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INTRODUCTION CHARACTERS
W interborn dodged behind a mound of crumbling masonry To begin creating a character youll need a note card or
as a blast of lightning burst onto the ancient cracked and piece of paper. Across the top leave a space for the
pitted concrete beneath his feat. His m uzzle split open, characters nam e. Down the left side, in a colum n, write the
revealing two rows of gleaming pointed teeth. He scanned nam es of the abilities Com bat, Might, Move, Power and
the surrounding ruins, but it was his nose that lead his eyes Body. In the m iddle leave space for powers and on the right
to the ambusher. side, spaces for the characters points, including Endurance,
Fatigue, W ounds and CPs (Character Points).
From the shattered remains of a second story a serpent
woman looked down at him. Her humanoid torso rose higher Abilities
as her serpent body coiled beneath her. W isps of ozone-
laced smoke trailed from her glistening green fingertips. Abilities are the basic physical and m ental characteristics of
a character, such as strength and intelligence. Each ability
W hat do you want? W interborn growled. is m easured by a num ber, called a score. The score tells
you how strong, sm art, etc... a character is. The higher the
Your hide, wolfman. Your hide, the green-skinned woman num ber, the m ore capable the character is at taking actions
hissed as a pair of club-wielding lizardmen stepped out of the that use that ability. The abilities are Com bat, Might, Move,
shadows of the floor beneath her. Power and Body.
Xtraor is a diceless super-powered fantasy roleplaying gam e Combat is a characters skill at m elee and ranged attacks
of skill and strategy where players take extraordinary and defending against m elee attacks. W hen you attack,
characters on fantastic adventures in a post-apocalyptic youll decide how m any points to attack with. The rem ainder
world. The rules are sim ple and the gam e is easy and fun to are used for defense.
play.
M ight is a characters strength. W hen you strike an
To play Xtraor, one player takes on the role of the Mutant opponent in m elee com bat or with a thrown weapon, youll
Master, or MM for short. The MM creates or uses a ready- add your Might score to the dam age inflicted.
m ade scenario, describes the setting and action to the other
players, creates and controls the m onsters and m utants and, M ove is a characters speed and agility. W hen a character
in general, conducts a gam es that is fun and fair for all. m oves, youll decide how m uch of the characters score is
used to m ove. The rem ainder is used for Alertness and
Each of the other players creates and takes on the role of an Initiative.
extraordinary character. Each character is created by
drawing cards from the Power deck. The Power cards Pow er is a characters ability to use, and som etim es resist,
describe character powers and provide inform ation the powers. W hen a character uses a power, youll decide how
player will use to determ ine the characters abilities. The m any points to use. Each point used costs one fatigue.
player records this inform ation on a note card or sheet of
paper. Once the powers and abilities are determ ined and Body is a characters health and toughness. Body is a
recorded, the player com es up with a nam e and description characters ability to resist poison and disease, is subtracted
for the character. After the players have their characters and from m ost types of dam age and is used to calculate a
the MM has a scenario, the gam e is ready to begin. characters Endurance.
For the first card the player draws Danger Sense 6 with an
No Fatigue powers do not cost fatigue. Norm ally, whenever
Ability num ber of 14. The player assigns the 14 to Power.
a character uses a power, the power costs one fatigue for
Next the player draws Regeneration 6 with a Ability num ber
each Power point used. No Fatigue powers do not cost
of 12. The player assigns the 12 to Move. Next the player
fatigue.
draws Claws 6 and assigns the 13 to Might. The player then
draws Cold Field 6 with an Ability num ber of 10. The player
The m ajority of the inform ation on the card describes how
assigns the num ber to Com bat. Last, the player draws Fur
the power works and what affect it has on the gam e.
6 with an Ability num ber of 16. This num ber goes to Body.
The com pleted character card looks like this:
Creating a Character
To create a character, first, print and cutout the Power cards. Nam e: ______________________________________
Put the Power cards together into a deck, shuffle and place
the deck face down on the tabletop. Next, draw the top
Power card. Assign the Ability num ber to one of the
Abilities Powers Points
characters five abilities. This num ber is now that abilitys
score. Record the nam e of the power and the powers rank Com bat 10 Danger Sense 6 END 29
under the Power colum n of the character sheet. Repeat this
process four m ore tim es so that each ability has a score and Might 13 Regeneration 6 Fatigue
the character has five powers. Finally, add together the
characters Might and Body scores and record the result as Move 12 Claws 6 W ounds
the characters Endurance under the Points section.
