" The Truth is Out
There" : An X-FILES Unofficial Table-Top Role Playing Game, using the M12
Rules System©.
Author : Ghislain MOREL for I.D.R,
with extra material and technical support by Olivier Scherchel.
M12 Rules System, version 1.1, is
under copyright©, MOREL Ghislain, 1998.
"The X-Files" copyright©
by Twentieth Century Fox in association with Ten Thirteen.
This product is a free fan
production and a totally unofficial product not destined to be use to make any
kind of profit, and engage uniquely the responsibility of his author. No one
involved in the production of "The X-files" was associated to this
product.
Feel free to use this Role Playing
System for yourself, but don't copy it, distribute it or reproduce this site
without our written authorisation.
For any comments, questions,
suggestions about this game, new Skills, Specialities, Fields of Expertise or
materiel to submit, just send me a letter at my personal address, because I
have no access to Internet by myself at the moment, and I'll be delighted to
answer personally in my bad English or good French, as you prefer :
Ghislain MOREL
10, rue Pasteur
57700 NEUFCHEF
FRANCE
Special thanks :
All
my friends involved in the organisation of "La Quatrième Frontière"
and my friends I use as regular play testers, and particularly Khan Van,
Pascal, Olivier, Tony, Fred, Seb, Benoit et Yannick. I want to thanks my old
friends of the Sligo RTC role playing society, and more particularly Wayne and
Denis.
I
also want to thank some of my inspirational sources and instigator of this
project, especially Christelle, Sabine, Myriam, Marie-Laurence, Anne,
Véronique, Sandrine, Hervé, Jean, Christian,
Inspirations :
TV shows : "The
X-files"(of course!!!), "Millennium", "Dark Skies"(if
you want to play in a different setting or a different conspiracy: not as good
as X-Files, but some interesting ideas), "Profiler", "NYPD
blues", "The invaders", "The Jerry Springer Show",
"The Larry Sanders Shows", ...
Movies :"X-Files: Fight the
future", "The silence of the lambs", "The Fugitive",
"Welcome to Gattaca", "Predator 1 and 2",
"Bodysnatcher", "JFK", ...
Music : "Song in the Key of
X", "The truth and the light", "Fight the future Original
Soundtrack (2 volume, with an hidden track on the Mark Snow original score,
where Chris Carter explain all the mythology of the show)", "Tubular
Bells" by Mike Olfield, "The last temptation", "Welcome to
my nightmare" and "Million Dollar Baby" by Alice Cooper,
anything from the Doors, Nick Cave, Bjork, Lorenna MacKennit or old Black
Sabbath (Ozzy Osbourne or Ronie James Dio period), and, of course, any album
from Dead Can Dance, Elend or Field of the Nephilim. Also, some good dark metal
or progressive metal band could be used : Angra, Theatre of tragedy, Dream
theatre, Symphony X, Liquid Tension and even White Zombie. Classical musics,
especially impressionist and barock style, are appropriate to some atmospheres.
Book : You can find a lot of books
about The X-Files TV show, official or unofficial. You can also find a lot of
books about multiple governmental or military conspiracy, U.F.O sighting, the
Roswell crash of 1947, adduction, strange creatures, human mutation or genetic
disease. You can find some great sources of inspiration in tabloïds such as
"The National Enquired", "Weekly World News" or for French
residents, "Info du Monde". The reading of novels from Stephen King,
Clive Barker, H.P Lovecraft, William Gibson or Philip K Dick will be a good
choice too. The series of novel "Agence Arkham" is also a good source
of inspiration for French reader, especially tome 3, "La bete de
Mœbius".
Role Playing Games : "Over
the Edge" and "Conspiracy X" deal with universe close to
"The X-Files", but some difference make them suitable for totally
different campaign and story. "Gurp Black Ops" give a set of rule to
adapt the Gurp system to a X-Files setting, but you have to use this generic
system. You can also easily adapt your favourite universe to the
"FUDGE" set of rules, freely available on the Net. Have a look to some
other free systems, such as "SORD 5.0", "BPW" or
"Bamf". French players can also use "Simulacre",
"Basic: Enigma" or "Conspiration".
My
particular sources and inspiration for the rules of this game was "Prime
directive", "La compagnie des glaces", "Amber",
"In Nomine Satanis/Magna Veritas (the French original version)",
"Trauma" for some informations about weapons, and some list of skills
and discussion about Role Playing I read on some really interesting sites on
the Internet.
Some
of my other works will be perhaps soon available on the net, so have a look on
"Orc, the ultimate outrageous game", and "Infinite Dream and
Dramatic Action, V2.0". Have a look also for the French translation.
File 000:"Introduction"
Since
I have first seen the X-Files in a cold and rainy Sunday evening of June 1994,
I loved this show, but I also love to resolve, as a character in a Role Playing
Game, strange cases involving alien adduction, weird mutant and governmental
conspiracy. Around me, some of my friends begin to use the "Chtulhu Now"
extension for the great classic "Call of Chtulhu" or the
"Werewolf" extension, "Project Twilight".
As
a Game master, I was quiet uncomfortable with this two rule systems. I like to
use them when I want to save the world against ancient evil god or when it's
time to be a blood-sucking immortal, but not really to play or let play highly
specialised FBI Criminologist, Conspiracy Seeker or Men In Black covering
governmental experiments.
