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	<updated>2026-05-15T03:08:47Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Maps_of_Stellae_Locations&amp;diff=101772</id>
		<title>Maps of Stellae Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Maps_of_Stellae_Locations&amp;diff=101772"/>
		<updated>2009-02-02T10:25:57Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maps of Stellae Locations&lt;br /&gt;
&lt;br /&gt;
Aysle&lt;br /&gt;
http://maps.google.com/maps/ms?ie=UTF&amp;amp;msa=0&amp;amp;msid=108707328801385191254.0004542eda8f9b5edd8ef&lt;br /&gt;
&lt;br /&gt;
Cyberpapacy&lt;br /&gt;
http://maps.google.com/maps/ms?ie=UTF8&amp;amp;hl=en&amp;amp;msa=0&amp;amp;msid=108707328801385191254.0004543043f765abaf096&amp;amp;z=3&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Willing_Converts&amp;diff=101771</id>
		<title>Willing Converts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Willing_Converts&amp;diff=101771"/>
		<updated>2009-02-02T10:09:33Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willing converts (from James Knevitt)&lt;br /&gt;
Wouldn&#039;t there be a not-so-small number of people who would be willing&lt;br /&gt;
converts to a new reality? For example, I imagine a lot of Ren Faire types&lt;br /&gt;
would jump at the chance to be an Aysle convert -- you get to use magic,&lt;br /&gt;
live and work with &#039;fantasy&#039; races, etc. Likewise for Cyberpapacy -- if&lt;br /&gt;
you&#039;re a big cyberpunk fan and are willing to put up with the oppressive&lt;br /&gt;
nature of the Church (or want to go and be some kind of street tough), then&lt;br /&gt;
it would be a fine place to go. What about Nile Empire? It&#039;s the 1930s, with&lt;br /&gt;
exotic Egyptian magic and weird science. It&#039;s basically like living in the&lt;br /&gt;
world of Indiana Jones or The Mummy. So on, so forth.&lt;br /&gt;
&lt;br /&gt;
Of course, the realms are the way they are because they were written to&lt;br /&gt;
mirror common tropes and genres that people find exciting and entertaining.&lt;br /&gt;
Wouldn&#039;t a certain number of Core Earth inhabitants find the idea of living&lt;br /&gt;
in some of these realities (particularly AY, CP and NE) equally exciting and&lt;br /&gt;
entertaining?&lt;br /&gt;
&lt;br /&gt;
Sure, that&#039;s where some of the converts came from. There&#039;s even a&lt;br /&gt;
character out of the Character Collection who is a&lt;br /&gt;
roleplayer-turned-barbarian. I could see some of the conversions being&lt;br /&gt;
&amp;quot;voluntary&amp;quot;, but I think that converting to a &amp;quot;friendly&amp;quot; reality is&lt;br /&gt;
quite likely to create a Possibility-rated individual.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Wouldn&#039;t there be a not-so-small number of people who would be willing &lt;br /&gt;
&amp;gt; converts to a new reality? For example, I imagine a lot of Ren Faire &lt;br /&gt;
&lt;br /&gt;
There would be, in fact the High Lords encourage it to happen; the&lt;br /&gt;
more people in an area willing to believe in/support a reality the&lt;br /&gt;
easier it is for them to establish their stelae zones. While some of&lt;br /&gt;
the HLs go for the blunt approach (ie, invading armies) others use&lt;br /&gt;
advance agents to encourage natives to viewpoints suitable towards&lt;br /&gt;
supporting the invading reality, going after people with pre-&lt;br /&gt;
conceived notions already favorable towards the invading reality&lt;br /&gt;
would be an obvious tactic.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_world&amp;diff=101770</id>
		<title>The world</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_world&amp;diff=101770"/>
		<updated>2009-02-02T10:09:23Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Maps of Stellae Locations]]&lt;br /&gt;
*[[Willing Converts]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_world&amp;diff=101769</id>
		<title>The world</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_world&amp;diff=101769"/>
		<updated>2009-02-02T10:03:33Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willing converts (from James Knevitt)&lt;br /&gt;
Wouldn&#039;t there be a not-so-small number of people who would be willing&lt;br /&gt;
converts to a new reality? For example, I imagine a lot of Ren Faire types&lt;br /&gt;
would jump at the chance to be an Aysle convert -- you get to use magic,&lt;br /&gt;
live and work with &#039;fantasy&#039; races, etc. Likewise for Cyberpapacy -- if&lt;br /&gt;
you&#039;re a big cyberpunk fan and are willing to put up with the oppressive&lt;br /&gt;
nature of the Church (or want to go and be some kind of street tough), then&lt;br /&gt;
it would be a fine place to go. What about Nile Empire? It&#039;s the 1930s, with&lt;br /&gt;
exotic Egyptian magic and weird science. It&#039;s basically like living in the&lt;br /&gt;
world of Indiana Jones or The Mummy. So on, so forth.&lt;br /&gt;
&lt;br /&gt;
Of course, the realms are the way they are because they were written to&lt;br /&gt;
mirror common tropes and genres that people find exciting and entertaining.&lt;br /&gt;
Wouldn&#039;t a certain number of Core Earth inhabitants find the idea of living&lt;br /&gt;
in some of these realities (particularly AY, CP and NE) equally exciting and&lt;br /&gt;
entertaining?&lt;br /&gt;
&lt;br /&gt;
Sure, that&#039;s where some of the converts came from. There&#039;s even a&lt;br /&gt;
character out of the Character Collection who is a&lt;br /&gt;
roleplayer-turned-barbarian. I could see some of the conversions being&lt;br /&gt;
&amp;quot;voluntary&amp;quot;, but I think that converting to a &amp;quot;friendly&amp;quot; reality is&lt;br /&gt;
quite likely to create a Possibility-rated individual.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Wouldn&#039;t there be a not-so-small number of people who would be willing &lt;br /&gt;
&amp;gt; converts to a new reality? For example, I imagine a lot of Ren Faire &lt;br /&gt;
&lt;br /&gt;
There would be, in fact the High Lords encourage it to happen; the&lt;br /&gt;
more people in an area willing to believe in/support a reality the&lt;br /&gt;
easier it is for them to establish their stelae zones. While some of&lt;br /&gt;
the HLs go for the blunt approach (ie, invading armies) others use&lt;br /&gt;
advance agents to encourage natives to viewpoints suitable towards&lt;br /&gt;
supporting the invading reality, going after people with pre-&lt;br /&gt;
conceived notions already favorable towards the invading reality&lt;br /&gt;
would be an obvious tactic.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101768</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101768"/>
		<updated>2009-02-02T09:56:28Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
*[[Basic Rules]]&lt;br /&gt;
*[[Stats and Skills]]&lt;br /&gt;
*[[Combat]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Magic]]&lt;br /&gt;
*[[Miracles]]&lt;br /&gt;
*[[Powers]]&lt;br /&gt;
*[[Esoteric Disciplines]] &lt;br /&gt;
*[[Honour and Corruption]]&lt;br /&gt;
*[[Foes and Encounters]]&lt;br /&gt;
*[[Character Templates]]&lt;br /&gt;
*[[Party Assets]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Armour]]&lt;br /&gt;
*[[Cyberware]]&lt;br /&gt;
*[[Other Equipment]]&lt;br /&gt;
*[[links to other concepts]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign&#039;&#039;&#039;&lt;br /&gt;
*[[The world]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redundant links&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101329</id>
		<title>Esoteric Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101329"/>
		<updated>2009-01-29T04:38:02Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PILOTING== Not my work&lt;br /&gt;
*http://www.nemesis-system.com/piloting-esoteric-discipline-3.html&lt;br /&gt;
*1. INTO THE BLACK &lt;br /&gt;
**The Pilot has mastered multi-tasking their shipboard equipment. This discipline allows simple shipboard tasks to be completed in half the normal time.&lt;br /&gt;
**Example: Sasha the Charioteer wants to ready her ship for take off as quickly as possible to avoid the arrival of the Inquisition. Such preparations normally taken ten minutes, but she is able to complete them in five.&lt;br /&gt;
*2. CROSSING THE DESERT &lt;br /&gt;
**The pilot is skilled at making the most efficient use of fuel, positive effects of gravity wells and the like. A pilot skilled in this discipline can make their ship travel twice as far as normal without refuelling.&lt;br /&gt;
*3. LEAF ON THE WIND &lt;br /&gt;
**&#039;Any landing you can walk away from is a good landing&#039; – ancient Charioteer aphorismThis discipline permits the pilot to bring their ship in to land more efficiently, allowing them to exchange a normal skill die for a mastery die, for the purposes of landing only.&lt;br /&gt;
*4. THREADING THE NEEDLE &lt;br /&gt;
**The charioteer is skilled in piloting their craft through very tight spaces and at cornering at speeds that would surely bring others undone. This discipline allows the pilot to add two dice to skill checks, or negate two dice in penalties or penalise attackers in these circumstances.&lt;br /&gt;
**Example: Sasha the Charioteer is fleeing in her ship from three Vuldrok marauders, which are faster and better armed than her small ship. She turns her ship towards them, attempting to slip between them and force them to spend time coming about while she escapes. This allows her to negate two dice of incoming fire from the nearest marauder.&lt;br /&gt;
*5. CAN&#039;T TAKE THE SKY FROM ME&lt;br /&gt;
**A pilot&#039;s training at this level is transcendent, permitting them to get their ship to perform near-impossible tasks, contravene design limitations and operate under circumstances where a normal vessel would suffer catastrophic systems failure. A charioteer of this skill can add two dice to their skill ignoring the 10d cap, and force their ship to exceed normal limitations.&lt;br /&gt;
**Example: Sasha is still being pursued by the marauders. One of her engines is dead, and she fears for the worst. She takes her ship into the upper atmosphere of a nearby gas giant, gambling that she can bring her ship through where her less skilled pursuers will fail. While this would normally be a death sentence, her mastery of this discipline gives her a chance of survival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WAY OF THE GUN==&lt;br /&gt;
*http://www.nemesis-system.com/martial-path-way-of-the-gun.html&lt;br /&gt;
&lt;br /&gt;
==SHOTGUN==&lt;br /&gt;
http://www.nemesis-system.com/martial-path-pump-action-mastery.html&lt;br /&gt;
&lt;br /&gt;
==SNIPER==&lt;br /&gt;
http://www.nemesis-system.com/martial-path-sniper-training.html&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101325</id>
		<title>Esoteric Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101325"/>
		<updated>2009-01-29T04:33:41Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PILOTING== Not my work&lt;br /&gt;
*http://www.nemesis-system.com/piloting-esoteric-discipline-3.html&lt;br /&gt;
*1. INTO THE BLACK &lt;br /&gt;
**The Pilot has mastered multi-tasking their shipboard equipment. This discipline allows simple shipboard tasks to be completed in half the normal time.&lt;br /&gt;
**Example: Sasha the Charioteer wants to ready her ship for take off as quickly as possible to avoid the arrival of the Inquisition. Such preparations normally taken ten minutes, but she is able to complete them in five.&lt;br /&gt;
*2. CROSSING THE DESERT &lt;br /&gt;
**The pilot is skilled at making the most efficient use of fuel, positive effects of gravity wells and the like. A pilot skilled in this discipline can make their ship travel twice as far as normal without refuelling.&lt;br /&gt;
*3. LEAF ON THE WIND &lt;br /&gt;
**&#039;Any landing you can walk away from is a good landing&#039; – ancient Charioteer aphorismThis discipline permits the pilot to bring their ship in to land more efficiently, allowing them to exchange a normal skill die for a mastery die, for the purposes of landing only.&lt;br /&gt;
*4. THREADING THE NEEDLE &lt;br /&gt;
**The charioteer is skilled in piloting their craft through very tight spaces and at cornering at speeds that would surely bring others undone. This discipline allows the pilot to add two dice to skill checks, or negate two dice in penalties or penalise attackers in these circumstances.&lt;br /&gt;
**Example: Sasha the Charioteer is fleeing in her ship from three Vuldrok marauders, which are faster and better armed than her small ship. She turns her ship towards them, attempting to slip between them and force them to spend time coming about while she escapes. This allows her to negate two dice of incoming fire from the nearest marauder.&lt;br /&gt;
*5. CAN&#039;T TAKE THE SKY FROM ME&lt;br /&gt;
**A pilot&#039;s training at this level is transcendent, permitting them to get their ship to perform near-impossible tasks, contravene design limitations and operate under circumstances where a normal vessel would suffer catastrophic systems failure. A charioteer of this skill can add two dice to their skill ignoring the 10d cap, and force their ship to exceed normal limitations.&lt;br /&gt;
**Example: Sasha is still being pursued by the marauders. One of her engines is dead, and she fears for the worst. She takes her ship into the upper atmosphere of a nearby gas giant, gambling that she can bring her ship through where her less skilled pursuers will fail. While this would normally be a death sentence, her mastery of this discipline gives her a chance of survival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WAY OF THE GUN==&lt;br /&gt;
*http://www.nemesis-system.com/martial-path-way-of-the-gun.html&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Links_to_other_concepts&amp;diff=101324</id>
		<title>Links to other concepts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Links_to_other_concepts&amp;diff=101324"/>
		<updated>2009-01-29T04:18:09Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Espionage for companies&lt;br /&gt;
**http://www.nemesis-system.com/economic-competition-sabotage-warfare-3.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Psionics&lt;br /&gt;
http://www.nemesis-system.com/rules-for-psionics.html&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Foes_and_Encounters&amp;diff=101323</id>
		<title>Foes and Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Foes_and_Encounters&amp;diff=101323"/>
		<updated>2009-01-29T04:16:25Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* &amp;#039;&amp;#039;&amp;#039;WORTHY FOES&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;ENCOUNTERS&#039;&#039;&#039;=&lt;br /&gt;
*In B-Grade, an encounter ideally is a challenge that has some sort of unique element that make it memorable, with a way for the party to advance even if they fail.&lt;br /&gt;
*In B-Grade, encounters are worth xp. Xp is used to them improve the character by increasing dice in stats and skills, etc.&lt;br /&gt;
*There are quite a few different possible encounters, but let&#039;s focus on the meat of rpg - foes.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;FOES&#039;&#039;&#039;==&lt;br /&gt;
*There are 2 types of foes in B-Grade: Unworthy foes and worthy foes.&lt;br /&gt;
*Unworthy foes are just extras such as henchmen, followers, and just enemies that are met usually in large numbers - eg ninjas, animals, simple robots, nazis, thugs, zombies, etc&lt;br /&gt;
*Worthy foes are major npcs and include villians, masterminds, powerful monsters, grandmaster ninjas, pygmy chieftains, dinosaurs etc.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;UNWORTHY FOES&#039;&#039;&#039;===&lt;br /&gt;
*Unworthy foes are unchanged from the Reign rulebook (i.e. they have a threat value and that&#039;s it).&lt;br /&gt;
*Unworthy foes do not have stats, skills or even wounds.&lt;br /&gt;
*&#039;&#039;&#039;TYPICAL UNWORTHY FOES&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;NINJA&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;PYGMY&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;ZOMBIE&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;AMAZON WOMAN&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;NAZI&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;WOLF&#039;&#039;&#039; - come in packs of 5 to 15.&lt;br /&gt;
***Threat 2 normally. If very hungry, Threat 3.&lt;br /&gt;
**&#039;&#039;&#039;ROBOT&#039;&#039;&#039;&lt;br /&gt;
***Threat &lt;br /&gt;
**&#039;&#039;&#039;SWARM&#039;&#039;&#039; - a swarm of insects, ants, etc. Usually 10 to 20 strong&lt;br /&gt;
***Threat 1. Immune to morale attacks. Only ever do shock damage. Can only ever do a maximum of 2 shock to each location. They ignore armour.&lt;br /&gt;
**&#039;&#039;&#039;PRIMATE&#039;&#039;&#039; - pack of monkeys, apes, etc.5 to 8 strong.&lt;br /&gt;
***Threat 1 (monkeys), Threat 2 (apes), Threat 3 (gorillas).&lt;br /&gt;
**&#039;&#039;&#039;STREET THUGS&#039;&#039;&#039; - usually 3 to 8 strong&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;ANGRY MOB&#039;&#039;&#039; - from 10 to 30 strong.&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;TRAINED DOGS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WORTHY FOES&#039;&#039;&#039;===&lt;br /&gt;
*Worthy foes have stats and skills and wounds. Treat like a Player character.&lt;br /&gt;
*&#039;&#039;&#039;TYPICAL WORTHY FOES&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CRIMINAL MASTERMIND&#039;&#039;&#039;**&lt;br /&gt;
**http://www.nemesis-system.com/components/com_mambowiki/index.php?title=Dark_Reign_Threats#Orks&lt;br /&gt;
**http://www.nemesis-system.com/adeptus-astartes-player-characters.html&lt;br /&gt;
&lt;br /&gt;
http://www.nemesis-system.com/one-roll-monsters.html&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Foes_and_Encounters&amp;diff=101322</id>
		<title>Foes and Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Foes_and_Encounters&amp;diff=101322"/>
		<updated>2009-01-29T04:10:04Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* &amp;#039;&amp;#039;&amp;#039;WORTHY FOES&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;ENCOUNTERS&#039;&#039;&#039;=&lt;br /&gt;
*In B-Grade, an encounter ideally is a challenge that has some sort of unique element that make it memorable, with a way for the party to advance even if they fail.&lt;br /&gt;
*In B-Grade, encounters are worth xp. Xp is used to them improve the character by increasing dice in stats and skills, etc.&lt;br /&gt;
*There are quite a few different possible encounters, but let&#039;s focus on the meat of rpg - foes.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;FOES&#039;&#039;&#039;==&lt;br /&gt;
*There are 2 types of foes in B-Grade: Unworthy foes and worthy foes.&lt;br /&gt;
*Unworthy foes are just extras such as henchmen, followers, and just enemies that are met usually in large numbers - eg ninjas, animals, simple robots, nazis, thugs, zombies, etc&lt;br /&gt;
*Worthy foes are major npcs and include villians, masterminds, powerful monsters, grandmaster ninjas, pygmy chieftains, dinosaurs etc.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;UNWORTHY FOES&#039;&#039;&#039;===&lt;br /&gt;
*Unworthy foes are unchanged from the Reign rulebook (i.e. they have a threat value and that&#039;s it).&lt;br /&gt;
*Unworthy foes do not have stats, skills or even wounds.&lt;br /&gt;
*&#039;&#039;&#039;TYPICAL UNWORTHY FOES&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;NINJA&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;PYGMY&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;ZOMBIE&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;AMAZON WOMAN&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;NAZI&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;WOLF&#039;&#039;&#039; - come in packs of 5 to 15.&lt;br /&gt;
***Threat 2 normally. If very hungry, Threat 3.&lt;br /&gt;
**&#039;&#039;&#039;ROBOT&#039;&#039;&#039;&lt;br /&gt;
***Threat &lt;br /&gt;
**&#039;&#039;&#039;SWARM&#039;&#039;&#039; - a swarm of insects, ants, etc. Usually 10 to 20 strong&lt;br /&gt;
***Threat 1. Immune to morale attacks. Only ever do shock damage. Can only ever do a maximum of 2 shock to each location. They ignore armour.&lt;br /&gt;
**&#039;&#039;&#039;PRIMATE&#039;&#039;&#039; - pack of monkeys, apes, etc.5 to 8 strong.&lt;br /&gt;
***Threat 1 (monkeys), Threat 2 (apes), Threat 3 (gorillas).&lt;br /&gt;
**&#039;&#039;&#039;STREET THUGS&#039;&#039;&#039; - usually 3 to 8 strong&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;ANGRY MOB&#039;&#039;&#039; - from 10 to 30 strong.&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;TRAINED DOGS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WORTHY FOES&#039;&#039;&#039;===&lt;br /&gt;
*Worthy foes have stats and skills and wounds. Treat like a Player character.&lt;br /&gt;
*&#039;&#039;&#039;TYPICAL WORTHY FOES&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CRIMINAL MASTERMIND&#039;&#039;&#039;**&lt;br /&gt;
http://www.nemesis-system.com/components/com_mambowiki/index.php?title=Dark_Reign_Threats#Orks&lt;br /&gt;
http://www.nemesis-system.com/adeptus-astartes-player-characters.html&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Honour_and_Corruption&amp;diff=101321</id>
		<title>Honour and Corruption</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Honour_and_Corruption&amp;diff=101321"/>
		<updated>2009-01-29T04:08:52Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Corruption==&lt;br /&gt;
*http://www.nemesis-system.com/corruption-4.html&lt;br /&gt;
*Magic is by its nature transgressive: it breaks the laws of nature or evokes power best left untouched. When a Sorcerer attempts magic beyond their ability or purposely seeks out that knowledge, the magic they wield corrupts their nature and attunes the Sorcerer more closely with whatever dark nature magic has. &lt;br /&gt;
*The source of this magic can be alien or otherworldly, demonic, a touch of the fey or drake in one’s blood, the cold uncaring unknown, the chilling wind of the undeath, or the pureness of chaos. Once the power has been awakened within, once one has had a taste of power greater than their own, once demons have whispered into their ears or the limitless vistas of an ever-shifting reality of our own, one can tap into that power to enhance their own magic. &lt;br /&gt;
*The GM should determine where the magic comes from and how this power can be corrupting. &lt;br /&gt;
&lt;br /&gt;
*Acquiring Corruption&lt;br /&gt;
**The first time a Sorcerer casts a spell where they fail to invoke the spell but do gain a set beneath the Intensity of the spell, they have glimpsed or summoned power beyond their own and their spell falters. They gain their first Corruption Point. If they so choose, they can then immediately use that die and roll it if they so desire to see if they can make any sets.&lt;br /&gt;
&lt;br /&gt;
*Using Corruption&lt;br /&gt;
**The Sorcerer now has avenue to a forbidden source of power which they can use to power their invocations. Whenever a Sorcerer casts a spell, they can choose to allocate any number of dice as a bonus to the roll before the dice are rolled. These bonus dice should be in a different color or rolled into a different pool. These dice can then be used to create sets. If a Sorcerer has at least three Corruption, they can replace three dice with an Expert die, although there are consequences as noted below.&lt;br /&gt;
**Based upon the exact nature of Corruption that the player has acquired, Corruption might also be applicable as bonus dice to certain other actions, as determined by the GM. These could be used as bonus die/dice for certain skills. If the Corruption dice used for this fail to form a set, they do not increase Corruption but create a complication to the current scene or to a latter scene directly resulting from the character’s misuse of their power.&lt;br /&gt;
&lt;br /&gt;
*Increasing Corruption&lt;br /&gt;
**Whenever a Sorcerer commits Corruption dice to a roll and none of the dice create a set that matches or exceeds the Intensity of that spell, Corruption increases by one. Typically, Corruption dice must be committed before the roll, but as soon as one’s corruption increases as a result of gaining Initial Corruption or Increased Corruption from Corruption dice failing to form any successful sets, the die resulting from the increase can then be rolled and added to the set. If this new additional die from the increase in Corruption does not form any sets, it does not trigger an increase in Corruption. An Expert Die used in a spell always triggers an increase in Corruption.&lt;br /&gt;
&lt;br /&gt;
*Alternative Means of Increasing Corruption&lt;br /&gt;
**There may be other ways to increase Corruption besides failing at spells while evoking corrupting power. What may increase Corruption depends on what Corruption represents: a human sacrifice to demons may increase Corruption for one Sorcerer, while turning one’s firstborn over to the Fey may increase Corruption for another. How to increase Corruption is something decided upon by the GM and the player. Making a successful Forbidden Lore + Know test may give the PC insights into how to do this.&lt;br /&gt;
*Generally, an act increasing power must involve some sort of cost or sacrifice, be it expressed mechanically through the game or socially through the relationships with others in the game world. Any given act should increase Corruption by +1. In nearly all cases, gaining Corruption through this means should almost always be a consequence of a player’s choices, not mandated by the GM as another form of “damage” for something beyond the player’s choice. An exception, such as being accidentally exposed to the insidious and uncontrollable influence of chaos might be acceptable if both players and GM have agreed to this beforehand. Even so, the gain of the last sixth point of Corruption should always be a consequence of a decision made by the player.&lt;br /&gt;
&lt;br /&gt;
*Consequences of Corruption&lt;br /&gt;
**The exact nature of the consequences is determined by the nature of magic, but usually when Corruption reaches 6 the character is consumed by their power in a dramatic manner and their fate is determined in the current or next session as agreed upon by the player and the GM. Individual increases in Corruption at the lower levels may also involve some sort of consequence. The exact nature of these consequences is contingent upon the nature of the forbidden power. Examples below.&lt;br /&gt;
&lt;br /&gt;
*Possible Consequences:&lt;br /&gt;
**Each point of Corruption provides insight into the dark and terrible. Each point of Corruption gives the PC the skill of Forbidden Lore and every time **Corruption increases, this skill increases. This may allow access to new spells if suitable.&lt;br /&gt;
Alternately, rather than Corruption also creating a &amp;quot;Forbidden Lore&amp;quot; skill, it could instead create a new &amp;quot;Sorcery&amp;quot; skill with access to a new field of dark magic.&lt;br /&gt;
**At each or every other stage, the PC may acquire an advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
The GM may tie the Corruption system to the Unnatural/Supernatural Madness Meter&lt;br /&gt;
&lt;br /&gt;
A sample set of consequences tied to a particular magic is provided below:&lt;br /&gt;
&lt;br /&gt;
Fey Blood:&lt;br /&gt;
The Nature of Fey’s Bood: There are some people whose blood conceals a secret: they have the blood an ancient, older people long retired from the world known as the Fey. It is this secret nature that has given them the natural predilection towards Sorcery. &lt;br /&gt;
&lt;br /&gt;
Corruption Idiom: The Fading or &amp;quot;Twilight&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other Uses for Corruption/The Fading: The Fading may be used for any Charm or Command skill used to entertain or deceive as well as for Counterspell and Eerie.&lt;br /&gt;
&lt;br /&gt;
01: Access to Forbidden Lore: The Fey&lt;br /&gt;
02: Gain advantage “Beauty 1”&lt;br /&gt;
03: Lose a Passion, -1 to any sincere interactions with humans&lt;br /&gt;
04: Lose a Passion, Gain Advantage: “Lucky”&lt;br /&gt;
05: Lose a Passion, Gain Problem “Unwholesome”&lt;br /&gt;
06: PC fades into the Fey World&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101320</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101320"/>
		<updated>2009-01-29T04:06:46Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
*[[Basic Rules]]&lt;br /&gt;
*[[Stats and Skills]]&lt;br /&gt;
*[[Combat]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Magic]]&lt;br /&gt;
*[[Miracles]]&lt;br /&gt;
*[[Powers]]&lt;br /&gt;
*[[Esoteric Disciplines]] &lt;br /&gt;
*[[Honour and Corruption]]&lt;br /&gt;
*[[Foes and Encounters]]&lt;br /&gt;
*[[Character Templates]]&lt;br /&gt;
*[[Party Assets]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Armour]]&lt;br /&gt;
*[[Cyberware]]&lt;br /&gt;
*[[Other Equipment]]&lt;br /&gt;
*[[links to other concepts]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redundant links&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Links_to_other_concepts&amp;diff=101319</id>
		<title>Links to other concepts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Links_to_other_concepts&amp;diff=101319"/>
		<updated>2009-01-29T04:05:53Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Espionage for companies&lt;br /&gt;
**http://www.nemesis-system.com/economic-competition-sabotage-warfare-3.html&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101318</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101318"/>
		<updated>2009-01-29T04:05:30Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
*[[Basic Rules]]&lt;br /&gt;
*[[Stats and Skills]]&lt;br /&gt;
*[[Combat]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Magic]]&lt;br /&gt;
*[[Miracles]]&lt;br /&gt;
*[[Powers]]&lt;br /&gt;
*[[Esoteric Disciplines]] &lt;br /&gt;
&lt;br /&gt;
*[[Foes and Encounters]]&lt;br /&gt;
*[[Character Templates]]&lt;br /&gt;
*[[Party Assets]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Armour]]&lt;br /&gt;
*[[Cyberware]]&lt;br /&gt;
*[[Other Equipment]]&lt;br /&gt;
*[[links to other concepts]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redundant links&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Weapons&amp;diff=101317</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Weapons&amp;diff=101317"/>
		<updated>2009-01-29T03:58:20Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://www.nemesis-system.com/necroremunda-create-your-own-40k-weapons-3.html&lt;br /&gt;
&lt;br /&gt;
http://www.nemesis-system.com/ore-transhuman-space-arms-and-armor-3.html&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101314</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101314"/>
		<updated>2009-01-29T03:49:46Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
*[[Basic Rules]]&lt;br /&gt;
*[[Stats and Skills]]&lt;br /&gt;
*[[Combat]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Magic]]&lt;br /&gt;
*[[Miracles]]&lt;br /&gt;
*[[Powers]]&lt;br /&gt;
*[[Esoteric Disciplines]] &lt;br /&gt;
&lt;br /&gt;
*[[Foes and Encounters]]&lt;br /&gt;
*[[Character Templates]]&lt;br /&gt;
*[[Party Assets]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Armour]]&lt;br /&gt;
*[[Cyberware]]&lt;br /&gt;
*[[Other Equipment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redundant links&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101311</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101311"/>
		<updated>2009-01-29T03:49:03Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules]]&lt;br /&gt;
[[Stats and Skills]]&lt;br /&gt;
[[Combat]]&lt;br /&gt;
[[Equipment]]&lt;br /&gt;
[[Magic]]&lt;br /&gt;
[[Miracles]]&lt;br /&gt;
[[Powers]]&lt;br /&gt;
[[Esoteric Disciplines]] &lt;br /&gt;
&lt;br /&gt;
[[Foes and Encounters]]&lt;br /&gt;
[[Character Templates]]&lt;br /&gt;
[[Party Assets]]&lt;br /&gt;
[[Weapons]]&lt;br /&gt;
[[Armour]]&lt;br /&gt;
[[Cyberware]]&lt;br /&gt;
[[Other Equipment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redundant links&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101308</id>
		<title>Esoteric Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101308"/>
		<updated>2009-01-29T03:36:52Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PILOTING== Not my work&lt;br /&gt;
*http://www.nemesis-system.com/piloting-esoteric-discipline-3.html&lt;br /&gt;
*1. INTO THE BLACK &lt;br /&gt;
**The Pilot has mastered multi-tasking their shipboard equipment. This discipline allows simple shipboard tasks to be completed in half the normal time.&lt;br /&gt;
**Example: Sasha the Charioteer wants to ready her ship for take off as quickly as possible to avoid the arrival of the Inquisition. Such preparations normally taken ten minutes, but she is able to complete them in five.&lt;br /&gt;
*2. CROSSING THE DESERT &lt;br /&gt;
**The pilot is skilled at making the most efficient use of fuel, positive effects of gravity wells and the like. A pilot skilled in this discipline can make their ship travel twice as far as normal without refuelling.&lt;br /&gt;
*3. LEAF ON THE WIND &lt;br /&gt;
**&#039;Any landing you can walk away from is a good landing&#039; – ancient Charioteer aphorismThis discipline permits the pilot to bring their ship in to land more efficiently, allowing them to exchange a normal skill die for a mastery die, for the purposes of landing only.&lt;br /&gt;
*4. THREADING THE NEEDLE &lt;br /&gt;
**The charioteer is skilled in piloting their craft through very tight spaces and at cornering at speeds that would surely bring others undone. This discipline allows the pilot to add two dice to skill checks, or negate two dice in penalties or penalise attackers in these circumstances.&lt;br /&gt;
**Example: Sasha the Charioteer is fleeing in her ship from three Vuldrok marauders, which are faster and better armed than her small ship. She turns her ship towards them, attempting to slip between them and force them to spend time coming about while she escapes. This allows her to negate two dice of incoming fire from the nearest marauder.&lt;br /&gt;
*5. CAN&#039;T TAKE THE SKY FROM ME&lt;br /&gt;
**A pilot&#039;s training at this level is transcendent, permitting them to get their ship to perform near-impossible tasks, contravene design limitations and operate under circumstances where a normal vessel would suffer catastrophic systems failure. A charioteer of this skill can add two dice to their skill ignoring the 10d cap, and force their ship to exceed normal limitations.&lt;br /&gt;
**Example: Sasha is still being pursued by the marauders. One of her engines is dead, and she fears for the worst. She takes her ship into the upper atmosphere of a nearby gas giant, gambling that she can bring her ship through where her less skilled pursuers will fail. While this would normally be a death sentence, her mastery of this discipline gives her a chance of survival.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101307</id>
		<title>Esoteric Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101307"/>
		<updated>2009-01-29T03:35:47Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PILOTING== Not my work&lt;br /&gt;
*http://www.nemesis-system.com/piloting-esoteric-discipline-3.html&lt;br /&gt;
*1)INTO THE BLACK &lt;br /&gt;
**The Pilot has mastered multi-tasking their shipboard equipment. This discipline allows simple shipboard tasks to be completed in half the normal time.&lt;br /&gt;
*Example: Sasha the Charioteer wants to ready her ship for take off as quickly as possible to avoid the arrival of the Inquisition. Such preparations normally taken ten minutes, but she is able to complete them in five.&lt;br /&gt;
*2)CROSSING THE DESERT &lt;br /&gt;
**The pilot is skilled at making the most efficient use of fuel, positive effects of gravity wells and the like. A pilot skilled in this discipline can make their ship travel twice as far as normal without refuelling.&lt;br /&gt;
*3) LEAF ON THE WIND &lt;br /&gt;
**&#039;Any landing you can walk away from is a good landing&#039; – ancient Charioteer aphorismThis discipline permits the pilot to bring their ship in to land more efficiently, allowing them to exchange a normal skill die for a mastery die, for the purposes of landing only.&lt;br /&gt;
*4) THREADING THE NEEDLE &lt;br /&gt;
**The charioteer is skilled in piloting their craft through very tight spaces and at cornering at speeds that would surely bring others undone. This discipline allows the pilot to add two dice to skill checks, or negate two dice in penalties or penalise attackers in these circumstances.&lt;br /&gt;
**Example: Sasha the Charioteer is fleeing in her ship from three Vuldrok marauders, which are faster and better armed than her small ship. She turns her ship towards them, attempting to slip between them and force them to spend time coming about while she escapes. This allows her to negate two dice of incoming fire from the nearest marauder.&lt;br /&gt;
*5) CAN&#039;T TAKE THE SKY FROM ME&lt;br /&gt;
**A pilot&#039;s training at this level is transcendent, permitting them to get their ship to perform near-impossible tasks, contravene design limitations and operate under circumstances where a normal vessel would suffer catastrophic systems failure. A charioteer of this skill can add two dice to their skill ignoring the 10d cap, and force their ship to exceed normal limitations.&lt;br /&gt;
**Example: Sasha is still being pursued by the marauders. One of her engines is dead, and she fears for the worst. She takes her ship into the upper atmosphere of a nearby gas giant, gambling that she can bring her ship through where her less skilled pursuers will fail. While this would normally be a death sentence, her mastery of this discipline gives her a chance of survival.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101306</id>
		<title>Esoteric Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Esoteric_Disciplines&amp;diff=101306"/>
		<updated>2009-01-29T03:32:39Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==PILOTING== Not my work&lt;br /&gt;
http://www.nemesis-system.com/piloting-esoteric-discipline-3.html&lt;br /&gt;
1) INTO THE BLACK &lt;br /&gt;
The Pilot has mastered multi-tasking their shipboard equipment. This discipline allows simple shipboard tasks to be completed in half the normal time.&lt;br /&gt;
Example: Sasha the Charioteer wants to ready her ship for take off as quickly as possible to avoid the arrival of the Inquisition. Such preparations normally taken ten minutes, but she is able to complete them in five.&lt;br /&gt;
&lt;br /&gt;
2) CROSSING THE DESERT &lt;br /&gt;
The pilot is skilled at making the most efficient use of fuel, positive effects of gravity wells and the like. A pilot skilled in this discipline can make their ship travel twice as far as normal without refuelling.&lt;br /&gt;
&lt;br /&gt;
3) LEAF ON THE WIND &lt;br /&gt;
&#039;Any landing you can walk away from is a good landing&#039; – ancient Charioteer aphorismThis discipline permits the pilot to bring their ship in to land more efficiently, allowing them to exchange a normal skill die for a mastery die, for the purposes of landing only.&lt;br /&gt;
&lt;br /&gt;
4) THREADING THE NEEDLE &lt;br /&gt;
The charioteer is skilled in piloting their craft through very tight spaces and at cornering at speeds that would surely bring others undone. This discipline allows the pilot to add two dice to skill checks, or negate two dice in penalties or penalise attackers in these circumstances.&lt;br /&gt;
Example: Sasha the Charioteer is fleeing in her ship from three Vuldrok marauders, which are faster and better armed than her small ship. She turns her ship towards them, attempting to slip between them and force them to spend time coming about while she escapes. This allows her to negate two dice of incoming fire from the nearest marauder.&lt;br /&gt;
&lt;br /&gt;
5) CAN&#039;T TAKE THE SKY FROM ME&lt;br /&gt;
A pilot&#039;s training at this level is transcendent, permitting them to get their ship to perform near-impossible tasks, contravene design limitations and operate under circumstances where a normal vessel would suffer catastrophic systems failure. A charioteer of this skill can add two dice to their skill ignoring the 10d cap, and force their ship to exceed normal limitations.&lt;br /&gt;
&lt;br /&gt;
Example: Sasha is still being pursued by the marauders. One of her engines is dead, and she fears for the worst. She takes her ship into the upper atmosphere of a nearby gas giant, gambling that she can bring her ship through where her less skilled pursuers will fail. While this would normally be a death sentence, her mastery of this discipline gives her a chance of survival.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101305</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101305"/>
		<updated>2009-01-29T03:31:24Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules]]&lt;br /&gt;
[[Stats and Skills]]&lt;br /&gt;
[[Combat]]&lt;br /&gt;
[[Equipment]]&lt;br /&gt;
[[Magic]]&lt;br /&gt;
[[Miracles]]&lt;br /&gt;
[[Powers]]&lt;br /&gt;
[[Esoteric Disciplines]] &lt;br /&gt;
&lt;br /&gt;
[[Foes and Encounters]]&lt;br /&gt;
[[Character Templates]]&lt;br /&gt;
[[Party Assets]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redundant links&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Party_Assets&amp;diff=101304</id>
		<title>Party Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Party_Assets&amp;diff=101304"/>
		<updated>2009-01-29T03:30:13Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;PARTY CREATION&#039;&#039;&#039;==&lt;br /&gt;
*Parties sit in between individual characters and companies (see reign for company rules)&lt;br /&gt;
*Parties do not have stats or skills, but they do bring the benefit of assets.&lt;br /&gt;
*Not only do parties have assets, but they also bring other in-game benefits - reflecting such things as party unity and cohesiveness.&lt;br /&gt;
