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ISBN: 978-1-944487-17-1

Written by Carol Darnell, Eloy Lasanta, Crystal Mazur, Derek Kamal,


John D. Kennedy, Martin Manco, Amanda Milner, Jacob Wood

Editing by Carol Darnell


Proofreading by Robert M. Everson

Cover Art by Gunship Revolution

Interior art by Kennedy Cooke-Garza, Shaman’s Stock Art, Jeshields,


Jacob E. Blackmon, Rian Trost, Widodo Pangarso published by 1manstu-
dio.de, Gary Dupuis, Jeremy Hart

Playtested by Chris Burke, Darrell Hardy, Evelyn Hardy (15), Laura


Hardy (11), Trevor Holland, Dave Kindig, Dean Klassy, Liberty Klassy (5),
Nicole Klassy, Gabrielle Lasanta (13), Julian Lasanta (16), Kristen Las-
anta, Cody Riley, Kevin Smith, Justice Vaughn (7)

ThirdEyeGames.net
The Pip System is Copyright © 2017 for Third Eye Games.
All rights reserved.

1
Table of Contents
Introduction: Welcome 4 Spellbooks 59
What is a Roleplaying Game? 4 Tools 59
What is the Pip System? 5 Traps 60
What You Need to Play 6 Vehicles 61
Playing the Game 7
Rolling the Dice 8 Chapter Three: Game Rules 63
How to Use This Book 9 The Basics 63
Common Game Terms 9 Determining White Dice 64
Determining Black Dice (CR) 65
Chapter One: Making Characters 11 Determining the Outcome 65
Step One: Choose Archetype 11 Special Rules 66
Step Two: Skills and Qualities 19 Burst Dice 66
Advanced Qualities 25 Chance Die 67
Customize Your Characters 28 Fortune 67
Step Three: Random Charts 29 Teamwork 68
Modern Setting 29 Extended Actions 68
Fantasy Setting 31 Modifiers 69
Sci-Fi Setting 32 Fear, Fatigue, and Other Malus 69
Spooky! Setting 34 Movement & Chases 69
Other Charts 36 Conflicts 70
Quick Reference 38 Other Conflict Rules 72
Character Creation Example 42 Range 72
The World After (Setting) 43 Aiming Round 73
AR-473 44 Called shots 74
Kaylyn the Huntress 45 Range Modifiers by Weapon Type 74
Kenny 46 Auto Fire 75
Lobo 47 Cover & Darkness 75
Markus 48 Grappling 75
Ren 49 Disarmed 75
Silver 50 Ganging Up 76
Slade 51 Ambushes 76
Health and Taking Hits 77
Chapter Two: Gear 52 Physical vs. Mental Health 77
What is Gear? 52 Tracking Health 78
Gear Qualities 52 Status Effect 78
Gear Limitations 54 Extra Hits 78
Armor 55 Status Effects Chart 79
Companions 56 Trading Mental and Physical Hits 80
Melee Weapons 56 Incapacitation 80
Ranged Weapons 58 Healing 81

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Chapter Four: Magic 84 Running the Game 123
Easy Magic 84 Have Fun! 123
Using Spellbooks 85 Rolls and Description 124
Using Magic Items 86 Handling Gear/Items 124
Magic Family 86 Handling Money 125
Purchasing Spells 90 Using Fortune 125
Using Spells 90 Playing as Extras 127
Spell List 90 Scaling Mechanics 127
Alchemy Potions 96 Progress Points 128
Spending PP 128
Chapter Five: Enemy Extras 98 Downtime 129
How to Read Extras 98 Dice Variations 129
Learning Extra Abilities 98 Who Rolls? 129
General Enemies 99 Sharing Dice 130
Animal Enemies 101 Online Play 130
Modern Enemies 102 Crafting Stories 131
Fantasy Enemies 104 Creating Extras 131
Spooky! Enemies 107 Reoccurring Extras 131
Sci-Fi Enemies 109 Managing Extras 131
Creating Settings 132
Chapter Six: Game Guide Tips 112 Planting Roots vs. Adventuring 133
What is a Game Guide (GG)? 112 Plotting Adventures 133
Rules Arbiter 112 Scene Types 133
Storyteller 113 Transitioning Between Scenes 134
Mixing Roleplaying/Roll-Playing 114 Keeping it Flexible 135
Prepping a Game 115 Important Key Points 135
Creating Characters 115 Simplified Pip System 136
Customizing Characters 117 Converting Skills to Attributes 136
Fine-tuning Characters 118 Simplified Qualities 137
Your First Game 118 Simplified Character Creation 137
Story Types 121 Playing with Kids 138
Heroic Stories 121 Teaching Roleplaying Etiquette 138
Exploration 122 Short Play Times 139
Personal Stories 123 Saying Yes 139
An Overarching Story 123

