" 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