0.
Campaign Overview
The worlds of the Piper
Sector are far from the protection of the Terran Union. Pirates using small fast
Hyper ships are darting out of a hidden base in the Crimson Nebula and striking
the smaller colonies one by one, while their parent worlds are helpless to
intervene. The players are Stellar Rangers sent by the Terran Union to stop
these pirates! Trained to skill levels beyond normal human ability and equipped
with advanced technology like PsiAmps (Psionic Amplifiers), the Rangers are free
roaming paramilitary lawmen.
This is a pulpish science
fiction universe using simple "doc smith" style technologies. Most
aliens are humanoid and have lower levels of technology then humanity. Space
slavers, pirates and other unlikely things are possible in this campaign.
I.
Rules Overview
PCN uses cut down and
modified version of FUDGE rules (most of which first appeared in Mutant Bikers
of The Atomic Wastes). Though this document should contain all that is needed to
run PCN, it is strongly suggested the reader should check out the official FUDGE
rules for more explanations, options and examples.
Unlike standard FUDGE all
traits are measured on the following eight-level sequence:
|
Heroic |
Superb |
Great |
Good |
Fair |
Passable |
Poor |
Terrible |
All non trivial tasks a
character performs are given by the GM a difficulty rating on the same scale
(typically an average task is rated at Fair). To succeed at this task, the
rating of the relevant characters skill, modified by a dice roll, needs to be
greater or equal than the difficulty rating of the task. There are a few other
rules, but basically this is all there is to FUDGE.
II.
Character Generation
PCN character are defined
by Skills, Gifts and Faults. There are no attributes.
In PCN all skills default
at Poor. Skills are bought using Character Points. An average character would be
given 10 points to buy skills, an above character would be given 15 points and a
superior character would be given 20 points to buy skills. The players are
assumed to be Stellar Rangers and get 30 points to spend at character
generation. The cost of raising or lowering an attribute is:
|
Heroic |
Superb |
Great |
Good |
Fair |
Passable |
Poor |
Terrible |
|
+6 |
+5 |
+4 |
+3 |
+2 |
+1 |
0 |
-1 |
The cost is not
cumulative. To have a Great Pilot skill it costs 4 points not 9 (4+3+2+1). A
player should not have more then two Terrible attributes unless he really wants
to.
Players also start with 1
Gift. Further Gifts can be purchased at the price of a Fault. Players can also
buy or sell Gifts. Each Gift of Fault is worth 6 points.
Skills
The list of recommended
skills is printed on the character sheet. They are:
Agility:
The ability to dodge out of the way of attacks. Also used for feats of bodily
manipulation, such as swinging from a cable over an open shaft.
Awareness:
Covers all senses, ability to notice and perceive surroundings.
Brawl:
This skill covers all forms of unarmed attacks. Characters in PCN are not
expected to fence or display any particular finesse when pounding an opponent to
pulp as it's not in keeping with the genre. If you really want your character to
be a skillful rather than powerful fighter, buy a custom skill.
Computers:
Covers the use, repair and programming of computers.
Demolition:
Allows the character to build explosive devices out of whatever is available;
fuel, ammo, potatoes, etc. The availability of materials determines the
difficulty roll.
Drive:
Vehicle operation, valid for ground and water vehicles. The main uses are for
out maneuvering and out driving NPCs, or doing incredible stunts.
Education:
Covers general knowledge and level of learning.