So,
I began to search the Net, to see if someone get the same idea as me and was
developing something about the Cult TV show. At the same period, I was
investigating also to find a good Star Trek Tabletop RPG or at list some
materiel for "Prime Directive". Even if my research about Star Trek
make me find a few interesting sites, I just find one site about a X-Files
Tabletop RPG, and it was just an adaptation of "Chtulhu Now", again.
At
the same period, I find the "Eric's Compendium of free Role Playing
Game". This really interesting site give me the opportunity of discovering
and testing a lot of new and original Role Playing Rule Systems. That was also
the confirmation of my deepest thought : the best RPG are the ones made by real
players and real fans. Some of the material I had discover are really better
than some "professional" publication.
Also
at this period, I begin to use my really long role playing experience and my
extensive knowledge of more than 50 different rule systems from various
English, French and even German or Swedish Role Playing Game to try to write my
own creation. I was playing for years now with one of my own system called
"Infinite Dream", but I wanted to create something useable by anyone,
not just me. So, I wrote "Ork : The Ultimate Outrageous Game", in
reaction to a lack in the RPG business. I also began to design some original
rules system for some of my friends, to improve the background they had created
to play in their own game universe, "Nihon", using some existing
commercial system. My friend Olivier's project was so advanced that he needed
his own system to replace the Chaosium basic set previously used, in case of a
public or commercial distribution of his game. Olivier is also a huge fan of
the "Files" and he wrote a huge campaign in the universe of the show.
He was quiet happy when I told him that I was designing a set of rules to play
in the world of secret conspiracy and U.F.O Sighting.
For
me, this exercise is a really interesting challenge. First, I wrote this in
English, and that wasn't so evident, even if I used to live in Ireland for a
while. The choice of English is obvious : it's the best way to make it
accessible to a maximum of players all around this rock. Secondary, I'm writing
a game about a TV series, one of the most beloved Cult object of the end of
this millennium. I just hope my vision of a X-files game will be close enough
to that of other Role Player X-Philes all around the world. But the fact is : I
am the only one who did it at the moment, and if you don't like it, write your
own one, continue to use the system you prefer for playing in The X-Files
universe, buy you a system to play in a universe close to your personal vision
of the show mythology or send me your comments and the things you want to see
in this game. After all, it's just a game about a great TV show, that's
entertainment.
This
work is only a Rules System, with some originality I hope you will enjoy. You
can use it to play character following Mulder and Scully in their quest for
Truth or to create some other kind of character involved in paranormal study,
or a new and terrifying conspiracy involving different organisation for a
totally different objective. You can even use it in a totally different
environment, and create your "NYPD Blues RPG" or use it in a medieval
or space opera setting. Feel free to just use what you like in it, test
everything and just keep what is working in your game. Enjoy it, and find the
truth...
Halloween,
1998
Official Playtesting : The first game using
this system was game mastered on November, 11th by Olivier Scherchel, Tony
"Pedro Esteban" Lovecchio and Ghislain "Special agent Bones
MacKillian" Morel, (myself) were the two first players. I personally did
the first dice roll and Tony was the first to use his character's mobile phone.
They was join on their second adventure by Seb "I'm not working for the
Smoking Man" Arnaut, who expect to be as lucky as usual, and by the way
being the first person to loose his character in action!
File 001 : "The character
creation" case
I. Characteristics
Every
character in the game will be defined by eight characteristics. Four of them
reflect the psychological abilities of the character, and the other four give a
good physical profile of the character.
The
four psychological characteristics are :
Strength, Psychological (Sy)
This
is the measure of the deductive capacity and the memory of a character.
Resistance, Psychological (Ry)
This is the willpower
and the resistance to extreme psychological stress and terror of a character.
Manipulation, Psychological (My)
This represent the
influence the character can have on other people and his persuasion power.
Agility, Psychological (Ay)
This is the way the
character process all the information from his senses, and his adaptation
capability.
The
four physical characteristics are :
Strength, Physical (Sf)
It
is the measure of a character strength and body possibility.
Resistance, Physical (Rf)
It's
a measure of a character constitution and resistance to physical attack,
fatigue and physical stress.
Manipulation, Physical (Mf)
This is the manual
ability of a character, his dexterity to manipulate and to use is hand
coordination in difficult precision tasks.
Agility, Physical (Af)
This
characteristic represent the reflex, balance and speed of the character's body.
Each
characteristic has a dice score associated. Human character range is 2 to 7,
with an average score of four in each characteristic.
There
is two different ways of creating new dice scores for a new character. The
first one is random, and the second one tend to create balanced characters.
Random creation
For
each characteristics, send a D12. Use the following table to find your Dice
Score.
|
D12 Result |
Dice Score |
|
1 |
2 |
|
2 |
3 |
|
3 |
3 |
|
4 |
4 |
|
5 |
4 |
|
6 |
4 |
|
7 |
4 |
|
8 |
4 |
|
9 |
4 |
|
10 |
5 |
|
11 |
5 |
|
12 |
6 |
Balanced creation 1
The
character get a base dice score of 2 in each characteristic, and can spent 20
Dice between them. No Dice Score can be superior to 6.
