Вы находитесь на странице: 1из 34

System Guide

Table of Contents
Introduction and Welcome ..................... 2 Movement..........................................23
The Player Core and Player Character ...... 4 Measurements ................................. 23
The Ability Pools .............................. 5 Speed............................................. 23
The Attributes ................................. 5 Carrying Capacity .............................. 24
Generating the Player Core and Player Pushing the Limits.............................. 24
Character ....................................... 6 Resting .......................................... 25
Life and Death .................................... 9 Vehicles and Special Movement ............... 25
Beyond the Core ................................. 11 Combat .............................................25
Professions and Skills ........................ 12 Combat Sequence ..............................26
Starting Skills ................................. 14 Advantage.................................... 26
Ability Checks .................................15 Declaring Actions...........................27
Unskilled Characters........................... 16 Initiative .................................... 27
Margin Ratings ................................. 18 Hitting Your Target ........................ 28
Experience ....................................... 19 Target Areas ................................. 29
Awarding and Earning Experience ......... 20 Ranged Combat.................................30
Experience and Multiple Universes ......... 20 Combat Modifiers ..............................30
Taxing Abilities................................. 21 Damage ..........................................30
Improving Your Player Character ............ 21 Lethality Ratings ..............................31
Improving The Player Core ..................22 Magic, Psionics, and Special Powers .........31
Transfer to New Characters ..................22 Player Core Sheet ..............................32
Experience and Character Death ............ 23

2
Credits:
Original Concept by the "Old Worlds" Product Group
Designed by David "Zeb" Cook
Edited by Karen S. Boomgarden and Michelle Carter
Special Thanks to Tim Beach, Colin McComb, and Lester Smith

Copyright © 1993 by TSR, Inc. All Rights Reserved. Printed in the U.S.A.

AMAZING ENGINE, BUGHUNTERS, MAGITECH and the TSR logo are trademarks owned by TSR,
Inc.

All TSR characters, character names and the distinctive likenesses thereof are trademarks owned by TSR,
Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English
language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR
Ltd. Distributed to the toy and hobby trade by regional distributors.

This book is protected under the copyright laws of the United States of America. Any reproduction or
other unauthorized use of the material or artwork contained herein is prohibited without the e x p r e s s
written consent of TSR, Inc.

TSR, Inc. TSR Ltd.


POB 756 120 Church End, Cherry Hinton
Lake Geneva Cambridge CB1 3LB
WI 53147 U.S.A United Kingdom

3
Introduction & Welcome
Welcome to the AMAZING ENGINE setting does not mean
AMAZING ENGINE™ System starting over from the beginning; this means play-
ers and gamemasters can experiment with the
What is this? wide range of universes. For example, the experi-
ence earned when playing space marine Sergeant
The AMAZING E N G I N E ™ game system is Kilrake in the BUGHUNTERS™ universe can
more than just a single role-playing game, be it be applied to Lord Manchester, Ambassador to
fantasy world or science fiction universe. Instead, the Court of Queen Titania, in the For Faerie,
the AMAZING ENGINE system provides the Queen, and Country universe.
basics for creating a wide variety of role-playing
settings — anything from consulting detectives The Player Core and
investigating fairy realms to deadly aliens stalk- Player Character
ing hi-tech space marines — and as much as can
be imagined in-between. The heart of the AMAZING ENGINE game is
To do this, the AMAZING ENGINE system the combination of the player core and the player
consists of two parts. The first part is this book, character. The player core is the framework from
the System Guide. Here one finds the basic rules which player characters are built. The same
for creating player characters and having those player core is used from universe to universe.
characters use skills, fight, and move. These rules The player character is the actual collection of
and procedures are found in all AMAZING numbers, skills, and other abilities used to role-
ENGINE settings. The System Guide also details play in a given universe. A player will have a dif-
how players and GMs can change settings while ferent character in each universe, but these
transferring benefits player characters have characters may all be generated from the same
gained from previous play. player core.
The second part of the AMAZING ENGINE When the player core is created, the player
system are the different settings to play in. Each must make certain decisions about the type of
setting is called a universe and is described in its character he wants. He can choose different
own book, naturally called Universe Books. Each emphases for the four different pools (see below)
Universe Book is a complete role-playing game that define a character: Physique, Intellect,
and only requires the System Guide to play. It is Spirit, and Influence. These choices, made when
not necessary to buy every Universe Book in the player core is created, are reflected in all the
order to play in the AMAZING ENGINE sys- player characters spun off from that core. Each
tem. Universes range from hard science-fiction pool offers a pair of choices. Does he want his
worlds to strange fantasies set on alternate characters to be generally strong and influential,
Earths. Gamemasters can run campaigns in just a or does he prefer ones who are intellectually
single universe, run science-fiction or fantasy superior and athletic? For example, physical
universes only, or play in both trying whatever characters can choose to be muscular or quick;
universe catches their fancy. spiritual characters can be endowed with psychic
The AMAZING ENGINE system is more than potential or strong wills.
just a collection of universes. In the AMAZING Of course, the same ability is not always the
ENGINE system the advances a player character best in every universe. A muscular but psychically
gains in one universe can be used to help player weak character who does quite well in the
characters in another universe. Starting in a new BUGHUNTERS universe may be at a disadvan-

4
The Player Core & Player Character

Ability Pools (the player core)

Physique Intellect Spirit Influence

Attributes (the player character)

Fitness Learning Psyche Charm


Reflexes Intuition Willpower Position

tage in the MAGITECH™ universe, where wiz- Reflexes are the two attributes of Physique.
ards who need strong psyches to manipulate magic . Intellect. This defines the character's mental
are a common sight. Therefore, the same player power for learning useful skills. Learning and
character is not used in every universe. Instead, the Intuition are the two attributes of this pool.
player core allows each character to be tailored to Spirit. This ability pool is the source of the
the needs of that universe — within the limits of character's mystical potential and strength of
the player's original choices. Players who empha- will. Psyche and Willpower are paired under
sized physique will still have characters who are Spirit.
either faster or stronger than most others. Those Influence. This pool is used to generate the val-
who chose intellect will have smarter characters, ues that affect the character's abilities at relating
either in learned skills or intuitive understanding. with others. The attributes of Charm and Posi-
The player core forms the archetype around tion are grouped under this pool.
which a single player's characters are all set.
The Attributes
The Ability Pools
As noted, each ability pool has two attributes.
The player core consists of four different ability These eight attributes are more precise break-
pools: Physique, Intellect, Spirit, and Influence. downs of each ability pool, and define a specific
Each ability pool has two attributes that define character in a specific universe. Beginning char-
the player character. When creating the player acters' attributes have values from 3 to 50, with
core, only the ability pools are used. When creat- 25 being the approximate average score. (Char-
ing a player character, or playing that character acters generated later in a campaign may have
in a single universe, only attributes are used. higher scores.) The eight attributes are:
Once the first character is generated, ability Fitness: A measure of bodily strength, Fitness
pools never affect the actions of a player charac- reflects the character's muscles and his ability to
ter and attributes do not affect ability pools. The use them effectively. Fitness affects the amount of
four attribute pools are: damage a character can cause in hand-to-hand
Physique. This pool is used to measure all combat, and the amount of body damage he can
things physical about the character. Fitness and take.