Endure:
Used to resist the effects of drugs, poisons, alcohol. Can also be used in
combat to reduce the amount of damage suffered. Every time a character is hit
for at least a Hurt the player may request a roll.
|
Superb
or better: reduce the severity of the wound by two damage points. |
|
Great:
reduce the severity of the wound by one damage point. |
|
Good
to Passable: no adjustment to the severity of the wound. |
|
Poor
or worse: increase the severity of the wound by one damage point. |
Engineering: Used to modify and repair space ships. Can also be used in combat to
bump up the ship’s speed. A character may use an action to find tune the
ship’s engine during combat by rolling his skill and checking the following
table, the result’s lasting the next 1d6 rounds.
|
Superb
or better: increase the ship’s speed rank by two points. |
|
Great:
increase the ship’s speed rank by one point. |
|
Good
to Passable: no adjustment to the ship’s speed. |
|
Poor
or worse: reduce the ship’s speed by one point. |
Gunnery:
Used for all mounted or emplaced weapons. The main use is for vehicle combat,
such as space battles.
Medical:
Good healing rolls cure one level, Great two levels and so on. That means a
Superb healing roll wound bring an Incapacitated character back to normal
(scratches don't require healing).
Melee:
This skill covers all forms of armed hand to hand combat. Again, it's pretty
much hack and slash with whatever you're carrying. If you really want your
character to be a skillful rather than powerful fighter, buy a custom skill.
Pilot:
Vehicle operation, valid for air and space vehicles. The main uses are for out
maneuvering and out flying NPCs, or doing incredible stunts.
Prowess:
For running away or getting initiative. Important if you’re planning on
getting into combat a lot.
Psionic
Control: Used to manipulate psionic energy for a variety of effects. See
Psionics below.
Psionic
Power: A measure of the characters psionic strength. Useful to perform
psionic tasks. Can be increased by PsiAmps.
Realize:
A good roll might yield a few clues. It is also used to resist Social or other
mental attacks.
Sensor:
Sensor operation and interpretation of readings. A good skill for the scientist
type to have.
Shoot:
Valid for all handguns, rifles, bows and slings.
Social:
Good for intimidating, charming or conning.
Stealth:
Ability to hide and move silently.
Survival:
The skills of staying alive without modern amenities and/or in hostile
environments.
Technical:
The main use is to repair equipment. It is also used to identify and operate
strange objects. This is important as most devices are built from 'Universal
Standard Components' or USCs. See the Technology section for more details. Another good scientist skill.
Throw:
Used to throw all sorts of things from knives to grenades.
CUSTOM
SKILLS: So, you think your character needs a different skill from those
listed above? Fine, just write it on the space next to Custom Skill.
Gifts
& Faults
A Gift is a positive
trait; a unique special ability that a character can have. Most of these are
mundane advantages (like Wealth), other like Animal Empathy border on the
preternatural-natural. In PCN a Gift can also take the shape of a radiation
induced mutant power. This allows character to have clearly superhuman abilities
if desired. Any superhuman ability is subject to GM approval and may either cost
more than one Gift or be given a low Use Gift rating. Some possible gifts are:
Absolute Direction;
Always keeps his cool; Ambidextrous; Animal Empathy; Attractive; Beautiful
speaking voice; Bonus to one aspect of an attribute; Combat Reflexes; Contacts;
Danger Sense; Extraordinary Speed; Healthy Constitution; Keen senses; Literate;
Lucky; Many people owe him favors; Never disoriented in zero Gravity; Never
forgets a name/face/whatever; Night Vision; Patron; Perfect Timing; Peripheral
Vision; Quick Reflexes; Rank; Rapid Healing; Reputation as Hero; Scale; Sense of
empathy; Single-minded - +1 to any lengthy task; Status; Strong Will; Tolerant;
Tough Hide (-1 to damage) Wealth; etc.
The Use Gift is a skill
like attribute attached to a Gift. This is used to roll for a successful use of
a Gift. The use Gift rating is not purchased from the 30 character points but it
defaults value at Good for most Gifts, though this many vary depending on the
usefulness of the Gift. Note where possible the use of a Gift should be an
automatic success.
Faults are anything that
makes life more difficult for a character (excluding the GM). They are the
counterpart to Gifts and most of what applies to one applies to the other.
