs ready, the Allies were two adolescent boys and draws superhero comics with them before
forced to invade Japan directly, which they did starting in the dinner. The vignette ends with Hitler revealing a new mission for
Spring of 1946. The horrible casualty rate forced the Allies to use Ritter; a trip to Antarctica.
weapons they hoped to avoid before--poison gasses. The next major divergence occurs on June 13th, 1944, when the
Commander of the Allied Forces, General Dwight D. Eisenhower,
At 1946, the war situation is thus: was being flown in a two-seat P-
the Allies in Europe are deadlocked 51 Mustang over the beaches of
on three frontiers, a Western Front Normandy. He had been assured
including France, Belgium, Holland that the Allies have air superiority,
and parts of Germany; an Eastern but one of the new Nazi Me-262’s
Front including Poland, Hungary roars down on Mustang and totally
and parts of Germany; a Southern destroys it.
Front including northern Italy and With Eisenhower dead,
Austria. There is still a war going on leadership of the Allied invasion
for control of the Middle East, with falls to British General Bernard
the Allies in control of all of Africa Montgomery and the Allies are
plus Palestine, the TransJordan and unable to break out of Normandy
Saudi Arabia, but with Axis forces in until the end of September, 1944.
control in Turkey, Syria, Iraq, Iran, India and parts of Afghanistan. This greatly slows down the progress of the war and gives the Axis
The Japanese still hold much of their vast Asian/Pacific empire, additional time for special projects. Also, the Germans split the
in spite of the Allied naval blockade (which is broken every so allied forces in half at the Ardennes and manage to halt the Soviet
often by Japanese or German subs); they possess Siam, Indochina, advance on the Eastern Front- almost entirely due to the massive
Indonesia, Singapore and parts of New Guinea, as well as large build-up of the Luftwaffe.
chunks of China, which is still being contested by the Chinese The next important point in the story of the Families of Altered
Nationalists and Communists. The Soviets still have not declared Wars is May 15th, 1945, and a training session of the brand-new
war on Japan. The supply lines between Germany and Japan are JG500 Jagdgeschwader, otherwise known as “The Angels of
still open and Japan is reaping the benefits of Germany’s technical the Luftwaffe.” This unit is Germany’s first all-female fighter
superiority. America, the Soviet Union and Britain are trying to squadron, inaugurated under the command of famous test pilot,
close the technical gap with Germany, but it’s coming to the wire. Hanna Reitsch. The unit is equipped with the He-162 Spatz jet
The fate of Earth history is on the table. fighter and the young women fighter pilots have their hands full
with accelerated training.
Our story so far . . . Dora Oberlicht comes into the story again, in her new role
as Reitsch’s Adjutant and she is having much difficulty getting
The first German aircraft carrier, the Mackensen, is launched on used to the new jet fighters. Another JG500 pilot is introduced,
April 21, 1917. However, just as they are about to launch a strike Lorelei Jungfrau. Lorelei hates the Nazi’s so much that she paints
against London, the war is over and Germany has surrendered. The out the swastika from the tail of her Spatz and cuts it off of her
end of the war comes before Professor Hermann Oberth is able to pilot wings. Since the Angels share the base at Leck with an
launch is experimental rocket plane from the carrier. SS Luftsturm detachment (Air Guard, flying Me-262’s), this is
The story of the history of the Families of the Altered Wars particularly dangerous and soon Lorelei is in prison on charges
began in April of 1937, when a joint Japanese-German scientific of treason, despite her fervent desire to protect Germany and
expedition in Tsitsihar, Manchuko (near the Mongolian border) her extraordinary ability as a fighter pilot. Suddenly the base is
made an astounding discovery. The dig has uncovered a flying attacked by British Tempest fighters and Dora roars into the air
saucer 44 meters in diameter, buried some 18,000 years previous. to defend the base, shooting down two Tempests in one pass and
Astonishingly, disc is emblazoned with a swastika. getting her fifth kill.
Meanwhile, in Germany we are introduced to several principles The next important happening is at Germany’s ‘Atlantis’ Base
of the story at a local glider club. Here we meet Dora Oberlicht and in Antarctica on August 15, 1945. A second flying saucer, code
Gustav Adler. We are also introduced to Elisabeth Hartmann and named Wurfsheibe II, had been discovered in Antarctica in 1938.
her son Erich, who will go on to become the greatest fighter Ace The disk is nearly identical to the one discovered in Manchuko
of the war, with over 350 kills. Dora is already an accomplished in 1937 and also has swastika markings with a reversed image.
glider pilot and inspires Gus to become a pilot as well. The disks were discovered at almost exact opposite sides of the
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Earth from each other, on a slightly off-set axis, like the magnetic engage the German fleet and damages the Admiral Raider and the
poles. cruiser Blucher. The DFS 428 recon plane locates the Allied fleet
Adolph Hitler is taken to a hangar in the base and shown and the Axis forces prepare to launch air strikes.
another alien craft, floating in the air on some sort of anti-gravity Back at Wizernes, Von Braun continues to brief Hitler on the
levitation. It had been discovered buried with the first flying disk rocket developments including a three-stage combination capable
in Manchuko. It began to hover when the Japanese tested their first of placing a weapons platform in orbit to strike a target anywhere
atomic bomb near Korea on August 12th, 1945. Hitler believes that on the Earth.
there is some connection between the swastika-marked saucers In the South Atlantic, the air and sea battle has become the
and mankind, but that the smaller craft is entirely alien. Test Pilot largest naval engagement in the history of warfare. On April 2nd,
Hanna Reitsch claims that if they can get it open, she’ll fly it 1946, the Allied fleet is fast approaching the German surface fleet
straight into space! when an atom bomb detonates, destroying many ships.
The story next progresses to January 1, 1946. A Nazi six- In Wizernes, the three-stage rocket is launched, placing the
engine Blohm und Voss BV238C (with HS132A Mistel jet fighter first satellite in orbit. The launch is observed by Soviets who
mounted above it) approaches a cliff of ice. Massive doors swing are flying the new MiG I-270 rocket fighter, using female test
wide to reveal Atlantis; Hitler’s Antarctic Redoubt. Behind those pilots. The orbiting rocket fails to relight its engine, but the test
giant doors are docking bays filled with German battleships, is generally considered a success. Hitler promises Von Braun the
carriers, submarines, and destroyers. resources necessary to continue testing, but without the use of Jew
On March 21, 1946. Hauptman Dora Oberlicht is flying a slave labor.
TA-152T fighter high over a massive task force of five battleships, Adolph Hitler orders the launch of Plan Taurus and a huge
seven heavy cruisers, and all four of the Kriegsmarine’s aircraft four-engine carrier bomber takes off, carrying a hybrid rocket and
carriers. She lands her machine on the aircraft carrier Europa with jet fighter bomber under its belly.
a live torpedo and meets up with some resistance from the German High over the North Atlantic Ocean, on April 2nd, 1946. A
pilots she is to train in carrier operations. Major Gustav Adler sets massive Nazi bomber fleet of six-engine, twin-tailed, long-range
them straight about Dora’s abilities, but then the Germans are bombers is headed for America. In the South Atlantic, Hauptman
criticized by one of the Japanese pilots sent here to help prepare Dora Oberlicht has finally located the lost reconnaissance plane
the Kriegsmarine for carrier warfare. Dora challenges Commander and guides it back to the carrier Peter Strasser. Dora informs the
Jiro Mikasa to a mock dogfight and the two take off; Dora in her young pilot, Karl, that the Europa and the other two carriers were
Ta-152 and Mikasa in his A6M8 Zero. destroyed by the atomic bomb and that only three ships from the
Meanwhile a special twin-hulled, seven-engine, version of the German fleet were unscathed. Karl tells her what it was like to see
B-29 Superfortress is tracking the Axis fleet, and a Sto I-400 class the atom bomb detonate, saying that it was, “…as if I was looking
aircraft carrier submarine rendezvous with a German Type XXVII into Hell!” Dora and Gus Adler wonder how the German fleet was
sub. The German sub launches a navalized version of the Me-163 used as bait to draw the Allies in and then destroy them with the
rocket fighter and invites the Japanese sub to follow them to join atomic bomb. Then Dora faints and Gus catches her. She reveals
the fleet. that she isn’t hurt; she’s just pregnant.
Dora and Mikasa put all of their skills to the test in their In Leck, Germany, Lorelei’s fate is being discussed. There is
mock dogfight and things are starting to get out of hand when nothing to be done, apparently, since she is now in the hands of the
Dora suddenly spots an Allied submarine stalking the task force. SS and not even her status as an Ace with 88 kills will save her.
She promptly attacks it with a torpedo and Mikasa follows up her At the same time, above the New Jersey coast, Jennifer Dare
attack by dropping his spare fuel tank on the sub. is flying a highly modified XP-47H Thunderbolt. J.J. Condorcet
With the German and Japanese fleets detected in the South contacts her and tells her that they have picked up a formation of
Atlantic, J.J. Condorcet convinces President Roosevelt to unidentified contacts headed in. Jennifer Dare asks what she can
assemble a fleet to meet the Axis threat and prepares to take out an do about it, since her fighter is unarmed. Plan Taurus Luftwaffe
experimental submarine, the USS Hunley. bombers approach rapidly. Suddenly a Dare’s lone fighter hurls
The Germans and Japanese deploy from the Atlantis base in straight at them. One bomber veers to avoid collision and collides
Antarctica and the Germans launch a DFS 428 jet reconnaissance with another to fall into the ocean.
aircraft to search for Allied ships. Suddenly, from out of nowhere, Despite the massive Allied bombing campaign, the Luftwaffe
the Hunley fires torpedoes and hits the battleship Tirpitz. The is stronger than ever. The new classes of electric U-Boats have
engagement has begun. effectively cut off England’s shipping routes, forcing Churchill
On April 1st, 1946, at the Wizernes II Launch Complex, A4 and his fleet to retreat to Bermuda. Luftpanzer units are preparing
rockets (otherwise known as the V-2) sit on their launch pads, to occupy England and heavy Wehrmacht armor has managed to
ready to take off and deliver high explosives against England. halt the Allied advance near Silesia. The Luftwaffe’s long-range
Hitler is being briefed about the ongoing programs which include bombers have not been very effective against the United States
the A9m manned rocket and multi-staged rockets. Dr. Werner Von because of the heavy fighter defenses there and the lack of adequate
Braun explains how soon they will be able to put pilots into orbit long-range escort fighters. Hitler explains that the sacrifice of the
and eventually on the Moon. Kriegsmarine was a psychological ploy and hints that there are
The A9’s test pilot is visiting Lorelei Jungfrau, the top German weapons far stronger than the “puny atomic bomb.”
female Ace, in prison. She refuses to recant her stand against the Above Silesia on April 4th, 1946, Hauptsturmführer Reinhard
Nazi’s and tells Hauptsturmführer Wagner goodbye. Wagner is shot down by a female Soviet pilot flying an advanced
In another part of the world, Operation Jupiter is progressing twin-engine jet fighter.
with the German and Japanese fleets meeting to confront the Allied On April 13th, 1946, Dora and Gus return to Leck, Germany.
forces in the South Atlantic. J.J. Condorcet’s Hunley continues Dora finds out that Reimar and Emil Ritter tried to rescue Lorelei
16
from the SS prison. Reimar and Lorelei made it to England, but Dora has had her baby, Emily. She leaves the baby with Gustav
Emil was killed during the rescue, shot by SS guards while Reimar Adler, telling him that she has always loved him. Then she takes off
and Lorelei escaped in a two-seat Ho 229. to defend Germany against the oncoming Russian bomber fleet.
Adolph Hitler has set in motion the final actions of the war Then it appears that Hitler has become insane. There were no
on August 27th, 1946, a massive combined attack involving rocket atom bomb attacks on America. A lone bomber that did get through
launches, aircraft carriers, the invasion of England, and the atomic was stopped by the brave sacrifice of Jennifer Dare. Time has
bombing of the Soviets. Gigantic Daimler-Benz/Focke-Wulf somehow reset itself with the detonation of the atomic weapons
Projekt ‘C’ carrier bombers lift off and head for America. As they over the South Atlantic and on the Eastern Front. Instead 1946
launch a massive Allied air raid of B-35 flying wings attacks. The will play out again, still different from the recorded history of the
Luftwaffe launches waves of Natter wooden rocket fighters, but world.
the bombs rain down, destroying many of the Projekt ‘C’ carriers In 1996, Gustav Adler and Emily Oberlicht eventually made it
before they can take off. Despite the setback, Hitler orders the to the United States and, Gus meets Deanna Pearl, Dora Oberlicht’s
attacks to continue with a-bomb attacks on American cities granddaughter. She tells him that Dora still lives and they walk off
and even more launches of the Projekt ‘C’, ‘D’, and ‘B’ carrier arm-in-arm, with Gus Adler telling Deanna about her great fighter
bombers. Atomic bombs detonate over New York. Rommel and pilot grandmother.
Donitz attempt to assassinate Hitler, but only kill his double.
17
CHAPTER TWO: ATTRIBUTES
Attributes are scores that reflect the character’s basic physical and Mind Group. INT represents the sharpness of the character’s mind,
mental abilities. In short, the core attributes define the character’s clarity of thought and overall alertness. The higher a character’s
“body and mind.” INT, the brighter and more perceptive he is. An INT of 0 represents
a complete lack of intelligence and thought (e.g., brain death or an
BODY GROUP inanimate object).
The three attributes that define a character’s “body” or physical
being are Health, Strength, and Reflexes. Will (WIL)
Will (abbreviated WIL) is the “Resistance” attribute for the Mind
Strength (STR) Group. WIL reflects the character’s mental strength, ego, and
Strength (abbreviated STR) is the “Power” attribute for the Body force of conviction. The higher a character’s Will, the greater his
Group. STR represents raw physical prowess, including the ability resolve, focus, and level of concentration. A WIL of 0 represents
to lift, push and otherwise exert force. no resistance to emotional influence and/or a complete lack of self-
The total weight that a character can lift to waist level without awareness (e.g., an automaton, robot or zombie).
moving (i.e., dead lift) is shown on the Basic STR Table. A character
is able to carry (lift and move) weight equal to half his lift capacity. ATTRIBUTE SCORES
A character can drag or pull twice his lift capacity. All attributes are based on a scale of one to ten (1-10), denoting the
normal human levels of possibility. Characters in certain types of
Basic STR Table LUFTWAFFE 1946 ROLE PLAYING GAME MAY have attributes with scores
Score Drag Dead Lift Carry Damage higher or lower than humanly possible.
0 0 0 0 0 The higher an attribute score the better the character is in
1 10 kg 5 kg 2.5 kg 1d3
2 50 kg 25 kg 12.5 kg 1d6 that area. For example, a character with a Strength of 3 is average,
3 100 kg 50 kg 25 kg ld6+2 whereas a character with a Strength of 1 is roughly equivalent to
4 200 kg 100 kg 50 kg 2d6 an infant or small animal.
5 300 kg 150 kg 75 kg 2d6+2 A score of 9 or 10 represents the pinnacle of human achievement.
6 400 kg 200 kg 100 kg 3d6 It should be rare to encounter someone with an attribute or skill at
7 500 kg 250 kg 125 kg 3d6+2
8 600 kg 300 kg 150 kg 4d6 this level (at least among NPCs), and such a person may be well-
9 700kg 350kg 175kg 4d6+2 known for his ability.
10 800kg 400kg 200kg 5d6 A score of 0 means the character has absolutely no capability
in that area. Generally, if a character’s attribute drops to 0 for any
Reflexes (REF) reason, the character is completely impotent in that area.
Reflexes (abbreviated REF) is the “Aptitude” attribute for the
Body Group. REF covers the character’s agility, coordination, BUYING ATTRIBUTES
reaction, and overall speed. The higher a character’s REF, the more Characters in Luftwaffe 1946 Role Playing Game have numerical
dexterous and agile he is, and the better his sense of balance is. A scores that define their basic capabilities, called Attributes. Each
REF of 0 represents total lack of control over one’s muscles and character can also have traits, benefits, and skills. These are
movement (e.g., severe palsy or total paralysis). described in detail later in their own sections.
Attributes cost 1 Attribute Point for each level in an attribute.
Health (HLT) Buying a STR of 5 for a starting character, for instance, has a cost
Health (abbreviated HLT) is the “Resistance” attribute for the of 5 Attribute Points. Each player gets 35 points to divide among
Body Group. HLT reflects the character’s overall constitution, the character’s attributes.
general health, resistance to disease, and overall fitness. The Attributes can be improved after character creation by
higher a character’s health, the more resistant he is to illness and spending Experience Points (see Experience, page 75). To increase
physiological degradation and injury. A HLT of 0 represents an an attribute by one level costs 5 times the new level in experience
absence of life (i.e., death). points.
MIND GROUP
The three attributes that define the character’s “mind” or mental
and emotional being are Presence, Intellect, and Will.
Presence (PRE)
Presence (abbreviated PRE) is the “Power” attribute for the Mind
Group. PRE represents the character’s general personality, charm,
charisma, and innate persuasiveness. The higher a character’s PRE,
the more influential he can be. A PRE of 0 represents a total lack of
personality, charisma, and emotion (e.g., a brick or a wall). Maximum Attribute Scores
The recommended maximum score for any attribute for the
Intellect (INT) Luftwaffe 1946 Role Playing Game is 8. Players may purchase up
Intellect (abbreviated INT) is the “Aptitude” attribute for the to the maximum score for any primary attribute. This limit does
18
not include any bonuses for applicable Advantages (see the chapter on page 65.
on Traits). Initiative may be increased at a cost of 3 Character Points for
each additional point of Initiative.
Using a Single Point Pool
GMs who wish to use a single pool of points for character creation Toughness (TGH)
may do so. Simply multiply the number of Attribute Points allotted Toughness (abbreviated as TGH) represents a character’s resistance
times 10 and then add those points to the Character Points to form to blunt force damage, such as from a punch, a baseball bat, or auto
one pool of points used for character creation. The cost of attributes collision.
is also multiplied by 10. Thus, when creating a new character, it A character’s starting TGH equals (STR + WIL)/2, rounding
costs 10 Character Points to buy 1 level in any primary attribute. up.
The cost of increasing Derived Attributes remains the same. When a character suffers damage from a pummeling, bashing,
or blunt attack, subtract the character’s TGH score from the damage,
then subtract the remaining damage (if any) from the character’s
Unspent Attribute Points Life points (see Life, below). If a character suffers an amount of
Any unspent Attribute Points may be converted to Character Points damage that does not exceed his TGH score, he suffers no loss of
at a rate of 10:1. Character Points are used to buy advantages, Life; he has completely shrugged off the attack.
benefits, or skills. This means that for every 1 Attribute Point that Toughness may also be used to decrease the damage suffered
a player wishes to spend on something besides his character’s from some forms of Special Damage at the GM’s discretion (see
attributes, the player can “exchange” the Attribute Point for 10 Damage, page 68).
Character Points. Character Points can’t be used to increase a Toughness may be increased at a cost of 5 Character Points
character’s attributes, however. for each additional point of Toughness.
19
which time he must rest for one minute for each turn spent sprinting successful Cool check. If you fail the Cool check by 4 or more,
(see Taking Actions, page 60). you will break and run in panic at twice your MOV score towards
A character’s MOV is REF + (STR+HLT)/2, rounding up. the nearest cover, until you make a successful Cool check. Cool is
Move may be increased at a cost of 5 Character Points for each treated like the control score in a Control Roll (pg. XX). The player
additional point of MOV. rolls against the character’s Cool and if the roll is a failure, the
character “loses his cool” and freezes up during a combat situation.
Cool (Cool) This paralysis lasts for 1d6 Turns. Further, after failing a Cool
Cool (abbreviated as COOL) represents your courage under fire. Roll, the character is at –3 for all rolls until his “nerve” has been
In a crisis inevitable there are people who freeze and panic. This regained by a full night’s worth of sleep or some similar method
ability represents your ability to operate under pressure. The GM as determined by the GM.
can require you to make a save versus your cool to determine how Any character who repeated fails Cool Rolls in a session risks
you act in a hostile situation when you are first exposed to such the danger of developing a Psychological Disadvantage at the
a situation. On later exposures you either would not make a Cool Inconvenience or Hardship level.
check or you would make one with a positive modifier of the GM’s A characters COOL is (REF + PRE + WIL)/3, rounding up.
choosing (probably +2 per exposure) reflecting your experience. Cool may be increased at a cost of 8 character points for each
If you fail a Cool check, there are two possible results. One result additional point of COOL.
is that you freeze in place, and not move until you do make a
Attribute Values
Score Description PRE INT WIL STR REF HLT
0 Null Autistic Brain dead Automaton Paralyzed Severe palsy Dead
1 Invalid Dull Handicapped Indecisive Infant Trembling Infirm
2 Weak Impressionable Slow Gullible Adolescent Clumsy Sensitive
3 Average Average Average Normal Adult Average Average
4 Good Bright Self-assured Amateur Fit
athlete
5 Very Good Personable Cunning Confident Boxer Nimble Healthy
6 Impressive Charismatic Gifted Motivated Football line-
man
7 Great Charming Driven
8 Outstanding Enticing Power-lifter Olymp. Gymnast
9 Amazing Enthralling Brilliant Martial arts star
10 Legendary Beyond words Genius Peak of health
20
Chapter Three: Traits
ABOUT TRAITS A player may not buy an Advantage that is the opposite of a
Any time a situation occurs in a game that is covered by a Disadvantage that his character already possesses without special
character’s trait, it automatically comes into play and will affect permission from the GM.
the character, influencing his behavior or actions, or otherwise Many Advantages have a mixture of positive and negative
limiting or expanding that character’s choice of actions. effects on the character, and this should be reflected in game play.
It is important to note that not all Traits may be appropriate For example, a character who is wealthy and well-connected can
for all game settings. The GM should decide which Traits will enjoy those benefits easily enough, but he is likely to attract bandits
be allowed in his or her game before the players create their and thieves, who might want some (or all) of that money for their
characters. own. It is up to the GM to weigh the pros and cons of each benefit
There are two basic types of traits: Advantages and and, in the appropriate game circumstances, introduce them to the
Disadvantages. game.
Advantages cost 2, 5, or 10 points. These are bought
during character creation when an Advantage is selected, using
Character Points. The point cost of an Advantage is determined
by its usefulness or level of benefit to the character in the game.
A convenience, impacting or benefiting the character slightly or
providing a bonus of +3 to one or more skill rolls (see Using Skills,
page 40), costs 2 points. An edge, having a moderate to strong
impact on a character or providing a bonus of +6 to one or more
skill rolls, costs 5 points. A gift, which has a significant positive
impact on the character or provides a bonus of +9 to one or more
Control Rolls skill rolls, costs 10 points.
Some Disadvantages (such as mental and some social traits) have
a score associated with them. This is the Control Score (or CS) for Description Cost Effect
the trait. This is the target number that the player must match for Convenience 2 points Slight; +3 on one or more skill rolls
the character to overcome the trait if/when it comes up during play. Edge 5 points Moderate-strong; +6 on one or more
If a player wants his character to do something that contradicts the skill rolls
limits described for the trait, the player must make a control roll Gift 10 points Significant; +9 to one or more skills
for the trait. The higher the control number, the more difficult it is
for the character to control or overcome the trait. Acceleration Tolerance
To make a control roll, the player rolls 3d6. The roll must be This is the ability to withstand the sudden high-G forces of extreme
equal to or greater than the control score for the trait. acceleration for short periods. It is most useful for fighter pilots,
The control score for inconveniences is 5. The control score especially those pilots that fly jets like the ME-262 and ME-163.
for hardships is 10. The control score for perils is 15. This advantage gives a bonus on HLT rolls to avoid the effects of
acceleration.
The opposite of this Trait is the Acceleration Intolerance
Level of Disadvantage Control
disadvantage.
Score
Inconvenience 5 The character’s bonus to skill rolls involving sports or athletic
Hardship 10 pursuits is:
Peril 15
Convenience (2) +2 to HLT rolls
Buying Traits Edge (5) +4 to HLT rolls
Advantages are purchased with the pool of Character Points Gift (10) +6 to HLT rolls
available for skills (see Buying Skills, page 40) or with Experience
Points (with GM’s permission). The cost (for Advantages) or the Acute Sense
value (points gained for Disadvantages) is listed in the description One of the character’s senses is sharper than normal and receives
of each. a bonus on all Awareness skill rolls, as well as other skill rolls
Characters can buy innate traits only during character creation, involving that sense (GM’s discretion). This Trait may be
except with the permission of the GM. purchased for each of the following senses—hearing, sight, smell/
Detailed description of each trait is listed below. Guidelines taste (counts as one sense), and touch.
for creating new Traits for your game are outlined at the end of the The opposite of this trait is the Impaired Sense disadvantage.
trait descriptions. The character’s bonus to skill rolls involving the acute sense
is:
ADVANTAGES
Convenience (2) +3
Edge (5) +6
Advantages provide some benefit to the character in the game and
Gift (10) +9
thus cost points to “purchase” when the character is created.
Most Advantages have a related and opposite Disadvantage.
21
Ally hard work or other “mutation.” This Trait may also could be ruled
Allies are people or forces that are willing to aid, defend or an innate trait in some settings or genres, at the GM’s discretion.
otherwise assist the character. An ally can be an individual (such In addition, this trait could impose a penalty to skill rolls in certain
as a contact within an organization, confidential informant, and so situations, such as interaction with individuals or races that find the
on), a small group, or even an entire nation. The ally should make feature unappealing, at the GM’s discretion.
sense for the game campaign or story, however. The player should The opposite of this trait is the Unattractive disadvantage.
also define the origin or basis for the ally, even if the character The character’s bonus to skill rolls involving situations in
himself is unaware of it (roleplaying a “surprise discovery” of which his/her appearance is important is:
one’s ally and/or the reasons for them being the character’s ally
can make for a dramatic moment in a game). Convenience (2) +3
An ally should show up only when requested or when needed Edge (5) +6
(GM’s discretion). If the character calls upon the ally in advance, the Gift (10) +9
ally will provide whatever assistance he can. No roll is necessary;
if aid is requested and the ally can provide it, he will. This aid may Con Artist
be in the form of financial assistance, special equipment, or direct The character is very believable and is an effective confidence man,
assistance from the ally personally. gaining a bonus to all skill rolls involving persuasion, misleading,
The opposite of this trait is the Enemy disadvantage. bluffing, or convincing others of something (whether true or not).
Overall, your ally is: It does not provide a bonus for forgery or other similar acts.
The opposite of this trait is the Honest disadvantage.
Convenience (2) less powerful than you, able to provide minor The character’s skill rolls are at:
assistance, or is limited to a relatively small
geographic area Convenience (2) +3
Edge (5) as powerful as you, able to provide moderate Edge (5) +6
assistance, or is limited to a county, province, Gift (10) +9
or region
Gift (10) more powerful than you, able to provide major Cool Headed
assistance, or has access to powerful weapons, The character keeps a cool head under moments of stress or intense
supernatural abilities, or other resources emotion. Under such circumstances, the character receives a bonus
to offset any penalties or increased difficulty for any skill rolls due
Ambidextrous to stress, distraction, or intense emotions such as anger or fear. The
Using your off hand normally incurs a -3 penalty to the character’s level of the trait dictates the bonus provided the character.
skill roll (see Off Handed, page 42). Ambidextrous characters The opposite of this trait is the Bad Tempered disadvantage.
can use the off hand with a reduced penalty or no penalty at all, The bonus the character receives is:
depending on the level of the trait.
The opposite of this trait is the Bad Hands disadvantage. Convenience (2) +3
The character is able to use his off hand at: Edge (5) +6
Gift (10) +9
Convenience (2) only a -1 penalty
Edge (5) no penalty Danger Sense
The character has a preternatural sense of danger to themselves
Athletic only. This can represent a mystic sense, street smarts, zanshin, or
The character is a natural athlete, gaining a bonus to all skill rolls whatever the player wants it to represent. Whenever that character
involving sports, athletic pursuits, or personal physical exertion is in immediate danger, the GM makes a secret WIL + Intuition
(GM’s discretion). roll for that character. The difficulty of the roll depends on the level
The opposite of this trait is the Out of Shape disadvantage. of the trait. If the roll is successful, the character becomes aware
The character’s bonus to skill rolls involving sports or athletic of the danger, though some details may remain a mystery. Once
pursuits is: aware of the danger, the character gets one free turn to perform one
or more actions and has no penalty for surprise.
Convenience (2) +3 with all Athletic Group skills If the effect number of the character’s WIL+ Intuition roll
Edge (5) +6 with all Athletic Group skills is 6 or higher, the character knows the precise direction and the
Gift (10) +9 with all Athletic Group skills general distance of the threat. If the effect number is 12 or more,
the character knows the precise distance and nature of the threat.
Attractive The opposite of this trait is the Oblivious to Danger
The character is exceptionally attractive and others take notice, to disadvantage.
the character’s advantage. An attractive person receives a bonus The difficulty and target number needed for the character to
on all skill rolls involving situations in which his or her feature is sense danger is:
important (GM’s discretion).
This is a developed trait by default, because people can alter Convenience (2) Challenging (TN 18)
their features through their life (losing weight if obese, undergoing Edge (5) Tricky (TN 15)
cosmetic surgery, chemically altering their smell, getting rid of a Gift (10) Average (TN 12)
bad skin condition, and the like), either through magic, surgery,
22
Eidetic Memory this trait at the Edge level would heal the same amount of damage
The character has a near-“photographic memory” and retains every day. This trait applies to all forms of healing.
much more information than the average person. The character The opposite of this trait is the Slow Healer disadvantage.
rarely forgets anything he sees, hears, or reads. In addition, the The character heals:
character receives a bonus on any skill rolls involving memory (at
GM’s discretion). Convenience (2) one step faster on the time chart; skill rolls to
The opposite of this trait is the Forgetful disadvantage. aid the character are normal.
The character can recall: Edge (5) two steps faster on the time chart; skill rolls to
aid the character are at +3.
Convenience (2) important details; +3 bonus to appropriate Gift (10) 3 steps faster on the time chart; skill rolls to aid
skill rolls the character are at +6.
Edge (5) minor details; +6 bonus to appropriate skill
rolls Fast Learner (Skill Group)
Gift (10) trivial details; +9 bonus to appropriate skill The character is a quick learner, and is able to retain knowledge
rolls more readily than the average person. A fast learner can improve
any skills from a specific skill group at -1 CP from the normal cost,
Famous and also receives a bonus to skill rolls involving research, study or
The character has gained fame for some notable deed or deeds. instruction on a topic relating to that skill group.
People tend to recognize any famous person when they see him or The skill group to which this advantage applies must be
when they hear the name. Most people go out of their way to curry chosen by the player when the trait is purchased. This trait may be
favor with the famous or to avoid getting on their bad side. purchased multiple times, once for each skill group.
A character may be famous for something he did or did not The opposite of this trait is the Slow Learner disadvantage.
do. A reputation, once earned, can be difficult to shed, regardless The character’s bonuses to skill rolls involving research, study
of its accuracy. or instruction are:
The level and effects of the character’s fame depend on the level
of the trait. The chance of someone not recognizing the character Convenience (2) +3
on sight (or upon hearing his name) is equal to the Control Score. Edge (5) +6
Note that this is a reputation for the individual character, not Gift (10) +9
for their association with a notable group.
The player should jot down (or at least have in mind) the Fast Reflexes
reason for the character’s fame. The specific effects of Famous are The character has a natural gift for reacting quickly and gains a
open to interpretation by the GM, and require some discretion. bonus to INI (see Initiative, page 18) and to any Awareness rolls
A character who has gained fame for defending the weak will to avoid surprise. Characters with a low REF score may take this
receive a bonus to Social skill rolls when dealing with commoners trait, to reflect generally poor coordination and agility but a fast
but may incur a penalty when dealing with corrupt officials or response time to unexpected events.
other bad guys. On the other hand, such a hero’s fame could also The opposite of this trait is the Slow Reflexes disadvantage.
result in a bonus to Social skill rolls when dealing with criminals The character receives:
or corrupt officials if the hero is trying to intimidate them because
they fear him! Once again, application of this trait requires a dose Convenience (2) +2 to INI and +3 to Awareness rolls to avoid
of common sense. surprise.
The Famous trait can be a double-edged sword, but as a rule Edge (5) +4 to INI and +6 to Awareness rolls to avoid
it is predominantly positive. surprise.
The opposite of this trait is the Infamous disadvantage. Gift (10) +6 to INI and +9 to Awareness rolls to avoid
The character is: surprise.
23
Edge (5) is less competent or skilled or is a minor help Edge (5) +6 to Concentration skill rolls to resist pain
to the character and to offset penalties due to wounds.
Gift (10) is roughly equal in ability and skill or is a Gift (10) +9 to Concentration skill rolls to resist pain
major help to the character and to offset penalties due to wounds.
24
Character Improvement Costs, page 75).
The opposite of this trait is the Secret disadvantage. Note that Convenience (2) +3
characters may have both the Secret and Knows a Secret traits, as Edge (5) +6
long as they do not logically contradict each other. For instance, Gift (10) +9
a super hero may have a Secret (a secret identity) and Knows a
Secret (teammate is an alien). Lucky
If revealed, the secret would expose the person or group to: The character is luckier than most. Even small misfortunes have
a way of turning into advantages for the character. This trait can
Convenience (2) ostracism or embarrassment reflect a divine blessing, good karma, plain old-fashioned luck, or
Edge (5) arrest, harm or financial or social ruin anything the player wishes.
Gift (10) death In game terms, the character receives extra Action Points at
the start of each game session. These extra Action Points do not
Life Experience count against the normal 3 AP starting limit for game sessions (see
The character has a broad and varied background and has Action Points, page 63).
accumulated a wealth of personal knowledge and experience. As The opposite of this trait is the Unlucky disadvantage.
a result of this life experience, the character gains a bonus to all At the start of each game session, the character receives:
skill rolls involving information that can be likely recalled from
literature, cultural knowledge, or personal experience (GM’s Edge (5) 1 extra Action Point
discretion). Gift (10) 2 extra Action Points
The opposite of this trait is the Naïve disadvantage.
The character’s bonus to appropriate skill rolls is: Membership
The character is a member of some group or organization. The
Convenience (2) +3 character has the perks and responsibilities commensurate with
Edge (5) +6 his rank in the organization. For example, police officers can
Gift (10) +9 carry guns and make arrests but they also must obey laws and
department policies, answer to the chief, are watched by the public
Light Sleeper and the media, etc.
The character is able to awaken from even a deep sleep, with no Membership rank (MR) is rated 1 to 10, with 10 being the
skill roll required. The slightest noise may awaken the character, highest attainable rank within the group. When a character buys
at the player’s option. Membership in a group or organization, he pays 1 to 5 points
Any attempts to sneak up on or past a character with this trait for each rank within that group, depending on the importance or
must make a contested Stealth roll, as normal, against the sleeping influence of the group in the campaign (see the table below).
character’s Awareness roll; if the effect number of the sleeping
character’s Awareness roll is greater than the other character’s Importance Cost/Lv Example
Stealth roll, the sleeping character has been awakened by a sound Trivial 1 Local/civil
(if the player so chooses). Minor 2 City
The sleeping character gains a bonus to his Awareness roll to Moderate 3 State/prov
awaken based on the level of the trait. Major 4 National
The opposite of this trait is the Heavy Sleeper disadvantage. Supreme 5 Global
The character’s bonus to Awareness rolls to awaken is:
MILITARY RANKS
German Armed Forces, Enlisted Ranks
Importance: Trivial (1 point per rank)
MR Grade Kriegsmarine (Navy) Wehrmacht (Army) Waffen-SS Luftwaffe (Air Force) Cost
10 E-10 — — — — 10
9 E-9 Stabsobersteurmann — — Oberfeldwebel 9
8 E-8 Obersteurmann Oberfeldwebel SS-Sturmscharfuhrer Oberfeldwebel 8
7 E-7 — Stabsfeldwebel — — 7
6 E-6 — Stabswachtsmeister — — 6
5 E-5 Stabssteurmann Unterfeldwebel SS-Hauptscharfuhrer Feldwebel 5
Unteroffizier Unteroffizier
Unterfeldwebel Unterfeldwebel
Stabsgefreiter Stabsgefreiter
4 E-4 Steurmann Obergefreiter SS-Sturmmann Unteroffizier 4
Obermaat
Maat
3 E-3 Matrosenhauptgefrieter Gefreiter — Hauptgefrieter 3
Matrosenstabsgefrieter
Matrosenoberstabsgefreiter
2 E-2 Matrosenobergefrieter Oberschutze SS-Oberschutze Obergefrieter 2
1 E-1 Matrosengefrieter Schutze* SS-Schutze Flieger, Gefrieter 1
* Grenadier after 1942.
25
German Armed Forces, Commissioned Ranks
Importance: Moderate (3 points per rank)
MR Grade Kriegsmarine (Navy) Wehrmacht Waffen-SS Luftwaffe (Air Force) Cost
12* O-12 — — Reichsfuhrer-SS Reichsmarschal 36
11* O-11 Grossadmiral Generalfeldmarschall — Generalfeldmarschall 33
10 O-10 Generaladmiral General-Oberst SS-Oberstgruppenfuhrer Generaloberst 30
9 O-9 Admiral General SS-Obergruppenfuhrer General 27
8 O-8 Vizeadmiral General-Leutnant SS-Gruppenfuhrer GeneralLeutnant
7 O-7 Konteradmiral GeneralMajor SS-Brigadefuhrer Generalmajor 21
SS-Oberfuhrer (6.5)
6 O-6 Kapitan zur See Oberst SS-Standartenfuhrer Oberst 18
5 O-5 Oberstleutnant Fregattenkapitän SS-Obersturmbannfuhrer Oberstleutnant 15
4 O-4 Korvettenkapitän Major SS-Sturmbannfuhrer Major 12
3 O-3 Kapitänleutnant Hauptmann SS-Hauptsturmfuhrer Hauptmann 9
Rittmeister
2 O-2 Oberleutnant Oberleutnant zur See SS-Obersturmfuhrer Oberleutnant 6
1 O-1 Leutnant zur See Leutnant SS-Untersturmfuhrer Leutnant 3
0 O-0 Oberfahnrich Oberfahnrich SS-Oberjunker Oberfahnrich 0
Fahnrich Fahnrich SS-Junker Fahnrich
* Appointed only during war-time.
United States Armed Forces, Enlisted Ranks
Importance: Trivial (1 point per rank)
MR Grade US Navy US Army US Marines Cost
10 E-10 — — -- 10
9 E-9 Chief Petty Officer — -- 9
8 E-8 1st Class Petty Officer First Sergeant Sergeant Major 8
7 E-7 — Master Sergeant Master Sergeant 7
6 E-6 2nd Class Petty Officer Technical Sergeant Gunnery Sgt 6
5 E-5 — Staff Sergeant Staff Sergeant 5
4 E-4 3rd Class Petty Officer Sergeant Sergeant 4
3 E-3 1st Class Seaman Corporal Lance Corporal 3
2 E-2 2nd Class Seaman Private First Class Private 2
1 E-1 Apprentice Seaman Private Recruit 1
United States Armed Forces, Commissioned Ranks
Importance: Moderate (3 points per rank)
MR Grade US Navy US Army US Marines Cost
12* O-12 — — -- —
11* O-11 Admiral of the Navy General of the Army -- 33
10 O-10 Fleet Admiral General General 30
9 O-9 Admiral Lt. General Lt. General 27
8 O-8 Vice Admiral Major General Major General 24
7 O-7 Rear Admiral Brigadier General Brigadier General 21
6 O-6 Captain Colonel Colonel 18
Commodore
5 O-5 Commander Lt. Colonel Lt. Colonel 15
4 O-4 Lt. Commander Major Major 12
3 O-3 Lieutenant Captain Captain 9
2 O-2 Lieutenant, junior grade 1st Lieutenant 1st Lieutenant 6
1 O-1 Ensign 2nd Lieutenant 2nd Lieutenant 3
* Appointed only during war-time.
United Kingdom Armed Forces, Enlisted Ranks
Importance: Trivial (1 point per rank)
MR Grade Royal Navy Royal Army Royal Air Force Cost
10 E-10 Comm. Warrant Officer -- Warrant Officer 10
9 E-9 — Regt. Sgt. Major — 9
8 E-8 — Sergeant Major Flight Sergeant 8
7 E-7 Chief Petty Officer Staff Sergeant — 7
6 E-6 — Sergeant Sergeant 6
5 E-5 Petty Officer Corporal Corporal 5
4 E-4 — -- Leading Aircraftman 4
3 E-3 Leading Rating Lance Corporal — 3
2 E-2 — -- Aircraftman No 1 Class 2
1 E-1 Able Seaman Private Aircraftman No 2 Class 1
26
United Kingdom Armed Forces, Commissioned Ranks
Importance: Moderate (3 points per rank)
MR Grade Royal Navy Royal Army Royal Air Force Cost
12* O-12 — — — —
11* O-11 — -- Marshal of the RAF 33
10 O-10 — -- Air Chief Marshal 30
9 O-9 — -- Air Marshal 27
8 O-8 Rear Admiral Brigadier Air Vice Marshal 24
7 O-7 Commodore -- Air Commodore 21
6 O-6 Captain Colonel Group Captain 18
5 O-5 Commander Lt. Colonel Wing Commander 15
4 O-4 Lt. Commander Major Squadron Leader 12
3 O-3 Lieutenant Captain Flight Lieutenant 9
2 O-2 Sub-Lieutenant 1st Lieutenant Flight Officer 6
1 O-1 Ensign 2nd Lieutenant Pilot/Officer 3
* Appointed only during war-time.