5
The Player Core & Player Character
Reflexes: This attribute measures the charac- late into class, title, military rank, fame (or
ter's reaction speed and hand-eye coordination. infamy), wealth, or even occupation. Position is
It is used for scoring a hit in combat, and (along used to secure special resources, deal with offi-
with Willpower) determines the amount of sta- cials, and finance large purchases, and at special
mina damage the character can take. social functions.
Learning: This measures the character's
knowledge in areas requiring long training or Generating the Player Core and
study. In some universes, it may represent a Player Character
degree or period of schooling. Learning affects
number and type of, and chance of success at, The process of creating the player core is woven
skills. into the steps of creating the first player charac-
Intuition: This encompasses the character's ter. As you create this character, you will have to
innate wit, street smarts, ability to remember ran- make a number of choices for the core that affect
dom trivia, comprehension, and worldliness. the character. In later steps, numbers rolled for
Intuition is applied to skills picked up through the player character's attributes will affect the
observation and practice without long periods of final results of the player core. Thus the proce-
study. Like Learning, Intuition affects the num- dure for creating your first character (and player
ber and type of, and chance of success at, skills. core) is slightly different from that used when
Psyche: The universe is filled with more creating later characters from the same core.
things than can be measured or imagined by The first task in creating a character is to de-
physical science — or at least an AMAZING cide what kind of character you like. You can do
ENGINE™ universe may be. Psyche represents this before even knowing what universe your
the character's potential to perceive and manipu- GM is going to use. Do you prefer strong char-
late the spiritual and metaphysical world. In a acters, able and ready to fight; charmers who
given universe, this may determine the charac- can talk their way out of any situation; intellec-
ter's magic ability, psychic powers, or just plain tuals good at solving problems; or magically
old luck. charged wonderworkers? Think about your ideal
Willpower: As a measure of mental fortitude, character.
this ability indicates how well the character can The next step is to translate your ideal into
endure pain (in the form of fatigue points), block game form by ranking the four ability pools of the
mental attacks, or resist psychic possession. It player core from best to worst. Using the Player
also determines the character's chance to tax his Core Form provided at the back of this booklet
attribute scores, pushing himself to the utmost. (or a sheet of paper), write the numeral 1 (best)
Charm: In role-playing games, player charac-
ters must interact. This attribute rates the char-
Wolfgang is ready to create his first charac-
acter's personality and the way others are disposed
ter for an AMAZING ENGINE game and
toward him. Charm is used to influence reactions
so spends a little time thinking about what
of NPCs and can affect the success of some magi-
he wants. Having just read an interesting
cal and psychic skills.
story about thieves, Wolfgang decides he
Position: This attribute provides a rough rank
would like a confidence man, quick-fingered
for the character on the ladder of social climbing,
and smooth-talking with a modest chance of
whatever form the rungs take in each universe. magical skill.
Depending on the universe, Position may trans-

6
The Player Core & Player Character

Based on his ideal confidence man, Wolfgang now must decide how to rank the four ability pools.
Since he wants his character to be a very smooth talker, somewhat light-fingered, with a smattering of
mystical ability, he rates the pools as shown.

Physique Intellect Spirit Influence

2 4 3 1

next to the pool you want to have the best Now, scores are generated for the four remain-
chance for high scores. Then rank the remaining ing attributes by rolling three ten-sided dice and
pools (2,3, and 4), remembering that the one totalling the result for each.
ranked lowest will usually have the lowest scores. Once the basic numbers have been generated,
Later die rolls do not guarantee anything. modify the attributes based on the rankings you
In the third step, you begin to create your first made to the ability pools of the player core. The
actual player character by choosing four of the rankings determine the number of points avail-
eight attributes and rolling 4 ten-sided dice able to divide between the two attributes of that
( 4 d l O ) for each of these. Add the four dice ability pool. You can divide these points however
together and note the total in the space next to you wish, but no ability can have more than 50
the attribute name. (Do this in pencil, since the total points. The table below lists the points
attributes may be modified in a future step.) The available for each ranking.
attributes chosen need not correspond to the The modified numbers are your player charac-
ranking of attribute pools already done. You can ter's attribute scores.
choose one, both, or no attributes of a particular With the player character attributes deter-
pool in this step. mined, you can now finish creating the player

Wolfgang now selects four attributes as his primary concerns. Since he really wants to have a per-
sonable character, he chooses Charm. To ensure his light-fingered abilities, his second choice is
Reflexes. After pondering, Wolfgang realizes his character could end up short in street smarts, so he
chooses Intuition, even though it is in his lowest ranked ability pool (Intellect). For his last choice,
Wolfgang decides to take a chance and chooses Position, so he can have a sophisticated con artist. He
then rolls four ten-sided dice for each ability and gets the following results.

Physique Intellect Spirit Influence


Rank: 2 Rank: 4 Rank: 3 Rank: 1

Fitness Learning Psyche Charm: 17

Reflexes: 31 Intuition: 28 Willpower Position: 23

7
The Player Core & Player Character

Wolfgang now fills out the remaining attribute scores by rolling 3d 10 for each and noting
the number. When he is finished, his character sheet looks like this:

Physique Intellect Spirit Influence


Rank: 2 Rank: 4 Rank: 3 Rank: 1

Fitness: 16 Learning: 23 Psyche: 21 Charm: 17

Reflexes: 31 Intuition: 28 Willpower: 7 Position: 23

core by figuring your ability pool ratings. You do ters are made using the player core, and follow
this by adding the two attribute scores of the pool different steps from those you used for your first
and dividing this total by ten. Fractions should or prime character.
be rounded up to the next larger number. Write Characters built from the core are made by
this number next to "Dice." Although this total assigning dice to the different attributes. Each
has no effect on a character during play, it is nec- ability pool has a dice rating. These dice are
essary for the creation of characters in other uni- divided (in whole numbers) between the paired
verses. attributes of that pool. In addition, every new
character has seven "free" dice that can be
Creating Characters from the assigned as the player wishes. However, unless
Player Core stated otherwise by the rules of the new universe,
no attribute can have more than five dice as-
Once you have created a player core, you are signed to it. Once all dice have been assigned,
ready to create new characters for other the appropriate numbers are rolled and totalled,
AMAZING ENGINE™ settings. These charac- just as before.
After the dice are assigned and rolled, the next
step proceeds just as with the first character you
created. Using the same rankings you assigned to
your ability pools, you use the points each rank
Ranking Points
gives (15, 10, 5, and 0) to modify your character's
attributes. As before, no character can have an
1st 15
attribute rating higher than 50.
Once the attributes have been modified, the
2nd 10
character creation process stops. Do not recalcu-
late the dice ratings for the player core. The dice
3rd 5
ratings can only be altered by spending experi-
ence points your characters earn.
4th 0
Multiple characters can be created from the
same player core; however, you should have only

8
The Player Core & Player Character

Wolfgang starts with his first ranked ability pool, Influence. He had bad luck rolling for Charn
(and he really wants a personable character), so he adds all 15 points to Charm. In Physique, Fitness i
a little low, so he splits the 10 available points between Fitness and Reflexes, 5 each. Under Spirit, th
character's Willpower is dangerously low, so Wolfgang feels he has no choice but to add all 5 points tc
that score, even though he would like a better Psyche. He rolled well for his Intellect attributes
which is fortunate since he cannot modify either score.

Physique Intellect Spirit Influence


Rank: 2 Rank: 4 Rank: 3 Rank: 1

Fitness: 21 Learning: 23 Psyche: 21 Charm: 32

Reflexes: 36 Intuition: 28 Willpower: 12 Position: 23

Looking over his final attributes, Wolfgang decides his character is nimble-fingered (high Reflexes)
and smooth (good Charm) with a good sense for danger (from his good Intuition). His character is
not the strongest or healthiest (only about average Fitness), and he needs to work on his psychic abil-
ities (only average Psyche). Finally, with a Willpower of 12, Wolfgang decides his thief is something
of a craven fellow, who "runs away, and lives to fight another day," more often than not.

Life and Death


one character per universe. Multiple characters
per core in the same universe would give you an A crucial part of any role-playing game is the risk
unfair advantage over players with only a single of injury and death to your character. Every time
character per core. your character tries something dangerous or gets
in a fight, he can suffer damage. This damage is

Having created his character statistics, Wolfgang now finishes creating his player pool.

Physique Intellect Spirit Influence


Rank: 2 Rank: 4 Rank: 3 Rank: 1
Dice: 6 Dice: 6 Dice: 4 Dice: 6

Fitness: 21 Learning: 23 Psyche: 21 Charm: 32

Reflexes: 36 Intuition: 28 Willpower: 12 Position: 23

(21+36)/10 = 5.7 (23+28)/10 = 5.1 (21 + 12)/10 = 3.3 (32 + 23)/10 = 5.5

9
The Player Core & Player Character

After playing for some time in a fantasy campaign, Wolfgang's GM decides to switch to a science-
fiction universe. Since there is no magic in this SF universe (and since he's getting tired of playing
thieves and scoundrels), Wolfgang once more chooses a role he might like to play. Knowing from his
core that his characters will tend to be strong in Physique and Influence, Wolfgang decides to try for a
iard-bitten smuggler captain. He divides his pool dice and then assigns his "free" dice to Fitness,
Willpower (because it was very low), and Position.

Physique Intellect Spirit Influence


Rank: 2 Rank: 4 Rank: 3 Rank: 1
Dice: 6 Dice: 6 Dice: 4 Dice: 6

Fitness: 5 dice Learning: 3 dice Psyche: 3 die Charm: 4 dice

Reflexes: 3 dice Intuition: 3 dice Willpower: 4 dice Position: 4 dice

After all the dice are assigned, Wolfgang rolls and notes the totals for each to get the following
results.

Fitness: 26 Learning: 18 Psyche: 23 Charm: 24

Reflexes: 13 Intuition: 29 Willpower: 17 Position: 25

Once again, Wolfgang has rolled incredibly well for Intuition and not as well for Willpower.