Power 14 Cold Field 6 CP
Describing the Character Body 16 Fur 6
1. Choose Characters The presence of other characters is norm ally determ ined by
2. Choose a Scenario a characters Alertness score. Alertness is used to spot,
hear and, in the case of characters with Enhanced Olfaction,
3. Read the Background
sm ell other characters. To determ ine if a character detects
4. Read the Start another character, when the MM determ ines that it is
5. Begin Turn 1 possible for a character to detect another character, such as
when one character com es within line of sight of another, the
To begin a gam e of Xtraor each player should choose a characters Alertness points are com pared to the other
character to play. The character can be one that was characters Move points. If the Alertness exceeds the other
previously played or the player can create a new one. The characters Move points, the character is seen, heard or
MM then chooses a scenario and reads the Background sm elled. In the case of hearing, the difficulty is increased by
section to the players. After the players have a chance to 1 per 10' distance, plus an additional 3 for each intervening
digest the background, ask any questions and m ake any wall.
final preparations, the MM reads the Start section of the
scenario and the gam e begins at the start of Turn 1. Actions
An attack inflicts 1 wound for each point it exceeds the Sample Scenario
targets defense plus the attackers Might score plus any
dam age m odifiers for the attack. Rather than the attackers
Background As the sun sets behind the hills west of
Might score, ranged attacks typically use the attackers
Risedale, the sm all farm ing com m unity is still bustling with
Power score or the Might of the weapon.
activity. Farm ers on foot or atop ox-drawn carts hasten
hom e after a day hawking goods in the m arket square, but
The defender subtracts the characters Body score and any
the streets are still crowded and the tavern is overflowing
appropriate arm or or resistance powers. The result is the
with patrons. As rum ors of war reached Risedale and
num ber of wounds the character takes.
settlem ents further north, a call for volunteers went out. The
would-be solders were to gather at Risedale. By the tim e
Effects of Dam age
you and the other latecom ers arrived, however, the relief
force had already m arched south, leaving you and dozens of
If a characters total fatigue and wounds exceeds the
others behind.
characters Endurance, the character falls unconscious. If
the characters wounds exceeds the characters Endurance,
Start A wom ans scream rises above the noise of the street
the character dies.
as a window bursts outwards and several people rush out of
the building. An elderly m an staggers after them , blood
Power Actions
dripping from a scalp wound. Thieves! Theyve robbed
m e!
Points assigned to Power are used to activate powers.
Using a power typically takes an action as described on the
The Assailants MM, youll need to create several characters
power card. The Power points used fuel the power and are
prior to playing this scenario. At the start of the gam e,
often used to determ ine the powers effect. For exam ple,
choose one per player to form the band of thieves. The
using your lightning blast power is a ranged attack action
group was hired by a warlord from the south to steal
using Power points to determ ine the dam age m odifier.
m edicine the apothecary was working on. One of the thieves
W hether you use a power or not, however, the character
is carrying the stolen m edicine. The group will attem pt to
takes an am ount of fatigue equal to the num ber of Power
flee with the goods. Attem pting to stop the thieves earns
points assigned.
each character 1 CP. Recovering the m edicine is worth +2
CPs. Capturing a thief is worth +1 CP. Capturing all the
Recover
thieves and the m edicine earns each character a total of 5
CPs.
At the end of the turn each character recovers 1 fatigue, plus
13 14 15
Vertigo 6 Confusion 6 Mind Shield 6
Vertigo attacks the targets m ind Confusion causes the target to behave Mind Shield increases a characters
causing dizziness. If your Power score random ly. If your Power score is Power score for purposes of defending
is greater than the targets Power score greater than the targets Power score against a m ental attack. For every 3
the attack succeeds reducing the the attack succeeds. Each turn a points used the characters Power
targets Com bat and Move points by 1 confused character draws 1 Power score is increased by 1. No m ore
per 3 points used. No m ore Power card and refers to the following table. Power points than the num ber of ranks
points than the num ber of ranks in Confusion lasts for 1 turn per 3 points in Mind Shield can be used.
Vertigo can be used. Reduced points used. No more Power points than the
return at the rate of 1 per turn during number of ranks can be used.
the recovery portion of the turn. Ability # Character
16 17 18
Resist Fire 6 Resist Cold 6 Presence 6
Resist Fire reduces fire dam age by a Resist Cold reduces cold dam age by a Presence is a m ental power that allows
num ber of wounds equal to the points num ber of wounds equal to the points the character to detect the presence of
used. The power lasts for 1 turn, plus used. The power lasts for 1 turn, plus living things within a 5' radius of the
1 turn per 3 points used. No m ore 1 turn per 3 points used. No m ore character per point used. No m ore
points than the num ber of ranks can be points than the num ber of ranks can be points than the num ber of ranks can be
used. used. used.