These are some sample
Faults:
Absent Minded; Addiction;
Ambitious; Amorous heartbreaker; Bloodlust; Blunt and tactless; Bravery
indistinguishable from foolhardiness; Can't resist having the last word; Code of
Ethics limits actions; Code of Honor; Compulsive Behavior; Coward; Curious;
Finicky; Easily Distractible; Enemy; Fanatic patriot; full of bluff and bluster
and machismo; Garrulous; Getting old; Glutton; Goes Berserk if Wounded; Gossip;
Greedy; Gullible; humanitarian (helps the needy for no pay); Idealist - not
grounded in reality; Indecisive; Intolerant; Jealous of Anyone Getting More
Attention; Lazy; Loyal to Companions; Manic- Depressive; Melancholy; Multiple
Personality; Must obey senior officers; Nosy; Obsession; Outlaw; Overconfident;
Owes favors; Phobias; Poor; Practical Joker; Quick- Tempered; Quixotic;
Self-defense Pacifist; Socially awkward; Soft-hearted; Stubborn; Quick to take
offense; Unlucky; Vain; Violent when enraged; Vow; Worry Wart; Zealous behavior;
etc.
The Use Fault attribute
defines how intense the Fault is. This defaults to Good.
FUDGE
Points
FUDGE Points are
meta-game gifts that may be used to buy "luck" during a game - they
let the *players* fudge a game result. These are "meta- game" gifts
because they operate at the player-GM level, not character-character level.
In PCN, players start
every session with 2 FUDGE Points. They cannot be saved for the next session so
that players are encouraged to spend them freely. Here are some suggested ways
to use them.
1) Spending a FUDGE Point
may accomplish an Unopposed action automatically and with panache - good for
impressing members of the appropriate sex, and possibly avoiding injury in the
case of dangerous actions. The GM may veto this use of FUDGE Points for actions
with a Difficulty Level of Beyond Superb. The GM may disallow this option for an
Opposed action, such as combat.
2) A player may spend one
FUDGE Point to alter a die roll one level, up or down as desired. The die roll
can be either one the player makes, or one the GM makes that directly concerns
the player's character.
3) A player may spend one
FUDGE Point to declare that wounds aren't as bad as they first looked. This
reduces the intensity of any wound to a Scratch.
4) A player may spend one
(or more) FUDGE Points to get an automatic +4 result, without having to roll the
dice. This use *is* available in Opposed actions, if allowed.
5) FUDGE Points can be
spent to ensure a favorable coincidence, subject to GM veto, of course. For
example, if the PCs are in a maximum security prison, perhaps one of the guards
turns out to be the cousin of one of the PCs - and lets them escape! Or the
captain of the Trading Ship rescuing the PCs turns out to be someone who owes a
favor to one of them, and is willing to take them out of his way to help them
out.
Equipment
Each character is given
75C (Credits) with which to purchase their personal equipment and gear. This is
for personal items as Stellar Rangers are given the basic kit listed below. Other
items will be given to the player(s) by the GM based upon his adventure.
Stellar Ranger Basic Kit:
| Ranger Suit: Gives 3pt armor, Great protection vs. extremes of cold and heat, sealed air system of 140 standard hours, water recycling for 20 standard days (sealed system), built in communications system with a line of sight range of 300 kilometers. This is very recognizable as ranger equipment and is a feared sight to criminals and pirates. Worth about 5000C. |
| Ranger Blaster Pistol: An adjustable weapon, Can fire up to a +8 attack! Has a battery with 120points of power, with each attack taking as much power as it's plus to damage. Each pistol is keyed to a specific user (this can be reprogrammed, requires a Great Computer skill check, tools and about 10mins).Worth about 4000C. |
Starships
The rules for building
and using Starships are complex enough that it is a separate set of rules,
called Hot Jets!.
Technology
In the universe of PCN, mass production of Universal Standard Components
(or USC) has led to all devices having parts that can be interchanged up to a
degree. There are several hundred types of USC and any standard data base can ID
a part or list the USC needed for common devices. The USC are assembled in the
proper configuration and then wrapped in a duraplas or plasteel shell for
handling and use.