Fast balanced creation
The
character choose one of these series of Dice Score and place them where he want
:
6,6,5,5,4,4,3,3
6,6,5,5,4,4,4,2
6,5,5,5,4,4,3,3
5,5,5,5,4,4,4,4
5,5,5,5,5,5,3,3
5,5,5,5,5,5,4,2
6,6,6,6,6,2,2,2
6,6,6,6,4,4,2,2
6,6,6,4,4,4,4,2.
Mixed creation 1
The
character use the first table but he can choose where to put each of his result,
in order to get the character he want.
II. State of mind
It's
the way of thinking of the character. This is really important, because his
state of mind give to him some advantages when he's got to make a Dice Roll
about something that is of some concern for his state of mind.
Naïve : The character believe in the
supernatural and different incredible conspiracy theories. He get a +2 Bonus
each time the result of a roll seems to confirm his theory, and a -2 Malus if
the result of the Dice seem to confirm a more rationalistic explanation.
Realistic : The character do not
believe in anything except rational fact. He get a +2 Bonus for each Dice Roll
that seems to prove that science will give the unique solution to a mystery,
and a -2 Malus if he try to obtain a non-rational solution to his current
problem.
Open : The character want to believe
but he stays really rational in general. He get a +1 Bonus for each Dice Roll
that seems to prove that something irrational could exist, and a -1 Malus when
the explanation will just be completely logical.
Curious : The character will
investigate any kind of supra-natural case just to find the logical reason
behind the mystery. He get a +1 Bonus when that he is doing seems to go in the
same direction, and a -1 Malus when he's close to find something irrational.
Not interested : The character is
just doing is job, is not concern about science paranormal or U.F.O sighting.
Well, if he find a space ship, that will be incredible, but if it's an hoax, he
will find the responsible an apply any law applicable. He doesn't get any Bonus
or Malus.
Patriot : The character is a
real patriot and think about his country before everything. Each time he's
action could be beneficial for is country, he get a +2 Bonus, but when he thinks
he is doing things that can work against the interest of his nation, he get a
-2 Malus.
Rebel : The character think that the
government of his country is doing something terribly wrong and don't work for
the interest of its citizens. The character will have a +2 Bonus each time is
thinking that his actions will act against the governmental conspiracy.
III. Field of expertise
This
is the speciality of a character, the area where he is the best and about what
he now everything about it. Each time he has to make a Skill test in a
situation relating to his field of expertise, he can had a +1 Bonus to his
result. This is some Field of expertise your character can choose.
|
Field of Expertise |
Short description |
|
Computer |
everything about new material,
software and hardware, internet and modem transmission, video games, online
service... |
|
Conspiracy |
knowledge about all the
classical or more rare conspiracy, knowledge of the different hypothesis and
the principal protagonist involve... |
|
Crime fighting |
know all the legendary cases,
law enforcement legends and famous criminal, probably raised in a family of
cops or attorney, interested in all new technics of investigation... |
|
Entertainment |
knowledge about all that new in
the different area of public entertainment, like TV, shows, theatre, stand-up
comedian... |
|
Game |
how to play the different game,
the name of the different editors, the previous, the technics to win or to
lose or cheat... |
|
Gossip |
knowledge of the Who's Who,
principal gossip and rumours about the relatives, neighbours and personality
known by the character... |
|
Health |
preoccupied by his general
health, aware of all the technics, soft or hard, use to cure all kind of
diseases, illness or effect of age, always inform about all medicine
achievements... |
|
Language |
possibility to speak several
different languages, knowledge of all the different alphabets, antic forms,
pronunciation and accent... |
|
Literature |
addicted to reading, know all
the different style, major writers, important period, convention, public
reading, TV apparition and cultural show... |
|
Music |
uses to know everybody in the
local music business and in different local radio or public access TV,
extensive knowledge of all recordings, styles and artists... |
|
Paranormal |
know about all kind of paranormal
experience in various different culture, about all kind of superstition and
domestic magical technics, can find any strange case in the news... |
|
People |
know all the really important
people in politics, art, fashion, and can recognize any VIP or crowded head,
can memorise their live and the latest gossip about them... |
|
Philosophy |
interest in all the different
philosophical theory and movement, involve in various reading and conference,
know all the writer and famous philosopher and their work... |
|
Politics |
interest in all aspect of
political life, local, national or international, follow the carrier of
different politician from all faction, knows all the different existing
political organisations... |
|
Relationship |
interest in knowing new people,
creating new romance, seducing attractive member of the opposite sex and
spend his time on party... |
|
Religion |
interested in his own believe
and about some difference with some other religious system, know all the
behaviour relative to some cults... |
|
Science |
reads all scientific
publication, adept of the Discovery channel and of National Geographic,
interested in the development of all new theories and their practical
applications... |
|
Sport |
know a lot of rules and
federation reglementation, know all the results of all match, can named any
of the players and always find a place for the final of the Superbowl... |
|
Technology |
know all the best material, all
new format, color system, system to copy and news in the high technology
industry... |
|
Ufology |
hear about the most important
theory, have seen all the photographic evidence and video material, know the
different ufologic circle and organisation... |
The
character choose one Field of Expertise. It can be a professional one or linked
to a hobby or a special interest of the character.