Physical Advantage Convenience (2) The condition affects the character infrequently
The character has some physical condition or enhancement that (once every two game sessions, on average)
enhances his life or otherwise provides a benefit to his ability to and benefits the character in a minor way (the
function. The condition or enhancement may be minor, moderate, condition may influence the character’s choice
or extreme. The condition or benefit is defined by the player when of actions, provides a bonus of +3 on related
the trait is bought. Characters may take this trait multiple times, skill rolls). Examples include a slight affinity for
each time for a different condition or benefit. a certain class or group of skills (such as animal-
The level of the trait is based on the frequency and intensity related skills, outdoor skills, or education and
of the condition. research-based skills), a mild resistance to fear
At Convenience level, this advantage benefits the character or shock, or a mild passion that, when triggered,
infrequently (once every two game sessions, on average) or in a provides a bonus to skill rolls for actions that
minor way (provides a +3 bonus on related skill rolls, partially reinforce or support the character’s passion.
28
Edge (5) The condition affects the character frequently Convenience (2) 10x normal speed (e.g., can read a novel in an
(once per game session, on average) and hour)
benefits the character in a moderate way (the Edge (5) 100x normal speed (e.g., can read a novel in
condition may limit the character’s choice of a minute)
actions, provides a bonus of +6 on related skill
Strong Willed
rolls). Examples include a moderate affinity for
The character has a stronger than normal will and is very capable
a certain class or group of skills (such as animal-
of asserting himself. He is less easily influenced by others. This
related skills, outdoor skills, or education and
may represent high self-esteem or a desire for confrontation.
research-based skills), a moderate resistance to
The character receives a bonus to skill rolls to resist temptation,
fear or shock, or a strong passion that, when
overcome fear, and the like.
triggered, provides a bonus to skill rolls for
The opposite of this trait is the Weak Willed disadvantage.
appropriate actions.
The character is:
Gift (10) The condition affects the character very
frequently (twice or more per game session)
and benefits the character in a major way (the Convenience (2) very self-assured; attempts to persuade him are
condition may dictate the character’s actions, at -3
provides a bonus of +9 on related skill rolls). Edge (5) extremely self-assured; attempts to persuade
Examples include an extreme affinity for a him are at -6
Gift (10) virtually unshakeable; attempts to persuade
certain class or group of skills (such as animal-
him are –9
related skills, outdoor skills, or education and
research-based skills), a strong resistance to
fear or shock, or an extreme passion that, when
triggered, provides a bonus to skill rolls for
appropriate actions.
Addiction
The character must have a particular substance or situation or he
will suffer severe mental or physical distress. The exact effects
vary widely depending on the addiction, but should result in a -3 to
one or more Skill Groups or -1 to one or more attributes per level.
For example, a character addicted to tobacco might suffer jitters,
and -1 REF, after going too long without a smoke.
The opposite of this trait is the Immunity advantage.
The substance or situation the character needs is:
Duty
The character has an obligation to some person or organization.
Such an obligation is usually undertaken voluntarily, though it
may be involuntary. Examples of duties include: service in the
modern U.S. Armed Forces, an officer’s commission in ______,
a vocation as a full-time priest, or a knight’s service to his liege.
The character must meet this obligations or risk censure, expulsion,
or even imprisonment, depending on the nature of the Duty (as
defined by the player, with the GM’s permission).
A Duty can be used to represent any job, but it is recommended
that GMs not allow it for trivial obligations or “duties” which
Bad Tempered the character (or player) doesn’t mind losing. A voluntary Duty
The character has an extremely bad temper. Little things can set should involve something the character wants or needs to maintain
the character off, especially when things seem to go against the (e.g., the character needs the job to pay bills and rent) rather than
character’s wants or desires. Disagreements over policy may be something selected merely for the point value. Involuntary Duties
perceived as personal attacks, good-natured kidding as infuriating or those requiring a term of service (such as U.S. military service)
insults, and sincere appeals for aid as self-righteous mocking and should involve some type of punishment if violated by the character
so on. The character may become verbally abusive, flail about, and (e.g., an Article 15 non-judicial punishment for a service member
even break things. violating the Uniform Code of Military Justice).
The opposite of this trait is the Cool Headed advantage. The opposite of this trait is the Perk advantage. Note that a
When his temper flares, he will carry on, even at the risk of: character may have both a Perk and a Duty and they may be related
or not.
Inconvenience (-2) ostracism or embarrassment The character’s duty affects his life:
Hardship (-5) arrest, harm or financial or social ruin
Peril (-10) death Inconvenience (-2) Rarely (once a month or less; e.g., a military
reservist)
Dependent
Hardship (-5) Occasionally (once a week or more; e.g.,
A dependent is someone who needs the character’s protection
active duty military service, a police
and help, and who the character feels obligated to look after. The
officer)
character will go out of his way to protect or nurture the dependent,
Peril (-10) Constantly (every day, once or more times
and must make a control roll to overcome such compulsions.
a day; e.g., an undercover operative or a
Dependents can include children, family, friends and comrades, or
soldier in a combat zone)
even strangers.
The opposite of this trait is the Follower advantage. Note that Easy to Kill
characters can take both the Follower and Dependent traits, but The character has little ability to resist the effects of deadly damage.
they cannot apply to the same person or animal. This can represent the character’s lack of will to survive, apathy,
Compared to the character, the dependent: use of chi (or ki), a weakened body, or anything else that the player
Inconvenience (-2) is roughly equal in ability and skill wishes. The character suffers additional damage from piercing
Hardship (-5) is challenged or otherwise weaker in ability attacks (such as wounds from gunshots, arrows, or swords). The
and skill (e.g., a child, an elderly relative) amount of extra damage suffered depends on the level of the trait.
Peril (-10) has special problems, requirements or The amount of total damage cannot exceed two times the initial
associated dangers (e.g., dying relative, damage rolled for the injury. This trait is appropriate for minor
wanted fugitive) NPCs, such as henchmen, “mooks” and other cannon fodder.
The opposite of this trait is the Hard to Kill advantage.
Distinctive Features The amount of additional damage the character suffers from
The character stands out and is noticed in a crowd because of some deadly attacks is:
distinctive feature, be it some aspect of his appearance, a style of
dress, accent, or a combination. A distinctive feature should be Inconvenience (-2) +1 point per wound
role-played by the character and can be an important, fun (and Hardship (-5) double (2x) any lethal damage
even humorous) aspect of the character. Peril (-10) 1 point of lethal damage causes death
The opposite of this trait is the Indistinct advantage.
His distinctive features are: Enemy
Enemies are forces that are actively seeking to harm, imprison,
Inconven- easily concealed (e.g., a scar, tattoo or attire)
or otherwise plague the character. An enemy should show up in
ience (-2)
some way in most, if not all, adventures in which the character
Hardship (-5) concealed only with some effort, such as using
participates. An Enemy can be a single person, a small group,
Disguise or performance skills (e.g., mannerism,
or even an entire nation. The enemy should make sense for the
hair color, speech impediment or accent)
game campaign or story, however. The player should also define
31
the origin or basis for the enemy, even if the character himself is Hardship (-5) Demanding Awareness roll (TN 24) to awaken
unaware of it (roleplaying a “surprise discovery” of one’s enemy from very loud noises (car horn, gunshot, loud
and/or the reasons for him being the character’s enemy can make stereo, etc.).
for a dramatic encounter). Peril (-10) Legendary Awareness roll (TN 30) to awaken
The opposite of this trait is the Ally advantage. from extremely loud noises (jet flying overhead,
Overall, your enemy is: explosion, concert, etc.).
Inconvenience (-2) less powerful than you, merely watching you, Honest
or limited to a relatively small geographic The character is compelled to tell the truth, even in situations that
area will result in negative consequences.
Hardship (-5) as powerful as you, seeking to capture you, The opposite of this trait is the Con Artist advantage.
or limited to a county, province, or region The character:
Peril (-10) more powerful than you, wants to kill you,
able to hound you to the corners of the Inconvenience (-2) is uncomfortable being dishonest (CS 5).
Earth, or has access to powerful weapons, Hardship (-5) must struggle even to exaggerate or omit an
supernatural abilities, or other resources important detail (CS 10).
Peril (-10) must tell the truth, the whole truth and
Forgetful nothing but the truth, even in the most
The character has trouble remembering things. The severity of the extreme of circumstances (CS 15).
character’s memory loss is dependent upon the level of the trait.
The opposite of this trait is the Eidetic Memory advantage. Illiterate
The character: The character is not as well-schooled in reading and writing as
some. (This may be normal in some cultures.)
Inconvenience (-2) has difficulty remembering names and faces The opposite of this trait is the Speed Reader advantage.
and generally known facts (-3 to relevant The character:
skill rolls).
Hardship (-5) has very poor memory and forgets details Inconvenience (-2) reads and writes half as fast as the average
easily, even friends and family; skill rolls person
involving recollection are at -6. Hardship (-5) cannot read or write at all
Peril (-10) is suffering from bouts of virtual senility with
inability to recall simple facts, including his Impaired Sense
own identity, and any skill rolls involving One of the character’s senses is duller than normal and receives
recollection are at -9. a penalty on all Awareness skill rolls, as well as other skill
rolls involving that sense (GM’s discretion). This Trait may be
purchased for each of the following senses—hearing, sight, smell/
taste (counts as one sense), and touch.
The opposite of this trait is the Acute Sense advantage.
The character:
32
Like Famous, this is a reputation Threshold advantage.
for the individual character, not for his The character has:
association with a notable group.
The player should jot down (or at Inconvenience (-2) -3 to skill rolls to resist pain and an additional
last have in mind) the reason for the -1 penalty from wounds.
character’s infamy. The specific effects Hardship (-5) -6 to skill rolls to resist pain and an additional
of Infamous are open to interpretation by -2 penalty from wounds.
the GM, and require some discretion. Peril (-10) -9 to skill rolls to resist pain and an additional
A character that is infamous for -3 penalty from wounds.
oppressing the weak will receive a
penalty to Social skill rolls when Minor
dealing with most people but may get a The character is not yet an adult in the game setting (at least legally),
bonus when dealing with his henchmen, which poses a variety of physical, social, and legal problems. His
corrupt officials, or other bad guys. On parents or guardians still bear legal responsibility and authority
the other hand, such a villain’s infamy for him. Most adults treat him as an inferior, and he may face
could also result in a penalty to Social restrictions such as curfews, drinking ages, and driving limitations.
skill rolls when dealing with leaders He also grapples with various physical difficulties; a young child has
of free nations, police officials, or the problems reaching countertops, for example, while a teenager may
public at large if the villain is trying to sweet talk them because experience trouble with acne or embarrassing voice changes. Note
they despise him! Once again, application of this trait requires a that the age at which a character becomes an adult, at least socially
dose of common sense. and legally if not physically, varies from setting to setting.
Infamy can be a double-edged sword, but as a rule it is While most disadvantages have an Advantage as their opposing
predominantly negative. trait, the opposite of this trait is the Senior disadvantage.
The opposite of this trait is the Famous advantage. The character is a:
The character is:
Inconvenience (-2) teenager (13-17 years old)
Inconvenience (-2) a local figure, incurring a -3 penalty (or +3 Hardship (-5) adolescent (7-12 years old)
bonus, depending on the circumstances) to Peril (-10) young child (6 years old or younger)
social skill rolls when he is recognized
Hardship (-5) a national figure, incurring a -6 penalty (or Naïve
+6 bonus) to social skill rolls when he is The character has led a sheltered life, is generally gullible, and
recognized easily misled or fooled. Skill rolls made by others to persuade
Peril (-10) an international (or intergalactic) figure, or convince the character with this disadvantage receive a bonus
incurring a -9 penalty (or +9 bonus) to social due the character’s naïveté. The bonus is dependent on the level
skill rolls when he is recognized of the trait.
The opposite of this trait is the Life Experience advantage.
Insomnia The character is:
The character is unable to get a good night’s rest. This may be
due to a chemical imbalance, frequent nightmares, or some other Inconvenience (-2) mildly naïve and disbelieving of “really
reason. Characters without adequate rest (normally 12–HLT hours bad” things (+3 bonus to any skill roll made
of sleep) each night suffer a penalty (-3 or -6) to all skill rolls by others to persuade the character)
requiring concentration and alertness (GM’s discretion) due to Hardship (-5) generally naïve and disbelieving of “bad”
fatigue. things (+6 bonus to any skill roll made by
The opposite of this trait is the Well Rested advantage. others to persuade the character)
The character: Peril (-10) severely naïve and disbelieving of anything
“bad” (attempts by others automatically
Inconvenience (-2) has difficulty sleeping and getting to sleep succeed against the character, or are at +9,
(loses an average of 1 hour of sleep each at GM’s option)
night)
Hardship (-5) can’t sleep without some form of natural Oblivious to Danger
aid, such as wine or sleeping powder (loses The character has little or no sense of danger to themselves. This can
an average of 2 hour of sleep each night) represent ignorance, a death wish, or whatever the player wants it
Peril (-10) cannot sleep around any noise or movement to represent. Whenever that character is allowed an Awareness roll
whatsoever (loses an average of 4 hours of to detect a threat (such as a booby trap, ambush, and the like), the
sleep each night) character suffers a penalty to the roll. The severity of the penalty
depends on the level of the trait. If a character does become aware
Low Pain Threshold of a threat, how the character reacts is still up to the player.
The character has a low tolerance for pain. He has a penalty to The opposite of this trait is the Danger Sense advantage.
Concentration rolls to resist torture or extreme pain, and suffers Any skill rolls to perceive or otherwise detect a threat are at:
increased penalties due to wounds (see Wounds and Effects of
Damage, page 69). The opposite of this trait is the High Pain
33
for days at a time or completely incapacitates the character for
Inconvenience (-2) -3
hours at a time).
Hardship (-5) -6
Peril (-10) -9 Examples include Type I (insulin-dependent) Diabetes
resulting in insulin shock if taken without food or unconsciousness
Out of Shape if food is eaten without taking insulin, a missing limb, an early case
The character is not in good physical shape. Due to the character’s of Cerebral Palsy or Parkinson’s Disease causing mild tremors or
relatively poor fitness he gains a penalty to all skill rolls involving a severe allergic reactions to common substances.
sports, athletic pursuits, or personal physical exertion (GM’s At the Peril level, the condition severely affects the character’s
discretion). actions, causes -9 penalty on related skill rolls or prohibits skill
The opposite of this trait is the Athletic advantage. rolls altogether at the GM’s discretion, or completely incapacitates
The character’s penalty to skill rolls involving sports or the character for days at a time or permanently.
athletic pursuits is:
Outsider
The character is not part of the dominant group, culture or
organization in the campaign and, as a result, is treated differently.
The character may be may be merely distrusted by most people,
snubbed in social situations, ignored altogether, subject to restrictive
laws (mandating where the character may or may not live, how he
travels, civil rights, and so on), or even hunted, threatened with
Examples include grand mal epileptic seizures, advanced
imprisonment or death.
cases of Cerebral Palsy, two or more missing limbs, or paralysis
The opposite of this trait is the Membership advantage.
below the waist.
An outsider is subject to:
The negative effects of the trait may be curtailed or lessened
Inconvenience (-2) mild prejudice with few or no legal with the application of medicine, a ritual or some other means,
restrictions; -3 penalty to all skill rolls reflecting an addiction or need for regular medication. No Control
involving social interaction Roll is allowed for physical disadvantages.
Hardship (-5) strong prejudice with numerous or severe The opposite of this trait is the Physical Advantage trait. Note
legal restrictions; -6 penalty to all skill rolls that characters can take both the Physical Advantage and Physical
involving social interaction Disadvantage traits, as long as the condition is not the same for
Peril (-10) extreme prejudice or treated as inferior with both traits.
few or no legal rights; -9 penalty to all skill The character’s condition:
rolls involving social interaction
Inconvenience (-2) affects the character infrequently and
Physical Disadvantage impacts the character in a minor way.
The character has some physiological illness or condition that Hardship (-5) affects the character frequently and impacts
impacts his life or otherwise limits his ability to function. The the character in a moderate way.
condition may be mild, moderate or severe. The ailment is defined Peril (-10) affects the character very frequently or
by the player when the trait is taken. Characters may take this trait constantly and impacts the character in a
multiple times, each time for a different ailment. major way.
The level of the trait is based on the frequency and intensity Sample Physical Disadvantages
of the condition. Listed below are a number of suggested Physical Disadvantages.
At Inconvenience level, this disadvantage affects the character You are free to make up your own, use these, or both for your
infrequently (once every two game sessions, on average) and game.
impacts the character in a minor way (the condition slightly affects Diabetes; Dyslexia; Epilepsy; Illness; Inflexible (Stiff);
the character’s actions, causes -3 on related skill rolls, partially Lame; Mute; Overweight; Vertigo.
incapacitates the character for hours at a time or completely
incapacitates the character for minutes at a time). Poor Sense of Direction
Examples include a moderate allergy that causes a bad rash The character has a poor sense of direction, even to the point of
or sneezing, severe dyslexia, muteness, a missing finger, arthritis, doubting a compass. As a result, the character incurs a penalty to
a petit mal seizure that causes loss of muscle control or mild skill rolls involving navigation or direction (GM’s discretion).
paralysis. The opposite of this trait is the Good Sense of Direction
At Hardship level, affects the character frequently (once per advantage.
game session, on average) and impacts the character in a moderate On skill rolls involving direction or navigation, the character
way (the condition moderately affects the character’s actions, suffers a penalty of:
causes -6 to related skill rolls, partially incapacitates the character
34
Convenience (-2) -3 Hard- The condition affects the character frequently (once per
Edge (-5) -6 ship game session, on average) and impacts the character in a
Peril (-10) -9 (-5) moderate way (the condition limits the character’s choice
of actions, causes -6 TN on related skill rolls). Examples
Poor Sense of Time
include a strong phobia resulting in avoidance of the object
The character has a poor sense of time. The character never knows
of the character’s fear, a mild hatred for someone resulting
what time it is with any accuracy without a clock.
in threats or hostility when he is encountered, or a code of
The opposite of this trait is the Good Sense of Time
conduct that the character will risk much to follow. (CS
advantage.
10)
Without a watch or some other obvious clues, the character Peril The condition affects the character very frequently (twice
can barely distinguish: (-10) or more per game session) and impacts the character in a
Inconvenience (-2) the time more accurately than the hour major way (the condition dictates the character’s actions,
Hardship (-5) day from night causes -9 to related skill rolls). Examples include a severe
phobia resulting in catatonic shock, a severe hatred for
Poverty someone resulting in a fit of rage when he is encountered,
In LUFTWAFFE 1946 ROLE PLAYING GAME, characters are assumed to or a code of conduct that the character will choose even
earn the average annual income for the game setting (see Wealth over death. (CS 15)
Table, page 76). Poor characters earn substantially less money than
average and must endure related hardships. Characters living in Sample Psychological Disadvantages
poverty may have low-wage jobs or be unemployed. Listed below are a number of suggested Psychological
This disadvantage may also describe characters who own Disadvantages. You are free to make up your own, use these, or
nothing of value or those with millions of dollars tied up in a trust both for your game.
account that they can’t get to. It is up to the player to define the Battle Lust; Bipolar; Code of Honor; Compulsive; Coward;
reasons and circumstances for his character’s financial situation. Credit Seeker; Cruel; Decadent; Delusional; Dishonest;
The opposite of this trait is the Wealth advantage. Flashbacks; Greedy; Hopeless Romantic; Humorless; Impatient;
Financially the character is: Impulsive; Indecisive; Intimidating; Jealous; Lazy; Lecherous;
Miserly; Obsessed; Optimist; Paranoid; Patriot; Pessimist;
Inconvenience (-2) below average, earning less than half the Phobia; Power-hungry; Prejudiced; Reckless; Schizophrenia;
average annual income Sense of Duty; Shy; Stubborn; Uncreative; Uninspiring; Vain;
Hardship (-5) poor, earning less than 1/5th the average Vow.
annual income
Peril (-10) destitute, earning less than 1/10th the average Secret
annual income The character has a secret that, if revealed,
would cause problems for him. The higher
Psychological Disadvantage
the point value the direr the consequences
This is some psychological condition or disorder that affects the
of the secret’s exposure. A secret may be
character and limits his abilities in some way during the game. The
a criminal past, a secret identity or double
player defines the condition as well as the circumstances that will
life, a love affair, or anything that would be
trigger the condition (if any).
poorly received by others if discovered.
Psychological disadvantages always come into play in
The opposite of this trait is the Knows
the appropriate situation. If a situation occurs that triggers the
a Secret advantage. Note that characters
condition, the character must endure the effects for at least one
may have both the Secret and Knows a
turn. On a successful Control Roll, however, the character may
Secret traits, as long as they do not logically
act normally on the next turn and thereafter, until another situation
contradict each other. For instance, a super
occurs that triggers the condition.
hero may have a Secret (a secret identity) and Knows a Secret
The opposite of this trait is the Psychological Advantage trait.
(teammate is an alien).
Note that characters can take both the Psychological Advantage
If revealed, the secret would expose the character to:
and Psychological Disadvantage traits, as long as the condition or
subject of the trait is not the same for both. Inconvenience (-2) ostracism or embarrassment
The level of the trait is based on the frequency and intensity of Hardship (-5) arrest, bodily harm. financial or social ruin
the condition, and how difficult the condition is to overcome. Peril (-10) death
Incon- The condition affects the character infrequently (once Senior
ven- every two game sessions, on average) and impacts the The character is advanced in years, which poses a variety of physical,
ience character in a minor way (the condition influences the social and legal problems. His children or other relatives may bear
(-2) character’s choice of actions, causes -3 on related skill legal responsibility and authority for him. Some adults may treat
rolls). Examples include a mild phobia resulting in anxiety, him as an inferior, and he may face restrictions such as driving
a dislike for someone resulting in irritation or tension when limitations. He also grapples with various physical difficulties; an
he is encountered, or a code of conduct that the character elderly person may have arthritis, for example.
prefers but is not compelled to follow. (CS 5) Note that the age at which a character becomes a senior (at
least socially and legally if not physically) varies from setting to
setting and possibly from race to race (e.g., elves live much longer
than humans). The following ratings of this trait are expressed in
35
modern human terms. The ages may be adjusted for other periods, disadvantage may be defined as
such as the Wild West, where a senior would be 40-55, elderly 55- the character having a mental
70, and venerable 70+. block, a learning disability, or
While most disadvantages have an Advantage as their opposing whatever the character wishes
trait, the opposite of this trait is the Minor disadvantage (with GM’s approval).
The character is a: The opposite of this trait is
the Fast Learner advantage.
Inconvenience (-2) senior adult (60-75 years old); Body The character’s penalty to
attributes may not exceed 7. skill rolls involving research,
Hardship (-5) elderly (75-90 years old); Body attributes study or instruction are:
may not exceed 5.
Peril (-10) venerable (90+ years old or younger); Body
Inconvenience (-2) -3
attributes may not exceed 3.
Hardship (-5) -6
Short Peril (-10) -9
The character is noticeably shorter than the average human. This
trait has benefits as well as drawbacks, but should only be used in Slow Reflexes
a campaign or game setting in which it is more the latter than the The character is slow to react
former. For instance, in a campaign in which there are no humans and incurs a penalty to his
and all the PCs are short, this disadvantage would be inappropriate. Initiative in combat (see Initiative, page 18) and to Awareness rolls
The effects of this trait are explained below. to avoid surprise. Characters with a high REF score may take this
Being short can also be a Distinctive Feature (in the right trait, to reflect good coordination and agility but poor response
setting). It may not be purchased with the Indistinct advantage time to unexpected events.
without the GM’s permission. The opposite of this trait is the Fast Reflexes advantage.
The opposite of this trait is the Tall advantage. The character suffers:
The character is:
Inconvenience (-2) -2 to INI and -3 to Awareness rolls to avoid
Inconvenience (-2) short, about 4 feet tall (e.g., human children), surprise.
with a maximum MOV of 6. Hardship (-5) -4 to INI and -6 to Awareness rolls to avoid
Hardship (-5) a dwarf, about 3 feet tall with a maximum surprise.
MOV of 4. Peril (-10) -6 to INI and -9 to Awareness rolls to avoid
Peril (-10) a midget, about 2 feet tall with a maximum surprise.
MOV of 2. Counts as Small size (see Target
Size, page 66). Social Disadvantage
The character lacks social graces is at a disadvantage in social
Slow Healer situations and dealings with other people. This trait may be
The character heals damage caused by physical injuries more defined as the character being pompous, whiny, opinionated,
slowly than normal and skill rolls involving attempts to heal the bossy, discourteous, crude, tongue-tied, air-headed, or childish.
character suffer a penalty. Determine the normal rate of healing for Alternatively, the disadvantage may be due to a distasteful personal
the game (see Healing, page 70), and then apply the modifier listed habit that the character has (such as picking his nose, belching,
for the appropriate level of the trait. For example, if characters or flatulence at inappropriate moments), a speech impediment
normally heal a number of points of damage equal to their HLT (stuttering, a bad lisp) or any other explanation that the player
each day, then a character with this trait at the Inconvenience level thinks up (with the GM’s permission).
would heal the same amount of damage each month. While it might seem minor at first glance, this trait can have
This trait can represent a condition or illness, such as potentially serious consequences, depending on the rules governing
hemophilia, complications from diabetes, a mystical curse, or behavior in the culture in which the character is interacting.
some other effect. The opposite of this trait is the Social Advantage trait.
The opposite of this trait is the Fast Healer advantage. The character’s slip-ups risk:
The character heals:
Inconvenience (-2) minor embarrassment; skill rolls involving
Inconvenience (-2) one step slower on the time chart and skill social interaction is at -3
rolls made to heal him is at -3 Hardship (-5) major embarrassment, ostracism or injury;
Hardship (-5) two steps slower on the time chart and skill skill rolls involving social interaction are
rolls made to heal him are at -6 at -6
Peril (-10) three steps slower on the time chart and skill Peril (-10) arrest, severe injury (or death), or financial
rolls made to heal him are at -9 ruin; skill rolls involving social interaction
are at -9
Slow Learner
The character must work harder than or learns more slowly than the Sample Social Disadvantages
average person. A slow learner may improve any skills at double Antisocial; Bad Reputation; Offensive Habit; Oppressed; Poor
the normal cost. In addition, the character receives a penalty to hygiene; Socially Inept; Unapproachable.
all skill rolls involving research, study, or instruction. The
36
Unattractive Athletic Developed Out of Shape
The character is exceptionally unattractive and others take notice, Attractive Developed Unattractive
to the character’s disadvantage. An unattractive person receives a Con Artist Developed Honest
penalty on all skill rolls involving situations in which his or her Cool Headed Developed Bad Tempered
appearance is important (GM’s discretion). Danger Sense Developed Oblivious to Danger
This is a developed trait by default, because one’s features Eidetic Memory Innate Forgetful
can be altered through life (gaining weight, suffering severe burns, Famous Developed Infamous
developing stone-like skin, and the like), either through magic, a Fast Healer Innate Slow Healer
Fast Learner Innate Slow Learner
curse, an accident, or other mutation. This Trait may also be ruled
Fast Reflexes Developed Slow Reflexes
an innate trait in some settings or genres, at the GM’s discretion.
Follower Developed Dependent
In addition, this trait could allow a bonus to skill rolls in certain Good Sense of Direction Innate Poor Sense of Direction
situations, such as interaction with races or creatures that find the Good Sense of Time Innate Poor Sense of Time
feature attractive, at the GM’s discretion. Hard to Kill Innate Easy to Kill
The opposite of this trait is the Attractive advantage. High Pain Threshold Developed Low Pain Threshold
The character’s penalty to skill rolls to which his/her Immunity Developed Addiction
appearance is important is: Indistinct Developed Distinctive Features
Knows a Secret Developed Secret
Inconvenience (-2) -3 Life Experience Developed Naïve
Hardship (-5) -6 Light Sleeper Developed Heavy Sleeper
Peril (-10) -9 Lucky Innate Unlucky
Membership Developed Outsider
Unlucky Natural Innate Inept
Accidents and freak mishaps plague the character for some reason. Night Vision Innate None
Things just seem to go wrong for him, regardless of any precautions Perk Developed Duty
he may take (from carrying a lucky charm to making thorough Physical Advantage Developed Physical Disadvantage
Psychological Developed Psychological
preparations far in advance). The trait might reflect a character that
Advantage Disadvantage
is inattentive, reckless, cursed, or just plain, well…unlucky.
Social Advantage Developed Social Disadvantage
The opposite of this trait is the Lucky advantage. Speed Reader Developed Illiterate
The character is prone to: Strong Willed Developed Weak Willed
Tall Innate Short
Inconvenience (-2) inconvenient misfortunes in unusual Wealthy Developed Poverty
circumstances (e.g., trivial accidents, Well Rested Developed Insomnia
spilling a drink on someone)
Hardship (-5) a costly or dangerous misfortune in common Disadvantages
circumstances (e.g., he misses his flight, or Disadvantage Type Opposite Trait
it’s late) Acceleration Intolerance Developed Acceleration Tolerance
Peril (-10) deadly, life-threatening dangers often and Addiction Developed Immunity
Bad Hands Innate Ambidextrous
seemingly everywhere (e.g., a blown tire
Bad Tempered Developed Cool Headed
during a high-speed chase) Dependent Developed Follower
Distinctive Features Developed Indistinct
Weak Willed Duty Developed Perk
The character is reluctant to assert himself. He tends to follow the Easy to Kill Innate Hard to Kill
instructions and advice of others. This may stem from lack of self- Enemy Developed Ally
esteem or fear of confrontation. Forgetful Developed Eidetic Memory
The opposite of this trait is the Strong Willed advantage. Heavy Sleeper Developed Light Sleeper
The character is: Honest Developed Con Artist
Illiterate Innate Speed Reader
Inconvenience (-2) reluctant to assert himself (max WIL: 3; Impaired Sense Developed Acute Sense
attempts to persuade him are at +3) Inept Innate Natural
Hardship (-5) easily persuaded (max WIL: 2; attempts to Infamous Developed Famous
persuade him are at +6) Insomnia Developed Well Rested
Peril (-10) putty in the hands of others (max WIL: 1; Low Pain Threshold Developed High Pain Threshold
attempts to persuade him are automatic, or Minor Innate Senior (Disadvantage)
Naïve Innate Life Experience
at +9 at GM’s discretion)
Oblivious to Danger Developed Danger Sense
Advantages Out of Shape Developed Athletic
Advantage Type Opposite Trait Outsider Developed Membership
Acceleration Tolerance Developed Acceleration Intolerance Physical Disadvantage Developed Physical Advantage
Acute Sense Innate Impaired Sense Poor Sense of Direction Innate Good Sense of
Advanced Innate Primitive Direction
Ally Developed Enemy Poor Sense of Time Innate Good Sense of Time
Ambidextrous Innate Bad Hands Poverty Developed Wealth
37
Primitive Innate Advanced Slow Learner Innate Fast Learner
Psychological Developed Psychological Slow Reflexes Innate Fast Reflexes
Disadvantage Advantage Social Disadvantage Developed Social Advantage
Secret Developed Knows a Secret Unattractive Developed Attractive
Senior Developed Minor (Disadvantage) Unlucky Innate Lucky
Short Innate Tall Weak Willed Developed Strong Willed
Slow Healer Innate Fast Healer
38
Chapter Four: Skills
SKILL GROUPS character pays 1 point for every 2 levels in a specialty. These levels
Skills are organized into Skill Groups, representing collections of are added to the basic skill score when making skill rolls involving
skills with a logical common theme. Think of it in terms of a “skill the specialty.
tree,” in which Groups are the “branches,” with individual Skills Specialties are listed on the character sheet only if the character
being the “leaves.” has levels in them. These are written on the character sheet as
“Skill +# (Specialty +#),” where “#” is the level of the skill or the
Why Skill Groups? bonus in that specialty. Otherwise, only the base skill is listed.
Buying levels in Skill Groups is a cost effective way of increasing
the character’s proficiency with all the skills in the Skill Group. The Types
cost is generally less (and at most the same) as buying levels with Some skill names are followed by “(Type).” These skills cover
each individual skill, presenting a “discount” to players who wish several sub-categories that may or may not be inter-related.
to increase their character’s scores for a group of related skills. Players must select a specific “type” or category when
purchasing the skill. The character’s score for that skill applies
Skill Group Scores only to skill rolls involving that specific category or Type (i.e.,
A score in one level is applied to the score for all other levels below each “Type” represents a separate skill).
it, but does not add to the score of any higher level. So, a score of Group Skill levels apply only to those “Types” that the
1 in a Group adds +1 to the score for any Skill or Specialty in that character possesses, which must be chosen by the player when the
Group. This is called a “cascade bonus,” and is written as a second Skill Group levels are purchased.
score, with any cascade bonus added in, in parenthesis after the Types are listed in parenthesis following the skill name, as
basic score for that level. A score of 4 in a Skill does not add +4 to “Skill (Type) +#,” where “#” is the level of the skill.
the score of the governing Group, however; Cascade bonuses only Paradise wants to buy the Craft skill for her character. Because
apply downward, not upward. Craft requires the selection of a specific “type” of craft, Paradise
When a character buys levels in a Skill Group, any skills selects Sculpting, and buys 2 levels in the skill. Paradise writes the
within that group that require a “Type” must be defined when the skill on her character sheet as “Craft (Sculpting) +2.”
group’s levels are purchased. Skill Group levels apply only to the
specific Skill “Type” selected by the character, not to all possible Skill Levels Table
“Types” for that skill. Score Description
Mike buys two levels in the Arts & Craft Skill Group. Because 0 Clueless (Non-existent): Characters with a rating of 0 in
a skill have absolutely no idea about that Skill or how it
the specific skills Art and Craft both require a Type, Mike selects works. They may have never even had heard of it before,
Art (Painting) and Craft (Silk-screening). much less know where to begin trying to accomplish
an action with that skill. All skills are rated 0 until the
Player uses his Character Points or Experience Points to
purchase at least 1 level in that skill.
1 Novice: The character is familiar with the field, having
done moderate reading on the subject or watched the skill
being performed by others, but has no actual hands-on
experience of any significance. The character is new to
the particular field or activity, essentially an apprentice
or beginner (e.g., a hobby, a police academy recruit, a
soldier in boot camp).
2 Amateur: This level of knowledge indicates the character
has become more familiar with the field, having read
extensively on the subject with little or no formal training
(e.g., an apprentice, fresh academy graduate, probationer
or rookie). (Basic)
3 Trained: This level of knowledge indicates the character
SKILL LEVELS has a general, working understanding of that field, having
The score reflects the level of competence or knowledge a character received instruction from someone of Experienced level
possesses for that skill. Skills are listed on the character sheet (a skill score of 5) or above. The character has obtained
only if the character has levels in them. These are written on the hands-on experience and practiced extensively under the
character sheet as “Skill +#,” where “#” is the level of skill. tutelage of his mentor (e.g., an Associate’s degree, an
experienced cadet, AIT or tech school graduate).
The definitions below are not absolute, but meant as a guideline
4 Competent: This level of knowledge indicates the
for players and GMs. To see the proficiency each level of skill character possesses a good grasp on the details and theories
represents, comparatively speaking, consult the Skill Levels table of his chosen field or is capable of performing the action
(next page). on his own without supervision (e.g., a Bachelor’s degree,
2-year cop, junior NCO, college athlete). (Professional)
Specialties 5 Experienced: This level of knowledge indicates the
character is well qualified and informed in his chosen
Some skill names are followed by “(Spec).” These skills include a field, having used his knowledge or completed the action
number of related specialties within the skill. on several occasions in actual situations (e.g., a veteran
Players may buy additional levels with one of the specialties professional, a senior NCO, veteran cop, professional
when purchasing the skill (see Buying Skills, page 40). The athlete, a Master’s degree).
39
6 Specialist: This level of knowledge indicates the character USING SKILLS
has become highly trained or informed in his chosen field Skills are used in conjunction with attributes to resolve actions.
or skill to the point he practices his skills on a regular When characters attempt an action in the game that has an uncertain
or daily basis, even able to earn his living using skills
in an occupation. Others may come to the character for outcome, the player tells the GM which skill his character is using
training (e.g., Army Ranger, black belt, Olympic athlete, and how he is using it. The GM sets a difficulty level for the task
a Doctorate degree). (see Difficulty Levels and Target Numbers, below).
7 Expert: This level of knowledge indicates the character
has become an authority in his chosen field or skill, When to Roll
having honed his skills to perfection after continuous
practice and use (e.g., a 10-year Special Forces veteran). The most important thing to remember is that no skill rolls are
Without regular training and active use of the skill it is needed for characters to accomplish everyday tasks related to their
nigh impossible for a character to exceed a score of 7 in skill. Rolls are required only for tasks that are out of the ordinary
most skills. for characters with that skill—no matter how hard they might seem
8 Master: This level of knowledge indicates the character has to those without the skill.
excelled in his field, surpassing others of lesser dedication Obviously, if everyone had to make a Driving skill roll just to
to become superior in quality, skill or achievement. There
is very little the character does not know about this skill drive to work, no one would survive the commute! Also, excess
(e.g., a pioneer in the field). skill rolls only slow down the game. Save the rolls for amazing
9 Genius: This level of knowledge indicates the character tasks or exciting action sequences involving great risks and daring
has risen to a level where he is using his great mental acts.
capacity, physical prowess, and inventive ability to make
unique breakthroughs in his field, creating his own original
styles and theories and setting new standards (e.g., Nobel Difficulty Levels and Target Numbers
Prize winning scientist). If the task or action that the character is attempting is a simple
10 Legendary: This level of knowledge indicates the one (such as opening a door, climbing a ladder, starting a car, and
character has achieved the most rare and highest level so on), no skill roll is required—the character simply succeeds
of skill or knowledge possible, becoming a revolutionary at the action. If the action has a possibility of failure, the GM
figure in his field. He has become so talented that he
inspires wonder, and is capable of creating, theorizing should require the player to make a skill roll and set the appropriate
or performing any most related action with minimum difficulty level for the task.
effort (e.g., noted physicist Stephen Hawking, martial arts As a rule, only tasks of “average” difficulty or higher (i.e.,
master Bruce Lee, child prodigy chess master). (Normal more difficult) require a skill roll.
human max.) The GM assigns a difficulty level based on how difficult he
11+ Supernatural: This level of skill surpasses normal believes the task would be for an average person. Use the Difficulty
human thresholds and enters into the realms of the
augmented, enhanced, or metaphysical (e.g., computers Levels & Target Numbers table, below, to help you decide what
may demonstrate this level of skill). kind of difficulty level to assign the task, if any. The Target
Number (TN) is the difficulty target of a task that must be beaten
BUYING SKILLS by Attribute + Skill + 3d6, taking into account any modifiers.
You get 75 points to divide up among the character’s skills in the
Luftwaffe 1946 Role Playing Game. Groups cost 5 points per level. Difficulty Levels & Target Numbers
Skills (including Skills requiring a specific “Type”) cost 1 point per Description TN
level. A Specialty costs 1 point for 2 levels. Levels in a specialty Average/Easy 12
may only be purchased in pairs (i.e., a character cannot purchase Tricky 15
1 level in a Specialty). Challenging 18
The cost for each level of skill is shown below. Difficult 21
Demanding 24
Level Cost Extreme 27
Group 5 Pts. /Lv Legendary 30
Skill 1 Pt. /Lv
Skill (Type) 1 Pt. /Lv Target Numbers in Combat
Skill (Specialty) 2 Lv/1 Pt. In cases where a character is trying to attack another character,
such as in melee or ranged combat, use the target’s DEF as the base
Here’s an example of how you might record some of your TN instead of the table above. If the character is actively defending
character’s skills on your character sheet. We’ll just use one Skill himself, add the appropriate skill to the target’s DEF score. In
Group—the Arts & Crafts Group—in this example. In this example, addition, the GM can then add any other modifiers, as appropriate.
the player has purchased 2 levels in the Arts & Crafts Skill Group, (see Combat Modifiers, page 66).
2 levels in the Cooking skill (total cost: 11 CPs).
Making Sense of Difficulty Levels
Name Level Total
Arts & Crafts 2 +2 Automatic Success & Failure
Art (Painting) +2 If the Target Number for any task is lower than the character’s
Cooking 2 +4 combined (attribute + skill score + 3), no skill roll is required—
Craft (glass blowing) +2 it’s an automatic success for the character.
Jeweler +2 If the Target Number (TN) is greater than the character’s
Photography +2 combined attribute + skill score + 18, the player may still make
Smith +2 a skill roll. In such cases, a natural roll of 18 on the dice (i.e., three
40
sixes) indicates success. Governing Attribute
Characters can also use Action Points to turn a failed roll into Which attribute is used with the skill (called the “governing
a successful one, allowing even untrained characters to succeed at attribute”) depends on how the skill is being used. The most
nigh-impossible tasks, thus reflecting a more cinematic approach. appropriate attribute used depends upon what the player says he
The player characters are assumed to be heroes in most settings— wants to do. If the task involves exerting force, overbearing, or
there should always be some chance for heroes to succeed, no general power, the GM should assign the group’s Power attribute
matter how difficult the task. (See Action Points on page 63.) (PRE for the Mind group, STR for the Body group). If the task
involves subtlety, finesse, accuracy, or aptitude, the GM should
Expanded Target Number Table assign the group’s Aptitude attribute (INT for the Mind group, REF
The following table indicates the modified target number based on for the Body group). If the task involves endurance, stamina or
the assigned difficulty of the task. resistance, the GM should assign the group’s Resistance attribute
To use the table, simply add the character’s attribute + skill (WIL for the Mind group, HLT for the Body group).
scores (for skill rolls) or use 2x the attribute (for attribute rolls).