Looking at his new character, Wolfgang once again starts with the first-ranked ability pool, Influ-
ence. For this universe, he wants an important character and so puts all 15 points to Position. In the
second ranked Physique pool, he give 4 points to Fitness and 6 to Reflexes, while for the third-ranked
Spirit, he gives all 5 points to Willpower.

Fitness: 30 Learning: 18 Psyche: 23 Charm: 24

Reflexes: 19 Intuition: 29 Willpower: 23 Position: 40

With these points, Wolfgang's new character is ready.

10
The Player Core & Player Character
measured in points, subtracted from a character's with low ones.
total. In the AMAZING ENGINE™ system, Injuries and wounds do heal, allowing your
there are two types of damage a character can suf- character to regain lost stamina and body points.
fer: stamina and body. Because the two types of damage reflect different
Stamina damage is caused by the host of causes, each heals at a different rate. One sta-
bruises, grazes, cuts, nicks, burns, jolts, and effort mina point is regained in 10-60 minutes (1d6 x
spent avoiding serious harm. A character who 10). Remaining stamina points are regained at
loses all his stamina points does not die — she the rate of 1d10 per eight hours (2d10 per eight
falls unconscious. (This may result in her death, hours of bed rest or sound sleep). Body points are
of course). Unconsciousness comes from the healed at the rate of 1 point per week. Rest, nurs-
combined effects of pain, blood loss, concussion, ing, and hospitalization can increase the rate of
shock, and just plain exhaustion. If an attack healing — how much depends on the universe.
causes 10 points of stamina damage and your After all, the hospitals of a pseudo-Victorian
character has only 4 remaining, the excess points England are nothing like the facilities of a 23rd
are ignored. Your character just falls unconscious. century starship!
However, future attacks will automatically cause
body damage. Beyond the Player Core
Body damage represents wounds and injuries
that seriously threaten the health of your charac- In any AMAZING ENGINE™ universe, your
ter. These include bullet holes, stab wounds, bro- player character is more than just the sum of his
ken bones, serious burns, and other unpleasant- ability scores. There are many other choices to
ries. When your character loses all her body make; however, these depend on the universe
points, she is dead. your character is playing in. While all the choices
Just how many stamina and body points your are defined for your character in the appropriate
character has will vary from universe to universe. universe book, the range of options you face are
In some universes, such as BUGHUNTERS™, explained in general terms here.
combat is one of the main character activities.
Here, your character will need lots of stamina Base Adjustment
and body points. In other universes, For Faerie,
Queen, and Country for one, combat is a last Every universe of the AMAZING ENGINE sys-
resort when all other options have failed. Char- tem is different, so a suitable starting character
acters in such a universe will have lower body for one universe may not be suitable in another.
and stamina points to discourage the desire to Therefore, a given universe may apply a base
solve every problem with guns. adjustment to your character's ability scores. This
In all universes, however, stamina and body adjustment increases every ability by the same
points are calculated from the same ability scores. amount. The adjustment must be made after your
Fitness is used to figure body points. Characters character's Attribute pools are calculated.
with high Fitness scores will always have more
body points than those with poor Fitness scores, Species
no matter what the universe is. Willpower and
Reflexes combined are the base for stamina Up to now, nothing has been said of just what
points, so that those with high scores in these your character is, and from the examples it is easy
areas will have more stamina points than those to assume everyone is human. However, this does

11
The Player Core & Player Character
not have to be the case. In some universes, you least got an education on the street. In the
may have the opportunity to create characters AMAZING ENGINE system, what your charac-
that are members of some other species. Your ter knows is defined by her profession. No matter
character could have fairy blood, be an intelli- what the universe, every character has a profes-
gent being evolved from dinosaurs, belong to an sion, but these vary from universe to universe. In
alien race from another star, or even be a combi- a Victorian fantasy your character might be a
nation of man and machine. The universes of the consulting detective, navy ensign, consul of the
AMAZING ENGINE™ system have all of sci- Foreign Office, Oxford don, or medium. A com-
ence fiction and fantasy to choose from, so the pletely different set of professions exist in a world
possibilities are near endless! of high space opera — space freighter captain,
smuggler, alien spy, and psychic are only a few
Gender possibilities.
Likewise, the exact benefits of a profession can
There is nothing in the core rules that deter- vary from universe to universe. The Victorian
mines the sex of your character. In most uni- consulting detective (i.e. Sherlock Holmes)
verses you can choose your character's gender might know chemistry, fisticuffs, craniometry
freely. However, in some cases there may be spe- (measurement of people's skulls), heraldry, fenc-
cial restrictions or different choices (particularly ing, and material analysis; his counterpart in a
when playing an alien race!). The universe book world of modern magic could well possess empa-
will describe any of these that apply. thy, spell analysis, handgun, karate, and flying
carpet driving.
Handedness When you create a character for a campaign,
your character must be given a profession from
For convenience, your character uses the same those offered in that particular universe. These
hand as you do in real life. Of course, if you're will be listed in the universe book the GM has.
playing a six-armed alien from Tau Ceti, special This profession does not mean you must be a
rules will apply. soldier, private detective, scholar, or whatever;
it only says what you were and therefore what
Appearance you know at the start of the campaign. From
this basis you can make what you want of your
Again, unless your character is an alien, you can character.
describe your character's looks however it pleases
you. He could be tall and willowy or she could be Skill Groups
short and blunt. It is recommended that you cre-
ate a character description that matches the abil- Every profession includes a listing of skill groups
ity ratings. If your character has a miserable that fall within that profession's purview. These
Fitness, it doesn't do to imagine him as strong skill groups form the basis of what a character can
and muscular, for example. learn given his profession. The skills categorized
under each skill group are all related to that area
Professions and Skills of study or use, although the skills themselves
may be very different. For example, a scholarly
At some point in her imaginary life, your charac- character could have "Humanities" as a study.
ter probably went to school, learned a trade, or at Checking the information in that universe book,

12
The Player Core & Player Character

HUMANITIES Sidearms
Art History
by time period Coherent Beam
by country Laser rifle
History Particle Beam
by time period Projectile
by country Antique
Library Research Assisted
Linguistics Energized
Literature Flechette
by time period
Philosophy
Rhetoric Once your character has learned the skill, he
Theology has a basic familiarity with everything grouped
below it, allowing the character to attempt any
specialty grouped underneath it. However, your
you find the listing for Humanities. Under it are character's chance of success decreases when
several different scholarly areas and skills that all attempting things of greater specialization than
have to do with the humanities, though they are his or her training level. The degree of penalty
not always related to each other. depends on the number of levels between what
Certainly not every profession has the same your character knows and what he is trying to do.
skill groups. The scholar's studies in humanities The exact penalty can vary from universe to uni-
would be ill-suited to the needs of a soldier of the verse. A typical penalty is -10 to your character's
22nd century. Her skill groups would be things chance of success per level of difference.
like Sidearms and Comm-Gear. The skills of the
Sidearms group are vastly different from those of Enhancements
Humanities.
In addition to organizing skills, the skill groups Some specialized skills do not require your char-
also show the skill's order and ability check score, acter to gain new areas of learning or technique,
both important to using skills in play. but only call for the refinement of existing
knowledge. Your character does not "learn" any-
Skill Order thing new; he only improves what he can already
do. These specialties are called enhancements and
In each list, skills are arranged in ever-smaller are noted by an asterisk (*) on the skill groups.
steps of specialization. Before a skill can be For example, under Antique Weapons, Blun-
learned, your character must know all preceding derbuss and Rifled Musket are enhancements.
steps. For example, on the Sidearms list given, The basics of loading and firing each are essen-
your character must learn about Projectile Weap- tially the same, and the same goes for any other
ons before learning Energized Projectile Weap- antique weapon (the larger skill category). The
ons. Each level of specialization is indicated by differences are that a character skilled in Blun-
indentation, just as in an outline. derbuss is more familiar with the particular quirks