VI. Skills
This
is a list of the different skills available for your character. Each skills is
associated to a Start Value. The Start Value is the value use in case of a Dice
Roll involving a skill that was not purchase previously. After each skill is
followed by a list of specialisation. Each Skill get a specialisation at the
moment it is purchase. Purchasing a Skill mean that you improve it for the
first time during the character creation or with experience.
|
List of Skills |
Base
Value |
Associated Specialisations |
|
Accounting |
-5 |
Small business, Big company,
Forgery, Detect fraud... |
|
Acrobatics |
-7 |
|
|
Acting |
-4 |
Shakespeare, TV Soap, Comedy,
Creepy series... |
|
Administration |
-4 |
|
|
Agriculture |
-6 |
Corn, Potatoes, Green house
culture... |
|
Aikido |
-7 |
Projection, Disarm... |
|
Alchemy |
-9 |
|
|
Animal handling |
-6 |
Calm wild animal, Escape
watchdog, Feed zoo animals... |
|
Animal mimicry |
-5 |
Birds, Lion, Cats, Dogs,
Monkeys... |
|
Animal training |
-6 |
Horses, Dogs, Circus training,
Attack training, Handicap assistance... |
|
Anthropology |
-7 |
|
|
Architecture |
-9 |
Design, Engineering, Mapping... |
|
Astrology |
-6 |
|
|
Astronomy |
-6 |
Solar system, Space phenomena,
Space cartography... |
|
Balance |
-6 |
Rope walking... |
|
Bargain |
-2 |
|
|
Biology |
-7 |
Animal, Vegetal, Cellular,
Biochemistry... |
|
Boating |
-6 |
|
|
Boxe |
-4 |
|
|
Brawling |
-2 |
Head, Kick, Fist... |
|
Bribery |
-2 |
Cops, Mafia, Bureaucrats... |
|
Bureaucracy |
-2 |
|
|
Calligraphy |
-5 |
|
|
Chemistry |
-8 |
Analysing, Processing,
Engineering... |
|
Climbing |
-2 |
Trees, Rope, Wall, Bare
handed... |
|
Composing |
-7 |
|
|
Computing |
-7 |
Hacking, Program engineering,
Internet surfing... |
|
Conspiracy theory |
-4 |
|
|
Contortion |
-8 |
Small passage, Ties escape... |
|
Craft |
-8 |
|
|
Criminology |
-8 |
Print reading, Criminal
behaviour... |
|
Cryptography |
-8 |
|
|
Dancing |
-2 |
Ballroom dancing, Choreography,
Traditional dance... |
|
Demolition |
-6 |
Terrorism, Plastic explosive,
TnT... |
|
Diplomacy |
-4 |
Hostage situation, Foreign
policy... |
|
Disguise |
-6 |
Sex change, Mardi gras, Special
effect... |
|
Divination |
-6 |
Tarots, Crystal ball, Runes... |
|
Dodge |
-4 |
Bullet, Unarmed Fight, Melee
Weapons... |
|
Drawing |
-6 |
Comics, Cartoons, Painting,
Illustration, Ink... |
|
Drive |
-2 |
Car, Truck, Engine... |
|
Economics |
-4 |
Local market, National market,
World exchange... |
|
Electronic |
-7 |
TV, VCR, Computer, New
technology, Foreign technology... |
|
Engineer |
-8 |
Design, Creation, Testing... |
|
Etiquette |
-3 |
High society, Military, Urban
Culture, Foreign culture... |
|
Fast talk |
-2 |
|
|
Fire eating |
-8 |
Split, Eat... |
|
Fire walking |
-6 |
|
|
First aid |
-4 |
Swimming accident, Fire damage,
Trauma... |
|
Fishing |
-4 |
Rope fishing, Salmon fishing,
sea fishing... |
|
Forgery |
-8 |
False ID, False document... |
|
Gambling |
-4 |
Poker, Black jack, Dice, Horses
race... |
|
Games |
-4 |
Board game, Video games,
Chess... |
|
Genetics |
-7 |
Cloning, Transgenic hybridising,
Genetic engineering.. |
|
Geology |
-8 |
Metallurgy, Tectonic movement,
volcanography... |
|
Gun |
-4 |
Instinctive fire, Precision
fire, Barrage... |
|
Heavy weapon |
-4 |
Assault, Shotgun, Barrage... |
|
Heraldry |
-6 |
Identification, Design... |
|
Hide |
-3 |
|
|
History |
-4 |
Country, Time Period, Date,
Historical event, Historical character... |
|
Hypnotism |
-7 |
Sophrology, Show, Regression... |
|
Interogate |
-2 |
Police, Torture... |
|
Intimidate |
-2 |
|
|
Jewellery |
-8 |
Gem cutting, Estimation,
Identification... |
|
Ju-Jitsu |
-7 |
|
|
Juggling |
-7 |
Knife, Fire, |
|
Jury rig |
-6 |
Electronics, Mechanics, Wood,
Plastics, Metal... |
|
Karate |
-7 |
Kick, Fist... |
|
Kung fu |
-8 |
Kick, Fist, Block... |
|
Law |
-6 |
Foreign law, Local law, Federal
law... |
|
Leadership |
-4 |
Small group, Large crowd,
Specific team, Military... |
|
Legends |
-4 |
Own culture, Japanese, Medieval,
About a specific creature... |
|
Linguistic |
-6 |
Own language, Comparison,
Stylistic... |
|