Find that number on the left column, and then read across until you
find the number in the column for the assigned difficulty level of
the task. For a skill roll to be successful, the player must roll the
indicated number or higher on the dice.
Bold italicized numbers indicate that the minimum roll needed
is not obtainable with a simple dice roll, and that additional bonuses
(such as the use of Action Points) may be required for the task to
possibly succeed.
“No roll” indicates that the player does not need to roll the dice;
the task is automatically successful.
41
4. [GM] Determine governing attribute for the skill roll different skill, it is called a Complementary Skill. When a skill
5. [Player] Roll 3d6 + attribute score + skill score is Complementary to another skill, the player receives a bonus to
6. If total meets or exceeds the Target Number, task is the skill roll equal to one half of the Complementary Skill’s score,
successful rounding down.
At the GM’s option, the bonus from a complementary skill can
In LUFTWAFFE 1946 ROLE PLAYING GAME products, any time a remain in effect for the duration of an event or task.
skill roll is required or suggested, it is written as “a [Difficulty]
[Skill name] roll (TN).” For instance, if Nathan’s earlier escape into Off-handed
the trees were presented as part of a published scenario, it might Characters are either right- or left-hand dominant (player’s choice)
read “diving off the road into the woods requires a Challenging by default. The character’s non-dominant hand is his “off hand.”
Leaping roll (TN 18).” Using your off hand incurs a -3 penalty to any skill rolls requiring
manual dexterity, such as shooting a gun, throwing, writing, and
Effect Numbers so on.
The Effect Number (EN) of a roll is simply the number of points Characters with the Ambidexterity trait suffer a reduced
by which a skill roll (i.e., attribute + skill + 3d6) exceeds the Target penalty or no penalty at all, depending on the level of the trait.
Number. If the dice roll is
exactly the target number, Time
the effect number is 0. If Every task requires a certain
the TN is 14 and the skill amount of time to complete,
roll total is 19, the Effect as determined by the GM. If
Number is 5. a character takes more or less
Effect numbers can time than usual to perform a
be used in several helpful task, he receives a bonus or
ways in the game. They penalty to the Target Number,
are used to determine respectively.
the outcome of contested When determining the
skill rolls, to determine the winner of a contest (whose arrow bonus or penalty for more or less time taken on a task, refer to the
is closest to the bullseye?), to determine the progress of a long Time Chart, below. Simply find the level on the Time Chart that
task (such as complex repairs, a masterful work of art, ongoing is closest to the amount of time the task normally takes. The GM
research), and so on. should determine the average length of time normally required
to perform the task, and then consult the Time Chart. If the time
Contested Skill Rolls required to perform a task is longer than the closest level on the
When two characters are attempting to outdo each other using skills, Time Chart, then use the next greater time increment as the default
it’s called a contested roll. In a contested roll, both characters make level.
their skill rolls, using any difficulty modifiers assigned by the GM.
The character whose player achieves the higher adjusted skill roll Time Chart
total is the “winner.” Examples of contested skill rolls include 1 turn (3 seconds)
trying to sneak past a guard unseen (Stealth versus the guard’s 30 seconds
Awareness), an arm wrestling contest, and so on. 5 minutes
In situations in which each character must achieve a minimum 1 hour
level of effect in order to be partially successful (e.g., an archery 1 day
contest to see who can hit the target closest to the center), the 1 week
GM may assign a TN to each player’s skill roll. The player who 1 month
achieves the higher effect number succeeds. In effect, the total of 1 quarter (3 mos.)
the first character’s roll becomes the TN for the second character’s 1 year
skill roll. If both player’s effect number is 0 (i.e., if the rolls are 1 decade
tied) there is no winner, because both characters failed at their 1 century
respective attempts. (see Effect Numbers, above). 1 millennium
42
incurs a -3 penalty. Athletics
Acrobatics Body
Repeated Attempts Climbing Body
Characters who fail at a skill roll may make another attempt, with Contortionist Body
conditions. Para (Spec) R Body
A character who attempts a task again after failing it once may Sport (Type) I Body/Mind
make a new skill roll, but is at -3 for each successive attempt. This Swimming Body
penalty is cumulative and is in addition to any other modifiers for Throwing (Spec) Body
taking extra time or rushing (see Taking Extra Time, page 42). Unarmed Combat (Type) Body
Communication
Instruction Mind
Tools & Equipment
Negotiation (Spec) Mind
Some skills do not require equipment
Orate (Spec) Mind
for their use. The use of specialized Persuasion (Spec) Mind
equipment with these skills may Poetry Mind
provide a +3 bonus to the skill roll, at Writing (Spec) Mind
the GM’s discretion. Covert Skills
Some skills, on the other hand, Disguise I Body
require the character to have access Forgery (Spec) I Body
to specific equipment in order to use Gambling Body/Mind
the skill at all. Examples include a Lockpicking I Body
forge, for Blacksmith, or a weapon, Shadowing Mind
for a weapon skill. If the character Sleight of Hand Body
doesn’t have the necessary items he Stealth Body
cannot use the skill. Education
Skills which require specialized Geography (Spec) Mind
History (Spec) Mind
tools or equipment are marked with
Knowledge (Type) Body/Mind
a white wrench icon on a black field,
Language (Type) Mind
like this: [Requires Tools Icon] Religion (Type) Mind
Other skills normally require Research (Spec) Mind
tools of some kind but can be used Enterprise
with improvised tools. If a skill can be Accounting Mind
used with improvised tools, at GM’s Appraisal Mind
discretion, the character may attempt Bureaucracy Mind
the task but suffers a -3 penalty. Business Mind
Skills that allow improvised tools Economics (Spec) Mind
or equipment to be used are marked Professional (Type) Body/Mind
with a black wrench on a white field, like this: [Improvised Tools Trading Mind
Icon] Focus
Area Knowledge (Type) Mind
WHICH SKILLS TO USE? Awareness (Spec) Mind
Note that not all of the skills listed will be appropriate for all Concentration Mind
campaigns. We have presented a number of skills that can be used Intuition Mind
in most settings. It is up to the GM to determine which skills will Lip Reading Mind
be allowed in a game. Meditation Mind
Heavy Weapons
Artillery (Spec) R Body
Generic Skill List Machine Guns (Spec) R Body
The following is a skill list for the Luftwaffe 1946 Role Playing Missile Launchers (Spec) R Mind
Game. Italicized skill names indicate a Universal skill. All Portable Launchers (Spec) R Body
characters in the Luftwaffe 1946 Role Playing Game receive this Vehicle Weapons (Spec) R Body
skill at +2 at no cost. Characters with no points spent on a universal Investigation
skill still receive the +2 bonus. Any points spent on a universal Cryptography Mind
skill add to this default level. Deduction Mind
* Indicates a common skill Forensics R Mind
Intel Analysis Mind
Skill Tools Gov Attr Interrogation Mind
Arts & Crafts Surveillance (Spec) Mind
Art (Type) I Body/Mind Medicine
Cooking (Spec) I Mind Dentistry I Mind
Craft (Type) I Body First Aid * (Spec) I Mind
Jeweler I Body Physician (Spec) I Mind
Photography R Body Pharmacology Mind
Smith (Spec) I Body Surgery (Spec) I Body/Mind
43
Melee Weapons Engineering (Type) Mind
Axes (Spec) I Body Mechanic (Spec) I Mind
Bayonets I Body Operate Electronics (Spec) Mind
Flexible Weapons (Spec) I Body Transportation
Knives I Body Driving (Spec)* R Body
Maces/Clubs (Spec) I Body Piloting (Spec) R Body
Polearms (Spec) I Body Sailing (Spec) I Body/Mind
Swords (Spec) I Body Starships (Spec) R Body/Mind
Military Sciences Watercraft (Spec) R Body/Min
Combat Engineer (Spec) I Mind Italicized skill names indicate a Universal skill. All characters
Demolitions (Spec) I Mind in all LUFTWAFFE 1946 ROLE PLAYING GAME RECEIVE this skill at level
Gunsmith (Type) I Mind 2 at no cost.
Strategy (Spec) Mind
Tactics (Spec) Mind * Indicates a universal skill (in modern or more advanced
Nature/Outdoor settings)
Animal Handling (Spec) I Mind R = Requires specialized tools.
Fish and Game (Spec) I Body/Mind I = Usable with improvised tools.
Navigation (Spec) Mind
Riding (Spec) I Body SKILL DESCRIPTIONS
Survival (Spec) Mind The following section provides descriptions for the skills listed on
Teamster (Spec) I Body the Sample Skill List in the previous section.
Tracking Mind
Performance Arts & Crafts Skill Group
Acting Mind Arts & Crafts skills are those primarily concerned with the creation
Dancing (Spec) Body of tools and knickknacks, entertainment and pleasurable pursuits.
Instrument (Type) I Body
Juggling Body Art (Type)
Mimicry Mind Characters with this skill are adept at creating works of art in a
Singing Body/Mind particular medium (REF). They also understand the finer points
Ventriloquist Body of artistic expression (INT) and can appreciate works of art more
Sciences than the average person (PRE).
Astronomy Mind A type must be selected when this skill is bought. This skill
Biology (Spec) Mind may be purchased more than once, each time for a different type
Chemistry (Spec) Mind of Art.
Mathematics Mind Successful use of this skill means the character creates a
Physics (Spec) Mind quality work of art, recognizes the creator of the work, or appraises
Simple Missile Weapons the quality or value of such works created by others. The effect
Boomerangs R Body number of the roll determines the quality of the work; the higher
Bows (Spec) I Body
the effect number the better the quality, and, thus, the better the
Crossbows (Spec) R Body
viewer’s impression of the work.
Sling Weapons (Spec) I Body
Slingshots I Body This skill may also be used as a complementary skill to Social
Small Arms skills in the appropriate circumstances, such as if the character is
Black Powder W. (Spec) I Body giving a work of art as a gift (at the GM’s discretion).
Pistols R Body Types: Painting, Pottery, Sculpting, Sketching.
Rifles R Body Cooking (Spec)
Shotguns R Body The skill of creating meals, from simple edible dishes to elaborate,
Sub-machineguns R Body gourmet meals (INT) including even artistic presentations of food
Social (PRE).
Conversation* Mind Specialties: Cuisine, Ethnicity (e.g., Chinese, Italian), Fast
Intrigue Mind Food, Gourmet.
Philosophy Mind
Society (Type) Mind Craft (Type)
Style Mind Characters with this skill are adept at some craft, as defined by
Symbols Mind the player, and understand the finer points of their craft, including
Social Sciences common tools, patterns, and methods associated with it (INT).
Anthropology (Spec) Mind The character is able to create attractive and/or functional items
Archaeology (Spec) Mind (depending upon the defined craft) and earn a living with his craft
Criminology Body/Mind (REF).
Politics Mind Types: Candle-making, Glazing (i.e., lacquering), Cobbling,
Psychology (Spec) Mind Shipwright, Tanning, or any other reasonable craft that the player
Technical
and GM agree upon.
Astrogation Mind
Electrician I Mind Jeweler
Electronics (Spec) I Mind The skill of crafting fine jewelry from precious metals (silver,
44
gold, platinum, etc.), stones and gems (REF). Characters can also Contortionist
appraise the quality and value of such items, create rings, necklaces, Characters with this skill can contort their body into difficult
brooches, set stones, and so on (INT). or unusual positions (REF), and remain in such positions for
long periods of time (HLT). Contortionists often also have a
Photography
complementary Physical Advantage, such as “double-jointed.”
The skill of taking photographs of various subjects (REF) and
developing them from film to print (INT). Use of this skill to take Para (Spec)
pictures requires a camera, and developing film requires access to Characters with this skill can use various types of paraflight
a film lab, with the proper chemicals, photosensitive paper, and apparatus, including hang gliders, parachutes and paragliders
possibly other equipment. (REF).
Specialties: Hang Glider, Parachute, Paraglider.
Smith (Spec)
The skill of forging and crafting items from metal (bronze, iron or Sport (Type)
steel, depending on the period and technology level of the setting Characters with this skill are adept at organized athletic activities
or culture). not already covered by other
Weaponsmith is the skill of skills. Skills not covered by
creating bladed weapons, such this ability include Archery and
as knives, swords, spearheads, Swimming. The character knows
arrowheads, and the like. The the rules of the game (INT)
creation of handles and shafts and can compete in the sport.
requires woodworking (a Some sports involve primarily
specialty of the Craft skill), stamina, such as long distance
although if the character has running (HLT), or strength, such
access to these finished items as power lifting (STR). Most
he can complete the weapon in sports are predominantly agility-
question. based, however, such as bowling,
Blacksmith is the skill of creating metal tools (such as baseball, cricket, and similar sports (REF).
hammers), blunt weapons, horseshoes and the like. A Type must be selected when the skill is purchased. This skill
Specialties: Armorer, Blacksmith, Weaponsmith. may be purchased more than once, each time for a different type.
Types: Baseball, Basketball, Bowling, Cricket, Football
Athletics Skill Group (American), Hockey, Soccer (i.e., European football), or other
Athletic skills are those involving physical pursuits, exertion, and sports allowed by the GM.
sport. The Athletic Skills group includes the following skills.
Swimming
Acrobatics Characters with this skill are able to swim in water deeper than
Characters with this skill are very agile and able to perform flips, waist-level (REF) and can stay afloat for long periods of time (HLT).
tumble, and swing in exciting, swashbuckling fashion (REF). No skill roll is needed to tread calm water. Rough water, however,
Acrobatics is very useful for sailors who spend a lot of time up requires the character to make a skill roll to keep his head above
in the rigging, balancing on swaying masts, and so on. While any water each turn (STR). Failure means the character has gone under
character can attempt such actions by making a REF check (see and may be subject to drowning if a character cannot resurface on
Attribute Rolls, page 9), characters with this skill do so in a much the subsequent turn by making a successful Swimming roll (see
more flamboyant and impressive manner. Asphyxiation and Drowning, page 72).
A successful use of this skill can also allow a prone character This is an important skill for sailors, competition swimmers,
to regain his feet as a free action, to “roll with a punch” (halving Navy SEALs, and the like.
any damage received from a blunt blow), reduce damage from
a fall (subtract the skill level in meters from the distance fallen Throwing (Spec)
before determining damage) or impose a -3 to skill rolls for attacks Characters use this skill to throw objects, such as rocks and stones,
made against him that phase, due to his incredible dodging ability for accuracy (REF) or distance (STR). (See Combat for rules on
(may be added to any bonuses for the Dodge maneuver). making attacks, damage, and so on). It can be used to throw a
Acrobatics may be used as a complementary skill to Climbing grappling hook, toss a weapon to a friend, to play darts, or to hurl
and Jumping (GM’s discretion). a spear at an opponent.
Throwing is a Universal Skill; all characters receive it at level
Climbing 2 at no cost.
Characters use this skill when climbing difficult surfaces or items, Specialties: Darts, Football, Javelin, Knives, Stones, et al.
such as cliffs, walls, or ropes (STR). A successful check allows the
character to move a number of meters equal to one half his MOV Unarmed Combat (Type)
score or equal to his Climbing score (whichever is greater). Failure The skill of unarmed, hand-to-hand fighting. Characters must
means the character has lost but regained his grip or footing, and choose a type or style of unarmed combat when this skill is
has made no progress that turn. A serious failure (two or more purchased. This skill may be purchased multiple times, each time
levels below the difficulty of the roll) means the character has for a different type of unarmed combat.
fallen (see Falling, page 71). Unarmed Combat (Brawling) is a Universal Skill; all characters
Climbing is a Universal Skill; all characters receive it at level receive it at level 2 at no cost.
2 at no cost. Types: Aikido, Brawling, Judo, Karate, Kung Fu, Sumo,
45
Wrestling, et al. the final offer is acceptable. If so, the agreement is made and the
deal struck. If not, then the negotiations are called off, at least for
Zero-G this round.
Characters with this skill are accustomed Negotiations may last from several minutes to several months,
to operating in a zero-gravity environment depending on their nature and other factors, including the method
(REF). They can perform simple tasks of communication, and so on. It is up to the GM and the players
without incurring a penalty for the lack to determine how much of the negotiations are covered by the
of gravity, such as performing EVAs skill roll. A Negotiation skill roll can represent the entirety of the
(extravehicular activities—spacewalks, negotiations, a single round of negotiations or each individual
planetwalks and the like), maneuvering at “point” of a negotiation.
slow speeds, performing stationary repairs, This resolution system is intentionally abstract. A “concession”
and so on. Complex tasks, such as combat represents any reasonable demand or condition made by the other
or fast movement, may be performed at no party that the negotiator can meet. If it is important to know the
penalty with a successful Zero-G skill roll, exact nature of the concessions, the GM should consider forgoing
or at a simple -3 with a failed roll. the skill roll altogether and simply role-play the negotiations in
Communication Skill Group the game.
Diplomacy represents the skill of negotiation between
Instruction nations or large organizations, Hostage negotiation is the skill of
Characters with this skill are able to teach negotiating with hostage-takers, and Political negotiation is the
others, imparting wisdom and knowledge to their charges (PRE). skill of negotiation among or between politicians.
Characters may instruct others in those areas which the teacher Specialties: Diplomacy, Hostage, Political.
himself is trained. The maximum skill level a student may obtain
from study is equal to the average of the teacher’s Instruction skill Orate (Spec)
and the skill being taught. This is the skill of effectively communicating ideas and inspiring or
Rourke has an Instruction skill of +4 and a Swords skill of +6. moving an audience’s emotions with the spoken word. Characters
The average score of these two skills is 5, so the highest level he with the Orate skill know how to tell stories, issue commands,
can train any student in Swords is a 5. present information (such as news), give speeches, tell tales and
Instruction is a Universal Skill; all characters receive it at level otherwise inform (INT), entertain or motivate (PRE) listeners.
2 at no cost. Orate could also be used to kill time or bore someone to death
(WIL).
Negotiation (Spec) Orate can be used as a complementary skill to Acting and
Characters with this skill are adept at reaching compromises and Poetry (for monologues and one-person performances), Strategy
relaying information without offending the recipient. Negotiation (for leading and inspiring troops in battle) and Persuasion.
is an important skill for envoys, diplomats, politicians, and police Specialties: Bard, Command (i.e., leadership), News Reporter,
crisis negotiators. Speeches.
When engaged in negotiations, the character states his goal
(or demand) and makes a Negotiation roll against a Target Number Persuasion (Spec)
set by the GM. The difficulty number is based on the other’s This is the skill of using one’s voice, logic, expression, body
party’s general reaction to the character’s stated goal (see the table language, or some combination, to influence others. Persuasion
below). can be in the form of an intimidating glare, a boastful challenge,
batting one’s eyes (seduction), stroking a cheek (consolation),
Reaction to Demand/Goal Base Difficulty grasping the handle of one’s sword in a threatening manner, or
Adamantly opposed (e.g., to the death) Legendary (TN 30) invoking the name of one’s superior (or even God).
Generally opposed Extreme (TN 27) The character makes a contested Persuasion roll against the
Somewhat opposed Demanding (TN 24) subject’s WIL + Concentration roll. If the character’s roll is higher
Apathetic, unimpressed Difficult (TN 21) than the person he is trying to persuade, then he is successful. The
Somewhat agreeable Challenging (TN 18) other person sees things the persuader’s way (at least to some
Generally agreeable Tricky (TN 15) degree) and will act accordingly.
Enthusiastically agreeable Average (TN 12)
The GM should allow skills appropriate to the situation to be
The target number represents the difficulty for the negotiator used as complementary to the Persuasion roll. A character may also
to achieve his stated goal while also making several concessions add one half of his Fame or Infamy score to the roll, if appropriate
to the other party. (GM’s discretion). The GM may also award a bonus of +1 to +3 to
If the effect number of the Negotiation roll is 3 or higher, then the player’s roll for good roleplaying.
the negotiator need make only one concession. If the effect number Specialties: Bribery, Fast Talk, Intimidation, Propaganda,
of the Negotiation roll is 6 or higher, the negotiator achieves his Romance, Seduction.
goal without making any concessions.
Poetry
Effect Number Agreement with… Characters with this skill are adept at composing (INT) and
0-2 Several concessions reciting poetry (PRE). They also understand the finer points of
3-5 Only one concession poetic expression and can appreciate poetic recitals more than the
6+ No concessions average person (PRE).
It is up to the negotiator (or perhaps his superior) to decide if Successful use of this skill means the character performs in a
46
manner that moves the audience (PRE), or appraises the quality of memory) and suffers a -6 penalty to the skill roll.
such writing or performances by others (INT). The effect number Specialties: Crests & Seals, Documents, Handwriting
of the roll determines the quality of the performance; the higher
the effect number the better the performance, and, thus, the better Gambling
the audience’s reaction. Characters with this skill know how to play common games of
This skill may also be used as a complementary skill to skill, such as cards, backgammon, and the like (INT). In addition,
Persuasion in the appropriate circumstances (at the GM’s characters can use this skill to cheat at games of chance (REF),
discretion). such as dice and roulette.
If used for games of skill, use a simple contested Gambling roll
for each player; the person with the best roll wins the game. If used
to cheat at a game of chance, the total of the character’s Gambling
roll is used as the difficulty number for Awareness checks made
by the other players to spot the cheat (i.e., to catch him in the act).
If not caught, the cheater automatically wins. If both players are
cheating, use a simple contested Gambling roll for each player; the
person with the best roll wins the game), and allow both players an
Awareness roll to try to catch the other cheating.
Lockpicking
Characters with this skill are proficient with picking locks and
bypassing other simple mechanical security measures (REF). This
skill requires a set of lock-picking tools to be effective; -3 if only
improvised tools are available.
Writing (Spec)
Characters with this skill are capable of composing creative written
works (INT). They also understand the finer points of written
expression and can appreciate compositions within their specialty
more than the average person (PRE). It is an important skill for
bards and anyone wishing to create original songs. The appropriate
performance skill is required to actually perform the composition. Shadowing
A specialty must be selected when this skill is bought. The skill of following others without being seen (INT). Characters
Successful use of this skill means the character composes a with this skill are able to keep a target within site while walking or
quality work, or appraises the value or quality of such compositions driving behind him, while remaining inconspicuous and remaining
by others. The effect number of the roll determines the quality unnoticed. The GM should require characters using this skill to
of the composition; the higher the effect number the better the make periodic skill checks, with the frequency and difficulty
writing, and, thus, the better the audience or reader’s reaction and based on the environment and the shadowing character’s chances
impression. of “blending in.”
This skill may be used as a complementary skill to the If the skill roll fails, then the subject gets a Tricky Awareness
appropriate skill when the composition is performed. For example, roll to notice the character. If the character being followed is
Writing (Music) is complementary to the Instrument skill, Writing actively watching for anyone following him, have both characters
(Speeches) is complementary to Orate, and so on. make a contested Shadowing versus Awareness roll. The character
Specialties: Comedy, Journalist, Literature, Music, Playwright, with the higher effect number wins the contest.
Screenwriter, Speeches. Sleight of Hand
Covert Skill Group Characters with this skill can lift items from others, misdirect
viewers’ eyes, and conceal items or cut purses and the like (REF).
Disguise When a character uses Sleight of Hand against another, use
This is the skill of assuming another identity. It is usually a simple contested skill roll of the character’s Sleight of Hand
accomplished by changing one’s clothes, putting on a wig, applying versus the subject’s Awareness. If the subject’s Awareness roll
makeup, and so on (REF). The GM should make the skill roll for beats the Sleight of Hand roll, the other person has caught him
the player in secret, noting the total of the roll and using it as the in the act, knows which shell the ball is under, or otherwise wins
difficulty number for Awareness rolls for anyone who scrutinizes the contest.
the disguise.
Stealth
Forgery (Spec) This skill is used to hide oneself in shadows and move silently. The
Characters with this skill are able to create remarkable forgeries of total of the Stealth roll is used as the difficulty number for Awareness
documents, seals and the like (REF). The total of the character’s checks made by anyone who may spot the character (whether
Forgery roll is used as the target number for Awareness checks actively searching or otherwise, as the situation dictates).
made by anyone scrutinizing the forgery to detect its true nature. This skill can also be used to hide items up to and including
The original being copied must be available to the character large animals, such as horses. A single roll is made by the GM.
for an accurate copy to be made. If the original is not available, The effect number of the roll is used as the difficulty number for
the character uses INT with the skill (because he is working from Awareness checks made by anyone searching for it.
47
Stealth is a Universal Skill; all characters receive it at level 2 language (does not apply to languages for which there is no writing
at no cost. system, such as traditional Navaho).
This skill much be purchased separately for each language that
Education Skill Group the character understands.
Education skills are those skills gained primarily from formal All characters start with a score of 3 in their native language
study, whether at a university, monastery or other institute. Most (unless they have a trait that limits their starting score). The
Education skills are associated with the Mind attribute group. The character’s native language should be noted on the character
Education skill group includes the following skills. sheet.
Geography (Spec) In addition to being used in skill rolls, the skill score represents
This skill covers knowledge of natural features of the earth, the character’s fluency with the language.
landmarks, climate, and political, as well as cursory knowledge of
the borders and inhabitants of the nations of the world. Characters Level Fluency
with this skill can identify internationally known landmarks, the 1 Rudimentary; simple words and phrases only. Thick,
location of major bodies of water, the average climate and rainfall noticeable accent (obviously not a local).
of a given country, and so on. 2 Basic; simple conversations. Moderate accent (requires
Specialties: Specific region or continent. Average Awareness roll to detect).
3 Conversational fluency. Minor accent or regional dialect
History (Spec) (requires Challenging Awareness roll to detect).
Characters with this skill know a great deal about history and can 4 Fluent; complex dialogue and expressions. No accent.
recall general or specific details with a successful skill check (INT). 6 Expert; speaks perfectly, better than most natives.
The more obscure the detail or more distant the subject from the 8 Master; command of the language rivals the most
character’s locality, the higher the required difficulty of the roll is. learned scholar (a rarity!).
Sir Thomas, having recognized a tapestry as belonging to
Language (Type) is a Universal Skill; all characters receive it
Lord Culler, tries to recall information about the lord’s family from
at level 3 for their native language at no cost.
history. The player makes a History skill check for Sir Thomas and
The 20 most commonly
succeeds, so the GM tells the
used languages in the world
player that Sir Thomas recalls
(in alphabetical order) are:
that Lord Culler died on the
Arabic, Bengali, Cantonese,
battlefield 20 years ago.
English, French, German,
Specialties: Locality,
Italian, Japanese, Korean,
National, Organizational,
Tamil, Telugu, Hindi, Malay
World.
/ Indonesian, Mandarin,
Knowledge (Type) Marathi, Punjabi, Urdu,
Characters with this skill are Portuguese, Russian, and
knowledgeable about some Spanish.
specific subject. The player
Religion (Type)
chooses the subject when the
Characters with this skill
skill is purchased. The subject
are knowledgeable in the
can be trivial or important in
history, traditions, tenets and
its scope. Most Knowledge
ceremony of major religions
skills are attached to the Mind group.
(INT). When this skill is purchased, the character must specify one
If knowledge skills involve the practical application of a skill,
primary religion to which the skill score applies.
the character is also able to perform the task associated with it. A
Religion may be used as a complementary skill to other
character may hold a job requiring the skill if the skill score is 3 or
applicable skill rolls (GM’s discretion). For example, the GM
higher. Skill rolls for such skills may be associated with the BODY
should allow Religion to be used as complementary to a Philosophy
group or both the Body and Mind groups.
roll if the character is involved in a religious debate.
The GM is encouraged to develop different Knowledge skills,
Types: Christianity, Islam, Judaism, Paganism, Wicca or any
and to separate them as new, unique skills for his game or setting.
other religion allowed by the GM.
Depending on the specific topic covered, a Knowledge skill may
Research (Spec)
be considered as being a Type, a Specialty, or neither, at the GM’s
The skill of researching a topic (a person, place or thing, such as
discretion. Knowledge skills can be renamed and even moved to
a rare artifact, an event or a ship) to discover clues, evidence or
a more appropriate Skill Group (or a newly created Skill Group),
general or detailed facts about it. Sometimes research is simply
based on the GM’s discretion and the setting or genre of the game.
a matter of locating where something is supposed to be, such
Knowledge skills should not be created that duplicate other existing
as when looking for a known book in the library (INT). In other
skills, however.
instances one must perform tedious research to find “the answer,”
Suggested Types: Civil Science, Cuisine, Family History,
such as when looking for an obscure passage in a huge tome with
Humanities, Military Traditions, Mythology, Navy Ships, Wines,
no index (WIL).
or any other general or specific topic that the GM approves.
Research can be accomplished on the Internet, in a library, a
Language (Type) laboratory, in a newspaper morgue, a corporate Human Resources
Characters with this skill understand and can speak a foreign office, floating city computer network, or wherever the GM thinks
language. If the character is literate he can also read and write the is reasonable and appropriate for the character to conduct the
48
research. Remember, too, that sometimes getting into the place not otherwise represented in the skill list. Characters with the
can be a task in and of itself! Professional skill are able to do the job and operate any equipment
The higher the effect number, the more information is gleaned normally associated with the profession. As with all skills, the
about the topic. higher the skill score the better the character is at his job.
Specialties: Internet, Library, Medical, Publications, Records, Some professions may require special tools or equipment to
Scientific. perform adequately. The GM should determine if a given profession
requires tools or not.
Enterprise Skill Group Professional (Type) is a Universal Skill; all characters receive
Accounting it at level 2 at no cost. A Type must be selected for the skill.
The skill of keeping track of the money in any venture. This Types: Specific career (attorney, farmer, fire-fighter, fisherman,
includes, but is not limited to, receipts, supply expense, rent, and page, police officer, rancher, soldier, student, weaver, etc.)
all other areas of a profit and loss statement.
Appraisal
Characters with this skill can appraise the approximate value of
items, including items for which the character does not possess a
relative skill. Appraising an item requires a Challenging Appraisal
skill roll (TN 18).
The skill roll may be modified depending on the following
conditions. All modifiers are cumulative.
49
The TN is determined by the level of detail sought by the cannonballs explode around him, keeping an eye on someone from
character. If the player’s skill roll total exceeds a higher difficulty hiding during a distraction, recalling the name of the man who
than was required for the skill roll, the GM should provide an gave you a coin two months ago, and so on. Success means that
additional important piece of information to the player. Conversely, the character is able to concentrate on the task at hand, despite
if a character is trying to recall as much detail as possible, simply any distractions for that turn, including skill roll penalties due to
have he player make the skill roll and compare the total of the roll wounds (see Wounds and Effects of Damage, page 69).
to the listed DLs. The highest difficulty that the character’s roll Concentration is a Universal Skill.
achieved represents the level of detail that the character is able
to recall about the area. The Intuition
larger the area, the higher the This is the character’s ability
difficulty level to know or to know or understand
recall the same level of detail something without conscious
about the area. reasoning. Intuition can tell
Area Knowledge can a character when someone is
be used as a complementary being dishonest or deceptive,
skill to any appropriate skill whether a door is safe to open
rolls. A character with Area or not, or whether to go out on
Knowledge of a city could a date with someone he’s just
use it as complementary to met. In short, Intuition can
Driving skill rolls during a help a character decide what
car chase through the city; a choice to make when logic or
character with an Area Knowledge of a terrain type could use it as perception fails him.
complementary to a Survival skill roll, and so on. A successful roll should result in the player gleaning some
vague direction from the GM about the person or thing in question.
Difficulty Level of Detail Responses such as “Something doesn’t feel right” are appropriate
Average (TN 12) Minor detail (e.g., location of the nearest but responses such as “You think the car will explode if you turn
convenience store) the ignition” are not. Intuition should not be used as a replacement
Tricky (TN 15) Moderate detail (e.g., names of for the Danger Sense advantage.
prominent citizens/local celebrities) The GM should prompt the player to make an Intuition roll
Challenging (TN 18) Good detail (e.g., names of local leaders) any time he must make a choice that could have detrimental
Difficult (TN 21) Much detail consequences. In addition, when the situation warrants it, the
Demanding (TN 24) Great detail player may ask the GM “What does my character’s intuition tell
Extreme (TN 27) Incredible detail him?” The GM has the final discretion whether or not to allow the
Legendary (TN 30) Down to the last detail Intuition roll.
Size of Area Modifier Lip Reading
Apartment complex, street +6
The ability to discern what someone is saying by watching his
Neighborhood, village, town +3
Large city (Tokyo, New York) +0 mouth move, without hearing what he is saying (INT). A successful
State, small country -3 Lip Reading roll means the character using this skill understands
Large country, continent -6 most of what has been said, though not necessarily the context nor
Planet, star system -9 any emotion (or sarcasm). The character will have to determine
the context of the message based on the circumstances (who is
Types: Specific locale or terrain. speaking to whom, what is being discussed, and so on). An effect
Awareness (Spec) number of 3 or higher than required, the character understands
This represents the character’s ability to spot, smell, hear or taste everything said.
things that may otherwise escape attention (INT). The GM should Meditation
call for an Awareness check any time a character may encounter a Characters with this skill are able to enter a trance-like state, clearing
potential clue, may spot a shadowy figure in an alley, or any other their minds and exploring their inner psyche. Characters that are in
appropriate situation. A success means the character has perceived a state of meditation are still somewhat aware of their surroundings
the person or thing (a slight breeze, a shadowy figure, a minor detail, and may “awaken” from their meditative state at will.
or what have you). An effect number of 6 or higher means the A successful skill roll is required to enter a state of deep
character has perceived the item in detail; the GM should provide meditation. Once in this state, however, the character can receive
additional information about the person or thing in question that any one of the following benefits. The benefit of the meditation
will assist the character. must be declared by the player before the roll is made.
Awareness is a Universal Skill. Recover stun: The character recovers 1 point of stunning
Specialties: Hearing, Sight, Smell/Taste, Touch. (non-lethal) damage for every two points of the effect number of
Concentration the skill roll.
This is the character’s ability to focus his concentration on some Eliminate fatigue: The character is able to ignore the effects
task (WIL), as well as his general memory (INT). Concentration of fatigue due to exertion or loss of sleep for one step down the
rolls can be assigned by the GM when a character is picking a lock time table for every two points of the effect number of the skill
in the middle of a huge brawl, laying still on a battlefield while roll.
50
Clarity of thought: The character receives a +3 bonus to all could be used as complementary to Cryptography, for designing
Mind-based skill rolls and Mind attribute rolls for one hour after and running decryption software.
“awakening” from a deep meditation.
Ignore Pain: The character is able to ignore pain and suffers no Deduction
distraction penalties to skill rolls normally due to pain or damage. Characters with this skill are able to take a few known facts and leap
Note that the character will still suffer damage, he just won’t feel to a usually (at least partially) correct conclusion (INT). Successful
it. This effect last for one step down the Time Chart for every two use of this skill can reveal the names of likely conspirators,
points of the effect number of the Meditation roll. anticipate an ambush, or determine the likely motivation behind
any unexpected action.
Heavy Weapons Skill Group The player may ask to make use of this skill at any time. If
granted, the GM should reward a successful Deduction check
Artillery (Spec) with some bit of information about the current adventure that the
Characters with this skill are adept at the use (REF) and maintenance character does not currently have. Success means the character has
(INT) of land-based, crew-served, artillery weapons, such as gained one answer or several potential “right answers.” Failure
Howitzers, MLRS systems, and the like. This skill covers both means the character has gained no insight or possibly bad “insight,”
towed and self-propelled artillery. suspecting an innocent, or some other misleading information that
Specialties: AAA, Cannon could result in an embarrassing (or deadly) confrontation if acted
Machine Guns (Spec) upon.
Characters with this skill are adept The GM should make the skill
at the use (REF) and maintenance roll for the player in secret, telling
(INT) of machine-guns and other the player only that which his
automatic weapons (REF). The character would “know,” based on
character selects a specialty for the outcome of the roll.
which the full skill level applies; all Forensics
other types use the skill at one half The skill of handling (REF)
level (rounding up). Heavy machine- and analyzing (INT) evidence.
guns include the Browning .30 cal., Evidence can include fingerprints,
M2 .50 cal., and the Mk-19 grenade hair, fibers from clothing and
launcher. Light machine-guns carpet, and imprints (such as shoe
include squad support weapons and boot prints, tire tracks, and
such as the M60, and M249 Squad the like). Characters with this skill
Automatic Weapon (SAW). are able to identify the nature and
Specialties: Anti-aircraft, origin of samples they analyze.
Heavy, Medium, Light. The higher the effect number of the skill roll the more
Portable Launchers (Spec) information is gleaned from the analysis. Consult the table below
Characters with this skill are adept at the use (REF) and maintenance for suggested results of successful Forensics skill rolls:
(INT) of portable grenade, anti-tank weapons (such as the TOW, EN Results
Dragon, and M-72 LAW), grenade launchers (such as the M-79, 0-2 Trivial details about the item (size and style of footwear,
M-203) and mortars (REF). content of a fiber, caliber of a bullet, etc.)
Types: Grenade launchers, Anti-tank Weapons, Mortars. 3-5 Minor details about the item (manufacturer of an item,
Vehicle Weapons (Type) the source of a fiber—vehicle carpet, wool jacket, etc.;
Characters with this skill are adept at the use (REF) and maintenance make of weapon)
(INT) of modern, heavy, vehicle-mounted weapons. Characters 6-8 Important details about the item (manufactured at a
using very simple weapons that have no guidance or “aiming” factory in Korea, custom made, made exclusively for
systems other than the aircraft itself, such as machine guns on a Ford, specific model number of a firearm, etc.)
9-11 Crucial details about the item (date of manufacture, lot
WWI bi-plane, can use the Piloting skill instead.
number, city where item was originally purchased, and
Specialties: Bombs, Cannon, Missiles
so on)
Investigation Skill Group 12+ Every detail about the item (serial number, exact store
where item was originally purchased, VIN number, all
Cryptography known owners of the item)
The skill of ciphering and deciphering data, including text, digital
image files, and others (INT). The technology level of the setting Paul’s character is analyzing residue from an explosion. Paul
will determine the kinds of equipment available to the character, if gets an effect number of 7 on his Forensics skill roll, so the GM tells
any, and the complexity of the ciphers and codes the character is Paul that the residue is from an explosive compound manufactured
likely to deal with. solely for the U.S. military by a contractor based in Vermont. If
A number of skills can be used as a complementary to Paul’s effect number had been 9, the GM might have told him the
Cryptography, depending on the circumstances and the GM’s date of manufacture and delivery point for the explosive, as well.
discretion. Characters deciphering a code that uses or involves Intel Analysis
a foreign language should be able to use their language skill as Characters with this skill are able to analyze intelligence and
complementary, for instance. Likewise, Computer Programming
51
determine the significance (if any) of details gleaned from it in medieval Europe will not know CPR, for instance, but he can
(INT). still use herbal remedies to heal minor burns, leeches to remove
An agent could use Intel Analysis to examine a satellite “bad blood,” and so on. GMs may wish to rename this skill to better
photograph of an air field to determine if any aircraft were loaded fit the setting (e.g., Chirurgery).
with nuclear warheads or had been recently moved. A soldier Successful use of this skill restores 1 Life point to the victim
could examine a reconnaissance report from a scout to determine and stabilizes him, so that no further Life points are lost due to
the quality of troops at an enemy base. bleeding or other continued damage (see Stabilizing, page 70).
The quality and quantity of the data that the character has to Specialties: Primitive, Modern.
work with determines the difficulty of the task.
Physician (Spec)
Interrogation Characters with this skill are proficient in the arts of healing the
The skill of obtaining information from an unwilling subject. The body. Successful use of this skill allows the character to diagnose
interrogator may attempt to use subtlety, confusion, or mental symptoms (INT), treat minor and major wounds (INT), perform
trickery (INT), sympathy or intimidation techniques (PRE), or minor, out-patient surgeries (REF) and common procedures
simply try to “wear down” relating to his specialty, as
the subject through repetition well as identify and prescribe
and extended duration drugs and remedies available
(WIL). Physically beating a in the campaign (INT).
confession out of a subject is To perform complex and
also possible (STR), though major surgeries the character
not legal in most civilized should buy the Surgery skill.
nations. This skill is common
When interrogating a among physicians, EMTs,
subject, a contested roll is combat medics, and
made against the subject’s corpsmen.
WIL attribute roll. If the Specialties: General,
interrogator’s effect number Neurology, Oncology,
is greater than the subject’s, Pediatrics, Podiatry,
then the subject has been Psychiatry, or any other
broken and reveals the specialty approved by the
desired information. GM.
Surveillance (Spec) Pharmacology
The skill of watching and gathering information about a target Pharmacology is the science of drugs, especially as they relate to
(INT). Characters with this skill know how to set up an observation medicinal use. Characters with this skill are able to identify drugs
point, observe a subject and record information concerning the and their medicinal effects, reactions, and properties (INT).
subject’s movements and actions, without being themselves
observed (it is similar to the Shadowing skill, but does not involve Surgery (Spec)
moving and following the subject). Characters with this skill are able to perform surgical procedures. It
Police detectives, private investigators, covert intelligence includes knowledge of barbery and chirurgery in low-tech settings
operatives, snipers and soldiers assigned to reconnaissance (INT). Successful use of this skill allows the character to perform
missions or observation posts, most often possess this skill. minor to complex surgeries.
Can be used as complementary to Awareness skill rolls in This skill is common among surgeons and paramedics.
appropriate circumstances (GM’s discretion). Specialties: Cosmetic, Emergency, Neuro/Brain, Oral, or any
Specialties: Bugging, Reconnaissance, Stakeouts, Stalking. other specialty approved by the GM.