Typically repairing a device (or vehicle) is just a matter of replacing some USC.
Repairing USC is almost unheard of, but is done on poor worlds or in emergency
situations. Also backward colonies and alien worlds will use strange local non
USC materials to make devices.
III.
Mechanics
This chapter concentrates
on the mechanics of PCN. Readers familiar with FUDGE should have no problem
following it. The rest are encourage to download a copy of FUDGE.
Reading the Dice
Characters roll four six
sided dice and read each die as follows:
| A 1 or 2 is
treated as -1 |
| A 3 or 4 is
treated as +0 |
| A 5 or 6 is
treated as +1 |
Since a +1 and a -1
cancel each other, remove a +1 and -1 from the table, and the remaining two dice
are easy to read no matter what they are. The result of a die roll is a number
between -4 and +4. On the character sheet, there should be a simple chart of the
attribute levels, such as:
|
Heroic |
Superb |
Great |
Good |
Fair |
Passable |
Poor |
Terrible |
To determine the result
of an action, simply put your finger on your trait level, then move it up (for
plus results) or down (for minus results).
There may be modifiers
for any given action, which can affect the odds referred to in the preceding
section. Modifiers temporarily improve or reduce a character's traits. Modifiers
may grant a +/-1 to any trait. In FUDGE, +/-2 is a large modifier - +/-3 is the
maximum that should ever be granted except under *extreme* conditions.
Action
Resolution
For each Unopposed
action, the GM sets a Difficulty Level (Fair is the most common) and announces
which trait should be rolled against. The player then rolls the four FUDGE dice
against the skill in an attempt to equal or better the score.
In setting the Difficulty
Level of a task, the GM should remember that Poor is the default for most
skills. The average *trained* climber can climb a average cliff most of the
time, but the average *untrained* climber will usually get a Poor result.
To resolve an Opposed
action between two characters, each side rolls against the appropriate trait and
announces the result. The traits rolled against are not necessarily the same.
For example, a seduction
attempt would be rolled against the Social skill for the active participant (or
possibly a Gift) and against the Realize skill of the person being seduced.
There may be modifiers: someone with a vow of chastity might get a bonus of +2
to his Will, while someone with a Lecherous fault would have a penalty - or not
even try to resist.
The Game Master compares
the rolled degrees to determine a relative degree.
An Opposed action can
also be handled as an Unopposed action. When a PC is opposing an NPC, have only
the player roll, and simply let the NPC's trait level be the Difficulty Level.
This method assumes the NPC will always roll a 0. This emphasizes the PCs'
performance, and reduces the possibility of an NPC's lucky roll deciding the
game.
As a slight variation on the above, the GM rolls 1dF or 2dF when rolling for an NPC in an opposed action. This allows some variation in the NPC's ability, but still puts the emphasis on the PCs' actions.
Combat
Each attack is an Opposed
Action using the attacker's Brawl or Melee against the target's Brawl or Melee
or Agility. If a PC is fighting an NPC the GM can treat combat as an Unopposed
action by assuming the NPC will always get a result equal to her trait level.
Ranged combat may or may
not be an Opposed action. If the target is unaware of the assault, the attacker
makes an Unopposed action roll to see if he hits his target. The GM sets the
Difficulty Level based on distance, lighting, cover, etc. Do not modify the
attacker's skill for range, partial cover, or other circumstances - that's
included in the Difficulty Level. Equipment such as a laser sighting scope can
modify the attacker's skill, though.
If the defender is aware
of the attack it is an Opposed action: the attacker's ranged weapon skill
against the defender's Agility.
To determine the damage
generated by the hit, add the relative degree of success to the weapon bonus.
For example if a Great pistol shot is fired against a Fair Dodge, the relative
degree of success is +2. The Blaster Pistol does +3 damage bringing the total to
5.