*Here are the rules to create an adventuring party or group.&lt;br /&gt;
*#Choose a party template&lt;br /&gt;
*#Choose party assets. Usually the starting number of points that can be spent on assets (parties have assets, characters have advantages&lt;br /&gt;
*#Choose party flaws&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;PARTY TEMPLATE&#039;&#039;&#039;===&lt;br /&gt;
*An idea expounded by &#039;&#039;Fear the boot&#039;&#039;. &#039;&#039;incomplete&#039;&#039;&lt;br /&gt;
*Why are the characters together? What sort of group do they form?&lt;br /&gt;
*Possible party templates include: a group of mercenaries, a troubleshooting super team, a coterie of monsters, a gang, the a-team.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;PARTY GENERATION&#039;&#039;&#039;===&lt;br /&gt;
*Once the party template is chosen, parties are then generated by spending points on assets.&lt;br /&gt;
**The party is awarded 1 point for each player character in the party (and note that some character bring more than 1 point). &lt;br /&gt;
**Certain characters provide additional party points. This is due to their flaws that are detrimental for the whole party. The leprechaun, vampire, and werewolf provide an additional 1 party point each.&lt;br /&gt;
**If a player character is elected leader (and treated as such), then the party is awarded 2 party points.&lt;br /&gt;
**Finally lose 1 party point for every player with a character concept that amounts to &#039;&#039;&#039;loner&#039;&#039;&#039;.&lt;br /&gt;
*A party is generated the first time the Pc&#039;s adventure together and is revised and adjusted when either of the following conditions are met&lt;br /&gt;
*#At least 50% of the party has died/retired/left the party&lt;br /&gt;
*#A new adventure has begun&lt;br /&gt;
*Gaining party points during play.&lt;br /&gt;
*#A party that has survived an adventure is awarded 1 party point per character that survived that is still a member of the party.&lt;br /&gt;
*#A party that split up into a group smaller than half its size during the adventure, loses 2 party points &lt;br /&gt;
*Parties that gain the equivalent of a company stat such as might, territory should be converted into a company instead.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;PARTY ASSETS&#039;&#039;&#039;===&lt;br /&gt;
*Assets are (fairly permanent) advantages that the party as a collective has. Assets are ranked from 0 (no points allocated) to 3 or even 4. To increase an asset by 1 costs 1 party point. e.g. A rating of mentor 3 costs 3 party points. If the party is composed of 5 player characters, then there would still be 2 party points available to spend.&lt;br /&gt;
*Temporary Assets can also been granted during the adventure if the roleplaying warrants it. These are considered bonus assets. To make these permanent, party points need to be spent. The advantage of making them permanent is that the party can generally count on the asset always being available.&lt;br /&gt;
**&#039;&#039;&#039;Allies:&#039;&#039;&#039; Allies are individuals that are heavily affiliated with the party and can provide support, advice, financial assistance (loans), a couch to sleep on, etc.&lt;br /&gt;
***0: No Allies of any note&lt;br /&gt;
***1: One human ally of moderate ability&lt;br /&gt;
***2: A team of human allies of moderate ability&lt;br /&gt;
***3: A monster ally of moderate ability&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Contacts:&#039;&#039;&#039; Allow you to source information and equipment. Unlike allies, this is a transaction usually involving money. If they are law-abiders, then they will not break the law for you (use influence instead) Major contacts are easy to reach. Minor contacts will need a CHARM based roll (or BRAINS if its a clever idea). Possible contacts include military, political, judicial, police, mob, emergency services, gangs, tabloids, newspapers, local council, federal agents, customs, embassies, university, high society, arms dealers, freemasons, etc. The country that the contacts reside in should also be chosen&lt;br /&gt;
***0: No Contacts of any note&lt;br /&gt;
***1: One major contact and a few minor contacts&lt;br /&gt;
***2: A few major contacts and a dozen of so minor contacts&lt;br /&gt;
***3: A dozen major contacts (a few with international connections) and a score of minor contacts&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Followers:&#039;&#039;&#039; Employees, hirelings, groupies, underlings. It&#039;s all the same thing - someone to boss around. They receive a stipend (paid by this asset) and are loyal.&lt;br /&gt;
***0: No Followers of any note&lt;br /&gt;
***1: 1 untrained follower that is faithful and can do small errands&lt;br /&gt;
***2: A few followers, 1 can be a specialist (such as a private eye) &lt;br /&gt;
***3: A team of followers or a few specialists&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Gadgets:&#039;&#039;&#039; Superscience, weird science and pulp science items. Anything from rocket packs to disintegration rays to magical samurai swords and personal robots. Also the workspace to make gadgets&lt;br /&gt;
***0: No Gadgets of any note&lt;br /&gt;
***1: 1 signature gadget (assigned to somebody or maybe shared) and a dmall lab&lt;br /&gt;
***2: 2 signature gadgets &lt;br /&gt;
***3: A team of followers or a few specialists&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;HQ:&#039;&#039;&#039; A unique sanctum, lair or fortress. If you want a lab as well, use gadgets. If you want transportation, use resources as well.&lt;br /&gt;
***0: No HQ of any note. If you have a house, it is average with a basement.&lt;br /&gt;
***1: You have a house. Secure and private with a secret room in the basement.&lt;br /&gt;
***2: Very secure and with advantages (such as a cave with many escape routes)&lt;br /&gt;
***3: Very secure and with many advantages (such as a large manor on an uncharted island). &lt;br /&gt;
***4: Very secure and notorious (eg a dungeon, fortress or hidden base)&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Influence:&#039;&#039;&#039; Used to get things through customs, stop paperwork. Law-abiders may break the law for you here.&lt;br /&gt;
***0: No Influence of any note&lt;br /&gt;
***1: Some local influence&lt;br /&gt;
***2: Some national influence&lt;br /&gt;
***3: Some international influence&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Mentor:&#039;&#039;&#039; The group has a benefactor or an employer or boss that takes a special interest in the party&lt;br /&gt;
***0: No Mentor of any note&lt;br /&gt;
***1: Mentor has a local influence or is often available&lt;br /&gt;
***2: Mentor has a national influence or is always available&lt;br /&gt;
***3: Mentor has international influence or has a national influence and is always available&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Reputation:&#039;&#039;&#039; Street credibility and renown. The value of reputation can be used as morale attack in the right circumstances. Also, provides its value in dice for charm based rolls in the right cirumstances.&lt;br /&gt;
***0: No Reputation of any note&lt;br /&gt;
***1: Local attention&lt;br /&gt;
***2: National attention&lt;br /&gt;
***3: International attention&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Resources:&#039;&#039;&#039; Party funds (this is different to individual wealth). Note that to have a &#039;&#039;secure&#039;&#039; house, HQ must be used instead. If you want a &#039;&#039;lab&#039;&#039;, use gadgets too. If you want loyalty from your servants, use followers.&lt;br /&gt;
***0: No Resources of any note&lt;br /&gt;
***1: Party has a few vehicles (a few cars or a small boat) and enough disposable income to pay for average national travel expenses&lt;br /&gt;
***2: Party has a few cars (or even a jeep or truck), a boat (or air balloon), and enough disposable income to pay for first class international travel expenses&lt;br /&gt;
***3: Party has a few cars and even a small plane, and stays in the best hotels around the world. Also have a servant or two (though you can&#039;t guarantee their loyalty)&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character_Templates&amp;diff=101303</id>
		<title>Character Templates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character_Templates&amp;diff=101303"/>
		<updated>2009-01-29T03:13:08Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;CHARACTER GENERATION&#039;&#039;&#039;=&lt;br /&gt;
*Probably 100 points to spend on char gen. (for that indiana jones sort of power)&lt;br /&gt;
*This points are used to purchase a cahracter template - the building block of creating a character. Points are then spent to increase stats and skills, buy powers, and advantages.&lt;br /&gt;
*Steps in character creation:&lt;br /&gt;
*GM sets a fixed number of points for character creation.&lt;br /&gt;
*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself (compulsory), the powers (compulsory), any natural weapons (compulsory), and any advantages (optional). Also, you may gain points due to the major flaw (compulsory) and optional flaws (optional).&lt;br /&gt;
*#Player spend points on stats (a character starts with 1 in each stat for free) and skills (Start with a free Hammer-time dice in their native language. All other skills start at 0). Characters can define their profession by choosing appropriate skills.&lt;br /&gt;
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1. TEMPLATES&#039;&#039;&#039;==&lt;br /&gt;
*Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished). &lt;br /&gt;
**&#039;&#039;Name of template and Point Cost&#039;&#039;&lt;br /&gt;
**Description: General description of the template.&lt;br /&gt;
**Passing off as human: How easy it is to pass off as a human.&lt;br /&gt;
**Natural Weaponry: With an associated point cost.&lt;br /&gt;
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.&lt;br /&gt;
**Main Flaw: A Powerful flaw that help offsets the cost of the power. Also defines the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw.&lt;br /&gt;
**Optional Flaws: You can choose all, some, or none of these flaws (with the associated gain in points).&lt;br /&gt;
**Advantages: These are special abilities that can be purchased at character generation. Some advantages are available to multiple templates. Advantages can be purchased in-game by spending xp.&lt;br /&gt;
&lt;br /&gt;
[[image:Catpeople.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;CAT PERSON (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry: None unless in panther form&lt;br /&gt;
**Powers: &#039;&#039;&#039;INTUITION (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice to Sense.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;CURIOSITY KILLED THE CAT&#039;&#039;&#039;: If there is a button on the console, you want to press it. There&#039;s a door...you want to open it. At GM&#039;s discretion, roll Spirit + Willpower to stop yourself from acting.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LANDS ON FEET (costs 2 points)&#039;&#039;&#039;: You never take any damage from long falls, and you always land on your feet.&lt;br /&gt;
**#&#039;&#039;&#039;NIMBLE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;PANTHER FORM (costs 5 points)&#039;&#039;&#039;: Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll Spirit + Cool. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again (if successful). &lt;br /&gt;
**#&#039;&#039;&#039;NINE LIVES (costs 9 points)&#039;&#039;&#039;: When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Quasi.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;DEFORMED HUNCHBACK (costs 1 point)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy, though you look deformed.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;ANTICIPATION (costs 5 points)&#039;&#039;&#039;: &#039;&#039;The perfect servant is the one that anticipates their master&#039;s every desire&#039;&#039;. You always &#039;&#039;&#039;declare&#039;&#039;&#039; your actions last in the round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;MOROSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;STUTTERER&#039;&#039;&#039;: You have a lisp or something similar. -1d on Charm based skills.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points)&#039;&#039;&#039;: You have extra tough skin. Each location has the equivalent of light armour 2.&lt;br /&gt;
**#&#039;&#039;&#039;IMPRESSIVE LUMP (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the torso location.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Frankenstein.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;FRANKENSTEIN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;About eight feet in height, with translucent yellowish skin that barely disguises the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein&#039;s monster, hermann munster, bride of frankenstein&#039;&#039;&lt;br /&gt;
**Passing off as human: If it&#039;s dark and you have some head gear, you can pass yourself off as a very tall human. &lt;br /&gt;
**Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing&lt;br /&gt;
**Powers:&#039;&#039;&#039;UNSTOPPABLE (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Body&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SLOW (gain 15 points)&#039;&#039;&#039;: Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1). &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;SWAYED BY BEAUTY&#039;&#039;&#039;: Charm based skills used on you by women are more effective on you. Treat these sets as 1 width wider.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;THICK-HEADED (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the head location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Golembest.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;GOLEM  (Costs 8 points)  &#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.   &#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard unless you are clothed head to toe.&lt;br /&gt;
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing&lt;br /&gt;
**Powers: &#039;&#039;&#039;UNFLINCHING (costs 25 points)&#039;&#039;&#039;: Blows don&#039;t disrupt your actions. You do not lose a die from a set in your dicepool when you are hit &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NO EMOTION (gain 15 points)&#039;&#039;&#039;: You can never succeed at a skill that requires CHARM.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Leprechaun.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;LEPRECHAUN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin&#039;&#039;&lt;br /&gt;
**Passing off as human: FAirly easy. You can pass off as a midget without much problem.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DAMN QUICK (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Coordination.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;PILFER (gain 5 points)&#039;&#039;&#039;: &#039;&#039;Always trying to steal things...it&#039;s a compulsion.&#039;&#039; Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll Spirit + Cool. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;ALWAYS DRUNK&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;SURLY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;HOARDER (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You always seem to have handy some sort of item that would help.&#039;&#039; Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll Spirit + Wealth. If you succeed then you have the item you need in your pocket.&lt;br /&gt;
**#&#039;&#039;&#039;VANISH (costs 7 points)&#039;&#039;&#039;: As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + Willpower. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Alien.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;MARTIAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if your head is fully covered.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;SUPERBRAIN (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Brains.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NOT OF THIS WORLD (gain 8 points)&#039;&#039;&#039;: &#039;&#039;You can never seem to gain a human&#039;s trust. Whenever someone first meets you, the Gm rolls their Sense + Intuition. If they get a success, then something about you creeps them out. You can still win them over with Charm based skills, but you start with one social strike against you. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;AQUA-PHOBIA (gain 3 points)&#039;&#039;&#039;: You are scared of large bodies of water (Must have GM&#039;s approval as GM may be planning a water based adventure). When large bodies of water are a threat to you, all actions are at -1d.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
**#&#039;&#039;&#039;TELEPATH&#039;&#039;&#039;: You can skim thoughts.&lt;br /&gt;
**#&#039;&#039;&#039;MANY SENSES&#039;&#039;&#039;: You have 5 normal sense and 4 extra martian ones (working on other dimensions)&lt;br /&gt;
**#&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Mummy.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;MUMMY (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;   &#039;&#039;&lt;br /&gt;
**Passing off as human: You can pass off as a burns victim or leper.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;IMPERVIOUS (costs 8 points)&#039;&#039;&#039;:  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2. &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SHAMBLER (gain 10 points)&#039;&#039;&#039;: Cannot move faster than a walk. &#039;&#039;Under review&#039;&#039;&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: FIRE (gain 2 points)&#039;&#039;&#039;: Fire does an extra K per attack.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MUMMY&#039;S CURSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Harvey.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;POOKA (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Better go invisible. May pass yourself as a giant pet.&lt;br /&gt;
**Natural Weaponry: None &lt;br /&gt;
**Powers: &#039;&#039;&#039;TOTEM (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Spirit&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;MISCHIEVOUS&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;EASILY DISTRACTED&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;VANDAL&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;INVISIBILITY (costs 10 points)&#039;&#039;&#039;: Very limited invisibility. Roll Spirit + Willpower. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too.  Also, you will have to wait 3x6=18 hours before you can use this power again.&lt;br /&gt;
**#&#039;&#039;&#039;DANGER-SENSE&#039;&#039;&#039;: &lt;br /&gt;
**#&#039;&#039;&#039;PROPHECY (costs 7 points)&#039;&#039;&#039;: You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Drac.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;VAMPIRE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire&#039;s boon are more effective at night&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;HYPNOTIC (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Charm.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BLOODLUST (gain 10 points)&#039;&#039;&#039;: Once you see blood, you want a taste. If you haven&#039;t drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry. &lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SUNLIGHT (gain 2 points)&#039;&#039;&#039;: If you fail an action during the day, you take 1 Shock to any location.&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: DIVINE POWER (gain 2 points)&#039;&#039;&#039;: Powers of Faith (such as miracles), and blessed objects do an extra 1 K damage. &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;COMMAND THE BEASTS&#039;&#039;&#039;: Natural animals always heed your call and will never attack you.&lt;br /&gt;
**#&#039;&#039;&#039;BLOOD REGENERATION (costs 5 points)&#039;&#039;&#039;: Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.&lt;br /&gt;
**#&#039;&#039;&#039;BAT-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a bat for a limited amount of time. The bat cannot attack but can fly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Werewolf.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WOLFMAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy if you have a shave.&lt;br /&gt;
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;REGENERATION (costs 20 points)&#039;&#039;&#039;: Heal 1 killing or 2 shock per round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;FRENZY (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Once you get started killing, it&#039;s hard for you to stop.&#039;&#039; After all foes are defeated, roll Spirit + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don&#039;t succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SILVER (gains 2 points)&#039;&#039;&#039;: When attacked by silver objects, take an extra 1 K damage.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;PREDATOR (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You can track anything&#039;&#039;. You gain a hammer-time dice in Survival (only for tracking). &lt;br /&gt;
**#&#039;&#039;&#039;WOLF-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a wolf for a limited amount of time. Height of the roll determines the number of rounds you can transform into a wolf. Area determines the number of hours you must wait before you can change into a wolf again.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Snowman.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;YETI (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Need to cover yourself head to toe. Better off hiding.&lt;br /&gt;
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;&lt;br /&gt;
**Powers: &#039;&#039;&#039;SURPRISE ATTACK&#039;&#039;&#039;: If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039; &#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SURVIVALIST (costs 3 points)&#039;&#039;&#039;: Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely. &lt;br /&gt;
**#&#039;&#039;&#039;TERRAIN MASTER(costs 3 points)&#039;&#039;&#039;: You can never fail swim and climb checks.&lt;br /&gt;
**#&#039;&#039;&#039;RARELY SEEN (costs 5 points)&#039;&#039;&#039;: &#039;&#039;You could hide in an empty room&#039;&#039;. Gain a Hammer-time dice in STEALTH &lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH HIDE (costs 2 points)&#039;&#039;&#039;: You have extra tough hide. Each location has the equivalent of light armour 2.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Zombie.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;ZOMBIE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone&#039;s direct control. They typically have very limited intelligence, and hunger for the flesh of the living.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if any decayed flesh is covered. Better wear perfume as the stench is strong.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DETACHABLE (costs 10 points)&#039;&#039;&#039;: Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to &#039;observe&#039;. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BRAINSSS!!!&#039;&#039;&#039;: At the end of combat, roll Spirit + Cool to see if you feast on a &#039;&#039;&#039;dead&#039;&#039;&#039; friend or foe&#039;s brains.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: HEADSHOT (gain 3 points)&#039;&#039;&#039;: If you are hit in teh head, you take an extra K in the head.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LIMB-FU (costs 2 points)&#039;&#039;&#039;: &#039;&#039;The art of hitting people with your detached limbs.&#039;&#039; You&#039;ve learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the &#039;art of detachment&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY&#039;S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Shaolin.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;KUNG FU WARRIOR (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Your english is poor, but your fighting kicks ass&#039;&#039;&lt;br /&gt;
**Natural Weaponry (2 points): Fists of rock. Your fists do Width K.&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MARTIAL ARTIST&#039;&#039;&#039;: Can practice martial arts.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;OCCULTIST (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;RITUAL CASTING&#039;&#039;: &#039;&#039;The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta.&#039;&#039; You can perform rituals.&lt;br /&gt;
**#&#039;&#039;&#039;MIRACLE WORKER&#039;&#039;&#039;: &#039;&#039;Blessed be his name...&#039;&#039;. You can perform mircales&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Rocket.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;PULP ACTION HERO (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;JACK OF ALL TRADES (costs 10 points)&#039;&#039;&#039;: You get a bonus of +1d in any skill that you do not have 3 or more dice in already.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LUCKY (costs 1 point)&#039;&#039;&#039;: Once per session you can reroll a pool only when NO matches turn up.&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;==&lt;br /&gt;
*Each character starts with 1 in each stat. &lt;br /&gt;
*Each character starts with a HtD dice in their character&#039;s native language.&lt;br /&gt;
*Increasing a stat by 1 costs 5 points (maximum starting score for each stat is 5 normal dice and a special dice for a monster; maximum starting score for each stat is 5 normal dice for a human).&lt;br /&gt;
*Increasing a skill by 1 costs 1 point (maximum starting score for each skill is 5 normal dice and a special dice)&lt;br /&gt;
*Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.&lt;br /&gt;
*Promoting an expert die to a hammer-time die costs 5 points. &lt;br /&gt;
*&#039;&#039;&#039;Also note that only monsters can have HtD dice in stats.&#039;&#039;&#039;&lt;br /&gt;
*See the stats and skills section on the main page for more details&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;MISCELLANEOUS ADVANTAGES&#039;&#039;==&lt;br /&gt;
*&#039;&#039;Includes generic boons, and advantages that any player using any template may choose:&#039;&#039;&lt;br /&gt;
*The cost to purchase a particular misc advantage is listed next to the advantage.&lt;br /&gt;
**ESOTERIC PATHS  (cost equals the level of esoteric technique learnt)&lt;br /&gt;
***For the details of specific esoteric paths, see [[B-Grade Esoteric and Martial Paths]]&lt;br /&gt;
***Each Esoteric path has about 5 esoteric techniques in it.&lt;br /&gt;
***A character can only learn a maximum of 15 different esoteric techniques (unless the template specifies different).&lt;br /&gt;
***Points Cost to learn an esoteric technique is equal to the level you want to attain. eg to attain a 4th level esoteric technique costs 4 points at char gen. Futhermore, you must have all lower techniques on that path beforehand. eg. you cannot learn a level 4 esoteric technique until you have attained levels 1,2 and 3 on that martial path.&lt;br /&gt;
**MARTIAL PATH (cost equals the level of martial technique learnt)&lt;br /&gt;
***For the details of specific paths, see [[B-Grade Esoteric and Martial Paths]]&lt;br /&gt;
***Each martial path has about 5 martial techniques in it.&lt;br /&gt;
***A character can only learn a maximum of 15 different martial techniques (unless the template specifies different. eg the martial artist).&lt;br /&gt;
***Points Cost to learn a martial technique is equal to the level you want to attain. eg to attain a 4th level martial technique costs 4 points at char gen. Futhermore, you must have all lower techniques on that path beforehand. eg. you cannot learn a level 4 martial technique until you have attained levels 1,2 and 3 on that martial path.&lt;br /&gt;
**SPELLS (costs vary) &lt;br /&gt;
***1 point cost: one spell at intensity 2 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 1 &lt;br /&gt;
***2 point cost: one spell at intensity 3 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 2 &lt;br /&gt;
***3 point cost: one spell at intensity 4 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 3 &lt;br /&gt;
***4 point cost: one spell at intensity 5 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 4 &lt;br /&gt;
***5 point cost: one spell at intensity 6 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 5 &lt;br /&gt;
***Starting characters can&#039;t know spells above intensity 6.&lt;br /&gt;
***This advantage can be bought multiple times.&lt;br /&gt;
**WEALTH (costs vary from 0 to 10):&lt;br /&gt;
***See reign rulebook&lt;br /&gt;
***Can drop wealth by 1 point for 1 xp (only in plausible situations)&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101302</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101302"/>
		<updated>2009-01-29T03:12:47Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules]]&lt;br /&gt;
[[Stats and Skills]]&lt;br /&gt;
[[Combat]]&lt;br /&gt;
[[Equipment]]&lt;br /&gt;
[[Magic]]&lt;br /&gt;
[[Miracles]]&lt;br /&gt;
[[Powers]]&lt;br /&gt;
[[Foes and Encounters]]&lt;br /&gt;
[[Character Templates]]&lt;br /&gt;
[[Party Assets]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redundant links&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Foes_and_Encounters&amp;diff=101301</id>
		<title>Foes and Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Foes_and_Encounters&amp;diff=101301"/>
		<updated>2009-01-29T03:10:13Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;ENCOUNTERS&#039;&#039;&#039;=&lt;br /&gt;
*In B-Grade, an encounter ideally is a challenge that has some sort of unique element that make it memorable, with a way for the party to advance even if they fail.&lt;br /&gt;
*In B-Grade, encounters are worth xp. Xp is used to them improve the character by increasing dice in stats and skills, etc.&lt;br /&gt;
*There are quite a few different possible encounters, but let&#039;s focus on the meat of rpg - foes.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;FOES&#039;&#039;&#039;==&lt;br /&gt;
*There are 2 types of foes in B-Grade: Unworthy foes and worthy foes.&lt;br /&gt;
*Unworthy foes are just extras such as henchmen, followers, and just enemies that are met usually in large numbers - eg ninjas, animals, simple robots, nazis, thugs, zombies, etc&lt;br /&gt;
*Worthy foes are major npcs and include villians, masterminds, powerful monsters, grandmaster ninjas, pygmy chieftains, dinosaurs etc.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;UNWORTHY FOES&#039;&#039;&#039;===&lt;br /&gt;
*Unworthy foes are unchanged from the Reign rulebook (i.e. they have a threat value and that&#039;s it).&lt;br /&gt;
*Unworthy foes do not have stats, skills or even wounds.&lt;br /&gt;
*&#039;&#039;&#039;TYPICAL UNWORTHY FOES&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;NINJA&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;PYGMY&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;ZOMBIE&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;AMAZON WOMAN&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;NAZI&#039;&#039;&#039;&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;WOLF&#039;&#039;&#039; - come in packs of 5 to 15.&lt;br /&gt;
***Threat 2 normally. If very hungry, Threat 3.&lt;br /&gt;
**&#039;&#039;&#039;ROBOT&#039;&#039;&#039;&lt;br /&gt;
***Threat &lt;br /&gt;
**&#039;&#039;&#039;SWARM&#039;&#039;&#039; - a swarm of insects, ants, etc. Usually 10 to 20 strong&lt;br /&gt;
***Threat 1. Immune to morale attacks. Only ever do shock damage. Can only ever do a maximum of 2 shock to each location. They ignore armour.&lt;br /&gt;
**&#039;&#039;&#039;PRIMATE&#039;&#039;&#039; - pack of monkeys, apes, etc.5 to 8 strong.&lt;br /&gt;
***Threat 1 (monkeys), Threat 2 (apes), Threat 3 (gorillas).&lt;br /&gt;
**&#039;&#039;&#039;STREET THUGS&#039;&#039;&#039; - usually 3 to 8 strong&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;ANGRY MOB&#039;&#039;&#039; - from 10 to 30 strong.&lt;br /&gt;
***Threat&lt;br /&gt;
**&#039;&#039;&#039;TRAINED DOGS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;WORTHY FOES&#039;&#039;&#039;===&lt;br /&gt;
*Worthy foes have stats and skills and wounds. Treat like a Player character.&lt;br /&gt;
*&#039;&#039;&#039;TYPICAL WORTHY FOES&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CRIMINAL MASTERMIND&#039;&#039;&#039;**&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101300</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101300"/>
		<updated>2009-01-29T03:10:04Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules]]&lt;br /&gt;
[[Stats and Skills]]&lt;br /&gt;
[[Combat]]&lt;br /&gt;
[[Equipment]]&lt;br /&gt;
[[Magic]]&lt;br /&gt;
[[Miracles]]&lt;br /&gt;
[[Powers]]&lt;br /&gt;
[[Foes and Encounters]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redundant links&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101299</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101299"/>
		<updated>2009-01-29T03:03:42Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules]]&lt;br /&gt;
[[Stats and Skills]]&lt;br /&gt;
[[Combat]]&lt;br /&gt;
[[Equipment]]&lt;br /&gt;
[[Magic]]&lt;br /&gt;
[[Miracles]]&lt;br /&gt;
[[Powers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redundant links&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stats_and_Skills&amp;diff=101298</id>
		<title>Stats and Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stats_and_Skills&amp;diff=101298"/>
		<updated>2009-01-29T03:02:33Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Characters in Torglike have six Stats: Body, Coordination, Sense, Knowledge, Charm, and Spirit. &lt;br /&gt;
* Note that Stats can never have any special die attached to them. Possibility die are spent immediately and are used for 1 dicepool only.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATS and SKILLS&#039;&#039;&#039;===&lt;br /&gt;
*Characters in B-Grade have six Stats: Body, Coordination, Sense, Brains, Charm, and Spirit. These are the innate physical and mental characteristics of the character, and &amp;quot;govern&amp;quot; certain skills.  Skills are under each stat. &lt;br /&gt;
*As mentioned above, characters in Torglike have six Stats: Body, Coordination, Sense, Knowledge, Charm, and Spirit. These are the innate physical and mental characteristics of the character, and &amp;quot;govern&amp;quot; certain skills. There are 2 derived stats (threat and resist). Skills are under each stat. (and the skill set has been limited to about 4 per stat. I don&#039;t like massive skill sets in games) &lt;br /&gt;
*Notes:&lt;br /&gt;
**Stats can go up to 5+special die for starting characters. Humans can not have more than 5 in a stat. Monsters can advance beyond 5+special die in a stat.&lt;br /&gt;
**Only monsters can have a special die in a stat. Humans can only have special die in a skill. &lt;br /&gt;
*&#039;&#039;&#039;BODY&#039;&#039;&#039; - this encompasses the Torg stats of STRENGTH and TOUGHNESS&lt;br /&gt;
**This is a general indication of physical strength and toughness. It helps with feats of strength, and resisting/surviving injury. Also Threat is derived from this stat&lt;br /&gt;
**Skills are &lt;br /&gt;
***Athletics (includes short distance activities such as swimming/gymnastics/climbing) &lt;br /&gt;
***Endurance (includes anything long distance/ marathon/lifting)&lt;br /&gt;
***Vigor (determines how quickly you recover from injury, resistance to poisons)&lt;br /&gt;
***Brawl (unarmed fighting)&lt;br /&gt;
***Fight (using simple weapons that you whack people with. eg. axes, clubs, hammers)&lt;br /&gt;
*&#039;&#039;&#039;COORDINATION&#039;&#039;&#039; - this encompasses the Torg stats of DEXTERITY&lt;br /&gt;
**Encompasses motor coordination, agility, reflexes, speed, and general dexterity. It is used in fighting, shooting, and dexterous physical activities.  Also Threat is derived from this stat&lt;br /&gt;
**Skills are &lt;br /&gt;
***Dodge/Escape&lt;br /&gt;
***Ride/Drive________ (eg horseriding, land vehicles)&lt;br /&gt;
***Stealth/Thievery&lt;br /&gt;
***Weaponskill ________ (eg blades, guns, thrown weapons, Martial Arts (only if you have bought a martial path))&lt;br /&gt;
*&#039;&#039;&#039;CHARM&#039;&#039;&#039; - this encompasses the Torg stats of CHARISMA&lt;br /&gt;
**This is charisma, presence, confidence, and force of personality. This is used in tests of leadership, argument, and other social situations.&lt;br /&gt;
**Skills are&lt;br /&gt;
***Disguise (Very important for pretending to be a human)&lt;br /&gt;
***Performance _________ (eg dance, song)&lt;br /&gt;
***Command&lt;br /&gt;
***Taunt/Jest&lt;br /&gt;
***Persuade (includes lie/plead/haggle/streetwise)&lt;br /&gt;
*&#039;&#039;&#039;SENSE&#039;&#039;&#039; - this encompasses the Torg stats of PERCEPTION&lt;br /&gt;
**Indicates how well your five senses deliver information to you - high Perception indicates you have clear vision, good hearing, a keen nose. &lt;br /&gt;
**Skills are&lt;br /&gt;
***Survival (includes tracking/orienteering/direction)&lt;br /&gt;
***Intuition (includes sensing spells/supernatural)&lt;br /&gt;
***Spot (spotting things quickly. Mechanic: Time taken to notice something = 5 - width of set (&#039;&#039;&#039;in rounds&#039;&#039;&#039;). No successes = surprised if being ambushed.)&lt;br /&gt;
***Search (used when searching, scrutinising and investigating. Mechanic: Time taken to find something hidden = 5 - width of set (&#039;&#039;&#039;in minutes&#039;&#039;&#039;). No successes = can&#039;t find anything.)&lt;br /&gt;
***Ride/Drive (only flying mounts, air and water vehicles)&lt;br /&gt;
*&#039;&#039;&#039;BRAINS&#039;&#039;&#039; - this encompasses the Torg stats of MIND and translates to BRAINS&lt;br /&gt;
**This is pure intellectual capacity. Helps you analyze problems, understand information, make logical inferences, and generally perform any task requiring the application of thought and knowledge. &lt;br /&gt;
**Skills are&lt;br /&gt;
***Strategy/Tactics&lt;br /&gt;
***Lore ________ (eg Occult, Physics, Astronomy, Gadgets, Religion). Specialised knowledge (learnt at a university, from advanced books, from a tutor, etc)&lt;br /&gt;
***Languages ________ (Note that starting characters start with a HtD in their native language)&lt;br /&gt;
***Spellcasting&lt;br /&gt;
***Schooling - Things that you learn at school, such as maths, general knowledge, geography, history, basic science. &lt;br /&gt;
*&#039;&#039;&#039;SPIRIT&#039;&#039;&#039; - this encompasses the Torg Stat of SPIRIT, and translates to COOL and COMMAND&lt;br /&gt;
**This is a measure of the character&#039;s ability to remain calm under pressure (or under fire), keep your wits about you, and not freeze in a crisis. &lt;br /&gt;
**Tag skills are&lt;br /&gt;
***Intimidate&lt;br /&gt;
***Faith (To perform miracles.)&lt;br /&gt;
***Cool (Keeping cool under pressure. Sometimes used to control monster flaws)&lt;br /&gt;
***Willpower (To resist spells. Sometimes used to activate certain powers/advantages)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;DERIVED STATS&#039;&#039;&#039;===&lt;br /&gt;
*[[THREAT]]&lt;br /&gt;
**For Melee Combat: [[threat]] = Average of body + Weapon skill (if in armour)   &#039;&#039;&#039;OR&#039;&#039;&#039;  (player&#039;s choice) Average of Coord + Weapon skill (if in non-bulky/no armour)&lt;br /&gt;
**For Projectile combat: [[threat]] = Average of Coord + Dodge  &lt;br /&gt;
**For Firearms: [[threat]] = Body (you can&#039;t dodge bullets. Best to be far away from the firer (distance modifier) or in cover (cover modifier)&lt;br /&gt;
*[[RESIST]]&lt;br /&gt;
**[[resist]] = Average of Spirit + Spellcasting&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stats_and_Skills&amp;diff=101297</id>
		<title>Stats and Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stats_and_Skills&amp;diff=101297"/>
		<updated>2009-01-29T02:56:36Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Characters in Torglike have six Stats: Body, Coordination, Sense, Knowledge, Charm, and Spirit. &lt;br /&gt;
* Note that Stats can never have any special die attached to them. Possibility die are spent immediately and are used for 1 dicepool only.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATS and SKILLS&#039;&#039;&#039;===&lt;br /&gt;
*Characters in B-Grade have six Stats: Body, Coordination, Sense, Brains, Charm, and Spirit. These are the innate physical and mental characteristics of the character, and &amp;quot;govern&amp;quot; certain skills.  Skills are under each stat. &lt;br /&gt;
*Notes:&lt;br /&gt;
**Stats can go up to 5+special die for starting characters. Humans can not have more than 5 in a stat. Monsters can advance beyond 5+special die in a stat.&lt;br /&gt;
**Only monsters can have a special die in a stat. Humans can only have special die in a skill. &lt;br /&gt;
*&#039;&#039;&#039;BODY&#039;&#039;&#039; - this encompasses the Torg stats of STRENGTH and TOUGHNESS&lt;br /&gt;
**This is a general indication of physical strength and toughness. It helps with feats of strength, and resisting/surviving injury. Also Threat is derived from this stat&lt;br /&gt;
**Skills are &lt;br /&gt;
***Athletics (includes short distance activities such as swimming/gymnastics/climbing) &lt;br /&gt;
***Endurance (includes anything long distance/ marathon/lifting)&lt;br /&gt;
***Vigor (determines how quickly you recover from injury, resistance to poisons)&lt;br /&gt;
***Brawl (unarmed fighting)&lt;br /&gt;
***Fight (using simple weapons that you whack people with. eg. axes, clubs, hammers)&lt;br /&gt;
*&#039;&#039;&#039;COORDINATION&#039;&#039;&#039; - this encompasses the Torg stats of DEXTERITY&lt;br /&gt;