3
Welcome to the Pip System, a the screen or in the book? Have
universal rules system you and you thought about the different
your friends can use to play table- adventures they could go on and
top roleplaying games (RPGs) in who you’d like to see them inter-
any world or setting you want! This act with? Would you like to see
book contains the instructions, them in a different world or setting
ideas, and rules to help you all tell having entirely different adven-
your stories. Take your time to tures? Roleplaying games allow
read over all the chapters to learn you to create characters and take
how to bring your stories to life! them through stories you and your
group create together, in any type

What is a Role- of world you can imagine.


Using a universal system, like the

playing Game? Pip System, means that no matter


what type of world you and your
group create, these rules allow you
Improv with rules. Collaborative to build your characters and move
storytelling. Playing “let’s pretend” them and your story through that
with dice. Roleplaying games have world. This system provides a list
been called that and more -- some of Skills you can adapt to any set-
descriptions are more accurate ting. Skills like “Charm” and “Inves-
than others -- but at its core, it tigation” have the same definition
comes down to a group of people in a fantasy setting as they do in
coming together and telling stories. a science fiction setting, but they
Have you ever seen a character could be expressed very differently.
in a movie or television show, or “Charm” could mean you cleverly
read a book or a comic and want- impersonate a count in a fantasy
ed to know more about them or game, but a planet-owning mogul in
their world than they show you on a sci-fi game. “Investigation” could

4
mean you are a gadget-wielding spy crowd - or perhaps just those new
in modern day, or a supernatural de- to roleplaying in general - but were
tective with a sense for the spectral. worried too many rules would com-
There can sometimes be changes to plicate things and frustrate them?
the terms depending on the type of The Pip System began as a way to
setting you have. However, wherev- bring roleplaying games to younger
er, and whenever you want to set players. It is designed with simple
your game, the Pip System fits. mechanics that don’t get in the way
of players creating characters and

What is the Pip expressing themselves through the


stories they’d create together. It is

System? important to note, however, that


simple does not mean simplistic.
The elegance of the Pip System lies
Have you ever wanted to try out in its ability to scale up to whatever
roleplaying games, but not want- complexity the play group decides.
ed to focus on learning a lot of The system also does not rely on
rules or using complex systems? a specific setting, meaning it ac-
Or perhaps you’ve already played commodates playing in a spooky
and enjoyed them and wanted setting, a fantasy setting, a science
to introduce them to a younger fiction setting, or whatever type of

5
world you and your group want. sometimes the GG and other play-
The system is meant to be accessi- ers add suggestions on how that
ble to new players of any age. character could fit into the setting
and/or with their own characters.
The player should start with asking
Game Guides themselves questions that add detail
The person who makes and man- and personality to the character. Are
ages the challenges the players en- they an only child? Where did they
counter in the setting they’ve cho- grow up? What happened to them
sen, as well as creates and stands within the last year, week, or month,
in for the other characters who pop- that put them in the situation they
ulate it (Extras) is called the Game are at the beginning of the game?
Guide. The Game Guide (abbreviat-
ed “GG” or simply Guide) also has
the final say on interpretations of Extras
the rules, and moderates conflicts In the Pip System, an Extra is a
between the characters and/or Ex- character not controlled by one of
tras. The GG takes the player char- the players, but rather by the Guide.
acters, their histories, strengths, These are the people the characters
flaws, and goals and weaves a story interact with in the setting/world,
to let them explore the world and and include the antagonists of the
do some really cool stuff along the story. They are sometimes referred
way. They are the ones who start to as “non-player characters” but
the characters on their “Once upon this system uses the term “Extra”
a time....” It’s up to everyone in- instead, because the player charac-
volved to contribute to the rest of ters are the stars of the story.
the story as the characters work to
their eventual goals.
What You
Players
A player is an individual within the
Need To Play
group who creates and controls a ÜÜ The rules in this book.
specific character. The player, with ÜÜ A copy of the character sheet
the help of the Pip System Core- (back of the book).
book, chooses Qualities and Skills ÜÜ Pencils and scratch paper (for
to describe the type of person (alien notes).
ÜÜ 10 white and 10 black six-sided
/ monster / thinly-veiled movie idol) dice (d6s).
they want for their character (some- ÜÜ A group of two or more friends.
times referred to as the player char- ÜÜ A desire to tell fun and imagina-
acter) to be. They come up with a tive stories together!
history, goals for the character, and