13 14 15
Claws 6 (AO, NP, NF) Shell 6 (AO, NP, NF) Scales 6 (AO, NP, NF)
Your character has a pair of claws that Your character is covered in a shell Your character is covered in scales that
can be used in m elee com bat with a (chitinous, turtle-like, etc...) that provide 1 point of arm or per 3 ranks
dam age m odifier of 1 per 4 ranks. provides 1 point of arm or per 2 ranks against physical dam age and 1 point of
against physical (slashing, piercing, arm or per 4 ranks against electrical
crushing) dam age and 1 point of arm or dam age.
against fire dam age per 3 ranks.
16 17 18
Fur 6 (AO, NP, NF) Wings 6 (AO, NP, NF) Cling 6 (AO, NP, NF)
Your character is covered in fur that Your character has a pair of wings that Your character is able to m ove along
provides 1 point of arm or per four enable the character to fly at a rate of walls and ceilings without having to
ranks against physical and cold 5' per point of Move used. No m ore clim b. On such surfaces, the character
dam age. points than the num ber of ranks can be is able to m ove 5' per point of Move
used. used. No m ore points than the num ber
of ranks can be used.
13 14 15
Web Wall 6 Danger Sense 6 (AO, NP, Enhanced Olfaction 6
NF) (AO, NP, NF)
Your character is able to spray
webbing, creating a sheet of webbing Your character is alerted to potential Your characters sense of sm ell is
at a range of 5' per rank, covering a 5' danger by a special sixth sense that exceptionally acute, being able to
radius per 4 points used, a duration of increases the characters alertness by detect, and differentiate between, other
1 per 2 points used and has a Might 1 per 2 ranks for purposes of sensing characters. The sense has a range of
score equal to the characters Body danger. 5' per rank and if your characters
score. Anything in the area with Move Alertness is higher than any targets
points lower than the points used is Move points, you detect the target,
struck by the web. If the Might of the even if you cant see them . If youve
web is greater than the targets Might, encountered the character before, you
the difference is subtracted from the can identify them from sm ell.
targets Com bat and Move points, up to Otherwise the sent is som ething new.
a m axim um equal to half the points
used. No m ore points can be used
than the ranks in web.
16 17 18
Excellent Vision 6 (AO, Acute Hearing 6 (AO, NP, Infravision 6 (AO, NP, NF)
NP, NF) NF)
Your character is able to see sources
Your characters exceptional sight Your characters exceptional sense of of heat and cold with a range of 5' per
provides a +1 Alertness bonus per 3 hearing provides a +1 Alertness bonus rank. This power does not function in
ranks when detecting characters within per 3 ranks when detecting characters the presence of light.
your line of sight. The power also by hearing.
provides a +1 bonus on ranged attacks
per 5 ranks.
13 14 15
Enhance Body 6 Invisibility 6 Mirror Image 6
Your character can tem porarily Your character is able to turn invisible, The power enables your character to
increase his Body score by 1 point per increasing the difficulty of being create one or m ore im ages of the
3 points used. No m ore points than the detected by sight by 1 per 2 points character. The im ages m ove as the
num ber of ranks can be used. used. Even after being detected, character does, but rem ain within 5' of
Beginning on the following Recover invisibility increases your characters the character. The power creates 1
phase, the bonus Body points are m elee and ranged defense by 1 per 3 im age per four points used. Attacks
reduced by 1 per turn. points used. No m ore points than the against the character will strike an
num ber of ranks can be used. im age instead, destroying the im age.
Beginning on the following Recover Area effect attacks will destroy all the
phase, the points used are reduced by im ages and still harm the character.
1 per turn. The im ages otherwise rem ain for 1 turn
per point used. No m ore points than
the num ber of ranks can be used.
16 17 18
Blur 6 Shadow 6 Chameleon 6
Your character can becom e blurry and The power surrounds the character The power alters the characters, and
hard to target. The power increases with dark shadows. So long as the anything the character carries,
your characters defense against character is in an area of darkness or pigm entation, increasing the difficulty of
m elee, throw and ranged attacks by 1 shadows, the difficulty of spotting the spotting the character. So long as the
per 3 points used. Blur lasts 1 turn per character is increased by 1 per 2 points character does not m ove, the difficulty
2 points used. No m ore points than the used. The ability also increases the of spotting the character is increased
num ber of ranks can be used. characters defense against m elee, by 1 per 2 points used. The power
thrown and ranged attacks by 1 per 3 rem ains active for 1 turn plus 1 turn per
points used. The ability is useless in 3 points used. No m ore points than the
bright light. No m ore points than the num ber of ranks can be used.
num ber of ranks can be used.