52
Flexible Weapons (Spec) the skill, the character may opt not to roll 1d6 of damage, instead
Characters with this skill are adept at the use of chains, ropes making that die an automatic 6 for purposes of calculating damage.
(including lassos), and whips (including cat-o-nine-tails) as Alternatively, a character may instead convert each such die to an
weapons. This skill is used when making attacks with such weapons, “automatic 1,” reducing the overall effectiveness of the explosive,
with or without a weapon attached to the end (REF). (See Combat if he is able to tamper with or move the device without triggering
for rules on making attacks, damage, and so on). it.
Specialties: Chains, Flails, Nunchaku, Ropes, Three-section Specialties: Bombs, C4, Mines, Primitive, Warheads.
Staves, Whips.
Gunsmith (Type)
Knives Characters with this skill are able properly maintain and effect
Characters with this skill are adept at the use and care of knives, repairs to firearms. In addition, the character can make minor
dirks, and other small blades (REF). This skill is used when making modifications to the weapon, such as installing a custom mount
attacks with such weapons. (See Combat for rules on making or modifying the capacity of an ammunition magazine. The player
attacks, damage, and so on). must select a specialty when this skill is purchased. Knowledge
of energy weapons allows the character to affect repairs to
Maces/Clubs (Spec) various energy weapons, including blasters, lasers, energy swords,
Characters with this skill and other high-tech or sci-fi
are adept at the use and care weapons (Electronics may be
of maces and warhammers. used as complementary to this
This skill is used when skill). Heavy weapons include
making attacks with such all of the weapons in the Heavy
weapons (REF). (See Weapons skill group. Small
Combat for rules on making arms include all of the weapons
attacks, damage, and so on). in the Small Arms skill group.
Maces/Clubs is Types: Energy Weapons,
a Universal Skill; all Heavy Weapons, Small Arms.
characters receive it at level 2 at no cost.
Specialties: Clubs/Bats, Maces, Mauls, Tetsubô, Strategy (Spec)
Warhammers. Characters with this skill are skilled at managing multiple units in
large, battle-sized engagements (usually of more than 100 soldiers
Polearms (Spec) per side). They can assess a battle, locate advantageous routes of
Characters with this skill are adept at the use and care of polearms, advance (or retreat), determine the best place to establish a defense,
including spears, lances, halberds and glaives (REF). This skill is and so on (INT). Successful use of this skill by the leader of an
used when making attacks with such weapons. (See Combat for army gives his side an Initiative bonus of +1 for every two points
rules on making attacks, damage, and so on). of Effect Number. The bonus lasts for the duration of the battle
Specialties: Halberds, Pikes, Lance/Great Spear. (PRE). GMs may also wish to use this skill as a contested skill roll
Specialties: Glaives/Halberds, Spears, Lances, Ôno, Pikes, between commanders.
Staves. Specialties: Land Battles, Logistics, Sea Battles, Sieges,
Swords (Spec) Space Battles.
Characters with this skill are adept at the use and care of swords, Tactics (Spec)
including cutlasses, sabers, epee, foils, and other medium-length Characters with this skill are skilled tacticians and are able to lead
bladed weapons (REF). This skill is used when making attacks small units with 100 soldiers or fewer. The character can assess
with such weapons. (See Combat for rules on making attacks, an engagement, locate advantageous positions, and determine the
damage, and so on). best place to establish a defense or execute an ambush, and so
Specialties: Foils/Epee, Long swords, Kenjutsu, Machetes, on (INT). Successful use of this skill by the leader of a group of
Rapiers, Sabers, Short swords, Two-handed Swords combatants also affords an Initiative bonus to that side for the
Military Science Skill Group duration of the battle (PRE). GMs may also wish to use this skill
as an opposed test between commanders.
Combat Engineering (Spec) Specialties: Ambushes, Close Quarter Battle (CQB), Defensive
Characters with this skill know how to construct buildings, make Positions, Patrolling, Skirmishes.
fortified defenses, dig foxholes, lay (and remove) anti-personnel
and anti-vehicle mines, create roads and airstrips, breach barriers, Nature/Outdoor Skill Group
construct bridges, etc., in a military environment or operation. Animal Handling (Spec)
Specialties: Bridges, Defenses, Mines, Roads. Characters with this skill are proficient at working with animals,
Demolitions (Spec) including care, feeding and grooming (INT), as well as training
The skill of assembling explosive devices, placing them for best (WIL) and controlling them (PRE).
effect, and also disassembling and defusing them (INT). Characters Specialties: Birds, Camels, Dogs, Horses, Reptiles, et al.
with this skill can also identify types of explosive compounds, Fish and Game (Spec)
triggers and other related devices on inspection. Characters with this skill are able to track and catch game and
With a successful Demolitions skill roll, characters may fowl, fish, and set traps. Depending on the prey, Fish and Game
increase the effectiveness of an explosive. For every 2 levels with
53
may involve cunning and wits to locate and trap one’s prey (INT) the subject has not been found, then a new Tracking roll must be
or simple patience to wait for a bite (WIL). made to continue.
Specialties: Hunting, Fishing, Trapping.
Performance Skills
Navigation (Spec)
Characters with this skill are able to determine their approximate Acting
position on a map, tell the time of day or night (by the sun or stars), Characters with this skill are adept at acting—more simply,
and plot a course between two known points (INT). Navigation feigning emotion and portraying roles that differ significantly
may be used as a complementary skill to Survival, Fish and Game, from themselves (PRE). Actors also understand the finer points of
Sailing, Water Craft and other skills with GM’s permission. This dramatic expression and can appreciate theatrical performances
skill is common among professional trackers, rangers, scouts, from a more scholarly viewpoint than the average spectator
soldiers and sailors. (INT).
Specialties: Land, Sea. Successful use of this skill means the character performs
in a manner that moves the audience, or appraises the quality of
Riding (Spec) theatrical performances by others. The effect number of the roll
Characters with this skill are able to ride domesticated beasts, determines the quality of the performance; the higher the effect
manage tack and bridle, and perform simple care and grooming number the better the performance, and, thus, the better the
of their animals. A specialty must be selected when the skill is audience’s reaction. This skill may also be used as a complementary
purchased. This skill may be purchased more than once, each time skill to Persuasion or Orate in the appropriate circumstances (at the
for a different specialty. GM’s discretion).
Specialties: Camels, This skill is an
Horses, or other beasts important one for stage and
allowed by the GM screen actors, undercover
police officers, shinobi
Survival (Spec)
(ninja), and any character
Characters with this skill
to whom misleading others
are able to survive off
is important.
the land (INT). They
know which plants are Dancing (Spec)
edible, how to construct This is the skill of dancing
shelter, where to find fresh with grace and/or style
water, and the like. Even (REF). Ballroom dancing is
recreational campers may performed at large, formal
have some measure of this balls, such as those thrown
skill (e.g., a score of 1 or 2, or even higher for an avid camper). by royalty or the wealthy, and (in some cultures) is one of the skills
A successful check means the character is able to survive in expected of any cultured gentleman or lady. Dancing can also be
the wilds for a day, with food, water and shelter. A critical success part of important ceremonies, contests and other situations calling
extends this time to a week. A failed check means the character’s for stamina more than style or skill (HLT).
efforts are insufficient for the day; he goes hungry and thirsty, is Successful use of this skill means the character is able to dance
exposed to the elements, or what have you. A roll that fails by competently, following the steps and keeping time with the music.
6 points worse (i.e., an EN of -6 or lower) means the character The character may be noticed as an accomplished and graceful
has suffered some mishap. The mishap could be an accidental dancer that evening, perhaps gaining the special attention of his
poisoning, an injury inflicting 1d6 damage, frostbite, or any other partner, another suitor, or another person of note or repute.
situation at the GM’s discretion. Dancing may be used as a complementary skill for all
Specialties: Arctic, Desert, Temperate, Tropical, Water. appropriate Social skill checks, at the GM’s discretion.
Specialties: Ballet, Ballroom, Break, Disco, Popular, Tap,
Teamster (Spec)
Tribal, or any other reasonable kind of dance that the player and
The skill of driving teams of domestic beasts, usually to pull a
GM agree upon.
wagon. The character also knows how to manage harness and
bridle, and so on. A specialty must be selected when the skill is Instrument (Type)
purchased. This skill may be purchased more than once, each time Characters with this skill are adept at playing a musical instrument
for a different specialty. (REF). They also understand the finer points of musical expression
Specialties: Camels, Horses, or other beasts allowed by the (INT) and can appreciate instrumental performances more than the
GM average person (PRE).
The specific instrument (or family of instruments, with the
Tracking
GM’s permission) must be chosen when the skill is purchased.
Characters with this skill are able to track both man and beast
Successful use of this skill means the character performs in
(INT). Unlike Fish and Game, which allows one to locate fresh
a manner that moves or entertains the audience, or appraises the
game and fowl, Tracking is used to follow prints made by man
quality of instrumental performances by others. The effect number
or beast, either fresh or old. Successful use of the skill means the
of the roll determines the quality of the performance; the higher
character is able to identify the maker of the tracks and to follow
the effect number the better the performance, and, thus, the better
them for one day or to a point at which the conditions have changed
the audience’s reaction.
(e.g., tracks leading through a forest and to a river). If at this point
This skill may also be used as a complementary skill to
54
Persuasion in the appropriate circumstances (at the GM’s on the era in which the game is set. The skill score reflects the
discretion). depth of knowledge possessed by the character relative to the
Types: Drums, Banjos, Flutes, Guitars, Harps, Horns, whole body of knowledge available in the current era.
Keyboards, Violins, etc.
Biology (Spec)
Juggling The character has knowledge of biology (INT). The extent of the
Characters with this skill are adept at juggling and balancing character’s knowledge will depend on the era in which the game is
objects (REF), including heavy and unbalanced objects (STR). set (e.g., a biologist in 2001 would know a lot more about biology,
They also understand the finer points of these physical forms of as a rule, than one in 1801). The skill score reflects the depth of
entertainment (INT) and can appreciate such performances more knowledge possessed by the character relative to the whole body
than the average person (PRE). of knowledge available in the current era.
Successful use of this skill means the character performs Specialties: Marine, Micro, or any other specialties approved
in a manner that wows the audience, or appraises the quality of by the GM.
such performances by others. The quality of a performance is
determined by the effect number of the roll; the higher the effect Chemistry (Spec)
number the better the performance, and, thus, the better the The character has knowledge of chemistry (INT). The extent of the
audience’s reaction. character’s knowledge will depend on the era in which the game is
Examples of people with this skill include: Chinese acrobats, set (e.g., a chemist in 2001 would know a lot more about chemistry,
street entertainers and James Ernest. as a rule, than one in 1801). The skill score reflects the depth of
knowledge possessed by the character relative to the whole body
Mimicry of knowledge available in the current era.
With this skill, characters can mimic voices and other sounds (PRE). Mathematics is usually a complimentary skill to Chemistry.
Some common applications of this skill include impersonating Specialties: Biochemistry, Inorganic, Organic, or any other
another person’s voice, making non-human sounds (such as bird specialties approved by the GM.
songs, cars or machine-gun fire), and so on. Mimicry can be used
either as a ruse or for entertainment. Mathematics
Mimicry can be used as a complementary skill to Acting The character has knowledge of mathematics (INT), including
(for impersonating a specific calculus, geometry, statistics,
person) and to other Social and trigonometry and so
skills (at GM’s discretion). on. The character is able
to calculate mathematical
Singing formulae without the aid of a
Characters with this skill are calculator or computer, given
adept at singing (HLT). They enough time (and, typically,
also understand the finer something to notations, such
points of artistic expression as a pen and paper or chalk
(INT) and can appreciate and a chalkboard). The use of
singing performances more a calculator, abacus, or other
than the average person (PRE). calculating device will provide a +3 to +9 bonus to the skill roll.
Successful use of this skill means the character performs in a Mathematics is usually a complimentary skill to Physics and
manner that moves or entertains the audience (HLT), or appraises Chemistry.
the value of song writing or performances by others (INT). The
effect number of the roll determines the quality of the performance; Physics (Spec)
the higher the effect number the better the performance, and, thus, The character has knowledge of physics and the laws of nature,
the better the audience’s reaction. including kinetic energy, the effects of gravity on mass, and so on
This skill may also be used as a complementary skill to (INT). The extent of the character’s knowledge will depend on the
Persuasion in the appropriate circumstances (at the GM’s era in which the game is set. The skill score reflects the depth of
discretion). knowledge possessed by the character relative to the whole body
of knowledge available in the current era.
Ventriloquist Mathematics is usually a complimentary skill to Physics.
The skill of throwing one’s voice. Characters with this skill can A specialty must be selected for this skill when it is bought.
perform auditory illusions (HLT), making it sound as though their This skill may be bought more than once, each time for a different
voice (or any sound they can make with their throat or mouth) is science.
coming from some other location, such as another person, from Specialties: Astrophysics, General, Nuclear, Quantum, or any
behind someone, or even from an inanimate object. other specialty approved by the GM.
This skill can also be used as complementary to Mimicry.
Simple Missile Weapon Skill Group
Sciences Skill Group
Boomerangs
Astronomy Characters with this skill are adept at the use and care of boomerangs
The character has knowledge of the study of stars and planetary (REF). This skill is used when making attacks with such weapons
bodies (INT), and includes knowledge of astrometrics, black holes, (see Combat for rules on making attacks, damage, and so on).
and the like. The extent of the character’s knowledge will depend Some boomerangs are designed to return to the thrower if they
55
miss their intended target (takes 1d3 turns). Some boomerangs semi-automatic weapon with a fresh magazine (or a revolver with
are heavy weapons with one “arm” longer than the other, which a speed-loader) and fire the weapon in the same turn.
are designed to deliver a deadly blow. The latter, heavy variety
does not return in the same manner as their smaller, symmetrical Rifles
cousins. Characters with this skill are adept at the use (REF) and maintenance
(INT) of modern rifles, regardless of the type of action of the
Bows (Spec) weapon (i.e., lever-action, semi-automatic, bolt action). This skill
Characters with this skill are adept at the use (REF) and maintenance is used when making attacks with such weapons. (See Combat for
(INT) of bows. This skill is used when making attacks with such rules on making attacks, damage, and so on).
weapons (see Combat for rules on making attacks, damage, and so In addition to firing a weapon, this skill can be used to reduce
on), or to string a bow in a hurry (STR). the time needed to reload one or to clear a jam. The normal
Specialties: Longbows, Short bows, Composite bows. rate for reloading a bolt action or lever action rifle is 1 round
Crossbows (Spec) per turn. Reloading a semi-automatic rifle (i.e., exchanging an
Characters with this skill are adept at the use (REF) and maintenance empty magazine for a full one) takes 1 turn. The standard rate for
(INT) of crossbows. This skill is used when making attacks with reloading an empty magazine is 1 round per turn. With a successful
such weapons (see Combat for rules on making attacks, damage, Challenging REF attribute roll (TN 18), the character can load a
and so on), or to cock a crossbow in a hurry (STR). number of rounds into a magazine or weapon per turn equal to his
Specialties: Hand crossbows, Heavy Crossbows, Light REF, or reload a semi-automatic weapon with a fresh magazine
Crossbows, Spearguns. and fire the weapon in the same turn.
57
Criminology Electronics (Spec)
The skill of crime-scene investigation. Characters with this skill Electronics is the skill of building, repairing and, maintaining
can identify a crime scene (INT), as well as identify, preserve (INT), electronic devices and equipment. Characters with this skill
and collect (REF) evidence. Some common procedures include understand the principles of electronics and are able to diagnose
collecting samples of latent fingerprints, taking photographs, problems occurring in electronic devices and fix them.
taking measurements, and preparing evidentiary diagrams. Specialties: Appliances, Comm, Security Systems, Weapons.
Characters also understand the basics of criminal behavior and
modus operandi of suspects (INT). Engineering (Type)
This skill can be used as complementary to Awareness (for Engineering is the skill of designing, building, maintaining, and
knowing what to look for as well as likely places to look for them) repairing systems. Characters with this skill are able to effect
and Deduction (figuring out who did it and why). repairs on, maintain, and even rebuild items within their specialty
(INT). The kind of devices or equipment that a specialty applies to
Politics depends on the technology level available in the campaign.
Politics is the study of the processes, principles, and structure of This skill must be purchased separately for each type of
government and of political institutions. Characters with this skill engineering the player wishes his character to possess. Note that
are familiar with government and the governing of a political entity, this is not the same skill as Combat Engineering (page 53).
such as a nation or municipality, as well as the administration and Specialties: Architectural, Propulsion, Structural,
control of its internal and external Transportation.
affairs (INT). Characters with this
skill understand the procedures and Mechanics (Spec)
rules of government, how to conduct Mechanics is the skill of repairing and
a government meeting, draft bills and maintaining mechanical devices (INT),
pass them into law, and how to engage as well as diagnosing problems. When
in political debate (PRE). Characters the skill is bought the player must select
also know how to garner and maintain a specialty. Characters with this skill can
public support, how to manipulate repair axles, motors, brakes, and so on.
public opinion (PRE) and how to (INT).
present information in the best possible Specialties: Specific part or system
light or to misrepresent information to (e.g., brakes, transmission, jet engines).
avoid a scandal (INT). Operate Electronics (Spec)
Politics is an important skill for Characters with this skill can operate
members of government (politicians), electronic communication and sensor
lobbyists, and even some special equipment, including both military and
operations forces (such as counter- civilian versions, and those aboard vessels,
insurgents) and CIA operatives. portable and stationary devices, and so on.
Orate can be used as complementary Characters can also maintain and make
to this skill. minor, emergency repairs to such devices,
Psychology (Spec) though any complex repairs will require
The character has knowledge of human behavior and the conscious the Electronics skill.
and subconscious mind, including effects of abuse, the effects of A successful skill roll also allows the user to detect objects
mood disorders, and so on (INT). The extent of the character’s using sensor equipment, such as sonar and radar. Operate
knowledge will depend on the era in which the game is set. The skill Electronics can also be used to try to jam sensors as with jamming
score reflects the depth of knowledge possessed by the character communications.
relative to the whole of knowledge available in the current era. An attempt to jam communication equipment requires a
A specialty must be selected for this skill when it is bought. contested skill roll, with both sides using the Operate Electronics
This skill may be bought more than once, each time for a different skill. If one side has more advanced or powerful technology, the
science. GM may allow a bonus of +1 to +5 to that side’s skill roll. The side
Specialties: Alien (species), Animal, Behavioral, Criminal, with the higher Effect Number wins the contest.
Counseling, Profiling, or any other specialty approved by the Specialties: Communication, Sensors.
GM. Transportation Skills
Technical Skills Driving (Spec)
Electrician The skill of operating ground vehicles. The player must select a
Electrician is the skill of building, installing, maintaining, and specialty when this skill is purchased. This skill may be purchased
repairing electrical devices and systems, such as those in more than once, each time for a different specialty.
computers, vehicles, environmental systems, buildings, and the Specialties: Cars, Motorcycles, Tracked Vehicles, Tractors/
like. Characters with this skill are able to effect repairs on, maintain Semis.
and even rebuild items within their specialty (INT). The types of Piloting (Spec)
devices or equipment that a specialty will apply to depend on the The skill of operating aircraft. The player must select a specialty
technology level available in the campaign. when this skill is purchased. This skill may be purchased more than
58
once, each time for a different specialty. once, each time for a different specialty.
Specialties: Light Aircraft, Heavy Aircraft, Fighter Aircraft, Specialties: Sailboats, Tall Ships.
Helicopters, Jets, Planes.
Watercraft (Spec)
Sailing (Spec) Characters with this skill know the workings of and can perform
Characters with this skill know the workings of and can perform as as a crewman on a powered sea-going vessel. The player must
a crewman on a sailing ship. Seamanship is important for sailors select a specialty when this skill is purchased. This skill may be
and ships’ crewmen, as well as ship captains and masters, who purchased more than once, each time for a different specialty.
must issue orders to the crew. The player must select a specialty Specialties: Hovercraft, Large Vessels, Motorboats,
when this skill is purchased. This skill may be purchased more than Submarines.
59
CHAPTER FIVE: RULES OF PLAY
TAKING ACTIONS sword smith cannot forge a sword in a single turn; it is simply
Throughout the game each player declares to the GM, one at a time, impossible to heat the steel, hammer and shape it, and so on, in a
the actions his or her character is performing each turn. single turn.
A turn varies in length. There is no set amount of time for a Common sense and fair play should be the guides for the GM
turn; a turn can be a month, a day, an hour or a few seconds. The in deciding whether a task is physically impossible. For instance,
length of a turn is determined by the GM during play, except during in some game settings, the use of magic or high technology will
combat (see Combat). allow characters to do things that would be impossible to do in the
real world.
What Can I Do?
The GM can allow characters to Declaring Actions
perform any action that the GM When declaring their character’s
thinks is reasonable, as long as actions, the players can simply
the story continues. describe what their characters say
and do (called “narrative style”)
What Is An Action? or they may talk “in character,”
An action can be something talking the way they think
as simple as opening a door, their characters would (called,
talking to another character, or appropriately, “in character”
even waiting for something to style). Either way is fine. Most
happen. Actions can also be players of role-playing games
more complex, such as firing a use a combination of styles.
gun at something (or someone), Here’s an example of
trying to solve a puzzle or riddle, narrative style.
or performing calculations on a Player: “My character tells
computer. the guy he’s starting to annoy my
If a character performs or attempts a complex action, the character.”
player may be required to make a skill roll. The GM’s job is to Here’s an example of in character style.
decide when a player needs to make a skill roll for something the Player (in his character’s voice): “You’re starting to annoy
character is trying to do (see Using Skills, page 40). me.”
Here’s an example of using a combination of the two styles.
Limitations on Taking Actions Player: “My character stands up.” (Then, in his character’s
voice) “You’re starting to annoy me.”
One Action Per Turn See? There’s nothing to it.
Characters may perform one action per turn without penalty while Players who make especially good tries at role-playing and
walking or standing still. Characters that are running may perform characterization should receive bonuses of +1 to +3 (added to the
one other action in the same turn at a -3 penalty. Characters that character’s dice roll). GMs can also award Action Points to players
are sprinting may perform one other action at -6. for especially good play (see Gaining Action Points, pg. 64).
Jim is playing Private Stewart. Private Stewart is walking
across a field when he comes under enemy fire. For his character’s AVAILABLE ACTIONS
next action, Jim tells the GM that Private Stewart is going to run The following is a list of actions available to characters. This list
for cover while firing a few shots in the direction of the enemy. is not exhaustive. There may be moments in your game when the
Because Private Stewart is running, but not sprinting, Private players want to do something that is not specifically covered by
Stewart can perform both actions in the same turn, but has a -3 the actions presented here. In these cases, GMs are encouraged to
penalty on his shot. make up additional actions for use in their game.
Private Stewart can’t make it to cover in one turn so on the Indeed, if some rule or modifier strikes you as inappropriate
next turn Jim decides to have his character sprint rather than run. or just plain “wrong,” then go ahead and change it for your game.
Because Private Stewart is sprinting this time, he can perform an LUFTWAFFE 1946 ROLE PLAYING GAME is designed to be fun, so if
action that requires a skill roll in the same turn but at a -6 penalty, you feel that any rule is getting in the way of you having fun, toss
so the GM tells Jim that his character can sprint and fire blindly it out!
while sprinting (i.e., with no skill roll allowed) or he can sprint and
make an attack roll at -6 in the same turn. Defensive Actions
Defensive actions are those designed to protect a character from
No Impossible Actions injury and harm. If a player has a held action, he may abort the
A character cannot perform an action that is physically impossible held action in order to declare and use a defensive action (see Wait,
given the circumstances. below).
A character swimming in a river cannot suddenly “appear” Characters may “abort” to a defensive action at any time during
in the middle of a desert. The character could get to the desert a turn, even if it means acting before their INI would indicate. If a
eventually, but it’s impossible to do so in one turn. Likewise, a character is attacked (or if a player otherwise feels her character is
60
in danger), the player may declare that their character is aborting of up to one half his MOV (rounding up) in meters each turn spent
their normal action that turn in order to perform a defensive action. crawling.
This is particularly useful if a character is ambushed or attacked Crawling characters are treating as if they are prone and do not
unexpectedly. add their REF to their DEF while crawling.
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Walk + 1 minus the opponent’s STR, up to a maximum distance equal
With this action, the character can walk across the ground or any to the dragger’s MOV.
surface he could normally walk on. The character moves a distance Jim has a STR 5 and Bob has STR 3. Jim has grabbed Bob
up to his MOV in meters and may take one additional action at no and tries to forcefully pull him through a doorway, but Bob is
penalty. resisting. Jim can drag Bob (5 -3 -1 = 1) meter for each action
Walking characters may receive a bonus to their DEF based spent dragging him.
on their speed (see Combat Modifiers, page 66). The distance a character can drag an unresisting object (such
as an unconscious person) is equal to the dragger’s STR +1 minus
Offensive Actions the STR required to pull the person or object, in meters, up to a
maximum distance equal to the dragger’s MOV.
Aim A firefighter is trying to drag an unconscious victim out of a
When firing a missile weapon (such as a bow, crossbow, firearm, burning building. The victim weighs 100 kilograms and requires
and so on) at more than short range, the skill roll becomes more a STR of 3 to drag. The firefighter has a MOV of 8 and a STR of
difficult. By taking time to aim, characters can offset some or all 4, so the firefighter can drag the unconscious victim (4+1-3) = 2
of these range penalties. For each full turn spent aiming a weapon meters per turn. The farthest the firefighter could possibly drag an
(and nothing else), the character receives a bonus of +2 to his skill item each turn is 8 meters.
roll. The maximum bonus is +6.
While aiming, the character must remain focused and his Drop
DEF for any attack rolls against him do A character that has successfully Grabbed
not receive the benefit of his REF. Any or Restrained an opponent may drop
attempt to react to an attack (i.e., to gain with him to the ground. Both character
the REF bonus to his DEF) or to perform and opponent will fall to the ground in a
any other action ruins his aim and any pile. Each character suffers 2d6 damage
bonus gained for it. The character must from the fall, and the opponent remains
spend another turn aiming for any benefit, Grabbed or Restrained.
essentially starting from scratch.
Grab
Bind Weapon With this action, the character uses one or
With this action, the character uses both hands to grab hold of the opponent.
a melee weapon to bind or pin an The grabbing character specifies an
opponent’s weapon. With a successful item (such as an article of clothing, a
combat skill roll at -1 (using Unarmed belt, etc.) or one limb that he will grab.
Combat or applicable weapon skill), The player rolls for the attack, using the
the opponent’s weapons are rendered Unarmed Combat skill, at -2. In addition,
immobile (e.g., the opponent’s weapon the grabbing character suffers a -2 DEF
arm is held, the two characters’ weapons penalty.
are locked together, etc.) and neither If successful, the opponent is
character can strike the other or otherwise grabbed, and skill rolls for all actions
use the pinned weapon. attempted by the grabbed character are
To break out of a bind, a character at -3. Once a character has an opponent
must win a contested STR roll. Both characters roll STR + grabbed, he may perform one of the following maneuvers: Drag,
applicable combat skill + 3d6. The character with the higher total Drop, Restrain or Throw.
may either Shove his opponent, breaking the bind, or maintain the To break free from a Grab, the defender must overcome the
bind, at the winner’s option. grabber’s strength with his own by making a contested STR +
Unarmed Combat skill roll. If the grabber’s total is higher than the
Disarm defender’s, then the defender remains grabbed.
With this action, the character can disarm an opponent, causing
him to drop a weapon, such as a sword or gun. The character must Restrain
make a contested attack roll at -2. If the effect number of the disarm A character that has successfully grabbed an opponent may restrain
roll exceeds the effect number of the defender’s roll, the opponent him by expanding his Grab to restrain two limbs (either either arms
drops the weapon and is disarmed. Alternatively, the character may or both legs). To successfully restrain an opponent, the character
attempt a “take-away,” with a successful Disarm indicating that the must succeed at a contested REF + Unarmed Combat skill roll
character has taken the opponent’s weapon away and now has it in against the opponent’s REF + Unarmed Combat skill at -2. If
his possession and may be used against the opponent! the offensive character’s total is higher than the defender’s, the
Characters attempting a Disarm receive a +1 bonus to their opponent is fully restrained and cannot use the restrained limbs,
DEF. This bonus lasts until their next action. and any other actions attempted by the grabbed character are at -5.
Once a character has an opponent restrained, he may only perform
Drag a Drag, Drop, or Throw, or he may release the opponent.
A character that has successfully grabbed an opponent may drag or To break free from being restrained, the defender must
pull him. The maximum distance in meters that a resisting opponent overcome the restraining character’s strength with his own by
can be dragged each turn is equal to the dragging character’s STR making a contested STR + Unarmed Combat skill roll. If the
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restraining character’s total is higher than the defender’s, then the Fire Multiple Shots
defender remains restrained. Characters may fire multiple shots with a firearm, up to the base
Take-away Rate of Fire (RoF) for the weapon if it is a single shot weapon
This action is similar to the Disarm action, except that with (such as a revolver or repeating rifle). The penalty is a cumulative
this action, the character attempts to maintain possession of the –2 penalty for every shot beyond the first. This penalty is applied
weapon that he is taking out of his opponent’s hands. The character to all of the shots in that turn.
must make a contested attack roll at -3. If the effect number of the For purposes of the order of initiative, assume a –2 INI for
disarm roll exceeds the effect number of the defender’s roll, the each additional shot fired after the first. Any character that has an
character has taken the opponent’s weapon away and now has it INI score higher than the adjusted INI score for the subsequent
in his possession. The weapon may be used against his opponent shots acts before the shooter fires those shots.
on the next turn.
Characters attempting a Take-away receive a +1 bonus to their
DEF. This bonus lasts until their next action.
Throw
A character that has successfully Grabbed or Restrained an
opponent may throw him to the ground. The opponent falls to the
ground and suffers B/S damage equal to the thrower’s STR in dice.
The opponent may reduce the damage suffered from the Throw by
making a successful Acrobatics roll (see Acrobatics, page 45).
Unarmed Strike
With this action, the character can strike an opponent with a fist, Wait
elbow, kick, etc., to inflict damage. The character makes an attack With this action, the character is waiting to act. The player may
roll using his REF + Unarmed Combat + 3d6. A successful attack either declare a specific intended action and a circumstance that
inflicts B/S damage for the attacker’s STR, as shown on the STR will trigger the action (e.g., “My character is holding his action and
Table. For determining damage for a kick, treat the attacker’s STR will shoot the first person who walks through that door,”) or simply
as +1. declare that his character is waiting and will act later.
If the player declares a specific condition and a specific action,
Weapon Strike the character automatically acts first if the condition occurs.
With this action, the character attacks an opponent or object with a If the player is simply waiting to act later in the turn but with
readied weapon. The character makes an attack roll using his REF no specific intent (as yet), the character can take an action at any
+ (appropriate weapon skill) + 3d6. If successful, the attack inflicts point in the same turn. If a character does not use his held action
damage as per the weapon listing (see Weapons, page 78.) by the end of the turn, the held action is lost and the character must
Special Actions wait to act until the next turn.
Characters that are waiting are still alert and able to defend
Fast Draw themselves, and receive a REF bonus to their DEF, as well as any
Fast draw is taken in conjunction with a weapon attack, such as other applicable DEF modifiers (GM’s discretion).
drawing and firing a gun or unsheathing and throwing a knife. A character may always abort (that is, give up) a held action
When performing a fast draw, the character receives a +2 INI in order to use a defensive action.
bonus for that attack on that turn but the attack roll is at -3. The
penalty lasts only for one turn. ACTION POINTS
Load Weapon WHEN TO USE ACTION POINTS
The character is spending the turn reloading a weapon. Reloading a
Dramatic or Heroic Actions
weapon may take multiple turns to accomplish. As a rule of thumb,
Action Points may be used for any dramatic or heroic action with
sling weapons and bows require 1 turn to reload, crossbows require
GM’s permission.
2 turns, and black powder weapons require 10 turns. Modern
A dramatic action is any action or moment in the game that is
firearms may be reloaded at a rate of 1 loose round or one magazine
especially exciting, tense, suspenseful, or is very important to the
(or clip or cylinder/speed-loader) per turn.
story. Think of it in terms of an action movie; if something happens
that scares you, has you on the edge of your seat, makes you want
Mount/Dismount
to jump up and yell, “Yes!” or clap really loud, it was probably a
The character is able to mount or dismount a steed (usually a horse,
dramatic moment in the movie.
but may be any creature used for such a purpose, depending on
the campaign) or vehicle. This action does not require a skill roll
except in extreme circumstances (e.g., when the beast is running
After the Dice Are Rolled
Action Points may be used after the dice have been rolled but must
or the vehicle moving).
be used before the GM describes the outcome of the events for
Characters who are mounting or dismounting do not receive
that turn. A player may not use more Action Points in a single
their REF bonus to DEF. This penalty lasts until their next action.
game session than the character has, and no more than three Action
Points can be used with any single action or skill roll.
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WHAT ACTION POINTS DO does not increase any of his Derived Attributes, such as his TGH,
Action Points may be used in one of several ways to enhance a however. The GM determines that a fist fight is an “event” and
character’s performance in a game. allows Louisiana to keep his STR at 4 for the duration of the fight.
A player may use up to three available Action Points in any Whether Louisiana wins or loses, however, once the fight is over
single turn. These may be split up and used on different actions, his STR will return to 3.
events or dice rolls, as long as they all take place in the same
turn. Reduce Damage
Each Action Point spent reduces the damage from a single attack
Boost a Skill Roll or event by 5 points. If the damage is effectively reduced to less
Each Action Point used to boost a skill roll adds a bonus of +5 to than 0, treat it as 0 points of damage. This can simulate a “stroke
the roll. of luck” in which an attack completely misses the character, a
Should the GM deem it appropriate, using Action Points to glancing blow, a miracle, or any other explanation agreed upon by
fulfill a heroic or important plot or goal may be reason enough to the player and the GM.
award an additional Action Point! During the fight with the Nazi soldier, Louisiana gets hit with a
Boost a Control Roll haymaker punch for 17 points of damage! Louisiana’s TGH is only
Action Points may also be used to add to the Control Roll of a 3, so he will suffer 14 points of damage from the punch. Because
Disadvantage, but only with GM’s permission (see Control Rolls, this exceeds half his LIF, Louisiana will be knocked unconscious!
page 21). Each Action Point used to boost a Control Roll adds a Ryan decides to spend his last remaining Action Point to reduce the
bonus of +5 and is calculated the same as the skill roll boost. damage of the attack. By spending an Action Point, the damage is
Tim’s character has the psychological disadvantage Phobia reduced from 14 to 9 points. Louisiana reels from the blow but he
(Claustrophobia) at the Hardship level. During a game, Tim’s is still up and fighting!
character enters an elevator. Because psychological disadvantages
kick in automatically, the GM tells Tim that his character begins Increase Damage
to experience extreme anxiety and that Tim must make a Control Action Points may be spent to increase the damage inflicted by one
Roll to avoid mild panic and the accompanying +6 TN to all his of the character’s own attacks. It may not be used to increase the
skill rolls. The Control Roll is 10 for a Hardship, so Tim rolls 3d6 damage caused by another player’s character.
and gets an 8. Failure! But Tim tells the GM that he really needs Each Action Point spent in this manner increases the damage
to make this roll and spends an Action Point to boost the roll. Tim done by a single attack or event by 5 points. Damage may be
adds 5 to his roll, making it a 13, turning the failed roll into a increased up to 2x the maximum damage normally possible. This
successful one. Tim’s character gains his composure and is able can simulate a “stroke of luck” in which the opponent moves into
to control his phobia for the elevator ride. a punch, a lucky blow, a miracle, or any other explanation agreed
upon by the player and the GM.
Louisiana needs to finish the guard off and Ryan tries for one
mighty punch to the guard’s head in an attempt to knock him out.
Ryan makes his attack roll—success! Normally Louisiana would
do 2d6 damage with a punch (from the previous example), but
Ryan spends an Action Point to boost the damage... Wham! The
guard is hit, and Ryan rolls his damage (2d6) and gets 6. Then he
adds 5 points for the Action Point for a total of 11, knocking the
guard out.
GAINING ACTION POINTS
Characters can gain Action Points during the game. When a
character fulfills one of the following criteria, the GM should award
Boost an Attribute an Action Point to the character. GMs should not be stingy with
Each Action Point spent will temporarily increase a primary Action Points, and players should use them as often as possible,
attribute by 1, or a derived attribute by 5. especially in cinematic style games. For guidelines on how many
Attributes increased in this way do not also increase derived Action Points to award in a game session, see the next section.
attributes, although this may be used to increase the attribute for
use with a skill roll. When to Award an Action Point
This increase lasts for the duration of one “event” within the
game, not merely one skill roll. Dramatic or Heroic Actions
Ryan is playing Louisiana Smith, an archaeologist and The GM should award one Action Point for any particularly
explorer, in a pulp adventure game. In the game, Louisiana has just dramatic and heroic action attempted by the characters during
recovered a stolen artifact from a Nazi camp. As he sneaks through the game, whether it is successful or not (see Dramatic or Heroic
the camp, he comes face to face with a big, tough Nazi soldier Actions, page 63).
who is guarding a Flying Wing airplane that Louisiana needs to
escape. Louisiana’s STR is only 3, he will do only 1d6+2 damage Meet a Goal
when Louisiana punches his opponent. Ryan knows he’ll have to If a character manages to fulfill the “in-game goal” for his character,
do more, because this guard is very big. Ryan spends one Action he should receive an Action Point. The fulfillment of the goal must
Point to increase his STR to 4 for one turn. Now, if Louisiana be in a way that logically fits into the current adventure or story.
connects with a punch he will do 2d6 damage! His increased STR Louisiana Smith narrowly defeats the Nazi guard in a tough
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fist fight and climbs aboard the Flying Wing to escape with the never more than 3. If a character has more than 3 AP but doesn’t
artifact he came for. The GM decides that defeating the guard so use them during the game, the extra points are lost.
that Louisiana could use the plane to escape with the artifact is a
worthy goal and awards an Action Point to Ryan. Ryan notes the COMBAT
new Action Point on his character sheet. In LUFTWAFFE 1946 ROLE PLAYING GAME, combat is handled in more
detail than most other situations. When any character enters a
Memorable Game Moments combat situation—by either attacking another character or non-
GMs can award Action Points to players for especially good role- player character or being attacked—game time “slows down.”
playing. Any time a player performs a particularly memorable The following rules are provided to allow players and GMs to
“moment” within the game, portraying his or her character, or does determine the outcome of combat encounters in their game. And
something to improve or propel the story or that entertains the rest let’s face it, there is likely to be a lot of combat—or potential
of the group in a significant way (GM’s discretion), that player combat—in any cinematic game.
deserves an Action Point.
The young Samurai Tateno towered over Hideo, his older, Combat Turns
more experienced foe. The older man looked up from his broken Each turn lasts for 3 seconds of “game time.” Each character may
sword with wet eyes. “You have shamed me with your skills.” perform one action per turn (see Taking Actions, page 60).
“No,” replied Tateno, “you have shamed yourself with your lack of
them.” Turning his back, Tateno walks quietly away, refusing to Initiative
give Hideo even the death of a Warrior. During combat, characters act in order of Initiative (INI). To
Give the GM a Plot Hook determine initiative, each player rolls 1d6 and adds the number
If a player manages to role-play some aspect of his or her character rolled to his character’s INI score. The GM rolls once, for the
in a way that allows the GM to work it into the main plot of the leader (usually the bad guy with the highest PRE or Persuasion),
adventure—especially if it allows the GM to make a “complication” using the leader’s INI +1d6 to determine the Initiative for all of
for the PCs out of it—the player should receive an Action Point. the bad guys. The character with the highest initiative score acts
Many Disadvantages provide great plot hooks for the GM, such as first that turn, the character with the next highest initiative score
Dependent, Enemy and Secret. acts second, and so on.
Other Circumstances In the case of ties, the character with the highest Intellect acts
GMs can create additional first. If both characters have the same Intellect scores, then the
circumstances under actions are simultaneous (see Initiative, page 19).
which a character gains Characters with a different length weapon than their opponent
an Action Point, and some may receive a bonus to their INI when at the optimal distance for
LUFTWAFFE 1946 ROLE their weapon (see Weapon Size, page 76).
PLAYING GAME WILL include
additional guidelines for Modifying Target Numbers
awarding Action Points, In combat, the Target Numbers listed in the Difficulty and TN Table
based on the setting or on page 41 do not take into account the opponent’s abilities. Rather
genre. For example, in than using the generic difficulty modifiers in melee combat, the
a pulp adventure game, Target Number for attacks against other characters is equal to the
characters might gain an target’s DEF (see Defensive Target Number, page 19). The target’s
Action Point for incorporating their character’s “tag line” into base DEF is 10, to which modifiers may be applied.
normal dialogue during the course of the adventure, for role-playing
a scene exceptionally well and in-character, or any situation in the DEF Modifiers
game that the GM feels is deserving of an Action Point award to There are a number of situations that affect a character’s DEF score
one or more of the players. and, therefore, an attacker’s TN. Some examples and suggested
DEF modifiers are listed below. All listed modifiers are applied to
How Many AP To Award the target character’s DEF score.
