The Edge of Midnight GM Screen, Podreczniki RPG, The Edge of Midnight

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Player Character Charts
COST OF LIVING EXAMPLES
High-class evening wear
$75
Nice clothing
$25
Cheap clothing
$10
A COMPLETE LIST OF AVAILABLE SKILLS
A COMPLETE LIST OF PROFESSIONS
Shoes/boots
$9
Hat
$10
Appraise
Athletics
Brawl*
Bureaucracy
Contortions
Craft
Demolitions
Disguise
Drive
Electricity**
Engineering
Etiquette
Evasion*
Fast Talk
Firearms*
Forgery
Gravity**
Intimidation
Kinetics**
Lore
Magnetism**
Martial Arts*
Medicine
Melee*
Perception
Perform
Pick Lock
Puzzles
Sleight of Hand
Sport
Stealth
Streetwise
Tensile Energy**
Thermal Energy**
Throwing*
Academic
Athlete
Blue Collar Worker
Clergy
Con Artist
Femme Fatale
Gangster
Gunman
Investigator
Lady Killer
Officer of the Law
Performer
Politician
Rogue Scientist
Soldier
Street Tough
Thief
Wealthy
White Collar Worker
Postage stamp
$0.03
Movie ticket
$0.20
Baseball ticket
$1
Record player
$50
Record
$0.50
Camera
$5
Hotel room, luxury
$10 per night
Hotel room, average
$4 per night
Hotel room, dump
$1 per night
Apartment
$50 per month
House, run-down (mortgage)
$75 per month
House, small (mortgage)
$100 per month
House, average (mortgage)
$175 per month
Meal, nice
$2
Meal, greasy spoon
$0.50
A COMPLETE LIST OF AVAILABLE BACKGROUNDS
Pack of cigarettes
$0.25
* Indicates a combat skill
** Indicates a scientific
skill, which is used in
practicing magic
Pint of beer
$0.25
Accelerated Immune
System*
Acrobatic
Alert
Bone Spurs*
Charismatic
Dead Zone*
Dense Bone Structure*
Education
Enhanced Teeth*
Exotic Knowledge
Fanaticism
Gaunt
Huge
Loyal Retainer
Lucky
Magic License
Magical Aptitude
Marksmanship
Mean Streets
Prodigy
Racer
Reduced Light Vision*
Rugged
Sinewy Joints*
Small
Wise
Quart of milk
$0.25
Medical equipment/first aid kit
$20
Crowbar
$4
Lock picks, set
$2
Stout lock
$1
Saw
$4
50 ft. of rope
$6
A COMPLETE LIST OF COMBAT MANEUVERS
Suitcase/steamer trunk
$10
Flashlight
$5
Blind Fighting
Deadly Aim
Defensive Fighting
Disarm
Grapple
Haymaker
Leap Up
Lightning Reflexes
Quick Draw
Sucker Punch
Superior Defensive
Fighting
Unbalancing Attack
Binoculars
$30
Tool kit
$8
Dynamite
$2 per stick
* Indicates a back-
ground which may
only be purchased by
gaunts
Taxi fare
$.25-$3
Cross-country bus pass
$10
Cross-country train ticket
$20
Cross-country plane ticket
$100
Telegram
$1 per 50 words
MAGIC ADDICTION
Each time a warlock generates a magical effect,
his Brains attribute increases by +1; his Brains may
increase beyond 10 in this manner, with no up-
per limit. However, during the same period, his
physical attributes (Brawn, Smoothness, Build)
all decrease by 1, with an attendant drop in cor-
responding attributes. The effects of this last for
a period of time — called a “Debilitation Period”
— dictated by the level of the magical effect gen-
erated:
WEAPONS
N
AME
C
OST
B
ASE
R
ANGE
**
S
HOT
C
APACITY
D
AMAGE
Automatic pistol, concealable
$60
15 feet
4
3d10
Automatic pistol, small
$60
30 feet
9
4d10
Automatic pistol, large
$70
30 feet
15
4d10
Pipe gun (“zip gun”)

15 feet
1
3d10
Revolver, small
$60
30 feet
6
4d10
Revolver, large
$70
50 feet
6
5d10
Rifle, hunting
$100 100 feet
10
5d10
Rifle, sniper’s
$200* 350 feet
10
6d10
Shotgun, break open (scatter gun)
$80
10 feet
2
6d10–1d10/10 ft.
Shotgun, pump
$80
10 feet
6
6d10–1d10/10 ft.
L
EVEL
D
EBILITATION
P
ERIOD
Submachine gun
$300* 45 feet
30–50
4d10
1
1 minute
Machine gun
$900* 60 feet
100 (belt-fed)
5d10
2
5 minutes
3
15 minutes
Hand grenade $25* 10 feet N/A Special
Brass knuckles*** $5 0 N/A As Brawling + 3
Baseball bat/club $1 0 N/A 2d10 + Brawn
Knife**** $3 10 feet N/A 1d10 + Brawn
Nunchuks $100 0 N/A 1d10 + Brawn
Sai $300 10 feet N/A 1d10 + Brawn
Sword/axe $500/$4 0 N/A 2d10 + Brawn
* This weapon is generally only available through the military. The price listed is its black market cost; use of them outside of
military hands is horrifically illegal.