Lip reading |
-7 |
|
|
Literature |
-4 |
Italian, French, Russian , Renaissance, Modern... |
|
Lock picking |
-7 |
|
|
Mathematics |
-6 |
Geometry, Algebra, Vector
calculation, Non-Euclidian mathematics... |
|
Mechanics |
-6 |
Car, Factory engine, Clock,
Hydraulic system... |
|
Medicine |
-8 |
Diagnosis, Cure, Dermatology,
Dentistry, Gynaecology... |
|
Meditation |
-6 |
Zen, Yoga, Relaxation,
Concentration... |
|
Merchant |
-6 |
|
|
Mimicry |
-6 |
|
|
Mining |
-7 |
Petrol, Gas, Iron, Gold, On
Shore, Open... |
|
Missile weapon |
-6 |
|
|
Musical instrument |
-6 |
Jazz, Classic, Rock, Metal,
Particular techniques... |
|
Navigation |
-6 |
|
|
Numerology |
-4 |
Personal theme, prediction... |
|
Occultism |
-7 |
Medium, Black magic, Voodoo... |
|
Oratory |
-4 |
Scientific discussion, Political
meeting... |
|
Orienteering |
-5 |
City, Mountain, Sea,
Underwater... |
|
Origami |
-5 |
Paper plane, Animal, Object... |
|
Performance |
-6 |
Concert, Movie, Theatre, Stand
up... |
|
Persuasion |
-2 |
|
|
Pharmacology |
-7 |
Toxicology, Chemical effect... |
|
Philosophy |
-6 |
Greek, German, French new wawe,
Religion... |
|
Photography |
-4 |
Model, Nude, UFO sighting,
Developing... |
|
Physics |
-8 |
Quantum mechanics, Kinetic
study, Relativity theory... |
|
Pilot |
-8 |
Looping, Crash landing, Low
altitude... |
|
Pocket picking |
-7 |
|
|
Poetry |
-6 |
Writing, Knowledge, Style,
Public reading... |
|
Politics |
-5 |
International, National,
Regional... |
|
Psychology |
-5 |
Criminal behaviour, Relationship
problem... |
|
Ride |
-6 |
Sprint, Obstacle, Jump, Walk... |
|
Ritual |
-4 |
Voodoo, Catholics, Magic,
Jewish... |
|
Rollerblading |
-5 |
Street, Figures, Acrobatics,
Speed... |
|
Scuba Diving |
-7 |
Apnea, Deep sea, Icy water... |
|
Sculpting |
-6 |
Marble, Miniature, Bas-relief... |
|
Search |
-2 |
|
|
Seduction |
-2 |
Opposite sex, Same sex,
Clubbing... |
|
Singing |
-2 |
Rock, Opera... |
|
Skating |
-5 |
Street, Figure, Speed... |
|
Special weapon |
-7 |
Strike, Block... |
|
Sport |
-4 |
Basket ball, Ice hockey,
American football, Soccer, Volley ball... |
|
Stealth |
-3 |
|
|
Storytelling |
-4 |
Legend, Improvisation, Summary,
Role playing game... |
|
Streetwise |
-4 |
|
|
Surgery |
-10 |
Neuro surgery, Organ
implantation, Plastic surgery... |
|
Swimming |
-4 |
|
|
Tai-kwondo |
-8 |
|
|
Tattooing |
-7 |
Ink making, Miniature, Copy,
Recovering... |
|
Throwing |
-2 |
|
|
Tracking |
-7 |
|
|
Ventriloquism |
-7 |
Comedy, Subterfuge... |
|
Weapon Skill |
-4 |
Parry, Disarm, Display... |
|
Writing |
-4 |
News, Novel, Short story, TV
host jokes, Information letters... |
A
player will spend 1000 points to improve his scores in all the skills that
seems reasonable for his character. This points are called Development Points.
Use this table to see how to spend the points to improve your skill, using your
Start value or Actual value to get the cost to access to the next level. A
Character has the right to choose a Specialisation for each of the Skill he
purchased, and he can buy an extra Specialisation for 20 points.
|
Actual value |
Cost to access to the next one |
Cost to access Value 0 |
Cost to access Value +2 |
Cost to access Value +5 |
|
-10 |
10 |
55 |
58 |
70 |
|
-9 |
9 |
45 |
48 |
60 |
|
-8 |
8 |
36 |
39 |
51 |
|
-7 |
7 |
28 |
31 |
43 |
|
-6 |
6 |
21 |
24 |
36 |
|
-5 |
5 |
15 |
18 |
30 |
|
-4 |
4 |
10 |
13 |
25 |
|
-3 |
3 |
6 |
9 |
21 |
|
-2 |
2 |
3 |
6 |
18 |
|
-1 |
1 |
1 |
4 |
16 |
|
0 |
1 |
0 |
3 |
15 |
|
1 |
2 |
/ |
2 |
14 |
|
2 |
3 |
/ |
0 |
12 |
|
3 |
4 |
/ |
/ |
9 |
|
4 |
5 |
/ |
/ |
5 |
|
5 |
6 |
/ |
/ |
0 |
|
6 |
7 |
/ |
/ |
/ |
|
7 |
8 |
/ |
/ |
/ |
|
8 |
9 |
/ |
/ |
/ |
|
9 |
10 |
/ |
/ |
/ |
|
10 |
11 |
/ |
/ |
/ |
|
+1 |
+2 |
/ |
/ |
/ |
V. Foreign language.
A
player can also use his Development Points to buy extra spoken language. Every
character start with the language usually spoken in the country where the Conspiracy
Master's campaign take place. For example, if you play in the U.S.A, every
character will have English. The starting level for a character primary
language is 3, and 0 for all the other one.