The GM should carefully consider how many Action Points to give
out to any single character in a game session, however. Because Character/target is… DEF Modifier
characters cannot save more than three Action Points from one aware of attack + REF
game session to the next, players will likely spend them freely. using a combat skill to defend + Skill score
If a GM awards 10 Action Points to a character in a single game at optimal distance for his weapon and
session, that’s effectively the same as giving the player five fighting an opponent with a different
“automatic successes” to use during the adventure. This is perfectly length weapon +3
acceptable, if this is what the GM wants, but it also diminishes the Diving or Dodging +3
Blocking or Rolling +2
usefulness of points spent on each character’s attributes and skills,
Grabbing another character -2
and some players may feel cheated. Armor & Encumbrance
As a guideline, GMs should award an average of one Action Unencumbered (< STR kg) No modifier
Point to each character in Realistic Action! games, 2 Action Points Partially encumbered (< Carry wt.) -1
to each character in Cinematic Action! games and 3 or more Action Greatly encumbered (> Carry wt.) -3
Points to each character in Extreme Action! games.
A player can save Action Points from one game to the next, but
65
Combat Modifiers 1025-2048m (2km) /turn (F-18, sound barrier) -18
A variety of situations can affect a skill roll made to hit a target in 2049+ /turn (F-15 on afterburners) -20
combat. For example, skill rolls for ranged attacks are modified by
Ranged Combat Example
the distance, size, and speed of the target. If a target is close, it will
A character with REF 5 is standing 40 meters away. His base DEF
be fairly easy to hit. If a target is far away and moving quickly, it
is 10 + REF (5), or 15. If someone 40 meters away shoots at our
will be much harder to hit.
character, the GM applies the -6 range modifier to his attack roll
Some examples and suggested modifiers are listed below. All
against the 15 DEF, making the total TN for the shot 21!
listed modifiers are applied to the skill roll for the attack.
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Weapon Strike +0 +0 Does dmg as per weapon (see the table below).
Special Actions DEF Skill Notes Type/Form Example
Mod Blunt/Stunning Rubber pellet grenade
Fast Draw +0 -3 +2 INI Blunt/Lethal HE grenade or artillery round
Load Weapon +0 +0 Load a weapon & make Penetrating/Stunning Flash grenade, stun energy grenade,
ready sound/kinetic wave
Mount +0 +0 No REF bonus to DEF
Wait +0 +0 Wait to act later in same Penetrating/Lethal Anti-personnel mine, HEAP artillery
turn round
Targeting Explosive Attacks
Autofire Explosive attacks may be targeted at a person or object (such as
A weapon with autofire “puts a lot of lead downrange,” as they a vehicle), using the normal rules for combat. Because explosive
say. attacks do damage over an area, however, it’s simpler to use a point
When making an autofire attack, the player makes a single on the ground (or a specific hex, if using a hex map) as the target.
attack roll using his REF + Weapon Skill + 3d6 against the target’s Treat a 1 square meter
TN. To determine how many rounds hit the target, the effect number area (or a 1 meter hex) as
is divided by a number based on the type of attack being made. having a TN of 10 (similar
to attacking a person with
Burst a base DEF of 10 but no
A burst autofire (or “autoburst”) attack consists of firing a short, REF bonus), and add any
controlled burst of fire at a single target. The shooter makes an other applicable modifiers
attack roll against the target, with any modifiers for size, distance, to the skill roll, such
and so on. On a successful attack roll, the target is hit by one as modifiers for range,
projectile plus an additional projectile for every 2 full points of obscured visibility, and so
effect number. The maximum number of rounds that may be fired on.
in a burst is 4. If the attack roll is
successful, the attack lands
Stream in the intended spot.
A stream autofire attack consists of aiming the weapon at a single If the attack roll fails,
target and releasing a stream of rounds or projectiles at it. This is the attack misses the target.
sometimes referred to as “hosing” a target. The shooter makes an To see where the attack
attack roll against the target at a –1 penalty for every 10 rounds hits, roll 1d6 to determine
(or fraction) in the attack, plus any modifiers for size, distance, the direction from the
and so on. On a successful attack roll, the target is hit by one target, then roll another 1d6 to determine the distance the attack
projectile plus an additional projectile for every 2 full points of lands from the target (see table next page). The distance an attack
effect number. The maximum number of rounds that may hit a misses the target by is equal to the number of points the attack
target is equal to the RoF for the weapon. roll missed by for thrown, simple missile weapon and small arms
attacks. Multiply this number times 2 for heavy weapons.
Spray The maximum distance the attack can miss the target by is one
With a spray autofire attack, the shooter can attempt to hit multiple half the total distance from the attacker to the intended target.
targets at once. The width of the area (in meters) must be defined
by the player before the attack roll is made. This area is called the Direction Missed Attack Lands
“fire zone.” 1d6 Attack lands…
The maximum number of rounds that can hit a given target in 1 Left (attack lands to left of target)
the fire zone is equal to the total width (in meters) in the fire zone 2-3 Long (attack lands beyond target)
divided by the number of rounds being fired, rounding down. 4-5 Short (attack lands short of target)
The attacker makes a skill roll for each target, with a -1 penalty 6 Right (attack lands to right of target)
for every 10 rounds (or fraction) in the attack, plus any modifiers Damage Reduced by Range
for size, distance, and so on. On a successful attack roll, the target The farther a target from the center of the explosion, the less
is hit by one projectile plus an additional projectile for every 3 full damage is done to it. An explosive attack does the listed amount of
points of effect number. damage in a 1 meter radius. For every additional meter of distance
from the center, the damage is reduced by 3 points. Treat damage
Method Modifier Divide Max rds. below 1 point as 0. The maximum distance at which 1 point of
EN by per target damage is caused indicates the maximum effect radius of the blast.
Burst 0 1 4
The blast radius of an attack is defined as the number of meters
Stream -1 per 10 rds 2 RoF
Spray -1 per 10 rds 2 RoF/Fire zone (m) equal to one third of the total damage points done by the attack.
(Damage points/3 (round down) = Blast radius in meters)
Explosions An anti-personnel grenade explodes doing 25 points of
Explosive attacks cause damage in an area. Any targets in the area penetrating lethal (P/L) damage. Any targets within 1 meter of
of effect of the explosion are automatically hit by the attack. The the grenade when it explodes are hit by a 25 point piercing lethal
type and form of damage depends on the type of explosive attack attack; targets 2 meters away suffer a 22 point attack; targets 3
67
meters away suffer 19 points, and so on, up to 8 meters away, where Neck -6 1½x damage
targets suffer a 2 point attack. Eight meters is the effective “blast Shoulder/arm -2 ½ damage
radius.” Targets nine or more meters away from the explosion’s Hand -3 ½ damage
center suffer no effect from the blast. Chest/torso -1
Stomach (lower back) -4
Average Blast Radius Vital organ -6 1½x damage
Rather than calculating the base radius of the grenade based on Thigh -2 ½ damage
the actual damage rolled, GMs can determine the average blast Calf/lower leg -4 ½ damage
radius for an attack by adding the number of dice of damage for the Foot -3 ½ damage
explosion +1. The resulting number is the maximum blast radius Option 2: Adjusting the Location
for the explosion, in meters. Once hit location is determined using the Random Hit Location
The GM decides to use the average blast radius of the grenade. Table, the character may still “move” the location. For every 2
Because the grenade’s listed damage is 6d6, the average blast points of effect number, the player may move the hit location up
radius of the grenade (when it goes off) is 6+1=7 meters. or down one location on the table (player’s choice).
Using the average blast radius of an explosion can save the GM Fred is playing in a Wild West game. His character, Little
a lot of time during the game. For instance, if a 6d6 explosion goes Ironfinger, fires his bow at a U.S. Army soldier who is attacking
off, the GM knows that the average blast radius of the explosion his village. Fred must make a Simple Missile Weapons (Bows) skill
is only 7 meters. If the closest character is 10 meters away from roll against a TN 18. Fred rolls the dice and gets a total of 23, an
the explosion, the GM doesn’t need to roll any damage dice at all; effect number of 5. Fred rolls 3d6 for the hit location and gets a
none of the characters are close enough to suffer any damage from 14—thigh. Because his effect number is 5, Fred can adjust the hit
the explosion. Instead of rolling the damage dice to determine the location by two levels. Fred could move the hit location down two
blast radius, the GM can simply describe the explosion and move steps to “Foot,” but he doesn’t think this is a good idea. So Fred
on to the next character’s action. decides to move the hit location up two levels to “Stomach.” His
character, Little Ironfinger, has hit the soldier in the stomach with
HIT LOCATIONS an arrow. Fred then rolls the damage for the attack.
When your character strikes an opponent in combat you may want
to know precisely where the attack lands. To determine the “hit DAMAGE
location,” you simply roll dice and refer to the Hit Location Table, Damage in L UFTWAFFE 1946 ROLE PLAYING GAME is categorized by
below. The exact combination of dice rolled depends on the kind its method of delivery (i.e., the “Form”) and its effect (i.e., the
of weapon used in the attack, if any. Consult the list below. “Type”). There are three Types and three Forms of damage. All
damaging effects in LUFTWAFFE 1946 ROLE PLAYING GAME use one
Attack made with… Roll descriptor from each category. For example, damage from a knife
Hands, foot/leg, or Short weapon 2d6+1 wound is considered Penetrating Lethal damage (abbreviated as
Medium or Long weapon 3d6 “P/L”). Each is explained below.
68
a Special Attack. point toward an excellent recovery. Medical patients suffering
from one or more superficial wounds are generally considered in
Forms of Damage “good condition.”
The three basic Forms of damage are Stunning (S), Lethal (L), and
Special (Sp).
Stunning Damage
Stunning damage is damage that temporarily weakens or
incapacitates the character. Stunning damage can render a character
unconscious but cannot kill him. It reflects the non-lethal and
temporary effects of special substances and substances, such as
pepper spray (oleoresin capsicum or “OC”), sleep gas, flash-bang
grenades, depressants (such as alcohol or barbiturates), the dazing
effects of a punch or mild concussion, sedation, general weakening
from fatigue, and so on.
When a character’s LIF is reduced to 0 because of stunning
damage, the character immediately falls unconscious. An
unconscious character will not regain consciousness until his LIF
is raised to a score of 1 or higher, whether through healing, natural
recovery, or medical or supernatural aid.
Stunning damage is healed more quickly than lethal damage
(see Recovery, page 71).
Lethal Damage
Lethal damage is that damage that can kill a character. Lethal
damage can render a character unconscious as well as kill him.
Lethal damage can reflect the effects of a trauma or injury caused
by weapon, a collision such as from an auto accident or a fall
from a great height, the effects of high doses of radiation, extreme
weakening from illness, and so on.
When a character suffers a number of points of lethal damage
that exceeds his LIF, the character is dying. A dying character will
lose 1 additional LIF point each turn until he reaches –10 LIF.
Medical intervention is necessary to prevent the character from
dying (see Stabilizing, page 70). If a character’s LIF score reaches
–10, the character is dead. Light Wounds
Lethal damage is healed more slowly than stunning damage. Any wound that causes up to 2x HLT in damage points (after
subtracting any damage for armor or TGH) is a light wound.
Special Damage Not exactly superficial damage, but there is little if any chance
Special damage is damage to some aspect of the character other than a character will die from light wounds. The character will lose 1
the character’s LIF. Examples include the reduction of an attribute, additional LIF point each day for 1d6 days until stabilized (see
the suppression of a paranormal power, medical symptoms (such Stabilizing, page 70).
as hallucinations or nausea) and so on. All Body-based skill rolls are at -1 until the character receives
This category is a catch-all, for any effects that can’t be clearly medical aid. This penalty may be ignored for one turn with a
defined as either stunning or lethal. successful Tricky WIL attribute roll (TN 15).
In medical terms, characters suffering from superficial wounds
Wounds and Effects of Damage are conscious but generally uncomfortable, though their vital
Wounds come in progressive levels of severity, from Superficial signs are stable and within normal limits. Indicators point toward
to Fatal. The description for each level of wound severity and its a favorable recovery. Medical patients suffering from one or more
effects are explained below. light wounds are generally considered in “fair condition.”
69
All Body-based skill rolls are at -3 until the wound is stabilized damage should be recorded over
and then -1 until treated. Any Mind-based skill rolls are at -3 (i.e., “replacing”) any stunning
until treated. These penalties may be ignored for one turn with a damage on the character sheet.
successful Challenging WIL attribute roll (TN 18). Any subsequent stunning
In medical terms, characters suffering from serious wounds damage is treated as lethal
are acutely ill. They may not be conscious, their vital signs are damage.
unstable and not within normal limits. Indicators are questionable. Mike’s character has 20
Medical patients suffering from a serious wound are generally LIF. During a fight he suffers
considered in “serious condition.” 12 points of stunning damage
and 8 points of lethal damage.
Critical Wounds Because the combined total of
Any single wound causing up to 4x HLT in damage points (after damage is 20, he is unconscious.
subtracting any damage for armor or TGH) is a critical wound. He is then hit again for 5
Critical wounds do not close and will not just stop bleeding. Critical points of lethal damage.
wounds include torn limbs, deep punctures, and lacerations, severe Mike changes 5 of the slash
head trauma, and so on. marks (that indicate stunning
Critical wounds can be fatal without immediate stabilization damage) to “Xs” (indicating
and fairly quick medical treatment. A character with a critical lethal damage).
wound will lose one additional point of LIF per minute until he is
stabilized. Healing
All Body skills are at -6 until stabilized and -3 until treated. There are three basic parts to healing damage sustained by your
Any Mind-based skill rolls are at -6 until treated. These penalties character. Stabilization prevents the wound from becoming worse;
may be ignored for one turn with a successful Challenging WIL Treatment repairs the damage sustained; Recovery heals the body.
attribute roll (TN 18). For GMs who want simpler rules for healing, simply ignore
In medical terms, characters suffering from critical wounds the rules for Stabilization and make Treatment optional, relying
may not be conscious, their vital signs are unstable and not within primarily on Recovery to determine a character’s healing rate. This
normal limits, and indicators are unfavorable. Medical patients has the affect of lowering the mortality rate for characters that are
suffering from a critical wound are generally considered in “critical seriously injured.
condition.” For all First Aid and Physician skill rolls, the following
situational modifiers apply. Note that in some settings or genres,
Fatal Wounds some of these situations will not apply (e.g., “ample medical
Any wound from which a character suffers more than 4x the supplies” are simply not available in a medieval setting).
victim’s HLT in damage points (after subtracting any damage for
armor or TGH) is a fatal wound. The character will die without Situational Modifiers
immediate aid. Characters suffering from a fatal wound will lose Condition Modifier
1 additional LIF point each turn unless stabilized (see Healing, Very dirty or unsanitary conditions -2
below). Otherwise, treat this as a Critical Wound. Makeshift sick bay (a bedroom or office) -1
Improvised equipment and supplies -1
Wound Effects Table Adequate medical supplies (first aid kit, med-pac) +1
Wound Effects Ample medical supplies (sick bay, hospital) +3
Superficial None.
Light -1 to Body-based skills until medical aid received; Stabilizing
-1 LIF per day for 1d6 days unless stabilized. Stabilizing a patient is the immediate treatment of an injury to
Serious -3 to Body-based skill rolls until stabilized, then prevent worsening of the injury or condition. This could involve
-1 until treated; -3 to Mind-based skill rolls until setting a compression bandage, immobilizing an extremity (such
treated. -1 LIF per hour until stabilized. as putting a splint on a limb with a broken bone), or tightening a
Critical -6 to Body-based skill rolls until stabilized, then tourniquet.
-3 until treated; -6 to Mind-based skill rolls until A successful First Aid or Physician roll will stabilize the
treated. -1 LIF per minute until stabilized. wound, preventing the loss of any additional LIF, for a period of
Fatal -1 LIF per turn until stabilized; otherwise, treat as time. The difficulty of the skill roll is based on the severity of the
Critical. wound (see the Stabilization Table, below). At the end of this time
a new skill roll is required. A failed roll means that the character
Recording Damage suffers additional damage, as per the severity of the injury (see
Damage that a character suffers should be marked on the character Wounds and the Effects of Damage, page 67).
sheet in the boxes provided. Stunning damage is marked as a slash Jim’s character has suffered a serious gunshot wound and has
(“/”) and lethal damage is marked as an “X.” already suffered 23 points of damage, reducing his LIF to 2. He will
A character suffers 2 points of lethal damage from a knife cut continue to lose LIF points at the rate of 1 point per minute unless
to the arm and 6 points of stunning damage from a kick to the chest. he receives medical aid. Luckily Tony’s character has the First Aid
The damage from the knife wound is recorded on the character skill. Tony makes his First Aid roll, so Jim’s character will not lose
sheet as two “Xs” and the wound from the kick as six slashes. any more LIF for that minute. Tony then makes another First Aid
If a character has suffered a total amount of combined stunning roll for the second minute but fails. Jim’s character loses another
and lethal damage to bring his LIF to 0, any subsequent lethal point of LIF, lowering his score to 1. Tony rolls again for the third
70
minute and succeeds! Fortunately for Tony the paramedics have Critical Difficult (TN 21) 2d6 hours
arrived, who have better First Aid scores and can transport Jim’s Fatal Demanding (TN 24) 2d6 hours
character to the hospital for treatment.
Stabilization allows a patient to be moved to a medical facility,
whether by ambulance or some other conveyance, for treatment. It Recovery
would also allow time for a priest to prepare a healing prayer or a Recovery is the type of healing that the body does on its own.
late night flight to the Trauma Center in an aerodyne, depending Characters heal a number of LIF points each healing period equal
on the genre being played. to their HLT. The rate at which a character heals depends on the
reality level of the game or campaign.
Stabilization Table
Wound Difficulty Roll required Recovery Rate
Superficial No roll required No roll required Campaign level Damage Type
Light Average (TN 12) every day Stunning Lethal Special
Serious Tricky (TN 15) every hour Realistic Action! Hour Week Month
Critical Challenging (TN 18) every minute Cinematic Action! Minute Day Week
Fatal Difficult (TN 21) every turn Extreme Action! Turn Day Day
71
1-2 2m/s 1d6 3 1 6-foot LIF is reduced to 0 from lack of breathable air have suffocated
ladder or drowned. Treat death from drowning as one single Serious
3-4 4m/s 2d6 6 “ 1-story wound, with successful stabilization (i.e., a successful First Aid
building or Physician skill roll) restoring the character’s LIF to one-half its
5-6 6m/s 3d6 9 “ 2-story previous level (prior to the “death”) and restoring the character’s
building STUN to 1.
7-8 8m/s 4d6 12 “
9-10 10m/s 5d6 15 “ 5-story
building The Elements
11-14 12m/s 6d6 18 2 Exposure to the elements can inflict damage on an unprotected
15-18 14m/s 7d6 21 “ Mature character, and prolonged exposure can kill a character.
Oak tree To determine how much damage an element inflicts, determine
19-22 16m/s 8d6 24 “ its severity, and then consult the table below.
23-26 18m/s 9d6 27 “
27-30 20m/s 10d6 30 “ 10-story
building
31-36 22m/s 11d6 33 3
37-42 24m/s 12d6 36 “
43-48 26m/s 13d6 39 “
49-54 28m/s 14d6 42 “
55-60 30m/s 15d6 45 “ 20-story
building
61-68 32m/s 16d6 48 4
69-76 34m/s 17d6 51 “
77-84 36m/s 18d6 54 “
85-92 38m/s 19d6 57 “
93-100 40m/s 20d6 60 “ Statue of
Liberty
101-110 42m/s 21d6 63 5
111-120 44m/s 22d6 66 “ Giant
Redwood All damaging elements can use the same table, as it abstract in
tree nature. The effects of harsh elements are the same, in game terms;
121-130 46m/s 23d6 69 “ only the special effect differs.
131-140 48m/s 24d6 72 “
141-150 50m/s 25d6 75 “ Element Damage Table
151-162 52m/s 26d6 78 6 Severity Damage Examples
163-174 54m/s 27d6 81 “ Mild 1d6 per day Stranded in desert
175-186 56m/s 28d6 84 “
187-198 58m/s 29d6 87 “ Moderate 1d6 per hour Sandstorm, blizzard
199-210 60m/s * 30d6 90 “ Terminal Strong 1d6 per minute Extreme cold
velocity.* Severe 1d6 per turn Fire, mild radiation
*Terminal velocity (maximum velocity when falling). Increase Extreme 1d6 per second Strong radiation
time by 1 second for each additional 60 meters (or fraction) fallen,
but do not increase damage. For objects other than falling objects Element Damage Type
(e.g., thrown objects, vehicles, etc.), add +1d6 for each additional Wind Blunt/Stunning
Fire Blunt/Lethal
2m/s of velocity.
Electricity Penetrating/Lethal
Asphyxiation and Drowning Radiation Special/Lethal
Conscious characters can hold their breath for (10 x HLT) turns
before suffering any negative effects. This number is halved for MAPS AND FIGURES
characters performing even moderately strenuous activity, such Keeping track of where all of the player characters and bad guys
as swimming, fighting or otherwise exerting strength. After this are can be a little difficult. This is especially true if there are a lot
time has elapsed, however, the character suffers stunning damage of bad guys for the characters to deal with.
each turn. Using figures and maps makes things much easier, and can
Mike’s character has 5 HLT, 30 LIF and 32 STUN and has add a great visual element to the game. It’s much easier to look
fallen into a lake. Sadly, Mike’s character cannot swim and sinks at a map and see where your character is than to try to remember
under water. He can hold his breath for 50 turns before suffering from turn to turn.
damage, unless he’s panicking and exerting himself, in which case
he can hold his breath for only 25 turns. Figures
The amount of stunning damage sustained depends on the We recommend using action figures or metal (pewter, not lead)
character’s level of activity. A passive or calm character suffers miniature figures (usually an inch or so tall), which can be
1 point of stunning damage per turn. A character exerting himself purchased at most game and hobby stores. If you don’t have any
suffers 2 points of stunning damage per turn. TGH is not subtracted plastic or metal figures, you can substitute plastic counters or
from this damage. tokens from any game, or even small cardboard or paper markers.
If a character’s STUN is reduced to 0, he is unconscious. If Just make sure you can tell which marker or counter represents
an unconscious character continues being deprived of breathable which character.
air, he suffers 1d6 Sp/L damage per turn. Characters whose
72
Maps loot, requiring the intervention of the heroes, but the earthquake is
A map can be as simple as a piece of paper with buildings and trees the main “enemy” of the adventure.
drawn on it, or even a bare tabletop with erasers and tissue boxes As for human enemies, there are really two types. Ordinary
set on it to represent buildings and trees and such. enemies are minor foes, like bandits or enemy soldiers. Villains
We recommend using a scale of one inch to represent one yard are singular adversaries, often as skilled as or even more skilled
on your map. You can use a ruler to measure the distance or just let than the heroes. They are typically the masterminds who pull the
the GM estimate the distance. strings of the ordinary enemies.
If you need help drawing your maps, you can ask a friend who Ordinary Adversaries: Bandits, enemy soldiers, street
draws well. But remember, the map doesn’t have to be perfect. As thugs—all are examples of ordinary enemies. These everyday foes
long as everyone can tell a building from a tree, you’re all set. are rarely inherently evil, though they may commit misdeeds out of
You can also buy preprinted maps, like posters, for different a desire to follow orders, fear, desperation, or some other motive.
games at your local hobby store. Some use hexes while others use Their actions cannot be condoned, but they are usually at least
grids or squares. They may be of different scales, but as long as the understandable to the heroes.
GM and the players agree on the scale (how much distance each They are obstacles to be overcome in the pursuit of justice, not
square or hex represents) they will work fine. enemies in their own right.
Another option is to use a vinyl hex or grid mat. This is a vinyl Except on rare occasions, such as a lone sentry, ordinary
or plastic roll-out mat with hexes or squares printed on it. These enemies are often encountered in large numbers—typically two
mats are available with different sizes of squares or hexes. We or more adversaries per hero. This enhances the challenge for the
recommend a mat with 1-inch-wide hexes on it. intrepid heroes, not to mention increasing the opportunities for
The great thing about these vinyl mats is that you can write on derring-do.
them with water-based colored markers (such as Vis-à-vis™ brand Fortunately, ordinary enemies are normally not all that difficult
markers) and then wipe them off with a wet paper towel when for the heroes to overcome. They are fairly easy to intimidate,
you’re done with your map. Note: don’t use a “dry erase” marker, trick, disarm, elude, or otherwise defeat. You can encourage this
as these will permanently mark your mat! cinematic feel, and save yourself a lot of bookkeeping, by allowing
ordinary enemies to quickly be taken out of the fighting. A single
strong attack or clever stratagem should be enough to subdue an
ordinary foe.
This keeps the action fast-paced, reinforces the stature of the
heroes and reduces the temptation for PCs to resort to killing their
adversaries.
Villains: Black-hearted scoundrels with twisted morality—or
none at all—villains are the true adversaries of the heroic PC.
These masterminds spin webs of deceit and depravity, sending
minions out to do their dirty work but rarely endangering their
own precious hides to carry out their vile schemes.
STORYLINE In fact, the heroes may not face the villain directly—or even
The first step is to come up with a basic storyline. What events will learn his identity—for several adventures. Only after disposing of
take place during the adventure? Who are the adversaries and what his wicked plots and battling his many henchmen do they get an
are they trying to accomplish? What obstacles will the PCs face? opportunity to challenge their true foe.
Every adventure or story has a theme. The theme can suggest Villains are normally encountered singly, though occasionally
events that will occur in a story and vice versa. two (or more) will form a temporary alliance to deal with a
A good way to develop the basic story is to answer the five basic particularly dangerous enemy. These accords rarely last very long,
questions: Who, what, where, when and why? We will describe however, since no villain can ever truly trust another. Betrayal is
and give some tips to answering each one below. Once you can as natural to a villain as breathing.
answer all five, you should have all the details of your story. Other common traits include enormous pride, overconfidence,
greed, a devious mind, and a tendency for naked cruelty. Villains
Who? are fond of complex plots intended to trap those who would put a
Who is doing the action, committing the crime or act that drives stop to their schemes. But villains seldom learn from their errors.
(or starts off) the story? Incompetent underlings or other scapegoats are always to blame
for their failures.
Adversaries Remember, enemies exist to ultimately be defeated by the
A person who does something “wrong” or illegal or intentionally heroes. Don’t fall into the trap of liking your villains so much
harmful to someone else is called the antagonist. The antagonist is that you lose sight of this fact. Your players will accept that their
the bad guy or villain of the story. If a crime or injustice is planned adversaries often escape and sometimes even win temporary
in advance or committed intentionally (even in the heat of the victories, but not if they sense you are fudging events just because
moment), it is usually by an antagonist. you really like a particular villain.
Enemies are usually people, but not always. Sometimes an
enemy might be an animal, or even a natural disaster. For example, Protagonists
an earthquake rocks the city of Los Angeles. The heroes must free Sometimes in adventure stories it’s not a bad guy who gets
people trapped in the rubble, put out fires, and perform other heroic the story going but a good guy. A good guy who starts off the
rescues. Some thieves might try to take advantage of the chaos to adventure or story is called a “protagonist.” If the person does
73
something wrong by accident or does something that isn’t “wrong” rooftops, or on a log over a waterfall, or aboard a burning ship in
but causes problems, he is probably a protagonist. Their action, the harbor?
however innocent, could result in an accident or a situation that Likewise, come up with plenty of props for inventive heroes
puts someone else in danger, or perhaps something that makes the to use. It’s hard to swing across a room full of enemies when the
antagonist (or “bad guy”) angry enough to do something wrong. GM forgets to include anything to swing on! Swashbuckling action
demands plenty of props. When you come up with a prop, jot down
Other Characters a few notes on how it might be used by the heroes. Figuring out
Along with their adversaries, the PCs will meet many other people Target Numbers for skill rolls involving the prop in advance can
in their adventures. Some are people in need of their help, such help keep your adventure from stalling while you look up a rule or
as an innocent peon unjustly condemned to death by a corrupt come up with something on the spot.
official. Others are everyday people, such as a bartender or village
blacksmith. And still others are family members, friends, or loved When?
ones. A few may even be allies. Not everyone the heroes meet need When do the events of the adventure take place? Do they occur all
be either friend or foe, with nothing in between, though. at once, or over the course of several days, or even weeks? This
These other characters are very important. Not only are they can be very important – the longer the heroes have to investigate,
useful in creating dramatic stories (how will a hero react when make plans and find equipment or allies, the more prepared they
bandits kidnap his sister?), they can help remind the PCs just who will be for the climax. Sometimes that’s good, and sometimes it’s
the real adversaries are. not. It depends on the storyline for each adventure.
Come up with names for the other characters the heroes might
encounter in the course of the adventure, and a few notes on their Why?
personalities. Devising a simple “hook” for each character—such No one—not even a villain—does things for no reason at all. You
as a woman who constantly flutters her fan while talking to the need to consider why the adversaries are acting the way they are.
PCs—will each one memorable for your players. Knowing the motivation of the enemies will help you figure out
Finally, keep track of the information you’ve come up with. how they will behave and react during the adventure.
This way, you can re-introduce the characters in later adventures, Some common motivations include revenge, greed, desire or
helping the heroes build relationships with them over time. lust for power, a battle of wits with the heroes, prejudice, and yes,
even love.
SCENES
All stories have a beginning, middle and an end. In the beginning,
some threat or problem arises that gets the heroes involved. In
the middle the heroes gain more information about the danger. In
the end, or climax, the heroes resolve the problem – usually in a
thrilling action scene. Then the epilogue wraps everything up.
Adventures in LUFTWAFFE 1946 ROLE PLAYING GAME are divided
into “scenes,” similar to a movie. Each scene represents a part of
the story.
The story switches scenes whenever it is appropriate to do so.
Usually a scene will end when everything that the characters are
doing (or trying to do) is resolved.
Simple adventures in LUFTWAFFE 1946 ROLE PLAYING GAME
What? HAVE three scenes—an Introduction, a Conflict, and an Epilogue.
What is it the villain (or villains) is doing? This is the active plot of The Introduction presents the problem and may give the heroes a
the story, which should lead to a conflict with the heroes. chance to gain more information. It’s the beginning and middle of
The villains could be working toward some personal goal to the story rolled into one. The Conflict is the exciting climax, and
achieve wealth, destroy the heroes (or someone else)—whether the Epilogue resolves any loose ends.
by simply humiliating them, frustrating them or killing them— But not all adventures have to follow this formula. If they
committing acts of terrorism or sabotage, or building a secret did, your players might get bored after awhile. So once you are
device (or weapon) to unleash on an unsuspecting world. comfortable designing adventures, throw in some variety. You
The villain’s plans can be as simple or as complex as you want. might start the story off with a short action scene that introduces
Even simple plots can make for fun adventures, though the most the key people in the adventure.
satisfying role-playing adventures tend to involve well-thought However you structure the scenes in your story, it should
out plans by the villains, with plenty of complications and sub- always have a beginning, middle and end.
plots throughout.
AN INTERACTIVE STORYLINE
Where? In a roleplaying game, unlike a book or film, you aren’t the only
Next you need to consider where the adventure, or the individual person responsible for the storyline. The actions of the heroes can
scenes of the adventure, will take place. have a big effect on the story of your adventure. So figuring out
Think like a Hollywood filmmaker. Invent imaginative sets for what actions the PCs might take is also part of coming up with a
your major scenes—especially the climax! Why have fights take storyline. After all, if the heroes set off for Paris when the rest of
place in an ordinary street when you can place the action atop the your storyline takes place in Los Angeles, you’ll have a problem.
74
Fortunately, in most games the PCs are heroes, and you can experience for mapping or other record-keeping duties, character
predict fairly accurately how they will react in most cases. For sketches, or other contributions to the game as a whole. Here are
example, if they spot brigands robbing someone, you can count some guidelines for GMs to help determine how much experience
on the PCs getting involved somehow. There’s no need to come points to award at the conclusion of an adventure.
up with individual reasons for each hero to become involved in
every adventure. Spending Experience Points
Some players will want to scrimp and save for a big character
MORE GM TIPS improvement. Others will spend a point here and there just to
Here are some more tips for creating and running adventures. spend them and improve some small bit. Either of these extremes
Match your storylines to the interests of your players. If a player is probably the wrong approach. In the best games, players should
enjoys complicated intrigue, come up with a suitably intricate plot mix long-term and short-term goals, putting points into less
for him to unravel. If another player has fun using stealth, be sure expensive abilities while saving others for larger steps.
to include plenty of chances to sneak around. Players who get to do Characters can increase existing skills, increase existing
what they enjoy are less likely to get bored or distracted. Besides, abilities, and under certain conditions develop completely new
ensuring that everyone has a good time is part of your job as the skills and abilities. Which of these a player decides to pursue also
GM. determines how you proceed.
Make sure that every hero gets at least one moment to shine in Most games will have a starting skill maximum. For this
each adventure. Tailor a particular task, encounter, or challenge to example we will use +5. No character can buy a skill higher than
each PC. Every player deserves a turn in the spotlight. +5 at the start of play. This will also be the training skill maximum.
Play the parts of adversaries and other characters with flair. That is, no character will be able to take advantage of instructor led
Use different voices or styles of speaking. Or try using an accent, training past +5. After that all progression and improvement will
even if it’s a bad one. Get up from the table to act out how one only be through experience within the course of the game.
character limps when he walks, or wave your hands around while GMs may also wish to limit the way experience is spent to
pretending to be a frightened settler. Help your players get into abilities that are used or specifically studied in the game. A rule of
their own roles by throwing yourself into yours. thumb would be that if the character did not use a skill or ability
Keep the action moving to reflect a cinematic style of play. that session, then that skill or ability cannot be improved. Some
Don’t let the adventure bog down in minute details about what GMs will find this too restrictive.
each PC is doing every minute in between action scenes. On the
other hand, don’t cut short a good planning session or character Experience Point Awards
Description EP
interaction if the players are having fun. Recognize when it’s time Base experience point award for an adventure 1
to move on, and use a cinematic “cut scene” to skip ahead to more The adventure was…
fun. The storyline needn’t dwell on what the heroes are doing in …Short (one game session) +0
between action scenes. The GM can just skip ahead by saying, “a …Long (two game sessions) +1
…Very long (three or more sessions) +2
few days later…” The adventure ended…
It’s best if the story takes place with all of the characters …successfully +1
together most of the time. It’s okay if some characters go off to …unsuccessfully, but with a chance for the PCs to fix +0
do things alone or break into small groups occasionally, however. things next session
Sometimes it makes sense for characters to do things by themselves, …unsuccessfully with no chance to fix things -1
The character performed a dramatic or heroic action or
such as picking up needed supplies, going to get help or scouting
speech that…
out a location. But it’s important to make sure that everyone who …Added enjoyment to the game* +1
wants to have his character present for the big action scene is able …Accomplished a team goal* +1
to do so. …Presented serious risk to the character* +1
Last, but not least, never present the players with a situation in The player…
which killing is the only solution. There should always be another …Contributed a major plot element +2
…Contributed a minor plot element +1
way to resolve the problem, whatever it might be, without resorting …Developed a character background +1
to bloodshed.
Character Improvement Costs
EXPERIENCE POINTS Attributes EP Cost
As characters finish each adventure and (presumably) accomplish Increase Attribute score 5x new attribute score
Traits EP Cost
the goal set forth for them, whether it is to rescue a falsely Buy new Advantage Listed cost of Trait
imprisoned person, capturing or eliminating an enemy unit, saving Increase level of Advantage Difference in cost of current
someone’s life or safeguarding a secret message to the King, the and new level (and GM’s
characters should earn Experience Points (EP). permission)
Buy off existing Disadvantage Value of Disadvantage (and
Awarding Experience Points GM’s permission)
Take new Disadvantage No point benefit
Character improvement is the primary method for the GM to Skills EP Cost
express his opinion on how the players are doing. There are many Skill Group levels New level x5 in EP
ways to quantify success; goals achieved, excellent role and Skill levels New level x1 in EP
character playing, even contributions to the background of the Specialty levels New level x .5 in EP
world. The number of experience points to award to characters Action Points EP Cost
Buy one Action Point 10 (and GM’s permission)
will vary from adventure to adventure. Some GMs will also award “Cash in” Action Point -1 (character gets 1 EP)
75
Chapter Six: Equipment
76
the user must be from his opponent in order to effectively and of their STR scores.
properly wield the weapon. If a character has a STR score lower than the listed STR
The optimal distance is 1 meter for short weapons (such as minimum for the weapon he is using, the character will incur
knives, short swords, punches and grappling maneuvers), 2 meters a penalty to both INI and to any skill rolls made for using the
for medium weapons (such as swords, clubs and kicks), and 3 weapon. For every point below the STR minimum, the character
meters for long weapons (such as most pole-arms). suffers a -1 INI and -1 to all skill rolls involving that weapon. In
When both characters are fighting with the same sized weapons, the case of melee weapons and bows, the character also does 1d6
neither character receives a bonus, even if they are at the optimal less than the listed damage for the weapon.
distance for their weapon. These penalties are in addition to any initiative (Init) and
When characters are using weapons of different sizes, however, accuracy (Acc) modifiers listed for the weapon. If damage for a
the character with the longer weapon receives a +3 INI and +3 melee weapon is reduced to “0d6” due to insufficient STR, then the
DEF bonus. If the opponent successfully strikes with the shorter character cannot wield the weapon well enough to inflict damage
weapon, then the bonus is reversed, to simulate that the character with it in a fight.
with the shorter weapon “got inside” the other’s defenses to his own Bob has a STR 4, REF 5, and Machine-guns 5. Bob picks
optimal distance. If the character with the longer weapon retreats up a B.A.G. 92 machine-gun that has ACC -2, Init. 1 and STR
back to his optimal striking distance, he regains the advantage and Min 6. Bob’s STR is 4 (2 less than the listed STR Min of 6), so he
respective bonuses. incurs a -2 to his Initiative and to
his skill rolls. The total modifier
Initiative Modifier (Init) to his skill rolls is -4, and the
Some weapons are bulkier and total modifier to his Initiative is
more awkward to wield than -3. Bob’s skill roll formula would
others, and some are smaller or look like this: REF (5) + Skill (5)
better balanced and easier to + ACC (-2) + STR penalty (-2) +
use. To reflect these differences 3d6... or 3d6 + 6.
in weapon design, weight and If a character has a STR
balance, each weapon has a base score higher than the listed STR
Initiative Modifier (abbreviated minimum for a melee weapon he
“Init”). This modifier is applied as is using, the character does extra
a temporary modifier to the INI damage. For every point of STR
score of the character using the the character possesses above
weapon. The Initiative Modifier the listed STR minimum of the
may be a positive number (e.g., weapon, the character does an
+1), a negative number (e.g., -1), or zero. extra 1d6 of damage, up to a total maximum of twice the listed
If the character stops using the weapon the modifier no longer damage for the weapon. Having a high STR does not allow a
applies. If the character switches to a different weapon, then the character to do extra damage with a bow, crossbow, firearm or
new weapon’s Initiative Modifier is used. energy weapon.
The Initiative Modifier is in addition to any INI modifiers for Bob’s machine gun has run out of ammo, but the bad guys are
STR (see STR Minimum, below) or any other INI modifiers that still coming, so Bob pulls out his trusty fighting knife. A knife has a
may be available in your game, such as from supernatural abilities, listed STR Min of 2 and a base damage of 1d6. Because Bob’s STR
special traits, and so on. of 4 is two points above a STR Min of 2, Bob can inflict as much
as +2d6 damage when he hits with the weapon. Unfortunately for
Accuracy (Acc) Bob, 3d6 is more than two times the base damage for a knife, so
Accuracy reflects the inherent accuracy of the weapon. The Bob does only 2d6 points of damage with the knife. But that’s still
Accuracy modifier (abbreviated “Acc”) is added to the character’s better than normal damage, and Bob’s feeling pretty mean…
skill roll (not the TN) when using the weapon.
Maximum Effective Range (Max)
Range Modifier (RMod) Maximum effective range (abbreviated “Max”) is the maximum
The Range Modifier reflects the inherent accuracy of the weapon range at which a ranged weapon, such as a bow or firearm, can
at longer ranges. The Range Modifier (abbreviated “RMod”) is a reasonably hit a target at which it is aimed. While weapons can fire
bonus usable only to offset or cancel negative modifiers due to a projectile (e.g., an arrow or bullet) beyond the listed maximum
range. For example, a Range Modifier of +2 means that a character effective range, the chances of hitting a target at this range becomes
using the weapon treats a –4 penalty for distance as only a –2 a matter of sheer luck more so than skill. As a result, shots beyond
penalty. A weapon’s Range Modifier may not decrease modifiers Max range are not allowed in ACTION! SYSTEM.
for distance below 0.
Rate of Fire (RoF)
STR Minimum (STR Min) A weapon’s rate of fire (abbreviated “RoF”) indicates how often a
Most weapons have a minimum STR score. This is the minimum ranged weapon may be fired and how many rounds are expended
STR score required to wield the weapon effectively. Large, bulky each turn. A whole number indicates the maximum number of
or unbalanced weapons will have a higher STR minimum than rounds that may be fired per turn. A fraction indicates the number
small, balanced weapons. A weapon with “Crew” listed in the STR of turns required to reload the weapon between shots (e.g., “1/3”
Min. column requires two or more people working together to means the weapon can be fired once every three turns).
operate the weapon, and no bonus or penalty is afforded regardless
77
Ammunition (Amm) WEAPON LISTS
Ammunition capacity (abbreviated “Amm”) indicates how many Melee Weapons
rounds of ammunition are contained in a ranged weapon or in an Weapon Dmg Type Size Init Acc STR Wt Notes
attached supply, such as a battery or magazine. Min
Simple missile weapons, such as crossbows and slings, have Bat, 3d6 B/L M -1 0 3 2
an Amm. Rating of 1 because they can’t “hold ammo” (they can wood
only fire a single arrow or stone that is loaded and readied for Cane 2d6 P/L M 0 0 3 .5
use). sword
Chain 3d6 B/L M/L -2 -1 3 1
Knife 1d6 P/L S 0 0 2 .25
Weight (Wt) Punch Spe- B/S S 0 0 0 0 Does dmg
The weight of the weapon, listed in kilograms. cial based on
For players wishing to convert to pounds, simply multiply the STR (see
listed number by two. The actual conversion is 2.2 pounds to a STR Table)
kilogram, but multiplying by 2 is easier and still provides a good Rapier 3d6 P/L M 0 0 3 3
approximate conversion. Whip 1d6 B/L L -2 -1 3 .5
If you are not keeping track of the weight of equipment or
other items carried by the characters in your game, then you can ARMOR
ignore this number.