13
The Player Core & Player Character
+ 10 to his skill roll. He would not gain the same
bonus when using a rifled musket, however, even
Skill Order though both weapons require the Antique Weap-
Basic Skill ons skill.
Specialty The bonus for an enhancement does not accu-
Sub-specialty mulate across levels the way that penalties for
etc. lack of a specialty do. For instance, a character
Example #1 with Blunderbuss skill gains only one bonus
Firearms (Basic skill) when rolling versus the Firearms skill, despite the
Modern weapons fact that there are two levels between the skills.
Antique weapons (Specialty)
Blunderbuss* (Sub-specialty,
enhancement
Starting Skills
Rifled Musket* (Sub- After you have chosen a profession for your char-
specialty, enhancement) acter and noted down the skill groups, you can
Example #2 select skills for the character. The number of
General Medicene (Basic Skill) skills your character can have depends on his
Xeno-Biology (Specialty) Learning and Intuition scores.
Arcturean medicene First you must choose those skills known by
(Sub-specialty) your character because of his profession — the
things that allow him to operate effectively in
whatever career he has chosen. You can choose
of that weapon. The same does not apply when any skills from the skill groups named by that
comparing Antique Weapon to Modern Weapon, profession. Your character can have one skill for
or Medicine and its specialty Xeno-Biology. In every ten points (or fraction of) Learning. Spe-
these cases the skills involve new learning, new cialized and sub-specialized skills can only be
techniques, and new facts that must be mastered chosen if the preceding skills are also learned.
in addition to the basic understanding of Firearms After you have chosen those skills based on
(or Medicine). your character's profession, you can choose other
Knowing an enhancement gives a character a skills from any skill group, regardless of your
bonus (typically +10) when using that particular character's profession. These skills represent your
skill — but only that skill. A character who character's interests, hobbies, curiosity, and gen-
knows Blunderbuss and uses that weapon gains a eral knowledge. Select one skill (from any skill

While on a smuggling in deep space, Wolfgang's character and his friends are suddenly attacked by
their Arcturean navigator, who is clearly ill. After overpowering the deranged pilot, Arves uses his
Medicine skill to diagnose the cause of the alien's sudden outburst. Arves studied general medicene,
which is good enough to treat his companions after a fight, but never studied Xeno-biology or Arc-
turean medicine specifically. Wolfgang never expected that his character would have to treat an Arc-
turean, after all. Thus, Avres does not know the specialty he needs and will suffer a penalty in any
attempt to determine the cause of their pilot's strange behavior.

14
The Player Core & Player Character
group) for every 15 points of Intuition your char- and comparing the result to one of your charac-
acter possesses. (Ignore fractions in this case.) ter's ability scores. The ability score used is noted
Additional skills gained may be within the char- in parentheses after the listing in the skill group:
acter's profession or completely outside it. As Fitness, Reflexes, Learning, Intuition, Psyche,
before, your character cannot learn specializa- Willpower, Charm, Position.
tions or sub-specializations unless all previous If the die roll is less than your character's abil-
skills are known. ity score, the attempt succeeds. If the die roll is
As you select skills, note the names and ability greater than the ability score, the attempt fails. A
used (noted in parentheses after each skill) on skill check always fails on a roll of 95-00, but
your character sheet. there is no chance of automatic success.

Ability Checks Easy and Difficult Tasks


Although your character may know how to apply Skills are applied to tasks of varying difficulty. For
a skill, this is still a long way from using the skill your character with mechanical skill, fixing a
correctly and successfully. As a real person, you stubborn lawnmower is j u s t not the same as
might "know" a foreign language, but could still rebuilding the engine on a sub-orbital jet. The
make an error when talking with a native. Fur- first is a task of basic simplicity, the latter a
thermore, not everyone is equally adept — not highly demanding and complicated job. Clearly,
every first-year French student speaks first-year your character's chance of success in each en-
French equally well. The same is, of course, true deavor should not be the same.
for your characters. A skill check is not required every time your
Every time your character attempts to use a character does something skill-related. For exam-
skill, a check must be made to see if the effort ple, driving to the supermarket does not require a
succeeds. This is done by rolling percentile dice skill check. A character trained as a spaceship
pilot does not need to make a skill check every
time he travels through space. It is assumed that
every skill provides a level of basic understand-
HUMANITIES ing. Thus, skill checks can be ignored for simple
Art History (L) and familiar tasks.
by time period (L) When the result is uncertain, a skill check
by country (L) must be made. Characters with Firearms skill can
History (L) handle a gun (without a skill check) but they
by time period (1) may not hit the target — a skill check is required
by country (L) to find out. If the check succeeds, your character
Library Research (I) performs the action successfully — hitting the
Linguistics (L) target or whatever. If the check fails, the action
Literature (L) fails with appropriate consequences.
by time period (L) Your character can also attempt actions of
Philosophy (L) even greater risk and skill, so much so that a nor-
Rhetoric (C) mal skill check is still too easy. She may want to
Theology (I) shoot an item out of a person's hand or calculate
an obscure scientific formula. Based on the situa-

15
The Player Core & Player Character

Examples of Skill Checks

Wolfgang's character (now named Leonardo "Big Shark" Accardo) needs to make a hasty getaway
from the law. Flying Carpet skill, which Leo has, uses Reflexes to determine success. Wolfgang knows
his character's Reflexes score is 36.

Wasting no time, Leo jumps onto his Mach flying carpet, recites a quick incantation, and zips into
traffic on Michigan Avenue. No Skill Check Required
Starring and flying the carpet is a common enough action, one Leo does every day, hench no skill check is
needed.
As he weaves through the late rush hour traffic, Leo looks back. Chicago's finest are in hot pursuit.
Leo's in trouble! He can't outrun a police special carpet, especially not in this traffic. His only hope is
to lose them with some quick turns. A gap in the traffic appears just ahead, so the Big Shark commands
his carpet to pour in on. He darts across the lanes and whips onto a side street faster than is safe.
Skill Check Required
Wolfgang is having his character take a chance, the equivalent of skidding around a corner during a high
speed chase. Wolfgang rolls percentile dice and gets a 21 , which is less than Leo's Reflexes score. The
move succeeds and Leo does not crash his flying carpet.
White-knuckled, Leo careens around the corner, narrowly missing an oncoming bus golem and the
plate glass window of Bessom's Department Store. Unfortunately, the cops make the turn too, and are
now gaining on him. Still speeding, Leo banks his carpet again, this time aiming for an alley. Just as he
begins the turn, a giant steps from a service entrance blocking the opening! It's too late to change
course, so the only thing Leo can do is try to shoot between the fellow's legs.
Modified Skill Check Required
Taking the turn too fast already required a skill check, so the GM gives a -10 penalty for the added trick
of trying to steer between the giant's legs. This reduces Leo's Reflexes score to 26 for this check. Wolfgang
rolls 57 on percentile dice. The check fails and Leo doesn't make it.
Oh no! Startled, the giant instinctively moves to protect himself, closing the gap Leo was aiming
for. Too late to stop, the carpet hits the brute right at the knees, crumbling like a limp rag. As Leo is
flung from the wreck, he hears the howls of the police as they too bank into the pile-up.

tion, the GM can reduce the chance of success to basic understanding. Tasks that would require a
reflect the difficulty of the action. Guidelines for normal skill check from a trained specialist
the modifiers are given in the appropriate uni- become extremely difficult for those without the
verse books. proper background, while things difficult for a
At other times your character may attempt specialist become nearly impossible.
something more specialized than she is trained
for. In this case, even the simplest task requires a Unskilled Characters
skill check (with the penalty for not knowing the
specialty applied), since any specialized knowl- No matter how well-rounded and prepared your
edge is assumed to be beyond your character's character is, there are always times when he is

16
The Player Core & Player Character
faced with a problem for which he simply is not
Leo "Big Shark" Accardo has a tip on a
trained. Faced with such a situation, your charac-
shipment of smuggled magicical artifacts
ter may have little choice but to try his best.
stored in a warehouse near the trainyards,
Whether your character can even hope to suc-
just the evidence he needs to spring his
ceed depends on the skill normally required to
client. All he has to do is break in and get a
perform the task. If this is a Learned skill (one
few pictures. That night at the back door,
that uses the Learning ability score for skill
Leo figures he ought to check for burglar
checks), the task is impossible. Surgery, computer
programming, and biochemistry are all examples
alarms before forcing his way in. Leo knows
the basics of glyphs (Glyph Analysis skill)
of learned skills. Without the proper training,
but is no expert in burglar alarms (Protec-
your character simply has no clue as to what
tion Glyph specialization). Checking the
should be done. Without the proper training, for
door for alarms is pretty basic for a specialist,
example, your character simply cannot repair a
but for Leo a skill check against Learning
malfunctioning high-energy gas laser. The only
thing she would be likely to do is increase the
(which is only 23 with an addiitonal -5 for
non-specialization) is required. The check is
damage.
Actions requiring non-Learning skills can be
made and a 12 is rolled — success. Sure
enough, the door is enchanted.
attempted even by those who lack the proper
Now Leo tries to deactivate the alarm.
training. In this case, the character has a default
This would require a skill check for a special-
chance equal to half the attribute score. Even the
ist, and so is very difficult for Leo. The skill
most basic actions require a skill check (there is
no automatic success) and the ability score is check is made with a - 1 5 applied to the abil-
ity score (-5 for non-specializiation, -10 for
halved for the attempt. The other penalties —
the action) for a total 8 or less chance of suc-
for specialization and difficulty — still apply.
cess. Amazingly enough, a 04 is rolled and
Leo manages to temporarily dispel the alarm!