6
Just like in a movie or show, there
Playing the Game are scenes where the characters
aren’t actively chasing down the
The GG and players meet for an villains. They can be making plans,
afternoon or evening to have fun hanging out with their friends (Ex-
telling stories. This meeting is gen- tras or other players’ characters), or
erally referred to as a Session. Each dealing with smaller problems that
Session is similar to an episode in a challenge the characters on their
TV show, an act in a movie, or an is- way to meeting their goals.
sue of a comic book. There’s no set Remember, just like a TV show,
timeframe; most sessions last until a the game isn’t just about fighting bad
good conclusion has been reached guys. There should be times of rest
or as long as everyone is having fun. and reflection where the characters
interact and get to know each other
(or Extras) and even others of mys-
tery and investigation.
RPGs give numerous options
for your character, only limited by
your imagination and the abilities
you’ve chosen. In any given Scene,
your character might want to:

Listen at a door
Attack a bad guy
Intimidate a monster
Sing a song
Tame a wild horse
Discover a secret tunnel
Run really fast
Ask a friend for a favor
Search for a clue
Repair an object

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Rolling the Dice Success!
In the Pip System, a result of 4,
5, or 6 on the d6 represents a sin-
The Pip System uses six-sided gle success. So, a player who gets
dice to resolve actions a player 2, 4, 4, 3 on their white dice has a
wants their character to do. In most total of 2 successes towards ac-
cases, either the environment or complishing their action. They may
another character (or Extra) is op- also get 3, 3, 4, 2 on their black
posing them, or the action is com- dice, which is only 1 success. This
plex and has a chance of failure. A means the player’s character has a
six-sided die is referred to as a “d6” net success of 1 (2-1), and gener-
so if you have to roll 3 six-sided ally only one success is needed to
dice, the abbreviation in this book is accomplish an action.
just “3d6”. The Pip System uses this
term sparingly, instead referring to
white dice “W” and black dice “B” Failure!
specifically; they are always d6s, Using our above example, what if
however. These different colors of the black dice were instead 3, 4, 4, 5
dice are needed to see if their ac- (3 successes)? They would succeed
tion succeeded or failed. in opposing the player character’s
For example: If the player wants
their character to climb up a build-
ing with a security system and
guards, there’s a chance failure
could come with some seri-
ous consequences. So the
player would gather white
dice to represent the char-
acter’s effort to complete
the action and the black
dice to represent the en-
vironmental difficulty
and Extras who oppose
the character succeed-
ing at their action,
referred to as a Chal-
lenge Rating (CR). Once
they have this, they roll
all their dice and see if they
succeeded.

8
action, and the character would ÜÜ Chapter Five - Enemy Extras:
fail, perhaps with some significant The player characters need oppo-
consequences. A guard finds them nents to challenge them, and this
chapter is where you’ll find various
and pushes them out the window!
monsters and enemies to put against
The alarms that were supposed the players.
to be cycling through a diagnostic ÜÜ Chapter Six - Game Guide
come back online and start clang- Tips: This chapter is for the Guide,
ing! Failure doesn’t mean the end with suggestions and ideas to help
for the character, just another ex- them create the world and challenges
citing challenge to beat! their players’ characters will face.