Armor Attributes
Cost Like weapons, armor has several attributes that describe its
This is the location where you find the cost of the item in this book, performance within the rules. These are not the same kinds of
if there is not cost it is assumed that the GM can set a cost for that attributes that characters have, but they serve a similar function.
item in their campaign depending on the rarity of the item. The attributes that describe armor are Armor Value (AV),
Locations covered (Loc), Strength minimum (abbreviated “STR
Notes Min”), Weight (abbreviated “Wt”), Cost, and Notes.
Notes contain additional information about a weapon, such as
examples of the type of weapon, special effects, and special uses Armor Value (AV)
of or exceptions to the basic rules. While there are no special notes The Armor Value indicates the amount of points of protection that
for weapons in the ACTION! SYSTEM Core Rules, Extensions and the armor affords. Each point of AV reduces damage inflicted upon
Variants may include special rules that apply to weapons. the character by 1 point. For example, an AV of 10 would reduce
Small Arms
Weapon Dmg Type Acc RMod STR Max RoF Amm Wt Notes
Min
Pistols (by caliber)
.25 ACP semi-auto 1d6 P/L -1 +1 2 50 4s 6 .5 SA
.22 short semi-auto 1d6 P/L -1 +2 2 50 4s 6 .5 SA
.32 ACP snub-nose 2d6 P/L -1 +1 3 50 3s 6 1 RD
.32 ACP revolver 2d6 P/L 0 +2 3 50 3s 6 1 RD
.22 LR semi-auto 2d6 P/L -1 +1 2 50 4s 12 1 SA
9mm short 2d6+2 P/L 0 +2 3 50 4s 6 1.5 SA
.45 ACP (1865) 3d6 P/L 0 +2 3 50 2s 6 2 Peacemaker, RS
.45 ACP (1903) 3d6 P/L 0 +2 3 50 4s 7 2 M-1911, SA
9mm Para 4d6 P/L 0 +2 3 50 4s 15 2 SA
.357 Mag. snub-nose 4d6 P/L -1 +1 3 50 3s 6 1.5 RD
.357 Mag. 6” barrel 4d6 P/L 0 +2 3 50 3s 6 2 RD
10mm Auto 4d6 P/L 0 +2 3 50 4s 10 2 SA
.41 Mag. snub-nose 5d6 P/L -1 +1 4 50 3s 6 2 RD
.41 Mag. 6” barrel 5d6 P/L 0 +2 4 50 3s 6 2.5 RD
.44 Mag. 6” barrel 5d6 P/L 0 +2 4 50 3s 6 2.5 RD
Rifles (by caliber)
.22 carbine 2d6 P/L +1 +3 3 200 4s 10 1.5
9mm short 2d6+2 P/L +1 +3 3 200 4s 5 1
12 gauge slug 6d6 P/L +1 +4 5 100 2 5 3 PA; 5 or 8-rd magazine.
.30 carbine 5d6 P/L +1 +3 4 200 4s 5 3 SA
.50 cal. rifle 9d6 P/L +1 +4 6 1000 3s 5 6 SA; Barrett M82A1
MP38 3d6 P/L +2 +3 4 200 8s 32 6 9mm
PPSh-4 3d6 P/L +2 +3 4 200 6s 35 5
M1928 Thompson 3d6 P/L +2 +2 4 200 10s 30 11 .45 Cal; “Tommy Gun”
Sterling 9mm 3d6 P/L +2 +2 4 200 12s 34 5
78
Heavy Weapons & Misc
Weapon Dmg Type Acc RMod STR Max RoF Amm Wt Notes
Min
Machine-guns (by caliber)
.30 cal. MG 7d6 P/L +2 +4 4 600 20 100 20 AF
.50 cal. MG 9d6 P/L +2 +5 4 1000 20 100 30 AF; M-2
Cannons
20mm Autocannon 10d6 P/L +2 +3 Crew 800 8 100 - AF
30mm Autocannon 12d6 P/L +2 +3 Crew 1000 8 100 - AF
37mm Cannon 13d6 P/L +2 +4 Crew 1000 1 30 -
40mm Cannon 13d6 P/L +2 +4 Crew 1000 1 30 -
75mm Tank Gun 15d6 P/L +2 +4 Crew 1500 ¼ 1 -
88mm Cannon 16d6 P/L +3 +5 Crew 2000 ¼ 1 -
90mm Tank Gun 16d6 P/L +3 +5 Crew 2000 ¼ 1 -
155mm 18d6 P/L +2 +5 Crew 22 km 1/4 1 7154 M198 Howitzer
Ship’s gun, 16-in. 24d6 P/L +3 +8 Crew 50 km 1/20 1 — Ship’s guns
Support weapons
Flame-thrower 4d6 B/L +2 +2 4 40 1 50 32 M2-2
Grenade, frag. 6d6 P/L 0 0 3 STRx5 1/2 — .4 M33A1, M57; EX
Grenade, tear gas 6d6 Sp/Sp 0 0 3 STRx5 1/2 — .4 M47 (CS); EX
Grenade, stun 6d6 B/S 0 0 3 STRx5 1/2 — .4 “flash-bang”; EX
M1 Rocket Launch. 10d6 P/L +1 +3 4 110 1/5 1 6 WWII Bazooka
Mortar, 81mm 12d6 P/L +1 +4 Crew 1000 1/2 1 18 EX
a 16 point attack to a 6 point attack. The armor’s AV protects from AV vs. Blunt damage.”
all forms of damage unless otherwise noted in the description (e.g.,
chain mail is flexible and does not protect as well against Blunt and Armor List
piercing attacks as it does cutting attacks). Item AV Loc STR Wt. Cost Notes
Min
Locations Covered (Loc) Clothing, light 1 Varies 0 1 $12 Typical spring/
The numeric body locations (from the Random Hit Location Table, summer garb
Clothing, heavy 2 Varies 1 4 $15 Typical fall/
on page 68) that the armor protects. The AV of the armor is applied
winter garb
to any attacks that strike one of the protected areas. Concealable 10 10-13 2 12 $75
If the GM is not using Hit Locations in your game, you can ignore Breastplate
these numbers. Flak Jacket 6 10-13 2 9 $15
Flak Jacket, 8 10-13 2 20 $50
STR Minimum (STR Min) Aircrew
The minimum STR score required to move about and fight Heated Suit 2 7-15 2 4 $40
unencumbered by the armor. Armor that is rigid, heavy and/or Helmet, British 12 3-4 0 4 $7 British Issue
restricts air flow will have a higher STR Min than armor that is Helmet
less cumbersome, allows air to circulate around the wearer’s body Helmet, German 12 3-4 0 4 $15 German Issue
(to “breathe” and release heat) and doesn’t restrict the wearer’s Helmet
range of motion. Helmet, Flight, 2 3-4 0 4 $45 1/2 AV vs Blunt
If a character has a STR score lower than the listed STR Leather damage
Helmet, Flight, 10 3-4 0 3 $70 Jet Pilot
minimum for the armor he is wearing, the character will incur a Plastic Helmet (1944)
penalty to his REF. For every point below the STR minimum, the Helmet, US 8 3-4 0 2 $35 Heavy Leather
character suffers a -1 to REF and MOV. This temporary reduction Tanker Helmet
in REF also affects the character’s INI, and of course any REF- Helmet, 12 3-4 0 4 $1 Japanese Issue
based skill rolls. Japanese Helmet
Bob has a STR 4 and REF 5. Bob puts on a suit of full samurai Helmet, Soviet 12 3-4 0 4 $3 Soviet Issue
armor, which has a STR Min of 4. Because Bob’s STR is 1 less than Helmet
the STR Min of the armor, Bob suffers a temporary –1 to his REF Helmet, US 12 3-4 0 4 $3 US Issue
and MOV for as long as he wears the armor. Helmet
Leather Flight 3 7-15 3 15 $35 ½ AV vs. Blunt
If a character has a STR score higher than the listed STR
Suit damage
minimum there is no bonus. Field Jacket 2 9-13 0 2 $15
Leather Flight 3 9-13 1 3 $20 ½ AV vs. Blunt
Weight (Wt) Jacket damage
The weight of the armor, listed in kilograms.
If you are not keeping track of the weight of equipment or other INANIMATE OBJECTS
items carried by the characters in your game, then you can ignore Eventually there will come a time when the GM or one of the
this number. players will want to know whether an attack can penetrate some
material, whether it is a cinder block wall, a door, or even the side
Cost of a tank.
Normally the cost of the armor will be listed here. While living creatures have LIF points, non-living things have
Notes Hits. Hits work just like LIF points do, except that an object that
Notes contain additional information about the armor, such as “1/2 has its Hits reduced to 0 doesn’t “die” (the object isn’t alive in the
79
first place). Instead, when an object’s Hits are reduced to 0, the Mantel 9 9
object is presumed destroyed. “Destroyed” can mean several things, Painting, small framed 6 3
depending on the nature of the object and the GM’s judgment. A Painting, large framed 9 3
“destroyed” vehicle becomes inoperable, a window is broken, a Picnic table 9 21
Planter, large 9 9-18
brick is broken, and a wooden door is broken down, and so on. Stanchion, metal 9 6
When an object has sustained damage equal to twice its Hits, Stanchion, plastic 3 2
it is demolished, and is beyond repair. A “demolished” vehicle is Table, medium 9 12
crushed flat, a window is shattered, a brick is pulverized, and a Table, large 12 15
Turnstile 15 12
wooden door is splintered, and so on. Washbasin (sink) 9 9
Locks
Realistic Values House doorknob lock 9 6
The table below lists the Hits required for penetrating or breaking Deadbolt lock 12 9
Padlock 12 9
some common materials that may be encountered in games of Machinery
various genres. GMs wanting to apply an AV to an item (e.g., in Fire extinguisher 12 12
order to keep track of cumulative damage) should split the number Machinery, very light/small 9 6
evenly between AV and Hits. For example, a two-inch-thick Machinery, light 15 12
Machinery, medium 21 18
aluminum plate is listed as having 210 Hits. The plate could be Machinery, heavy 27 24
treated as having an AV of 105 and 105 Hits. Telephone 6 6
Obviously if a listed item does not appear or even exist in your Typewriter, electric 6 6
game setting you can ignore it. Typewriter, manual 6 9
X-Ray machine 18 18
Outdoor Items, Miscellaneous
AV of Common Materials Awning 9 3
Thickness Boulder 15 29
Material 10mm 20mm 50mm 150mm 1m Bridge, small (1.6 ktons) 27 21
(.4”) (.8”) (2”) (6”) (1.3 yd) Bridge, large (100 ktons) 27 27
Aluminum alloy 14 28 70 210 1400 Bushes 6 6
Bronze 10 20 50 150 1000 Cobblestone, single 12 12
Cement 2 4 10 30 200 Dirt, per cubic meter 0 30
Glass 1 2 5 15 100 Flagpole, breakaway 12 6
Plexiglas, anti- 12 24 60 180 1200 I beam, per 2m length 27 24
ballistic Manhole cover 27 15
Plexiglas, standard 2 4 10 30 200 Mannequin 9 9
Steel, tempered 26 52 130 390 2600 Railroad tracks 12 15
Steel, mild 18 36 90 270 1800 Stone, per cubic meter 15 57
Stone 2 4 10 30 200 Telephone pole 15 15
Wood, heavy 2 4 10 30 200 Trees
Wood, soft 1 2 5 15 100 Small tree, less than 2m 12 15
Medium tree, less than 15m 15 24
Object AV/Hits Table Large tree, 15m or more 15 33
Material or Object AV Hits Walls and Fences
Doors Armored wall 39 21
City gates, small, wood 15 30 Barbed wire 15 6
City gates, large, wood 24 60+ Brick wall 15 9
Interior wood door 6 9 Concrete wall 18 15
Exterior wood door 12 9 Home interior wall 9 9
Metal fire door 15 15 Home exterior wall 12 9
Safe door 30 9 Office interior wall 9 9
Vault door, small 45 24 Office cubicle wall 9 6
Vault door, large 48 27 Reinforced concrete wall 24 15
Furniture Vehicle gate arm, wooden 6 6
Bookcase, small 9 12 Wire fence 18 9
Bookcase, large 12 18 Wooden wall 12 9
Bookcase full of books 12 24 Weapons
Card catalog, wood 12 21 Heavy weapon 18 24-27
Chair, standard 9 9 Pistol 12 6-12
Chair, high-back, leather 9 12 Rifle 12 15-21
Desk, small 9 12 Sword 12 12-18
Desk, large wooden 12 18 Very large heavy weapon 18 36
Desk, large metal 15 24 Miscellaneous
Filing cabinet, small metal 12 12 Barrel 9 18
Filing cabinet, large metal 15 18 Control console, per 2m 12 12
Furniture, light wood 9 9 Drum, 55-gallon steel 12 18
Furniture, heavy wood 12 15 Crate, small wooden 9 6
Furniture, plastic 6 9 Crate, large wooden (23m) 12 21
Furniture, steel-reinforced 15 15
Glass 2 3
Glass, reinforced 6 3
Hearth/fireplace 15 30
Lamp post, breakaway 15 9
80
Chapter Seven: Vehicles
For simply traveling from point to point, the vehicle used is front passenger seat). Aiding the driver is a move action, leaving
largely a matter of personal style and finances. Skill checks are the copilot with an attack action each round to do something else.
only required in extraordinary circumstances. These rules are A vehicle can have only one copilot at a time. Aircraft with copilots
primarily focused on ground vehicles—cars, trucks, and light have dual controls, enabling the copilot to become the pilot when
military vehicles. The rules can be modified for boats, heavier necessary.
armored vehicles, and aircraft. Gunner: Some vehicles have built-in weapons. If such
a weapon is controlled from a location other than the driver’s
position, a character can man that position and become the gunner.
A vehicle can have as many gunners as it has gunner positions.
Passenger: All other personnel aboard the vehicle are
considered passengers. Passengers have no specific role in the
vehicle’s operation, but may be able to fire weapons from the
vehicle or take other actions.
VEHICLE SIZES
Vehicles use the same size categories as characters and creatures,
as shown on Table: Vehicle Sizes. The vehicle’s size modifier
applies to its initiative modifier, maneuver modifier, and Defense.
(The size modifier is already included in the vehicle statistics on
Table: Vehicles)
81
carried out on a grid in which each square equals 5 feet. 2 The number of squares a vehicle must move at this speed before
In character scale, most vehicles are large enough to occupy making a turn.
multiple squares on the map grid. How many squares a vehicle 3 A stationary vehicle cannot move or maneuver.
occupies is specified in the vehicle’s description.
When moving a vehicle, count the squares from the vehicle’s Table: Aircraft Chase Scale and Modifiers
rear. When turning, pivot the vehicle on the rear square toward Category Movement Turn Defense Check/Roll
which it is turning. When firing weapons, count squares from the Number Modifier Modifier
location of the weapon. Stall 0-2 1 +0 +0
In character scale, more than one ground vehicle cannot Cruise 2-4 2 +1 -1
occupy the same square. Top Speed 3-9 6 +2 -2
Dive 4-11 15 +4 -4
Speed
Chase Scale:
In chase S p e e d s
scale, each are expressed
square of the in squares. A
grid represents 250 ft. square
50 feet. at 3 seconds of
In chase movement is a
scale, most little less than
commonly 60 mph.
encountered T u r n
vehicles occupy Numbers are
only one based on 4 g’s
square. (Some pulled. A Hard
especially large Turn maneuver
vehicles, such as ships or heavy bombers, might occupy more than would pull up to twice that many gees and have half the Turn
one square.) More than one vehicle can occupy the same square. Number, but would require a Challenging HLT roll of TN (18) to
Vehicles in the same square are considered to be 20 feet apart avoid blacking out and becoming unconscious. Please note some
for the purposes of determining range for attacks. Aircraft may turn numbers require the aircraft to wait until a following move
be considered to have vertical separation if occupying the same to perform the actual 45 degree turn. If the GM wishes, he may
square while in flight. optionally allow an aircraft moving at such speeds to turn at the
end of the movement.
Aircraft Scale:
In aircraft scale, each square of the grid represents 250 feet due Driving a Vehicle
to the much higher speeds aircraft operate at compared to ground Driving a vehicle is a move action, taken by the vehicle’s driver.
vehicles. Almost any size vehicle can fit in an aircraft square. The During his or her move action, the driver moves the vehicle a
special aircraft table speeds listed reflects the aircraft’s Cruising number of squares that falls within its speed category. The driver
Speed. Top Speed would be twice that of Cruise and Stall Speed can attempt maneuvers to change the vehicle’s course or speed.
(also the aircraft’s landing speed) would be half of Cruise Speed. These maneuvers can be attempted at any point along the vehicle’s
Dive Speed may only be reached when the aircraft is in a diving route. The driver can choose to use his or her attack action to
maneuver (including a Split-S), and may not exceed the speed of attempt additional maneuvers.
sound (Mach 1 or 760 mph at sea level; roughly 13 squares). The two kinds of vehicle movement are simple maneuvers
and stunts.
VEHICLE SPEED Simple Maneuvers: A simple maneuver, such as a 45-degree
Ground Vehicle speed is expressed in five categories: stationary, turn, is easy to perform. Each is a free action and can be taken as
cautious speed, cruise speed, top speed, and all-out. Each of these many times as the driver likes while he or she moves the vehicle.
speed categories represents a range of possible movement (see However, simple maneuvers do cost movement—so a vehicle that
Table: Vehicle Speeds and Modifiers). Each round, a vehicle moves makes a lot of simple maneuvers will not get as far as one going
according to its current speed category. in a straight line. Simple maneuvers do not require the driver to
Table: Ground Vehicle Speeds and Modifiers make skill checks.
Speed Character Chase Scale Defense Check/ Extreme Maneuvers: Extreme Maneuvers are difficult and
Category Scale Modifier Roll sometimes daring maneuvers that enable a driver to change his
Move- Turn Move- Turn Modifier or her vehicle’s speed or heading more radically than a simple
ment1 Num- ment1 Num- maneuver allows. An Extreme Maneuver is a move action. It can
ber2 ber2 be taken as part of a move action to control the vehicle, and a
Stationary3 0 — 0 — +0 — second stunt can be attempted in lieu of the driver’s attack action.
Cautious 1–20 1 1–2 1 +0 +0 Extreme Maneuvers always require Driving Skill checks.
Cruising 21–50 2 3–5 1 +1 –1
High speed 51–150 4 6–15 2 +2 –2
Top Speed 151+ 8 16+ 2 +4 –4 Initiative
1 The number of squares a vehicle can move at this speed. There are two options for determining initiative in vehicle combat.
First, is individual initiative just as in normal combat, where
82
each character rolls separately. This is probably the best method Repeated Maneuvers
if most or all characters are aboard the same vehicle, but it can Zipping over rough ground or through a forest is called a “repeated
result in a lot of delayed or readied actions as passengers wait for maneuver.” If this must be done in a stressful situation (such as
drivers to perform maneuvers. An alternative is to roll initiative being shot at), the driver must make a Skill check (TN 15, or
for each vehicle, using the vehicle’s initiative modifier. This is more if the obstacles are really tricky), plus or minus any relevant
particularly appropriate when characters are in separate vehicles, modifiers.
since it allows everyone aboard the same vehicle to act more or
less simultaneously. Simple Maneuvers
During a vehicle’s movement, the driver can perform any one of
Speed
the following maneuvers.
For the purposes of combat, vehicles move on their driver’s
Initiative (INI). Any passengers act on their own Initiative.
45-Degree Turn
The listed Speed of each vehicle is its base score, Cruising
Any vehicle can make a simple 45-degree turn as part of its
speed of the vehicle.
movement. The vehicle must move forward at least a number of
Cautious speed is half or less of cruising speed. With aircraft,
squares equal to its turn number (shown on Table: Vehicle Speeds
this is Landing and Take Off Speed.
and Modifiers) before it can turn. Making a 45-degree turn costs 1
High speed is up to twice the vehicle’s cruising speed. This is
square of movement.
an aircraft’s maximum level speed.
Top speed is up to four times the vehicle’s cruising speed. With
VTOL Turns and Vertical Turns
aircraft, this is Dive Speed.
Aircraft capable of Vertical Take-Off and Landing (such as
Once a vehicle starts moving, it moves at the same speed
helicopters) may hover in one place. When they do so, they may
each turn (on its driver’s Initiative) unless the driver changes the
be rotated to face in any direction without having to make a
speed. The driver can increase
pilot skill roll. When an aircraft
or decrease a vehicle’s speed by
is performing a maneuver that
one category per turn.
goes into the vertical (Split-S, or
Reverse Hammerhead), the pilot may roll
The maximum speed a vehicle the vehicle to face in any direction
can move in reverse is cruising while it is moving straight up or
speed. While moving in reverse, down. This “turn” does not add
all penalties to Driving checks any difficulty to the difficulty TN
are doubled. Unless an aircraft of the maneuver and does not
has VTOL capability, it may not affect the pilot skill roll.
move in reverse.
Sideslip
Turning A driver might wish to move to the side without changing the
Unless otherwise stated, a vehicle may only be turned up to a total vehicle’s facing, for instance to change lanes. This simple
of 45 degrees in a single turn without performing a maneuver (see maneuver, called a sideslip, allows a vehicle to avoid obstacles
below). The GM must decide just how picky he wants to be about or weave in and out of traffic without changing facing. A sideslip
turning. Going down a windy road with multiple turns requires a moves a vehicle 1 square forward and 1 square to the right or left,
Skill check in itself, so don’t get picky about turning. and costs 3 squares of movement.
Bogging
Extreme Maneuvers
Certain types of terrain (as noted on the Driving Conditions
Attempting any of the following maneuvers requires a Skill check.
table below) may cause a vehicle to bog down and become stuck.
See the Extreme Maneuvers Table, below, for the TN of each
Whenever a driver fails a Skill check when driving on any of these
maneuver.
surfaces, he must make a second roll (TN 15). If this roll is failed,
the vehicle bogs down.
Bootlegger Turn
The driver can attempt to free the vehicle on subsequent actions
The vehicle moves forward half its speed and turns between 90
by making another Skill check against the same TN. Should he roll
and 180 degrees. The equivalent aircraft maneuver would be the
a 1 or less, the vehicle is stuck and cannot be freed without the help
Immelman or the Split-S, being a climbing or diving half loop,
of another vehicle or some serious coaxing.
respectively.
Skill Checks
A driver usually doesn’t have to make a Driving Skill check unless Brake Hard
something happens that might cause an accident. Specifically A driver may decelerate by more than one speed category per turn,
the operator must make a Skill check when he suffers damage or coming to a dead stop from a Sprint (or equivalent). This increases
performs a repeated or extreme maneuver. the TN of the maneuver by 6.
83
character’s turn. If the character fails, he can only use one hand
this turn because he needs to use his other hand to control the car.
Alternately, the GM may allow the driver to perform an action
using both hands but the driver automatically loses control of the
car at the end of the turn.
Extreme Turn
The vehicle moves at High speed and turns up to 90 degrees. The
equivalent aircraft maneuver is the Hard Turn.
Jump Dive: Average Pilot skill roll (TN12) This is a simple maneuver
A driver can attempt to jump his or her vehicle across a gap in his that may be combined with Extend, Turn, and Hard Turn. The
or her path. aircraft drops fifty feet for every square of forward movement
To make a jump, the vehicle must move in a straight line a spent diving. At the end of a dive, the aircraft may add up to 10
number of squares equal to its turn number. If the vehicle doesn’t full movement squares of speed until it reaches its Dive Speed,
have enough movement left to clear the gap, it must complete the after which it may accelerate no further.
jump at the start of its next turn.
The TN for a jump depends on the width of the gap, modified Climb: Average Pilot skill roll (TN12) This is a simple maneuver
by the vehicle’s speed category. that may be combined with Extend, Turn, and Hard Turn. The
On a failed check, the vehicle fails to clear the gap, and instead plane may gain up to fifty feet altitude for every square of forward
falls into it (or collides with the far side). Determine damage as for movement spent climbing. At the end of the climb, the aircraft
a collision (see Collisions and Ramming). must lose at least 1 square of speed for every square climbed. If
this results in the aircraft reaching Stall Speed, it may go out of
Gap Width TN control.
1–3 ft. (ditch) 15 Landing: Average Pilot skill roll (TN12) The aircraft slows to just
4–8 ft. (culvert) 18 above Stall Speed and dives to just above ground level, lowers its
8–15 ft. (creek, small ravine) 21 gear, and rolls out along a runway. The GM increases the difficulty
16–25 ft. (narrow road, small pond) 27 of the Landing roll for conditions of the landing surface and other
26–40 ft. (wide road, small river) 30 affects of her choice.
Vehicle Speed Category TN Modifier Carrier Landing: Challenging Pilot skill roll (TN18) Putting
Cautious speed +10 an aircraft down on the pitching deck of an aircraft carrier at sea.
Cruising speed +5 Not a job for the timid. This maneuver may also be applied to
High speed +0 aircraft that attempt to hook up to carrier aircraft (such as the P-
Top speed –5
84F Thunderstreak hooking back up with its B-36 Peacemaker
A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size mothership).
object; the vehicle may be able to avoid taking collision damage
from the failed jump by treating the far side as a hazard and then Hard Turn: Average Pilot skill roll (TN12) The aircraft performs
continue moving (see Avoid Hazard, above). a steeply banked turn as described above for ground vehicles,
A moderately deep gap (4 to 10 feet deep) is equivalent to a moving only half the Turn Number before making a 45 degree
Huge object. The vehicle can only drive out of the gap if the walls heading change. In addition, the player must make a Challenging
are not too steep. HLT Attribute roll (TN18) to avoid blacking out.
A deeper gap (11 feet or deeper) is equivalent to a Colossal
object. The vehicle can only drive out of the gap if the walls are Pulling Out of a Steep Dive: Challenging Pilot skill roll (TN18)
not too steep. followed by a Challenging HLT Attribute roll (TN18) to avoid
If the gap is filled with water, the vehicle takes only half blacking out.
damage from the collision with the ground. However, if the water
is too deep or the bottom is too soft (GM’s discretion), the vehicle Wingover: Challenging Pilot skill roll (TN18) The aircraft banks
might not be able to move. up on one wing (right or left) and turns sharply in that direction and
downward. Also called a ‘Slice’, this maneuver trades altitude for
speed and direction. The aircraft does not lose speed performing
Aircraft Stunts and Maneuvers
the stunt because gravity adds speed; however the aircraft does
An aircraft can perform a wide variety of aerobatic stunts, many
rapidly lose altitude, at least 100 feet for every 45 degrees of turn.
of which involve radical changes in altitude, speed, and direction.
This maneuver enables a pilot to make the 45 degree turns in half
As a general rule, medium and heavy bombers, airliners, and cargo
the turn distance required for each turn. If you had a Turn number
aircraft may not perform these stunts unless the GM allows it and
of 6, you could instead, make a turn every 3 squares at the cost of
then, only at a severe penalty (of course, such aircraft can perform
a 100 feet of altitude loss.
normal Extend, Dive, Landing, Turn, and Climb maneuvers).
Split-S: Difficult Pilot skill roll (TN21) This is a popular escape
Extend: Average Pilot skill roll (TN12) This is a defensive move
maneuver used to get away from an enemy closing on your tail.
made by an aircraft with a higher Top Speed than its pursuer, made
The plane is rolled over on its back and the pilot pulls the stick back
in an attempt to escape a dogfight.
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so that the aircraft goes into a steep dive. When the plane pulls out If an Me-262 were going at speed 8 squares and would overrun
of the dive, it can face in any direction, but usually faces back the the B-35 it’s pursuing, the pilot could perform a High Yo-yo and
way it came- reversing its course for a substantial loss of altitude. only move 4 squares. If the Me-262 were moving at 6 squares and
The Split-S can be treated as a vertical hard turn, achieving 45 needed to catch up to a B-35, the pilot could perform a Low Yo-yo
degrees down, 90 degrees down (vertical), then 45 degrees back and gain 3 squares (moving 9 squares this turn).
up, and finally another 45 degrees back to horizontal. If you treat
the squares moved vertically as speed, you can easily determine Scissors: Demanding Pilot skill roll (TN24) This is an extreme
how far the plane must dive to finish the Split-S. You can also see contest of pilot skill as two dog fighting aircraft weave back and
how easily a Split-S can take you into the ground! forth across each other’s path in an attempt to get behind the other.
The two planes go slower and slower until they are close to stall
Immelman: Difficult Pilot skill roll (TN21) This maneuver speed. The more skillful pilot will end up on the tail of the other
(named after Max Immelman of WWI fame) is the opposite of craft. A failed roll can mean a spin and/or becoming the target of
the Split-S. In other words, the plane goes up instead of down to the other aircraft. In game terms, the aircraft involved in a scissors
perform its reversal. contest are moving within the space of a square at just above stall
speeds.
Loop: A loop is an Immelman in one turn followed by a Split-S
in the next turn. Hammerhead: Extreme Pilot skill roll (TN27) This is a very
challenging stunt where
Barrel Roll: Demanding the aircraft is pulled
Pilot skill roll (TN24) straight up into a vertical
To perform a Barrel Roll, climb until its speed drops
an aircraft pulls up and to zero. If successfully
over, rotating around its performed, the pilot
forward flight path as maintains control of the
if the plane were flying machine, flips it down
a ‘tubular’ spiral path. into a vertical dive, and
The affect of this stunt then pulls out of the dive
in game terms is a sharp in any direction he or she
loss of forward movement wishes.
without changing your
speed. If the Barrel Roll is Move and Act
successfully performed, the plane’s forward movement is halved. If the driver wishes to make an action of his own (such as firing a
weapon) while driving at Cruising or High speed, he may attempt
Sideslip: Challenging Pilot skill roll (TN18) The aircraft banks up a Skill check (TN 15 at high speed and 18 at top speed). Failure
on one wing (left or right) and the pilot allows the plane to slide indicates the action cannot be taken, while failure by 6 points or
down sideways along its flight path without turning. The game more causes a loss of control as a failed maneuver (see below).
effect is a one square move to the side for every 100 feet of altitude
lost. Ram
Intentionally hitting an obstacle requires the driver to make a
Pursuit (or Lag) Roll: Demanding Pilot skill roll (TN24) This Driving Skill check versus a TN equal to the target’s DEF (medium
is an aggressive maneuver designed to put a pursuing aircraft to large-sized stationary objects are automatically hit). See Wrecks
on the tail of its maneuver target. If the target plane turns, the for details.
pursuing plane barrel rolls in the opposite direction and then pulls
back into tail of the target. The Pursuit Roll would be used if you Regain Control
were pointed away from the tail of your target and is difficult to Whenever a driver loses control of his vehicle, he must perform
perform. If done correctly, you slide right in on your opponent’s this maneuver on his next action if he wishes to regain control
tail. The game effect is similar to a sideslip without the altitude of the vehicle. The driver may not perform any other vehicle
loss. Also the aircraft may be turned up to 90 degrees at the end maneuver until he has succeeded at regaining control (though he
of the movement. or she could jump off of the vehicle, taking damage as per the
Falling/Velocity rules in the Core Rules). The vehicle continues to
Yo-Yo: Tricky Pilot skill roll (TN15) This is a ‘roller-coaster’ move at its current speed and direction until control is regained.
maneuver which allows a pursuing aircraft to stay behind and/or
catch up with a tailed target. A ‘High’ Yo-yo is a rapid pull-up Failed Maneuvers
and then dive to keep a pursuing plane with higher speed from Failing a Skill check while maneuvering can be a bad thing. At
overrunning its target. A ‘Low’ Yo-yo is a dive and rapid pull-up the very least, it means that the attempted maneuver failed. If the
using gravity to help a slower aircraft catch up with a speedy target. driver failed by more than 6 points, it can also mean that his vehicle
If a High Yo-yo fails, the pursuer overruns the target and shoots goes out of control.
out in front. If a Low Yo-yo fails, the target gets clean away. In Whenever a Skill check to perform a maneuver fails, consult
movement terms, a High Yo-yo allows a plane to move half of its the Failed Maneuver Table to see what ill consequences may
current speed forward, and a Low Yo-yo allows a plane to move occur, if any. Note that some of the maneuver descriptions specify
half again as far as its current speed (round down). For example: the effects of a failed roll. In these cases, these effects supersede
85
effects from the table. The effects from the table are: Table: Collision Damage
Highest Speed Damage Die Type
Minor Slip: The vehicle goes slightly out of control and moves Cautious speed 1d6
erratically. The driver suffers a -3 penalty to Teamster rolls related Cruise speed 2d6
to operating the vehicle until he regains control. High speed 4d6
Slip: The vehicle slides, moving 1 meter to the right or left Top speed 6d6
(determined by the GM) for every 10 meters it traveled this turn
Table: Collision Multiplier
(round down). If this brings it into contact with another object, a
Smallest Object or Creature Size Multiplier
wreck occurs (see Wrecks, below). This continues each turn until Colossal x20
the driver regains control. Gargantuan x16
Huge x12
Skid: The vehicle goes into a skid, moving 2 meters right or left for Large x8
every 10 meters it moved this turn. If this brings it into contact with Medium-size x4
another object, a wreck occurs (see Wrecks, below). This continues Small x2
until the driver regains control. If the driver does not regain control Tiny x1
within two turns, the vehicle flips over at the end of the second turn Smaller than Tiny x1/4
(see Flip, below).
After finding the base damage, determine the collision’s
Spin/Tracked:Awheeled vehicle goes damage multiplier based on how the
completely out of control, spinning colliding vehicle struck the other
wildly. It moves half its current speed vehicle or object. (For vehicles
in a random direction each turn until moving in reverse, consider the back
the driver regains control or it collides end to be the vehicle’s “front” for
with another object. determining the collision multiplier.)
A tracked vehicle throws a track Consult Table: Collision Direction for
and comes to a stop. The vehicle a multiplier.
may no longer move, but it may still Once the damage has been
perform the Turn in Place maneuver determined, apply it to both vehicles
(or objects or creatures) involved in the
Stalling: Aircraft lose control collision. Both vehicles reduce their
when they stall out- that is loose so speed by two speed categories. If the
much speed that they are no longer colliding vehicle moved the minimum
producing enough lift to fly. A simple number of squares for its new speed
stall occurs when the aircraft loses category before the collision, it ends
speed due to climbing too steeply its movement immediately. If not, it
or due to engine trouble. The usual pushes the other vehicle or object
remedy for a skilled pilot is to drop aside, if possible, and continues until
the nose and use gravity to gain back it has moved the minimum number of
flying speed. A much worse sort of squares for its new speed category.
stall occurs when the pilot loses too much speed while performing
Table: Collision Direction
any maneuver. The result is a spin, as described above, but with
Colliding Vehicle’s Target Multiplier
the additional important factor of altitude loss. As the aircraft A stationary object x1
spins around, it loses altitude as if in a dive, losing fifty feet of A moving vehicle, striking head-on or
altitude for every square of speed and gaining speed at the rate of 45 degrees from head-on x2
10 squares per turn. Unless the pilot regains control, that speed is A moving vehicle, striking perpendicular x1
strictly vertical, increasing until the aircraft reaches its Dive Speed A moving vehicle, striking from the rear or
The pilot can recover the spinning aircraft by making a Demanding 45 degrees from the rear x 1/2
Pilot skill roll (TN24), at which time he or she can pull out of the A vehicle being sideswiped (see Sideswipe) x 1/4
dive and level out.
The driver of the vehicle that caused the collision must
immediately make a Driving check (TN 15) or lose control of
Collisions and Ramming the vehicle (see Losing Control, below). The driver of the other
A collision occurs when a vehicle strikes another vehicle or a solid vehicle must succeed on a Driving check (TN 15) at the beginning
object. Generally, when a vehicle collides with a creature or other of his or her next action or lose control of his or her vehicle.
moving vehicle, the target can attempt a Reflex save (TN 15) to
reduce the damage by half.
Wrecks
When a vehicle hits something, both it and whatever it hits take 1d6
Resolving Collisions
B/L damage for every 6 meters of velocity it was traveling when
The base damage dealt by a vehicle collision depends on the
the impact occurs. Subtract the vehicle’s AV from damage before
speed and size of the objects involved. Use the highest speed and
subtracting the damage from the vehicle’s Hits.
the smallest size of the two colliding objects and refer to Table:
All passengers on or in the vehicle suffer an amount of B/L
Collision Damage.
damage equal to one half of the damage caused by the collision.
86
For example, a vehicle that last moved at 40 feet per turn This by no means restricts the GM from creating unique
would inflict/take 2d6 of damage. vehicles where the crew’s statistics are included, or from using
Speed is relative, so a vehicle that hits a wall causes damage GM characters’ abilities when they drive or attack from vehicles.
as above. If the vehicle hits a moving target coming directly at it, It’s merely a shortcut to save time if the GM doesn’t have particular
combine both vehicles’ speeds to determine the relative velocity. characters behind the wheel.
Maneuvers
Attack Options
Maneuver TN Firing a vehicle’s weapon requires an attack action and uses the
Battle Damage 21 driver’s or gunner’s ranged attack modifier.
Extreme Turn 18 A driver with 5 or more ranks in the Driving skill gains a
Move and Act 18 +2 synergy bonus when firing vehicle-mounted weapons while
Regain Control 15 driving.
Brake Hard +6 Some military vehicles are equipped with fire-control
computers. These systems grant equipment bonuses on attack rolls
Fighting from Vehicles with the vehicle-mounted weapons to which they apply.
The following rules provide a further framework for combat Driving Defensively: Just as in melee combat, one can fight
involving vehicles. defensively while driving a vehicle, which grants a +2 dodge
bonus to the vehicle’s Defense and applies a –4 penalty on attack
Vehicle Combat Actions rolls made by occupants of the vehicle.
Actions during vehicle combat are handled the same way as Total Defense: A driver can choose the total defense, action
actions during personal combat. In which grants a +4 dodge bonus
general, a character can take two to Defense but does not allow
move actions, one move action and the driver to attack (gunners or
one attack action, or one full-round passengers take a –8 penalty on
action in a round. Free actions can be attack rolls). These modifiers last
performed normally, in conjunction until the driver’s next round of
with another action. actions.
Move Actions: Changing Full Attack Action: A
position within a vehicle is driver cannot normally make a
usually a move action, especially full attack, since controlling the
if the character has to trade places vehicle requires a move action. An
with another character. If the exception is when a pilot uses his
character’s movement is short and fixed forward weapons (such as
unobstructed, the character can machine guns).
do it as the equivalent of a 5-foot Gunners or passengers,
step. Otherwise, it requires a move however, can take full attack
action. actions; since they don’t have to
Attack Actions: Anyone use a move action (except, perhaps, to change positions in the
aboard a vehicle can make an attack with a personal weapon, and vehicle). In general, taking a full attack action is useful only if
drivers and gunners can make attacks with any vehicle-mounted a character has a base attack bonus high enough to get multiple
weapons controlled from their positions. attacks. A passenger can make multiple attacks with his or her own
Crew Quality weapon. A gunner can make multiple attacks with one or more
Rather than force the GM to create, or remember, statistics for weapons controlled from his or her position.
everyone aboard a vehicle, vehicle statistics include a general
Targeting Occupants
“crew quality” descriptor. This indicates a typical crew’s aptitude
An attack made against a vehicle uses the vehicle’s Defense,
with the vehicle’s systems.
modified by its speed category. Attackers can choose instead to
Table: Vehicle Crew Quality shows the five levels of crew
target specific vehicle occupants.
quality for GM-controlled vehicle crews, along with the appropriate
An attack against a vehicle occupant is made like any other
check modifier. Use the check modifier for all skill checks related
attack. Remember, however, that a character in a vehicle gains
to the operation of the vehicle (including Driving and Repair
bonuses to Defense from both the vehicle’s speed and any cover
checks). Use the attack bonus for all attack rolls performed by
it provides.
the crew. For quick reference, Table: Crewed Vehicles shows the
typical crew quality, and the crew’s total initiative and maneuver Cover
modifiers, for the vehicles covered in this book. When a character fires from a vehicle, objects or other vehicles in
87
the way can provide cover for the target (see Cover). cover offered by the vehicle.
88
van (weighs up to 1000 lbs.). “2” means it is about the size of a car Such a vehicle is not “street legal.” Race cars are “hangar queens”
or pickup truck, and you can park it in a normal garage (weighs that require periodic maintenance every few hours just to keep
1-5 tons). “3” means it is the size of a large truck (uses multiple their finely tuned engines and transmissions in working order.
parking spaces, often masses 6-10+ tons when loaded). “4” means
it is even larger, such as a big tractor-trailer combination that might Sports Car
haul 20+ tons. A car with good aerodynamics, a powerful engine, and superior
People is how many people the vehicle is designed to seat, transmission and suspension. Some sports cars carry two people,
including the driver or pilot. while others sacrifice already-meager cargo space to carry an extra
Cargo is how many tons or pounds of cargo the vehicle person or two in cramped back seats.
can typically carry without suffering movement penalties. An ** Stretched Limousine
indicates that the cargo area can be converted into passenger space An oversized passenger car. It will usually have a number of posh
at a ratio of 5 people per ton. features, such as a luxury interior.