13 14 15
Ice Darts 6 Hand of Force 6 Ice 6
Your character is able to create darts of Your character is able to strike a target You are able to cover a section of
ice which are then thrown. One dart with a nearly invisible fist of force. The ground with ice, reducing the Move
per 3 points used is created. Each dart hand of force has a Might score equal points of any character attem pting to
inflicts an additional point of cold to the characters Power score, a m ove through the area by 1 per 2
dam age per 3 points used. Throwing dam age m odifier of 1 per 3 points used points used. The power covers an 5'
m ultiple darts is resolved as a single and can strike a target up to 5' away square area per 3 points used. No
attack. No m ore points than the plus an additional 5' per 3 points used. m ore points than the num ber of ranks
num ber of ranks can be used. No m ore points than the num ber of can be used.
ranks can be used.
16 17 18
Wall of Force 6 Ice Wall 6 Ice Armor 6
You create a nearly invisible wall 5 feet You create a wall of ice 5 feet long and You are able to cover your body in a
long and 5' high per 3 points used. 5' high per 3 points used. You can layer of ice which provides your
You can stack sections to increase stack sections to increase height, but character with 1 point of arm or per 3
height, but the height can never be the height can never be greater than points used. The arm or protects
greater than the length. The wall has a the length. The wall has END points against physical, electrical and cold
Body score equal to the characters equal to the characters Power and a dam age. Fire dam age reduces the
Power score, plus 1 per 3 points used. Body score equal to the points used. points assigned to the arm or. The
The wall ignores attacks with a total No m ore points than the num ber of power lasts for 1 turn, plus 1 turn per 3
Might score plus dam age m odifier that ranks can be used. The wall has a points used. No m ore points than the
is less than its Body score. Attacks duration of 1 per 2 points used. num ber of ranks can be used.
which are greater than the walls Body
score shatter the wall. No m ore points
than the num ber of ranks can be used.
The wall has a duration of 1 per 2
points used.
13 14 15
Shock Bolt 6 Sparks 6 Flame Wall 6
As a ranged attack you are able to Your character creates a field of You create a wall of fire 5' long and 5'
unleash a blast of electricity against a electricity which shocks those within it high per 3 points used. You can stack
single target within range. The attack with a Might score equal to the sections to increase height, but the
has a Might score equal to the characters Power score and a dam age height can never be greater than the
characters Power score, a dam age m odifier of 1 per 3 points used. The length. The wall can be created at a
m odifier of 1 per 2 points used, and a field has an area of effect of 5' radius, range of 5' per 2 points used. Anything
range of 5' per rank. No m ore points plus an additional 5' radius per 5 points within 5' of the wall takes fire dam age
than the num ber of ranks can be used. used. Those in the area with an with a Might score equal to the
Alertness score higher than the points characters Power score, a dam age
used can subtract their Move points m odifier of 1 per 4 points used, and a
from the fields Might score before duration of 1 per 2 points used. No
calculating dam age. No m ore points m ore points than the num ber of ranks
than the num ber of ranks can be used. can be used.
16 17 18
Fire Shield 6 Lightning Shield 6 Freeze 6
You create a shield of fire, 5' across. You create a shield of electricity, 5' Freeze coats a target with a sheet of
The shield increases your defense by 1 across. The shield increases your ice, inflicting cold dam age with a Might
per 2 points used. In addition, any defense by 1 per 2 points used. In score equal to the characters Power
m elee attack with Com bat points lower addition, any m elee attack with Com bat score. In addition, the power reduces
than the points in the shield strikes the points lower than the points in the the targets Com bat and Move points
shield, inflicting fire dam age on the shield strikes the shield, inflicting by 1 per 2 points used. The points
attacker with a Might score equal to the lightning dam age on the attacker with a recover at a rate of 1 per turn. No
characters Power score. The shield Might score equal to the characters m ore points than the num ber of ranks
has a duration of 1 per 2 points used. Power score. The shield has a can be used.
No m ore points than the num ber of duration of 1 per 2 points used. No
ranks can be used. m ore points than the num ber of ranks
can be used.