17
The Player Character & Player Core
Margin Ratings Lewis the Forger is altering a will. A success-
ful forgery checks results in a will that foils
Many times, it is interesting or important to most people, but Lewis needs a critical success
know not just whether your character succeeds or to fool the court's handwriting expert. In the
fails at a task, but also to what degree. Was he BUGHUNTERS™ universe, Harmon, the demo-
able to sail through the task with no difficulty or litions man, is faced with a complicated time
was it an edge-of-the-seat near thing? If he fails, bomb. Success will obviously defuse the device,
will there be disasterous consequences? The but there is the risk he will pull the wrong wire.
degree of success or failure can add an exciting This would be a critical failure, causing the bomb
element of story and color to the game session. to immediately explode.
In most cases, the actual outcome of the skill Critical successes and failures are defined by
doesn't change, regardless of how well the char- margin ratings. Success margins are noted as S# —
acter did, so you can simply translate the skill S2 or S5, for example. Critical failures are noted
check into story details. Roll well below the suc- by F# — F8 or F7 are examples of these.
cess number and your character did the task In such instances, the success or failure margin
extremely well. Roll high — close to failing — is found by reading the "ones" digit of the skill
and it was a struggle, but your character suc- check roll. For a critical success, the skill check
ceeded. Roll drastically greater than the number must be successful and the ones digit must be
needed and your character botched things up equal to or less than the success margin. For a
badly. For example, your character, Anya, and critical failure, the check must first be failed and
her companion, George, are trying to jump across the ones digit then be equal to or greater than
a pit, with a villain in hot pursuit. Your character the failure margin. For example, Lewis has a 45
succeeds, rolling a 17 (a 54 or less was needed), on his attempt to forge a signature. The skill
while her companion barely rolls under the nec- notes a success margin of 1 (S1) for a perfect
essary number (69 out of 71). Right behind you, forgery. You roll the skill check and the result is
the villian attempts the jump. The die roll is 93, 40. Lewis succeeds! Not only that, it is a critical
well over the 51 needed for success. In this case, success since 0 is less than the success margin. If
the GM might say, "Anya — you clear the pit Lewis had rolled a 29, the forgery would have
easily, then bend down and help George, who been successful but not perfect. On a roll greater
nearly failed, and is clinging to the edge by the than 45, the forgery was a complete failure.
very fingertips. The thug chasing slips just as he Note that, statistically, margin ratings give
goes to leap. There's a horrid scream as he falls characters with higher skills a greater chance of
out of sight." Both player characters succeeded amazing successes and a lower chance of horrible
and there was nothing gained by doing better, failures at any particular task than characters
while the thug failed and would have fallen in with lower skill levels have. In effect, success and
any case. If Anya had not been there, George failure margin ratings serve as fractions of a char-
would have simply hoisted himself over the edge acter's skill, so as that skill increases, the margins
to safety. become automatically more beneficial. Applying
Sometimes you need to know not only if your them to the ones digit of a roll simply makes it
character succeeded or failed but by what degree. very quick and easy to identify them during play.
These are known as critical successes or failures.
Skills that require them are defined in the uni-
verse books. In For Faerie, Queen and Country,

18
Experience
Experience Once in the warehouse, Wolfgang's char-
Part of every role-playing game is improving your acter, Leo "Big Shark" Accardo, begins
character — adding skills and increasing ability searching through the crates. Suddenly, just
scores. This way your character gains new powers as he finds a suspicious looking one labeled
and improves old ones. This is done by earning "Excalibur," a footstep scrapes behind him.
experience points to be used by your characters. Leo spins, pulling his gun as he does, to find
Experience points are a simple way to measure all himself facing a centaur thug. A quick kick
the intangible things your character gains from sends Leo sprawling, gun clattering across
surviving dangerous adventures, risking heroic the floor. A second blow just misses, shatter-
perils, and "living" an everyday life through your ing the crate next to his head, spilling the
role playing. After all, it stands to reason that contents — a sword — half out of the box.
when your character survives a dangerous shoot- In desperation, Leo grabs the sword and
out, uses his skills, or fast talks his way past a pulls it from the box. "Ain't the same as bul-
spaceport customs inspector he improves. His lets but you'll have to do." As he clumsily
hand-eye coordination might get a little better, swings the sword up, it starts to glow.
his confidence grow. Experience points are a way Wolfgang never thought his character would
to measure these slow improvements. need a sword, so Leo does not have Fencing
skill. Since Fencing uses Reflexes, Leo can try
sivordfighting, but only at half his normal ability
The Goals of the Game score.
Experience points are not the be-all and end-all
of role-playing. If you hope to a good role-player A role-playing game is a game, first and fore-
(or already are one) then your reasons for playing most, and games are meant to be fun.
should be more than just earning more experi- This should seem obvious, but too often it is
ence points and making your character more easy to lose sight of this fact in the pursuit of
powerful. . more experience for your character. Good players

19
Experience
don't focus on the powers and items their charac- will not work for the other. Nonetheless, all share
ters possess, whom they have defeated, or what some general features in common.
they might rule. Naturally, they strive for these Successful adventures. In any universe, a suc-
things, but they also get involved in the stories, cessful adventure warrants some experience
act out their character's personality, and work points. "Success" depends on the universe and
with the GM and other players. For these players, the adventure. Sometimes it is enough to just
it is perfectly possible to have an exciting, enjoy- survive; in other instances, a specific foe must be
able game session without ever once earning a defeated or a problem solved.
point of experience for their characters. Using skills. People learn by doing. In the
Place the following goals above the mere AMAZING ENGINE system this is noted by
"earning" of experience points. If you do, rewards rewarding characters with experience points for
for you and your character will come automati- using their skills in ways relevant to the adven-
cally. ture. Relevant means your character just can't
• Have a good time playing. spend the day shooting at bottles to increase his
• Act the part of your character when play- combat skill — bottles don't shoot back, after all.
ing. (If the skill were target shooting, it'd be a differ-
• Don't let your good time ruin everyone ent story.) Using the skill has to involve some
else's fun. risk or real chance of failure for the character.
Role-playing. Role-playing is the object of the
Awarding and Earning Experience AMAZING ENGINE system, so good role-play-
ing is rewarded with experience points. This is a
It is not the place of this rule booklet to list every- very subjective call. It depends on the personality
thing your character can do to earn experience you have established for your player character,
points. In fact, because the AMAZING ENGINE™ the GM, and the situation at the moment. Good
system has so many different universes, a single role-playing also means keeping what you as a
list is impossible. Your character can't earn expe- player know separate from what your character
rience for fixing a computer when you're playing knows. You as a player know that sticking your
in a fantasy universe of faeries and boggarts. hand into a fire is a bad idea, but your character,
Each universe has its own list of experience Oog the caveman, discoverer of fire, hasn't had
point awards, designed to suit the needs of that the chance to learn that lesson.
universe. In a universe where high-tech space
marines battle hideous aliens, combat is impor- Experience and Multiple Universes
tant. Players can expect characters to be rewarded
for surviving battles, defeating enemies, and In most role-playing games, you play only a sin-
show tactical skill. At the other extreme, another gle character at a time, and so only have to track
universe casts the player characters as ambas- the experience points earned by a single charac-
sadors and detectives in a fairy-filled England. ter. In the AMAZING ENGINE system, how-
Shooting an attendant of Queen Maeve's court ever, situations are often different. The most
or blowing up a fairy ring with a keg of gunpow- common possibility is that you will play in one
der are not the goals of that universe. Instead universe, where your character earns experience,
players are rewarded for solving problems, pre- and then change to a different universe. What
venting wars, and talking their way through happens to all the experience you have earned
sticky situations. The experience awards for one to date? Few players want to just give up all their