**Encompasses motor coordination, agility, reflexes, speed, and general dexterity. It is used in fighting, shooting, and dexterous physical activities.  Also Threat is derived from this stat&lt;br /&gt;
**Skills are &lt;br /&gt;
***Dodge/Escape&lt;br /&gt;
***Ride/Drive________ (eg horseriding, land vehicles)&lt;br /&gt;
***Stealth/Thievery&lt;br /&gt;
***Weaponskill ________ (eg blades, guns, thrown weapons, Martial Arts (only if you have bought a martial path))&lt;br /&gt;
*&#039;&#039;&#039;CHARM&#039;&#039;&#039; - this encompasses the Torg stats of CHARISMA&lt;br /&gt;
**This is charisma, presence, confidence, and force of personality. This is used in tests of leadership, argument, and other social situations.&lt;br /&gt;
**Skills are&lt;br /&gt;
***Disguise (Very important for pretending to be a human)&lt;br /&gt;
***Performance _________ (eg dance, song)&lt;br /&gt;
***Command&lt;br /&gt;
***Taunt/Jest&lt;br /&gt;
***Persuade (includes lie/plead/haggle/streetwise)&lt;br /&gt;
*&#039;&#039;&#039;SENSE&#039;&#039;&#039; - this encompasses the Torg stats of PERCEPTION&lt;br /&gt;
**Indicates how well your five senses deliver information to you - high Perception indicates you have clear vision, good hearing, a keen nose. &lt;br /&gt;
**Skills are&lt;br /&gt;
***Survival (includes tracking/orienteering/direction)&lt;br /&gt;
***Intuition (includes sensing spells/supernatural)&lt;br /&gt;
***Spot (spotting things quickly. Mechanic: Time taken to notice something = 5 - width of set (&#039;&#039;&#039;in rounds&#039;&#039;&#039;). No successes = surprised if being ambushed.)&lt;br /&gt;
***Search (used when searching, scrutinising and investigating. Mechanic: Time taken to find something hidden = 5 - width of set (&#039;&#039;&#039;in minutes&#039;&#039;&#039;). No successes = can&#039;t find anything.)&lt;br /&gt;
***Ride/Drive (only flying mounts, air and water vehicles)&lt;br /&gt;
*&#039;&#039;&#039;BRAINS&#039;&#039;&#039; - this encompasses the Torg stats of MIND and translates to BRAINS&lt;br /&gt;
**This is pure intellectual capacity. Helps you analyze problems, understand information, make logical inferences, and generally perform any task requiring the application of thought and knowledge. &lt;br /&gt;
**Skills are&lt;br /&gt;
***Strategy/Tactics&lt;br /&gt;
***Lore ________ (eg Occult, Physics, Astronomy, Gadgets, Religion). Specialised knowledge (learnt at a university, from advanced books, from a tutor, etc)&lt;br /&gt;
***Languages ________ (Note that starting characters start with a HtD in their native language)&lt;br /&gt;
***Spellcasting&lt;br /&gt;
***Schooling - Things that you learn at school, such as maths, general knowledge, geography, history, basic science. &lt;br /&gt;
*&#039;&#039;&#039;SPIRIT&#039;&#039;&#039; - this encompasses the Torg Stat of SPIRIT, and translates to COOL and COMMAND&lt;br /&gt;
**This is a measure of the character&#039;s ability to remain calm under pressure (or under fire), keep your wits about you, and not freeze in a crisis. &lt;br /&gt;
**Tag skills are&lt;br /&gt;
***Intimidate&lt;br /&gt;
***Faith (To perform miracles.)&lt;br /&gt;
***Cool (Keeping cool under pressure. Sometimes used to control monster flaws)&lt;br /&gt;
***Willpower (To resist spells. Sometimes used to activate certain powers/advantages)&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stats_and_Skills&amp;diff=101291</id>
		<title>Stats and Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stats_and_Skills&amp;diff=101291"/>
		<updated>2009-01-29T02:42:28Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Characters in Torglike have six Stats: Body, Coordination, Sense, Knowledge, Charm, and Spirit. &lt;br /&gt;
* Note that Stats can never have ed or md attached to them. These die are attached to skills, not stats.&lt;br /&gt;
* BODY - this encompasses the Torg stats of STRENGTH and TOUGHNESS&lt;br /&gt;
o Tag skills are&lt;br /&gt;
+ Athletics (includes swimming/running/endurance)&lt;br /&gt;
+ Parry&lt;br /&gt;
+ Fight/Brawling (includes all basic melee weapons)&lt;br /&gt;
+ Martial arts&lt;br /&gt;
* COORDINATION - this encompasses the Torg stats of DEXTERITY&lt;br /&gt;
o Tag skills are&lt;br /&gt;
+ Dodge/Escape&lt;br /&gt;
+ Ride/Drive (eg horseriding, land vehicles)&lt;br /&gt;
+ Gymnastics (eg acrobatics)&lt;br /&gt;
+ Stealth/Thievery&lt;br /&gt;
+ Weaponskill (eg blades, guns, thrown weapons)&lt;br /&gt;
* CHARM- this encompasses the Torg stats of CHARISMA&lt;br /&gt;
o Tag skills are&lt;br /&gt;
+ Perform _ (eg dance, song)&lt;br /&gt;
+ Graces (includes empathy)/Streetwise&lt;br /&gt;
+ Taunt (includes Jest)&lt;br /&gt;
+ Persuade (includes lie/plead/haggle)&lt;br /&gt;
* SENSE - this encompasses the Torg stats of PERCEPTION&lt;br /&gt;
o Tag skills are&lt;br /&gt;
+ Survival (includes tracking/orienteering/direction)&lt;br /&gt;
+ Intuition (includes sensing spells/supernatural)&lt;br /&gt;
+ Scrutinize&lt;br /&gt;
+ Find&lt;br /&gt;
+ Ride/Drive (only flying mounts, air and water vehicles)&lt;br /&gt;
* KNOWLEDGE - this encompasses the Torg stats of MIND and translates to BRAINS&lt;br /&gt;
o Tag skills are&lt;br /&gt;
+ Lore (eg occult, science)&lt;br /&gt;
+ First Aid&lt;br /&gt;
+ Spellcasting&lt;br /&gt;
+ Language &lt;br /&gt;
* SPIRIT - this encompasses the Torg Stat of SPIRIT, and translates to COOL and COMMAND&lt;br /&gt;
o Tag skills are&lt;br /&gt;
+ Intimidate&lt;br /&gt;
+ Command&lt;br /&gt;
+ Prayer (for casting miracles)&lt;br /&gt;
+ Reality&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basic_Rules&amp;diff=101290</id>
		<title>Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basic_Rules&amp;diff=101290"/>
		<updated>2009-01-29T02:42:00Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* &amp;#039;&amp;#039;&amp;#039;BASIC RULES&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;BASIC RULES&#039;&#039;&#039;==&lt;br /&gt;
*The basic dice mechanic of One Roll Engine (ORE) provides all of the information needed to determine the speed and result of an action with a &#039;&#039;&#039;single&#039;&#039;&#039; roll.&lt;br /&gt;
*&#039;&#039;&#039;The Cardinal Rules&#039;&#039;&#039;&lt;br /&gt;
*#Roll only when you need to. There&#039;s no sense in rolling for trivial tasks.&lt;br /&gt;
*#Round down. Whenever dividing or averaging results in a fractional result, round down. &lt;br /&gt;
*&#039;&#039;&#039;Dice Pool&#039;&#039;&#039;&lt;br /&gt;
*Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice. &lt;br /&gt;
*The dice pool for any action is the appropriate Stat + appropriate Skill. Sometimes, there are bonuses and penalties to the dicepool. Sometimes difficulty numbers must be met.&lt;br /&gt;
**eg. Wolfman Jackson has a Body Stat of 3 and a Brawl Skill of 4. To hit someone in hand-to-hand combat, Wolfman generally rolls 7d10 (3 from Body and 4 from Brawl). &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;===&lt;br /&gt;
*There are 6 stats and around 4-5 skills per stat.&lt;br /&gt;
*The six Stats: Body, Coordination, Sense, Knowledge, Charm, and Spirit. &lt;br /&gt;
*[[Stats and Skills]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SETS AND WIDTH, HEIGHT AND AREA&#039;&#039;&#039;===&lt;br /&gt;
*When a player rolls their dicepool, look for matches (pairs, triples, etc). Those matching dice are called Sets. A set has Width, Height and Area, and is written as W x H when it&#039;s described. The Width of a set is how many dice came up matching, while the Height is what number is matched. Area is only sometimes used, and is width multiplied by height.&lt;br /&gt;
**eg. Wolfman Jackson takes a swing at a nazi. The results of the roll are 3, 5, 5, 5, 6, 8, and 10. Since three dice came up 5, he has a Set. The set is Width is 3 (three dice are in it), and it&#039;s height is 5. This is written as a 3x5 set. &lt;br /&gt;
*Sets indicate a number of things about the roll. The width of the set determines how quickly the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain difficult circumstances. Wider sets are faster. Tall sets (in height) are successful in most difficult situations. &lt;br /&gt;
*If your roll results in no Sets, your attempt to perform a task fails. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;DIFFICULTY&#039;&#039;&#039;===&lt;br /&gt;
*Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the set of shortest height that can be rolled that is still considered to be a success. &lt;br /&gt;
**Example Difficulties&lt;br /&gt;
***Minor stumbling block: diff 2&lt;br /&gt;
***Typically difficult: diff 3&lt;br /&gt;
***Imposing: diff 4-5&lt;br /&gt;
***Appallingly hard: diff 8&lt;br /&gt;
*Golden rule - Alwyas use a difficulty rather than a penalty, unless the rules state otherwise.&lt;br /&gt;
**Example: Wolfman Jackson is trying to break down a reinforced door. The door has a strength of 4, which establishes the Difficulty of breaking it down. Wolfman will need to have a set of height 5 or more to succeed. Heights of 1 to 4 on Sets will fail in this task. The time taken to break the door down is (5-width) rounds.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATIC AND DYNAMIC CONTESTS&#039;&#039;&#039;===&lt;br /&gt;
*Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;OTHER THINGS&#039;&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Multiple Actions&#039;&#039;&#039;&lt;br /&gt;
**Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you&#039;ll need to decide which action you wish to perform). There is a -1d penalty to dicepool for each multiple action, but only if the multiple actions use different stats. &lt;br /&gt;
***eg. performing 2 actions results in a -1d penalty. Performing 3 actions is a -2d penalty.&lt;br /&gt;
*&#039;&#039;&#039;Working Together&#039;&#039;&#039;&lt;br /&gt;
**Characters can cooperate to perform a task, provided The task can be accomplished in a cooperative fashion.&lt;br /&gt;
**To cooperate on a static contest, the &#039;main character&#039; rolls first. Then the &#039;helper&#039; rolls and any sets that he rolls turn into an ED that has the height of the set. The main character then can use these &#039;helper ED&#039; to make matches with the dicepool he has already rolled. &lt;br /&gt;
**Note that a helper can provide more than 1 ED to the main character&#039;s dicepool.&lt;br /&gt;
***eg. Wolfman Jackson is trying to rewire a malfunctioning giant robot using Brains + Gadgets. Wolfman Jackson rolls his dicepool (rolling 1,3,3,4,5,5,7). Larry the Lecherous Leprechaun wants to help too. He rolls his dicepool of Brains + Gadgets (6d) and rolls very well - 3,3,3,7,7,9. He has rolled a set of 3s and a set of 7s. These turn into an ED of 3 and 7 for Wolfman to use in making matches. Wolfman Jackson now has a 3x3, 2x5 and 2x7 set to choose from.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SPECIAL DICE&#039;&#039;&#039;===&lt;br /&gt;
*There is only 1 &#039;&#039;&#039;special die&#039;&#039;&#039; available in Torglike: [[Possibility Dice]] (PD) &lt;br /&gt;
*&#039;&#039;&#039;Possibility Dice (PD)&#039;&#039;&#039;&lt;br /&gt;
**Possibility dice are very powerful. They can be set to whatever value you want, AFTER you roll (much like Master Dice). Thus, you can set them to make wide or tall sets as you see fit.  &lt;br /&gt;
**Possibility dice are not attached to a stat or skill. They are gained when a character spends a possibility point. Also, possibility dice are gained when using a drama card or hero card (from the [[Drama Deck]]).&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;POSSIBILITY POINTS&#039;&#039;&#039;===&lt;br /&gt;
[[Possibility Points]]&lt;br /&gt;
*Spending a Possibility Point to change the dice pool has the following effect&lt;br /&gt;
** Spent before you roll your dice pool.&lt;br /&gt;
** Instead of rolling d10s, roll the same number of dice but now d6s (except the TORG dice remains a d20)&lt;br /&gt;
** You can still disconnect while spending a possibility point. However, the chances of succeeding also increase when rolling d6s).&lt;br /&gt;
** Here are the many ways that possibilities can be used in Torglike.&lt;br /&gt;
* Changing Dice pool: When attempting an action, you may spend one Possibility before you roll the dice and change your dice pool from d10s to d6s (except the TORG dice is always a d20). No more than one Possibility may be spent on any &lt;br /&gt;
one action. You cannot spend a possibility when disconnected.&lt;br /&gt;
* Buying A New Skill: To gain the first add of a new skill costs two Possibilities if your character can find a teacher, five if self-taught. Gaining a skill that cannot be used unskilled costs five Possibilities is taught, ten if untaught. If a skill requires &lt;br /&gt;
knowledge not native to your character&#039;s cosm the cost of learning the skill is doubled.&lt;br /&gt;
* Countering Effects: Characters may spend a Possibility to rid themselves of the effects of damage. No more than one Possibility may be spent to rid your character of damage from a single blow. Possibilities spent to avoid damage may not be &lt;br /&gt;
countered.&lt;br /&gt;
* Countering Possibilities: Whenever an enemy spends a Possibility to change their dice pool, your character may cancel this by spending a Possibility himself.You must counter at the moment the enemy spends a Possibility, before the dice pool &lt;br /&gt;
is rolled. Both points are spent, and there is no extra roll. This works both ways — the gamemaster characters can spend Possibilities to counter your extra rolls as well.&lt;br /&gt;
* Damage Reduction: Characters may spend a Possibility to rid themselves of the effects of damage. No more than one Possibility may be spent to rid your character of damage from a single blow. Possibilities spent to avoid damage may not be &lt;br /&gt;
countered. Each possibility may do the following:&lt;br /&gt;
1. Remove 4 shock damage from the blow.&lt;br /&gt;
2. Remove 1 killing damage from the blow.&lt;br /&gt;
+ A player may spend one Possibility to reduce the damage from a single blow. The Possibility is spent after the blow is taken. Cards that act as Possibilities may be spent in excess of one.&lt;br /&gt;
* Improving Stats: Stats may be improved but at a far greater cost than skills. A Stat may never be improved beyond the racial maximum. Improving a Stat costs Possibilities in the same manner as improving skills, but the cost is tripled.&lt;br /&gt;
* Improving Skills: Improving a skill costs a variable number of Possibilities depending on how skilled you already are. The better you are, the more difficult it is to improve your skills. You improve a skill one die at a time, i.e. if you want to &lt;br /&gt;
improve a skill from four to seven dice you would have to buy skill five, then six and finally seven. You may not skip steps, although you may improve more than one level at a time if you have enough Possibilities.&lt;br /&gt;
+ To improve a skill costs a number of Possibilities equal to the skill add purchased. Increasing a skill add from three to four would cost four Possibilities.&lt;br /&gt;
* Reality Bubble: Reality works differently between one cosm and another, &amp;amp;amp; possibility energy constantly flows to maintain reality - meaning that equipment, magic, &amp;amp;amp; even skills from your home cosm might not work so well in an alien &lt;br /&gt;
cosm.&lt;br /&gt;
+ A character in a foreign cosm may spend a Possibility and cocoon himself in a &amp;amp;quot;reality bubble&amp;amp;quot; for 15 minutes. During that time, everything — magic, technology, etc. — works for that character as it would work in the home cosm. There are &lt;br /&gt;
restrictions, but leave those to the gamemaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;DRAMA DECK&#039;&#039;&#039;===&lt;br /&gt;
[[Drama Deck]]&lt;br /&gt;
Initiative And Advantage&lt;br /&gt;
* Determines only who declares their actions first. The dice pool still reflects the actually initiative order as per normal. If the drama deck card has heroes have initiative, then all villians declare actions first (from lowest to highest stat).&lt;br /&gt;
Conflict Line Advantages/Disadvantages&lt;br /&gt;
* The advantage lasts until the next card in the deck is turned over (i.e. one round)&lt;br /&gt;
* Flurry: Each character can perform 2 actions in the round without the -1d penalty. Performing 3 actions in a round attracts a -2d penalty (instead of -3), etc.&lt;br /&gt;
* Inspiration: All shock damage (is not killing damage) is removed from all locations. Additionally, any characters unconscious (e.g. are full of shock damage in the head) now recover immediately and can perform actions this round (though recovering is &lt;br /&gt;
itself an action. Any other actions (such as firing a gun), are multiple actions this round)&lt;br /&gt;
* Up: Each character gets to use d6s as their dice pool (instead of d10s) as if spending a possibility point. May not be countered.&lt;br /&gt;
* Break: Villains only. Damaged characters (not unworthy) who fail to hit will flee. Also, successful attacks against villainous unworthy foes both deal damage and also act like the threaten simple maneuver (i.e. they do a morale attack equal to the width &lt;br /&gt;
of the success)&lt;br /&gt;
* Confused: No player may activate a card from her pool.&lt;br /&gt;
* Fatigued: All characters take a point of shock damage on each location.&lt;br /&gt;
* Setback: Triggers setback event, or prevents affected side from taking offensive action.&lt;br /&gt;
* Stymied: Characters lose the ability to spend possibilities for anything other than cancelling opponent&#039;s from spending them.&lt;br /&gt;
* Taunt, Test, Trick, and/or Intimidate: If villain succeeds in a skill use, may remove card(s) from opponent&#039;s pool.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basic_Rules&amp;diff=101287</id>
		<title>Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basic_Rules&amp;diff=101287"/>
		<updated>2009-01-29T02:38:10Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;BASIC RULES&#039;&#039;&#039;==&lt;br /&gt;
*The basic dice mechanic of One Roll Engine (ORE) provides all of the information needed to determine the speed and result of an action with a &#039;&#039;&#039;single&#039;&#039;&#039; roll.&lt;br /&gt;
*&#039;&#039;&#039;The Cardinal Rules&#039;&#039;&#039;&lt;br /&gt;
*#Roll only when you need to. There&#039;s no sense in rolling for trivial tasks.&lt;br /&gt;
*#Round down. Whenever dividing or averaging results in a fractional result, round down. &lt;br /&gt;
*&#039;&#039;&#039;Dice Pool&#039;&#039;&#039;&lt;br /&gt;
*Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice. &lt;br /&gt;
*The dice pool for any action is the appropriate Stat + appropriate Skill. Sometimes, there are bonuses and penalties to the dicepool. Sometimes difficulty numbers must be met.&lt;br /&gt;
**eg. Wolfman Jackson has a Body Stat of 3 and a Brawl Skill of 4. To hit someone in hand-to-hand combat, Wolfman generally rolls 7d10 (3 from Body and 4 from Brawl). &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;===&lt;br /&gt;
*There are 6 stats and around 4-5 skills per stat.&lt;br /&gt;
*The six Stats: Body, Coordination, Sense, Knowledge, Charm, and Spirit. &lt;br /&gt;
*[[Stats and Skills]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SETS AND WIDTH, HEIGHT AND AREA&#039;&#039;&#039;===&lt;br /&gt;
*When a player rolls their dicepool, look for matches (pairs, triples, etc). Those matching dice are called Sets. A set has Width, Height and Area, and is written as W x H when it&#039;s described. The Width of a set is how many dice came up matching, while the Height is what number is matched. Area is only sometimes used, and is width multiplied by height.&lt;br /&gt;
**eg. Wolfman Jackson takes a swing at a nazi. The results of the roll are 3, 5, 5, 5, 6, 8, and 10. Since three dice came up 5, he has a Set. The set is Width is 3 (three dice are in it), and it&#039;s height is 5. This is written as a 3x5 set. &lt;br /&gt;
*Sets indicate a number of things about the roll. The width of the set determines how quickly the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain difficult circumstances. Wider sets are faster. Tall sets (in height) are successful in most difficult situations. &lt;br /&gt;
*If your roll results in no Sets, your attempt to perform a task fails. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;DIFFICULTY&#039;&#039;&#039;===&lt;br /&gt;
*Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the set of shortest height that can be rolled that is still considered to be a success. &lt;br /&gt;
**Example Difficulties&lt;br /&gt;
***Minor stumbling block: diff 2&lt;br /&gt;
***Typically difficult: diff 3&lt;br /&gt;
***Imposing: diff 4-5&lt;br /&gt;
***Appallingly hard: diff 8&lt;br /&gt;
*Golden rule - Alwyas use a difficulty rather than a penalty, unless the rules state otherwise.&lt;br /&gt;
**Example: Wolfman Jackson is trying to break down a reinforced door. The door has a strength of 4, which establishes the Difficulty of breaking it down. Wolfman will need to have a set of height 5 or more to succeed. Heights of 1 to 4 on Sets will fail in this task. The time taken to break the door down is (5-width) rounds.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATIC AND DYNAMIC CONTESTS&#039;&#039;&#039;===&lt;br /&gt;
*Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;OTHER THINGS&#039;&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Multiple Actions&#039;&#039;&#039;&lt;br /&gt;
**Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you&#039;ll need to decide which action you wish to perform). There is a -1d penalty to dicepool for each multiple action, but only if the multiple actions use different stats. &lt;br /&gt;
***eg. performing 2 actions results in a -1d penalty. Performing 3 actions is a -2d penalty.&lt;br /&gt;
*&#039;&#039;&#039;Working Together&#039;&#039;&#039;&lt;br /&gt;
**Characters can cooperate to perform a task, provided The task can be accomplished in a cooperative fashion.&lt;br /&gt;
**To cooperate on a static contest, the &#039;main character&#039; rolls first. Then the &#039;helper&#039; rolls and any sets that he rolls turn into an ED that has the height of the set. The main character then can use these &#039;helper ED&#039; to make matches with the dicepool he has already rolled. &lt;br /&gt;
**Note that a helper can provide more than 1 ED to the main character&#039;s dicepool.&lt;br /&gt;
***eg. Wolfman Jackson is trying to rewire a malfunctioning giant robot using Brains + Gadgets. Wolfman Jackson rolls his dicepool (rolling 1,3,3,4,5,5,7). Larry the Lecherous Leprechaun wants to help too. He rolls his dicepool of Brains + Gadgets (6d) and rolls very well - 3,3,3,7,7,9. He has rolled a set of 3s and a set of 7s. These turn into an ED of 3 and 7 for Wolfman to use in making matches. Wolfman Jackson now has a 3x3, 2x5 and 2x7 set to choose from.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SPECIAL DICE&#039;&#039;&#039;===&lt;br /&gt;
*There is only 1 &#039;&#039;&#039;special die&#039;&#039;&#039; available in Torglike: Possibility Dice (PD) &lt;br /&gt;
*&#039;&#039;&#039;Possibility Dice (PD)&#039;&#039;&#039;&lt;br /&gt;
**Possibility dice are very powerful. They can be set to whatever value you want, AFTER you roll (much like Master Dice). Thus, you can set them to make wide or tall sets as you see fit.  &lt;br /&gt;
**Possibility dice are not attached to a stat or skill. They are gained when a character spends a possibility point. Also, possibility dice are gained when using a drama card or hero card (from the [[Drama Deck]]).&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;POSSIBILITY POINTS&#039;&#039;&#039;===&lt;br /&gt;
*Spending a Possibility Point to change the dice pool has the following effect&lt;br /&gt;
** Spent before you roll your dice pool.&lt;br /&gt;
** Instead of rolling d10s, roll the same number of dice but now d6s (except the TORG dice remains a d20)&lt;br /&gt;
** You can still disconnect while spending a possibility point. However, the chances of succeeding also increase when rolling d6s).&lt;br /&gt;
** Here are the many ways that possibilities can be used in Torglike.&lt;br /&gt;
* Changing Dice pool: When attempting an action, you may spend one Possibility before you roll the dice and change your dice pool from d10s to d6s (except the TORG dice is always a d20). No more than one Possibility may be spent on any &lt;br /&gt;
one action. You cannot spend a possibility when disconnected.&lt;br /&gt;
* Buying A New Skill: To gain the first add of a new skill costs two Possibilities if your character can find a teacher, five if self-taught. Gaining a skill that cannot be used unskilled costs five Possibilities is taught, ten if untaught. If a skill requires &lt;br /&gt;
knowledge not native to your character&#039;s cosm the cost of learning the skill is doubled.&lt;br /&gt;
* Countering Effects: Characters may spend a Possibility to rid themselves of the effects of damage. No more than one Possibility may be spent to rid your character of damage from a single blow. Possibilities spent to avoid damage may not be &lt;br /&gt;
countered.&lt;br /&gt;
* Countering Possibilities: Whenever an enemy spends a Possibility to change their dice pool, your character may cancel this by spending a Possibility himself.You must counter at the moment the enemy spends a Possibility, before the dice pool &lt;br /&gt;
is rolled. Both points are spent, and there is no extra roll. This works both ways — the gamemaster characters can spend Possibilities to counter your extra rolls as well.&lt;br /&gt;
* Damage Reduction: Characters may spend a Possibility to rid themselves of the effects of damage. No more than one Possibility may be spent to rid your character of damage from a single blow. Possibilities spent to avoid damage may not be &lt;br /&gt;
countered. Each possibility may do the following:&lt;br /&gt;
1. Remove 4 shock damage from the blow.&lt;br /&gt;
2. Remove 1 killing damage from the blow.&lt;br /&gt;
+ A player may spend one Possibility to reduce the damage from a single blow. The Possibility is spent after the blow is taken. Cards that act as Possibilities may be spent in excess of one.&lt;br /&gt;
* Improving Stats: Stats may be improved but at a far greater cost than skills. A Stat may never be improved beyond the racial maximum. Improving a Stat costs Possibilities in the same manner as improving skills, but the cost is tripled.&lt;br /&gt;
* Improving Skills: Improving a skill costs a variable number of Possibilities depending on how skilled you already are. The better you are, the more difficult it is to improve your skills. You improve a skill one die at a time, i.e. if you want to &lt;br /&gt;
improve a skill from four to seven dice you would have to buy skill five, then six and finally seven. You may not skip steps, although you may improve more than one level at a time if you have enough Possibilities.&lt;br /&gt;
+ To improve a skill costs a number of Possibilities equal to the skill add purchased. Increasing a skill add from three to four would cost four Possibilities.&lt;br /&gt;
* Reality Bubble: Reality works differently between one cosm and another, &amp;amp;amp; possibility energy constantly flows to maintain reality - meaning that equipment, magic, &amp;amp;amp; even skills from your home cosm might not work so well in an alien &lt;br /&gt;
cosm.&lt;br /&gt;
+ A character in a foreign cosm may spend a Possibility and cocoon himself in a &amp;amp;quot;reality bubble&amp;amp;quot; for 15 minutes. During that time, everything — magic, technology, etc. — works for that character as it would work in the home cosm. There are &lt;br /&gt;
restrictions, but leave those to the gamemaster.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101281</id>
		<title>Torglike</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torglike&amp;diff=101281"/>
		<updated>2009-01-29T02:19:04Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nb. I will be posting up my conversion notes for a campaign that i hope to kickstart early next year. The setting will be [[Torg]] (updated the &#039;[[Near Now]]&#039; to 2008) and teh system will be ORE (based primarily from [[Wild Talents]], [[Reign]], [[Nemesis]], and anything else i can bastardize).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&lt;br /&gt;
[[Torg]] is complicated and there is a lot of dice rolling and charts. This conversion has 4 founding principles&lt;br /&gt;
#Reduce rolling in the game, especially in combat (hence adopting the ore system)&lt;br /&gt;
#Reduce the tendency for combat to be dictated by a character rolling a massive number that obliterates the foe.&lt;br /&gt;
#Reduce the complexity of Torg. Always opt for the simpler solution&lt;br /&gt;
#Keep the things that make the Torg system great (e.g. drama deck, disconnection, world laws and axioms), and ditch the rest (e.g. complicated  magic system)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
[[Basic Rules]]&lt;br /&gt;
[[Basic Rules, attributes and skills]]&lt;br /&gt;
[[Combat]]&lt;br /&gt;
[[Equipment]]&lt;br /&gt;
[[Magic]]&lt;br /&gt;
[[Miracles]]&lt;br /&gt;
[[Powers]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Esoteric_and_Martial_Paths&amp;diff=75603</id>
		<title>B-Grade Esoteric and Martial Paths</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Esoteric_and_Martial_Paths&amp;diff=75603"/>
		<updated>2008-02-11T05:20:39Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;ESOTERIC PATHS&#039;&#039;&#039;==&lt;br /&gt;
*See Reign Rulebook.&lt;br /&gt;
**MONK&#039;S PATH&lt;br /&gt;
***Same as Pure Breath techniques&lt;br /&gt;
**ATHLETE&#039;S PATH&lt;br /&gt;
***Same as Divine Regimen techniques&lt;br /&gt;
**HEALING ART&lt;br /&gt;
***Same as Truil Bodywork techniques&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;MARTIAL PATHS&#039;&#039;&#039;==&lt;br /&gt;
**PATH OF THE NINJA&lt;br /&gt;
***Same as the Insouciant Monkey Path&lt;br /&gt;
**PATH OF DECAPITATION&lt;br /&gt;
***Only can be taken by Zombie template&lt;br /&gt;
***Same as the Thunder Fist Path&lt;br /&gt;
**PATH OF THE IRON MONK&lt;br /&gt;
***Same as the Iron tortoise Path&lt;br /&gt;
**PATH OF THE BAR-ROOM BRAWL&lt;br /&gt;
***Same as the Serpent&#039;s fangs Path&lt;br /&gt;
**PATH OF THE SAMURAI&lt;br /&gt;
***Same as the Razor Heart Path&lt;br /&gt;
**PATH OF THE CAVALRY&lt;br /&gt;
***Same as the Horsewoman&#039;s course Path&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75602</id>
		<title>B-Grade Templates (Classes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75602"/>
		<updated>2008-02-11T05:07:26Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* &amp;#039;&amp;#039;MISCELLANEOUS ADVANTAGES&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;CHARACTER GENERATION&#039;&#039;&#039;=&lt;br /&gt;
*Probably 100 points to spend on char gen. (for that indiana jones sort of power)&lt;br /&gt;
*This points are used to purchase a cahracter template - the building block of creating a character. Points are then spent to increase stats and skills, buy powers, and advantages.&lt;br /&gt;
*Steps in character creation:&lt;br /&gt;
*GM sets a fixed number of points for character creation.&lt;br /&gt;
*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself (compulsory), the powers (compulsory), any natural weapons (compulsory), and any advantages (optional). Also, you may gain points due to the major flaw (compulsory) and optional flaws (optional).&lt;br /&gt;
*#Player spend points on stats (a character starts with 1 in each stat for free) and skills (Start with a free Hammer-time dice in their native language. All other skills start at 0). Characters can define their profession by choosing appropriate skills.&lt;br /&gt;
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1. TEMPLATES&#039;&#039;&#039;==&lt;br /&gt;
*Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished). &lt;br /&gt;
**&#039;&#039;Name of template and Point Cost&#039;&#039;&lt;br /&gt;
**Description: General description of the template.&lt;br /&gt;
**Passing off as human: How easy it is to pass off as a human.&lt;br /&gt;
**Natural Weaponry: With an associated point cost.&lt;br /&gt;
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.&lt;br /&gt;
**Main Flaw: A Powerful flaw that help offsets the cost of the power. Also defines the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw.&lt;br /&gt;
**Optional Flaws: You can choose all, some, or none of these flaws (with the associated gain in points).&lt;br /&gt;
**Advantages: These are special abilities that can be purchased at character generation. Some advantages are available to multiple templates. Advantages can be purchased in-game by spending xp.&lt;br /&gt;
&lt;br /&gt;
[[image:Catpeople.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;CAT PERSON (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry: None unless in panther form&lt;br /&gt;
**Powers: &#039;&#039;&#039;INTUITION (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice to Sense.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;CURIOSITY KILLED THE CAT&#039;&#039;&#039;: If there is a button on the console, you want to press it. There&#039;s a door...you want to open it. At GM&#039;s discretion, roll Spirit + Willpower to stop yourself from acting.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LANDS ON FEET (costs 2 points)&#039;&#039;&#039;: You never take any damage from long falls, and you always land on your feet.&lt;br /&gt;
**#&#039;&#039;&#039;NIMBLE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;PANTHER FORM (costs 5 points)&#039;&#039;&#039;: Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll Spirit + Cool. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again (if successful). &lt;br /&gt;
**#&#039;&#039;&#039;NINE LIVES (costs 9 points)&#039;&#039;&#039;: When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Quasi.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;DEFORMED HUNCHBACK (costs 1 point)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy, though you look deformed.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;ANTICIPATION (costs 5 points)&#039;&#039;&#039;: &#039;&#039;The perfect servant is the one that anticipates their master&#039;s every desire&#039;&#039;. You always &#039;&#039;&#039;declare&#039;&#039;&#039; your actions last in the round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;MOROSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;STUTTERER&#039;&#039;&#039;: You have a lisp or something similar. -1d on Charm based skills.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points)&#039;&#039;&#039;: You have extra tough skin. Each location has the equivalent of light armour 2.&lt;br /&gt;
**#&#039;&#039;&#039;IMPRESSIVE LUMP (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the torso location.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Frankenstein.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;FRANKENSTEIN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;About eight feet in height, with translucent yellowish skin that barely disguises the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein&#039;s monster, hermann munster, bride of frankenstein&#039;&#039;&lt;br /&gt;
**Passing off as human: If it&#039;s dark and you have some head gear, you can pass yourself off as a very tall human. &lt;br /&gt;
**Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing&lt;br /&gt;
**Powers:&#039;&#039;&#039;UNSTOPPABLE (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Body&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SLOW (gain 15 points)&#039;&#039;&#039;: Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1). &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;SWAYED BY BEAUTY&#039;&#039;&#039;: Charm based skills used on you by women are more effective on you. Treat these sets as 1 width wider.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;THICK-HEADED (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the head location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Golembest.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;GOLEM  (Costs 8 points)  &#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.   &#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard unless you are clothed head to toe.&lt;br /&gt;
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing&lt;br /&gt;
**Powers: &#039;&#039;&#039;UNFLINCHING (costs 25 points)&#039;&#039;&#039;: Blows don&#039;t disrupt your actions. You do not lose a die from a set in your dicepool when you are hit &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NO EMOTION (gain 15 points)&#039;&#039;&#039;: You can never succeed at a skill that requires CHARM.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Leprechaun.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;LEPRECHAUN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin&#039;&#039;&lt;br /&gt;
**Passing off as human: FAirly easy. You can pass off as a midget without much problem.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DAMN QUICK (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Coordination.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;PILFER (gain 5 points)&#039;&#039;&#039;: &#039;&#039;Always trying to steal things...it&#039;s a compulsion.&#039;&#039; Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll Spirit + Cool. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;ALWAYS DRUNK&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;SURLY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;HOARDER (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You always seem to have handy some sort of item that would help.&#039;&#039; Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll Spirit + Wealth. If you succeed then you have the item you need in your pocket.&lt;br /&gt;
**#&#039;&#039;&#039;VANISH (costs 7 points)&#039;&#039;&#039;: As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + Willpower. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Alien.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;MARTIAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if your head is fully covered.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;SUPERBRAIN (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Brains.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NOT OF THIS WORLD (gain 8 points)&#039;&#039;&#039;: &#039;&#039;You can never seem to gain a human&#039;s trust. Whenever someone first meets you, the Gm rolls their Sense + Intuition. If they get a success, then something about you creeps them out. You can still win them over with Charm based skills, but you start with one social strike against you. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;AQUA-PHOBIA (gain 3 points)&#039;&#039;&#039;: You are scared of large bodies of water (Must have GM&#039;s approval as GM may be planning a water based adventure). When large bodies of water are a threat to you, all actions are at -1d.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
**#&#039;&#039;&#039;TELEPATH&#039;&#039;&#039;: You can skim thoughts.&lt;br /&gt;
**#&#039;&#039;&#039;MANY SENSES&#039;&#039;&#039;: You have 5 normal sense and 4 extra martian ones (working on other dimensions)&lt;br /&gt;
**#&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Mummy.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;MUMMY (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;   &#039;&#039;&lt;br /&gt;
**Passing off as human: You can pass off as a burns victim or leper.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;IMPERVIOUS (costs 8 points)&#039;&#039;&#039;:  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2. &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SHAMBLER (gain 10 points)&#039;&#039;&#039;: Cannot move faster than a walk. &#039;&#039;Under review&#039;&#039;&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: FIRE (gain 2 points)&#039;&#039;&#039;: Fire does an extra K per attack.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MUMMY&#039;S CURSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Harvey.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;POOKA (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Better go invisible. May pass yourself as a giant pet.&lt;br /&gt;
**Natural Weaponry: None &lt;br /&gt;
**Powers: &#039;&#039;&#039;TOTEM (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Spirit&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;MISCHIEVOUS&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;EASILY DISTRACTED&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;VANDAL&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;INVISIBILITY (costs 10 points)&#039;&#039;&#039;: Very limited invisibility. Roll Spirit + Willpower. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too.  Also, you will have to wait 3x6=18 hours before you can use this power again.&lt;br /&gt;
**#&#039;&#039;&#039;DANGER-SENSE&#039;&#039;&#039;: &lt;br /&gt;
**#&#039;&#039;&#039;PROPHECY (costs 7 points)&#039;&#039;&#039;: You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Drac.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;VAMPIRE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire&#039;s boon are more effective at night&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;HYPNOTIC (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Charm.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BLOODLUST (gain 10 points)&#039;&#039;&#039;: Once you see blood, you want a taste. If you haven&#039;t drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry. &lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SUNLIGHT (gain 2 points)&#039;&#039;&#039;: If you fail an action during the day, you take 1 Shock to any location.&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: DIVINE POWER (gain 2 points)&#039;&#039;&#039;: Powers of Faith (such as miracles), and blessed objects do an extra 1 K damage. &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;COMMAND THE BEASTS&#039;&#039;&#039;: Natural animals always heed your call and will never attack you.&lt;br /&gt;
**#&#039;&#039;&#039;BLOOD REGENERATION (costs 5 points)&#039;&#039;&#039;: Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.&lt;br /&gt;
**#&#039;&#039;&#039;BAT-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a bat for a limited amount of time. The bat cannot attack but can fly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Werewolf.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WOLFMAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy if you have a shave.&lt;br /&gt;
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;REGENERATION (costs 20 points)&#039;&#039;&#039;: Heal 1 killing or 2 shock per round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;FRENZY (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Once you get started killing, it&#039;s hard for you to stop.&#039;&#039; After all foes are defeated, roll Spirit + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don&#039;t succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SILVER (gains 2 points)&#039;&#039;&#039;: When attacked by silver objects, take an extra 1 K damage.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;PREDATOR (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You can track anything&#039;&#039;. You gain a hammer-time dice in Survival (only for tracking). &lt;br /&gt;