The
same rule also apply to learn alphabetical systems different from the system
culturally use by the character. Every character know how to write in his own
language, but he must learn the other system, if the foreign language use
hieroglyph, Cyrillic, Arabian or Hebraic alphabet.
The
level 0 is a relative absence of knowledge of the language. After some hours of
contact with this language, a character can express himself with really basic
words and concept.
Level
1 is a beginner level, the character is able to speak with really simple
sentences and vocabulary. The character can also read very simple writing if he
know the written form.
Level
2 is a fairly good level, the character speak fluently but with a strong accent
and several mistakes. An immigrated person will spoke at this level. He can
read and write, but with a lot of spelling mistake.( I am probably an excellent
example of Level 2 English Speaker!!)
Level
3 is the normal level of a native of a country, speaking fluently. He can also
read and write with no major difficulty.
Level
4 is a perfect comprehension and use of the language. Just a few people have
such a good way to speak, and they come generally from intellectual and
literary background. These people can probably create great literacy major
work.
You
can use the following table to find the cost of the various level, if you want
to spend Development Points to buy new language for a character.
|
Level |
Cost to next
level |
Cost from level
0 |
|
0 |
15 |
0 |
|
1 |
10 |
15 |
|
2 |
10 |
25 |
|
3 |
20 |
35 |
|
4 |
/ |
55 |
VI. Personnal implement.
Every player can use a
maximum of 200 Development Points to improve their character the way they want.
They can buy additional Fields of Expertise, specialities, extra
Characteristics Dice or still use them to improve their skills. Just use the
cost listed in the next table.
|
Advantage |
Cost |
|
one
additional Speciality in a developed Skill |
20 |
|
one
additional Field of Expertise |
50 |
|
1
extra dice in any characteristics |
100 |
VII. Other details
Damage Bonus :
The
damage Bonus is equal to the Strength, Physical Dice Score. It is not a Dice
Score, it is just a number you add to Damage Roll when you roll it against an
adversary.
Damage Control :
The
Damage Control is equal to the Resistance, Physical Dice Score. It is not a
Dice Score, it is just a number you subtract from the Damage Roll of an
adversary who roll one against you.
X-points :
Your
new character begin the game with 7 X-points. The X-Points can be use to
improve the result of your test but also to create some situation in the more
appropriate moment.
For
example, a character can use one X-Points to find a weapon or an object he can
use as a weapon in an appropriate situation. A Point can also be use to jam a
gun at the moment when the terrorist will execute the character.
There
is plenty of different way to use these X-Points, just be creative.
Record File :
Fill
an identification form for your new character. You can choose anything you want
with the authorisation of the Conspiracy Master.
Name: Surname: Age: Date
of Birth :
Sex: Marital
Status: Height: Weight:
Hair Colour: Eyes
Colour:
Occupation: Present
assignation :
Diploma: Hobby:
Known relative: Distinctive
sign:
Present address:
Other in formations:
VIII. Reward and improvement of
the character.
Improvement Points:
At
every game session, the Conspiracy Master will allow a number of Improvement
Points to the players, to develop their characters. This points can be used
exactly the same way than Development Points. You can use the same tables to
improve Skills, buy new Fields of Expertise or improve your characteristics.
A
player must gain at least 5 Improvement Point for every game session, but can
gain more if he plays well or do an incredible performance. Extra point can be
allowed if the player is really heroic, get a goodattitude with the rest of the
group or provide important clues or views on the story. But no character must
gain more than 20 Improvement Points in a game session, and 5 extra points can
be offer at the end of a complete scenario, to all the remaining characters.
This can be a less important reward if the story was complete failure, but
always give something to reward the player at the end.
X-Points:
Another
way to reward the players is to allow X-Points from time to time for an
excellent role playing, a great action, a really good joke or comedy sequence
taking place in the running adventure. Do not give more than 2 or 3 X-Points
per player and per game session, and do not give them to easily. Set a high
standard in role playing to encourage your players to give the best of
themselves.
File 002 : "The resolution
system" case
I. The M12 rule system
The
M12 rule system use exclusively twelve sided dices. For simplification, I shall
use the simplification D12 to design a regular roll of this dice, or the DM12
to explain the particular use of this die in this rules system.
In
a DM12 roll, number between 1 and 10 keep their normal value, but a result of
11 mean "-5" and a result of 12 signify "+10".
When
you have to roll multiple DM12, you just kept the best result between 1 and 10,
and add any +10 or -5 obtain on the other dice. If you don't get any best
result, just 11 or 12, make a second roll with the same number of dice, keeping
in mind the previous result, and keep the best value of the second roll and any
new 11 or 12 result obtained.
Example 1 :
You
roll 4DM12, the results are : 1, 4, 7, 9. The result of your DM12 roll is 9,
the best result you get.