20
Experience
advantages and start over. In the AMAZING Taxing Abilities
ENGINE™ system you don't have to.
Whenever your character earns experience The most immediate use of experience points is
points in an AMAZING ENGINE universe, you to spend them during the course of play to tem-
must immediately assign these to either your cur- porarily increase an ability score. This is called
rent player character or your player core. Points taxing your character — forcing her to think a lit-
that assigned to your player core are forever tle more or strain a little harder. Taxing can
beyond the reach of your current player character increase her chance of success with a skill, make
(or player characters). These points can only a heroic effort to lift a great weight, or pour on
benefit characters created in future game ses- that extra burst of speed in a chase, for example.
sions. Points assigned to your player character are When you want to tax your character, you
available for immediate use, but cannot be given must tell your GM before you roll any dice. Once
later to another player character in a different the dice are rolled, your chance has passed, so be
universe. ready to make up your mind quickly. At the same
Within these two areas — player core and time, you should tell the GM how much experi-
player character — you have four options for ence you will spend to make the effort.
assigning your experience points. With points There are four limitations on how much expe-
assigned to the player character, you can tax your rience your character can use to modify the abil-
character's abilities, spending experience points ity score.
during play to temporarily improve ability scores, • Your character must have unused experi-
or you can use these experience points to make ence to spend on the attempt. (This is true
permanent improvements to your existing char- for all uses of experience. There is no such
acter. With the points you give to the player thing as negative experience.)
core, you can buy extra dice for that player core, • Experience is spent in increments of 5
thereby improving future characters, or transfer points (5, 10, 15, etc.).
experience points to a new character in the same • The chance of success can never be greater
or different universe. than double the normal chance for the situ-
ation.
Points spent to improve an ability check are
subtracted from the character's total, regardless of
Michelle's character, Pit. Sgt. Adrian 2
whether the check succeeds or fails.
Selinko, United Terra Reconnaissance and
Peacekeeping Force, has just returned to the
"booze-barge" (as UTRPFers refer to their Improving Your Character
HQ on Earth's L-5 station) from a bug-hunt-
A more permanent method of improving your
ing mission on a mining outpost at Barnard's
character is to buy points to add to your charac-
Star. The GM awards experience for that
ter's ability score. Unlike modifying an ability
mission, and Sgt. Selinko receives 75 experi-
score, these purchases are permanent. They are
ence points for repulsing a swarm of chiti-
also more expensive. The cost of these improve-
nous predators. Michelle must assign the
ments varies from universe to universe. In one it
oints immediately, so she adds 50 to Adrian's
may take three experience points to raise an abil-
xp total and the remaining 25 to the Player
ity one point; in another the same change might
Core XP line of her character sheet.
require ten experience points.
Experience
There are two limitations on buying increased
ability scores. Colonel Sir Jameson Pickering, K.C.M.G.,
• No ability score can be increased beyond ret., (Wolfgang's character in For Faerie,
90. Queen, and Country) suddenly senses a wave
• Permanent improvements cannot be of magical power while attending an impor-
bought during the course of an adventure. tant diplomatic ball. Frantically looking
They can only be bought after your charac- about, he sees the villainous sorceress,
ter has had time to reflect on his accom- Countess Angevin, standing in the shadows
plishments. on the portico. Their eyes meet and before
Increases bought this way are permanent for Sir Jameson can warn anyone, a magical
your character. Erase the old ability score and paralysis creeps over the colonel as the
write down the new one, then subtract the expe- countess imposes her seductive will. The sit-
rience points spent. uation is dire, so Wolfgang decides it's time
Players can also buy new skills for their charac- to tax Sir Jameson's abilities to break the
ters, improving by increasing the range of their spell. The normal chance to resist possession
abilities. The experience point costs for buying is equal to 1/2 Willpower. Sir Jameson's
skills can vary widely from both skill to skill and Willpower is 46, halved to 23 for the check.
universe to universe. Costs and procedures are Wolfgang spends the maximum, 20 points,
described in each universe book as needed. to bring his ability score back up to 43 for
this check. The dice roll is 32 — with strain
Sir Jameson breaks the sorceress's gaze.
Improving the Player Core
For long-term planning, you can look beyond
your immediate character and instead assign Transfer to New Characters
points to your player core. With these points you
can improve your player core. By spending expe- One unique feature of the AMAZING ENGINE
rience points, you can buy additional dice for system is the opportunity to role-play in a variety
your attribute pools. The purchase of additional of different universes. In other role-playing
dice has no effect on current characters; it only games, this would mean giving up any experience
helps characters created in future universes and your previous character had earned. In essence,
game sessions. all the time you had spent playing would come to
Each die of improvement to an attribute pool naught when you started in a new game world.
costs 100 experience points. Since improvements That is not the case in the AMAZING
to the player core have no effect on your current ENGINE system.
character, the purchase can be made at any time. Each time you create a new character, you can
Although theoretically there is no limit to the transfer experience from the player core to that
number of dice you can buy for a single attribute character, with the following limitations.
pool, AMAZING ENGINE™ universes may • Both the old and new character must come
have attribute or ability score limits on charac- from the same player core.
ters in that universe. It is best to check with your • The two characters cannot be active in the
GM before over-investing in an attribute pool for same universe. (A new character can appear
your character. in the same universe if the previous charac-
ter is dead or permanently retired.)

22
Movement
Thus, in the MAGITECH™ universe, your hard science fiction. Distances are given in
new character could profit from the adventures of meters and kilometers, weights in grams and kilo-
that old BUGHUNTERS™ marine sergeant. grams, etc.
Consider the transfer like a withdrawal from a Game time — the imaginary time spent by
bank account. The points you assign to the new your character to do anything (as opposed to the
character cannot be "redeposited" later on, real time it takes you to describe your character's
although new experience points can be earned actions, roll dice, think, etc., while playing) —
and assigned to the player core. game time is organized into turns, minutes,
hours, and days. A turn is roughly equal to 10
Experience and Character Death seconds of action and is used for combat and
other time-important actions. Minutes, hours
Unpleasant as the thought is, your characters can and the rest are self-explanatory. A given uni-
(and will) die. When this happens any experi- verse may have weeks, months, and years equal
ence assigned to that player character is lost to those of our Earth or may be quite different
(assuming you have not used it all attempting to (especially in science fiction universes).
keep your character alive). Experience points
assigned to the player core are not lost. These Speed
points can be used by future characters created
from the same core. Walking is the slowest and most common move-
Once a character dies, you can create a new ment. A person walking can cover up to 15
character (using the old player core) for the same meters per turn. (In general people unconsciously
universe. This character can be assigned experi- adjust their strides to that of their companions to
ence from the player core under the restrictions walk at a uniform rate.) Characters can walk for
given above. an indefinite amount of time, although the
hourly movement rate of 5,000 meters should be
Movement used if characters travel for more than 30 minutes
at a time.
Character movement is divided into three differ- Running is a brisk jog or long loping stride,
ent speeds: walking, running, and sprinting. Each good for covering considerable distances at a
speed is defined by a speed in meters per turn and quick pace. It is not as flat out fast as your charac-
a duration in minutes or turns. ter can run, since your character is trying con-
serve some of his strength for the long haul. Most
Measurements characters run their Fitness in meters per turn. A
character with a 32 fitness could run 32 meters in
To ease the transition from one universe to a single turn. Notably unfit characters (those
another, the AMAZING ENGINE™ game sys- with a Fitness of 14 or less) run and walk at the
tem uses a consistent set of measures for figuring same speed — 15 meters per turn. A character
movement, weight, and game time. can run for minutes equal to his Fitness rating.
In the AMAZING ENGINE system all dis- Sprinting is a burst of speed, in which your
tances, weights, and volumes are given according character tries to cover a short distance as quickly
to the metric system. Although unfamiliar to as he can. Each turn your character can sprint
some, the metric system is best suited to meet the meters equal to twice his Fitness. (A character
needs of universes that range from high fantasy to with 32 Fitness sprints 64 meters in 10 seconds.)
Movement
Sprinting can be kept up for turns equal one- until the character fails a Willpower check. Like
tenth your character's Fitness (rounded down). an Olympic weightlifter, the character puts her
Amazingly unfit characters (those with a Fitness legs and back into a heroic effort to lift the great
of 7 or less) cannot sprint or run, although they weight. Every muscle in her body strains until her
still walk at normal speed. Willpower finally gives out. If the character fails
this check, she suffers a point of fatigue damage.
Carrying Capacity Players can use can use experience to tax improve
their chances of passing this check, too.
Another important modifier for your character's
speed in any situation is the amount of weight Pushing the Limits
she is carrying. The movement rates given as-
sume your character is not loaded down with It is possible for characters run and sprint faster
excess goods that would slow her pace. or farther than their normal allowances by taxing
Your character can carry goods (in kilograms) their Fitness score and making ability checks.
equal to her Fitness score without penalty. A Any character can sprint faster in a given turn
character with a Fitness of 21 could carry 21 kilos than is than normally allowed by taxing his abil-
(approximately 46 Ibs.) of gear without significant ity (spending experience points to increase Fit-
difficulty. When carrying up to twice this weight, ness). However, a character never increase his
your character's running and sprinting are halved. speed by more than 50% this way (thus he can-
At three times the base weight, your character not add more than half his Fitness score). This
cannot sprint or run and may only walk meters increase is effective for only a single turn, thus
equal to her Fitness score before having to rest. the character must continue to pay experience
If a player tries taxes his character's Fitness by points to maintain the pace the next turn.
spending experience points (so that she can lift a Any character can also try to exceed her dura-
greater than normal weight) the benefit lasts tion. At the start of each turn (when sprinting)

Movement Rates

Movement Distance per: Duration Endurance


Type Turn Minute Check

Walk 15m. 90m. Indefinite None

Run Fitness Fitness x 6 Minutes = Yes


Fitness

Sprint Fitness x2 Fitness x 12* Turns = Yes


Fitness/10

* If character has sufficient duration.