**#&#039;&#039;&#039;WOLF-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a wolf for a limited amount of time. Height of the roll determines the number of rounds you can transform into a wolf. Area determines the number of hours you must wait before you can change into a wolf again.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Snowman.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;YETI (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Need to cover yourself head to toe. Better off hiding.&lt;br /&gt;
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;&lt;br /&gt;
**Powers: &#039;&#039;&#039;SURPRISE ATTACK&#039;&#039;&#039;: If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039; &#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SURVIVALIST (costs 3 points)&#039;&#039;&#039;: Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely. &lt;br /&gt;
**#&#039;&#039;&#039;TERRAIN MASTER(costs 3 points)&#039;&#039;&#039;: You can never fail swim and climb checks.&lt;br /&gt;
**#&#039;&#039;&#039;RARELY SEEN (costs 5 points)&#039;&#039;&#039;: &#039;&#039;You could hide in an empty room&#039;&#039;. Gain a Hammer-time dice in STEALTH &lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH HIDE (costs 2 points)&#039;&#039;&#039;: You have extra tough hide. Each location has the equivalent of light armour 2.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Zombie.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;ZOMBIE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone&#039;s direct control. They typically have very limited intelligence, and hunger for the flesh of the living.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if any decayed flesh is covered. Better wear perfume as the stench is strong.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DETACHABLE (costs 10 points)&#039;&#039;&#039;: Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to &#039;observe&#039;. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BRAINSSS!!!&#039;&#039;&#039;: At the end of combat, roll Spirit + Cool to see if you feast on a &#039;&#039;&#039;dead&#039;&#039;&#039; friend or foe&#039;s brains.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: HEADSHOT (gain 3 points)&#039;&#039;&#039;: If you are hit in teh head, you take an extra K in the head.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LIMB-FU (costs 2 points)&#039;&#039;&#039;: &#039;&#039;The art of hitting people with your detached limbs.&#039;&#039; You&#039;ve learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the &#039;art of detachment&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY&#039;S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Shaolin.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;KUNG FU WARRIOR (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Your english is poor, but your fighting kicks ass&#039;&#039;&lt;br /&gt;
**Natural Weaponry (2 points): Fists of rock. Your fists do Width K.&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MARTIAL ARTIST&#039;&#039;&#039;: Can practice martial arts.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;OCCULTIST (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;RITUAL CASTING&#039;&#039;: &#039;&#039;The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta.&#039;&#039; You can perform rituals.&lt;br /&gt;
**#&#039;&#039;&#039;MIRACLE WORKER&#039;&#039;&#039;: &#039;&#039;Blessed be his name...&#039;&#039;. You can perform mircales&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Rocket.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;PULP ACTION HERO (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;JACK OF ALL TRADES (costs 10 points)&#039;&#039;&#039;: You get a bonus of +1d in any skill that you do not have 3 or more dice in already.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LUCKY (costs 1 point)&#039;&#039;&#039;: Once per session you can reroll a pool only when NO matches turn up.&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;==&lt;br /&gt;
*Each character starts with 1 in each stat. &lt;br /&gt;
*Each character starts with a HtD dice in their character&#039;s native language.&lt;br /&gt;
*Increasing a stat by 1 costs 5 points (maximum starting score for each stat is 5 normal dice and a special dice for a monster; maximum starting score for each stat is 5 normal dice for a human).&lt;br /&gt;
*Increasing a skill by 1 costs 1 point (maximum starting score for each skill is 5 normal dice and a special dice)&lt;br /&gt;
*Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.&lt;br /&gt;
*Promoting an expert die to a hammer-time die costs 5 points. &lt;br /&gt;
*&#039;&#039;&#039;Also note that only monsters can have HtD dice in stats.&#039;&#039;&#039;&lt;br /&gt;
*See the stats and skills section on the main page for more details&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;MISCELLANEOUS ADVANTAGES&#039;&#039;==&lt;br /&gt;
*&#039;&#039;Includes generic boons, and advantages that any player using any template may choose:&#039;&#039;&lt;br /&gt;
*The cost to purchase a particular misc advantage is listed next to the advantage.&lt;br /&gt;
**ESOTERIC PATHS  (cost equals the level of esoteric technique learnt)&lt;br /&gt;
***For the details of specific esoteric paths, see [[B-Grade Esoteric and Martial Paths]]&lt;br /&gt;
***Each Esoteric path has about 5 esoteric techniques in it.&lt;br /&gt;
***A character can only learn a maximum of 15 different esoteric techniques (unless the template specifies different).&lt;br /&gt;
***Points Cost to learn an esoteric technique is equal to the level you want to attain. eg to attain a 4th level esoteric technique costs 4 points at char gen. Futhermore, you must have all lower techniques on that path beforehand. eg. you cannot learn a level 4 esoteric technique until you have attained levels 1,2 and 3 on that martial path.&lt;br /&gt;
**MARTIAL PATH (cost equals the level of martial technique learnt)&lt;br /&gt;
***For the details of specific paths, see [[B-Grade Esoteric and Martial Paths]]&lt;br /&gt;
***Each martial path has about 5 martial techniques in it.&lt;br /&gt;
***A character can only learn a maximum of 15 different martial techniques (unless the template specifies different. eg the martial artist).&lt;br /&gt;
***Points Cost to learn a martial technique is equal to the level you want to attain. eg to attain a 4th level martial technique costs 4 points at char gen. Futhermore, you must have all lower techniques on that path beforehand. eg. you cannot learn a level 4 martial technique until you have attained levels 1,2 and 3 on that martial path.&lt;br /&gt;
**SPELLS (costs vary) &lt;br /&gt;
***1 point cost: one spell at intensity 2 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 1 &lt;br /&gt;
***2 point cost: one spell at intensity 3 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 2 &lt;br /&gt;
***3 point cost: one spell at intensity 4 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 3 &lt;br /&gt;
***4 point cost: one spell at intensity 5 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 4 &lt;br /&gt;
***5 point cost: one spell at intensity 6 &#039;&#039;&#039;OR&#039;&#039;&#039; two spells at intensity 5 &lt;br /&gt;
***Starting characters can&#039;t know spells above intensity 6.&lt;br /&gt;
***This advantage can be bought multiple times.&lt;br /&gt;
**WEALTH (costs vary from 0 to 10):&lt;br /&gt;
***See reign rulebook&lt;br /&gt;
***Can drop wealth by 1 point for 1 xp (only in plausible situations)&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75601</id>
		<title>B-Grade Templates (Classes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75601"/>
		<updated>2008-02-11T05:05:08Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* &amp;#039;&amp;#039;MISCELLANEOUS ADVANTAGES&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;CHARACTER GENERATION&#039;&#039;&#039;=&lt;br /&gt;
*Probably 100 points to spend on char gen. (for that indiana jones sort of power)&lt;br /&gt;
*This points are used to purchase a cahracter template - the building block of creating a character. Points are then spent to increase stats and skills, buy powers, and advantages.&lt;br /&gt;
*Steps in character creation:&lt;br /&gt;
*GM sets a fixed number of points for character creation.&lt;br /&gt;
*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself (compulsory), the powers (compulsory), any natural weapons (compulsory), and any advantages (optional). Also, you may gain points due to the major flaw (compulsory) and optional flaws (optional).&lt;br /&gt;
*#Player spend points on stats (a character starts with 1 in each stat for free) and skills (Start with a free Hammer-time dice in their native language. All other skills start at 0). Characters can define their profession by choosing appropriate skills.&lt;br /&gt;
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1. TEMPLATES&#039;&#039;&#039;==&lt;br /&gt;
*Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished). &lt;br /&gt;
**&#039;&#039;Name of template and Point Cost&#039;&#039;&lt;br /&gt;
**Description: General description of the template.&lt;br /&gt;
**Passing off as human: How easy it is to pass off as a human.&lt;br /&gt;
**Natural Weaponry: With an associated point cost.&lt;br /&gt;
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.&lt;br /&gt;
**Main Flaw: A Powerful flaw that help offsets the cost of the power. Also defines the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw.&lt;br /&gt;
**Optional Flaws: You can choose all, some, or none of these flaws (with the associated gain in points).&lt;br /&gt;
**Advantages: These are special abilities that can be purchased at character generation. Some advantages are available to multiple templates. Advantages can be purchased in-game by spending xp.&lt;br /&gt;
&lt;br /&gt;
[[image:Catpeople.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;CAT PERSON (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry: None unless in panther form&lt;br /&gt;
**Powers: &#039;&#039;&#039;INTUITION (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice to Sense.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;CURIOSITY KILLED THE CAT&#039;&#039;&#039;: If there is a button on the console, you want to press it. There&#039;s a door...you want to open it. At GM&#039;s discretion, roll Spirit + Willpower to stop yourself from acting.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LANDS ON FEET (costs 2 points)&#039;&#039;&#039;: You never take any damage from long falls, and you always land on your feet.&lt;br /&gt;
**#&#039;&#039;&#039;NIMBLE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;PANTHER FORM (costs 5 points)&#039;&#039;&#039;: Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll Spirit + Cool. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again (if successful). &lt;br /&gt;
**#&#039;&#039;&#039;NINE LIVES (costs 9 points)&#039;&#039;&#039;: When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Quasi.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;DEFORMED HUNCHBACK (costs 1 point)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy, though you look deformed.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;ANTICIPATION (costs 5 points)&#039;&#039;&#039;: &#039;&#039;The perfect servant is the one that anticipates their master&#039;s every desire&#039;&#039;. You always &#039;&#039;&#039;declare&#039;&#039;&#039; your actions last in the round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;MOROSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;STUTTERER&#039;&#039;&#039;: You have a lisp or something similar. -1d on Charm based skills.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points)&#039;&#039;&#039;: You have extra tough skin. Each location has the equivalent of light armour 2.&lt;br /&gt;
**#&#039;&#039;&#039;IMPRESSIVE LUMP (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the torso location.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Frankenstein.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;FRANKENSTEIN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;About eight feet in height, with translucent yellowish skin that barely disguises the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein&#039;s monster, hermann munster, bride of frankenstein&#039;&#039;&lt;br /&gt;
**Passing off as human: If it&#039;s dark and you have some head gear, you can pass yourself off as a very tall human. &lt;br /&gt;
**Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing&lt;br /&gt;
**Powers:&#039;&#039;&#039;UNSTOPPABLE (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Body&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SLOW (gain 15 points)&#039;&#039;&#039;: Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1). &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;SWAYED BY BEAUTY&#039;&#039;&#039;: Charm based skills used on you by women are more effective on you. Treat these sets as 1 width wider.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;THICK-HEADED (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the head location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Golembest.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;GOLEM  (Costs 8 points)  &#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.   &#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard unless you are clothed head to toe.&lt;br /&gt;
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing&lt;br /&gt;
**Powers: &#039;&#039;&#039;UNFLINCHING (costs 25 points)&#039;&#039;&#039;: Blows don&#039;t disrupt your actions. You do not lose a die from a set in your dicepool when you are hit &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NO EMOTION (gain 15 points)&#039;&#039;&#039;: You can never succeed at a skill that requires CHARM.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Leprechaun.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;LEPRECHAUN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin&#039;&#039;&lt;br /&gt;
**Passing off as human: FAirly easy. You can pass off as a midget without much problem.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DAMN QUICK (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Coordination.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;PILFER (gain 5 points)&#039;&#039;&#039;: &#039;&#039;Always trying to steal things...it&#039;s a compulsion.&#039;&#039; Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll Spirit + Cool. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;ALWAYS DRUNK&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;SURLY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;HOARDER (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You always seem to have handy some sort of item that would help.&#039;&#039; Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll Spirit + Wealth. If you succeed then you have the item you need in your pocket.&lt;br /&gt;
**#&#039;&#039;&#039;VANISH (costs 7 points)&#039;&#039;&#039;: As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + Willpower. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Alien.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;MARTIAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if your head is fully covered.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;SUPERBRAIN (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Brains.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NOT OF THIS WORLD (gain 8 points)&#039;&#039;&#039;: &#039;&#039;You can never seem to gain a human&#039;s trust. Whenever someone first meets you, the Gm rolls their Sense + Intuition. If they get a success, then something about you creeps them out. You can still win them over with Charm based skills, but you start with one social strike against you. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;AQUA-PHOBIA (gain 3 points)&#039;&#039;&#039;: You are scared of large bodies of water (Must have GM&#039;s approval as GM may be planning a water based adventure). When large bodies of water are a threat to you, all actions are at -1d.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
**#&#039;&#039;&#039;TELEPATH&#039;&#039;&#039;: You can skim thoughts.&lt;br /&gt;
**#&#039;&#039;&#039;MANY SENSES&#039;&#039;&#039;: You have 5 normal sense and 4 extra martian ones (working on other dimensions)&lt;br /&gt;
**#&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Mummy.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;MUMMY (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;   &#039;&#039;&lt;br /&gt;
**Passing off as human: You can pass off as a burns victim or leper.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;IMPERVIOUS (costs 8 points)&#039;&#039;&#039;:  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2. &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SHAMBLER (gain 10 points)&#039;&#039;&#039;: Cannot move faster than a walk. &#039;&#039;Under review&#039;&#039;&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: FIRE (gain 2 points)&#039;&#039;&#039;: Fire does an extra K per attack.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MUMMY&#039;S CURSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Harvey.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;POOKA (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Better go invisible. May pass yourself as a giant pet.&lt;br /&gt;
**Natural Weaponry: None &lt;br /&gt;
**Powers: &#039;&#039;&#039;TOTEM (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Spirit&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;MISCHIEVOUS&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;EASILY DISTRACTED&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;VANDAL&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;INVISIBILITY (costs 10 points)&#039;&#039;&#039;: Very limited invisibility. Roll Spirit + Willpower. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too.  Also, you will have to wait 3x6=18 hours before you can use this power again.&lt;br /&gt;
**#&#039;&#039;&#039;DANGER-SENSE&#039;&#039;&#039;: &lt;br /&gt;
**#&#039;&#039;&#039;PROPHECY (costs 7 points)&#039;&#039;&#039;: You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Drac.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;VAMPIRE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire&#039;s boon are more effective at night&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;HYPNOTIC (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Charm.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BLOODLUST (gain 10 points)&#039;&#039;&#039;: Once you see blood, you want a taste. If you haven&#039;t drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry. &lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SUNLIGHT (gain 2 points)&#039;&#039;&#039;: If you fail an action during the day, you take 1 Shock to any location.&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: DIVINE POWER (gain 2 points)&#039;&#039;&#039;: Powers of Faith (such as miracles), and blessed objects do an extra 1 K damage. &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;COMMAND THE BEASTS&#039;&#039;&#039;: Natural animals always heed your call and will never attack you.&lt;br /&gt;
**#&#039;&#039;&#039;BLOOD REGENERATION (costs 5 points)&#039;&#039;&#039;: Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.&lt;br /&gt;
**#&#039;&#039;&#039;BAT-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a bat for a limited amount of time. The bat cannot attack but can fly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Werewolf.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WOLFMAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy if you have a shave.&lt;br /&gt;
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;REGENERATION (costs 20 points)&#039;&#039;&#039;: Heal 1 killing or 2 shock per round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;FRENZY (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Once you get started killing, it&#039;s hard for you to stop.&#039;&#039; After all foes are defeated, roll Spirit + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don&#039;t succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SILVER (gains 2 points)&#039;&#039;&#039;: When attacked by silver objects, take an extra 1 K damage.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;PREDATOR (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You can track anything&#039;&#039;. You gain a hammer-time dice in Survival (only for tracking). &lt;br /&gt;
**#&#039;&#039;&#039;WOLF-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a wolf for a limited amount of time. Height of the roll determines the number of rounds you can transform into a wolf. Area determines the number of hours you must wait before you can change into a wolf again.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Snowman.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;YETI (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Need to cover yourself head to toe. Better off hiding.&lt;br /&gt;
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;&lt;br /&gt;
**Powers: &#039;&#039;&#039;SURPRISE ATTACK&#039;&#039;&#039;: If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039; &#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SURVIVALIST (costs 3 points)&#039;&#039;&#039;: Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely. &lt;br /&gt;
**#&#039;&#039;&#039;TERRAIN MASTER(costs 3 points)&#039;&#039;&#039;: You can never fail swim and climb checks.&lt;br /&gt;
**#&#039;&#039;&#039;RARELY SEEN (costs 5 points)&#039;&#039;&#039;: &#039;&#039;You could hide in an empty room&#039;&#039;. Gain a Hammer-time dice in STEALTH &lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH HIDE (costs 2 points)&#039;&#039;&#039;: You have extra tough hide. Each location has the equivalent of light armour 2.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Zombie.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;ZOMBIE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone&#039;s direct control. They typically have very limited intelligence, and hunger for the flesh of the living.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if any decayed flesh is covered. Better wear perfume as the stench is strong.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DETACHABLE (costs 10 points)&#039;&#039;&#039;: Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to &#039;observe&#039;. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BRAINSSS!!!&#039;&#039;&#039;: At the end of combat, roll Spirit + Cool to see if you feast on a &#039;&#039;&#039;dead&#039;&#039;&#039; friend or foe&#039;s brains.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: HEADSHOT (gain 3 points)&#039;&#039;&#039;: If you are hit in teh head, you take an extra K in the head.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LIMB-FU (costs 2 points)&#039;&#039;&#039;: &#039;&#039;The art of hitting people with your detached limbs.&#039;&#039; You&#039;ve learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the &#039;art of detachment&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY&#039;S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Shaolin.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;KUNG FU WARRIOR (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Your english is poor, but your fighting kicks ass&#039;&#039;&lt;br /&gt;
**Natural Weaponry (2 points): Fists of rock. Your fists do Width K.&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MARTIAL ARTIST&#039;&#039;&#039;: Can practice martial arts.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;OCCULTIST (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;RITUAL CASTING&#039;&#039;: &#039;&#039;The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta.&#039;&#039; You can perform rituals.&lt;br /&gt;
**#&#039;&#039;&#039;MIRACLE WORKER&#039;&#039;&#039;: &#039;&#039;Blessed be his name...&#039;&#039;. You can perform mircales&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Rocket.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;PULP ACTION HERO (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;JACK OF ALL TRADES (costs 10 points)&#039;&#039;&#039;: You get a bonus of +1d in any skill that you do not have 3 or more dice in already.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LUCKY (costs 1 point)&#039;&#039;&#039;: Once per session you can reroll a pool only when NO matches turn up.&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;==&lt;br /&gt;
*Each character starts with 1 in each stat. &lt;br /&gt;
*Each character starts with a HtD dice in their character&#039;s native language.&lt;br /&gt;
*Increasing a stat by 1 costs 5 points (maximum starting score for each stat is 5 normal dice and a special dice for a monster; maximum starting score for each stat is 5 normal dice for a human).&lt;br /&gt;
*Increasing a skill by 1 costs 1 point (maximum starting score for each skill is 5 normal dice and a special dice)&lt;br /&gt;
*Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.&lt;br /&gt;
*Promoting an expert die to a hammer-time die costs 5 points. &lt;br /&gt;
*&#039;&#039;&#039;Also note that only monsters can have HtD dice in stats.&#039;&#039;&#039;&lt;br /&gt;
*See the stats and skills section on the main page for more details&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;MISCELLANEOUS ADVANTAGES&#039;&#039;==&lt;br /&gt;
*&#039;&#039;Includes generic boons, and advantages that any player using any template may choose:&#039;&#039;&lt;br /&gt;
*The cost to purchase a particular misc advantage is listed next to the advantage.&lt;br /&gt;
**ESOTERIC PATHS  (cost equals the level of esoteric technique learnt)&lt;br /&gt;
***For the details of specific esoteric paths, see [[B-Grade Esoteric and Martial Paths]]&lt;br /&gt;
***Each Esoteric path has about 5 esoteric techniques in it.&lt;br /&gt;
***A character can only learn a maximum of 15 different esoteric techniques (unless the template specifies different).&lt;br /&gt;
***Points Cost to learn an esoteric technique is equal to the level you want to attain. eg to attain a 4th level esoteric technique costs 4 points at char gen. Futhermore, you must have all lower techniques on that path beforehand. eg. you cannot learn a level 4 esoteric technique until you have attained levels 1,2 and 3 on that martial path.&lt;br /&gt;
**MARTIAL PATH (cost equals the level of martial technique learnt)&lt;br /&gt;
***For the details of specific paths, see [[B-Grade Esoteric and Martial Paths]]&lt;br /&gt;
***Each martial path has about 5 martial techniques in it.&lt;br /&gt;
***A character can only learn a maximum of 15 different martial techniques (unless the template specifies different. eg the martial artist).&lt;br /&gt;
***Points Cost to learn a martial technique is equal to the level you want to attain. eg to attain a 4th level martial technique costs 4 points at char gen. Futhermore, you must have all lower techniques on that path beforehand. eg. you cannot learn a level 4 martial technique until you have attained levels 1,2 and 3 on that martial path.&lt;br /&gt;
**SPELLS (costs vary)&lt;br /&gt;
***COST | Single Spell             | Multiple Spells           |&lt;br /&gt;
***1    | one spell at intensity 2 | two spells at intensity 1 |&lt;br /&gt;
***2    | one spell at intensity 3 | two spells at intensity 2 |&lt;br /&gt;
***3    | one spell at intensity 4 | two spells at intensity 3 |&lt;br /&gt;
***4    | one spell at intensity 5 | two spells at intensity 4 |&lt;br /&gt;
***5    | one spell at intensity 6 | two spells at intensity 5 |&lt;br /&gt;
***Starting characters can&#039;t know spells above intensity 6.&lt;br /&gt;
***This advantage can be bought multiple times.&lt;br /&gt;
**WEALTH (costs vary from 0 to 10):&lt;br /&gt;
***See reign rulebook&lt;br /&gt;
***Can drop wealth by 1 point for 1 xp (only in plausible situations)&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75541</id>
		<title>B-Grade Templates (Classes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75541"/>
		<updated>2008-02-10T10:28:09Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;CHARACTER GENERATION&#039;&#039;&#039;=&lt;br /&gt;
*Probably 100 points to spend on char gen. (for that indiana jones sort of power)&lt;br /&gt;
*This points are used to purchase a cahracter template - the building block of creating a character. Points are then spent to increase stats and skills, buy powers, and advantages.&lt;br /&gt;
*Steps in character creation:&lt;br /&gt;
*GM sets a fixed number of points for character creation.&lt;br /&gt;
*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself (compulsory), the powers (compulsory), any natural weapons (compulsory), and any advantages (optional). Also, you may gain points due to the major flaw (compulsory) and optional flaws (optional).&lt;br /&gt;
*#Player spend points on stats (a character starts with 1 in each stat for free) and skills (Start with a free Hammer-time dice in their native language. All other skills start at 0). Characters can define their profession by choosing appropriate skills.&lt;br /&gt;
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1. TEMPLATES&#039;&#039;&#039;==&lt;br /&gt;
*Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished). &lt;br /&gt;
**&#039;&#039;Name of template and Point Cost&#039;&#039;&lt;br /&gt;
**Description: General description of the template.&lt;br /&gt;
**Passing off as human: How easy it is to pass off as a human.&lt;br /&gt;
**Natural Weaponry: With an associated point cost.&lt;br /&gt;
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.&lt;br /&gt;
**Main Flaw: A Powerful flaw that help offsets the cost of the power. Also defines the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw.&lt;br /&gt;
**Optional Flaws: You can choose all, some, or none of these flaws (with the associated gain in points).&lt;br /&gt;
**Advantages: These are special abilities that can be purchased at character generation. Some advantages are available to multiple templates. Advantages can be purchased in-game by spending xp.&lt;br /&gt;
&lt;br /&gt;
[[image:Catpeople.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;CAT PERSON (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry: None unless in panther form&lt;br /&gt;
**Powers: &#039;&#039;&#039;INTUITION (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice to Sense.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;CURIOSITY KILLED THE CAT&#039;&#039;&#039;: If there is a button on the console, you want to press it. There&#039;s a door...you want to open it. At GM&#039;s discretion, roll Spirit + Willpower to stop yourself from acting.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LANDS ON FEET (costs 2 points)&#039;&#039;&#039;: You never take any damage from long falls, and you always land on your feet.&lt;br /&gt;
**#&#039;&#039;&#039;NIMBLE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;PANTHER FORM (costs 5 points)&#039;&#039;&#039;: Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll Spirit + Cool. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again (if successful). &lt;br /&gt;
**#&#039;&#039;&#039;NINE LIVES (costs 9 points)&#039;&#039;&#039;: When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Quasi.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;DEFORMED HUNCHBACK (costs 1 point)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy, though you look deformed.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;ANTICIPATION (costs 5 points)&#039;&#039;&#039;: &#039;&#039;The perfect servant is the one that anticipates their master&#039;s every desire&#039;&#039;. You always &#039;&#039;&#039;declare&#039;&#039;&#039; your actions last in the round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;MOROSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;STUTTERER&#039;&#039;&#039;: You have a lisp or something similar. -1d on Charm based skills.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points)&#039;&#039;&#039;: You have extra tough skin. Each location has the equivalent of light armour 2.&lt;br /&gt;
**#&#039;&#039;&#039;IMPRESSIVE LUMP (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the torso location.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Frankenstein.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;FRANKENSTEIN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;About eight feet in height, with translucent yellowish skin that barely disguises the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein&#039;s monster, hermann munster, bride of frankenstein&#039;&#039;&lt;br /&gt;
**Passing off as human: If it&#039;s dark and you have some head gear, you can pass yourself off as a very tall human. &lt;br /&gt;
**Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing&lt;br /&gt;
**Powers:&#039;&#039;&#039;UNSTOPPABLE (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Body&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SLOW (gain 15 points)&#039;&#039;&#039;: Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1). &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;SWAYED BY BEAUTY&#039;&#039;&#039;: Charm based skills used on you by women are more effective on you. Treat these sets as 1 width wider.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;THICK-HEADED (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the head location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Golembest.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;GOLEM  (Costs 8 points)  &#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.   &#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard unless you are clothed head to toe.&lt;br /&gt;
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing&lt;br /&gt;
**Powers: &#039;&#039;&#039;UNFLINCHING (costs 25 points)&#039;&#039;&#039;: Blows don&#039;t disrupt your actions. You do not lose a die from a set in your dicepool when you are hit &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NO EMOTION (gain 15 points)&#039;&#039;&#039;: You can never succeed at a skill that requires CHARM.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Leprechaun.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;LEPRECHAUN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin&#039;&#039;&lt;br /&gt;
**Passing off as human: FAirly easy. You can pass off as a midget without much problem.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DAMN QUICK (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Coordination.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;PILFER (gain 5 points)&#039;&#039;&#039;: &#039;&#039;Always trying to steal things...it&#039;s a compulsion.&#039;&#039; Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll Spirit + Cool. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;ALWAYS DRUNK&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;SURLY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;HOARDER (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You always seem to have handy some sort of item that would help.&#039;&#039; Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll Spirit + Wealth. If you succeed then you have the item you need in your pocket.&lt;br /&gt;
**#&#039;&#039;&#039;VANISH (costs 7 points)&#039;&#039;&#039;: As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + Willpower. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Alien.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;MARTIAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if your head is fully covered.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;SUPERBRAIN (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Brains.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NOT OF THIS WORLD (gain 8 points)&#039;&#039;&#039;: &#039;&#039;You can never seem to gain a human&#039;s trust. Whenever someone first meets you, the Gm rolls their Sense + Intuition. If they get a success, then something about you creeps them out. You can still win them over with Charm based skills, but you start with one social strike against you. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;AQUA-PHOBIA (gain 3 points)&#039;&#039;&#039;: You are scared of large bodies of water (Must have GM&#039;s approval as GM may be planning a water based adventure). When large bodies of water are a threat to you, all actions are at -1d.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
**#&#039;&#039;&#039;TELEPATH&#039;&#039;&#039;: You can skim thoughts.&lt;br /&gt;
**#&#039;&#039;&#039;MANY SENSES&#039;&#039;&#039;: You have 5 normal sense and 4 extra martian ones (working on other dimensions)&lt;br /&gt;
**#&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Mummy.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;MUMMY (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;   &#039;&#039;&lt;br /&gt;
**Passing off as human: You can pass off as a burns victim or leper.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;IMPERVIOUS (costs 8 points)&#039;&#039;&#039;:  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2. &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SHAMBLER (gain 10 points)&#039;&#039;&#039;: Cannot move faster than a walk. &#039;&#039;Under review&#039;&#039;&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: FIRE (gain 2 points)&#039;&#039;&#039;: Fire does an extra K per attack.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MUMMY&#039;S CURSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Harvey.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;POOKA (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Better go invisible. May pass yourself as a giant pet.&lt;br /&gt;
**Natural Weaponry: None &lt;br /&gt;
**Powers: &#039;&#039;&#039;TOTEM (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Spirit&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;MISCHIEVOUS&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;EASILY DISTRACTED&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;VANDAL&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;INVISIBILITY (costs 10 points)&#039;&#039;&#039;: Very limited invisibility. Roll Spirit + Willpower. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too.  Also, you will have to wait 3x6=18 hours before you can use this power again.&lt;br /&gt;
**#&#039;&#039;&#039;DANGER-SENSE&#039;&#039;&#039;: &lt;br /&gt;
**#&#039;&#039;&#039;PROPHECY (costs 7 points)&#039;&#039;&#039;: You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Drac.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;VAMPIRE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire&#039;s boon are more effective at night&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;HYPNOTIC (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Charm.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BLOODLUST (gain 10 points)&#039;&#039;&#039;: Once you see blood, you want a taste. If you haven&#039;t drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry. &lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SUNLIGHT (gain 2 points)&#039;&#039;&#039;: If you fail an action during the day, you take 1 Shock to any location.&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: DIVINE POWER (gain 2 points)&#039;&#039;&#039;: Powers of Faith (such as miracles), and blessed objects do an extra 1 K damage. &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;COMMAND THE BEASTS&#039;&#039;&#039;: Natural animals always heed your call and will never attack you.&lt;br /&gt;
**#&#039;&#039;&#039;BLOOD REGENERATION (costs 5 points)&#039;&#039;&#039;: Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.&lt;br /&gt;
**#&#039;&#039;&#039;BAT-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a bat for a limited amount of time. The bat cannot attack but can fly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Werewolf.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WOLFMAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy if you have a shave.&lt;br /&gt;
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;REGENERATION (costs 20 points)&#039;&#039;&#039;: Heal 1 killing or 2 shock per round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;FRENZY (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Once you get started killing, it&#039;s hard for you to stop.&#039;&#039; After all foes are defeated, roll Spirit + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don&#039;t succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SILVER (gains 2 points)&#039;&#039;&#039;: When attacked by silver objects, take an extra 1 K damage.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;PREDATOR (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You can track anything&#039;&#039;. You gain a hammer-time dice in Survival (only for tracking). &lt;br /&gt;