How to Use This Common Game


Book Terms
ÜÜ Chapter One - Making a ÜÜ Advanced Qualities: Combi-
Character: The chapter offers ev- nation of Skills and Qualities allow-
erything you need to create your ing characters access to new Spe-
character. That character has a per- cial Abilities. A character with the
sonality and a history created by the required Skills (S) and Qualities (Q)
player, or sometimes with the help of can purchase one for two (2) Skill
the other players and the Guide. points.
ÜÜ Chapter Two - Gear: Every ÜÜ AR (Armor Rating): The value
hero needs stuff. Weapons, Vehi- of protection given by your armor.
cles, Armor, you know - the usual. AR value ranges from 1-3 and is rep-
This chapter outlines what the char- resented by additional black dice an
acters use to accomplish their goals opponent must roll to attack you.
and tell their stories, including Tools, ÜÜ Archetype: The overall con-
Traps, and Companions for the play- cept for your character; it deter-
er characters - and their antagonists. mines the character’s initial Skills,
ÜÜ Chapter Three - Rules: This as well as a Special Ability and Hin-
chapter describes in more detail how drance.
the characters can accomplish their ÜÜ BP (Build Points): Points used
tasks, and how to determine how to purchase Ranks in Skills (16) and
many of each color dice to use in Qualities (10) when the player cre-
each roll. The chapter also includes ates the character.
special rules to enhance both suc- ÜÜ Burst Dice: An effect applied
cesses and failures and the conse- to either white or black dice, allowing
quences of each. for dice that land on 6 to be rerolled.
ÜÜ Chapter Four - Magic: If you If it again lands on 6, it is rerolled
want to incorporate Magic into your again until it no longer comes up a 6.
game, this chapter tells you how.
Different types of magic, spells, and
components are available in this
chapter.

9
ÜÜ Chance Die: A player may roll ÜÜ PH (Physical Health): How
a single die, called a Chance Die, if much damage a character can sus-
they have no Ranks in a Skill but want tain to their body before they be-
the character to attempt the action come incapacitated.
anyway. The action only succeeds ÜÜ PP (Progress Points): Points
if the player rolls a 6. A result of 1 awarded by the Game Guide to play-
means an automatic Epic Failure. ers for certain actions and behav-
ÜÜ Conflict: Character vs. anoth- iors during the Session. Players may
er character or an Extra. Follows the then spend Progress Points to raise
rules for regular actions, but the CR Ranks in Skills, Qualities, Gear, etc.,
is determined by the target rather for their characters.
than the GG. Stages are 1-Initiative, ÜÜ Ranks: A value describing the
2-Choose Skills, 3-Determine Out- level of expertise in a Skill or Quality,
come. used to describe the strength, du-
ÜÜ CR (Challenge Rating): The rability, and complexity. Most range
number assigned by either the GG, from Rank 1 to Rank 5.
or a value possessed by the oppos- ÜÜ Skill: What the character can
ing Extra (Conflict). It represents the do with some level of expertise, ei-
number of black dice rolled. ther from training or natural talents.
ÜÜ Fortune: Tokens that may be ÜÜ Skill Qualities: Bought in
spent to affect the outcome of a Ranks with either Creation or Prog-
roll or create an advantage within a ress Points, these add to a Skill’s
Scene. pool when using the skill for that pur-
ÜÜ Gear Qualities: Purchased in pose. Skill Qualities may not be pur-
the same manner as Skill Qualities (1 chased at a Rank above the related
Creation or Progress point per Rank Skill’s current Rank.
unless otherwise stated) that add to ÜÜ Special Ability: Part of a char-
what the item does in the game (ex- acter’s Archetype that describes an
tra actions, damage, etc.) extraordinary ability they possess. It
ÜÜ Hindrance: Part of a charac- includes a positive mechanical effect
ter’s Archetype that describes their in the game.
personality flaws, including a nega- ÜÜ Status Effects: Usually used
tive mechanical effect in the game. during combat, they are referred to
ÜÜ Hits: Units of damage resisted in terms of Turns. Each Effect has a
by Health and Armor. Players have name and a Consequence. Examples
separate Physical and Mental Health include Burned, Poisoned, or Fro-
values to resist Hits. Extras have a zen.
single pool, referred to only as Hits. ÜÜ WR (Weapon Rating): A
ÜÜ Initiative: A value used to deter- classification of weapons in the Pip
mine who acts first during a conflict, System, generally from 1 (general/
calculated as (Athletics + Resist)/2, basic) to 3 (extraordinary/complex).
rounded down. A single die roll adds Although some weapons may have a
to the Initiative to produce the final rating of 0 (those held together with
value used. duct tape and lots of hope).
ÜÜ MH (Mental Health): How
much damage a character can sus-
tain to their mind before they be-
come incapacitated.