Armor is the number of damage points that the Armor stops.
An * indicates that the Armor only protects the vehicle, not the Van
driver or passengers. A light panel truck or mini-van, with one or two big rear doors and
Life points indicate how much damage the vehicle can sustain sliding side doors. Use this template with appropriate customization
before it ceases to function. The vehicle is not necessarily destroyed for ambulances.
when its Life points are reduced to zero — it has merely sustained Motorcycles
enough damage to shut the engine
down, hinder the control systems, Motorcycle
or in some other way prevent the A two-wheeled bike powered by a
vehicle from working. For rules on gasoline engine. Standard features
destroying a vehicle, see Breaking include headlights and rear-view
Objects. mirrors.
No range is listed, since all
vehicles can operate for 3-10 hours Scooter
before requiring refueling. Oversized A small bike with an anemic engine.
vehicles (trucks, big rigs, buses,) Scooters are suitable for a single
usually burn diesel fuel, while most rider only. A minor gadget.
other vehicles use gasoline. Many
WWII armored fighting vehicles Dirt Bike
used gasoline (such as the Sherman tank), but most burn diesel A motorbike designed for off-road
fuel). WWII aircraft usually use a high-octane gasoline, but can operations. Dirt bikes include the Off-Road Suspension option at
use automobile-quality gasoline in a pinch. Jet aircraft normally no extra cost.
use a high-grade of kerosene, but can be run on aviation-quality Oversized Vehicles
gasoline with degraded performance. A big ground vehicle with six or more wheels, usually powered by
Automobiles a diesel engine rather than gasoline engine (diesel fuel is cheaper,
The basic motor vehicle of the 20th century. Automobiles have and less flammable). Standard features include headlights and seat
four wheels and are normally powered by a gasoline internal belts.
combustion engine. Standard features on modern vehicles include Big Rig
headlights, turn signals, and an AM-band radio receiver. An 18-wheel tractor-trailer combination, with a powerful tractor
Passenger Car cab designed to tow a big trailer. With trailer, a big rig may be
An ordinary compact or mid-sized automobile. Cars are available 20 yards long. Pick one of these options for the cargo area: flat
in coupe (two doors, often with a hatch back and extra cargo space), bed (open cargo), van (enclosed cargo), refrigerated (“reefer”),
sedan (four door), or station wagon (extra room in back, but reduced tanker. If the trailer is unhooked from the “fifth wheel” (this takes
rear visibility for driver) body styles. For an expensive luxury car, at least two turns outside the vehicle to do this), the rig’s speed can
add custom options such as Big Engine and Luxury Interior. increase by 10-20 mph.
90
(Heavy Airplane). chosen as the mount for the ‘Screaming Angels’ all-female fighter
squadron tasked with helping defend the East Coast from Axis
Northrop B-35A Flying Wing – Developed as a successor to the invaders.
Boeing B-17 Flying Fortress, the B-35 incorporated revolutionary
aerodynamics by eliminating the fuselage and its inherent drag. Supermarine Spitfire Mk XIV – The Mk XIV is the latest version
The B-35 was a radical departure from conventional aerodynamics, of the venerable and capable Spitfire line of defensive fightercraft.
only equaled by the work being done in Germany by the Horton Its Rolls Royce Griffon engine and six-bladed propeller make the
brothers. The result was a fast, long range, heavy bomber with Mk XIV the most powerful Spitfire made and continues the legend
some unique handling qualities. Somewhat unstable in pitch started back during the Battle of Britain.
and yaw, the B-35 demanded a lot from its pilots, but those who
mastered the Wing claimed it was the sweetest handling bomber Gloster Meteor F-8 - The Meteor is Great Britain’s first operational
they had ever flown. Northrop plans to continue the program with jet fighter. Initially deployed to counter the Third Reich’s V-2 ‘Buzz
the B-49; a jet-powered version of the Flying Wing. Bomb’ vengeance weapons, this twin-engine jet has continued to
surprise its crews with its outstanding reliability and hard-hitting
North American P-51D Mustang- North American was firepower.
approached by British buyers who wanted an American factory to
produce more P-40 Warhawks. North American designers offered Mikoyan-Gurevich MiG-3 – A fast and agile medium weight
a new airplane to the British that could be produced in the same fighter, the MiG is equipped with 4 12.7mm machine guns and
amount of time it would take them to tool up to make P-40’s under has been used extensively in the defense of the Motherland. It has
license from Curtiss. The British agreed and the result was the been occasionally used as the mount for ‘Comrade Birdboy’, a
Mustang. The US Army Air Force tested the Mustang and began hero of the Soviet Union.
buying them as well. The P-51D model is powered by a Rolls
Royce Merlin engine and incorporates laminar-flow aerodynamics Yakovlev Yak-9 ‘Frank’ – A reliable heavy performer, the Yak-9 is
that give the Mustang superior speed and range- enough that the remarkable for the plywood used in its construction. Despite that
Mustang became the Allies’ premier escort fighter. The bubble apparent handicap, the Yak-9 delivers performance comparable to
canopy gives the P-51 pilot outstanding situational awareness and the best Axis and Allied fighters.
the six .50 cal Browning machine guns are more than sufficient
to down any foe. Many consider the P-51 Mustang to be the best Mitsubishi A6M5 Zero-Sen ‘Zeke’ - Perhaps the most maneuverable
all-around fighter of the war. fighter plane of the war, the Zero has a reputation for being the
aircraft Allied pilots do not want to dogfight. Unfortunately, the
Lockheed P-38L Lightning – This twin-engine heavy fighter Zero’s excellent maneuverability is not matched by its durability.
is packed with cannon and machine guns in its nose. Its turbo- There is very little armor plating in its construction (though this is
charged Allison engines provide plenty of speed and high altitude improved in the M5 model), and the Zero’s development has not
capability. Known to the Axis as the ‘Fork-Tailed Devil’, the P-38 kept up with the Allied fighters now being deployed in the Pacific
is an outstanding long-range escort fighter. Good wing-loading theater.
allows the Lightning a tight turning radius, but its twin-engine
layout keeps it from being as responsive as single-engine fighters. Kawasaki Ki-61 Hein ‘Tony’ - The Ki-61 is a licensed design from
the Heinkel company of Germany and employs a license-built
Lockheed P-80A Shooting Star – When the Bell XP-59AAerocomet Daimler-Benz inline engine. Fast and heavily armed, the Hein is
turned out to be a performance disappointment; the Lockheed P- more notable as an example of the cooperation between the Axis
80 became the USAAF’s first really operational jet fighter. Built powers than for any of its aerial capability.
around a British designed turbojet engine, the Shooting Star was
a superior performer for its time and helped bring America into Messerschmidt Bf-109G ‘Gustav’ – This later version of the
the jet age. venerable fighter plane that first saw action in the Spanish Civil
Vought F-4U Corsair – The bent-winged Corsair was one of the War and during the Battle of Britain, is proving to be the definitive
best Naval fighter ever designed for carrier operation, but in its model of the ‘109 family. Fast, maneuverable, and heavily armed,
initial trials proved very difficult to land on a carrier deck due to the Bf-109G can be found in significant numbers on both fronts of
visibility problems involving the long nose. It gained the nickname the war. Unfortunately, the ‘G’ model still suffers from an inferior
“Ensign Killer” because of this. The Navy gave the Corsairs to the landing gear design and requires a careful pilot at the controls
Marine Corps, who had no problem using this heavy fighter for when taking off, landing, or taxiing.
both ground support and counter-air operations. Later, the Marines
learned to crab the Corsair so they could see past the nose while Focke-Wulf FW-190D ‘Dora’ – The D model 190 is perhaps the
approaching the carrier. The F-4U is equipped with a powerful best of the series of fighter planes originally designed by Kurt Tank.
Pratt & Whitney Double Wasp radial engine and has a massive Incredible roll-rate and extremely powerful inline engine make the
propeller that only clears the ground because of the distinctive ‘Dora’ a dangerous airplane for an Allied pilot to encounter. The
bent-wing design. Fw-190D is one of the favored mounts of Dora Oberlicht. The
standard model was the D-9 with the armament listed, but the D-
Grumman F-8F-1B Bearcat - The latest in a long line of ‘cat’ 12 version included a 30mm in the nose and twin 20mm cannons
fighters built for the Navy by the Grumman Corporation, the in the wings.
Bearcat is an extremely powerful radial engine carrier fighter. The
Bearcat is highly maneuverable and has outstanding range. It was Messerschmidt Me-262A Schwalbe - The first operational jet
91
fighter in the world, the twin-engine Me-262 was an incredible Luftwaffe’ under the leadership of ace test pilot Hanna Reitsch.
shock to the American escort pilots who first encountered it.
Heavily armed with four 30mm cannon, the Me-262 can take on Focke-Wulf Fw-200c Condor – The Condor is the Reich’s best
the largest allied bomber and bring it down with ease. Until the long-ranged maritime bomber aircraft. Its four inline engines and
Meteor and Shooting Star entered the European theater, the only superior design enable the Condor to range far out over the Atlantic
way Allied pilots could bring down a ‘262 was to catch it during in search of Allied convoys and submarines. The Condor is one of
landing or take off, when it was moving to slow to fight. the best examples of a good German long-range bomber equivalent
to Great Britain’s and the United States’ heavy bombers.
Heinkel He-162A2 Spatz – Also known as the ‘Salamander’ or
‘Volksjager’ (Peoples Fighter), the Spatz is a simple, single-engine These are just a few of the aircraft available in the universe of
jet fighter with unusual (and dangerous) handling characteristics. Luftwaffe 1946 Role Playing Game. There will be others available
Intended to be used by young, inexperience pilots, the Salamander in the upcoming Luftwaffe 1946 Role Playing Game Technical
is considered by many to be far too difficult a machine for such use. Manual.
Nevertheless, the He-162 is the chosen mount of the ‘Angels of the
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THE BULGE BURSTS!
The Bulge Bursts! is and introductory scenario for the Luftwaffe TIME AND DISTANCE
1946 role-playing game. The nature of the scenario is such that Any of the encounters in this adventure can be left out if the referee
any type of Allied character can be used: downed airmen, infantry is short of time (such as at a convention). For a very short game
soldiers, a tank crew and even civilian agents. the referee should probably just run scenes 1, 3, 4, 7 and 8. The
It is December 1944, the Germans have launched their distance from the adventure’s start to the characters reaching
Ardennes offensive, and the player characters find themselves friendly lines is left up to the referee. It could be as short as 20
isolated behind enemy lines. They will have to make many decisions miles or as long as 100. In the snowy environment this adventure
and face many difficulties to get back to friendly territory. Along is set in, it is likely that infantry would only be moving 10 miles a
the way, they will have the chance to have an effect on “The Battle day; wheeled and tracked vehicles would move somewhat faster
of the Bulge”; and, more importantly, gain an edge that will give (maybe 10 miles an hour) on the snow covered roads and depending
them a bigger role in the continuing war. on enemy resistance. It is more important to play out the scenes
In history, “The Battle of the Bulge” was fought with General and encounters, and give the characters a chance to role-play than
Eisenhower as the overall commander of the allied forces in Western to make the adventure a map exercise.
Europe; the Allies had
complete air superiority THE TERRAIN
and had rapidly broken All of this adventure
out of Normandy takes place in the
earlier in the year. The Ardennes, a heavily
German offensive in the forested area in
Ardennes was slowed Belgium. Because it
and stopped before they was heavily forested,
reached their objective most of the combat
at Antwerp, Belgium… took place on or near
…but this is a the roads that went
different story. through the forests.
The players may decide to make their way on the snow-
THE WEATHER AS A CHARACTER covered roads of the Ardennes. This will help them to not get lost,
Weather will be an important factor in whether or not the players but will expose them to more encounters with hostile patrols. If
survive to reach friendly lines. This entire scenario takes place the players wish to travel through the forests, avoiding the roads,
in December 1944. There was snow everywhere and it was bitter they should get three encounters per day but two of them should
cold, especially at night. In some cases, it was so cold that tanks be the “Lost” encounter.
would freeze to the ground at night and would not be able to move
in the morning. If the characters do not keep moving or if they do SCENE 1: GATHERING
not take precautions against the cold, the cold could become their The PCs gather at the beginning of Scene 1 in a forest near
biggest enemy. Losheim, Belgium. It is a cold December evening, snow covers
However, this adventure should not become just the players the ground, and it will get much colder after the sun sets in a half-
versus the environment. There should be character development hour. The overwhelming German advance has passed them by for
and chances for role-playing. So the referee should only use the the moment. Supplies are low and they must get back to friendly
weather to add dramatic tension at the right points. Providing good lines, somewhere to the southwest, or risk capture.
descriptions that make the players feel the cold without actually How the player characters join the group depends on what
killing their characters would be the mark of a good referee. type of character they are:
For instance, if a prisoner escapes during a strong snowstorm Tank crew: If there are at least four characters who are
and the characters decide they must recapture him. The snowstorm members of a tank crew, their tank will have been bypassed by the
could inflict Moderate (1d6/hour) Blunt/Stunning damage on all German advance while they were bivouacked in a forest repairing
the characters while they hunt the escaped prisoner down. If the a broken track. They will have fuel but be low on ammunition
characters are soaking wet the damage will become as bad as (only about a quarter of the maximum load). If there are less than
Strong (1d6/turn) Stunning damage that is not reduced by armor four crewmen, their tank was destroyed earlier but they managed
until they can dry off or find a way to get warm. to escape the wreck.
Infantry type soldiers: the German advance will have
DAY AND NIGHT bypassed Infantry type soldiers. If there are four PCs of this type
The referee is free to put periods of day and night when he they will have one bazooka, one round for it, and their personal
pleases. There should be one night between Scene 1 and Scene gear. If there are six of them, they will also have a machine gun
2. The referee should probably present the players with two or and one belt of ammunition.
three encounters during a day. If the players travel at night on the Civilian agents: This will include members of the press corps,
roads, one of the encounters should be a “Lost” encounter from members of the resistance, and local refugees. The GM can allow
the “Forest Encounters”. for other more exotic types of agents at his discretion. Members
Scenes 4 and 6 should probably be presented to the characters of the press corps will be attached to the unit in the forest and
just before sunset. That way, they can use the night to make a thereby trapped in enemy territory with them. Resistance fighters
surprise attack or slip away unobserved. and refugees will have been hiding in the forest when they came
93
across the lost American unit. Perhaps they can help the Americans as he desires. The referee should pick the encounters based on the
by providing knowledge of the local terrain to help the Americans condition of the players and the length of game desired. Several of
back to their unit. the encounters will give Hauptsturmfuhrer Billerbeck a chance to
Aircrew: Downed pilots can also be part of this group. They escape, if he has not done so already.
will join the group of PCs by parachuting from their plane after
being shot down by a black Me262. The Me262 will
use its speed to surprise a flight of P-47s. In its first pass,
its fire will turn one the wingman P-47 into a fireball.
The P-47s attempt to engage the Me262, but the jet’s
speed is too great. After a minute, the jet will return for
another pass. The Me262 will manage to disable one
of the P-47s before the other P-47s dive to low altitude
and disappear over the darkening forest. Fortunately, a
parachute emerges from the disabled P-47 and descends
a few hundred yards from the PCs position.
As the sun sets, the forest becomes even more eerie.
The white snow makes the silhouettes of the black trees
seem even darker. The flash and occasional rumble of
distance artillery gives the whole forest a surreal aspect
of some infernal landscape.
The players may choose to start moving to the
southwest at night, or they may want to set up a
perimeter and wait until daybreak. In either case, Scene
2 will happen shortly after sunrise.
94
the flanks of the Panzer if they decide to fight, or be far enough Cattle: A sudden flurry of movement on the top of the next hill
away from the intersection to have a chance to flee. This encounter startles the players. They did not get a good look at what caused it,
could give Billerbeck another chance to escape. At night, the but they hear a commotion on the other side of the hill. A number
Panzer will be encountered parked by the side of the road instead of cattle have fled their farm during the recent fighting and gotten
of driving. Alternately, for some variety, the players could sneak lost in the woods. They are half-starved and very skittish.
up on a parked Panzer during the daytime. Lost: The characters may be lost! The forest is very thick, and
Wrecked American Vehicles: The players come across the snow makes everything look different. Have one of them make
several wrecked American vehicles. Enemy fire or bombs have a Difficult Navigation (Land) test to locate where they are. If they
destroyed them all. The nature and type of vehicles is left up to still have the map, drop the difficulty to Challenging. If they fail
the imagination of the referee, but each vehicle that did not burn the test, they will need to take an extra day of encounters before
or explode will be empty of gasoline. All other supplies such as getting to Scene 4, or they will find themselves on a road and in
food and clothing will have been looted. The only type of supplies the middle of an encounter from “Road Encounters”.
the players may hope to scavenge would be ammunition for their
weapons. This encounter can be repeated several times.
Wrecked German Vehicle: Similar to the Wrecked American
Vehicles encounter except that there will only be one wrecked
vehicle at this location and all ammunition will have been looted.
German Vehicle Out of Gas: This will be similar to the
Wrecked German Vehicle encounter, except the vehicle will not
be wrecked. If the players have a supply of gasoline, they could try
and commandeer the vehicle. However, if it is a tracked vehicle it
might be frozen in place at the referee’s discretion.
Bridge: The players come across a bridge. A squad of five
German military police will be guarding it. The squad will be
armed with rifles, grenades and one light machine gun. They will
have a Kübelwagen and are well equipped. Again, this may be
a chance for Billerbeck to escape. If the players can overcome
this small German unit, it could provide them with a means of
transportation.
Supply Column: A column of four German trucks is
encountered moving towards the front. There will be two crewmen
in each truck. The crewmen will be armed only with rifles. The
trucks will be carrying supplies such as food, rifles and ammunition,
but no clothing or cold weather gear. However the truck crews will
have winter coats. SCENE 4: THE GASOLINE DEPOT
In history, the allied fuel depots were objectives for the advancing
FOREST ENCOUNTERS German forces. They needed the fuel to continue the offensive and
Random Artillery: Same as for “Road Encounters” except for the had planned on capturing Allied depots. Only in this altered history,
lack of a road intersection and the attack will only last two turns. the Germans were more successful in capturing fuel depots.
German Deserters: A group of five German deserters are While traveling the players will notice the smell of gasoline
found at a makeshift camp. They are all infantry soldiers and armed and hear vehicle noises from somewhere ahead inside the forest.
with rifles. They are low on ammunition and almost out of supplies. If they investigate they will find an American gasoline depot in
They will shoot at any party that approaches them. The players a clearing in the forest. Unfortunately for them, the Germans
have the option of engaging them or disengaging. The deserters have gotten here first. This will provide Billerbeck with another
will not follow the players or report their position to the German opportunity to regain his freedom.
army. If the players give Billerbeck an opportunity to escape, he There is one Tiger I tank refueling here; a couple of German
may run toward the deserters and they will shoot him. fuel trucks are filling their tanks up; a few abandoned Allied trucks
Crashed American Aircraft: The players will encounter a are parked here; and, one infantry squad is guarding the captured
crashed American fighter plane. It is up to the referee whether the depot. There is only one dirt road leading into the depot. If the
pilot was able to escape the crash. players have a vehicle, they will certainly be low on fuel at this
River: The players must either cross the river in the forest point and be tempted to steal some gasoline. If they are on foot,
or travel along the river in the hope of finding a bridge. If they they may want to steal a vehicle to ride in. In any case, they should
look for a bridge, use the “Road Encounter” for Bridge. If they be made to realize the importance of their find and the need to see it
decide to cross the river they will take Strong (1d6/turn) Stunning destroyed. Fortunately, this can be accomplished with a few bullets
damage while they are wet. If any character has Survival (Arctic) or a match. The resulting conflagration should provide enough
skill, have him make a roll. With an Easy success (TN 12) the confusion for the players to make their escape...
referee should suggest (if the players have not thought of it
already) that the characters remove their clothes (to keep them SCENE 5: MORE ANNOYANCES
dry) before making the crossing. Otherwise, the characters will During the next leg of the player’s journey, the referee should
continue to take damage after leaving the river until they can get introduce more events from the encounter tables from the Moving
dry or warm. Out section.
95
SCENE 6: THE FORWARD AIRFIELD the players want to take with regards to Koplitz and Macdonald.
As the players near the edge of the woods they are currently in, The players may want to arrest them on the spot, or wait and turn
they can here the noise of jets taking off. Hopefully, they will creep them in if they reach friendly line. Or the referee may play Koplitz
forward to observe a forward airfield without themselves being and Macdonald so that the players never get suspicious.
observed. The Germans have taken over this airfield for their own If the players ask for fuel, the NPCs will be reluctant to part
use and moved in a couple of Me262s, three Fw190s and a Ju52 with it. A Difficult Persuasion test will be required to get fuel from
transport plane. Other aircraft are currently away from the field Sergeant Koplitz. An Average Persuasion (Intimidation) test will
on missions. The Me262s are predominately painted black. They be the most effective way to the truck crew to part with fuel.
are part of Billerbeck’s squadron and he will be most inclined to If the player characters want a ride with the truck crew, the truck
attempt an escape at this point (if he is still with the characters). crew will accept the protection until they get back to friendly lines.
Defending the field are two Wirbelwind flak panzers and one There the truck crew will try and part with the player characters
squad of infantry armed with rifles. as soon as they can without raising suspicion. The referee try to
If the players have a tank and ammunition, they could attack make the players feel the unease that riding in an unarmored truck
the airfield. Otherwise the presence of the two Wirbelwinds would filled with over a thousand gallons of gasoline while in a battle
make that suicide and the referee should indicate that. zone would give most people.
The greatest value that this encounter will bring is when a
Me262 comes in for landing and is jumped by an American P-51. SCENE 8: FRIENDLY LINES?
The Me262 will be shot down, but the P-51 will be brought down As the players approach a ridge, they hear the sounds of a tank
by some kind of rocket fired from a position in the forest on the battle coming from the other side of the ridge. If they look over
other side of the airfield. The referee should inform the players that the ridge they will see German tanks a few hundred meters away
this new “secret weapon” is a surprise to their characters. firing on American tanks about a kilometer away. The only way
The rocket position is in a clearing inside the forest and difficult around this battle is down a small side road that leads through the
to reach by vehicle. If the players investigate, they will find it forest. After a few miles, they will encounter an American infantry
manned by a crew of four specialists and defended by a squad of squad. Corporal Jim Baronowski of the 82nd Airborne and have
infantry. There are two reloads of the experimental rockets. reached friendly lines.
Assuming the players are not disguised as Germans, getting
SCENE 7: THE GASOLINE BANDITS past Corporal Baronowski, and his squad, should be easy. They
During the real Ardennes Offensive, the Americans realized that will only need to answer a few questions. On the other hand, if
the Germans had Allied gasoline depots as one of their objectives. they are disguised as Germans, things could get hot one last time.
The American soldiers were quite ingenious at moving the gasoline Baronowski’s squad is armed with rifles and one machine gun.
depots to the rear so that the Germans would not capture them. After convincing the Corporal that they are Americans, they
In this altered history, the industrious American GI’s were not will be led back to the company headquarters. There they will
so lucky. But human nature is still quite the same in this altered meet with the company commander and this scenario will be over.
history. What they do with SS-Hauptsturmfuhrer Billerbeck, the crewmen
A number of American GI’s who drove the trucks to carry the of the AWOL gasoline truck and the information of the new
gasoline away from the front took the opportunity to go AWOL German secret weapon is up to the players based on the events of
and sell the gasoline on the black market. During the Ardennes the preceding scenario.
Offensive gasoline was somewhat less scarce in cities such as
Paris. The players now encounter one such group of GI’s who AFTER ACTION REVIEW
were not lucky enough to make it to Paris. The characters should be awarded 1 Experience Point for completing
In the middle of a forest, the characters come across an the adventure. If they managed to bring SS-Hauptsturmfuhrer
American 2½-ton truck that has slipped of a narrow snow-covered Billerbeck in as a prisoner, report any useful information (such
road into a ditch. The crew, Sergeant Paul Koplitz and Corporal as the new German rocket weapon, or the SS Me262 squadron’s
Bill Macdonald are trying to recover the truck from the ditch. The location), or turn in the AWOL gasoline thieves, they should get a
back of the truck is loaded with a few hundred of 5-gallon cans second Experience Point for successfully completing the mission.
full of gasoline. The crew is armed only with M1 carbines, which Other Experience Points should be awarded for dramatic or heroic
are in the cab of the truck. actions by the player characters.
Depending on how much time the referee has, he can play
EPILOGUE
Sergeant Koplitz and Corporal Macdonald as suspiciously as he
In history, the rifleman of the 82nd Airborne greeted retreating
wants. The more suspicious and difficult the truck drivers are,
American troops just outside of Bastogne and made a determined
the longer the reactions of the players may take to resolve this
defense there. In this altered history Corporal Baronowski and the
encounter. Both NPCs should be played as real smooth talkers, but
player characters never got to see Bastogne.
not incredibly brave. The referee should be flexible with any actions
96
APPENDIX ONE
LUFTWAFFE 1946 CHARACTER DOSSIERS
Dora Tatiana “Lida” Oberlicht +4, Stealth +2, Education Group +1, Religion (Catholicism) +4,
Born: March 10, 1920, Breslau, Silesia Professional (Fighter Pilot) +4, Area Knowledge (Breslau, Silesia)
Height: 511” Weight: 129 lbs. +2, Awareness +6, Concentration +2, Intuition +2, Vehicle Weapons
Hair: Blonde Eyes: Green (Aircraft Machine Guns) +4, Knives +2, Maces/Clubs +2, Swords
+4, Tactics (Air Combat) +6, Navigation +4, Survival +2, Pistols +4,
Second twin child of Lothar von Richthofen and Conversation +4, Intrigue +2, Society (Luftwaffe) +2, Mechanic
Olga Romanov, she was cared for by Manfred (Aircraft) +2, Driving (Automobile) +2, Driving (Motorcycle) +4,
von Richthofen after her parents’ death until Piloting (Gliders) +4, Piloting (Fighter Planes) +6
she was sent to St. John’s church orphanage in
Malta in 1921. Trained as a nun, she returned James Joseph Condorcet
to Germany in 1934. Joined the Bund Deutsche Code named Odysseus, J. J. Condorcet
Madel (BDM: League of German Girls) in 1935 was born in New Orleans, USA on
while studying aviation mechanics, earning December 25, 1916, to a French father
a rare glider license in 1937, and joined the and American mother. Educated in
Reichsarbeitsdienst der weiblichen Jugend Texas, he became a licensed pilot at
(BADwJ) German Labor Service for Women), age 16. He joined the Republican
reaching the rank of Lagergruppenfuhrerin, side of the Spanish Civil War in 1937,
until transferred as the Nachrichtendmadel der claiming 6 kills as a fighter pilot
Organization Todt in 1943. During that time she before returning via Mexico to the US
was also recruited by Flugkapitan Hanna Reitsch in 1938, where he was arrested in San
and earned her test pilot license and a rank of Antonio for joining the war against
Flugkapitan, working in between assignments US policy. Joining the US Navy to
with Reitsch to later earn her license as a Flight avoid jail time, he later gave valuable
Technician for the Luftwaffe Luft-Schule as well. Earning her Iron information about the Luftwaffe
Cross Second Class in 1943 for her tests with the Mel63A/B air power over Spain to President
program with Reitsch, she also earned her War Merit Cross in Roosevelt. In 1940, he left Navy to
1944 while flying as a radar intercept plot with night ace Major join the RAF as a member of the Eagle Squadron and became
Heinrich Prinz zu Sayn Wittgenstein of NJG4 aboard the new Heinkel advisor for then-First Lord of the Admiralty Churchill, again about
He219, sharing the credit for three kills. Joined the Luftnachrichten- the Luftwaffe. He left Britain after the ceasefire in August that year
Helferinnen (Female Air Signals Flight Reporting Service) at and returned to US Navy, then appeared in China during late 1941
the same time, then briefly volunteered for the Flakwaffe- as a member of the AVG, better known as the Flying Tigers. He
Helferinnen KOrps, assisting their Home-Defense Antiaircraft then disappeared in
Artillery Units while test-flying aircraft with Reitsch. Was plan- Burma in early 1942 during a rescue mission and reappeared
ning to organize a Home-Defense Fighter Corps when the Luftwaffe several months later in New Guinea. J.J. joined the US Army
finally approved the All-Female Luftwaffe Jagdgeschwader Air Corps that same year and flew bomber missions over Europe
(JG500) in May, 1945, earning her the Luftwaffe rank of Leutnant during 1943-44. In 1945, he became a Colonel of the Chinese
and a position as Major Hanna Fritsch’s adjutant. Earned the Air Force to reorganize the new AVG for General Chennault. That
rank of Hauptmann der Reserve and a Knight’s Cross in August, year, he also created his own US Volunteer group, modeled after
1945, after her 15th combat kill (18 if counting her NJG4 credit) Theodore Roosevelt’s “Rough Riders,” helped the WASPs to gain
and became a full Hauptmann in September. Made her third visit full military status, and began his own secret navy fleet, starting
to Japan as a pilot instructor during late 1945/early 1946, gaining 32 with submarine USS Hunley, with Roosevelt’s approval. He then
victories, and earned the rank of Major after Operation Jupiter in began to gain recruits for his own commando team, under the guise
April, 1946. Remained on restricted flight duty during her late of the “Ghost Brigade” designation. After the war, he remained in
pregnancy and gave birth to Emily Anastasia in July, 1946. Fought the military as a cover for the OSS/CIA, eventually earning the
in the last Battle of Berlin in August, 1946. Listed as Missing in rank of Deputy Director, until his “unofficial” retirement in 1981.
Action (later as Killed in Action) with a total of 80 victories.
STR 4, REF 8, HLT 4, PRE 8, INT 6, WIL 6
STR 3, REF 8, HLT 5, PRE 8, INT 5, WIL 6
DEF 18, INI 7, TGH 5, LIF 24, MOV 12, COOL 8
DEF 18, INI 7, TGH 5, LIF 27, MOV 12, COOL 8
Dmg: 2d6, Lift: 100 kg, Stunned: 12, Critical: 16, Run: 24,
Dmg: 1d6+2, Lift: 50 kg, Stunned: 14, Critical: 20, Run: 24,
Sprint: 36
Sprint: 36
Advantages: Acute Sense (Vision) +3, Ally (President
Advantages: Acute Sense (Vision) +3, Ally (Hanna Reitsch)
Roosevelt) +6, Attractive +6, Hard to Kill +6, Knows a Secret +9,
+3, Attractive +6, Military Rank +3
Lucky +3, Military Rank +6, Physical Advantage (Reflexes) +3,
Disadvantages: Duty (Fatherland) -6
Strong Willed +3, Wealthy +6
Skills: Climbing +2, Para (Parachuting) +6, Throwing +2,
Disadvantages: Duty (America) -9, Enemy (Mika Oberlicht)
Unarmed Combat (Brawling) +2, Instruction +2, Persuasion
-6, Infamous -6, Oblivious to Danger -3
97
Skills: Climbing +4, Para (Parachuting) +6, Swimming Group +1, Bureaucracy +4, Professional (Spy) +6, Area Knowledge
+4, Throwing +2, Unarmed Combat (Judo) +4, Instruction +2, (Malta), Awareness +6, Concentration +4, Intuition +4, Vehicle
Persuasion +6, Disguise +2, Forgery (ID Papers) +4, Gambling Weapons (Aircraft Machine Guns) +2, Investigation Group +1,
+2, Lockpicking +4, Shadowing +4, Stealth +6, Education Group Knives +6, Maces/Clubs +2, Swords +4, Strategy +4, Pistols +6,
+2, Bureaucracy +4, Professional (Spy) +6, Professional (Fighter Rifles +4, Sub-Machine Guns +6, Conversation +4, Intrigue +4,
Pilot) +4, Area Knowledge (New Orleans, USA) +2, Awareness Society (Ahnernabe) +6, Politics +4, Driving (Automobiles) +4,
+6, Concentration +4, Missile Launchers +4, Vehicle Weapons Piloting (Fighter Planes) +4
(Aircraft Machine Guns) +4, Cryptography +2, Intel Analysis
+6, Interrogation +4, Surveillance +6, Knives +4, Maces/Clubs
+4, Swords +4, Strategy +4, Tactics (Air Combat) +4, Tactics
Bullard Ali Maulidi
Born on February 13, 1922 in Los Angeles,
(Submarine) +4, Navigation +2, Survival +4, Tracking +2, Acting
CA to a Muslim father and Christian
+2, Pistols +6, Rifles +4, Sub-Machine Guns +4, Conversation
mother, he was named “Bullard” after
+4, Intrigue +4, Society (High) +4, Society (Military) +4, Politics
Eugene Bullard, who served in the French
+2, Mechanic (Aircraft) +6, Driving (Automobiles) +2, Driving
Foreign Legion after being rejected by the
(Motorcycles) +4, Driving (Tracked Vehicles) +2, Piloting (Fighter
US Army and flew briefly with the French
Planes) +6, Piloting (Heavy Airplanes) +6, Piloting (VTOL) +4,
on the Western Front. As a young boy of
Piloting (Airships) +4, Watercraft (Submarines) +4
4, Bullard met Bessie Coleman, the first
African-American licensed pilot in the
Mikaela Alexandra Oberlicht US (her license obtained in France), male
Raised as Dora Oberlicht’s older twin sister, or female, at Victorville when her JN-4
Mika is actually her older stepsister (their “Jenny” suffered a leaking fuel line and
father being Lothar von Richthofen, the Red landed near his house. After he brought
Baron’s younger brother, and Mika’s mother her gasoline, Bessie gave her wing badge
being Margareina Sabre). ‘Reina was injured to Bullard as a reward. Coleman (who died
by gunshot in a botched attempt to kidnap in real history in 1926) became his “big
Olga Romanov by men disguised as German sister” and inspired him to fly as well. He
Communists. Suffering amnesia, Reina was encouraged even more after watching
returned to England not knowing about the “Colored Flying Circus” featuring the
her baby. Mika and Dora were cared for by Five Blackbirds at the L.A. Eastside Airport
Manfred von Richthofen until both were given Air Show on December 6, 1931, and managing to get a ride from
up to St. John’s Church in Malta for safety Col. Hubert Julian. Maulidi moved to Chicago in 1933 to join the
reasons. Mika grew up as an able scholar of Challenger Air Pilots’ Association, a club established for “colored”
Bible studies, but caused some disturbances pilots and mechanics despite the racial and segregational policy
within the system, which caused her to receive discipline. She there.
then trained as a nun until returning to Germany with Dora under Bullard studied aviation medicine during his college years
Manfred’s sponsorship. In 1935, she joined the BDM, and was and volunteered to join the US Army Air Corps after the Japanese
later recruited by the SS University Ahnenerbe. Although under attack on Pearl Harbor, but was rejected by the white recruiter.
the direction of Professor Walter Wust, Mika proceeded with her Finally he was accepted by the Tuskegee institute in late 1942 after
own agenda. Obsessed with proving her “protohuman” concept via attending classes at Chanute Field. He enlisted in the USAAF, and
archeology, she made many enemies but contin¬ued to receive the after tough training at ‘Ilzskegee Army Air Field, succeeded in
full support of Himmler and Heydrich. Mika earned her own pilot becoming a pilot in
license in 1942 and became the head of their top secret “Project May 1943. After a brief leave in Los Angeles, Bullard was
Valhalla:” Despite her achievements, she is secretly envious of her shipped to North Africa in July to join the rest of the 99th Fighter
younger stepsis¬ter Dora, who received her rank faster due to her Squadron, under the command of Col. Benjamin O. Davis, Jr.,
high-profile defense fighter role. which became part of the 33rd Fighter Group. He made his first
kill over Italy in October 1943 and made ace status by a year later.
STR 5, REF 8, HLT 6, PRE 8, INT 6, WIL 6 (In real history, no black pilots were “allowed” to be aces during
DEF 18, INI 7, TGH 6, LIF 30, MOV 14, COOL 8 World War IL) That same month, his squadron was absorbed to
the 332nd Fighter Group, and Maulidi himself was transferred to
Dmg: 2d6+2, Lift: 150 kg, Stunned: 15, Critical: 24, Run: 28, the 100th Fighter Squadron shortly later. He finished the war with
Sprint: 42 13 kills, including one while flying a B-25 as part of the 477th
Bomber Group. He then returned to civilian life teaching aviation
Advantages: Acute Sense (Vision) +3, Ally (Himmler) +6, Attractive until he was recalled to active duty after the Korean Crisis of 1950.
+6, Hard to Kill +3, Knows a Secret +6, Lucky +3, Military Rank Maulidi joined the F-86 fighter unit under the command of now-
+6, Physical Advantage (Reflexes) +3, Psychological Advantage General Davis and achieved three more kills. He returned again
(Presence) +6 to active duty during the Vietnam conflict and flew with the 8th
Disadvantages: Duty (Fatherland) +6, Enemy (J.J. Condorcet) +6 Tactical Fighter Wing flying F-4Cs, often covering for the famous
Skills: Climbing +2, Para (Parachuting) +6, Swimming +4, Daniel “Chappie” James, Jr.
Unarmed Combat (Judo) +4, Instruction +2, Persuasion (Seduction) Forced into retirement as a general in 1972, he became a
+6, Covert Skills Group +2, Religion (Catholicism) +4, Education civilian advisor for Presidents Robert F. Kennedy and Ronald
98
Reagan. He helped to support his older son, Malcolm, who went by his closest friends. Stalin himself called him “my favorite Ju-
from a Vietnam Vet to astronaut status, and assisted in the rise of 88-killer.”
his younger son, Martin, to a position among the Joint Chiefs of His total victory count during the “Great Patriotic War” is
Staff under President Robert Dole in 1998 then to Vice-President unknown, but it is believed to be over 60, but Joe is also known to
under President John McCain in 2004. Bullard finally retired that have crashed about the same number of his own fighters without
same year and quietly passed away in 2009, one year after Martin any injury to himself. He himself claimed 144 victories, earning
became the first African-American President of the United States. him the Hero of the Soviet Union title three times. His two biggest
STR 5, REF 7, HLT 6, PRE 6, INT 5, WIL 6 nemeses were an equally vertically challenged female German test
DEF 17, INI 6, TGH 6, LIF 30, MOV 13, COOL 7 pilot known as “Aviatrix Elf “and a young Ju-88 ace named Keital
‘Panther” Junkers, a brother of Lorelei Junkers.
Dmg: 2d6+2, Lift: 150 kg, Stunned: 15, Critical: 24, Run: 26, After the war, he joined the KGB and became a subject for
Sprint: 39 experimental body-growth formulas. He emerged during the
Korean War as a 6’ 2”, 220-pound MiG-15 pilot and engaged
Advantages: Athletic +3, Life Experience +6, Military Rank against American fighters throughout the war. After the cease-fire
+3, of 1953, he interrupted a USO show at Kimpo in February 1954
Disadvantages: Duty (US Army) -6, Social Disadvantage when he was chasing an reconnaissance RB-47 with his new MiG-
(Black) -6 17 and crashed on an American base. Captured and interrogated,
Skills: Climbing +2, Para (Parachuting) +4, Throwing +2, he was later released though Japanese channels back to the Soviet
Unarmed Combat (Brawling) +2, Instruction +2, Persuasion Union, taking along an American movie star who temporarily fell
+2, Stealth +2, Education Group +1, Professional (Fighter in love with him.
Pilot) +2, Area Knowledge (Victorville, CA) +2, Awareness +4, He was thought to have lost his life when he encountered
Concentration +2, Vehicle Weapons (Aircraft Machine Guns) +4, American B-70 bombers over the Soviet Union with his MiG-25
First Aid (Paramedic) +4), Maces/Clubs +2, Tactics (Air Combat) prototype in October 1962 war. Later, though, it was rumored
+4, Navigation +2, Pistols +3, Conversation +2, Society (Military) that he survived the crash with severe injuries and was saved due
+2, Mechanic (Aircraft) +2, Driving (Automobile) +2, Piloting to the experimental drugs and mechanical parts replacing some
(Fighter Planes) +6, Piloting (Heavy Airplanes) +4 of his body. His life was also believed to have been extended by
experimental cryogenics methods originally intended for the secret
Josef Dmitri “Comrade Birdboy” 1986 Mars mission to celebrate the 25th anniversary of Gagarin’s
Soyuz flight.
Born on December 21, 1927, in Gori, Georgia, His final fate is yet unknown.
