System
System Operation
Characters have 10 Natures which are divided (very) roughly into mental and physical. For Humans they are in the range 5-20. (These may be increased by experience points to a maximum of 25).
Dice Rolls, on 2d20, are generally made against a Nature and Development added together, plus, if required a modifier in the range 1-10, giving a possible target of -8 to 50. Rolls always succeed on 2, and always fail on 40, even if the target number is higher than 40.
If a roll 15 or more below the target is made, the success is counted as “good” or “special”. This means that the task or challenge has been especially easy for the character, and for example, in combat aiming can achieved without cost (or double dice damage, not both), or in crafting, a higher price can be gained for the item in question.
If a roll of 25 or more below is made, or a roll of 2 is made and it is not the only success possible, the success is “critical”, that is to say, for crafting, a master work is achieved, or for combat, quadruple dice damage can be given, (or aiming and double dice).
Conversely, if a roll or 15 or more above the target is made, the task is not only failed, but failed badly, a “fumble”. The sword strikes a wall, the bullet hits something unintended and damaging, the work fails, or is undervalued.
If a roll of 25 or more over the target is made, or 40 is rolled, and it is not the only number available for failure, (i.e. the target is 40 or above), then a “critical failure” is made. The bullet hits someone unintended causing major damage perhaps, the sword hits a friend or that rope holding up the bridge, the work fails at a bad moment, damaging the owner.
The number and type of rolls is determined by the GM, but always remember to apply the rules vigorously, this can save you from embarrassment and confusion when rolls are required.
Players may also make rolls to determine the success or otherwise of an action when they do not know if they would succeed or not, indeed in large groups this behaviour should be encouraged. Players fill in the gaps in their own knowledge about the world by using the system as strictly as possible.
Character Generation
Character generation is the fulcrum around which the game system swings. By generating a character, the player and GM alike knows what the character is able to do, their strengths and weaknesses, and this provides a sound base for the playing of the game. Once the information about a character has been obtained, very little else will need to be known from the book, a character should be self contained and ready to run provided one knows the basic rules, outlined in System Operation, above. The system divides characters into nature and nurture or as we call it Nature and Development, reflecting the already stated belief that people are made up of these two aspects.
Natures
Players need to know what their characters can do and this system is no exception. We have already seen that Natures are vitally important and we will now look at these. They are :-
Strength, Constitution, Dexterity, Perception, Charisma, Wit, Intelligence, Psychic, Wisdom, Willpower.
All of these are in the range 5-20 for humans. To generate a full set roll 3d6+2 for each Nature and assign them in turn. For Age roll 2D20+14, (16-56). The guide for Weight, 11xStr lbs, i.e. you can lift your own body weight. It is a rough guide. For Height use 54+(2d10) inches, again a rough guide only. (4’6” – 6’2”)
Obviously it would be daft, as a general statement of case, to make a warrior type with only 5 strength, but there may be circumstances in which you would do this. Bear in mind too that Natures are combined with Developments to establish what roll you have to make to succeed. Note also that the GM may arbitrarily change what Nature you must use with a Development, but you are required to have an associated Nature for every Development, and fill in the scores correctly. You should, in particular, make sure that you fill in the Nature and not just the Nature score, the GM may need to know what Nature you have associated with a particular Development.
Developments
Developments are in the range 1-20, and are added to appropriate Natures. Your Development Test (DT) is equal to or under the combined Nature and Development roll. 2 is always an automatic success, 40 always a failure, even if your target is over 40. Characters take Int Developments as a starting character, and any amount of other developments at level 1. A character may have Int/4 Weapon Developments, (round down). For each Development roll 2D10 and fill in a Development Level (column 4) slot on the character sheet before filling in the Development name. When the Developments levels are known, determine the Nature which matches the slots by rolling 1D10 and matching the natures using the 1 = Str, 2 = Con, 3 = Dex & etc, schema. Do not forget to write down the Nature name as well as the level. (Nature Column 2, Nature level column 3, from Natures box). Knowing which Nature is used with each Development is an important part of the game mechanic.
Rolling the Dice
The four kinds of rolls players deal with are:-
Nature Test Roll (NTR)
2D20 versus Nature+1 in the raw. Roll equal or under or you have failed. Use when NO Development is applicable, or when some situation is very taxing and character Developments just don’t cut it.
Development Test (DT)
2D20 versus Nature + Development, normally the combination listed on the sheet, but for differing situations this can altered, such as using dexterity or intelligence for sword fighting when a character picks up an epee instead of a broadsword. This is the normal roll.
Third Party
The characters are dancing, a judge chooses between them depending on their dancing Development as demonstrated. Each player rolls their dance Development and bonuses; the player-character who makes it by the most wins. If the roll is failed by both parties, then the one with the least fail will be the best for that roll. Use the magnitude of the rolls to help determine the shape of the outcome.
Passive
One character is hiding; the other one is looking for him. The hiding character made his roll by 4, the seeking character takes that 4 as a negative to find him.
It is important to realise that the combination of Natures and Developments are what allows for the very descriptive nature of characters in the system. As well as being part of the game mechanic, the possible combinations and permutations of Natures and Developments mean that two characters with exactly the same levels in each could look completely different by simply cross assigning different Natures & Developments.
Use this aspect of the system to tell more about the character than the raw numbers give, for an initial character there are at least a hundred possibilities for what the character could be.
The Development List is included as a separate chapter later in the book. Make it up if you don’t see it on a list. This system is meant to be descriptive and not for power gaming, so choose the appropriate Development. Note: don’t be a ninny and do the munchkin thing, if you do, you are missing the point!
Character examples
We look at two examples of character generation to show how characters are simply constructed.
Jorge
We introduce Jorge the Barbarian. Living on the cold steppe of Feria, Jorge is a hunter with his tribe, the fiercely independent Thalia. Jorge’s numbers turn out as in the character example box.
As a character Jorge is well realised; we will see later how Jorge’s weapon skills turn out.
For some characters weapons will hardly be relevant, and during character creation it can be ignored.
For Jorge, however the weapon developments are essential and they will examined later.
Maston
Jorge the Barbarian
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Note first that the totals are a guide for players and GMs, they tell you the relative overall level of the character, but not the detail, and are not used in any calculation. Jorge is a Barbarian, as defined by the player, but is not very strong, (Str 10), he is rather dextrous (Dex 14), has a keen sense of perception (Per 17), and is quick witted (Wit 16), but he is not very clever (Int 9). As such he is known for his speed in a fight, he tends to move first and move right. He is an able hunter. He has the ear of the chief, but mostly through luck. With his Combat Tactics (32) he is also very good in planning battles with other tribes who encroach on the territory of the Thalians.
Jorge isn’t on the whole too bright, so his sense of humour tends to be based on scatological incidents, and while he can do what he does well, he is not adaptable. He cannot read and write, and has no time for “intellectuals.”
Note that he has a “Motor-Cycling” Development. In the ordinary course of play, this would be replaced with Horse Riding, as the original Development is not suitable for the Maston world setting. While the development restricts what Jorge can do, the change fits right along with his character. His low Development gives him a competency that is enough for non-stressful situations, but is likely to result in misfortune if tested. In the normal course of events, Jorge would dismount if it comes to it.
Mostandir Tav
Mos, as she likes to be called, live on the planet of Ishtar, in the Mojad Sector. She is human, (as are most characters in The Mission Universe), about 50, (this is equivalent of about 26 for us), and is a member of Human Affairs, the diplomatic/police body of the galaxy.
As such she is well versed in the intricacies of galactic politics and relations with non-humans. The first portion of her character sheet can be seen here in the Character Example pull out.