24
Combat
or minute (when running) that your character addition the universe books may present unique
attempts to run in excess of her normal duration, movement rules to reflect special conditions of
a check must be made against Willpower by the that universe. Weightlessness, heavy gravity,
rolling percentile dice. If under the character's magical terrains, or other dimensions are all pos-
Willpower score, she keeps going for that turn or sible complications unique to particular uni-
minute; otherwise, she must stop since she is verses.
exhausted. Characters who fail the check suffer
1-2 points of fatigue damage. Note that experi- Combat
ence can be spent to increase your character's
Willpower. Sooner or later fighting becomes a part of every
role-playing game. The AMAZING ENGINE
Resting system is no exception, although the emphasis on
fighting (and just how dangerous it is) will suit
Flat-out sprinting and long-distance running is the story needs of the universe. For example,
an exhausting business and your character must combat in For Faerie, Queen, and Country is an
rest at the end of any dash. The time spent rest- infrequent thing and dangerous when it occurs.
ing is minutes equal to the minutes spent running A character can be killed with a single shot. At
or turns spent sprinting. Sprinting three turns the other extreme, battles are frequent and
calls for resting three minutes. Characters resting heroic in Galactos Barrier, a swashbuckling
cannot run or sprint but can still walk up to ten universe of high space opera. The universe of
meters per turn. BUGHUNTERS™, where characters are the
elite of the interstellar armed forces, is almost
Vehicles and Special Movement entirely combat-centered.
Because of the differences between universes,
Since the AMAZING E N G I N E ™ universe the things described here are basic procedures
might encompass anything from lizard-drawn that do not change from universe to universe,
chariots to anti-gravity sky-sleds, rules for vehicle such as how to make an attack roll and the differ-
movement are part of the universe books. In ences between range combat and melees. Every

Carrying Capacity

Kilos Equal to: Effect on Movement:

Fitness score No effect

Fitness score x 2 Sprinting and running halved

Fitness score x 3 No sprinting or running allowed,


must rest after walking meters =
Fitness score

25
Combat
universe book has additional combat rules. At a perfectly aware what each group is up to — at
minimum these include weapons available in least in general terms. In some instances, how-
that universe — a maser rifle just won't be found ever, additional advantage checks may be needed:
in a world of armored knights and dragons. It a new attacker appearing from an unexpected
could appear in a world of cybernetic knights and direction, or an event occurring that was unan-
chrome steel dragon tanks, however. ticipated from one or both sides.
Some universes, such as BUGHUNTERS™, The basic method for determining advantage
place a greater emphasis on combat than others. is for both sides to roll percentile dice and com-
Accordingly, the combat rules for these universes pare the result to the highest Psyche score in the
will incorporate detailed rules for things like party. If the check is passed, the group is fore-
recoil, penetration, knock-back, even special warned, however slightly. If the check is failed,
combat maneuvers. Other universes may keep the group is unprepared and the other side gains
the combat rules to the barest minimum in favor the advantage. If both sides succeed, no one is
of other role-playing aspects. caught unprepared. If both sides fail, everyone is
caught flat-footed. If either side rolls a 95-00,
The Combat Sequence that group is surprised — caught completely off-
guard — and is particularly vulnerable. (The
Because combats can be confusing events with properties, equipment, and situations of different
six or seven characters to a side each trying to do universes can modify a character's check. Some
something different, the AMAZING ENGINE™ possibilities include psionic powers to detect
system (like most role-playing games) organizes thoughts, or thermal sensors to spot what is nor-
combat into a series of steps, each complete mally unseen. Any modifiers will be noted in the
sequence taking one round, each round being universe book.)
roughly 10 seconds of time (to allow the GM flex- The side with the advantage automatically
ibility in resolving combat actions.) Each round goes first on the opening round of battle. They
repeats the sequence of events until one side is gain a +5 modifier on any attack or action op-
defeated or manages to escape. posed by the other group. The side without
advantage goes second and suffers a -5 modifier
Advantage on any like action.
If one party is surprised, they essentially do
Advantage is the "jump" one character or group nothing for an entire round during which their
might have on another when the encounter opponents have the freedom to move, attack,
begins. It is used in situations such as two groups talk, run away, or whatever (with the +5 modi-
(friend and foe) stumbling onto each other unex- fier) without having the surprised group react. In
pectedly, a group being betrayed by someone they the next round, the surprised group is considered
trusted, or the party walking into an ambush. unprepared while their attackers have the advan-
The character or party who has the advantage tage (they act first and gain the +5 modifier,
automatically gets the first action and may have a while their opponents act second and suffer a -5
bonus on chances to hit the targets. modifier).
Advantage is checked at the beginning of any
encounter, before any other actions are taken.
After the first round of combat, advantage is nor-
mally no longer checked, since both sides are

26
Combat
Declaring Actions
Combat Round Sequence
Except for situations of advantage and surprise,
you must declare what action your character will I Determine Advantage (1st Com-
take before knowing in what order both sides will bat round only)
act (the same applies to the GM). Tell your GM II. Players declare character actions;
what action your character will take in the com-
GM decides NPC actions
ing round. Try to be as specific as possible, given
that you don't know the intentions of the other III. Determine order of actions
side. For example, if your character attacks, state IV. Resolve actions
his target in advance. Your GM has many things
to keep track of, so the more you help, the judgments and you should be ready to play the
quicker and more exciting the game will be. part accordingly. Reasonable questions are
In general, it is best to keep actions short, ide- allowed, but delaying the game while you try to
ally something that could be completed in ten make a decision is apt to result in your character
seconds. Not only does this help prevent confu- losing his action that round.
sion, it also means your character is ready to react
to new situations in the next round. You should Initiative
also be ready to say quickly what your character
will do, since your GM can penalize your charac- If neither side has an advantage or surprise in
ter for your hesitation. Combat requires snap combat, you need to know what order everything

27
Combat
happens in. This is done by determining initia- when it explodes. Your character may have a
tive. Initiative is determined at the beginning of chance to throw it back or dive for cover — or he
every combat round, unless one side has advan- may not.
tage over the other (because of die roll or GM's Prepared actions — like holding a gun on
ruling). A single initiative is normally deter- someone and demanding surrender — are special
mined for the entire group, although universes initiative situations. Normally the prepared char-
with detailed combat rules may require each indi- acter automatically goes first. ("Move and I
vidual to roll initiative. shoot, you ugly bug.") However, your character
Initiative is checked by rolling 1dl0 and modi- can try to beat out the opponent if you roll a
fying the result. The modifier is equal to 10% Reflexes check. (The GM may apply modifiers to
(rounded down) of the character with the best your chance of success.) If you succeed, your
Reflexes score. (For simplicity, the modifier is character can take an action before his chal-
equal to the tens digit of that score — a character lenger reacts. Fail, and he just was not quick
with a 37 Reflexes adds 3 to the die roll.) Only enough.
those characters present and active in the com-
bat are considered. The side with the higher Hitting Your Target
modified die roll acts first.
In addition to characters, any thing or event Whenever your character attacks (or is attacked),
beyond the control of either group has its own actually hitting what was aimed at is no guaran-
unmodified initiative roll. If the enemy lobs a tee. Virtually all attacks require a die roll to see if
grenade at your character's feet, at the start of the the target is hit or missed. Only the inescapable
next round the GM secretly rolls 1dl0 to see are exempted from this rule.