**#&#039;&#039;&#039;WOLF-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a wolf for a limited amount of time. Height of the roll determines the number of rounds you can transform into a wolf. Area determines the number of hours you must wait before you can change into a wolf again.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Snowman.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;YETI (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Need to cover yourself head to toe. Better off hiding.&lt;br /&gt;
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;&lt;br /&gt;
**Powers: &#039;&#039;&#039;SURPRISE ATTACK&#039;&#039;&#039;: If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039; &#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SURVIVALIST (costs 3 points)&#039;&#039;&#039;: Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely. &lt;br /&gt;
**#&#039;&#039;&#039;TERRAIN MASTER(costs 3 points)&#039;&#039;&#039;: You can never fail swim and climb checks.&lt;br /&gt;
**#&#039;&#039;&#039;RARELY SEEN (costs 5 points)&#039;&#039;&#039;: &#039;&#039;You could hide in an empty room&#039;&#039;. Gain a Hammer-time dice in STEALTH &lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH HIDE (costs 2 points)&#039;&#039;&#039;: You have extra tough hide. Each location has the equivalent of light armour 2.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Zombie.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;ZOMBIE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone&#039;s direct control. They typically have very limited intelligence, and hunger for the flesh of the living.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if any decayed flesh is covered. Better wear perfume as the stench is strong.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DETACHABLE (costs 10 points)&#039;&#039;&#039;: Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to &#039;observe&#039;. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BRAINSSS!!!&#039;&#039;&#039;: At the end of combat, roll Spirit + Cool to see if you feast on a &#039;&#039;&#039;dead&#039;&#039;&#039; friend or foe&#039;s brains.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: HEADSHOT (gain 3 points)&#039;&#039;&#039;: If you are hit in teh head, you take an extra K in the head.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LIMB-FU (costs 2 points)&#039;&#039;&#039;: &#039;&#039;The art of hitting people with your detached limbs.&#039;&#039; You&#039;ve learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the &#039;art of detachment&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY&#039;S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Shaolin.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;KUNG FU WARRIOR (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Your english is poor, but your fighting kicks ass&#039;&#039;&lt;br /&gt;
**Natural Weaponry (2 points): Fists of rock. Your fists do Width K.&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MARTIAL ARTIST&#039;&#039;&#039;: Can practice martial arts.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;OCCULTIST (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;RITUAL CASTING&#039;&#039;: &#039;&#039;The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta.&#039;&#039; You can perform rituals.&lt;br /&gt;
**#&#039;&#039;&#039;MIRACLE WORKER&#039;&#039;&#039;: &#039;&#039;Blessed be his name...&#039;&#039;. You can perform mircales&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Rocket.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;PULP ACTION HERO (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;JACK OF ALL TRADES (costs 10 points)&#039;&#039;&#039;: You get a bonus of +1d in any skill that you do not have 3 or more dice in already.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LUCKY (costs 1 point)&#039;&#039;&#039;: Once per session you can reroll a pool only when NO matches turn up.&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;==&lt;br /&gt;
*Each character starts with 1 in each stat. &lt;br /&gt;
*Each character starts with a HtD dice in their character&#039;s native language.&lt;br /&gt;
*Increasing a stat by 1 costs 5 points (maximum starting score for each stat is 5 normal dice and a special dice for a monster; maximum starting score for each stat is 5 normal dice for a human).&lt;br /&gt;
*Increasing a skill by 1 costs 1 point (maximum starting score for each skill is 5 normal dice and a special dice)&lt;br /&gt;
*Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.&lt;br /&gt;
*Promoting an expert die to a hammer-time die costs 5 points. &lt;br /&gt;
*&#039;&#039;&#039;Also note that only monsters can have HtD dice in stats.&#039;&#039;&#039;&lt;br /&gt;
*See the stats and skills section on the main page for more details&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;MISCELLANEOUS ADVANTAGES&#039;&#039;==&lt;br /&gt;
*&#039;&#039;Includes generic boons, and advantages that any player using any template may choose:&#039;&#039;&lt;br /&gt;
*The cost to purchase a particular misc boon is listed next to the boon.&lt;br /&gt;
**WEALTH (costs varies): See reign rulebook&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Basic_Rules&amp;diff=75169</id>
		<title>B-Grade Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Basic_Rules&amp;diff=75169"/>
		<updated>2008-02-05T03:55:15Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* &amp;#039;&amp;#039;&amp;#039;DIFFICULTY&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basically the ORE system but heavily converted.&lt;br /&gt;
==&#039;&#039;&#039;BASIC RULES&#039;&#039;&#039;==&lt;br /&gt;
*The basic dice mechanic of One Roll Engine (ORE) provides all of the information needed to determine the speed and result of an action with a &#039;&#039;&#039;single&#039;&#039;&#039; roll.&lt;br /&gt;
*&#039;&#039;&#039;The Cardinal Rules&#039;&#039;&#039;&lt;br /&gt;
*#Roll only when you need to. There&#039;s no sense in rolling for trivial tasks.&lt;br /&gt;
*#Round down. Whenever dividing or averaging results in a fractional result, round down. &lt;br /&gt;
*&#039;&#039;&#039;Dice Pool&#039;&#039;&#039;&lt;br /&gt;
*Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice. &lt;br /&gt;
*The dice pool for any action is the appropriate Stat + appropriate Skill. Sometimes, there are bonuses and penalties to the dicepool. Sometimes difficulty numbers must be met.&lt;br /&gt;
**eg. Wolfman Jackson has a Body Stat of 3 and a Brawling Skill of 4. To hit someone in hand-to-hand combat, Wolfman generally rolls 7d10 (3 from Body and 4 from Brawling). &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;===&lt;br /&gt;
*There are 6 stats and around 4-5 skills per stat.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SETS AND WIDTH, HEIGHT AND AREA&#039;&#039;&#039;===&lt;br /&gt;
*When a player rolls their dicepool, look for matches (pairs, triples, etc). Those matching dice are called Sets. A set has Width, Height and Area, and is written as W x H when it&#039;s described. The Width of a set is how many dice came up matching, while the Height is what number is matched. Area is only sometimes used, and is width multiplied by height.&lt;br /&gt;
**eg. Wolfman Jackson takes a swing at a nazi. The results of the roll are 3, 5, 5, 5, 6, 8, and 10. Since three dice came up 5, he has a Set. The set is Width is 3 (three dice are in it), and it&#039;s height is 5. This is written as a 3x5 set. &lt;br /&gt;
*Sets indicate a number of things about the roll. The width of the set determines how quickly the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain difficult circumstances. Wider sets are faster. Tall sets (in height) are successful in most difficult situations. &lt;br /&gt;
*If your roll results in no Sets, your attempt to perform a task fails. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;DIFFICULTY&#039;&#039;&#039;===&lt;br /&gt;
*Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the set of shortest height that can be rolled that is still considered to be a success. &lt;br /&gt;
**Example Difficulties&lt;br /&gt;
***Minor stumbling block: diff 2&lt;br /&gt;
***Typically difficult: diff 3&lt;br /&gt;
***Imposing: diff 4-5&lt;br /&gt;
***Appallingly hard: diff 8&lt;br /&gt;
*Golden rule - Alwyas use a difficulty rather than a penalty, unless the rules state otherwise.&lt;br /&gt;
**Example: Wolfman Jackson is trying to break down a reinforced door. The door has a strength of 4, which establishes the Difficulty of breaking it down. Wolfman will need to have a set of height 5 or more to succeed. Heights of 1 to 4 on Sets will fail in this task. The time taken to break the door down is (5-width) rounds.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATIC AND DYNAMIC CONTESTS&#039;&#039;&#039;===&lt;br /&gt;
*Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;OTHER THINGS&#039;&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Multiple Actions&#039;&#039;&#039;&lt;br /&gt;
**Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you&#039;ll need to decide which action you wish to perform). There is a -1d penalty to dicepool for each multiple action. &lt;br /&gt;
***eg. performing 2 actions results in a -1d penalty. Performing 3 actions is a -2d penalty.&lt;br /&gt;
*&#039;&#039;&#039;Working Together&#039;&#039;&#039;&lt;br /&gt;
**Characters can cooperate to perform a task, provided The task can be accomplished in a cooperative fashion.&lt;br /&gt;
**To cooperate on a static contest, the &#039;main character&#039; rolls first. Then the &#039;helper&#039; rolls and any sets that he rolls turn into an ED that has the height of the set. The main character then can use these &#039;helper ED&#039; to make matches with the dicepool he has already rolled. &lt;br /&gt;
**Note that a helper can provide more than 1 ED to the main character&#039;s dicepool.&lt;br /&gt;
***eg. Wolfman Jackson is trying to rewire a malfunctioning giant robot using Brains + Gadgets. Wolfman Jackson rolls his dicepool (rolling 1,3,3,4,5,5,7). Larry the Lecherous Leprechaun wants to help too. He rolls his dicepool of Brains + Gadgets (6d) and rolls very well - 3,3,3,7,7,9. He has rolled a set of 3s and a set of 7s. These turn into an ED of 3 and 7 for Wolfman to use in making matches. Wolfman Jackson now has a 3x3, 2x5 and 2x7 set to choose from.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SPECIAL DICE&#039;&#039;&#039;===&lt;br /&gt;
*There are 2 &#039;&#039;&#039;special dice&#039;&#039;&#039; available in B-Grade: Expert Dice (ED) and Hammer-time Dice (HtD)&lt;br /&gt;
*&#039;&#039;&#039;Expert Dice (ED)&#039;&#039;&#039;&lt;br /&gt;
**A die that you set the height of before you roll.&lt;br /&gt;
*&#039;&#039;&#039;Hammer-time Dice (HTD)&#039;&#039;&#039;&lt;br /&gt;
**Hammer-time dice are very powerful. They can be set to whatever value you want, AFTER you roll. Thus, you can set them to make wide or tall sets as you see fit.  &lt;br /&gt;
*Furthermore, both Expert dice and Hammer-time dice &amp;quot;buy off&amp;quot; penalties (such as wound penalties). When this happens, they remain in the pool, but are rolled normally (i.e., you don&#039;t set them). However, note that the buy off is MANDATORY - if you have an Expert Dice or Hammer-time dice and you face a dice pool penalty, you must use any special dice to buy off the penalty first.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75128</id>
		<title>B-Grade Templates (Classes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75128"/>
		<updated>2008-02-04T05:59:25Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* &amp;#039;&amp;#039;&amp;#039;CHARACTER GENERATION&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;CHARACTER GENERATION&#039;&#039;&#039;=&lt;br /&gt;
*Probably 100 points to spend on char gen. (for that indiana jones sort of power)&lt;br /&gt;
*This points are used to purchase a cahracter template - the building block of creating a character. Points are then spent to increase stats and skills, buy powers, and advantages.&lt;br /&gt;
*Steps in character creation:&lt;br /&gt;
*GM sets a fixed number of points for character creation.&lt;br /&gt;
*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself (compulsory), the powers (compulsory), any natural weapons (compulsory), and any advantages (optional). Also, you may gain points due to the major flaw (compulsory) and optional flaws (optional).&lt;br /&gt;
*#Player spend points on stats (a character starts with 1 in each stat for free) and skills (Start with a free Hammer-time dice in their native language. All other skills start at 0). Characters can define their profession by choosing appropriate skills.&lt;br /&gt;
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1. TEMPLATES&#039;&#039;&#039;==&lt;br /&gt;
*Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished). &lt;br /&gt;
**&#039;&#039;Name of template and Point Cost&#039;&#039;&lt;br /&gt;
**Description: General description of the template.&lt;br /&gt;
**Passing off as human: How easy it is to pass off as a human.&lt;br /&gt;
**Natural Weaponry: With an associated point cost.&lt;br /&gt;
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.&lt;br /&gt;
**Main Flaw: A Powerful flaw that help offsets the cost of the power. Also defines the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw.&lt;br /&gt;
**Optional Flaws: You can choose all, some, or none of these flaws (with the associated gain in points).&lt;br /&gt;
**Advantages: These are special abilities that can be purchased at character generation. Some advantages are available to multiple templates. Advantages can be purchased in-game by spending xp.&lt;br /&gt;
&lt;br /&gt;
[[image:Catpeople.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;CAT PERSON (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry: None unless in panther form&lt;br /&gt;
**Powers: &#039;&#039;&#039;INTUITION (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice to Sense.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;CURIOSITY KILLED THE CAT&#039;&#039;&#039;: If there is a button on the console, you want to press it. There&#039;s a door...you want to open it. At GM&#039;s discretion, roll Spirit + Willpower to stop yourself from acting.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LANDS ON FEET (costs 2 points)&#039;&#039;&#039;: You never take any damage from long falls, and you always land on your feet.&lt;br /&gt;
**#&#039;&#039;&#039;NIMBLE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;PANTHER FORM (costs 5 points)&#039;&#039;&#039;: Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll Spirit + Cool. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again (if successful). &lt;br /&gt;
**#&#039;&#039;&#039;NINE LIVES (costs 9 points)&#039;&#039;&#039;: When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Quasi.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;DEFORMED HUNCHBACK (costs 1 point)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy, though you look deformed.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;ANTICIPATION (costs 5 points)&#039;&#039;&#039;: &#039;&#039;The perfect servant is the one that anticipates their master&#039;s every desire&#039;&#039;. You always &#039;&#039;&#039;declare&#039;&#039;&#039; your actions last in the round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;MOROSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;STUTTERER&#039;&#039;&#039;: You have a lisp or something similar. -1d on Charm based skills.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points)&#039;&#039;&#039;: You have extra tough skin. Each location has the equivalent of light armour 2.&lt;br /&gt;
**#&#039;&#039;&#039;IMPRESSIVE LUMP (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the torso location.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Frankenstein.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;FRANKENSTEIN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;About eight feet in height, with translucent yellowish skin that barely disguises the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein&#039;s monster, hermann munster, bride of frankenstein&#039;&#039;&lt;br /&gt;
**Passing off as human: If it&#039;s dark and you have some head gear, you can pass yourself off as a very tall human. &lt;br /&gt;
**Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing&lt;br /&gt;
**Powers:&#039;&#039;&#039;UNSTOPPABLE (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Body&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SLOW (gain 15 points)&#039;&#039;&#039;: Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1). &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;SWAYED BY BEAUTY&#039;&#039;&#039;: Charm based skills used on you by women are more effective on you. Treat these sets as 1 width wider.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;THICK-HEADED (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the head location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Golembest.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;GOLEM  (Costs 8 points)  &#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.   &#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard unless you are clothed head to toe.&lt;br /&gt;
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing&lt;br /&gt;
**Powers: &#039;&#039;&#039;UNFLINCHING (costs 20 points)&#039;&#039;&#039;: Blows don&#039;t disrupt your actions. You do not lose a die from a set in your dicepool when you are hit &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NO EMOTION (gain 10 points)&#039;&#039;&#039;: You can never succeed at a skill that requires CHARM.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Leprechaun.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;LEPRECHAUN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin&#039;&#039;&lt;br /&gt;
**Passing off as human: FAirly easy. You can pass off as a midget without much problem.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DAMN QUICK (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Coordination.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;PILFER (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Always trying to steal things...it&#039;s a compulsion.&#039;&#039; Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll Spirit + Cool. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;ALWAYS DRUNK&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;SURLY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;HOARDER (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You always seem to have handy some sort of item that would help.&#039;&#039; Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll Spirit + Wealth. If you succeed then you have the item you need in your pocket.&lt;br /&gt;
**#&#039;&#039;&#039;VANISH (costs 7 points)&#039;&#039;&#039;: As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + Willpower. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Alien.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;MARTIAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if your head is fully covered.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;SUPERBRAIN (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Brains.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NOT OF THIS WORLD (gain 6 points)&#039;&#039;&#039;: &#039;&#039;You can never seem to gain a human&#039;s trust. Whenever someone first meets you, the Gm rolls their Sense + Intuition. If they get a success, then something about you creeps them out. You can still win them over with Charm based skills, but you start with one social strike against you. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;AQUA-PHOBIA (gain 3 points)&#039;&#039;&#039;: You are scared of large bodies of water (Must have GM&#039;s approval as GM may be planning a water based adventure). When large bodies of water are a threat to you, all actions are at -1d.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
**#&#039;&#039;&#039;TELEPATH&#039;&#039;&#039;: You can skim thoughts.&lt;br /&gt;
**#&#039;&#039;&#039;MANY SENSES&#039;&#039;&#039;: You have 5 normal sense and 4 extra martian ones (working on other dimensions)&lt;br /&gt;
**#&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Mummy.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;MUMMY (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;   &#039;&#039;&lt;br /&gt;
**Passing off as human: You can pass off as a burns victim or leper.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;IMPERVIOUS (costs 8 points)&#039;&#039;&#039;:  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2. &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SHAMBLER (gain 10 points)&#039;&#039;&#039;: Cannot move faster than a walk. &#039;&#039;Under review&#039;&#039;&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: FIRE (gain 2 points)&#039;&#039;&#039;: Fire does an extra K per attack.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MUMMY&#039;S CURSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Harvey.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;POOKA (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Better go invisible. May pass yourself as a giant pet.&lt;br /&gt;
**Natural Weaponry: None &lt;br /&gt;
**Powers: &#039;&#039;&#039;TOTEM (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Spirit&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;MISCHIEVOUS&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;EASILY DISTRACTED&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;VANDAL&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;INVISIBILITY (costs 10 points)&#039;&#039;&#039;: Very limited invisibility. Roll Spirit + Willpower. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too.  Also, you will have to wait 3x6=18 hours before you can use this power again.&lt;br /&gt;
**#&#039;&#039;&#039;DANGER-SENSE&#039;&#039;&#039;: &lt;br /&gt;
**#&#039;&#039;&#039;PROPHECY (costs 7 points)&#039;&#039;&#039;: You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Drac.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;VAMPIRE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire&#039;s boon are more effective at night&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;HYPNOTIC (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Charm.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BLOODLUST (gain 10 points)&#039;&#039;&#039;: Once you see blood, you want a taste. If you haven&#039;t drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry. &lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SUNLIGHT (gain 2 points)&#039;&#039;&#039;: If you fail an action during the day, you take 1 Shock to any location.&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: DIVINE POWER (gain 2 points)&#039;&#039;&#039;: Powers of Faith (such as miracles), and blessed objects do an extra 1 K damage. &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;COMMAND THE BEASTS&#039;&#039;&#039;: Natural animals always heed your call and will never attack you.&lt;br /&gt;
**#&#039;&#039;&#039;BLOOD REGENERATION (costs 5 points)&#039;&#039;&#039;: Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.&lt;br /&gt;
**#&#039;&#039;&#039;BAT-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a bat for a limited amount of time. The bat cannot attack but can fly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Werewolf.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WOLFMAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy if you have a shave.&lt;br /&gt;
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;REGENERATION (costs 20 points)&#039;&#039;&#039;: Heal 1 killing or 2 shock per round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;FRENZY (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Once you get started killing, it&#039;s hard for you to stop.&#039;&#039; After all foes are defeated, roll Spirit + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don&#039;t succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SILVER (gains 2 points)&#039;&#039;&#039;: When attacked by silver objects, take an extra 1 K damage.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;PREDATOR (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You can track anything&#039;&#039;. You gain a hammer-time dice in Survival (only for tracking). &lt;br /&gt;
**#&#039;&#039;&#039;WOLF-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a wolf for a limited amount of time. Height of the roll determines the number of rounds you can transform into a wolf. Area determines the number of hours you must wait before you can change into a wolf again.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Snowman.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;YETI (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Need to cover yourself head to toe. Better off hiding.&lt;br /&gt;
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;&lt;br /&gt;
**Powers: &#039;&#039;&#039;SURPRISE ATTACK&#039;&#039;&#039;: If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039; &#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SURVIVALIST (costs 3 points)&#039;&#039;&#039;: Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely. &lt;br /&gt;
**#&#039;&#039;&#039;TERRAIN MASTER(costs 3 points)&#039;&#039;&#039;: You can never fail swim and climb checks.&lt;br /&gt;
**#&#039;&#039;&#039;RARELY SEEN (costs 5 points)&#039;&#039;&#039;: &#039;&#039;You could hide in an empty room&#039;&#039;. Gain a Hammer-time dice in STEALTH &lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH HIDE (costs 2 points)&#039;&#039;&#039;: You have extra tough hide. Each location has the equivalent of light armour 2.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Zombie.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;ZOMBIE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone&#039;s direct control. They typically have very limited intelligence, and hunger for the flesh of the living.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if any decayed flesh is covered. Better wear perfume as the stench is strong.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DETACHABLE (costs 10 points)&#039;&#039;&#039;: Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to &#039;observe&#039;. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BRAINSSS!!!&#039;&#039;&#039;: At the end of combat, roll Spirit + Cool to see if you feast on a &#039;&#039;&#039;dead&#039;&#039;&#039; friend or foe&#039;s brains.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: HEADSHOT (gain 3 points)&#039;&#039;&#039;: If you are hit in teh head, you take an extra K in the head.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LIMB-FU (costs 2 points)&#039;&#039;&#039;: &#039;&#039;The art of hitting people with your detached limbs.&#039;&#039; You&#039;ve learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the &#039;art of detachment&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY&#039;S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Shaolin.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;KUNG FU WARRIOR (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Your english is poor, but your fighting kicks ass&#039;&#039;&lt;br /&gt;
**Natural Weaponry (2 points): Fists of rock. Your fists do Width K.&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MARTIAL ARTIST&#039;&#039;&#039;: Can practice martial arts.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;OCCULTIST (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;RITUAL CASTING&#039;&#039;: &#039;&#039;The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta.&#039;&#039; You can perform rituals.&lt;br /&gt;
**#&#039;&#039;&#039;MIRACLE WORKER&#039;&#039;&#039;: &#039;&#039;Blessed be his name...&#039;&#039;. You can perform mircales&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Rocket.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;PULP ACTION HERO (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;JACK OF ALL TRADES (costs 10 points)&#039;&#039;&#039;: You get a bonus of +1d in any skill that you do not have 3 or more dice in already.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LUCKY (costs 1 point)&#039;&#039;&#039;: Once per session you can reroll a pool only when NO matches turn up.&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;==&lt;br /&gt;
*Each character starts with 1 in each stat. &lt;br /&gt;
*Each character starts with a HtD dice in their character&#039;s native language.&lt;br /&gt;
*Increasing a stat by 1 costs 5 points (maximum starting score for each stat is 5 normal dice and a special dice for a monster; maximum starting score for each stat is 5 normal dice for a human).&lt;br /&gt;
*Increasing a skill by 1 costs 1 point (maximum starting score for each skill is 5 normal dice and a special dice)&lt;br /&gt;
*Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.&lt;br /&gt;
*Promoting an expert die to a hammer-time die costs 5 points. &lt;br /&gt;
*&#039;&#039;&#039;Also note that only monsters can have HtD dice in stats.&#039;&#039;&#039;&lt;br /&gt;
*See the stats and skills section on the main page for more details&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;MISCELLANEOUS ADVANTAGES&#039;&#039;==&lt;br /&gt;
*&#039;&#039;Includes generic boons, and advantages that any player using any template may choose:&#039;&#039;&lt;br /&gt;
*The cost to purchase a particular misc boon is listed next to the boon.&lt;br /&gt;
**WEALTH (costs varies): See reign rulebook&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75127</id>
		<title>B-Grade Templates (Classes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75127"/>
		<updated>2008-02-04T05:58:50Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;CHARACTER GENERATION&#039;&#039;&#039;=&lt;br /&gt;
*Probably 100 points to spend on char gen. (for that indiana jones sort of power)&lt;br /&gt;
*This points are used to purchase a cahracter template - the building block of creating a character. Points are then spent to increase stats and skills, buy powers, and advantages.&lt;br /&gt;
*Steps in character creation:&lt;br /&gt;
*GM sets a fixed number of points for character creation.&lt;br /&gt;
*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself &lt;br /&gt;
(compulsory), the powers (compulsory), any natural weapons (compulsory), and any advantages (optional). Also, you may gain points due to the major flaw (compulsory) and optional flaws (optional).&lt;br /&gt;
*#Player spend points on stats (a character starts with 1 in each stat for free) and skills (Start with a free Hammer-time dice in their native language. All other skills start at 0). Characters can define their profession by choosing appropriate skills.&lt;br /&gt;
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1. TEMPLATES&#039;&#039;&#039;==&lt;br /&gt;
*Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished). &lt;br /&gt;
**&#039;&#039;Name of template and Point Cost&#039;&#039;&lt;br /&gt;
**Description: General description of the template.&lt;br /&gt;
**Passing off as human: How easy it is to pass off as a human.&lt;br /&gt;
**Natural Weaponry: With an associated point cost.&lt;br /&gt;
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.&lt;br /&gt;
**Main Flaw: A Powerful flaw that help offsets the cost of the power. Also defines the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw.&lt;br /&gt;
**Optional Flaws: You can choose all, some, or none of these flaws (with the associated gain in points).&lt;br /&gt;
**Advantages: These are special abilities that can be purchased at character generation. Some advantages are available to multiple templates. Advantages can be purchased in-game by spending xp.&lt;br /&gt;
&lt;br /&gt;
[[image:Catpeople.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;CAT PERSON (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry: None unless in panther form&lt;br /&gt;
**Powers: &#039;&#039;&#039;INTUITION (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice to Sense.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;CURIOSITY KILLED THE CAT&#039;&#039;&#039;: If there is a button on the console, you want to press it. There&#039;s a door...you want to open it. At GM&#039;s discretion, roll Spirit + Willpower to stop yourself from acting.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LANDS ON FEET (costs 2 points)&#039;&#039;&#039;: You never take any damage from long falls, and you always land on your feet.&lt;br /&gt;
**#&#039;&#039;&#039;NIMBLE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;PANTHER FORM (costs 5 points)&#039;&#039;&#039;: Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll Spirit + Cool. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again (if successful). &lt;br /&gt;
**#&#039;&#039;&#039;NINE LIVES (costs 9 points)&#039;&#039;&#039;: When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Quasi.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;DEFORMED HUNCHBACK (costs 1 point)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy, though you look deformed.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;ANTICIPATION (costs 5 points)&#039;&#039;&#039;: &#039;&#039;The perfect servant is the one that anticipates their master&#039;s every desire&#039;&#039;. You always &#039;&#039;&#039;declare&#039;&#039;&#039; your actions last in the round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;MOROSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;STUTTERER&#039;&#039;&#039;: You have a lisp or something similar. -1d on Charm based skills.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points)&#039;&#039;&#039;: You have extra tough skin. Each location has the equivalent of light armour 2.&lt;br /&gt;
**#&#039;&#039;&#039;IMPRESSIVE LUMP (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the torso location.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Frankenstein.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;FRANKENSTEIN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;About eight feet in height, with translucent yellowish skin that barely disguises the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein&#039;s monster, hermann munster, bride of frankenstein&#039;&#039;&lt;br /&gt;
**Passing off as human: If it&#039;s dark and you have some head gear, you can pass yourself off as a very tall human. &lt;br /&gt;
**Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing&lt;br /&gt;
**Powers:&#039;&#039;&#039;UNSTOPPABLE (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Body&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SLOW (gain 15 points)&#039;&#039;&#039;: Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1). &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;SWAYED BY BEAUTY&#039;&#039;&#039;: Charm based skills used on you by women are more effective on you. Treat these sets as 1 width wider.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;THICK-HEADED (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the head location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Golembest.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;GOLEM  (Costs 8 points)  &#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.   &#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard unless you are clothed head to toe.&lt;br /&gt;
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing&lt;br /&gt;
**Powers: &#039;&#039;&#039;UNFLINCHING (costs 20 points)&#039;&#039;&#039;: Blows don&#039;t disrupt your actions. You do not lose a die from a set in your dicepool when you are hit &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NO EMOTION (gain 10 points)&#039;&#039;&#039;: You can never succeed at a skill that requires CHARM.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Leprechaun.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;LEPRECHAUN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin&#039;&#039;&lt;br /&gt;
**Passing off as human: FAirly easy. You can pass off as a midget without much problem.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DAMN QUICK (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Coordination.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;PILFER (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Always trying to steal things...it&#039;s a compulsion.&#039;&#039; Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll Spirit + Cool. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;ALWAYS DRUNK&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;SURLY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;HOARDER (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You always seem to have handy some sort of item that would help.&#039;&#039; Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll Spirit + Wealth. If you succeed then you have the item you need in your pocket.&lt;br /&gt;
**#&#039;&#039;&#039;VANISH (costs 7 points)&#039;&#039;&#039;: As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + Willpower. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Alien.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;MARTIAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if your head is fully covered.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;SUPERBRAIN (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Brains.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NOT OF THIS WORLD (gain 6 points)&#039;&#039;&#039;: &#039;&#039;You can never seem to gain a human&#039;s trust. Whenever someone first meets you, the Gm rolls their Sense + Intuition. If they get a success, then something about you creeps them out. You can still win them over with Charm based skills, but you start with one social strike against you. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;AQUA-PHOBIA (gain 3 points)&#039;&#039;&#039;: You are scared of large bodies of water (Must have GM&#039;s approval as GM may be planning a water based adventure). When large bodies of water are a threat to you, all actions are at -1d.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
**#&#039;&#039;&#039;TELEPATH&#039;&#039;&#039;: You can skim thoughts.&lt;br /&gt;
**#&#039;&#039;&#039;MANY SENSES&#039;&#039;&#039;: You have 5 normal sense and 4 extra martian ones (working on other dimensions)&lt;br /&gt;
**#&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Mummy.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;MUMMY (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;   &#039;&#039;&lt;br /&gt;
**Passing off as human: You can pass off as a burns victim or leper.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;IMPERVIOUS (costs 8 points)&#039;&#039;&#039;:  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2. &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SHAMBLER (gain 10 points)&#039;&#039;&#039;: Cannot move faster than a walk. &#039;&#039;Under review&#039;&#039;&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: FIRE (gain 2 points)&#039;&#039;&#039;: Fire does an extra K per attack.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MUMMY&#039;S CURSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Harvey.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;POOKA (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Better go invisible. May pass yourself as a giant pet.&lt;br /&gt;
**Natural Weaponry: None &lt;br /&gt;
**Powers: &#039;&#039;&#039;TOTEM (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Spirit&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;MISCHIEVOUS&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;EASILY DISTRACTED&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;VANDAL&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;INVISIBILITY (costs 10 points)&#039;&#039;&#039;: Very limited invisibility. Roll Spirit + Willpower. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too.  Also, you will have to wait 3x6=18 hours before you can use this power again.&lt;br /&gt;
**#&#039;&#039;&#039;DANGER-SENSE&#039;&#039;&#039;: &lt;br /&gt;
**#&#039;&#039;&#039;PROPHECY (costs 7 points)&#039;&#039;&#039;: You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Drac.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;VAMPIRE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire&#039;s boon are more effective at night&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;HYPNOTIC (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Charm.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BLOODLUST (gain 10 points)&#039;&#039;&#039;: Once you see blood, you want a taste. If you haven&#039;t drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry. &lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SUNLIGHT (gain 2 points)&#039;&#039;&#039;: If you fail an action during the day, you take 1 Shock to any location.&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: DIVINE POWER (gain 2 points)&#039;&#039;&#039;: Powers of Faith (such as miracles), and blessed objects do an extra 1 K damage. &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;COMMAND THE BEASTS&#039;&#039;&#039;: Natural animals always heed your call and will never attack you.&lt;br /&gt;
**#&#039;&#039;&#039;BLOOD REGENERATION (costs 5 points)&#039;&#039;&#039;: Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.&lt;br /&gt;
**#&#039;&#039;&#039;BAT-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a bat for a limited amount of time. The bat cannot attack but can fly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Werewolf.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WOLFMAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy if you have a shave.&lt;br /&gt;
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;REGENERATION (costs 20 points)&#039;&#039;&#039;: Heal 1 killing or 2 shock per round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;FRENZY (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Once you get started killing, it&#039;s hard for you to stop.&#039;&#039; After all foes are defeated, roll Spirit + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don&#039;t succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SILVER (gains 2 points)&#039;&#039;&#039;: When attacked by silver objects, take an extra 1 K damage.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;PREDATOR (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You can track anything&#039;&#039;. You gain a hammer-time dice in Survival (only for tracking). &lt;br /&gt;