10
Once everyone is comfortable The following are a handful of ex-
with the setting being used for amples of character concepts to pick
the Pip System, it’s time to cre- from. They give a good start for build-
ate characters. All players just ing a character in the Pip System.
need one of the character sheets
found in the back of this book or at
www.ThirdEyeGames.net. Don’t wor- Adventurer
ry, we’ll walk you through the steps: These characters crave new ex-
periences and enjoy thrill-seeking.
Ü
ÜStep One: Choose Archetype Whether it’s trailblazing, mountain
Ü
ÜStep Two: Choose Skills (16 BP) climbing, skydiving, or spelunking,
and Qualities (10 BP) the Adventurer craves the adren-
Ü
ÜStep Three: Random Charts aline rush caused by taking risks.
They love to see and experience

Step One: new things, often leading them


headfirst into trouble. Adventurers

Choose Archetype can use their outgoing personalities


to make friends rather easily. They
tend to have a lot of people they can
An Archetype is the overall con- reach out to for various reasons.
cept for your character. Do you PH: 5, MH: 5
want to be the strong fighter, cre- Starting Skills: Athletics 2, Per-
ate art, or is your character a thrill form 1, Strike 2
seeker? Your character may like to ÜÜ Special Ability - The Next
do many things, but the concept is Goal: The Adventurer always has a
what they are particularly good at goal in mind, whether it’s their next
doing. The Archetype you choose impossible stunt, their new romantic
determines your character's start- encounter, or even climbing a terrify-
ing cliff. Once per Session, they can
ing Skills and gives them a Special
state their next goal and gain +1W
Ability and Weakness. to any rolls to accomplish it. There

11
must always be a hint of risk in their off to others). If they fail when using
goals, however. either of these Skills, the next use is
ÜÜ Hindrance - Seeker of Thrills: raised by +1 CR. This penalty is cu-
Adventurers tend to take unneces- mulative until they have a success
sary risks for anything they are try- (or the Session ends), at which point
ing to do. The greater the risk tends all previous penalties are removed.
to be, the more they want to do it. If
trying to do things the safe way, they
must succeed in a CR1 Resist Chal- Brute
lenge or give in to their thrill-seeking The Brute uses force as their
ways. This CR cumulatively raises first, second, and many times last
by +1 every time they try to take the
option when dealing with obsta-
safe route until they just can’t help
themselves. cles or people. Though some are
thought to be dumb, others are
cunning, resourceful, and know just
Artist the right time to use their strength.
Whether it is a sword, jewelry, Not all Brutes are horrible people;
traps, or even blueprints, these some only know how to use their
characters are very good at making strength but try to do some good
things and take pride in their work. in the world. Some Brutes protect
Artists pay a great deal of attention others from being bullied, while
to detail and can be perfectionists others are on the front lines de-
when it comes to certain things. fending their towns from threats
They are very hard on themselves that come their way.
and always try to create something PH: 6, MH: 4
perfect, but they also enjoy cri- Starting Skills: Coerce 2, Strike
tiquing others’ work, helping each 2, Survival 1
other improve their chosen craft. ÜÜ Special Ability - Crashing
Fine-tuning their skills is a high pri- Down: Brutes use their strength to
ority for them. take down obstacles of any kind. Any
time they cause Hits to a non-living
PH: 4, MH: 6 target, they deal +1 Hit, showing they
Starting Skills: Coordination 2, are the best to call when stuff needs
Crafts 2, Magic 1 breaking.
ÜÜ Special Ability - Critical Eye: ÜÜ Hindrance - Bad Reputation:
Artists are great at finding fault in They are also viewed upon poorly by
each other’s work, giving them a others who see them as nothing but
very critical eye. The CR for any rolls a potential threat. Brutes suffer a
to detect flaws in an item or struc- -2W penalty to Charm rolls the first
ture are reduced by -1. time they meet someone. If reduced
ÜÜ Hindrance - Hard on Them- to only a Chance die, their demeanor
selves: Artists like to critique each is just too much to overcome.
other's work, but they are even hard-
er on their own use of Crafts (to make
an object) or Perform (for showing it