USSR, Josef’s real parents are unknown, but he
was raised by the Dzhugashvili family, who STR 3, REF 8, HLT 4, PRE 7, INT 5, WIL 8
were encouraged by some secret government DEF 18, INI 7, TGH 7, LIF 28, MOV 14, COOL 8
funding, as one of their own. Given the last name
of Soyuz, like his older adopted sister Katerina, Dmg: 1d6+2, Lift: 50 kg, Stunned: 14, Critical: 16, Run: 28,
he and she were both soon sent to school and Sprint: 42
work at Kiev, Ukraine, USSR during the time of
the “Great Terror,” the major purge of educated Advantages: Ally (Stalin) +6, Hard to Kill +6, Lucky +3
soldiers and citizens during the 1930s. Disadvantages: Duty (Motherland) -9, Oblivious to Danger
Following his admired sister’s steps, he too -3, Short -3
fell in love with aircraft flight and soon joined Skills: Climbing +2, Para (Parachuting) +6, Throwing +2,
the local glider club. Though his efforts were Unarmed Combat (Brawling) +2, Instruction +2, Persuasion
hampered by the unfortunate “physical defect” +2, Stealth +2, Professional (Fighter Pilot) +2, Area Knowledge
of his short stature-barely 4’ 6” at age 10-his (Georgia, USSR) +2, Awareness +6, Concentration +3, Vehicle
light weight helped him to achieve some glider Weapons (Aircraft Machine Guns) +4, Maces/Clubs +2, Tactics (Air
endurance records. Josef attempted to join the Soviet Air Force at Combat) +4, Navigation +1, Survival +2, Pistols +4, Conversation
age 14 after the German invasion of the Soviet Union in 1941, but +2, Society (Communist) +2, Mechanic (Aircraft) +2, Mechanic
was rejected due to his height and age and was sent instead to the (Tanks) +4, Driving (Automobile) +2, Driving (Motorcycle) +4,
tank factory behind the Ura1s. His fortunes changed when Stalin Piloting (Fighter Planes) +6
visited the factory and, impressed by “Little Joe’s” near-fanatical
energy, gave verbal orders to let him test-fly any military aircraft Gustav Maximillian Adler
he could fit into. Born in December 16, 1917 in Dresden, Germany as the son of
Joe’s determination paid off as he often test-flew aircraft that World War I ace Luthor Adler and Maxine Schiklgruber, Gustave
were still in the experimental stage but desperately needed to was always interested in aviation. He joined the Hitler Youth in
be put on production standards. He also became one of the first 1934 and became a good glider pilot, even though he was afraid of
“rammers” of the Soviet Air Force, ramming against the tails of heights at first. In 1936, he entered the Luftwaffe Luft-Schule and
the German fighters-especially the bombers-he hated so much, became qualified as a high-altitude pilot. Gustav joined the A88
often without armored propellers and/or with gun armaments reconnaissance staffel branch of the Kondor Legion in 1937, flying
still intact. His achievements made great propaganda and he was Do 17’s and his favorites, the He70’s. He then transferred to the
dubbed “Comrade Birdboy” by the Americans, a nickname that J88 fighter unit in 1938, flying the new Bf109’s, and became good
stuck among his own countrymen later. He was called “Danny” friends with Reimar Ritter. After gaining 4 victories, he earned the
99
Spanish Cross. of Dora’s whereabouts. Surviving many assassination attempts
Gustav met Dora Oberlicht in 1939 throughout his post-war years by Masada, the KGB, MI5/MI6 and
during his cruise back to Germany aboard the even the CIA/NSA, he was finally reunited with Dora in Tunguska,
liner Wilhelm Gustloff, and flew in combat Siberia in December 1996. After his revelation of the secret history
for the Polish campaign later that year before of the 20th century to the Congress of the United States, he and
becoming a Luftwaffe test pilot flying for the Dora were put under the Witness Protection Plan by MJ12 and
new Fw190 program. He was reassigned to finally retired in peace to an undisclosed location in Japan.
the III/JG53 flying Bf109’s again in time for
the French campaign, eventually test-flying STR 4, REF 8, HLT 7, PRE 6, INT 5, WIL 5
the new Fw 187 “Falke” in combat over DEF 18, INI 7, TGH 5, LIF 31, MOV 14, COOL 7
Dunkerque for JGl in May 1940. He then
returned to test pilot status again in August Dmg: 2d6, Lift: 100 kg, Stunned: 16, Critical: 28, Run: 28,
after earning the Knight’s Cross with 100 Sprint: 42
victories. He continued as a test pilot during
1940-1943, often joining forces with Hanna Advantages: Ally (Field Marshall Ritter) +3, Attractive +3,
Reitsch and Dora Oberlicht. Military Rank +3
Gustav flew combat missions with Disadvantages: Duty (Fatherland) -6, Honest -3,
Fw190’s and Fw187’s for JGl against Allied Skills: Climbing +2, Para (Parachuting) +4, Throwing +2,
bombers until early 1945, becoming the first pilot to fly the He Unarmed Combat (Brawling) +2, Instruction +2, Persuasion +4,
280 jet fighter in combat. During 1944, he also joined the covert Stealth +4, Education Group +1, Bureaucracy +4, Professional
KG200 unit, often conducting long-range missions to Africa, (Fighter Pilot) +4, Area Knowledge ( Dresden, Germany),
Mexico, South America, Japan and Antarctica. He also conducted Awareness +6, Concentration +2, Vehicle Weapons (Aircraft
covert reconnaissance missions over the US territories, mostly Machine Guns) +4, Surveillance +2, Knives +2, Swords +2, Maces/
flying the Ju290/390 while being assigned to the Fw190D/ Ta152C- Clubs +2, Tactics (Air Combat) +6, Navigation +4, Survival +2,
equipped Stab/JG8 unit. During mid-1945, he also formed his Pistols +4, Sub-Machine Guns +2, Society (Luftwaffe) +4, Politics
own radar-equipped Fw187/190 unit, designated as Kommando +2, Mechanic (Aircraft) +2, Driving (Automobiles) +2, Piloting
Adler but better known as the “Life Staffel” after losing no pilots (Gliders) +4, Piloting (Fighter Planes) +6, Piloting (VTOL) +1,
throughout its operation. From September 1945 to March 1946, Piloting (Heavy Airplanes) +4
Gustav made his first extended trip to Japan, getting stationed at
the Fussa/Tachikawa Army Air test center. He was later joined Katerina Larissa (Dzhugashvili)
by Dora Oberlicht and assisted the Japanese military in adapting Soyuz
the German hardware, including test-flying the first Japanese- Born on March 10, 1920 in Breslau,
assembled Me 262’s, which used German-built components and Silesia as Andrea Oberlicht, she is the
which gave way to the limited Ki-262 production before the true twin sister of Dora (born Andora)
Japanese-designed Ki-201 entered production in early 1946. Oberlicht, but the two were separated
Gustav later commanded the carrier air group during Operation after their mother was killed in Berlin. She
Jupiter/Saturn before returning to Germany as a test pilot again. was raised by the Dzhugashvili family in
Here he flew experimental aircraft like the Von Braun/EMW A6 Gori, Georgian S.S.R. until Stalin came
and the Focke-Wulf Triebflugel. Ultimately, he ended up evacuating in power in 1927. She then changed her
with Dora’s daughter Emily to a secret underground complex in name to Soyuz and was sent to Kiev,
East Prussia to avoid Soviet capture after the war. Ukrainian S.S.R. for better education and
In July 1947, he escaped to the West flying the BMW employment possibilities.
Flugelrad III prototype V9 with a child from the Soviet-occupied Excelling in her studies in aviation
zone to Roswell, NM, USA. Here he joined the German rocket and rocketry, she moved to Moscow after
team under the “Operation Paperclip” cover and became part of the finishing secondary school and entered
high-altitude rocket programs, including flying the X-15 and X-20. in engineering while completing some
He supervised the USAF orbital platform program during the mid- Rubfuk (worker’s faculty) four-year courses. She also attended
1960s and retired in 1971 after assisting the Apollo moon program, a glider school and was transferred to the powered-aircraft pilot
settling down in Lancaster, CA before being subject to the USAF school in Kherson. She qualified as a test pilot for both powered
OSI/State Department investigation searching for former “Nazis” and non-powered aircraft in 1940, a year before the German
who may invasion of USSR.
have conducted “war crimes:” Disgusted by their treatment, Katerina volunteered to be enlisted in the Soviet Air Force
Gustav renounced his US citizenship and returned to Germany, after returning to the Ukraine in October 1941, giving the false
meeting many colleagues there who had done the same. He met age of 20 (rather than 22) in hopes of being qualified to enter
Karl Eichmann again and began his search for Dora, despite her fighter pilot training rather than being sent in as infantry. But due
being listed as missing in action/declared dead in 1946. In 1996, to the lack of fighter pilot positions available at the time, she was
he met Dora’s granddaughter Deanna Pearl and decided to face US trained as a navigator and was sent to the all-female 587th Bomber
trial by returning to America. En route, in London he met Diana Regiment, flying aboard the Pe-2’s, in early 1942. After failing as
Spencer, who gave him the secret M15/MI6 papers for his defense. a good navigator, she was sent to the 588th Bomber Regiment as
At the same time, he also met J.J. Condorcet and Mika Oberlicht, a pilot of the slow U-2’s (designated as Po-2’s after 1943) in mid-
who gave him the secret KGB papers that showed the location 1942. Here she displayed her good flying skills by forcing down
100
one German fighter with her unarmed U-2 biplane. She transferred
again in late 1942, this time the 586th Fighter Regiment, flying Dmg: 2d6, Lift: 100 kg, Stunned: 16, Critical: 24, Run: 26,
Yak-1’s and later the Yak-3 fighters, often flying with the female Sprint: 39
ace Lilya Litvyak.
Injured in 1944, she returned to action in 1945 and became Advantages: Ally (Lilya Litvyak) +6, Attractive +6, Cool
a full-time test pilot, flying both domestic and foreign types. As Headed +3, Hard to Kill +3, Lucky +3, Military Rank +3
such, she flew many secret missions involving new aircraft, often Disadvantages: Duty (Motherland) -6,
penetrating into enemy and even American airspace. Skills: Climbing +2, Para (Parachuting) +6, Throwing +2,
After the war, she taught at flying schools until 1950, when she Instruction +4, Persuasion +4, Stealth +2, Education Group +1,
flew to Korea as part of the secret Soviet volunteer fighter force. Bureaucracy +4, Professional (Aviator) +4, Area Knowledge
She became heavily involved in space program after 1955 and (Georgia, USSR) +2, Awareness +6, Concentration +4, Intuition
officially qualified for a cosmonaut rating in 1960. +2, Vehicle Weapons (Aircraft Machine Guns) +4, Maces/Clubs
She is believed to have died in a secret Vostok Earth-orbiting +2, Tactics (Air Combat) +2, Navigation +2, Survival +2, Pistols
test flight in 1961. +4, Conversation +2, Society (Military) +2, Mechanics (Aircraft)
+2, Driving (Automobiles) +2, Piloting (Gliders) +4, Piloting
STR 4, REF 7, HLT 8, PRE 5, INT 6, WIL 5 (Fighter Planes) +6, Piloting (Light Airplanes) +4
DEF 17, INI 7, TGH 5, LIF 34, MOV 13, COOL 6
101
FAMILIES OF ALTERED WARS CHRONOLOGY
Aug 27, 1895: Margareina Sabre born in Tunguska, Siberia. Oct 13, 1941: Aviatrix “Elfie” flies Me-163A/Ju-88 Mistel for
Jun 30, 1909: Margareina survives the Tunguska blast. Hitler’s view.
Apr 01, 1913: Margareina receives invitation to Germany. Oct 13, 1941: Katerina Soyuz enlists in Soviet Air Force.
Apr 13, 1913: Margareina boards Titanic for trip to Germany via Nov 30, 1941: Japanese naval forces attack Pearl Harbor.
England. Dec 01, 1941: AVG’s flight to bomb Japan cancelled.
Apr 13, 1913: Young Hitler meets young Wolfgang Ritter at Dec 01, 1941: Amelia Earhart visits Japan.
Vienna. Dec 27, 1941: P-40/Hurricane flight in Burma.
Apr 27, 1913: Margareina meets Prof. Hockdruckpumpe in Jan 27, 1942: Captain Saburo Mikasa in Malaya ordered back to
Berlin. Japan.
Jun 29, 1914: Margareina meets Wolfgang Ritter. Apr 15, 1942: Capt. Mikasa leads 3 Ki-61 Hiens as Tiger flight at
Oct 07, 1916: Pvt. Hitler injured in battle on Western Front. Fussa.
Oct 15, 1916: Czar of Russia meets Louis Coudouret. May 03, 1942: Kate Soyuz in Pe-2 meets Gus in Bf-109F.
Dec 25, 1916: James Joseph Condorcet I born in New Orleans, May 06, 1942: Kate meets Lilya Litvyak.
LA. Jun 22, 1942: Comrade “Birdboy” attacks Ju-88’s.
Apr 16, 1917: Lenin returns to Petrograd, Russia, to start the Jul 20, 1942: Comrade Birdboy’s BI-1 rocket fighter flight.
revolution. Jul 27, 1942: Kate Soyuz’s Po-2 flight over River Don.
Apr 27, 1917: Reimar Ritter born in Courtrai, Belgium. Oct 30, 1942: Hanna Reitsch injured flying Me-163B V5.
May 07, 1917: Tyrus “Tiger” Siddeley shoots down Göring’s Nov 23, 1942: “Flying Pancake” Vought V-173’s first flight.
Albatross fighter. Apr 01, 1943: Reimar Ritter fights P-40’s over Tunisia.
Jul 06, 1917: Red Baron injured during air combat over Western Apr 03, 1943: Reimar meets General Galland in Berlin.
Front. May 27, 1943: Battle Kursk Bulge.
Aug 27, 1917: Margareina meets Red Baron. Jun 03, 1943: Vought V-173 crashes near Jennifer Dare, who meets
Sep 23, 1917: Tyrus meets Wolfgang Ritter in air combat. J.J.
Dec 16, 1917: Gustav Adler born in Dresden, Germany. Jul 13, 1943: Raisa Soyuz’s T-34/85 meets “Black” Tiger VI.
Aug 02, 1918: Reinhard Wagner born in Hamburg, Germany. Aug 01, 1943: Kate Soyuz and Lilya Litvyak return from mission
Oct 13, 1918: Cpl. Hitler gassed by British attack. alive.
Nov 11, 1918: German carrier Mackensen cancels launch of rocket Aug 06, 1943: Malta falls to the Germans after long, bitter battle.
fighter. Aug 27, 1943: Mika flies Fokker Dr.1 and recovers family swords
Nov 13, 1918: Margareina flies to Allied Zone on Fokker Dr.1. at Malta.
Jul 27, 1919: Manfred Richtofen discovers Olga Romanov’s Aug 27, 1943: Dora and Gus see Flugelrad I’s first flight attempt.
pregnancy. Nov 26, 1943: Hitler sees Me-262V6 in flight.
Aug 01, 1919: Wolfgang witnesses destruction of German Air Feb 27, 1944: Dora and Gus see Sack AS/6’s first flight attempt.
Service. May 14, 1944: “Red” Me-163B V41 flight.
Aug 27, 1919: Mika Oberlicht born in London, England. Jun 13, 1944: Eisenhower killed over Normandy.
Mar 10, 1920: Dora Oberlicht and Katerina Soyuz are born in Jul 06, 1944: Me-163B V18 loses tail in near-Mach flight.
Breslau, Silesia. Aug 05, 1944: Me-163B’s first combat.
Mar 20, 1920: Olga Romanov killed, Margareina Sabre injured. Aug 27, 1944: Dora and Gus see another AS/6 flight attempt.
Feb 13, 1922: Bullard Maulidi born in Los Angeles, CA. Sep 27, 1944: Dora and Gus see Flugelrad II’s first flight.
Jul 04, 1922: Wolfgang meets Hitler in Germany Oct 25, 1944: Battle of Samor, USS Arizona battles IMS Mutsu.
Apr 01, 1934: Richtofen brings Dora and Mika back from Malta. Oct 31, 1944: Hitler reviews Japanese Kamikaze report with
Apr 01, 1937: First “Wurfscheibe” disc found near Mongolia. Himmler.
Aug 27, 1937: Karl Eichmann meets Dora. Nov 06, 1944: Lt. Yeager’s P-51D shoots down Me-262.
Apr 01, 1938: Mika meets Himmler and Heydrich, joins Nov 07, 1944: Lt. Maulidi meets SS Me-262 flight over Italy.
Ahnernabe. Dec 23, 1944: Obersturmbannführer Peiper nearly killed at
Apr 21, 1938: Richtofen killed over Spain. Ardennes.
Apr 27, 1938: Dora and Mika attend Richtofen’s funeral. Dec 24, 1944: Cpl. Morrow and SSgt Stoner injured at Bastogne.
Dec 25, 1938: Mika discovers “protohuman” in Antarctica. Jan 02, 1945: J.J. and Jennifer see Vought F-5U’s first flight
Feb 21, 1939: Lt. Nobuharu Nomura meets Hitler at Tachikawa. attempt.
Apr 13, 1939: Karl Eichmann and Emil Ritter meet Hitler. Jan 30, 1945: Morrow and Stoner sent to Luft-Stalag Krupp.
Jul 24, 1939: Dora meets Gustav Adler aboard the Wilhelm Jan 30, 1945: Soviet S-13 sub fires torpedoes on liner Wilhelm
Gustloff. Gustloff.
Aug 27, 1939: First flight of the Me-262V1. Feb 13, 1945: Mina Adler dies fighting Dresden firebombing.
Aug 27, 1939: Mika Oberlicht visits Tibet for Ahnernabe. Feb 14, 1945: Dora and Gus see Flugelrad IIB’s first flight.
May 10, 1940: Hess makes flight to England on Bf-110C. Apr 06, 1945: Yamato leaves Hiroshima Bay for Okinawa.
Jul 10, 1940: Margareina Sabre meets King Edward VIII. Apr 07. 1945: Ens. Shiro Mikasa attacks USS Enterprise near
Aug 13, 1940: Radio Berlin announces cease-fire with England. Okinawa.
Jun 22, 1941: Germany invades Soviet Russia. Apr 20, 1945: U-997 demonstrates “death ray” in view of Hitler.
Oct 02, 1941: Me-163A V39 flight breaks 1000 km/h. Apr 29, 1945: J.J. and Norbert Pearl’s converted P-40’s attack
102
Tokyo. Apr 03, 1946: US & Soviet air forces launch major attack against
Apr 30, 1945: Hitler wakes from dream, gives Hanna Reitsch JG- Luftwaffe.
500. Apr 04, 1946: Hauptsturmführer Wagner shot down by Kate
May 08, 1945: JG-500 activated. Soyuz.
May 10, 1945: Lt. King dies while flying captured Me-262. Apr 06, 1946: Operation “Saturn” begins in Panama.
May 13, 1945: Dora’s Fw-190D meets Reimar’s Me-262. Apr 07, 1946: Carrier Potsdam lost, J.J. recruits “X” Company.
May 15, 1945: Reimar teaches Dora with German P-51B. Apr 13, 1946: Dora and Gus return to Germany.
May 27, 1945: Dora meets Maulidi for first time. Apr 13, 1946: Mika’s U800 is rescued by Japanese I-999 sub-
Jun 01, 1945: Oberst Amsel’s “Göring” division activated. carrier.
Jun 22, 1945: Kate Soyuz sees Dora’s photo in Der Adler. Apr 13, 1946: Von Braun makes first sub-orbital flight on EMW-
Jun 27, 1945: Maulidi gives blood to Dora after air combat. A6M9.
Aug 06, 1945: B-29 “Double Exposure” meets Japanese B-29. Apr 15, 1946: USS Hunley returns to US.
Aug 15, 1945: Hitler news “unknown” craft at “Atlantis” base. Apr 17, 1946: J.J. meets Kate Soyuz at Archangel, USSR with
Aug 17, 1945: Japanese I-400 class launch of chemical attack over B-36.
US fails. Apr 18, 1946: J.J’s B-36 attacks saucer-bombers over Prague.
Aug 27, 1945: Reimar’s Me-262 and Dora’s He-162 fight US P- Apr 20, 1946: J.J. confronts Hitler at Prague.
47’s. Apr 21, 1946: Hitler views “Entity”, Japan’s “Iron Fortress”
Sep 13, 1945: Major Nomura shows Gus the Tachikawa Ki-162 revealed.
at Fussa. Apr 27, 1946: Dora and Gus fly AS9/V2 over US.
Oct 31, 1945: Hitler watches Projekt: Mars film with Goebbels. Apr 29, 1946: Sgt. Morrow’s X-Company rescues Amelia
Nov 13, 1945: Gus meets Dora at Tachikawa, Japan. Earhart.
Nov 14, 1945: Reimar talks with Hartmann about joining JG-8 at Apr 30, 1946: Hitler sees Coanda saucer’s first flight.
Leck. May 02, 1946: Reitsch’s Focke-Wulf saucer nearly rams US M5
Nov 15, 1945: Dora and Gus meet Major Kurusu at Fussa. tank.
Nov 16, 1945: Dora teaches Goro Mikasa to fly Ki-262B. Jun 06, 1946: Emily Oberlicht born in Breslau, Silesia.
Nov 30, 1945: Goro departs for Kyushu. Jun 13, 1946: Hitler sees first “time-disk” demonstration.
Dec 01, 1945: Goro crashes Ki-262 on his first Kamikaze Jun 21, 1946: Mika demonstrates Twin Swords of Tunguska to
mission. Himmler.
Dec 04, 1945: Dora meets Goro for the last time. Jun 27, 1946: Mika returns to “National Redoubt” to report to
Dec 07, 1945: Goro’s Ki-262 destroyed over US fleet. Himmler.
Dec 31, 1945: J.J. talks with Roosevelt. Germans invade Jul 01, 1946: Warfortress Germania is launched.
Madagascar. Jul 02, 1946: US Fortress America is launched.
Jan 01, 1946: Bv238/Hs142 Mistel reaches “Atlantis” base. Jul 04, 1946: Himmler explodes A-bomb, Germania and America
Mar 01, 1946: Comrade Birdboy flies MiG-13 against Ju-88s. crash.
Mar 10, 1946: Dora makes secret maiden flight of Japanese Jul 13, 1946: Gus makes first flight with Triebflügel.
Triebflügel. Aug 06, 1946: Three Tiger-III sonderpanzers challenge Soviet
Mar 18, 1946: Dora and Gus fly off IMS Ryukaku on Stuka. tanks.
Mar 19, 1946: Hitler orders Himmler to stop suicide tactics. Aug 09, 1946: Jennifer Dare killed in action over Washington
Mar 21, 1946: Dora flies Ta-152T for carrier Europa over D.C.
“Altmark”. Aug 15, 1946: Wolfgang Ritter introduces “Barriere” bomber to
Mar 22, 1946: J.J. meets Roosevelt for USS Hunley activation. Oberst Adler.
Mar 23, 1946: U7007 and I-404 subs reach “Atlantis” base. Aug 27, 1946: Hitler launches last attack against America, his
Mar 27, 1946: Hitler is informed of Allies’ discovery of “X” double killed.
Fleet. Aug 27, 1946: Dora says good-bye to Gus before her last sortie.
Apr 01, 1946: Operation “Jupiter” begins, von Braun meets Aug 27, 1946: Reitsch flies “Barriere” bomber and dies in space.
Hitler. Oct 31, 1946: Joint German/Japanese “Mars” project-ship
Apr 02, 1946: Carrier Hindenburg explodes, A9/A10/A11 rocket disappears.
launch. Nov 07, 1946: The Montana-class USS Arizona meets IMS
Apr 02, 1946: Jennifer Dare meets German bombers over US Musashi.
coast.
103
GLOSSARY
Action Point: A special point used by characters to achieve adventure games and settings with larger-than-life heroes.
particularly difficult tasks. One Action Point allows a player to
add +5 to the dice roll. Action Points may be used after the dice Common Skill: A skill possessed by all characters in a given genre
have been rolled. or setting. All characters receive common skills at a level of +2 at
no cost.
Action! Ready: A product containing stat blocks, characters, or
other supplemental material for use with the ACTION! SYSTEM, but Control Score: A number used as a Target Number to determine
that does not contain the rules for how to play ACTION! SYSTEM, a character’s success or failure at attempting to control or
and which is published in accordance with the Action! System overcome a Disadvantage. Usually applies only to psychological
License. Disadvantages.
Action! System: Gold Rush Games’ role-playing game rules, Core Attribute: One of 6 attributes listed in the Action! System
consisting of the Action! System Core Rules or Fast Action! Basic Core Rules.
Rules plus Extensions and Variants.
CS: See Control Score
Action! System Core Rules: The basic, “core” rules of the ACTION!
SYSTEM; the foundation for all ACTION! SYSTEM products. Some Action! DL: See Difficulty Level
System Core Rules may be enhanced by the use of Extensions, or
even replaced by Variants. Defensive Target Number: (Abbr. “DEF”) The basic Target
Number required for opponents to hit a character in combat. A
Advantage: A positive Trait that aids or otherwise benefits characters’ base DEF equals 10 + REF.
a character during game play. Advantages may be Innate or
Developed. Derived Attribute: An attribute whose score is derived from one
or more attributes. Derived Attributes are not always rated 1-to-10
Adventure: A fictional story or adventure that the players participate as Attributes are; Derived Attribute scores may exceed 10, or even
in. An Adventure can last one, or even several, Game Sessions. 100.
Amm: Ammunition capacity; the number of rounds of ammunition Developed Trait: A Trait (i.e., an Advantage or Disadvantage) that
contained in a ranged weapon or in an attached supply, such as is normally gained or obtained after birth. Developed Traits may
a battery or magazine. Simple missile weapons have an Amm. be purchased for Characters both during Character creation and
Rating of 1 because they can’t “hold ammo.” during game play.
Aptitude Attribute: One of three Attributes within an Attribute Difficulty Level: (Abbr. “DL”) One of 7 levels of difficulty
Group; the Attribute governing finesse, skill, manipulation or for tasks: Average, Tricky, Challenging, Difficult, Demanding,
aptitude (e.g., Reflexes in the Body group; Intellect in the Mind Extreme and Legendary. Each Difficulty Level has an associated
Group). Target Number.
Attribute: An aspect of a character’s innate ability, with a rating Difficulty Modifier: A variable or condition in the game that
from 1 to 10 (human range); added to a character’s Skill score and makes a task either more or less difficult. Difficulty Modifiers are
a random element to determine success or failure at a task. expressed as a bonus (a reduction of the DL) or penalty (raising
the DL). For example, a Difficult task with a +1DL modifier (a
Attribute Group: A category of attributes denoting a particular penalty) becomes a Demanding task, whereas a Difficult task with
“aspect” of a character (e.g., the Body and Mind groups in the a -1DL modifier (a bonus) becomes a Challenging task.
Action! System Core Rules). Each Attribute Group contains
three Attributes: a Power Attribute, an Aptitude Attribute and a Disadvantage: A negative Trait that impedes, hampers or otherwise
Resistance Attribute (e.g., Strength, Reflexes and Health in the limits the choices of a character during game play. Disadvantages
Body group). may be Innate or Developed.
Attribute Point: A unit of value used by the player to purchase Dmg: Damage.
attribute scores for their character.
Effect Number: The number by which a skill or attribute roll
Character: A fictional persona portrayed in a game. exceeds the Target Number (i.e., TN – Skill Roll = EN).
Character Point: A unit of value used by the player to purchase Experience Point: A unit of value awarded to players at the end
traits and skills for their character. of an Adventure to improve their character.
Cinematic Action!: The “power level” of LUFTWAFFE 1946 ROLE Extension: An optional rule or game element that adds to an
PLAYING GAME , designed to simulate heroic, cinematic-style existing rule or element. For example: new Derived Attributes
104
(adds new attributes), Hit Location rules (adds option to combat). MOV: Movement; a derived attribute indicating the number of
meters a character can move in one turn. A character’s starting
Extreme Action!: The highest of three “power levels” of LUFTWAFFE MOV = REF + HLT.
1946 ROLE PLAYING GAME , designed to simulate superheroic, comic
book or anime-style adventure games and settings with supernatural Non-Player Character: (abbr. “NPC”) A fictional persona
heroes. portrayed by the GM in an Adventure or story.
Game Master: (Abbr. “GM”) The moderator or “referee” of an NPC: See Non-player Character
Adventure or game session, and the player who portrays all of the
NPCs in the game. The GM may also be called by a different name, PC: See Player Character
depending on the game setting or genre, such as the “Storyteller”
or “Moderator,” but he is still the GM for purposes of interpreting Player: A real person who plays/participates in a game.
and enforcing the rules of play and moderating the game.
Game Session: A single gathering of players to participate in Player Character: (abbr. “PC”) A fictional persona portrayed by
one or more Adventures. When the players leave, the session is a player in a game.
completed. A Game Session can last for 30 minutes or several
hours, or longer. Power Attribute: One of three Attributes within an Attribute
Group; the Attribute governing strength, force, or general power
GM: See Game Master (e.g., Strength in the Body group; Presence in the Mind group).
Governing Attribute: An Attribute whose score is combined with PRE: Presence; one of the six core attributes; the strength attribute
a Skill level for a specific Skill Roll (Attribute + Skill + 3d6). in the Mind Attribute Group.
HLT: Health; one of the six primary attributes; the resistance Realistic Action!: The lowest of three “power levels” of LUFTWAFFE
attribute in the Body Attribute Group. 1946 ROLE PLAYING GAME , designed to simulate gritty, realistic-style
adventure games and settings with “normal” heroes.
Innate Trait: A Trait (i.e., an Advantage or Disadvantage) that is
normally possessed or gained at birth. Innate Traits may only be REF: Reflexes; one of the six core attributes; the aptitude attribute
purchased for Characters during Character creation; they cannot in the Body Attribute Group.
be gained during game play without special permission from the
GM. Resistance Attribute: One of three Attributes within an Attribute
Group; the Attribute governing stamina, will, or general resistance
INI: Initiative; a derived attribute indicating when a character may to outside effect or influence (e.g., Health in the Body group;
act in a turn; INI = (REF + INT)/2. Willpower in the Mind group).
Init: Initiative Modifier (abbreviated “Init”) applied as a temporary RMod: Range Modifier. The RMod is a bonus usable only to offset
modifier to the INI score of the character using the weapon. The or cancel negative modifiers due to range.
Initiative Modifier may be a positive number (e.g., +1), a negative
number (e.g., -1), or zero. RoF: Rate of Fire. A whole number indicates the maximum number
of rounds that may be fired per turn. A fraction indicates the number
INT: Intellect; one of the six core attributes; the aptitude attribute of turns required to reload the weapon between shots (e.g., “1/3”
in the Mind Attribute Group. means the weapon can be fired once every three turns).
LIF: Life Points; a derived attribute representing the amount of Skill: An area of training, expertise or education; a Character’s
damage a character can sustain before dying. A character’s starting skill score is added to the governing Attribute score plus 3d6 to
LIF = (HLT x 3) + (WIL x 2). determine success or failure at a task (Attribute + Skill + 3d6).
Max: Maximum effective range; the maximum range at which a Skill Group: A general category of Skills; may be used as Skills in
ranged weapon can reasonably hit a target at which it is aimed. simplified Fast Action! and LUFTWAFFE 1946 ROLE PLAYING GAME.
Mega Scale: Scale used for large items or massive characteristics Skill Roll: A method of determining success or failure at a task. A
(e.g., Mega Scale STR, Mega Scale damage). Skill Roll is made by adding the Skill Score plus the Governing
Attribute score, plus the result of a dice roll (Attribute + Skill +
Micro Scale: Scale used for very small items or characteristics 3d6), and comparing the total to a Target Number (TN). If the total
(e.g., Micro Scale STR, Micro Scale damage). of the Skill Roll equals or exceeds the TN, the task is successful.
Modifier: A variable or condition in the game that makes a task Skill Score: A numeric rating, from 1 to 10, denoting a Character’s
either more or less difficult. Modifiers may add a bonus or impose overall level of competency, knowledge or proficiency in a given
a penalty to a skill roll or cause an increase or decrease in the Skill. A character’s Skill Score is added to the governing Attribute
Target Number of a skill roll. score and a random element to determine success or failure at a
task (see Skill Roll).
105
A Trait may be Innate or Developed, as well as an Advantage or
STR: Strength; one of the six primary attributes; the power attribute Disadvantage. Traits are grouped into categories: Intellectual,
in the Body Attribute Group. Psychological, Physical, and Social.
Turn: One phase during combat, lasting 3 seconds of “game
STR Min: STR Minimum. The minimum STR score required to time.”
wield a weapon effectively.
Universal Skill: A skill possessed by all characters, regardless of
Target Number: The number used to determine success or failure genre or setting. Characters receive universal skills at a level of
with a Skill Roll. +2 at no cost.
TGH: Toughness; a derived attribute indicating the amount Villain: An antagonist, usually a major or important Non-player
of stunning damage a character may ignore from an attack. A Character, portrayed by the GM in an Adventure or story.
character’s starting TGH = (STR + WIL)/2, rounding up.
WIL: Will; one of the six core attributes; the resistance attribute in
TN: See Target Number the Mind Attribute Group.
Trait: A special talent, ability or condition possessed by a Character. Wt: Weight; listed in kilograms.
106
COPYRIGHT NOTICE portion of this License to include the exact
OGC: Introduction, Attributes, Traits, Skills, Rules,
text of the COPYRIGHT NOTICE of any Open Game Content
Vehicles, Equipment.
You are copying, modifying or distributing, and You must add the
OPEN GAME LICENSE VERSION 1.0A title, the copyright date, and the copyright holder’s name to the
The following text is the property of Wizards of the Coast, Inc. COPYRIGHT NOTICE of any original Open Game Content you
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Distribute.
Rights Reserved. 7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except as
1. Definitions: (a)”Contributors” means the copyright and/or expressly licensed in another, independent Agreement with the
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means the logos, names, mark, sign, motto, designs that are used Material so affected.
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(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, within 30 days of becoming aware of the breach. All sublicenses
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of Open Game Content. (h) “You” or “Your” means the licensee 14 Reformation: If any provision of this License is held to be
in terms of this agreement. unenforceable, such provision shall be reformed only to the extent
2. The License: This License applies to any Open Game necessary to make it enforceable.
Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License. You 15. COPYRIGHT NOTICE
must affix such a notice to any Open Game Content that you Use. Open Game License v 1.0a Copyright 2000, Wizards of the
No terms may be added to or subtracted from this License except Coast, Inc.
as described by the License itself. No other terms or conditions Modern System Reference Document Copyright 2002,
may be applied to any Open Game Content distributed using this Wizards of the Coast, Inc
License. Action! System Core Rules version 1.1 copyright 2003 by Gold
3. Offer and Acceptance: By Using the Open Game Content Rush Games; Authors Mark Arsenault, Patrick Sweeney, Ross
You indicate Your acceptance of the terms of this License. Winn.
4. Grant and Consideration: In consideration for agreeing to Hit Locations Extension copyright © 2003 by Gold Rush
use this License, the Contributors grant You a perpetual, worldwide, Games. Author Mark Arsenault.
royalty-free, non-exclusive license with the exact terms of this Cityscape: City on the Nexus of the Omniverse, Copyright
License to Use, the Open Game Content. 2002 by Battlefield Press, Inc.; Authors Jonathan M. Thompson
5. Representation of Authority to Contribute: If You are and B.L. Sisemore.
contributing original material as Open Game Content, You represent Luftwaffe 1946 Role Playing Game Copyright 2003 by
that Your Contributions are Your original creation and/or You have Battlefield Press, Inc.; Authors Jonathan M. Thompson and
sufficient rights to grant the rights conveyed by this License. Michael Scott
6. Notice of License Copyright: You must update the
Character Name: ______________________________ LUFTWAFFE 1946 RPG
Player Name: _________________________________
Campaign: ___________________________________
CHARACTER SHEET
GM’s name: __________________________________
Copyright © 2002, 2004 Gold Rush Games & Battlefield Press. Permission granted to copy for
personal use only.
Attributes
Skills
Attr Score Roll (2xAttr.) Notes
Cost Skill/Group Score Roll
STR ___ ___ +3d6 Dmg:______ Lift:_________
__ ________________________________ ___ +___
REF ___ ___ +3d6 __ ________________________________ ___ +___
HLT ___ ___ +3d6 __ ________________________________ ___ +___
PRE ___ ___ +3d6 Persuasion: +___ __ ________________________________ ___ +___
INT ___ ___ +3d6 Awareness: +___
__ ________________________________ ___ +___
__ ________________________________ ___ +___
WIL ___ ___ +3d6 __ ________________________________ ___ +___
Derived Attributes __ ________________________________ ___ +___
__ ________________________________ ___ +___
DEF ___ REF + 10 Armor mod: ___ Other mod: ____
__ ________________________________ ___ +___
INI ___ (REF+INT)/2 INI Bonus: ____ (for______________)
__ ________________________________ ___ +___
TGH ___ (STR + WIL)/2 Stunned (LIF/2): ___ __ ________________________________ ___ +___
LIF ___ (HLTx3)+(WILx2) Superficial (HLTx1): ___ Light (HLTx2): ___ __ ________________________________ ___ +___
Serious (HLTx3): ___ Critical (HLTx4): ___ __ ________________________________ ___ +___
MOV ___ REF+(STR+HLT)/2 Run (MOVx2): ___ Sprint (MOVx4): ___ __ ________________________________ ___ +___
__ ________________________________ ___ +___
COOL ___ (REF+PRE+WIL)/3
__ ________________________________ ___ +___
__ ________________________________ ___ +___
__ ________________________________ ___ +___
__ ________________________________ ___ +___
Advantages __ ________________________________ ___ +___
__ ________________________________ ___ +___
Advantage Effect Cost
__ ________________________________ ___ +___
______________________ _________________ ___
__ ________________________________ ___ +___
______________________ _________________ ___
__ ________________________________ ___ +___
______________________ _________________ ___
__ ________________________________ ___ +___
______________________ _________________ ___
__ ________________________________ ___ +___
______________________ _________________ ___
__ ________________________________ ___ +___
______________________ _________________ ___
__ ________________________________ ___ +___
______________________ _________________ ___
__ ________________________________ ___ +___
______________________ _________________ ___
__ ________________________________ ___ +___
______________________ _________________ ___
__ ________________________________ ___ +___
Disadvantages __ ________________________________ ___ +___
__ ________________________________ ___ +___
Disadvantage Effect Value
__ ________________________________ ___ +___
______________________ _________________ ___ __ ________________________________ ___ +___
______________________ _________________ ___ __ ________________________________ ___ +___
______________________ _________________ ___ __ ________________________________ ___ +___
______________________ _________________ ___ __ ________________________________ ___ +___
______________________ _________________ ___ __ ________________________________ ___ +___
______________________ _________________ ___ __ ________________________________ ___ +___
______________________ _________________ ___
______________________ _________________ ___ Attacks/Weapons
______________________ _________________ ___ Attack / Weapon SIZ STR Dmg (e.g., 3d6 P/L) Skill Score
Punch S N/A _______ B/S + ___
Armor Worn / Hit Locations Kick S N/A _______ B/S + ___
_______________ ___ ___ _______ __/__ + ___
Armor Location 3d6 Mod AV
____________________ Head (2x dmg) 3-4 -4 ____ _______________ ___ ___ _______ __/__ + ___
____________________ Neck (1½x dmg) 5 -6 ____ _______________ ___ ___ _______ __/__ + ___
____________________ Hands (½ dmg) 6 -3 ____ _______________ ___ ___ _______ __/__ + ___
____________________ Shoulders (½ dmg) 7-8 -2 ____
____________________ Arms (½ dmg) 9 -2 ____
____________________ Chest / torso 10-11 -1 ____ Damage Tracker
____________________ Stomach/lower back 12 -4 ____
____________________ Vital organs (1½x dmg) 13 -6 ____
____________________ Thighs (½ dmg) 14-15 -2 ____ 0 5 10 15 20 25
____________________ Lower legs (½ dmg) 16-17 -4 ____
____________________ Feet (½ dmg) 18 -3 ____
30 35 40 45 50
Note: Adjust damage after subtracting AV for armor.
Stunning damage Lethal damage
Character Name: __________________________ Equipment / Items carried
Player Name: _____________________________ Item/Notes Wt.
Important Events
Date/when Event/Notes
_________ __________________________________
_________ __________________________________
_________ __________________________________
_________ __________________________________
_________ __________________________________
_________ __________________________________
_________ __________________________________
_________ __________________________________
Description _________ __________________________________
_________ __________________________________
Appearance: ______________________________________ _________ __________________________________
________________________________________________ _________ __________________________________
Personality: _______________________________________ _________ __________________________________
________________________________________________ _________ __________________________________
Likes/dislikes: ______________________________________ _________ __________________________________
Hobbies: _________________________________________
Quote: ___________________________________________ Notes / Miscellaneous
________________________________________________
Goal: ____________________________________________ _____________________________________________
_____________________________________________
Background _____________________________________________
_____________________________________________
Relatives: _________________________________________
_____________________________________________
________________________________________________
_____________________________________________
________________________________________________
_____________________________________________
Friends: __________________________________________
_____________________________________________
________________________________________________
_____________________________________________
________________________________________________
_____________________________________________
Enemies/Rivals: ___________________________________
_____________________________________________
________________________________________________
_____________________________________________
________________________________________________
_____________________________________________
Employer: ________________________________________
_____________________________________________
Supervisor: _______________________________________
_____________________________________________
Contacts/Co-workers: _______________________________
________________________________________________
________________________________________________
Points
Starting Points + Disadvantages + Experience = Accum.
_______ _______ _______ _______
Attributes + Advantages + Skills = Spent www.action-system.com
_______ _______ _______ _______
Copyright © 2002 Gold Rush Games. Permission granted to copy for personal use only.
A WORLD AT WAR!
Total war rages across the Earth as the forces of Nazi Germany and Imperial Japan
strive for world domination with the combined might of the United States, Great
Britain, and Soviet Russia to oppose their march.
This is World War Two - But it’s not the war you remember. This is an alternate
universe. Eisenhower has been killed over the beaches of Normandy. The Ger-
mans have the Atomic Bomb. Jet aircraft and flying wings streak through the skies
in aerial combat. And the war continues long past 1945…
This is the world of Luftwaffe ’46. From the pages of Ted Nomura’s long-running
Families of Alternate Wars comic book series comes a role playing game that puts
you in the cockpit of revolutionary jet fighters and on covert missions for the OSI.
The Luftwaffe ’46 game covers all aspects of adventuring in World War Two from
espionage to commando raids, using the simple to master Action! System Core
Rules .
ISBN -9721419-3-6