Surprise Outcomes

Condition NPC
Successful Failed Psyche 95-00
Psyche Check Check

Successful No advantage Player has Player has


P Psyche advantage surprise
Check
L
A Failed NPC has No advantage No advantage
Y Psyche advantage
E Check

R 95-00 NPC has No advantage No advantage


surprise

28
Combat
WO1 Selinko (having been promoted to Although Selinko's men have managed to
Warrant Officer status for her skilled han- cripple the bugs, the battle is far from over.
dling of the Barnard's Star mission) is lead- As the haze from the plasma bolts clears, the
ing her squad through a nasty piece of grass- bugs spring through the grass forest, their
forest on "Acey-Two" (Alpha Centauri's sec- wicked talons gleaming in anticipation of
ond planet). Just ahead, hidden in the thick the easy kill. In the flash of a photoceptor,
blades of grass, is a nest of "Stalkers" — they clear the space separating them from
vicious, carnivorous reptiles the size of the advancing squad. "Hose 'em!" Selinko
tigers. In single file, the squad advances; the shouts over the squeals of the hideous aliens.
point trooper enters the clearing, and . . . At this point the GM calls for actions . The
The GM calls for a Psyche check from players, following Michele's lead, announce
Selinko's player, Michele , as her character is the their intentions to shoot. The GM notes which
leader of the squad. At the same time, the GM aliens will attack and calls for initiative rolls.
notes that the Stalkers, not expecting an attack, Anthony's character has the highest Reflexes on
have a chance to be surprised, and makes a the squad (56) so he rolls the die and gets a 5,
check for them too. The GM's roll is 83; the which is modified to 10 (+5 for his character's
creatures have a Psyche of 73 , so the check Reflexes) . The GM rolls a 9 for the bugs,
fails. Michele rolls an 18; her character's Psyche adding 6 for their Reflexes . The bugs attack first.
is 37, so the check succeeds. Selinko's squad has Before her command can be followed, the
the advantage on the first round of the en- bugs spring forward, talons flashing!
counter.
Spotting the beasts, Selinko orders the
different damage effects if your character does
point trooper to open fire while the rest of
hit.
the squad fans out. The Stalkers are hit by a
General targets are anywhere on the oppo-
burst of flechette rounds and out-flanked
nent's body — your character is just trying to
before they even have a chance to react.
land a fist or make a shot without concern for
pinpoint accuracy. General targeting allows your
For melees and ranged combat your character's character to use his full Reflexes score before
basic chance to hit is equal to his Reflexes. How- other modifications and does not alter the dam-
ever, this chance is modified according to the tar- age done by the attack.
get area and the circumstances of the instance. If Non-vital targets are those areas of the oppo-
the roll is equal to or less than your character's nent that will stun, wound, or injure, but are
modified Reflexes score, the attack hits the target unlikely to kill. Trying to knock someone out or
and damage is determined. If the roll exceeds the wing them in the arm is a non-vital attack. Your
score, the attack misses. character's Reflexes are halved when making a
non-vital attack and the chance of body damage
Target Areas is reduced by 2.
Vital targets are just the opposite — vulnera-
Anytime your character makes an attack (or any- ble areas that could lead to sudden death if
thing makes an attack), you must specify one of injured. On humans, for example, these include
three target areas — general, non-vital, or vital. the head and the area around the heart. Attacks
Each target area has different chances to hit and on vital areas are particularly difficult, and so the

29
Combat
chance of hitting is only 10% your character's and metal of fantasy or the suit of spun-fiber body
normal Reflexes score (rounded up). The chance armor and force-field projector. Most armor
of body damage, however, is increased by 3 when reduces the amount of damage a hit causes. How-
such an attack is made. ever, a few types — particularly things such as
magnetic force fields or slippery suits — may
Ranged Combat make the character physically harder to hit.
These types of armor modify the attacker's
Ranged combat (attacking with a weapon that chance to hit.
shoots, flies, or is thrown) has special rules.
While many of these depend on the universe Cover. The most common type of protection is
(and its technology), certain features are com- getting behind something, preferably solid, so
mon to all. your character can't be hurt. Cover is divided
In each universe book, missile weapons (if into soft and hard cover. Soft cover is anything
any) are listed for range and damage. Ranges are you can shoot through that still conceals the tar-
divided into short, medium, and long categories get — bushes, leaves, tall grass, curtains, even
(extreme may also exist in some universes), mea- smoke are all types of soft cover. Soft cover
sured in meters. When shooting at targets greater reduces the attacker's chance to hit. Hard cover
than short range, your character suffers a penalty is anything solid that conceals the target —
on his chance to hit. The exact penalty depends rocks, walls, sandbags, or tree trunks, for exam-
on the universe, since weapon effectiveness ple. Hard cover has modifiers like soft cover and
changes with each technology. may limit the target areas that can be chosen.
Furthermore, every character has a sighting What can't be seen can't be shot.
range, normally of 50 yards. Characters can see
beyond this distance, of course, but when firing Damage
at targets beyond the sighting range, only general
target areas can be used. Every weapon in a given universe, be it fist,
enchanted saber, or accelerated magnetic field
Combat Modifiers rifle firing depleted uranium flechettes, is rated
for damage.
Few battles are straight-up matches where heroes
and villains battle it out toe-to-toe. Most are
moving affairs with unique situations — armor to
wear, things to hide behind, and things to get in Target Chance Dam.
the way. These situations are handled by combat Area to Hit Effect
modifiers, which are given in the universe books.
General Reflexes None
In general things that modify combat include:

Non-vital 50% -2 to
Movement. Movement affects ranged combat,
Reflexes type
making targets harder to hit, but has no effect on
hand-to-hand combat.
Vital 10% +3 to
Reflexes type
Armor. Depending on the universe, characters
may have some type of armor, be it the leather

30
Magic, Psionics, & Special Powers
Damage is given as two numbers — a die range
WO1 Selinko watches in horror as the
for the number of points of damage caused, and a
xenoforms outmaneuver her squad, three of
lethality rating. For example, in For Faerie, Queen,
the creatures lunging in for the kill.
and Country, the service revolver's damage is
The GM rolls three attacks, one for each
2d6/5. It causes 2-12 points of damage per hit and
has a lethality rating of 5. Whenever a hit is
stalker, and decides that all attacks will be at
scored, the dice are rolled and that amount is
general target areas, as this is easiest. The Stalk-
subtracted from the target's fatigue or body
ers have Reflexes of 62. The die rolls are 83,
1 7, and 23, so two of the creatures hit and one
points.
misses . Each attack causes 3d6 points of dam-
age and has a lethality rating of 4- The first hit
Lethality Ratings (17) causes 6 points of fatigue damage, sub-
It is possible to seriously injure someone with
tracted from the trooper's 25 total. The second
anything, but it is a lot easier with some weapons
attack does 8 pints of body damage (because the
than others. A hit from a club hurts but most
ones result was 3) , but the trooper has only 7
often only raises ugly bruises, while a shotgun
body points .
One of the soldiers reels back, cut, but not
blast tends to have much more fatal effects. The
seriously, be a xenoform's slashing claws.
differences between weapons are reflected, in
The other trooper isn't so lucky, as a Stalker
part, by their lethality ratings, the chance that any
strikes him dead in front of platoon leader
hit will cause body damage instead of the normal
Selinko.
fatigue damage.
Each time you roll for a hit, you must note not
"Eat this," she snarls while unloading her
only whether your character hit or missed but, if
flechette clip into the creature's gaping maw.
he did hit, what the ones digit rolled was. If this
number is equal to or less than the lethality rat- detective in the modern day. These are only a
ing of the weapon (modified for the target area few of the possibilities that might appear for your
chosen), the damage caused by this hit is sub- character — it all depends on the universe you
tracted from the target's body points, otherwise play in.
all damage comes from the target's fatigue points. Because there is such a wide range of possibil-
Lethality numbers can never be less than 1 or ity, each universe must have its own rules for
greater than 10 (0 on the die). such powers — if they exist. These differences
ensure that no two universes will ever be alike,
Magic, Psionics, and Special but it also means that no rules can be given here.
Powers As a player or GM, you must be aware that
greater opportunities may await your character
Since the AMAZING ENGINE™ system covers (or non-player characters) in the universe opened
the span of universes from science-fiction to fan- by the AMAZING ENGINE game system —
tasy, mysterious magic, awesome mental powers, magic, psychic powers, cybernetics, genetic engi-
super science, even superpowers are all possible neering, and other things more bizarre than can
elements of any universe. You could play a magic- be imagined now. All these are potentials for
wielding fairy in Victorian England, an empathic your characters and campaigns!
alien from Alpha Centauri, a bio-engineered
trooper of the distant future, or a psychic private

31
AMAZINE ENGINE™ System
Player Core Sheet

Physique Intellect Spirit Influence


Rank: Rank: Rank: Rank:

Fitness: Learning: Psyche: Charm:

Reflexes: Intuition: Willpower: Position:

32

Вам также может понравиться