12
Chef PH: 5, MH: 5
A Chef is an expert cook, yes, but Starting Skills: Crafts 1, Per-
there is more to them. A Chef has form 2, Resist 2
ÜÜ Special Ability - I Know Just
a passion for preparing food, creat- the Dish: A Chef knows just the
ing new dishes and keeping a func- thing to cook for someone when they
tional kitchen. A lot of Chefs have are most in need. If the Chef makes a
perfected their art form so well meal to heal the eater, they’ll regain
that their creations can have many 2 Physical Hits and 2 Mental Hits (in-
different benefits to the consumer. stead of 1 and 1).
Many Chefs know plant life with- ÜÜ Hindrance - Did You Like It?:
A Chef takes a lot of pride in their
in an area, making them a valuable food. She may feel she cooks the
resource for Alchemists. Chefs of- best meals, and for that reason, she
ten have an edge when it comes to doesn’t take criticism well. Anytime
knowledge of a landscape, includ- someone would inflict Mental Hits
ing poisonous plants or dangerous with insults, they can deal +1 Hit by
fauna, often having built up a resis- insulting the Chef's food as well.
tance to them.
Child of Nature
The Child of Nature is the guard-
ian of the great outdoors and be-
lieves nothing is better than the
simplicity of Mother Nature. Draw-
ing strength from their embrace
with the Earth, they feel a connec-
tion to a timeless power greater
than any technology. The Child of
Nature offers a calm voice and gen-
erations of wisdom passed down by
their ancestors to help their friends
and allies. Though they are often
saddened by the choices the world
makes, most embrace their cause
by attempting to find a balance to
make the Earth prosper again.
PH: 4, MH: 6
Starting Skills: Aim 1, Knowl-
edge 2, Survival 2
ÜÜ Special Ability - Commune
with the Earth: The Child of Nature
is most at home in forests, jungles,
and other wooded areas. They gain
+1W to operate within these envi-

13
ronments, as they are obviously the then the weaker their connection to
experts. their faith becomes. If they are ever
ÜÜ Hindrance - Kin to the For- forced to go against their faith’s te-
ests: A Child of Nature cannot stand nets, they lose their Blessing ability
by and allow nature to be despoiled until they have made penance.
by pollution or random destruction,
even if it is not popular or wise to do
so. If they witness a wooded area be- Hunter
ing destroyed, they suffer 1 Mental The hunter is very good at work-
Hit per Turn until they can stop the ing with animals and tracking. They
destruction.
can get through almost any type of
terrain and these skills help them
Faithful track and shadow others. Their
A servant of a higher power, the knowledge of landscapes is unpar-
Faithful sets out to promote their alleled to others, and their skills are
faith to the world and lend a hand highly sought. Hunters also have a
to those who need it. They always talent for working with many types
rely on their faith to see them of animals. Most Hunters have an
through trials and are often tested, animal companion with them, like a
but they always look for a deeper wolf or a hawk. It can take years for
meaning to life. The Faithful fights a Hunter to fully train an animal,
to preserve the world and those in and even then, the animal still has
need, and shares the grace of their a mind of its own.
religion with others. Not all follow PH: 5, MH: 5
their faith stoically, however; in Starting Skills: Investigation 2,
fact, some are jovial and energetic; Sneak 1, Survival 2
setting aside spiritual differences ÜÜ Special Ability - Companion
Animal: Hunters begin the game
with others if it means working to- with a CR1 Companion for Free (page
ward a common goal. 56), which also receives +2 BP. This
PH: 3, MH: 7 can be any mundane animal, such as
Starting Skills: Charm 2, Knowl- a hawk, wolf, or ferret.
edge 2, Magic 1 ÜÜ Hindrance - This Ain’t the
ÜÜ Special Ability - Blessing: Country: Hunters prefer the com-
Once per Session, the Faithful can pany of animals and the openness of
make a Magic roll (CR1). Any suc- the wild over cities and lots of peo-
cesses can be granted to others (not ple. They tend to feel out of place in
the Faithful themselves) as bonus cities and have a hard time relating
dice to any roll. If the dice are not to people, suffering a -1W penalty in
used by the end of the Scene, they these situations.
are lost.
ÜÜ Hindrance - Follow the
Word: The Faithful have a strict
set of laws and rules they must fol-
low, and the more rules they break