Example 2 :
You
roll 6DM12, the result are : 2,6,6,7,7,11. The result of your DM12 roll is 2,
total of the best result you get, 7,minus 5 for the eleven result.
Example 3 :
You
roll 5DM12, the result are : 9,10,11,11,12. The result of your DM12 roll is 10,
because your best result is 10, minus 10 for the two eleven result, plus 10 for
the twelve result.
Example 4 :
You
roll 3DM12, the result are : 3, 6, 12. The result of the DM12 roll is 16,
because your best result is 6, plus 10 for the twelve result.
Example 5 :
You
roll 2DM12, the result are 12 and 12. You re-roll 2DM12, and get a 12 and a 7.
Your final result is 37, because 7 is your best result and you add 3 times 10
to this result because of your three twelve result.
II. Action resolution.
When
a character want to make an action, he will roll a number of DM12 equal to his
Dice Score in the characteristic the more adapted to the present test. He will
add any Skill appropriated to the action, and after that some bonus from his
Specialities, Fields of Expertise or State of Mind. Finally, he will add or
subtract any situational Bonus or Malus to obtain the final total.
The
Conspiracy Master will determine the difficulty level by using the reference
chart. If the final total is inferior to zero, it's a complete failure with
dramatic consequences : it is what we call a Fumble. If the result is inferior
to the difficulty level, it's a failure. If the result is equal or superior to
the difficulty level, the test is past. If the result is superior or equal to
twice the difficulty level, it's a perfect action, really brilliant : we call it
Critical.
|
Estimation
of the task |
Difficulty
level |
|
Really
easy |
5-6 |
|
Easy |
7-8-9 |
|
Normal |
10-11-12-13 |
|
Difficult |
14-15-16-17-18 |
|
Really
difficult |
19-20-21-22-23-24 |
|
Close
to impossible |
25-26-27-28-29-30-31 |
|
Impossible |
32-33-34-35-36-37-38-39 |
|
Definitely
impossible |
40 or
more |
Speciality :
When
a character can use his Speciality, he can add to the final result the lowest
dice he obtain when rolling the dice. If he add no other result to add, just
double the only result you got.
Field of Expertise :
If
the test is in relation with the Field of Expertise of the Character, he can
add a +1 Bonus to his final result. If the test is in relation with several
Field of Expertise of the character, he can add +1 for each of them. If the
character as selected several time the same Field of Expertise, he get the +1
Bonus for each selection.
X-Points :
A
character can decide to use one or more X-points in a test. If he spend the
points before the test, each point give a +20 Bonus to the final result.
If
he decide to spend the point after failing the test, each point just give a +10
Bonus.
Detailed exemple:
Frohike
try to hack a federal site. The difficulty is Close to impossible, with a
difficulty level of 30. Frohike has an Strength, Psychological, equal to 6, and
a Computing Skill of +10. He has also a speciality in Hacking and his Field of
Expertise in Technology will be useful in this case, because he have heard
about all the new counter-measure software used by the government.
So,
he is rolling 6DM12 and the result are 1, 1, 4, 7, 7, 11. The final result is
-4, plus +10 for his Computing Skill, for a total of 6.
But
he also has a Speciality in hacking, so he can add is lower dice, and that's
also a 7. His score is now 13, and he can add +1 for his Field of Expertise :
Technology. The final result this time is 14 : That's not to bad but not good
enough to enter in the secret governmental file.
He
really need the information and decide to spend 2 X-Points in the test, giving
him two time a +10 Bonus, increasing his result to 33 : Now it's a success!
file 003 : "The confrontation
and fire fight" case
I. Time
A
fight is divided into turn. Each turn is 6 seconds long.
II. Initiative and action
Each
character involve in a fight must first roll a number of D12 equal to his
Agility, Physical.
For each result, consult the table
below :
|
Dice Result |
Action |
|
1-2-3-4-5 |
1 Defensive
Action (DA) |
|
6-7-8-9 |
1 Movement
Action (MA) |
|
10-11-12 |
1 Offensive
Action (OA) |
After determining the
number of action, the character with the highest die result start and can use
one Movement Action and one Offensive Action. Remove the best die result of
each character involved in the fight. If different characters have a tie, they
act simultaneously. When every one did at least one action, start again in the
order of the staying best result.
When
every characters have no Movement or Offensive Action left, start a new turn by
doing a new initiative roll.
III. Movement in battle
A
character can move three meters without Malus and he his considered walking,
six meters with a -2 Malus to his next Offensive Action and he is considered
running, or nine meters with a -5 Malus to his next offensive action and he is
considered dashing.
A
character in movement is also more difficult to shoot. A character trying to
hit a walking person have a -1 Malus, a running person give a -2 Malus and a
dashing person a -4 Malus.
Special
movement, like jump, acrobatics, climbing or swimming always enter in one of
this category, depending of the distance the character will perform.
III. Offensive Action
You
can use an Offensive Action to shoot or attack someone or something. To hit an
adversary, a character just need to pass a test of the appropriate combat Skill, like Guns,
Martial arts, Brawling, Throwing or any Weapon Skill.