**#&#039;&#039;&#039;WOLF-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a wolf for a limited amount of time. Height of the roll determines the number of rounds you can transform into a wolf. Area determines the number of hours you must wait before you can change into a wolf again.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Snowman.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;YETI (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Need to cover yourself head to toe. Better off hiding.&lt;br /&gt;
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;&lt;br /&gt;
**Powers: &#039;&#039;&#039;SURPRISE ATTACK&#039;&#039;&#039;: If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039; &#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SURVIVALIST (costs 3 points)&#039;&#039;&#039;: Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely. &lt;br /&gt;
**#&#039;&#039;&#039;TERRAIN MASTER(costs 3 points)&#039;&#039;&#039;: You can never fail swim and climb checks.&lt;br /&gt;
**#&#039;&#039;&#039;RARELY SEEN (costs 5 points)&#039;&#039;&#039;: &#039;&#039;You could hide in an empty room&#039;&#039;. Gain a Hammer-time dice in STEALTH &lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH HIDE (costs 2 points)&#039;&#039;&#039;: You have extra tough hide. Each location has the equivalent of light armour 2.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Zombie.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;ZOMBIE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone&#039;s direct control. They typically have very limited intelligence, and hunger for the flesh of the living.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if any decayed flesh is covered. Better wear perfume as the stench is strong.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DETACHABLE (costs 10 points)&#039;&#039;&#039;: Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to &#039;observe&#039;. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BRAINSSS!!!&#039;&#039;&#039;: At the end of combat, roll Spirit + Cool to see if you feast on a &#039;&#039;&#039;dead&#039;&#039;&#039; friend or foe&#039;s brains.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: HEADSHOT (gain 3 points)&#039;&#039;&#039;: If you are hit in teh head, you take an extra K in the head.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LIMB-FU (costs 2 points)&#039;&#039;&#039;: &#039;&#039;The art of hitting people with your detached limbs.&#039;&#039; You&#039;ve learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the &#039;art of detachment&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY&#039;S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Shaolin.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;KUNG FU WARRIOR (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Your english is poor, but your fighting kicks ass&#039;&#039;&lt;br /&gt;
**Natural Weaponry (2 points): Fists of rock. Your fists do Width K.&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MARTIAL ARTIST&#039;&#039;&#039;: Can practice martial arts.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;OCCULTIST (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;RITUAL CASTING&#039;&#039;: &#039;&#039;The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta.&#039;&#039; You can perform rituals.&lt;br /&gt;
**#&#039;&#039;&#039;MIRACLE WORKER&#039;&#039;&#039;: &#039;&#039;Blessed be his name...&#039;&#039;. You can perform mircales&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Rocket.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;PULP ACTION HERO (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;JACK OF ALL TRADES (costs 10 points)&#039;&#039;&#039;: You get a bonus of +1d in any skill that you do not have 3 or more dice in already.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LUCKY (costs 1 point)&#039;&#039;&#039;: Once per session you can reroll a pool only when NO matches turn up.&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;==&lt;br /&gt;
*Each character starts with 1 in each stat. &lt;br /&gt;
*Each character starts with a HtD dice in their character&#039;s native language.&lt;br /&gt;
*Increasing a stat by 1 costs 5 points (maximum starting score for each stat is 5 normal dice and a special dice for a monster; maximum starting score for each stat is 5 normal dice for a human).&lt;br /&gt;
*Increasing a skill by 1 costs 1 point (maximum starting score for each skill is 5 normal dice and a special dice)&lt;br /&gt;
*Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.&lt;br /&gt;
*Promoting an expert die to a hammer-time die costs 5 points. &lt;br /&gt;
*&#039;&#039;&#039;Also note that only monsters can have HtD dice in stats.&#039;&#039;&#039;&lt;br /&gt;
*See the stats and skills section on the main page for more details&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;MISCELLANEOUS ADVANTAGES&#039;&#039;==&lt;br /&gt;
*&#039;&#039;Includes generic boons, and advantages that any player using any template may choose:&#039;&#039;&lt;br /&gt;
*The cost to purchase a particular misc boon is listed next to the boon.&lt;br /&gt;
**WEALTH (costs varies): See reign rulebook&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade&amp;diff=75126</id>
		<title>B-Grade</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade&amp;diff=75126"/>
		<updated>2008-02-04T05:57:59Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====&#039;&#039;&#039;DESIGNER NOTES&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;*Nb: Designer&#039;s notes are always in italics:&#039;&#039;&lt;br /&gt;
*&#039;&#039;...here it is..a place to store my system and setting for a game i have devised based on b-grade movies. Largely incorporating the One Roll Engine (ORE) with a lot of the work from my (now abandoned) TORGLIKE system. I think with B-Grade, i have finally found a setting that i am happy to GM.&#039;&#039;&lt;br /&gt;
*&#039;&#039;General principles of B-Grade&#039;&#039;&lt;br /&gt;
#&#039;&#039;More beer&#039;n&#039;pretzel than serious rpg - though not at the expense of realism.&#039;&#039;&lt;br /&gt;
#&#039;&#039;Reduce complexity. Always opt for the simpler solution&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;OVERVIEW: SETTING&#039;&#039;&#039;==&lt;br /&gt;
*B-Grade is an rpg where the players take on the role of B-Grade movie characters such as vampires, mummys, martians, leprechauns, deformed hunchbacks, and wolfmen...they fight secretly for allied forces in 1935 at the brink of what will become world war 2...adventures focus on thwarting the schemes of cthulhuan occultists, far east criminal geniuses, mad scientists, double agents and facist governments...finding themselves in locations such as prehistoric dinosaur islands, archaelogical dig-sites, and secret military installations...fighting against foes such as japanese robots, radioactive mutants, sadistic superhuman nazis and legions of ninjas.&lt;br /&gt;
*[[B-Grade Setting]]&lt;br /&gt;
[[image:weird.jpg]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;OVERVIEW: SYSTEM&#039;&#039;&#039;==&lt;br /&gt;
*&#039;&#039;B-Grade is driven by the One Roll Engine, though i have made a number of major changes to this system.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Many of the rules are derived from the latest version of ORE (Reign), so i suggest getting this book if you plan to run B-Grade.&#039;&#039; &lt;br /&gt;
*&#039;&#039;Some fundamental changes include:&#039;&#039;&lt;br /&gt;
#&#039;&#039;PC characters mainly play monsters (golems, frankensteins, leprechauns, pookas, vampires, wolfmen, aliens, cat people etc) by choosing a monster template.&lt;br /&gt;
#&#039;&#039;Master dice are now called &#039;&#039;&#039;Hammer-time&#039;&#039;&#039; (HtD) dice. HT dice are much more rare now and are usually offset by penalties in other areas.&lt;br /&gt;
#&#039;&#039;Skills have been dramatically reduced in number.&#039;&#039;&lt;br /&gt;
#&#039;&#039;Spells/Rituals/Miracles work differently&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[B-Grade Basic Rules]]&lt;br /&gt;
*[[B-Grade Stats &amp;amp; Skills]]&lt;br /&gt;
*[[B-Grade Templates (Party)]]&lt;br /&gt;
*[[B-Grade Templates (Classes)]]&lt;br /&gt;
*[[B-Grade Combat]]&lt;br /&gt;
*[[B-Grade Magic, Miracles &amp;amp; Rituals]]&lt;br /&gt;
*[[B-Grade Equipment, Weapons and Armour]]&lt;br /&gt;
*[[B-Grade Foes and Encounters]]&lt;br /&gt;
*[[B-Grade Alternate rules WIP - ignore for now]]&lt;br /&gt;
*[[B-Grade miscellaneous - and temp space]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75125</id>
		<title>B-Grade Templates (Classes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75125"/>
		<updated>2008-02-04T05:54:44Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;CHARACTER GENERATION&#039;&#039;&#039;=&lt;br /&gt;
*Probably 100 points to spend on char gen. (for that indiana jones sort of power)&lt;br /&gt;
*This points are used to purchase a cahracter template - the building block of creating a character. Points are then spent to increase stats and skills, buy powers, and advantages.&lt;br /&gt;
*Steps in character creation:&lt;br /&gt;
*GM sets a fixed number of points for character creation.&lt;br /&gt;
*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself &lt;br /&gt;
(compulsory), the powers (compulsory), any natural weapons (compulsory), and any advantages (optional). Also, you may gain points due to the major flaw (compulsory) and optional flaws (optional).&lt;br /&gt;
*#Player spend points on stats (a character starts with 1 in each stat for free) and skills (Start with a free Hammer-time dice in their native language. All other skills start at 0). Characters can define their profession by choosing appropriate skills.&lt;br /&gt;
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1. TEMPLATES&#039;&#039;&#039;==&lt;br /&gt;
*Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished). &lt;br /&gt;
**&#039;&#039;Name of template and Point Cost&#039;&#039;&lt;br /&gt;
**Description: General description of the template.&lt;br /&gt;
**Passing off as human: How easy it is to pass off as a human.&lt;br /&gt;
**Natural Weaponry: With an associated point cost.&lt;br /&gt;
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.&lt;br /&gt;
**Main Flaw: A Powerful flaw that help offsets the cost of the power. Also defines the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw.&lt;br /&gt;
**Optional Flaws: You can choose all, some, or none of these flaws (with the associated gain in points).&lt;br /&gt;
**Advantages: These are special abilities that can be purchased at character generation. Some advantages are available to multiple templates. Advantages can be purchased in-game by spending xp.&lt;br /&gt;
&lt;br /&gt;
[[image:Catpeople.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;CAT PERSON (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry: None unless in panther form&lt;br /&gt;
**Powers: &#039;&#039;&#039;INTUITION (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice to Sense.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;CURIOSITY KILLED THE CAT&#039;&#039;&#039;: If there is a button on the console, you want to press it. There&#039;s a door...you want to open it. At GM&#039;s discretion, roll Spirit + Willpower to stop yourself from acting.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LANDS ON FEET (costs 2 points)&#039;&#039;&#039;: You never take any damage from long falls, and you always land on your feet.&lt;br /&gt;
**#&#039;&#039;&#039;NIMBLE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;PANTHER FORM (costs 5 points)&#039;&#039;&#039;: Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll Spirit + Cool. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again (if successful). &lt;br /&gt;
**#&#039;&#039;&#039;NINE LIVES&#039;&#039;&#039;: When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Quasi.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;DEFORMED HUNCHBACK (costs 1 point)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy, though you look deformed.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;ANTICIPATION (costs 5 points)&#039;&#039;&#039;: &#039;&#039;The perfect servant is the one that anticipates their master&#039;s every desire&#039;&#039;. You always &#039;&#039;&#039;declare&#039;&#039;&#039; your actions last in the round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;MOROSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;STUTTERER&#039;&#039;&#039;: You have a lisp or something similar. -1d on Charm based skills.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points)&#039;&#039;&#039;: You have extra tough skin. Each location has the equivalent of light armour 2.&lt;br /&gt;
**#&#039;&#039;&#039;IMPRESSIVE LUMP (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the torso location.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Frankenstein.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;FRANKENSTEIN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;About eight feet in height, with translucent yellowish skin that barely disguises the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein&#039;s monster, hermann munster, bride of frankenstein&#039;&#039;&lt;br /&gt;
**Passing off as human: If it&#039;s dark and you have some head gear, you can pass yourself off as a very tall human. &lt;br /&gt;
**Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing&lt;br /&gt;
**Powers:&#039;&#039;&#039;UNSTOPPABLE (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Body&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SLOW (gain 15 points)&#039;&#039;&#039;: Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1). &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;SWAYED BY BEAUTY&#039;&#039;&#039;: Charm based skills used on you by women are more effective on you. Treat these sets as 1 width wider.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;THICK-HEADED (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the head location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Golembest.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;GOLEM  (Costs 8 points)  &#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.   &#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard unless you are clothed head to toe.&lt;br /&gt;
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing&lt;br /&gt;
**Powers: &#039;&#039;&#039;UNFLINCHING (costs 20 points)&#039;&#039;&#039;: Blows don&#039;t disrupt your actions. You do not lose a die from a set in your dicepool when you are hit &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NO EMOTION (gain 10 points)&#039;&#039;&#039;: You can never succeed at a skill that requires CHARM.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Leprechaun.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;LEPRECHAUN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin&#039;&#039;&lt;br /&gt;
**Passing off as human: FAirly easy. You can pass off as a midget without much problem.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DAMN QUICK (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Coordination.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;PILFER (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Always trying to steal things...it&#039;s a compulsion.&#039;&#039; Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll Spirit + Cool. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;ALWAYS DRUNK&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;SURLY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;HOARDER (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You always seem to have handy some sort of item that would help.&#039;&#039; Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll Spirit + Wealth. If you succeed then you have the item you need in your pocket.&lt;br /&gt;
**#&#039;&#039;&#039;VANISH (costs 7 points)&#039;&#039;&#039;: As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + Willpower. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Alien.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;MARTIAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if your head is fully covered.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;SUPERBRAIN (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Brains.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NOT OF THIS WORLD (gain 6 points)&#039;&#039;&#039;: &#039;&#039;You can never seem to gain a human&#039;s trust. Whenever someone first meets you, the Gm rolls their Sense + Intuition. If they get a success, then something about you creeps them out. You can still win them over with Charm based skills, but you start with one social strike against you. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;AQUA-PHOBIA (gain 3 points)&#039;&#039;&#039;: You are scared of large bodies of water (Must have GM&#039;s approval as GM may be planning a water based adventure). When large bodies of water are a threat to you, all actions are at -1d.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
**#&#039;&#039;&#039;TELEPATH&#039;&#039;&#039;: You can skim thoughts.&lt;br /&gt;
**#&#039;&#039;&#039;MANY SENSES&#039;&#039;&#039;: You have 5 normal sense and 4 extra martian ones (working on other dimensions)&lt;br /&gt;
**#&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Mummy.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;MUMMY (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;   &#039;&#039;&lt;br /&gt;
**Passing off as human: You can pass off as a burns victim or leper.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;IMPERVIOUS (costs 8 points)&#039;&#039;&#039;:  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2. &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SHAMBLER (gain 10 points)&#039;&#039;&#039;: Cannot move faster than a walk. &#039;&#039;Under review&#039;&#039;&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: FIRE (gain 2 points)&#039;&#039;&#039;: Fire does an extra K per attack.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MUMMY&#039;S CURSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Harvey.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;POOKA (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Better go invisible. May pass yourself as a giant pet.&lt;br /&gt;
**Natural Weaponry: None &lt;br /&gt;
**Powers: &#039;&#039;&#039;TOTEM (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Spirit&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;MISCHIEVOUS&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;EASILY DISTRACTED&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;VANDAL&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;INVISIBILITY (costs 10 points)&#039;&#039;&#039;: Very limited invisibility. Roll Spirit + Willpower. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too.  Also, you will have to wait 3x6=18 hours before you can use this power again.&lt;br /&gt;
**#&#039;&#039;&#039;DANGER-SENSE&#039;&#039;&#039;: &lt;br /&gt;
**#&#039;&#039;&#039;PROPHECY (costs 7 points)&#039;&#039;&#039;: You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Drac.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;VAMPIRE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire&#039;s boon are more effective at night&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;HYPNOTIC (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Charm.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BLOODLUST (gain 10 points)&#039;&#039;&#039;: Once you see blood, you want a taste. If you haven&#039;t drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry. &lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SUNLIGHT (gain 2 points)&#039;&#039;&#039;: If you fail an action during the day, you take 1 Shock to any location.&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: DIVINE POWER (gain 2 points)&#039;&#039;&#039;: Powers of Faith (such as miracles), and blessed objects do an extra 1 K damage. &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;COMMAND THE BEASTS&#039;&#039;&#039;: Natural animals always heed your call and will never attack you.&lt;br /&gt;
**#&#039;&#039;&#039;BLOOD REGENERATION (costs 5 points)&#039;&#039;&#039;: Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.&lt;br /&gt;
**#&#039;&#039;&#039;BAT-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a bat for a limited amount of time. The bat cannot attack but can fly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Werewolf.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WOLFMAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy if you have a shave.&lt;br /&gt;
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;REGENERATION (costs 20 points)&#039;&#039;&#039;: Heal 1 killing or 2 shock per round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;FRENZY (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Once you get started killing, it&#039;s hard for you to stop.&#039;&#039; After all foes are defeated, roll Spirit + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don&#039;t succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SILVER (gains 2 points)&#039;&#039;&#039;: When attacked by silver objects, take an extra 1 K damage.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;PREDATOR (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You can track anything&#039;&#039;. You gain a hammer-time dice in Survival (only for tracking). &lt;br /&gt;
**#&#039;&#039;&#039;WOLF-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a wolf for a limited amount of time. Height of the roll determines the number of rounds you can transform into a wolf. Area determines the number of hours you must wait before you can change into a wolf again.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Snowman.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;YETI (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch&#039;&#039;&lt;br /&gt;
**Passing off as human: Very hard. Need to cover yourself head to toe. Better off hiding.&lt;br /&gt;
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;&lt;br /&gt;
**Powers: &#039;&#039;&#039;SURPRISE ATTACK&#039;&#039;&#039;: If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039; &#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SURVIVALIST (costs 3 points)&#039;&#039;&#039;: Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely. &lt;br /&gt;
**#&#039;&#039;&#039;TERRAIN MASTER(costs 3 points)&#039;&#039;&#039;: You can never fail swim and climb checks.&lt;br /&gt;
**#&#039;&#039;&#039;RARELY SEEN (costs 5 points)&#039;&#039;&#039;: &#039;&#039;You could hide in an empty room&#039;&#039;. Gain a Hammer-time dice in STEALTH &lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH HIDE (costs 2 points)&#039;&#039;&#039;: You have extra tough hide. Each location has the equivalent of light armour 2.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Zombie.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;ZOMBIE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone&#039;s direct control. They typically have very limited intelligence, and hunger for the flesh of the living.&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy if any decayed flesh is covered. Better wear perfume as the stench is strong.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DETACHABLE (costs 10 points)&#039;&#039;&#039;: Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to &#039;observe&#039;. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BRAINSSS!!!&#039;&#039;&#039;: At the end of combat, roll Spirit + Cool to see if you feast on a &#039;&#039;&#039;dead&#039;&#039;&#039; friend or foe&#039;s brains.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: HEADSHOT (gain 3 points)&#039;&#039;&#039;: If you are hit in teh head, you take an extra K in the head.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LIMB-FU (costs 2 points)&#039;&#039;&#039;: &#039;&#039;The art of hitting people with your detached limbs.&#039;&#039; You&#039;ve learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the &#039;art of detachment&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY&#039;S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Shaolin.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;KUNG FU WARRIOR (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Your english is poor, but your fighting kicks ass&#039;&#039;&lt;br /&gt;
**Natural Weaponry (2 points): Fists of rock. Your fists do Width K.&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MARTIAL ARTIST&#039;&#039;&#039;: Can practice martial arts.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;OCCULTIST (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;RITUAL CASTING&#039;&#039;: &#039;&#039;The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta.&#039;&#039; You can perform rituals.&lt;br /&gt;
**#&#039;&#039;&#039;MIRACLE WORKER&#039;&#039;&#039;: &#039;&#039;Blessed be his name...&#039;&#039;. You can perform mircales&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Rocket.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;PULP ACTION HERO (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;JACK OF ALL TRADES (costs 10 points)&#039;&#039;&#039;: You get a bonus of +1d in any skill that you do not have 3 or more dice in already.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LUCKY (costs 1 point)&#039;&#039;&#039;: Once per session you can reroll a pool only when NO matches turn up.&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;==&lt;br /&gt;
*Each character starts with 1 in each stat. &lt;br /&gt;
*Each character starts with a HtD dice in their character&#039;s native language.&lt;br /&gt;
*Increasing a stat by 1 costs 5 points (maximum starting score for each stat is 5 normal dice and a special dice for a monster; maximum starting score for each stat is 5 normal dice for a human).&lt;br /&gt;
*Increasing a skill by 1 costs 1 point (maximum starting score for each skill is 5 normal dice and a special dice)&lt;br /&gt;
*Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.&lt;br /&gt;
*Promoting an expert die to a hammer-time die costs 5 points. &lt;br /&gt;
*&#039;&#039;&#039;Also note that only monsters can have HtD dice in stats.&#039;&#039;&#039;&lt;br /&gt;
*See the stats and skills section on the main page for more details&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;MISCELLANEOUS ADVANTAGES&#039;&#039;==&lt;br /&gt;
*&#039;&#039;Includes generic boons, and advantages that any player using any template may choose:&#039;&#039;&lt;br /&gt;
*The cost to purchase a particular misc boon is listed next to the boon.&lt;br /&gt;
**WEALTH (costs varies): See reign rulebook&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75124</id>
		<title>B-Grade Templates (Classes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=75124"/>
		<updated>2008-02-04T05:49:25Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;CHARACTER GENERATION&#039;&#039;&#039;=&lt;br /&gt;
*Probably 100 points to spend on char gen. (for that indiana jones sort of power)&lt;br /&gt;
*This points are used to purchase a cahracter template - the building block of creating a character. Points are then spent to increase stats and skills, buy powers, and advantages.&lt;br /&gt;
*Steps in character creation:&lt;br /&gt;
*GM sets a fixed number of points for character creation.&lt;br /&gt;
*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself &lt;br /&gt;
(compulsory), the powers (compulsory), any natural weapons (compulsory), and any advantages (optional). Also, you may gain points due to the major flaw (compulsory) and optional flaws (optional).&lt;br /&gt;
*#Player spend points on stats (a character starts with 1 in each stat for free) and skills (Start with a free Hammer-time dice in their native language. All other skills start at 0). Characters can define their profession by choosing appropriate skills.&lt;br /&gt;
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1. TEMPLATES&#039;&#039;&#039;==&lt;br /&gt;
*Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished). &lt;br /&gt;
**&#039;&#039;Name of template and Point Cost&#039;&#039;&lt;br /&gt;
**Description: General description of the template.&lt;br /&gt;
**Natural Weaponry: With an associated point cost.&lt;br /&gt;
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.&lt;br /&gt;
**Main Flaw: A Powerful flaw that help offsets the cost of the power. Also defines the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw.&lt;br /&gt;
**Optional Flaws: You can choose all, some, or none of these flaws (with the associated gain in points).&lt;br /&gt;
**Advantages: These are special abilities that can be purchased at character generation. Some advantages are available to multiple templates. Advantages can be purchased in-game by spending xp.&lt;br /&gt;
&lt;br /&gt;
[[image:Catpeople.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;CAT PERSON (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.&#039;&#039;&lt;br /&gt;
**Passing off as human: Very easy. You look human.&lt;br /&gt;
**Natural Weaponry: None unless in panther form&lt;br /&gt;
**Powers: &#039;&#039;&#039;INTUITION (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice to Sense.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;CURIOSITY KILLED THE CAT&#039;&#039;&#039;: If there is a button on the console, you want to press it. There&#039;s a door...you want to open it. At GM&#039;s discretion, roll Spirit + Willpower to stop yourself from acting.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LANDS ON FEET (costs 2 points)&#039;&#039;&#039;: You never take any damage from long falls, and you always land on your feet.&lt;br /&gt;
**#&#039;&#039;&#039;NIMBLE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;PANTHER FORM (costs 5 points)&#039;&#039;&#039;: Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll Spirit + Cool. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again (if successful). &lt;br /&gt;
**#&#039;&#039;&#039;NINE LIVES&#039;&#039;&#039;: When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Quasi.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;DEFORMED HUNCHBACK (costs 1 point)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant&#039;&#039;&lt;br /&gt;
**Passing off as human: Easy, though you look deformed.&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;ANTICIPATION (costs 5 points)&#039;&#039;&#039;: &#039;&#039;The perfect servant is the one that anticipates their master&#039;s every desire&#039;&#039;. You always &#039;&#039;&#039;declare&#039;&#039;&#039; your actions last in the round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;MOROSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;STUTTERER&#039;&#039;&#039;: You have a lisp or something similar. -1d on Charm based skills.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points)&#039;&#039;&#039;: You have extra tough skin. Each location has the equivalent of light armour 2.&lt;br /&gt;
**#&#039;&#039;&#039;IMPRESSIVE LUMP (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the torso location.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Frankenstein.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;FRANKENSTEIN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;About eight feet in height, with translucent yellowish skin that barely disguises the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein&#039;s monster, hermann munster, bride of frankenstein&#039;&#039;&lt;br /&gt;
**Passing off as human: If it&#039;s dark and you have some head gear, you can pass yourself off as a very tall human. &lt;br /&gt;
**Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing&lt;br /&gt;
**Powers:&#039;&#039;&#039;UNSTOPPABLE (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Body&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SLOW (gain 15 points)&#039;&#039;&#039;: Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1). &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;SWAYED BY BEAUTY&#039;&#039;&#039;: Charm based skills used on you by women are more effective on you. Treat these sets as 1 width wider.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;THICK-HEADED (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the head location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Golembest.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;GOLEM  (Costs 8 points)  &#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.   &#039;&#039;&lt;br /&gt;
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing&lt;br /&gt;
**Powers: &#039;&#039;&#039;UNFLINCHING (costs 20 points)&#039;&#039;&#039;: Blows don&#039;t disrupt your actions. You do not lose a die from a set in your dicepool when you are hit &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NO EMOTION (gain 10 points)&#039;&#039;&#039;: You can never succeed at a skill that requires CHARM.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Leprechaun.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;LEPRECHAUN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DAMN QUICK (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Coordination.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;PILFER (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Always trying to steal things...it&#039;s a compulsion.&#039;&#039; Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll Spirit + Cool. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;ALWAYS DRUNK&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;SURLY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;HOARDER (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You always seem to have handy some sort of item that would help.&#039;&#039; Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll Spirit + Wealth. If you succeed then you have the item you need in your pocket.&lt;br /&gt;
**#&#039;&#039;&#039;VANISH (costs 7 points)&#039;&#039;&#039;: As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + Willpower. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Alien.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;MARTIAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;SUPERBRAIN (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Brains.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NOT OF THIS WORLD (gain 6 points)&#039;&#039;&#039;: &#039;&#039;You can never seem to gain a human&#039;s trust. Whenever someone first meets you, the Gm rolls their Sense + Intuition. If they get a success, then something about you creeps them out. You can still win them over with Charm based skills, but you start with one social strike against you. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;AQUA-PHOBIA (gain 3 points)&#039;&#039;&#039;: You are scared of large bodies of water (Must have GM&#039;s approval as GM may be planning a water based adventure). When large bodies of water are a threat to you, all actions are at -1d.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
**#&#039;&#039;&#039;TELEPATH&#039;&#039;&#039;: You can skim thoughts.&lt;br /&gt;
**#&#039;&#039;&#039;MANY SENSES&#039;&#039;&#039;: You have 5 normal sense and 4 extra martian ones (working on other dimensions)&lt;br /&gt;
**#&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Mummy.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;MUMMY (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;   &#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;IMPERVIOUS (costs 8 points)&#039;&#039;&#039;:  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2. &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SHAMBLER (gain 10 points)&#039;&#039;&#039;: Cannot move faster than a walk. &#039;&#039;Under review&#039;&#039;&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: FIRE (gain 2 points)&#039;&#039;&#039;: Fire does an extra K per attack.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MUMMY&#039;S CURSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Harvey.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;POOKA (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None &lt;br /&gt;
**Powers: &#039;&#039;&#039;TOTEM (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in Spirit&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;MISCHIEVOUS&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;EASILY DISTRACTED&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;VANDAL&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;INVISIBILITY (costs 10 points)&#039;&#039;&#039;: Very limited invisibility. Roll Spirit + Willpower. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too.  Also, you will have to wait 3x6=18 hours before you can use this power again.&lt;br /&gt;
**#&#039;&#039;&#039;DANGER-SENSE&#039;&#039;&#039;: &lt;br /&gt;
**#&#039;&#039;&#039;PROPHECY (costs 7 points)&#039;&#039;&#039;: You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Drac.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;VAMPIRE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire&#039;s boon are more effective at night&#039;&#039;&lt;br /&gt;
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;HYPNOTIC (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in Charm.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BLOODLUST (gain 10 points)&#039;&#039;&#039;: Once you see blood, you want a taste. If you haven&#039;t drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry. &lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SUNLIGHT (gain 2 points)&#039;&#039;&#039;: If you fail an action during the day, you take 1 Shock to any location.&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: DIVINE POWER (gain 2 points)&#039;&#039;&#039;: Powers of Faith (such as miracles), and blessed objects do an extra 1 K damage. &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;COMMAND THE BEASTS&#039;&#039;&#039;: Natural animals always heed your call and will never attack you.&lt;br /&gt;
**#&#039;&#039;&#039;BLOOD REGENERATION (costs 5 points)&#039;&#039;&#039;: Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.&lt;br /&gt;
**#&#039;&#039;&#039;BAT-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a bat for a limited amount of time. The bat cannot attack but can fly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Werewolf.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WOLFMAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.&#039;&#039;&lt;br /&gt;
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;REGENERATION (costs 20 points)&#039;&#039;&#039;: Heal 1 killing or 2 shock per round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;FRENZY (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Once you get started killing, it&#039;s hard for you to stop.&#039;&#039; After all foes are defeated, roll Spirit + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don&#039;t succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SILVER (gains 2 points)&#039;&#039;&#039;: When attacked by silver objects, take an extra 1 K damage.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;PREDATOR (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You can track anything&#039;&#039;. You gain a hammer-time dice in Survival (only for tracking). &lt;br /&gt;
**#&#039;&#039;&#039;WOLF-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a wolf for a limited amount of time. Height of the roll determines the number of rounds you can transform into a wolf. Area determines the number of hours you must wait before you can change into a wolf again.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Snowman.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;YETI (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch&#039;&#039;&lt;br /&gt;
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;&lt;br /&gt;