** The listed number is the weapon’s range at which an attack may be made without penalty. The weapon’s maximum range is three
times the listed distance.
*** Many improvisational weapons also fall into this category. For example, pistol-whipping someone or hitting them with a roll of
nickels in your fist would both produce effects similar to using brass knuckles.
**** Shivs, broken bottles and other improvisational cutting weapons inflict damage like a knife but the TN to use them is +1.
4
1 hour
5
2 hours
6
5 hours
7
12 hours
8
24 hours
9
36 hours
10
48 hours
EXPERIENCE COST
Increase an attribute current rating x 3
Increase a scientific skill current rating x 2
Increase a non-scientific skill current rating x 1
Purchase a new skill
2
Increase the level of
a profession by one current level x 5
Purchase a new profession 10
Purchase a new background* 5
* After character creation, backgrounds may only be
purchased with the GM’s approval.
POISONS AND THEIR EFFECTS
T
YPE
I
NITIAL
E
FFECT
C
ONTINUING
E
FFECT
TN
TO
RESIST
1d10/2 wounds (rounded up) 1 wound per hour
Contact
(2 minutes after exposure)
until poison is cleared
10; 1 check per 15 minutes
1d10/2 wounds (rounded up) 1 wound per hour
Ingested
(10 minutes after exposure)
until poison is cleared
12; 1 check per 10 minutes
Unconsciousness lasting 1d10
Knock-out
hours (1 round after exposure) None
10; 1 check upon exposure
MULTIPLE CONTESTED ROLLS
N
UMBER
OF
SUCCESSFUL
T
ASK
ROLLS
REQUIRED
TO
WIN
Playing a game of chess 5 rolls
Holding a door closed 1 roll per round
Chasing someone on foot 3 rolls per 50 feet of initial
difference between pursuer
and pursued
Chasing someone in cars 3 rolls per city block (or 250
SAMPLE TNS
# D
IFFICULTY
5 Easy (climb a rope or hotwire a car)
8 Average (climb a rock wall
or rebuild a car engine)
10 Difficult (free-climb a rock wall or
build an engine from spare parts)
15 Extremely difficult (climb a rock
wall during a storm or invent a new
kind of car engine)
20 Once in a lifetime (scale a glass wall
DAMAGING OBJECTS
O
BJECT
T
OUGHNESS
V
IGOR
Handkerchief
2
5
Book
3
10
Wooden box
4
25
Cane or baseball bat
6
30
Knife
6
40
Chain
6
40
feet) of difference between
Tire rubber
6
50
pursuer and pursued.
Padlock/door hinges
7
50
Hiding from someone
1–5 rolls
with no equipment or discover
Pistol
7
60
groundbreaking technology)
Rifle or shotgun
7
75
Wooden doorway
7
75
Fire escape
8
75
Automobile part
(engine or car door)
8
125
MODIFIERS IN COMBAT
The following situations increase or decrease the TN to hit with an attack during
combat:
Standard wall (drywall) 9
125
Brick/stone wall
10
175
Steel safe
9
175
Vault door
10
200
C
ONDITION
M
ODIFIER
Bad lighting (fighting in a poorly lit ally)
+1 to +2
Heavy rain or fog*
+1 to +2
EXPLOSIVES DAMAGE
Unable to see (fighting in the dark or when blinded)
+3
Drunk or similarly incapacitated
+2
P
RIMARY
S
ECONDARY
Target has:
10%–25% cover
E
XPLOSIVE
R
ADIUS
R
ADIUS
+1
Gunpowder
0–3 feet 3.1–6 feet
26%–40% cover
+2
Molotov cocktail
0–5 feet 5.1–10 feet
41%–60% cover
+3
Stick of dynamite
0–6 feet 6.1–12 feet
61%–80% cover
+4
Hand grenade
0–10 feet 10.1–20 feet
81%–95% cover
+5
Dynamite bundle
0–20 feet 20.1–40 feet
Target is prone
–2
Taking an action
+2
Point blank range (target is less than 3 feet away)
–1
HEALING
Every hour, a character may make a Build roll with a TN of 6 in order to regain 1d10
vigor points. Additionally, every second day, a character may make a Build roll with a TN
of 6 to heal one wound. Characters with the Medical skill can aid the healing process.
Injured characters in a hospital or other facility automatically receive the benefits of a
successful Medicine skill check once each day.
Medium range (target is outside of the weapon’s base range)
+1
Long range (target is outside of the weapon’s base range x2)
+2
Extreme range (target is outside of the weapon’s base range x3)
+3
Note: Range modifications apply only to the Firearms and Throwing skills.
*This normally only applies to ranged combat
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