Melee test:
The
test can be modified by the actual situation of the different fighters. An
opponent can also try some special manoeuvres, like disarming his opponent or
trying to immobilised him. This table can help you to appreciate the
difficulty.
|
Type of attacks |
Difficulty |
Special effect |
|
Adversary lying on the floor |
Easy |
/ |
|
Attacking when lying on the floor |
Difficult |
/ |
|
Surprise |
Easy |
/ |
|
Back attack |
Very Easy |
/ |
|
Disarm |
Very Difficult |
The opponent do a Manipulation, Physical test or loose his weapon. |
|
Immobilise |
Difficult |
The opponent do a Strength, Physical or Agility, Physical test to
escape or stay immobilised |
|
Projection |
Very difficult |
The opponent do a Strength, Physical or Agility, Physical test to escape
or fall on the floor. |
Fire test:
Some
modifiers also apply to ranged weapons. The next table give you some
information about the difficulties and the various modifiers.
|
Situation |
Difficulty or Test Modifier |
|
Range : 0 to 2 meters ( Point
Blank ) |
Easy |
|
Range : 2 to 10 meters (Average) |
Normal |
|
Range : 10 to 20 meters ( Long ) |
Difficult |
|
Range : 20 to 60 meters ( Very
long ) |
Very Difficult |
|
Range : more than 60
meters |
Close to impossible |
|
Range : Close to be out of sight |
Impossible |
|
Target in Movement : walking |
- 1 Malus |
|
Target in Movement : running |
- 2 Malus |
|
Target in Movement : dashing |
- 4 Malus |
|
Cover : 25% |
- 2 Malus |
|
Cover : 50% |
- 5 Malus |
|
Cover : 75% |
- 8 Malus |
|
Aiming |
+2 Bonus per round, maximum is
+6 |
|
Instinctive fire |
- 4 Malus |
IV. Defensive action
Each time a character is the
target of an attack; he can use one of his Defensive action to try to avoid it.
There is two different ways to try to escape to be hit.
Parade :
A
character can try to parry an unarmed or melee weapons attack. He just try to
beat the score of the test of the successful opponent with a Martial Techniques
Skill or a Melee Weapon Skill. In the case of a melee weapon, if the parry
fail, you can subtract half of the damage of the parry weapon, rounded down, to
the Damage Test.
Dodge :
A
character can dodge an melee weapon or an unarmed attack, as well as
projectiles or bullets. . He just try to beat the score of the test of the
successful opponent using his Dodge Skill. In the case of a bullet, add +5 to
the difficulty of the test.
V. Damages
When any character is
hit, he generally suffers damage and he could be wounded in most of the case.
To know how much a character is injured, follow this formula and look on the
next table to see the effect of the wound. You add the Damage Bonus just in
case of melee battle or unarmed fight, and half of this Bonus for Projectile
Weapons such as Bows. You subtract the Armour Value if the Character is wearing
one, like a leather jacket or a bullet-proof protection.
2D12 + Weapon Damage (+ Damage
Bonus) - Damage Control (-Armour Value) = Damage Value
This table give you all
the indications about what is happening to a wounded character. the different
columns give you the different immediate effects of the wound on the character.
Coma test :
This
result mean that the character immediately fall in a deep coma. He has to make
a test at the end of the indicated time, with a difficulty equal to his actual
Cumulative Wound Level. If the test fail, the character die. If it is successful,
the character live but he will make another roll after a period of time equal
to half of the previous one. If the roll is a perfect success, the character
instantly leave the coma.
Cumulative Wound (CW):
This
result symbolise the effect of multiple injuries on the body of a wounded
character. Add every Cumulative Wound to obtain the Cumulative Wound Level.
This level will be use of several different manners.
First,
a wounded character will suffer a Malus to all of his actions equal to half of
the Cumulative Wound Level, rounded down.
In
a second time, each time the character cross a threshold of ten points of
Cumulative Wounds, he will make a test of Resistance, Physical, against his
actual Cumulative Wound Level to avoid falling unconscious for a number of
minutes equal to the difference between the failed result and the Cumulative
Wound Level, and twice this time if it is a Fumble.
Damage Point (DP):
Damage points are the
measure of Damage on mechanism or other devices. They are exactly equal to the
Cumulative Wounds result of the Damage Roll. You will learn how to use the
Damage Points in the part dedicated to the vehicles.
Guns stopping effect :
Guns
are really lethal weapon, but their primary utility, especially for police
force, is to stop right away the action of a leaving target. This is symbolise
in this game by the Stopping Effect of firing weapons. The Stopping Effect
immediately suppress a number of Offensive Action and Movement action equal to
is value. If the
value of the stopping effect is superior to the number of Actions of the
character hit, the actions still be suppress on the following turns. The
Stopping Effect suppress an Offensive Action first, followed by the suppression
of a Movement Action, and after that another Offensive Action, and again until
there will be no more Stopping Effect.
Each
weapon has its own Stopping Effect. The result in the table is just a
modification of the base Stopping Effect of the weapon.
|
Damage
Result |
Cumulative
Wound or Damage Points |
Coma |
Stopping
effect |
|
1-10 |
1 |
None |
-4 |
|
11-12 |
2 |
None |
-3 |
|
13 |
3 |
None |
-2 |
|
14 |
4 |
None |
-1 |
|
15 |
5 |
None |
0 |
|
16 |
6 |
None |
+1 |
|
17 |
7 |
None |
+1 |