**Powers: &#039;&#039;&#039;SURPRISE ATTACK&#039;&#039;&#039;: If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039; &#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SURVIVALIST (costs 3 points)&#039;&#039;&#039;: Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely. &lt;br /&gt;
**#&#039;&#039;&#039;TERRAIN MASTER(costs 3 points)&#039;&#039;&#039;: You can never fail swim and climb checks.&lt;br /&gt;
**#&#039;&#039;&#039;RARELY SEEN (costs 5 points)&#039;&#039;&#039;: &#039;&#039;You could hide in an empty room&#039;&#039;. Gain a Hammer-time dice in STEALTH &lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH HIDE (costs 2 points)&#039;&#039;&#039;: You have extra tough hide. Each location has the equivalent of light armour 2.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Zombie.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;ZOMBIE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone&#039;s direct control. They typically have very limited intelligence, and hunger for the flesh of the living.&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DETACHABLE (costs 10 points)&#039;&#039;&#039;: Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to &#039;observe&#039;. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BRAINSSS!!!&#039;&#039;&#039;: At the end of combat, roll Spirit + Cool to see if you feast on a &#039;&#039;&#039;dead&#039;&#039;&#039; friend or foe&#039;s brains.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: HEADSHOT (gain 3 points)&#039;&#039;&#039;: If you are hit in teh head, you take an extra K in the head.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LIMB-FU (costs 2 points)&#039;&#039;&#039;: &#039;&#039;The art of hitting people with your detached limbs.&#039;&#039; You&#039;ve learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the &#039;art of detachment&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY&#039;S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Shaolin.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;KUNG FU WARRIOR (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Your english is poor, but your fighting kicks ass&#039;&#039;&lt;br /&gt;
**Natural Weaponry (2 points): Fists of rock. Your fists do Width K.&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MARTIAL ARTIST&#039;&#039;&#039;: Can practice martial arts.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;OCCULTIST (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;RITUAL CASTING&#039;&#039;: &#039;&#039;The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta.&#039;&#039; You can perform rituals.&lt;br /&gt;
**#&#039;&#039;&#039;MIRACLE WORKER&#039;&#039;&#039;: &#039;&#039;Blessed be his name...&#039;&#039;. You can perform mircales&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Rocket.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;PULP ACTION HERO (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;JACK OF ALL TRADES (costs 10 points)&#039;&#039;&#039;: You get a bonus of +1d in any skill that you do not have 3 or more dice in already.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LUCKY (costs 1 point)&#039;&#039;&#039;: Once per session you can reroll a pool only when NO matches turn up.&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;==&lt;br /&gt;
*Each character starts with 1 in each stat. &lt;br /&gt;
*Each character starts with a HtD dice in their character&#039;s native language.&lt;br /&gt;
*Increasing a stat by 1 costs 5 points (maximum starting score for each stat is 5 normal dice and a special dice for a monster; maximum starting score for each stat is 5 normal dice for a human).&lt;br /&gt;
*Increasing a skill by 1 costs 1 point (maximum starting score for each skill is 5 normal dice and a special dice)&lt;br /&gt;
*Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.&lt;br /&gt;
*Promoting an expert die to a hammer-time die costs 5 points. &lt;br /&gt;
*&#039;&#039;&#039;Also note that only monsters can have HtD dice in stats.&#039;&#039;&#039;&lt;br /&gt;
*See the stats and skills section on the main page for more details&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;MISCELLANEOUS ADVANTAGES&#039;&#039;==&lt;br /&gt;
*&#039;&#039;Includes generic boons, and advantages that any player using any template may choose:&#039;&#039;&lt;br /&gt;
*The cost to purchase a particular misc boon is listed next to the boon.&lt;br /&gt;
**WEALTH (costs varies): See reign rulebook&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Stats_%26_Skills&amp;diff=75121</id>
		<title>B-Grade Stats &amp; Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Stats_%26_Skills&amp;diff=75121"/>
		<updated>2008-02-04T05:12:22Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&#039;&#039;&#039;STATS and SKILLS&#039;&#039;&#039;===&lt;br /&gt;
*Characters in B-Grade have six Stats: Body, Coordination, Sense, Brains, Charm, and Spirit. These are the innate physical and mental characteristics of the character, and &amp;quot;govern&amp;quot; certain skills.  Skills are under each stat. &lt;br /&gt;
*Notes:&lt;br /&gt;
**Stats can go up to 5+special die for starting characters. Humans can not have more than 5 in a stat. Monsters can advance beyond 5+special die in a stat.&lt;br /&gt;
**Only monsters can have a special die in a stat. Humans can only have special die in a skill. &lt;br /&gt;
*&#039;&#039;&#039;BODY&#039;&#039;&#039; &lt;br /&gt;
**This is a general indication of physical strength and toughness. It helps with feats of strength, and resisting/surviving injury. Also Threat is derived from this stat&lt;br /&gt;
**Skills are &lt;br /&gt;
***Athletics (includes short distance activities such as swimming/gymnastics/climbing) &lt;br /&gt;
***Endurance (includes anything long distance/ marathon/lifting)&lt;br /&gt;
***Vigor (determines how quickly you recover from injury, resistance to poisons)&lt;br /&gt;
***Brawling (unarmed fighting)&lt;br /&gt;
***Fight (using simple weapons that you whack people with. eg. axes, clubs, hammers)&lt;br /&gt;
*&#039;&#039;&#039;COORDINATION&#039;&#039;&#039;&lt;br /&gt;
**Encompasses motor coordination, agility, reflexes, speed, and general dexterity. It is used in fighting, shooting, and dexterous physical activities.  Also Threat is derived from this stat&lt;br /&gt;
**Skills are &lt;br /&gt;
***Dodge/Escape&lt;br /&gt;
***Ride/Drive________ (eg horseriding, land vehicles)&lt;br /&gt;
***Stealth/Thievery&lt;br /&gt;
***Weaponskill ________ (eg blades, guns, thrown weapons, Martial Arts (only if you have bought a martial path))&lt;br /&gt;
*&#039;&#039;&#039;CHARM&#039;&#039;&#039;&lt;br /&gt;
**This is charisma, presence, confidence, and force of personality. This is used in tests of leadership, argument, and other social situations.&lt;br /&gt;
**Skills are&lt;br /&gt;
***Disguise (Very important for pretending to be a human)&lt;br /&gt;
***Performance _________ (eg dance, song)&lt;br /&gt;
***Command&lt;br /&gt;
***Taunt/Jest&lt;br /&gt;
***Persuade (includes lie/plead/haggle/streetwise)&lt;br /&gt;
*&#039;&#039;&#039;SENSE&#039;&#039;&#039;&lt;br /&gt;
**Indicates how well your five senses deliver information to you - high Perception indicates you have clear vision, good hearing, a keen nose. &lt;br /&gt;
**Skills are&lt;br /&gt;
***Survival (includes tracking/orienteering/direction)&lt;br /&gt;
***Intuition (includes sensing spells/supernatural)&lt;br /&gt;
***Spot (spotting things quickly. Mechanic: Time taken to notice something = 5 - width of set (&#039;&#039;&#039;in rounds&#039;&#039;&#039;). No successes = surprised if being ambushed.)&lt;br /&gt;
***Search (used when searching, scrutinising and investigating. Mechanic: Time taken to find something hidden = 5 - width of set (&#039;&#039;&#039;in minutes&#039;&#039;&#039;). No successes = can&#039;t find anything.)&lt;br /&gt;
***Ride/Drive (only flying mounts, air and water vehicles)&lt;br /&gt;
*&#039;&#039;&#039;BRAINS&#039;&#039;&#039;&lt;br /&gt;
**This is pure intellectual capacity. Helps you analyze problems, understand information, make logical inferences, and generally perform any task requiring the application of thought and knowledge. &lt;br /&gt;
**Skills are&lt;br /&gt;
***Strategy/Tactics&lt;br /&gt;
***Lore ________ (eg Occult, Physics, Astronomy, Gadgets, Religion). Specialised knowledge (learnt at a university, from advanced books, from a tutor, etc)&lt;br /&gt;
***Languages ________ (Note that starting characters start with a HtD in their native language)&lt;br /&gt;
***Spellcasting&lt;br /&gt;
***Schooling - Things that you learn at school, such as maths, general knowledge, geography, history, basic science. &lt;br /&gt;
*&#039;&#039;&#039;SPIRIT&#039;&#039;&#039;&lt;br /&gt;
**This is a measure of the character&#039;s ability to remain calm under pressure (or under fire), keep your wits about you, and not freeze in a crisis. &lt;br /&gt;
**Tag skills are&lt;br /&gt;
***Intimidate&lt;br /&gt;
***Faith (To perform miracles.)&lt;br /&gt;
***Cool (Keeping cool under pressure. Sometimes used to control monster flaws)&lt;br /&gt;
***Willpower (To resist spells. Sometimes used to activate certain powers/advantages)&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Basic_Rules&amp;diff=75120</id>
		<title>B-Grade Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Basic_Rules&amp;diff=75120"/>
		<updated>2008-02-04T05:05:09Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basically the ORE system but heavily converted.&lt;br /&gt;
==&#039;&#039;&#039;BASIC RULES&#039;&#039;&#039;==&lt;br /&gt;
*The basic dice mechanic of One Roll Engine (ORE) provides all of the information needed to determine the speed and result of an action with a &#039;&#039;&#039;single&#039;&#039;&#039; roll.&lt;br /&gt;
*&#039;&#039;&#039;The Cardinal Rules&#039;&#039;&#039;&lt;br /&gt;
*#Roll only when you need to. There&#039;s no sense in rolling for trivial tasks.&lt;br /&gt;
*#Round down. Whenever dividing or averaging results in a fractional result, round down. &lt;br /&gt;
*&#039;&#039;&#039;Dice Pool&#039;&#039;&#039;&lt;br /&gt;
*Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice. &lt;br /&gt;
*The dice pool for any action is the appropriate Stat + appropriate Skill. Sometimes, there are bonuses and penalties to the dicepool. Sometimes difficulty numbers must be met.&lt;br /&gt;
**eg. Wolfman Jackson has a Body Stat of 3 and a Brawling Skill of 4. To hit someone in hand-to-hand combat, Wolfman generally rolls 7d10 (3 from Body and 4 from Brawling). &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;===&lt;br /&gt;
*There are 6 stats and around 4-5 skills per stat.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SETS AND WIDTH, HEIGHT AND AREA&#039;&#039;&#039;===&lt;br /&gt;
*When a player rolls their dicepool, look for matches (pairs, triples, etc). Those matching dice are called Sets. A set has Width, Height and Area, and is written as W x H when it&#039;s described. The Width of a set is how many dice came up matching, while the Height is what number is matched. Area is only sometimes used, and is width multiplied by height.&lt;br /&gt;
**eg. Wolfman Jackson takes a swing at a nazi. The results of the roll are 3, 5, 5, 5, 6, 8, and 10. Since three dice came up 5, he has a Set. The set is Width is 3 (three dice are in it), and it&#039;s height is 5. This is written as a 3x5 set. &lt;br /&gt;
*Sets indicate a number of things about the roll. The width of the set determines how quickly the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain difficult circumstances. Wider sets are faster. Tall sets (in height) are successful in most difficult situations. &lt;br /&gt;
*If your roll results in no Sets, your attempt to perform a task fails. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;DIFFICULTY&#039;&#039;&#039;===&lt;br /&gt;
*Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the set of shortest width that can be rolled that is still considered to be a success. &lt;br /&gt;
**Example Difficulties&lt;br /&gt;
***Minor stumbling block: diff 2&lt;br /&gt;
***Typically difficult: diff 3&lt;br /&gt;
***Imposing: diff 4-5&lt;br /&gt;
***Appallingly hard: diff 8&lt;br /&gt;
*Golden rule - Alwyas use a difficulty rather than a penalty, unless the rules state otherwise.&lt;br /&gt;
**Example: Wolfman Jackson is trying to break down a reinforced door. The door has a strength of 4, which establishes the Difficulty of breaking it down. Wolfman will need to have a set of height 5 or more to succeed. Heights of 1 to 4 on Sets will fail in this task. The time taken to break the door down is (5-width) rounds.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATIC AND DYNAMIC CONTESTS&#039;&#039;&#039;===&lt;br /&gt;
*Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;OTHER THINGS&#039;&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Multiple Actions&#039;&#039;&#039;&lt;br /&gt;
**Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you&#039;ll need to decide which action you wish to perform). There is a -1d penalty to dicepool for each multiple action. &lt;br /&gt;
***eg. performing 2 actions results in a -1d penalty. Performing 3 actions is a -2d penalty.&lt;br /&gt;
*&#039;&#039;&#039;Working Together&#039;&#039;&#039;&lt;br /&gt;
**Characters can cooperate to perform a task, provided The task can be accomplished in a cooperative fashion.&lt;br /&gt;
**To cooperate on a static contest, the &#039;main character&#039; rolls first. Then the &#039;helper&#039; rolls and any sets that he rolls turn into an ED that has the height of the set. The main character then can use these &#039;helper ED&#039; to make matches with the dicepool he has already rolled. &lt;br /&gt;
**Note that a helper can provide more than 1 ED to the main character&#039;s dicepool.&lt;br /&gt;
***eg. Wolfman Jackson is trying to rewire a malfunctioning giant robot using Brains + Gadgets. Wolfman Jackson rolls his dicepool (rolling 1,3,3,4,5,5,7). Larry the Lecherous Leprechaun wants to help too. He rolls his dicepool of Brains + Gadgets (6d) and rolls very well - 3,3,3,7,7,9. He has rolled a set of 3s and a set of 7s. These turn into an ED of 3 and 7 for Wolfman to use in making matches. Wolfman Jackson now has a 3x3, 2x5 and 2x7 set to choose from.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SPECIAL DICE&#039;&#039;&#039;===&lt;br /&gt;
*There are 2 &#039;&#039;&#039;special dice&#039;&#039;&#039; available in B-Grade: Expert Dice (ED) and Hammer-time Dice (HtD)&lt;br /&gt;
*&#039;&#039;&#039;Expert Dice (ED)&#039;&#039;&#039;&lt;br /&gt;
**A die that you set the height of before you roll.&lt;br /&gt;
*&#039;&#039;&#039;Hammer-time Dice (HTD)&#039;&#039;&#039;&lt;br /&gt;
**Hammer-time dice are very powerful. They can be set to whatever value you want, AFTER you roll. Thus, you can set them to make wide or tall sets as you see fit.  &lt;br /&gt;
*Furthermore, both Expert dice and Hammer-time dice &amp;quot;buy off&amp;quot; penalties (such as wound penalties). When this happens, they remain in the pool, but are rolled normally (i.e., you don&#039;t set them). However, note that the buy off is MANDATORY - if you have an Expert Dice or Hammer-time dice and you face a dice pool penalty, you must use any special dice to buy off the penalty first.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Basic_Rules&amp;diff=75119</id>
		<title>B-Grade Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Basic_Rules&amp;diff=75119"/>
		<updated>2008-02-04T05:04:46Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basically the ORE system but heavily converted.&lt;br /&gt;
==&#039;&#039;&#039;BASIC RULES&#039;&#039;&#039;==&lt;br /&gt;
*The basic dice mechanic of One Roll Engine (ORE) provides all of the information needed to determine the speed and result of an action with a &#039;&#039;&#039;single&#039;&#039;&#039; roll.&lt;br /&gt;
*&#039;&#039;&#039;The Cardinal Rules&#039;&#039;&#039;&lt;br /&gt;
*#Roll only when you need to. There&#039;s no sense in rolling for trivial tasks.&lt;br /&gt;
*#Round down. Whenever dividing or averaging results in a fractional result, round down. &lt;br /&gt;
*&#039;&#039;&#039;Dice Pool&#039;&#039;&#039;&lt;br /&gt;
*Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice. &lt;br /&gt;
*The dice pool for any action is the appropriate Stat + appropriate Skill. Sometimes, there are bonuses and penalties to the dicepool. Sometimes difficulty numbers must be met.&lt;br /&gt;
**eg. Wolfman Jackson has a Body Stat of 3 and a Brawling Skill of 4. To hit someone in hand-to-hand combat, Wolfman generally rolls 7d10 (3 from Body and 4 from Brawling). &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;===&lt;br /&gt;
*There are 6 stats and around 4-5 skills per stat.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SETS AND WIDTH, HEIGHT AND AREA&#039;&#039;&#039;===&lt;br /&gt;
*When a player rolls their dicepool, look for matches (pairs, triples, etc). Those matching dice are called Sets. A set has Width, Height and Area, and is written as W x H when it&#039;s described. The Width of a set is how many dice came up matching, while the Height is what number is matched. Area is only sometimes used, and is width multiplied by height.&lt;br /&gt;
**eg. Wolfman Jackson takes a swing at a nazi. The results of the roll are 3, 5, 5, 5, 6, 8, and 10. Since three dice came up 5, he has a Set. The set is Width is 3 (three dice are in it), and it&#039;s height is 5. This is written as a 3x5 set. &lt;br /&gt;
*Sets indicate a number of things about the roll. The width of the set determines how quickly the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain difficult circumstances. Wider sets are faster. Tall sets (in height) are successful in most difficult situations. &lt;br /&gt;
*If your roll results in no Sets, your attempt to perform a task fails. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;DIFFICULTY&#039;&#039;&#039;===&lt;br /&gt;
*Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the set of shortest width that can be rolled that is still considered to be a success. &lt;br /&gt;
**Example Difficulties&lt;br /&gt;
***Minor stumbling block: diff 2&lt;br /&gt;
***Typically difficult: diff 3&lt;br /&gt;
***Imposing: diff 4-5&lt;br /&gt;
***Appallingly hard: diff 8&lt;br /&gt;
*Golden rule - Alwyas use a difficulty rather than a penalty, unless the rules state otherwise.&lt;br /&gt;
**Example: Wolfman Jackson is trying to break down a reinforced door. The door has a strength of 4, which establishes the Difficulty of breaking it down. Wolfman will need to have a set of height 5 or more to succeed. Heights of 1 to 4 on Sets will fail in this task. The time taken to break the door down is (5-width) rounds.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;STATIC AND DYNAMIC CONTESTS&#039;&#039;&#039;===&lt;br /&gt;
*Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;OTHER THINGS&#039;&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Multiple Actions&#039;&#039;&#039;&lt;br /&gt;
**Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you&#039;ll need to decide which action you wish to perform). There is a -1d penalty to dicepool for each multiple action. &lt;br /&gt;
***eg. performing 2 actions results in a -1d penalty. Performing 3 actions is a -2d penalty.&lt;br /&gt;
*&#039;&#039;&#039;Working Together&#039;&#039;&#039;&lt;br /&gt;
**Characters can cooperate to perform a task, provided The task can be accomplished in a cooperative fashion.&lt;br /&gt;
**To cooperate on a static contest, the &#039;main character&#039; rolls first. Then the &#039;helper&#039; rolls and any sets that he rolls turn into an ED that has the height of the set. The main character then can use these &#039;helper ED&#039; to make matches with the dicepool he has already rolled. &lt;br /&gt;
**Note that a helper can provide more than 1 ED to the main character&#039;s dicepool.&lt;br /&gt;
***eg. Wolfman Jackson is trying to rewire a malfunctioning giant robot using Brains + Gadgets. Wolfman Jackson rolls his dicepool (rolling 1,3,3,4,5,5,7). Larry the Lecherous Leprechaun wants to help too. He rolls his dicepool of Brains + Gadgets (6d) and rolls very well - 3,3,3,7,7,9. He has rolled a set of 3s and a set of 7s. These turn into an ED of 3 and 7 for Wolfman to use in making matches. Wolfman Jackson now has a 3x3, 2x5 and 2x7 set to choose from.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SPECIAL DICE&#039;&#039;&#039;===&lt;br /&gt;
*There are 2 &#039;&#039;&#039;special dice&#039;&#039;&#039; available in B-Grade: Expert Dice (ED) and Hammer-time Dice (HtD)&lt;br /&gt;
*Expert Dice (ED)&lt;br /&gt;
**A die that you set the height of before you roll.&lt;br /&gt;
*Hammer-time Dice (HTD)&lt;br /&gt;
**Hammer-time dice are very powerful. They can be set to whatever value you want, AFTER you roll. Thus, you can set them to make wide or tall sets as you see fit.  &lt;br /&gt;
*Furthermore, both Expert dice and Hammer-time dice &amp;quot;buy off&amp;quot; penalties (such as wound penalties). When this happens, they remain in the pool, but are rolled normally (i.e., you don&#039;t set them). However, note that the buy off is MANDATORY - if you have an Expert Dice or Hammer-time dice and you face a dice pool penalty, you must use any special dice to buy off the penalty first.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_miscellaneous_-_and_temp_space&amp;diff=74964</id>
		<title>B-Grade miscellaneous - and temp space</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_miscellaneous_-_and_temp_space&amp;diff=74964"/>
		<updated>2008-02-02T00:13:01Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HANDGUNS&lt;br /&gt;
Hunting Handguns&lt;br /&gt;
Colt Super .38 Model&lt;br /&gt;
$36.75&lt;br /&gt;
$1.25 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Pocket Handguns&lt;br /&gt;
August Menz &amp;quot;Liliput&amp;quot; Automatic Pistol&lt;br /&gt;
$16.00&lt;br /&gt;
$18.00 for nickel finish&lt;br /&gt;
$24.00 for engraved and nickel finish&lt;br /&gt;
$28.00 for engraved and gilded finish&lt;br /&gt;
&lt;br /&gt;
Colt Detective Special&lt;br /&gt;
$27.50&lt;br /&gt;
&lt;br /&gt;
Colt Pocket Model, Caliber .25 Hammerless&lt;br /&gt;
$17.00&lt;br /&gt;
65c. per extra magazine&lt;br /&gt;
&lt;br /&gt;
Colt Pocket Model, Hammerless&lt;br /&gt;
$20.50&lt;br /&gt;
75c. per extra magazine&lt;br /&gt;
&lt;br /&gt;
Deutsche Werke Ortgies&lt;br /&gt;
$20.00&lt;br /&gt;
$2.50 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Harrington &amp;amp; Richardson &amp;quot;Automatic Ejecting&amp;quot; Double Action&lt;br /&gt;
$11.25&lt;br /&gt;
$2.50 for ivory or pearl grips&lt;br /&gt;
&lt;br /&gt;
Harrington &amp;amp; Richardson New Defender&lt;br /&gt;
$17.50&lt;br /&gt;
&lt;br /&gt;
Harrington &amp;amp; Richardson &amp;quot;Young America&amp;quot;&lt;br /&gt;
$6.25&lt;br /&gt;
$2.50 for pearl or ivory grips&lt;br /&gt;
&lt;br /&gt;
Remington Double Derringer&lt;br /&gt;
$13.45&lt;br /&gt;
&lt;br /&gt;
Smith &amp;amp; Wesson Safety Hammerless&lt;br /&gt;
$28.00 for .32 version&lt;br /&gt;
$31.00 for .38 S&amp;amp;W version&lt;br /&gt;
$2.00 for pearl grips&lt;br /&gt;
&lt;br /&gt;
Walther PP&lt;br /&gt;
$38.00&lt;br /&gt;
$3.50 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Webley &amp;amp; Scott Pocket Hammerless, .25 Cal. Automatic&lt;br /&gt;
$20.00&lt;br /&gt;
$3.50 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Standard Automatic Handguns&lt;br /&gt;
Colt Government Model, Caliber 45&lt;br /&gt;
$36.75&lt;br /&gt;
$1.25 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Luger&lt;br /&gt;
$50.00 for 3¾&amp;quot; or 4½&amp;quot; barrel&lt;br /&gt;
$58.00 for 6&amp;quot; barrel&lt;br /&gt;
$65.00 for 8&amp;quot; barrel&lt;br /&gt;
$4.00 per extra magazine&lt;br /&gt;
$9.75 per 32-shot drum magazine (9mm version only)&lt;br /&gt;
$12.50 for 1 lb. combination mahogany stock/holster with straps&lt;br /&gt;
&lt;br /&gt;
Mauser Automatic&lt;br /&gt;
$20.00&lt;br /&gt;
$3.50 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Mauser 1932 Model 711&lt;br /&gt;
$75.00&lt;br /&gt;
$4.00 per extra 10-shot magazine&lt;br /&gt;
$7.50 per extra 20-shot magazine&lt;br /&gt;
$12.00 for 1 lb. combination mahogany stock/holster&lt;br /&gt;
&lt;br /&gt;
Mauser 1932 Model 712 Rapid Fire Pistol&lt;br /&gt;
$85.00&lt;br /&gt;
$4.00 per extra 10-shot magazine&lt;br /&gt;
$7.50 per extra 20-shot magazine&lt;br /&gt;
$12.00 for 1 lb. combination mahogany stock/holster&lt;br /&gt;
&lt;br /&gt;
Smith &amp;amp; Wesson Automatic Pistol, .32 Cal.&lt;br /&gt;
$35.00&lt;br /&gt;
&lt;br /&gt;
Webley &amp;amp; Scott Automatic .32 &amp;quot;M.P.&amp;quot; (Metropolitan Police)&lt;br /&gt;
$20.00&lt;br /&gt;
$3.50 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Webley &amp;amp; Scott New Military and Police Automatic&lt;br /&gt;
$50.00&lt;br /&gt;
$3.50 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Standard Revolvers&lt;br /&gt;
Colt New Service&lt;br /&gt;
$34.00&lt;br /&gt;
&lt;br /&gt;
Colt Police Positive Special&lt;br /&gt;
$28.50&lt;br /&gt;
&lt;br /&gt;
Colt Single Action Army&lt;br /&gt;
$34.00&lt;br /&gt;
&lt;br /&gt;
Harrington &amp;amp; Richardson &amp;quot;American&amp;quot; Double Action&lt;br /&gt;
$6.25&lt;br /&gt;
$2.50 for pearl or ivory grips&lt;br /&gt;
&lt;br /&gt;
Harrington &amp;amp; Richardson Hammerless Model&lt;br /&gt;
$12.25&lt;br /&gt;
$2.50 for ivory or pearl grips&lt;br /&gt;
&lt;br /&gt;
Harrington &amp;amp; Richardson &amp;quot;Premiere&amp;quot; Double Action&lt;br /&gt;
$11.25&lt;br /&gt;
$2.50 for ivory or pearl grips&lt;br /&gt;
&lt;br /&gt;
Smith &amp;amp; Wesson 1917 Army Model&lt;br /&gt;
$37.50&lt;br /&gt;
25c. per 3-round quick reloading clip&lt;br /&gt;
&lt;br /&gt;
Smith &amp;amp; Wesson .357 Magnum&lt;br /&gt;
$60.00&lt;br /&gt;
&lt;br /&gt;
Smith &amp;amp; Wesson Regulation Police Model&lt;br /&gt;
$32.00&lt;br /&gt;
&lt;br /&gt;
Webley &amp;amp; Scott .455 &amp;quot;RIC&amp;quot; Bulldog&lt;br /&gt;
$40.00&lt;br /&gt;
&lt;br /&gt;
Webley &amp;amp; Scott Mark III .38 (Police and Military Model)&lt;br /&gt;
$50.00&lt;br /&gt;
&lt;br /&gt;
Webley &amp;amp; Scott Mark VI .455 (British Service Model)&lt;br /&gt;
$50.00&lt;br /&gt;
&lt;br /&gt;
Webley-Fosbery Automatic Revolver&lt;br /&gt;
$60.00&lt;br /&gt;
&lt;br /&gt;
Target Handguns&lt;br /&gt;
Colt &amp;quot;Ace&amp;quot; .22 Long Rifle Automatic Pistol&lt;br /&gt;
$40.75&lt;br /&gt;
$2.00 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Colt Automatic Pistol, Woodsman Model&lt;br /&gt;
$32.00&lt;br /&gt;
$2.00 per extra magazine&lt;br /&gt;
&lt;br /&gt;
Colt &amp;quot;Camp Perry&amp;quot; Model&lt;br /&gt;
$40.75&lt;br /&gt;
&lt;br /&gt;
Smith &amp;amp; Wesson &amp;quot;Straight Line&amp;quot; Single Shot Target Pistol&lt;br /&gt;
$40.00&lt;br /&gt;
&lt;br /&gt;
Handgun Accessories&lt;br /&gt;
Belt Holster&lt;br /&gt;
$2.50&lt;br /&gt;
&lt;br /&gt;
Cartridge Belt&lt;br /&gt;
$4.50&lt;br /&gt;
&lt;br /&gt;
Cleaning Set for Pistols and Revolvers&lt;br /&gt;
$4.50&lt;br /&gt;
&lt;br /&gt;
Magazine Pocket&lt;br /&gt;
$2.00&lt;br /&gt;
&lt;br /&gt;
Shoulder Holster&lt;br /&gt;
$4.00&lt;br /&gt;
&lt;br /&gt;
2-Gun Pistol Case&lt;br /&gt;
$8.00&lt;br /&gt;
&lt;br /&gt;
Handgun Ammunition&lt;br /&gt;
Per 100 rounds.&lt;br /&gt;
&lt;br /&gt;
4.25mm: $3.50&lt;br /&gt;
.22 Short: 35c.&lt;br /&gt;
.22 Long: 45c.&lt;br /&gt;
.22 Long Rifle: 60c.&lt;br /&gt;
.25: $2.50&lt;br /&gt;
6.35mm: $2.90&lt;br /&gt;
7.63mm: $4.60&lt;br /&gt;
7.65mm: $3.20&lt;br /&gt;
.32: $2.00&lt;br /&gt;
.380: $3.85&lt;br /&gt;
.38: $2.40&lt;br /&gt;
.38 Smith &amp;amp; Wesson: $2.40&lt;br /&gt;
.38 Special: $2.85&lt;br /&gt;
.38 Super: $4.00&lt;br /&gt;
.357 Magnum: $3.50&lt;br /&gt;
.41: $1.45&lt;br /&gt;
.44: $2.55&lt;br /&gt;
.45 Auto Colt Pistol: $4.60&lt;br /&gt;
.45 Long Colt: $3.80&lt;br /&gt;
.455 Eley: $3.70&lt;br /&gt;
9mm: $6.00&lt;br /&gt;
&lt;br /&gt;
Handgun Customization&lt;br /&gt;
Custom Grips&lt;br /&gt;
Pearl Grips: $5.00&lt;br /&gt;
Ivory Grips: $4.50&lt;br /&gt;
Staghorn Grips: $4.50&lt;br /&gt;
Carved: +$4.50&lt;br /&gt;
&lt;br /&gt;
Engraving&lt;br /&gt;
Detailed, select locations $15.00&lt;br /&gt;
Intricate, select locations $25.00&lt;br /&gt;
Intricate, complete $45.00&lt;br /&gt;
&lt;br /&gt;
RIFLES&lt;br /&gt;
Game Rifles&lt;br /&gt;
Griffin &amp;amp; Howe Magnum Mauser&lt;br /&gt;
$298.50&lt;br /&gt;
&lt;br /&gt;
Holland &amp;amp; Holland Model de Luxe&lt;br /&gt;
$1240.00&lt;br /&gt;
&lt;br /&gt;
Mauser No. 630 Deluxe&lt;br /&gt;
$225.00&lt;br /&gt;
&lt;br /&gt;
Mauser Special British Model&lt;br /&gt;
$150.00&lt;br /&gt;
&lt;br /&gt;
Remington Model 14A&lt;br /&gt;
$46.00&lt;br /&gt;
&lt;br /&gt;
Remington Model 30-S&lt;br /&gt;
$55.00&lt;br /&gt;
+$4.00 for swivels and sling&lt;br /&gt;
&lt;br /&gt;
Remington Model 81 Woodmaster&lt;br /&gt;
$69.95&lt;br /&gt;
&lt;br /&gt;
Savage Model 99&lt;br /&gt;
$49.75&lt;br /&gt;
&lt;br /&gt;
Webley &amp;amp; Scott No. 3062&lt;br /&gt;
$250.00&lt;br /&gt;
&lt;br /&gt;
Webley &amp;amp; Scott No. 3064&lt;br /&gt;
$200.00&lt;br /&gt;
&lt;br /&gt;
Winchester Model 07&lt;br /&gt;
$70.30&lt;br /&gt;
&lt;br /&gt;
Winchester Model 70&lt;br /&gt;
$69.25&lt;br /&gt;
+$44.00 for extra-heavy Bull Gun barrel&lt;br /&gt;
&lt;br /&gt;
Winchester Model 94 Carbine&lt;br /&gt;
$36.00&lt;br /&gt;
&lt;br /&gt;
Winchester Model 95&lt;br /&gt;
$43.00&lt;br /&gt;
&lt;br /&gt;
Small Bore Rifles&lt;br /&gt;
Marlin Model 50&lt;br /&gt;
$18.55&lt;br /&gt;
&lt;br /&gt;
Mossberg Model 46&lt;br /&gt;
$12.45&lt;br /&gt;
&lt;br /&gt;
Remington Model 12&lt;br /&gt;
$21.40&lt;br /&gt;
&lt;br /&gt;
Savage Model 23D&lt;br /&gt;
$34.25&lt;br /&gt;
+$5.00 for swivels and sling&lt;br /&gt;
&lt;br /&gt;
Stevens No. 417 Walnut Hill&lt;br /&gt;
$45.00&lt;br /&gt;
&lt;br /&gt;
Winchester Model 52&lt;br /&gt;
$63.00&lt;br /&gt;
&lt;br /&gt;
Winchester Model 69&lt;br /&gt;
$11.50&lt;br /&gt;
+$1.25 10-cartridge magazine&lt;br /&gt;
+$3.00 swivels and sling&lt;br /&gt;
&lt;br /&gt;
Winchester Model 90 Take Down&lt;br /&gt;
$23.65&lt;br /&gt;
&lt;br /&gt;
Rifle Accessories&lt;br /&gt;
Bandolier&lt;br /&gt;
$1.00&lt;br /&gt;
&lt;br /&gt;
Cleaning Set for Rifles&lt;br /&gt;
$4.00&lt;br /&gt;
&lt;br /&gt;
U.S. Army Rifle Trench Mirror&lt;br /&gt;
25c.&lt;br /&gt;
&lt;br /&gt;
Rifle Ammunition&lt;br /&gt;
Per 100 shells.&lt;br /&gt;
.22 Short: 35c.&lt;br /&gt;
.22 Long: 45c.&lt;br /&gt;
.22 Long Rifle: 60c.&lt;br /&gt;
.22 Hornet: 90c.&lt;br /&gt;
.240 H&amp;amp;H Magnum: $20.00&lt;br /&gt;
.25 Remington: $5.50&lt;br /&gt;
.275 H&amp;amp;H Magnum: $25.00&lt;br /&gt;
.30 Remington: $6.25&lt;br /&gt;
.30-06 Springfield: $9.00&lt;br /&gt;
.303 British: $8.25&lt;br /&gt;
.303 Savage: $6.25&lt;br /&gt;
.30-30 Winchester: $6.25&lt;br /&gt;
.300 H&amp;amp;H Magnum: $30.00&lt;br /&gt;
.32 Remington: $6.25&lt;br /&gt;
.35 Remington: $7.00&lt;br /&gt;
.35 Winchester: $9.00&lt;br /&gt;
.351 Winchester: $5.35&lt;br /&gt;
.375 H&amp;amp;H Magnum: $27.50&lt;br /&gt;
.405 Winchester: $10.00&lt;br /&gt;
.416 Rigby Magnum: $42.50&lt;br /&gt;
.465 H&amp;amp;H Magnum: $37.50&lt;br /&gt;
.505 Gibbs Nitro Express: $37.50&lt;br /&gt;
.600 Nitro Express: $45.00&lt;br /&gt;
&lt;br /&gt;
SHOTGUNS&lt;br /&gt;
Automatic Shotguns&lt;br /&gt;
Browning Automatic&lt;br /&gt;
$51.00&lt;br /&gt;
+$5.00 hand engraved&lt;br /&gt;
&lt;br /&gt;
Remington Model 11 Autoloading&lt;br /&gt;
$54.00&lt;br /&gt;
&lt;br /&gt;
Savage Automatic&lt;br /&gt;
$47.00&lt;br /&gt;
&lt;br /&gt;
Double Barreled Shotguns&lt;br /&gt;
A. H. Fox X.E. Grade&lt;br /&gt;
$185.00&lt;br /&gt;
&lt;br /&gt;
Boss Hammerless Ejector&lt;br /&gt;
$1,000.00&lt;br /&gt;
&lt;br /&gt;
E. J. Churchill Imperial&lt;br /&gt;
$360.00&lt;br /&gt;
&lt;br /&gt;
Holland &amp;amp; Holland Royal Model&lt;br /&gt;
$960.00&lt;br /&gt;
&lt;br /&gt;
Ithaca Field Gun&lt;br /&gt;
$40.00&lt;br /&gt;
&lt;br /&gt;
L. C. Smith Field Grade&lt;br /&gt;
$54.00&lt;br /&gt;
&lt;br /&gt;
L. C. Smith Specialty Grade&lt;br /&gt;
$119.00&lt;br /&gt;
&lt;br /&gt;
Parker Trojan&lt;br /&gt;
$61.00&lt;br /&gt;
&lt;br /&gt;
Parker V.H. Grade&lt;br /&gt;
$96.00&lt;br /&gt;
&lt;br /&gt;
Lever Action Shotguns&lt;br /&gt;
Marlin Model .410&lt;br /&gt;
$34.00&lt;br /&gt;
&lt;br /&gt;
Single Barreled Shotguns&lt;br /&gt;
Harrington &amp;amp; Richardson Folding Shotgun&lt;br /&gt;
$12.50&lt;br /&gt;
&lt;br /&gt;
Harrington &amp;amp; Richardson Top Rib&lt;br /&gt;
$26.00&lt;br /&gt;
&lt;br /&gt;
Lefever Long Range&lt;br /&gt;
$17.00&lt;br /&gt;
&lt;br /&gt;
Over-and-Under Shotguns&lt;br /&gt;
Browning Superposed Standard&lt;br /&gt;
$70.00&lt;br /&gt;
&lt;br /&gt;
Remington Model 32&lt;br /&gt;
$79.00&lt;br /&gt;
&lt;br /&gt;
Pump Action Shotguns&lt;br /&gt;
Remington Model 31&lt;br /&gt;
$47.00&lt;br /&gt;
&lt;br /&gt;
Winchester Model 1912&lt;br /&gt;
$47.00&lt;br /&gt;
&lt;br /&gt;
Shotgun Accessories&lt;br /&gt;
Cleaning Set for Shotguns&lt;br /&gt;
$4.25&lt;br /&gt;
&lt;br /&gt;
Shell Bag&lt;br /&gt;
$4.50&lt;br /&gt;
&lt;br /&gt;
Shell Belt&lt;br /&gt;
$4.00&lt;br /&gt;
&lt;br /&gt;
V.C. Pattern Trunk Case&lt;br /&gt;
$35.00&lt;br /&gt;
&lt;br /&gt;
Watertight Shell Box&lt;br /&gt;
$2.00&lt;br /&gt;
&lt;br /&gt;
Shotgun Ammunition&lt;br /&gt;
Per 100 shells.&lt;br /&gt;
&lt;br /&gt;
.410 gauge: $2.70&lt;br /&gt;
20 gauge: $3.00&lt;br /&gt;
16 gauge: $3.00&lt;br /&gt;
12 gauge: $3.00&lt;br /&gt;
&lt;br /&gt;
Eley Rocket Shells&lt;br /&gt;
$9.00/100 shells&lt;br /&gt;
&lt;br /&gt;
Nitro Express Shells&lt;br /&gt;
$4.00/100 shells&lt;br /&gt;
&lt;br /&gt;
SHOOTING ACCESSORIES&lt;br /&gt;
Blue Rock Trap&lt;br /&gt;
$55.00&lt;br /&gt;
&lt;br /&gt;
Burke Rifle Rest&lt;br /&gt;
85c.&lt;br /&gt;
&lt;br /&gt;
Duvrock Target Trap&lt;br /&gt;
$11.00&lt;br /&gt;
&lt;br /&gt;
Lyman 3x Stag Hunting Gun Scope&lt;br /&gt;
$55.00&lt;br /&gt;
&lt;br /&gt;
Lyman 5A Target Gun Telescope&lt;br /&gt;
$44.00&lt;br /&gt;
&lt;br /&gt;
Lyman 10x Target Spot Telescope Gun Scope&lt;br /&gt;
$60.00&lt;br /&gt;
&lt;br /&gt;
Paper Targets, Box/100&lt;br /&gt;
60c.&lt;br /&gt;
&lt;br /&gt;
Portable Gun Rack&lt;br /&gt;
$12.50&lt;br /&gt;
&lt;br /&gt;
Remington Automatic Hand Trap&lt;br /&gt;
$3.50&lt;br /&gt;
&lt;br /&gt;
Saddle Gun Scabbard&lt;br /&gt;
$8.00&lt;br /&gt;
&lt;br /&gt;
Shooting Glasses&lt;br /&gt;
$5.00&lt;br /&gt;
&lt;br /&gt;
Slings for Rifles and Shotguns&lt;br /&gt;
$1.75 Russet leather&lt;br /&gt;
$2.50 Bridle leather&lt;br /&gt;
$3.50 Braided leather&lt;br /&gt;
&lt;br /&gt;
Waterproof Gun Cover&lt;br /&gt;
$7.50&lt;br /&gt;
&lt;br /&gt;
White Flyer Targets, Box/135&lt;br /&gt;
$2.50 box&lt;br /&gt;
&lt;br /&gt;
Zeiss Zielklein Telescope Gun Scope&lt;br /&gt;
$36.00&lt;br /&gt;
&lt;br /&gt;
Zeiss Zielvier 4x Telescope Gun Scope&lt;br /&gt;
$64.00&lt;br /&gt;
&lt;br /&gt;
SUBMACHINE GUNS&lt;br /&gt;
Auto-Ordnance Thompson&lt;br /&gt;
$200.00 (Model 28A)&lt;br /&gt;
+$25.00 (Model 28AC)&lt;br /&gt;
$225.00 (U.S. Navy Model)&lt;br /&gt;
$175.00 (Model 27A)&lt;br /&gt;
$200.00 (Model 27AC)&lt;br /&gt;
+$4.25 swivels and sling strap&lt;br /&gt;
+$21.00 50-round drum magazine&lt;br /&gt;
+$3.00 per extra 20-round box magazine&lt;br /&gt;
+$3.00 18-round box magazine for Peters Thompson shot cartridges&lt;br /&gt;
&lt;br /&gt;
Bergmann MP35 Machinenpistole&lt;br /&gt;
$350.00&lt;br /&gt;
&lt;br /&gt;
Thompson Accessories&lt;br /&gt;
Drum Magazine Case&lt;br /&gt;
$7.00&lt;br /&gt;
&lt;br /&gt;
Five Pocket Magazine Case&lt;br /&gt;
$6.00&lt;br /&gt;
&lt;br /&gt;
Gun Carrier Case&lt;br /&gt;
$16.50&lt;br /&gt;
&lt;br /&gt;
Peters Thompson .45 Shot Cartridges&lt;br /&gt;
$7.00 per 100 rounds&lt;br /&gt;
&lt;br /&gt;
ANTIQUE FIREARMS&lt;br /&gt;
Flintlock Blunderbuss&lt;br /&gt;
$30.00-$200.00&lt;br /&gt;
&lt;br /&gt;
Flintlock Dueling Pistols, Pair&lt;br /&gt;
$50.00-$90.00&lt;br /&gt;
&lt;br /&gt;
Flintlock Musket&lt;br /&gt;
$12.00-$125.00&lt;br /&gt;
$60.00-$200.00 for double-barreled versions&lt;br /&gt;
$350.00 for 4-barreled version&lt;br /&gt;
$500.00 for 7-barrel carbine version&lt;br /&gt;
&lt;br /&gt;
Flintlock Pistol&lt;br /&gt;
$12.00-$200.00&lt;br /&gt;
$100.00-$200.00 for 4-barreled version&lt;br /&gt;
$485.00 for 7-barrel revolving version&lt;br /&gt;
&lt;br /&gt;
Flintlock Pocket Pistol&lt;br /&gt;
$12.00-$50.00&lt;br /&gt;
&lt;br /&gt;
Flintlock Accessories&lt;br /&gt;
Blackpowder. Canister/1 lb.&lt;br /&gt;
50c.&lt;br /&gt;
&lt;br /&gt;
Flints&lt;br /&gt;
5c. each&lt;br /&gt;
&lt;br /&gt;
Lead Shot&lt;br /&gt;
$2.50 (bag of 50)&lt;br /&gt;
&lt;br /&gt;
Plug Bayonet&lt;br /&gt;
&lt;br /&gt;
$5.00-$12.00&lt;br /&gt;
&lt;br /&gt;
Powder Flask or Horn&lt;br /&gt;
$5.00-$65.00&lt;br /&gt;
&lt;br /&gt;
MELEE WEAPONS&lt;br /&gt;
Arming Sword&lt;br /&gt;
$12.50&lt;br /&gt;
&lt;br /&gt;
Axe&lt;br /&gt;
$3.00&lt;br /&gt;
+$1.50 leather sheath&lt;br /&gt;
&lt;br /&gt;
Baton&lt;br /&gt;
$1.00&lt;br /&gt;
&lt;br /&gt;
Bayonet&lt;br /&gt;
$2.00&lt;br /&gt;
&lt;br /&gt;
Bowie Knife&lt;br /&gt;
$1.50&lt;br /&gt;
&lt;br /&gt;
Brass Knuckles&lt;br /&gt;
$1.00&lt;br /&gt;
&lt;br /&gt;
Cutlass&lt;br /&gt;
$7.50-$20.00&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
$8.00-$15.00&lt;br /&gt;
&lt;br /&gt;
Fakir&#039;s Horns&lt;br /&gt;
$10.00&lt;br /&gt;
&lt;br /&gt;
Fencing Foil, Gloves, and Mask&lt;br /&gt;
$3.50 Foil&lt;br /&gt;
$1.00 Fencing glove&lt;br /&gt;
$2.50 Fencing mask&lt;br /&gt;
&lt;br /&gt;
Greatsword&lt;br /&gt;
$95.00&lt;br /&gt;
&lt;br /&gt;
Halberd&lt;br /&gt;
$20.00-$40.00&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
$1.50&lt;br /&gt;
&lt;br /&gt;
Hu Cha&lt;br /&gt;
$10.00&lt;br /&gt;
&lt;br /&gt;
Hunting Sword&lt;br /&gt;
$7.00-$15.00&lt;br /&gt;
&lt;br /&gt;
Ji&lt;br /&gt;
$10.00&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
$6.00-$40.00&lt;br /&gt;
&lt;br /&gt;
Katar&lt;br /&gt;
$5.00-$9.00&lt;br /&gt;
&lt;br /&gt;
Kris&lt;br /&gt;
$9.00-$20.00&lt;br /&gt;
&lt;br /&gt;
Kukri&lt;br /&gt;
$8.00-$20.00&lt;br /&gt;
&lt;br /&gt;
Kwan Dao&lt;br /&gt;
$10.00&lt;br /&gt;
&lt;br /&gt;
Lance&lt;br /&gt;
$2.50-$15.00&lt;br /&gt;
&lt;br /&gt;
Machete&lt;br /&gt;
$3.00-$11.00&lt;br /&gt;
&lt;br /&gt;
Naginata&lt;br /&gt;
$10.00-$25.00&lt;br /&gt;
&lt;br /&gt;
Native Spear&lt;br /&gt;
$5.00-$15.00&lt;br /&gt;
&lt;br /&gt;
Native Staff&lt;br /&gt;
$3.00-$4.00&lt;br /&gt;
&lt;br /&gt;
Native War Club&lt;br /&gt;
$5.00-$10.00&lt;br /&gt;
&lt;br /&gt;
Penknife&lt;br /&gt;
50c.&lt;br /&gt;
&lt;br /&gt;
Rapier&lt;br /&gt;
$15.00-$95.00&lt;br /&gt;
&lt;br /&gt;
Saber&lt;br /&gt;
$10.00-$20.00&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
$1.00&lt;br /&gt;
&lt;br /&gt;
Swordcane&lt;br /&gt;
$18.00&lt;br /&gt;
&lt;br /&gt;
US Army M1918 Trench Knife&lt;br /&gt;
$5.00&lt;br /&gt;
&lt;br /&gt;
Wakizashi&lt;br /&gt;
$5.00-$15.00&lt;br /&gt;
&lt;br /&gt;
Yatagan&lt;br /&gt;
$10.00-$25.00&lt;br /&gt;
&lt;br /&gt;
Yue Ya Chan&lt;br /&gt;
$10.00&lt;br /&gt;
&lt;br /&gt;
RANGED WEAPONS&lt;br /&gt;
Blowgun&lt;br /&gt;
$2.00-$4.75&lt;br /&gt;
&lt;br /&gt;
Bolas&lt;br /&gt;
$1.00&lt;br /&gt;
&lt;br /&gt;
Boomerang&lt;br /&gt;
$8.00&lt;br /&gt;
&lt;br /&gt;
Bullwhip&lt;br /&gt;
$2.50&lt;br /&gt;
&lt;br /&gt;
Hunga Munga&lt;br /&gt;
$8.50&lt;br /&gt;
&lt;br /&gt;
Lariat&lt;br /&gt;
$1.50&lt;br /&gt;
&lt;br /&gt;
Modern Bow&lt;br /&gt;
$18.00&lt;br /&gt;
&lt;br /&gt;
Native Bow&lt;br /&gt;
$4.00-$10.00&lt;br /&gt;
+50c. per arrow&lt;br /&gt;
+$2.00-$5.00 native quiver&lt;br /&gt;
&lt;br /&gt;
Native Javelin&lt;br /&gt;
$3.50&lt;br /&gt;
&lt;br /&gt;
Target Grade Crossbow&lt;br /&gt;
$44.00&lt;br /&gt;
+50c. per extra bolt&lt;br /&gt;
&lt;br /&gt;
Shuriken&lt;br /&gt;
50c. each&lt;br /&gt;
&lt;br /&gt;
Throwing Knife&lt;br /&gt;
$2.00&lt;br /&gt;
&lt;br /&gt;
U.S. Navy Harpoon Gun&lt;br /&gt;
$25.00&lt;br /&gt;
+$12.00 per harpoon&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Coat-of-Mail&lt;br /&gt;
$90.00-$100.00&lt;br /&gt;
&lt;br /&gt;
Cuirassier&#039;s Armor&lt;br /&gt;
$50.00-$65.00&lt;br /&gt;
&lt;br /&gt;
Metal Shield&lt;br /&gt;
$10.00-$35.00&lt;br /&gt;
&lt;br /&gt;
Native Shield&lt;br /&gt;
$9.00-$20.00&lt;br /&gt;
&lt;br /&gt;
O-Yoroi&lt;br /&gt;
$20.00-$30.00&lt;br /&gt;
&lt;br /&gt;
Service Helmet&lt;br /&gt;
$1.00&lt;br /&gt;
&lt;br /&gt;
Suit of Plate.&lt;br /&gt;
$150.00-$275.00&lt;br /&gt;
&lt;br /&gt;
CLOTHING&lt;br /&gt;
Arctic Wear&lt;br /&gt;
Boots, Heavy Fleece-Lined, 16-inch: $25.00&lt;br /&gt;
Fur Coat, Heavy, Hooded: $100.00&lt;br /&gt;
Mitts, Fur-Covered Leather, Lamb-Lined: $11.00&lt;br /&gt;
Pants, Heavy Wool Arctic Cloth: $10.00&lt;br /&gt;
Socks, Buckskin-Covered Wool: $1.50&lt;br /&gt;
Undergarments, Chamois Shirt and Pants: $43.00&lt;br /&gt;
&lt;br /&gt;
Men&#039;s Wear and Accessories&lt;br /&gt;
Belt, Leather: $1.00&lt;br /&gt;
Boots, Leather Work: $2.00-$4.00&lt;br /&gt;
Gloves, Leather: $2.00&lt;br /&gt;
Gloves, Buckskin Work: $1.50&lt;br /&gt;
Handkerchief: 15c.&lt;br /&gt;
Hat, Fur Felt Fedora: $2.00-$5.00&lt;br /&gt;
Jacket, Leather Flight, Lamb-Lined: $19.50&lt;br /&gt;
Jacket, Heavy Twill, Cossack Style: $2.50-$3.50&lt;br /&gt;
Kilt, Tartan: $12.00&lt;br /&gt;
Overcoat, Wool: $8.00-$28.00&lt;br /&gt;
Robe, Double-Breasted Wool Flannel: $6.00&lt;br /&gt;
Shirt: 70c.-$5.00&lt;br /&gt;
Shoes, Leather: $2.00-$4.50&lt;br /&gt;
Shoes, Canvas Athletic Shoes: 90c.&lt;br /&gt;
Shoes, Canvas Work Shoes: $1.95&lt;br /&gt;
Socks, Woolen: $1.00&lt;br /&gt;
Suit, Synthetic, 3-Piece: $10.00-$15.00&lt;br /&gt;
Suit, Woolen, 3-Piece: $18.00-$40.00&lt;br /&gt;
Sweater: $1.75&lt;br /&gt;
Tie, Silk: 40c.-70c.&lt;br /&gt;
Trousers, Woolen Suit: $6.75-$12.00&lt;br /&gt;
Trousers, Canvas or Cotton Work: $1.25-$3.75&lt;br /&gt;
Tuxedo: $30.00-$40.00&lt;br /&gt;
&lt;br /&gt;
Military Wear&lt;br /&gt;
Breeches: $2.00&lt;br /&gt;
Cap, Bell Crown: $2.50&lt;br /&gt;
Equipment, Leather Belt, Suspenders, and Pouches: $2.50&lt;br /&gt;
Hat, Campaign: $1.50&lt;br /&gt;
Jacket, Army: $2.25&lt;br /&gt;
Knapsack: $3.75&lt;br /&gt;
Leggins, Leather Puttee: $4.50&lt;br /&gt;
Leggins, Puttee: $1.00&lt;br /&gt;
Shirt, Army Dress: $3.00&lt;br /&gt;
Shoes, Leather Army: $9.00&lt;br /&gt;
Tie: 50c.&lt;br /&gt;
&lt;br /&gt;
Outdoor&#039;s Wear&lt;br /&gt;
Boots, Arctics, Fleece-lined Rubber: $3.00&lt;br /&gt;
Boots, Laced Leather Riding and Utility, 17-inch: $6.50&lt;br /&gt;
Boots, Leather Riding: $5.50&lt;br /&gt;
Boots, Short Leather Tramping: $3.00&lt;br /&gt;
Breeches, Riding: $2.00&lt;br /&gt;
Cap, Deerstalker: $1.75&lt;br /&gt;
Cap, Knitted Wool: 95c.&lt;br /&gt;
Cap, Leather Flying: $1.50&lt;br /&gt;
Coat, Hunting, Heavy Duck, Leather Reinforcement: $7.00&lt;br /&gt;
Coat, Moleskin Hunting: $22.50&lt;br /&gt;
Coat, Moleskin, Sheepskin-Lined, Opossum Fur Collar: $27.50&lt;br /&gt;
Coat, Plaid Wool: $9.00&lt;br /&gt;
Coat, Plaid Wool, Suede-Lined: $17.50&lt;br /&gt;
Gloves, Shooter&#039;s Field, Wool, Pigskin Palm: $3.00&lt;br /&gt;
Gloves, Wool: $2.50&lt;br /&gt;
Goggles. Driving or Flying: $2.50&lt;br /&gt;