Wounds
& Healing
Each character sheet to
has a wound record track which looks like:
|
|
1-2 |
3-4 |
5-6 |
7-8 |
9+ |
|
Wounds: |
Scratch |
Hurt |
Very Hurt |
Incapacitated |
Near Death |
|
|
O O O |
O |
O |
O |
|
NPCs and creatures have a
different, more restricted, wound record. It looks like this:
|
|
1-4 |
5-6 |
7+ |
|
|
|
Wounds: |
Hurt |
Very Hurt |
Near Death |
|
|
|
|
O |
O |
O |
|
|
This give the players a
real edge and reduces book keeping for the GM, making everyone happy. You can
always alter the range for individual creatures.
The labels describe the
wound levels. These are:
| Scratch | No game effect. They heal on their own after combat. |
| Hurt | Character is at -1 on all skills. |
| Very Hurt | Character is at -2 on all skills. |
| Incapacitated | Character is out cold. |
| Near Death | Character will die if no one takes care of him. Note there is no hard and fast rule on death. Its the logic of the situation that will determine if the character can recover from Near Death or not. |
The numbers above the
wound levels represent the amount of damage needed in a single blow to inflict
the wound listed under the number. For example, a blow of three or four points
Hurts the character, while a blow of five or six points inflicts a Very Hurt
wound.
The boxes below the wound
levels represent how many of each wound type a fighter can take. When a wound is
received, mark off the appropriate box. Once the box for a particular level of
wound is filled, any wound of that level is upgraded to the next higher level.
So, for example, a character that takes two Very Hurt results without taking any
other hits is Incapacitated, since that is the next highest wound level.
Note that three boxes are
provided under Scratch. A Scratch wound will not make a fighter Hurt until he
receives his fourth Scratch. Please note that a Scratch will never raise a
character's wound level beyond Very Hurt, no matter how many he takes.
NPC pawns don't need the
system above .A simple three-stage system of Undamaged, Hurt, Out of the Battle
is good enough for most of them. Simply make a mark under an NPC's name for
Hurt, and cross out the name for Out of the Battle.
PCN is meant to be played
at a fast and furious pace. As such it is not desirable for characters to stay
wounded for long. Hence characters can regain full health after whatever the GM
deems a suitable interval. As a general guideline if the next 'scene' is in a
different location or a day or two later it is probably a suitable interval. For
characters in a hurry there is the Medical skill.
Stun,
Knockout, and Pulling Punches
A player can announce
that his character is trying to stun or knock his opponent out rather than
damage her. Using the flat of a blade instead of the edge, for example, can
accomplish this. Damage is figured normally, but any damage inflicted doesn't
wound the opponent: it stuns her instead.
In this case, a Hurt
result is called a "Stun" - a stunned character cannot attack and is
at -1 to defend *for one combat turn only.* However, the Stun result stays on
the character sheet: that is, a second Stun result, even if delivered more than
one combat round after the first, will cause the character to become Very
Stunned. (Stun results heal like Scratches: *after* combat is over.)
A Very Hurt result in a
stunning attack is called a Very Stunned result instead: no attacks and -2 to
all actions for *two* combat rounds.
A result of Incapacitated
or worse when going for stun damage results in a knockout. A knocked-out
character doesn't need healing to recuperate to full health - just time. The GM
may simply decide that a successful Good blow (or better) to the head knocks
someone out automatically. In an Opposed action, the Good blow would also have
to win the combat, of course.
Likewise, a player may
choose to have his character do reduced damage in any given attack. This is
known as "pulling your punch," even if you are using a sword. This
commonly occurs in duels of honor, where it is only necessary to draw
"first blood" to win, and killing your opponent can get you charged
with murder. A Scratch will win a "first blood" duel - it is not
necessary to Hurt someone.
To pull your punch,
simply announce the maximum wound level you will do if you are successful.