Jacket, Suede, Knitted Raglan Sleeves, Sateen-Lined: $18.00&lt;br /&gt;
Shirt, Light Wool: $3.75&lt;br /&gt;
Shirt, Heavy Wool: $5.75&lt;br /&gt;
Trousers, Heavy Duck: $2.00&lt;br /&gt;
Trousers, Wool Hunting: $7.50&lt;br /&gt;
Vest, Moleskin, Sheepskin-Lined: $8.50&lt;br /&gt;
Weatherproof Rubber-All Suit: $13.50&lt;br /&gt;
&lt;br /&gt;
Smoking Items&lt;br /&gt;
Cigarettes, Pack: 10c.-20c.&lt;br /&gt;
Cigars, King Edward, 1 lb. box of 50: $1.00&lt;br /&gt;
Smoking Pipe, Kaywoodie, Briar: $3.00&lt;br /&gt;
Smoking Pipe, Freibourg &amp;amp; Treyer, Briar: $5.00-$15.00&lt;br /&gt;
Tobacco, 8oz. Tin: 50c.-$3.00&lt;br /&gt;
&lt;br /&gt;
Tropical Wear&lt;br /&gt;
Coat, Light Sailcloth: $13.75&lt;br /&gt;
Coat, Safari: $15.00&lt;br /&gt;
Skirt, Heavy Cotton: $2.50&lt;br /&gt;
Tropical Pith Helmet: $1.25&lt;br /&gt;
Trousers or Shorts, Cotton Hunting: $3.75&lt;br /&gt;
&lt;br /&gt;
Women&#039;s Wear and Accessories&lt;br /&gt;
Beret, Wool: 40c.&lt;br /&gt;
Blouse: 60c.-$5.00&lt;br /&gt;
Coat, Fur, Galapin, Lapin, or Muskrat: $90.00&lt;br /&gt;
Coat, Fur, Barunduki, Leopard, Moleskin, or Squirrel: $195.00&lt;br /&gt;
Coat, Fur, Dark Brown Weasel: $595.00&lt;br /&gt;
Coat, Fur, White Siberian Ermine: $1,075.00&lt;br /&gt;
Coat, Fur, Eastern Mink: $1,950.00&lt;br /&gt;
Dress, Cotton 1-Piece: $1.50&lt;br /&gt;
Dress, Rayon 2-Piece: $5.00&lt;br /&gt;
Dress, Evening, Satin: $6.00&lt;br /&gt;
Dress, Evening, Silk: $6.95&lt;br /&gt;
Dress, Evening, Taffeta and Lace: $7.00&lt;br /&gt;
Dress, Evening, Velvet: $8.00&lt;br /&gt;
Gloves, Cotton: 40c.&lt;br /&gt;
Gloves, Lambskin: $1.00&lt;br /&gt;
Gloves, Wool: 50c.&lt;br /&gt;
Handbag, Vachelle: $1.00&lt;br /&gt;
Hat, Felt: $1.00&lt;br /&gt;
Jacket, Fur, Lapin or Caracul: $59.50&lt;br /&gt;
Makeup Kit: $1.50-$7.50&lt;br /&gt;
Sandals, Leather: $2.00&lt;br /&gt;
Scarf, Chiffon Velvet: $1.00&lt;br /&gt;
Scarf, Sable Fur: $185.00&lt;br /&gt;
Scarf, Wool: 50c.&lt;br /&gt;
Shoes, Embossed Leather, Buckled, Military Heel: $4.00&lt;br /&gt;
Shoes, Evening, Grecian-Style Leather Ankle-Strap, Spiked Heel: $4.00&lt;br /&gt;
Shoes, Leather Oxford Sporting: $2.80&lt;br /&gt;
Shoes, Light Leather: $3.00&lt;br /&gt;
Shoes, White Canvas Athletic: 70c.&lt;br /&gt;
Stockings, Rayon: 30c.&lt;br /&gt;
Stockings, Silk: 40c.&lt;br /&gt;
Sweater: $1.75&lt;br /&gt;
Suit, 2-Piece Gingham Blouse and Skirt: $4.75&lt;br /&gt;
Suit, 2-Piece Cotton, Jacket and Skirt: $4.00&lt;br /&gt;
Suit, 2-Piece Wool Mohair, Jacket and Skirt: $4.00&lt;br /&gt;
Suit, 3-Piece Tweed, Jacket, Skirt, and Long Coat: $9.00&lt;br /&gt;
Suit, Lounge, 2-Piece Terry Cloth, Flared Pants: $2.00&lt;br /&gt;
Turban, Velvet: $3.00&lt;br /&gt;
&lt;br /&gt;
OUTDOORS/HUNTING ACCESSORIES&lt;br /&gt;
Acme &amp;quot;Thunderer&amp;quot; Whistle&lt;br /&gt;
60c.&lt;br /&gt;
&lt;br /&gt;
Alarm Gun&lt;br /&gt;
$6.50&lt;br /&gt;
&lt;br /&gt;
Army Housewife&lt;br /&gt;
75c.&lt;br /&gt;
&lt;br /&gt;
Axe and Knife Stone&lt;br /&gt;
$1.50&lt;br /&gt;
&lt;br /&gt;
Bausch &amp;amp; Lomb Binoculars&lt;br /&gt;
$16.00 x2 magnification&lt;br /&gt;
$66.00 x6 magnification&lt;br /&gt;
$76.00 x8 magnification&lt;br /&gt;
&lt;br /&gt;
Brilliant Searchlight&lt;br /&gt;
$3.00&lt;br /&gt;
&lt;br /&gt;
Camp Cot&lt;br /&gt;
$2.50&lt;br /&gt;
&lt;br /&gt;
Candles&lt;br /&gt;
25c. dozen&lt;br /&gt;
&lt;br /&gt;
Canteen&lt;br /&gt;
$1.00&lt;br /&gt;
&lt;br /&gt;
Duffle Bag&lt;br /&gt;
$4.95&lt;br /&gt;
&lt;br /&gt;
Eagle Monocular&lt;br /&gt;
$3.00&lt;br /&gt;
&lt;br /&gt;
First Aid Package&lt;br /&gt;
50c.&lt;br /&gt;
&lt;br /&gt;
Flashlight&lt;br /&gt;
$1.50&lt;br /&gt;
&lt;br /&gt;
Folding Bathtub&lt;br /&gt;
$6.00&lt;br /&gt;
&lt;br /&gt;
Folding Camp Stove&lt;br /&gt;
$11.00&lt;br /&gt;
&lt;br /&gt;
Hammock&lt;br /&gt;
$4.00&lt;br /&gt;
&lt;br /&gt;
Helio Mirror&lt;br /&gt;
$1.00&lt;br /&gt;
&lt;br /&gt;
Hurricane Pipe&lt;br /&gt;
$7.50&lt;br /&gt;
&lt;br /&gt;
Gulf Model Salt Water Fishing Outfit&lt;br /&gt;
$6.00&lt;br /&gt;
&lt;br /&gt;
Ice Crampons&lt;br /&gt;
$5.00 pair&lt;br /&gt;
&lt;br /&gt;
Ice Goggles&lt;br /&gt;
$2.00&lt;br /&gt;
&lt;br /&gt;
Lantern&lt;br /&gt;
$4.00&lt;br /&gt;
&lt;br /&gt;
Marble&#039;s Waterproof Match Box&lt;br /&gt;
60c.&lt;br /&gt;
&lt;br /&gt;
Marble&#039;s Wrist Compass&lt;br /&gt;
$1.75&lt;br /&gt;
&lt;br /&gt;
Merkl Humane Springless Animal Traps&lt;br /&gt;
$3.50 small game (rabbit and smaller)&lt;br /&gt;
$7.00 small game (raccoon size)&lt;br /&gt;
&lt;br /&gt;
Mess Kit&lt;br /&gt;
$1.00&lt;br /&gt;
&lt;br /&gt;
Mosquito Netting&lt;br /&gt;
$1.50&lt;br /&gt;
&lt;br /&gt;
New Maine Pack&lt;br /&gt;
$14.50&lt;br /&gt;
&lt;br /&gt;
Northwestern Pack&lt;br /&gt;
$8.00&lt;br /&gt;
&lt;br /&gt;
Oneida Steel Traps&lt;br /&gt;
$1.00: 4-inch jaw spread&lt;br /&gt;
$1.50: 7-inch jaw spread&lt;br /&gt;
$8.00: 10-inch jaw spread&lt;br /&gt;
$11.50: 13-inch jaw spread&lt;br /&gt;
&lt;br /&gt;
Overnight Tent&lt;br /&gt;
$54.00&lt;br /&gt;
&lt;br /&gt;
Pack Saddle and Harness&lt;br /&gt;
$75.00&lt;br /&gt;
&lt;br /&gt;
Poncho&lt;br /&gt;
$5.00&lt;br /&gt;
&lt;br /&gt;
Racine Waterproof Watch&lt;br /&gt;
$25.00&lt;br /&gt;
&lt;br /&gt;
Ranger Tent&lt;br /&gt;
$44.00&lt;br /&gt;
&lt;br /&gt;
Ration Pack&lt;br /&gt;
50c. per block&lt;br /&gt;
&lt;br /&gt;
Rope&lt;br /&gt;
$8.00 per 50ft.&lt;br /&gt;
&lt;br /&gt;
Rubber Camp Blanket&lt;br /&gt;
$2.00&lt;br /&gt;
&lt;br /&gt;
Saddle, Harness, and Saddle Bags&lt;br /&gt;
$24.50&lt;br /&gt;
+$10.00 saddle bags&lt;br /&gt;
&lt;br /&gt;
Sedgely U.S.M.C. Signal Gun&lt;br /&gt;
$30.00&lt;br /&gt;
+$48.00 37mm parachute flares (doz.)&lt;br /&gt;
+$9.00 25mm starburst flares (doz.)&lt;br /&gt;
&lt;br /&gt;
Service Air Bed&lt;br /&gt;
$17.50&lt;br /&gt;
&lt;br /&gt;
Ski Equipment&lt;br /&gt;
$3.50-$14.00 Skis&lt;br /&gt;
$2.00 Bindings (strap or cable)&lt;br /&gt;
$1.50-$4.00 Poles (cane, wood, or steel)&lt;br /&gt;
&lt;br /&gt;
Sleeping Bag, Arctic&lt;br /&gt;
$54.50&lt;br /&gt;
&lt;br /&gt;
Sleeping Bag, Ranger&lt;br /&gt;
$18.50&lt;br /&gt;
&lt;br /&gt;
Snow Shoes&lt;br /&gt;
$9.00&lt;br /&gt;
&lt;br /&gt;
Stretcher&lt;br /&gt;
$10.00&lt;br /&gt;
&lt;br /&gt;
Tarpaulin&lt;br /&gt;
$10.00&lt;br /&gt;
&lt;br /&gt;
Toiletry Set for Men&lt;br /&gt;
$5.00&lt;br /&gt;
&lt;br /&gt;
Toiletry Set for Women&lt;br /&gt;
$5.00&lt;br /&gt;
&lt;br /&gt;
Torridaire Heat Pad&lt;br /&gt;
50c.&lt;br /&gt;
&lt;br /&gt;
Vion Telescope&lt;br /&gt;
$33.00&lt;br /&gt;
&lt;br /&gt;
Wool Blanket&lt;br /&gt;
$3.00&lt;br /&gt;
&lt;br /&gt;
CAMERAS&lt;br /&gt;
Eastman Kodak Baby Brownie&lt;br /&gt;
$1.00&lt;br /&gt;
+30c. Kodak 127 film&lt;br /&gt;
&lt;br /&gt;
Eastman Kodak Ciné Kodak, Model K&lt;br /&gt;
$152.50&lt;br /&gt;
+$7.50 per 100ft. of film&lt;br /&gt;
&lt;br /&gt;
Eastman-Kodak Ciné Kodak Special Model&lt;br /&gt;
$375.00&lt;br /&gt;
+$7.50 per 100ft. of film&lt;br /&gt;
&lt;br /&gt;
Eastman-Kodak Retina I&lt;br /&gt;
$57.50&lt;br /&gt;
+$1.00 Kodak 135 Daylight Loading Cassette film&lt;br /&gt;
&lt;br /&gt;
Keystone 16 Movie Camera&lt;br /&gt;
$23.95&lt;br /&gt;
+$7.50 per 100ft. of film&lt;br /&gt;
&lt;br /&gt;
Mitchell Model NC 35mm Ciné Camera&lt;br /&gt;
$1750.00&lt;br /&gt;
+$85.00 per 1000ft. of film&lt;br /&gt;
&lt;br /&gt;
Camera Accessories&lt;br /&gt;
Keystone 200-Watt Projector&lt;br /&gt;
$24.95&lt;br /&gt;
&lt;br /&gt;
Lightproof Film Tank and Winding Box&lt;br /&gt;
$2.75&lt;br /&gt;
&lt;br /&gt;
Metal Tripod&lt;br /&gt;
$4.50&lt;br /&gt;
&lt;br /&gt;
Optipod&lt;br /&gt;
$1.25&lt;br /&gt;
&lt;br /&gt;
Photo Development Kit&lt;br /&gt;
$8.50&lt;br /&gt;
&lt;br /&gt;
Portable Movie Screen&lt;br /&gt;
$7.50&lt;br /&gt;
&lt;br /&gt;
Self Timer&lt;br /&gt;
$1.25&lt;br /&gt;
&lt;br /&gt;
PROFESSIONAL EQUIPMENT&lt;br /&gt;
Climbing Gear&lt;br /&gt;
$3.00 Grappling hook&lt;br /&gt;
50c. Climbing pitons (per 6)&lt;br /&gt;
&lt;br /&gt;
Locksmith&#039;s Kit&lt;br /&gt;
$30.00&lt;br /&gt;
&lt;br /&gt;
Parachute&lt;br /&gt;
$20.00&lt;br /&gt;
&lt;br /&gt;
Theatrical Kit&lt;br /&gt;
$8.00&lt;br /&gt;
&lt;br /&gt;
U.S. Army Signal Corps Portable Field Transmitter&lt;br /&gt;
$50.00&lt;br /&gt;
&lt;br /&gt;
U.S. Medical Department Kit&lt;br /&gt;
$45.00&lt;br /&gt;
&lt;br /&gt;
TOOLS&lt;br /&gt;
Carpentry 30-Piece Tool Set&lt;br /&gt;
$20.00&lt;br /&gt;
&lt;br /&gt;
Elliott&#039;s U.S. Army Entrenching Outfit&lt;br /&gt;
$8.75&lt;br /&gt;
&lt;br /&gt;
Mechanic Service Chest&lt;br /&gt;
$40.00&lt;br /&gt;
&lt;br /&gt;
Swiss Army Knife&lt;br /&gt;
$5.50&lt;br /&gt;
&lt;br /&gt;
Two-Man Saw&lt;br /&gt;
$5.00&lt;br /&gt;
&lt;br /&gt;
MISCELLANEOUS EQUIPMENT&lt;br /&gt;
Bicycle Playing Cards&lt;br /&gt;
40c.&lt;br /&gt;
&lt;br /&gt;
Diving Ensemble&lt;br /&gt;
$12.00&lt;br /&gt;
&lt;br /&gt;
Gas Mask&lt;br /&gt;
$6.00&lt;br /&gt;
&lt;br /&gt;
Hand Irons&lt;br /&gt;
$1.50&lt;br /&gt;
&lt;br /&gt;
Herman Geipel Violin&lt;br /&gt;
$50.00&lt;br /&gt;
&lt;br /&gt;
Higgins X-Pert Official Football&lt;br /&gt;
$5.00&lt;br /&gt;
&lt;br /&gt;
Hohner Harmonica&lt;br /&gt;
60c.-$3.75&lt;br /&gt;
&lt;br /&gt;
Ken-Wel Baseball Glove, Bat and Ball&lt;br /&gt;
$7.00&lt;br /&gt;
&lt;br /&gt;
Philco Model 116X Radio-Phonograph&lt;br /&gt;
$350.00&lt;br /&gt;
&lt;br /&gt;
Philco Model 610B Radio&lt;br /&gt;
$39.95&lt;br /&gt;
&lt;br /&gt;
Remington #5 Typewriter&lt;br /&gt;
$49.50&lt;br /&gt;
&lt;br /&gt;
Schrader Mk. V Deep Sea Diving Outfit&lt;br /&gt;
$75.00&lt;br /&gt;
&lt;br /&gt;
Sears Model 4414 Silvertone Radio&lt;br /&gt;
$9.80&lt;br /&gt;
&lt;br /&gt;
Silvertone Standard Portable Phonograph&lt;br /&gt;
$7.50&lt;br /&gt;
&lt;br /&gt;
Silvertone Portable Radio&lt;br /&gt;
$19.00&lt;br /&gt;
&lt;br /&gt;
Supertone Guitar&lt;br /&gt;
$10.00&lt;br /&gt;
&lt;br /&gt;
Travel Trunk&lt;br /&gt;
$4.00&lt;br /&gt;
&lt;br /&gt;
Truetone Model D702 Radio&lt;br /&gt;
$14.95&lt;br /&gt;
&lt;br /&gt;
Underwood Noiseless 77 Typewriter&lt;br /&gt;
$72.00&lt;br /&gt;
&lt;br /&gt;
Waterman Pen and Pencil&lt;br /&gt;
$2.50 Pen&lt;br /&gt;
$1.00 Pencil, matching&lt;br /&gt;
&lt;br /&gt;
Westclox Baby Ben&lt;br /&gt;
$3.95&lt;br /&gt;
&lt;br /&gt;
Westclox Pocket Ben&lt;br /&gt;
$1.50&lt;br /&gt;
&lt;br /&gt;
Westclox Wrist Ben&lt;br /&gt;
$3.95&lt;br /&gt;
&lt;br /&gt;
Wollensak 425-Power Microscope&lt;br /&gt;
$18.50&lt;br /&gt;
&lt;br /&gt;
Zippo Lighter&lt;br /&gt;
$2.00&lt;br /&gt;
+$1.00 Monogrammed with your initials&lt;br /&gt;
&lt;br /&gt;
VEHICLES&lt;br /&gt;
Aircraft&lt;br /&gt;
Beechcraft B17L Staggerwing&lt;br /&gt;
$8,000.00 ($8,550.00 for SB17L floatplane version)&lt;br /&gt;
&lt;br /&gt;
Boeing 247D&lt;br /&gt;
$69,000.00&lt;br /&gt;
&lt;br /&gt;
Cessna C-34&lt;br /&gt;
$4,995.00&lt;br /&gt;
&lt;br /&gt;
Douglas DC2&lt;br /&gt;
$65,000.00&lt;br /&gt;
&lt;br /&gt;
Douglas DC3&lt;br /&gt;
$100,000.00&lt;br /&gt;
&lt;br /&gt;
Ford 5-AT-C Tri-Motor&lt;br /&gt;
$28,000.00 (was $42,000.00 when new in &#039;33)&lt;br /&gt;
&lt;br /&gt;
Lockheed Orion 9&lt;br /&gt;
$25,000.00&lt;br /&gt;
&lt;br /&gt;
Martin M-130&lt;br /&gt;
$417,000.00&lt;br /&gt;
&lt;br /&gt;
Pitcairn PA-18&lt;br /&gt;
$6,750.00&lt;br /&gt;
&lt;br /&gt;
Sikorsky S-42&lt;br /&gt;
$198,000.00&lt;br /&gt;
&lt;br /&gt;
Stinson SR Reliant&lt;br /&gt;
$5,775.00&lt;br /&gt;
&lt;br /&gt;
Foreign Aircraft&lt;br /&gt;
Short C-Class Empire&lt;br /&gt;
£41,000 ($205,000.00)&lt;br /&gt;
&lt;br /&gt;
Automobiles&lt;br /&gt;
Auburn 852S&lt;br /&gt;
$2245.00&lt;br /&gt;
&lt;br /&gt;
Buick Century, Series 60&lt;br /&gt;
$765.00&lt;br /&gt;
&lt;br /&gt;
Buick Roadmaster, Series 80&lt;br /&gt;
$1255.00&lt;br /&gt;
&lt;br /&gt;
Cadillac LaSalle&lt;br /&gt;
$1175.00 Coupe, $1185.00 Touring Coupe, $1225.00 Touring Sedan, $1255.00 Convertible Coupe.&lt;br /&gt;
&lt;br /&gt;
Chevrolet Master DeLuxe&lt;br /&gt;
$560.00, $675.00 for Sport models&lt;br /&gt;
&lt;br /&gt;
Chrysler Airflow Eight&lt;br /&gt;
$1245.00&lt;br /&gt;
&lt;br /&gt;
Chrysler Airflow Imperial&lt;br /&gt;
$1475.00&lt;br /&gt;
&lt;br /&gt;
Cord 810&lt;br /&gt;
$2345.00 Westchester Sedan, $2445.00 Beverly Sedan or Convertible Coupe, $2495.00 Convertible Phaeton Sedan.&lt;br /&gt;
&lt;br /&gt;
DeSoto Custom Six Airstream&lt;br /&gt;
$695.00&lt;br /&gt;
&lt;br /&gt;
Dodge D2 &amp;quot;Beauty Winner&amp;quot;&lt;br /&gt;
$640.00 Business Coupe, $695.00 Fastback Sedan, Touring Sedan or Westchester Coupe, $720.00 2-Door Trunkback Sedan, $735.00 4-Door Fastback Sedan, $760.00 4-Door Trunkback Sedan, $795.00 Convertible Coupe, $995.00 Convertible Sedan.&lt;br /&gt;
&lt;br /&gt;
Ford Model 48&lt;br /&gt;
$495.00 Coupe, $510.00 Tudor Sedan, $550.00 DeLuxe Roadster, $575.00 Fordor Sedan, $625.00 Convertible Cabriolet, $670.00 Woody Station Wagon, $750.00 Convertible Sedan.&lt;br /&gt;
&lt;br /&gt;
Lincoln Zephyr&lt;br /&gt;
$1275.00&lt;br /&gt;
&lt;br /&gt;
Oldsmobile Six&lt;br /&gt;
$665.00&lt;br /&gt;
&lt;br /&gt;
Oldsmobile Eight&lt;br /&gt;
$860.00&lt;br /&gt;
&lt;br /&gt;
Packard 120&lt;br /&gt;
$990.00 Business Coupe, $1030.00 Sport Coupe, $1040.00 Touring Coupe, $1075.00 Sedan, $1090.00 Club Sedan, $1110.00 Convertible Coupe, $1115.00 Touring Sedan.&lt;br /&gt;
&lt;br /&gt;
Pontiac DeLuxe Six&lt;br /&gt;
$615.00, $700.00 Touring Sedan, $760.00 Cabriolet&lt;br /&gt;
&lt;br /&gt;
Pontiac Eight&lt;br /&gt;
$730.00, $815.00 Touring Sedan, $875.00 Cabriolet&lt;br /&gt;
&lt;br /&gt;
Studebaker Dictator&lt;br /&gt;
$665.00&lt;br /&gt;
&lt;br /&gt;
Foreign Automobiles&lt;br /&gt;
Bugatti Type 57&lt;br /&gt;
82,000₣ Ventoux ($5000.00 imported), 83,000₣ Galibier ($5075.00 imported), 85,000₣ Stelvio ($5200.00 imported), 87,000₣ Atalante ($5300.00 imported).&lt;br /&gt;
&lt;br /&gt;
Mercedes Benz 540K&lt;br /&gt;
22,000RM ($12,000 imported), 28,000RM ($15,300 imported) Special Roadster&lt;br /&gt;
&lt;br /&gt;
Rolls-Royce Phantom III&lt;br /&gt;
£2500 ($12,500 imported) for the basic chassis, engine, etc., to which must be added the cost of custom coachwork from a specialist company such as Vanden Plas or Vesters &amp;amp; Neirinck which ranges £500-£1500 ($2,500-$7,500).&lt;br /&gt;
&lt;br /&gt;
Bicycles&lt;br /&gt;
Iver Johnson Streamline&lt;br /&gt;
$27.50&lt;br /&gt;
&lt;br /&gt;
Mead Ranger Ace&lt;br /&gt;
$22.95&lt;br /&gt;
&lt;br /&gt;
Boats&lt;br /&gt;
Canoe&lt;br /&gt;
$70.00&lt;br /&gt;
+$2.00 single paddle&lt;br /&gt;
&lt;br /&gt;
Chris-Craft Cruiser&lt;br /&gt;
$1,270.00&lt;br /&gt;
&lt;br /&gt;
Elco Twin Screw Motor Yacht&lt;br /&gt;
$15,500.00&lt;br /&gt;
&lt;br /&gt;
Green Bay Hunting Boat&lt;br /&gt;
$48.00&lt;br /&gt;
+$15.00 square stern (allows attachment of any outboard motor)&lt;br /&gt;
+$2.00 single paddle&lt;br /&gt;
&lt;br /&gt;
Hickman SEA SLED Motor Boat&lt;br /&gt;
$2,995.00&lt;br /&gt;
&lt;br /&gt;
PRIGG Fireball Speedboat&lt;br /&gt;
$1975.00&lt;br /&gt;
&lt;br /&gt;
Three-Island Tramp Steamer&lt;br /&gt;
$250,000.00-$500,000.00 (for a 1500dwt. steamer)&lt;br /&gt;
&lt;br /&gt;
Wheeler Playmate Sunlight Lounging Sedan&lt;br /&gt;
$5,980.00&lt;br /&gt;
&lt;br /&gt;
Boat Accessories&lt;br /&gt;
Elto Ace Portable Outboard&lt;br /&gt;
$47.50&lt;br /&gt;
&lt;br /&gt;
Elto Cub Portable Outboard&lt;br /&gt;
$29.50&lt;br /&gt;
&lt;br /&gt;
Commercial Vehicles&lt;br /&gt;
Chevrolet Master Commercial&lt;br /&gt;
$465.00&lt;br /&gt;
&lt;br /&gt;
Diamond T Model 211&lt;br /&gt;
$595.00&lt;br /&gt;
&lt;br /&gt;
Dodge Fore-Point&lt;br /&gt;
$450.00&lt;br /&gt;
&lt;br /&gt;
Ford Model BB&lt;br /&gt;
$645.00 (chassis and engine only)&lt;br /&gt;
&lt;br /&gt;
International C15&lt;br /&gt;
$545.00 (chassis and engine only)&lt;br /&gt;
&lt;br /&gt;
Studebaker Metro&lt;br /&gt;
$595.00 (chassis and engine only)&lt;br /&gt;
&lt;br /&gt;
Foreign Commercial Vehicles&lt;br /&gt;
Crossley Condor&lt;br /&gt;
£1,260 (chassis and engine only)&lt;br /&gt;
&lt;br /&gt;
Motorcycles&lt;br /&gt;
Crocker Big Tank&lt;br /&gt;
$480.00&lt;br /&gt;
&lt;br /&gt;
Harley Davidson EL&lt;br /&gt;
$380.00&lt;br /&gt;
&lt;br /&gt;
Harley Davidson GDT Servi-Car&lt;br /&gt;
$455.00&lt;br /&gt;
&lt;br /&gt;
Harley Davidson RLD&lt;br /&gt;
$295.00&lt;br /&gt;
&lt;br /&gt;
Indian Chief&lt;br /&gt;
$325.00&lt;br /&gt;
&lt;br /&gt;
Indian Four&lt;br /&gt;
$395.00&lt;br /&gt;
&lt;br /&gt;
Indian Standard Scout&lt;br /&gt;
$295.00&lt;br /&gt;
&lt;br /&gt;
Foreign Motorcycles&lt;br /&gt;
Ariel Square Four&lt;br /&gt;
£80 ($400.00 imported)&lt;br /&gt;
&lt;br /&gt;
BMW R12&lt;br /&gt;
1630RM ($650.00 imported)&lt;br /&gt;
&lt;br /&gt;
BSA Q8 Empire Star&lt;br /&gt;
£65.10s. ($325.00 imported)&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade&amp;diff=74963</id>
		<title>B-Grade</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade&amp;diff=74963"/>
		<updated>2008-02-02T00:10:41Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====&#039;&#039;&#039;DESIGNER NOTES&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;*Nb: Designer&#039;s notes are always in italics:&#039;&#039;&lt;br /&gt;
*&#039;&#039;...here it is..a place to store my system and setting for a game i have devised based on b-grade movies. Largely incorporating the One Roll Engine (ORE) with a lot of the work from my (now abandoned) TORGLIKE system. I think with B-Grade, i have finally found a setting that i am happy to GM.&#039;&#039;&lt;br /&gt;
*&#039;&#039;General principles of B-Grade&#039;&#039;&lt;br /&gt;
#&#039;&#039;More beer&#039;n&#039;pretzel than serious rpg - though not at the expense of realism.&#039;&#039;&lt;br /&gt;
#&#039;&#039;Reduce complexity. Always opt for the simpler solution&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;OVERVIEW: SETTING&#039;&#039;&#039;==&lt;br /&gt;
*B-Grade is an rpg where the players take on the role of B-Grade movie characters such as vampires, mummys, martians, leprechauns, deformed hunchbacks, and wolfmen...they fight secretly for allied forces in 1935 at the brink of what will become world war 2...adventures focus on thwarting the schemes of cthulhuan occultists, far east criminal geniuses, mad scientists, double agents and facist governments...finding themselves in locations such as prehistoric dinosaur islands, archaelogical dig-sites, and secret military installations...fighting against foes such as japanese robots, radioactive mutants, sadistic superhuman nazis and legions of ninjas.&lt;br /&gt;
*[[B-Grade Setting]]&lt;br /&gt;
[[image:weird.jpg]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;OVERVIEW: SYSTEM&#039;&#039;&#039;==&lt;br /&gt;
*&#039;&#039;B-Grade is driven by the One Roll Engine, though i have made a number of major changes to this system.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Many of the rules are derived from the latest version of ORE (Reign), so i suggest getting this book if you plan to run B-Grade.&#039;&#039; &lt;br /&gt;
*&#039;&#039;Some fundamental changes include:&#039;&#039;&lt;br /&gt;
#&#039;&#039;PC characters mainly play monsters (golems, frankensteins, leprechauns, pookas, vampires, wolfmen, aliens, cat people etc) by choosing a monster template.&lt;br /&gt;
#&#039;&#039;Master dice are now called &#039;&#039;&#039;Hammer-time&#039;&#039;&#039; (HT) dice. HT dice are much more rare now and are usually offset by penalties in other areas.&lt;br /&gt;
#&#039;&#039;Skills have been dramatically reduced in number.&#039;&#039;&lt;br /&gt;
#&#039;&#039;Spells/Rituals/Miracles work differently&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[B-Grade Basic Rules]]&lt;br /&gt;
*[[B-Grade Stats &amp;amp; Skills]]&lt;br /&gt;
*[[B-Grade Templates (Party)]]&lt;br /&gt;
*[[B-Grade Templates (Classes)]]&lt;br /&gt;
*[[B-Grade Combat]]&lt;br /&gt;
*[[B-Grade Magic, Miracles &amp;amp; Rituals]]&lt;br /&gt;
*[[B-Grade Equipment, Weapons and Armour]]&lt;br /&gt;
*[[B-Grade Foes and Encounters]]&lt;br /&gt;
*[[B-Grade Alternate rules WIP - ignore for now]]&lt;br /&gt;
*[[B-Grade miscellaneous - and temp space]]&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=74665</id>
		<title>B-Grade Templates (Classes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Templates_(Classes)&amp;diff=74665"/>
		<updated>2008-01-30T09:24:25Z</updated>

		<summary type="html">&lt;p&gt;Dday: /* &amp;#039;&amp;#039;MISCELLANEOUS ADVANTAGES&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;CHARACTER GENERATION&#039;&#039;&#039;=&lt;br /&gt;
*Probably between 90d to 110d+ (for that indiana jones sort of power)&lt;br /&gt;
*This initial dice is used to purchase 1 template that is the building block of creating a character. Points are then spent to purchase stats and skills, and miscellaneous advantages.&lt;br /&gt;
*Steps in character creation:&lt;br /&gt;
*GM sets a fixed number of points for character creation.&lt;br /&gt;
*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself, the powers, any natural weapons, and any advantages. Also, you may get some points back due to the flaw or flaws (you must choose at least one flaw).&lt;br /&gt;
*#Player spend points on stats (start with 1 in each for free) and skills (Start with a free Hammer-time dice in native language). Characters can define their profession by choosing appropriate skills.&lt;br /&gt;
*#Player can fine tune character by spending any remaining points on miscellaneous boons.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1. TEMPLATES&#039;&#039;&#039;==&lt;br /&gt;
*Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished). &lt;br /&gt;
*Effectively a template defines both the race of the character. Class is defined by skill set. &lt;br /&gt;
&lt;br /&gt;
*A template has the following features:&lt;br /&gt;
**&#039;&#039;&#039;Important: The point cost for the template as well as for any natural weapons and any powers and any advantages must be paid for at char gen. At least one flaw must be taken and returns a number of points that can be used elsewhere in character generation.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Name of template and Point Cost&#039;&#039;&lt;br /&gt;
**Description: General description of the template.&lt;br /&gt;
**Natural Weaponry: With an associated point cost.&lt;br /&gt;
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.&lt;br /&gt;
**Main Flaw: powerful flaws that help offsets the cost of the benefit. Also define the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw to help offset the cost of creating a monster character. &lt;br /&gt;
**Optional Flaws: You can choose all, some or none of these flaws., with the associated gain in points&lt;br /&gt;
**Advantages: These are special abilities that can be purchased at character generation. There is some overlap with advantages. i.e. some advantages are available to multiple templates. Also, these advantages can be purchased later during the game itself by spending xp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Catpeople.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;CAT PERSON (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None unless in panther form&lt;br /&gt;
**Powers: &#039;&#039;&#039;INTUITION (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice to SENSE.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;CURIOSITY KILLED THE CAT&#039;&#039;&#039;: &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LANDS ON FEET (costs 2 points)&#039;&#039;&#039;: You never take any damage from long falls, and you always land on your feet.&lt;br /&gt;
**#&#039;&#039;&#039;NIMBLE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;PANTHER FORM (costs 5 points)&#039;&#039;&#039;: Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll SPIRIT + Faith. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again. &lt;br /&gt;
**#&#039;&#039;&#039;NINE LIVES&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Quasi.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;DEFORMED HUNCHBACK (costs 1 point)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;ANTICIPATION (costs 5 points)&#039;&#039;&#039;: &#039;&#039;The perfect servant is the one that anticipates their master&#039;s every desire&#039;&#039;. You always &#039;&#039;&#039;declare&#039;&#039;&#039; your actions last in the round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;MOROSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;STUTTERER&#039;&#039;&#039;: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points)&#039;&#039;&#039;: You have extra tough skin. Each location has the equivalent of light armour 2.&lt;br /&gt;
**#&#039;&#039;&#039;IMPRESSIVE LUMP (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the torso location.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Frankenstein.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;FRANKENSTEIN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;About eight feet in height, with translucent yellowish skin that barely disguised the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein&#039;s monster, hermann munster, bride of frankenstein&#039;&#039;&lt;br /&gt;
**Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing&lt;br /&gt;
**Powers:&#039;&#039;&#039;UNSTOPPABLE (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in BODY&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SLOW (gain 15 points)&#039;&#039;&#039;: Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1). &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;SWAYED BY BEAUTY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;THICK-HEADED (costs 1 point)&#039;&#039;&#039;: You have an extra wound box for the head location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Golembest.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;GOLEM  (Costs 8 points)  &#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.   &#039;&#039;&lt;br /&gt;
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing&lt;br /&gt;
**Powers: &#039;&#039;&#039;UNFLINCHING (costs 20 points)&#039;&#039;&#039;: Blows don&#039;t disrupt your actions. You do not lose a die from a set in your dicepool when you are hit &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NO EMOTION (gain 10 points)&#039;&#039;&#039;: You can never succeed at a skill that requires CHARM.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;HARD-TO-KILL (costs 5 points)&#039;&#039;&#039;: You have an extra wound box in every hit location.&lt;br /&gt;
**#&#039;&#039;&#039;FEARSOME (costs 3 points)&#039;&#039;&#039;: When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Leprechaun.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;LEPRECHAUN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DAMN QUICK (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in DEXTERITY.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;PILFER (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Always trying to steal things...it&#039;s a compulsion.&#039;&#039; Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll SPIRIT + COOL. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;ALWAYS DRUNK&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;SURLY&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;HOARDER (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You always seem to have handy some sort of item that would help.&#039;&#039; Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll SPIRIT + WEALTH. If you succeed then you have the item you need in your pocket.&lt;br /&gt;
**#&#039;&#039;&#039;VANISH (costs 7 points)&#039;&#039;&#039;: As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + COOL. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Alien.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;MARTIAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;SUPERBRAIN (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in BRAINS.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;NOT OF THIS WORLD (gain 4 points)&#039;&#039;&#039;: &#039;&#039;You can never seem to gain a human&#039;s trust. Even small animals shirk away from you. You are disconnected from this world&#039;&#039;. Can never achieve more than a minimal success on CHARM based rolls.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;AQUA-PHOBIA&#039;&#039;&#039;: You are scared of water.&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
**#&#039;&#039;&#039;TELEPATH&#039;&#039;&#039;: You can skim thoughts.&lt;br /&gt;
**#&#039;&#039;&#039;MANY SENSES&#039;&#039;&#039;: You have 5 normal sense and 4 extra martian ones (working on other dimensions)&lt;br /&gt;
**#&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Mummy.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;MUMMY (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;   &#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;IMPERVIOUS (costs 8 points)&#039;&#039;&#039;:  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2. &lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;SHAMBLER (gain 10 points)&#039;&#039;&#039;: Cannot move faster than a walk.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: FIRE&#039;&#039;&#039;&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MUMMY&#039;S CURSE&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Harvey.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;POOKA (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None &lt;br /&gt;
**Powers: &#039;&#039;&#039;TOTEM (costs 20 points)&#039;&#039;&#039;: +1 Hammer-time dice in SPIRIT&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;MISCHIEVOUS&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;EASILY DISTRACTED&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;VANDAL&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SPELLCASTING&#039;&#039;&#039;: &#039;&#039;Abra cadabra&#039;&#039;. You can cast spells&lt;br /&gt;
**#&#039;&#039;&#039;INVISIBILITY (costs 10 points)&#039;&#039;&#039;: Very limited invisibility. Roll SPIRIT + Faith. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too. &lt;br /&gt;
**#&#039;&#039;&#039;DANGER-SENSE&#039;&#039;&#039;: &lt;br /&gt;
**#&#039;&#039;&#039;PROPHECY (costs 7 points)&#039;&#039;&#039;: You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.&lt;br /&gt;
**#&#039;&#039;&#039;SHAPE CHANGE&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Drac.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;VAMPIRE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the VAmpire&#039;s boon are more effective at night&#039;&#039;&lt;br /&gt;
**Natural Weaponry (costs 2 point): Fangs does Width +1 killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;HYPNOTIC (costs 20 points)&#039;&#039;&#039;: +1 Hammer-dice in CHARM.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;BLOODLUST (gain 10 points)&#039;&#039;&#039;: Once you see blood, you want a taste. If you haven&#039;t drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry. &lt;br /&gt;
**Optional Flaws:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: SUNLIGHT&#039;&#039;&#039;:&lt;br /&gt;
**#&#039;&#039;&#039;WEAKNESS: DIVINE POWER&#039;&#039;&#039;: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;COMMAND THE BEASTS&#039;&#039;&#039;: Natural animals always heed your call and will never attack you.&lt;br /&gt;
**#&#039;&#039;&#039;BLOOD REGENERATION (costs 5 points)&#039;&#039;&#039;: Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.&lt;br /&gt;
**#&#039;&#039;&#039;BAT-FORM (costs 5 points)&#039;&#039;&#039;:  You can turn into a bat for a limited amount of time.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Werewolf.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WOLFMAN (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.&#039;&#039;&lt;br /&gt;
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing or Bite does Width killing.&lt;br /&gt;
**Powers: &#039;&#039;&#039;REGENERATION (costs 20 points)&#039;&#039;&#039;: Heal 1 killing or 2 shock per round.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;FRENZY (gain 10 points)&#039;&#039;&#039;: &#039;&#039;Once you get started killing, it&#039;s hard for you to stop.&#039;&#039; After all foes are defeated, roll SPIRIT + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don&#039;t succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control. &lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;WEAKNESS: SILVER&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;PREDATOR (costs 3 points)&#039;&#039;&#039;: &#039;&#039;You can track anything&#039;&#039;. You gain a hammer-time dice in Survival (only for tracking). &lt;br /&gt;
**#&#039;&#039;&#039;WOLF-FORM (costs 5 points)&#039;&#039;&#039;: You can turn into a wolf for a limited amount of time.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Snowman.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;YETI (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch&#039;&#039;&lt;br /&gt;
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;&lt;br /&gt;
**Powers: &#039;&#039;&#039;SURPRISE ATTACK&#039;&#039;&#039;: If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039; &#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;SURVIVALIST (costs 3 points)&#039;&#039;&#039;: Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely. &lt;br /&gt;
**#&#039;&#039;&#039;TERRAIN MASTER(costs 3 points)&#039;&#039;&#039;: You can never fail swim and climb checks.&lt;br /&gt;
**#&#039;&#039;&#039;RARELY SEEN (costs 5 points)&#039;&#039;&#039;: &#039;&#039;You could hide in an empty room&#039;&#039;. Gain a Hammer-time dice in STEALTH &lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;EXTRA TOUGH HIDE (costs 2 points)&#039;&#039;&#039;: You have extra tough hide. Each location has the equivalent of light armour 2.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Zombie.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;ZOMBIE (costs 8 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone&#039;s direct control. They typically have very limited intelligence, and hunger for the flesh of the living.&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;DETACHABLE (costs 10 points)&#039;&#039;&#039;: Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to &#039;observe&#039;. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;HUNGER&#039;&#039;&#039;:&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**#&#039;&#039;&#039;HEADSHOTS&#039;&#039;&#039;:&lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LIMB-FU&#039;&#039;&#039;: &#039;&#039;The art of hitting people with your detached limbs.&#039;&#039; You&#039;ve learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the &#039;art of detachment&#039;.&lt;br /&gt;
**#&#039;&#039;&#039;RESILIENT (costs 5 points)&#039;&#039;&#039;: After the end of combat, all shock damage you suffered evaporates.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY&#039;S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Shaolin.jpg|left|200px]]&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;KUNG FU WARRIOR (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Your english is poor, but your fighting kicks ass&#039;&#039;&lt;br /&gt;
**Natural Weaponry: Fists of rock&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;MARTIAL ARTIST&#039;&#039;&#039;: Can practice martial arts.&lt;br /&gt;
**#&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;OCCULTIST (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;  &#039;&#039;&#039;:&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;RITUAL CASTING&#039;&#039;: &#039;&#039;The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta.&#039;&#039; You can perform rituals.&lt;br /&gt;
**#&#039;&#039;&#039;MIRACLE WORKER&#039;&#039;&#039;: &#039;&#039;Blessed be his name...&#039;&#039;. You can perform mircales&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Rocket.jpg|left|200px]]&lt;br /&gt;
====&#039;&#039;&#039;PULP ACTION HERO (costs 1 points)&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar&#039;&#039;&lt;br /&gt;
**Natural Weaponry: None&lt;br /&gt;
**Powers: &#039;&#039;&#039;JACK OF ALL TRADES&#039;&#039;&#039;: Always has some tidbit of knowledge on all subjects. If you have no dice in a skill, you are assumed to have one dice instead.&lt;br /&gt;
**Main Flaw: &#039;&#039;&#039;ONLY HUMAN (gain 0 points)&#039;&#039;&#039;: Nobody&#039;s perfect...but no major flaws.&lt;br /&gt;
**Optional Flaws: &lt;br /&gt;
**Advantages: &#039;&#039;These are special abilities that can be purchased at character generation.&#039;&#039;&lt;br /&gt;
**#&#039;&#039;&#039;LUCKY (costs 1 point)&#039;&#039;&#039;: Once per session you can reroll a pool only when NO matches turn up.&lt;br /&gt;
**#&#039;&#039;&#039;GADGETEER&#039;&#039;&#039;: Can make and use pulp gadgets.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS AND SKILLS&#039;&#039;&#039;==&lt;br /&gt;
*Each character starts with 1 in each stat. &lt;br /&gt;
*Each character starts with a HT dice in their character&#039;s native language.&lt;br /&gt;
*Increasing a stat by 1 costs 5 points (maximum score for each stat is 5 normal dice and a special dice)&lt;br /&gt;
*Increasing a skill by 1 costs 1 point (maximum score for each skill is 5 normal dice and a special dice)&lt;br /&gt;
*Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.&lt;br /&gt;
*Promoting an expert die to a hammer-time die costs 5 points. &lt;br /&gt;
*&#039;&#039;&#039;Also note that only monsters can have HT dice in stats.&#039;&#039;&#039;&lt;br /&gt;
*See the stats and skills section on the main page for more details&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;MISCELLANEOUS ADVANTAGES&#039;&#039;==&lt;br /&gt;
*&#039;&#039;Includes generic boons, and advantages that any player using any template may choose:&#039;&#039;&lt;br /&gt;
*The cost to purchase a particular misc boon is listed next to the boon.&lt;br /&gt;
**WEALTH (costs varies): See reign rulebook&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=B-Grade_Stats_%26_Skills&amp;diff=74657</id>
		<title>B-Grade Stats &amp; Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=B-Grade_Stats_%26_Skills&amp;diff=74657"/>
		<updated>2008-01-30T06:44:02Z</updated>

		<summary type="html">&lt;p&gt;Dday: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&#039;&#039;&#039;STATS and SKILLS&#039;&#039;&#039;===&lt;br /&gt;
*Characters in B-Grade have six Stats: Body, Dexterity, Sense, Brains, Charm, and Spirit. These are the innate physical and mental characteristics of the character, and &amp;quot;govern&amp;quot; certain skills.  Skills are under each stat. (&#039;&#039;and the skill set has been limited to about 4 per stat. I don&#039;t like massive skill sets in games&#039;&#039;)&lt;br /&gt;
*&lt;br /&gt;
*&#039;&#039;&#039;BODY&#039;&#039;&#039; &lt;br /&gt;
**This is a general indication of physical strength and toughness. It helps with feats of strength, and resisting/surviving injury. Also Threat is derived from this stat&lt;br /&gt;
**Skills are &lt;br /&gt;
***Athletics (includes short distance activities such as swimming/gymnastics/climbing) &lt;br /&gt;
***Endurance (includes anything long distance/ marathon/lifting)&lt;br /&gt;
***Vigor (determines how quickly you recover from injury, resistance to poisons)&lt;br /&gt;
***Brawling (unarmed fighting) / Martial Arts (only if you have bought a martial path)&lt;br /&gt;
***Fight (using simple weapons that you whack people with. eg. axes, clubs, hammers)&lt;br /&gt;
*&#039;&#039;&#039;DEXTERITY&#039;&#039;&#039;&lt;br /&gt;
**This Stat encompasses motor coordination, agility, reflexes, speed, and general dexterity. It is used in fighting, shooting, and dexterous physical activities.  Also Threat is derived from this stat&lt;br /&gt;
**Skills are &lt;br /&gt;
***Dodge/Escape&lt;br /&gt;
***Ride/Drive________ (eg horseriding, land vehicles)&lt;br /&gt;
***Stealth/Thievery&lt;br /&gt;
***Weaponskill ________ (eg blades, guns, thrown weapons)&lt;br /&gt;
*&#039;&#039;&#039;CHARM&#039;&#039;&#039;&lt;br /&gt;
**This is charisma, presence, confidence, and force of personality. This is used in tests of leadership, argument, and other social situations.&lt;br /&gt;
**Skills are&lt;br /&gt;
***Performance _________ (eg dance, song)&lt;br /&gt;
***Command&lt;br /&gt;
***Taunt/Jest&lt;br /&gt;
***Persuade (includes lie/plead/haggle/streetwise)&lt;br /&gt;
*&#039;&#039;&#039;SENSE&#039;&#039;&#039;&lt;br /&gt;
**This Stat indicates how well your five senses deliver information to you - high Perception indicates you have clear vision, good hearing, a keen nose. &lt;br /&gt;
**Skills are&lt;br /&gt;
***Survival (includes tracking/orienteering/direction)&lt;br /&gt;
***Intuition (includes sensing spells/supernatural)&lt;br /&gt;
***Spot (finding quickly and spotting things. Mechanic: Time taken to notice something = 5 - width of set (&#039;&#039;&#039;in rounds&#039;&#039;&#039;). No successes = surprised&lt;br /&gt;
***Search (used when searching, scrutinising and investigating. Mechanic: Time taken to find something hidden = 5 - width of set (&#039;&#039;&#039;in minutes&#039;&#039;&#039;). No successes = can&#039;t find anything.)&lt;br /&gt;
***Ride/Drive (only flying mounts, air and water vehicles)&lt;br /&gt;
*&#039;&#039;&#039;BRAINS&#039;&#039;&#039;&lt;br /&gt;
**This is pure intellectual capacity. Intelligence helps you analyze problems, understand information, make logical inferences, and generally perform any task requiring the application of thought and knowledge. &lt;br /&gt;
**Skills are&lt;br /&gt;
***Strategy/Tactics&lt;br /&gt;
***Lore ________ (eg Occult, Physics, Astronomy, Gadgets, Religion). Specialised knowledge (learnt at a university, from advanced books, from a tutor, etc)&lt;br /&gt;
***Languages ________. &lt;br /&gt;
***Spellcasting&lt;br /&gt;
***Schooling - Things that you learn at school, such as maths, general knowledge, geography, history, basic science. &lt;br /&gt;
*&#039;&#039;&#039;SPIRIT&#039;&#039;&#039;&lt;br /&gt;
**This is a measure of the character&#039;s ability to remain calm under pressure (or under fire), keep your wits about you, and not freeze in a crisis. &lt;br /&gt;
**Tag skills are&lt;br /&gt;
***Intimidate&lt;br /&gt;
***Faith. To perform miracles.&lt;br /&gt;
***Cool. Keeping cool under pressure.&lt;br /&gt;
***Willpower. To resist spells.&lt;/div&gt;</summary>
		<author><name>Dday</name></author>
	</entry>
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