14
Jacks tensive libraries, and many trade
Jacks pride themselves on being books to expand their knowledge.
able to fit any role they are need- Each Magic User has their own
ed to play at any given time. They flair, and it shows up when they
enjoy hiding and disguising them- use their magic. Maybe their eyes
selves, making it easy for them glow or items levitate in the sur-
to sneak around, and can pick up rounding area, but something al-
almost any other talent quickly. ways gives them away. A student
Jacks tend to walk around quietly, of magic usually has similar spells
avoiding attention until they need and effects as their teacher, allow-
something. This can lead to oth- ing some to figure out their lineage.
ers in the group getting caught off PH: 4, MH: 6
guard by a Jack just sitting quietly Starting Skills: Crafts 1, Knowl-
up in a tree. A Jack can spend a lot edge 2, Magic 2
ÜÜ Special Ability - The Flair:
of time silently walking around, ob- Those unaware of how magic works
serving the activity around them. (or that it exists at all) may become
PH: 4, MH: 6 frightened in the presence of a Mag-
Starting Skills: Coerce 1, Coor- ic User. Onlookers must make a Re-
dination 2, Sneak 2 sist roll (CR2) or feel compelled to
ÜÜ Special Ability - Quick Learn- run from the sight of the magic being
er: Jacks can pick up new abilities in
the moment after seeing them done
even just once. After they see a Skill
used, the Jack may attempt the same
Skill, gaining a +2W bonus to their
existing level. This bonus is good for
one roll and can only be used on a
Skill once per Session.
ÜÜ Hindrance - Caged: Jacks tend
to be worldly and engaging, but this
is because they are always on the
move. If the Jack ever feels caged,
whether it is being smothered in a
relationship or being caught in a lit-
eral cage, they’ll take 1 Mental Hit
per Scene they stay there.

Magic User
Magic Users are highly-trained
users of a specific magical art.
They want to learn everything they
can about magic and actively seek
it out. Magic Users often keep ex-

15
used. If the victim fails and still wants Marksmen are patient and will
to stay, they suffer 1 Mental Hit. wait for the right time to strike, but
ÜÜ Hindrance - The Quest: Mag- this can take years to develop. A
ic Users have a thirst for knowledge,
good Marksman learns from their
one not easily sated. Collecting as
much knowledge about their area of mistakes and work out what went
interest can become an obsession. If wrong. Marksmen always have a
they know of a magic item or spell- favored weapon that gives them an
book, they must succeed in a CR1 edge. Some Marksmen also prac-
Resist Challenge or immediately go tice unconventional ways to use
in search of it. This CR cumulative- their weapons, though it can take
ly raises by +1 every Scene they re-
years to master.
main unenlightened.
PH: 6, MH: 4
Starting Skills: Aim 2, Investiga-
Marksman tion 2, Survival 1
The Marksman is a character ÜÜ Special Ability - The Perfect
who is very good at using weapons Shot: Sometimes, they need a little
bit of luck to hit their target. Once
such as a gun or bow and arrow.
per Session, before taking their shot,
They use distance to their advan- the Marksman can roll 3d6, taking
tage and have a very keen eye for any successes as bonus dice to their
detail. They pick up on small things next Aim roll.
others may not notice. ÜÜ Hindrance - Need Time: A

16
Marksman has incredible patience. Performer
Because of this, quick decisions are
not something they like to make. The To put on a show; to entertain an
CR for any Skill is raised by +1 any audience and leave them wanting
time they are against the clock or more is the goal of each Performer.
rushed. They can dodge knives, swing from
ropes, or even dance beautifully.
They can focus themselves and per-
Noble form feats of physical or creative
Whether they hail from the days wonder to astound and amaze. The
of kings or from a family name syn- Performer enjoys their craft and lit-
onymous with pop culture, the No- tle else, and they spend countless
ble knows they live a life few can hours practicing and honing their
but dream of. Though some give abilities. One who finds an audience
in to their pride and fall into ar- aims to please them all, especially
rogance, others use their unique those closest to them.
circumstances to help others and PH: 5, MH: 5
expand their family, their clan, or Starting Skills: Athletics 2,
even their nation’s pride. A No- Charm 1, Perform 2
ble is rarely wanting for friends, ÜÜ Special Ability - Fascinating:
though they must be careful how When using the Perform Skill, select
they treat them, as it can be too one target per success who is now
easy for a Noble to treat them like paying attention only to the Perform-
a commodity instead of as a friend. er. For tougher targets, the GG may
PH: 4, MH: 6 require 2 successes. The victim suf-
fers a -1W to Investigation rolls while
Starting Skills: Charm 2, Knowl- under the influence.
edge 2, Resist 1 ÜÜ Hindrance - Aim to Please: A
ÜÜ Special Ability - The Name: A Performer can’t stand to see some-
Noble is known for their family name, one unhappy, especially with their
which provides certain perks. Gain performance. If they are attempting
+1W whenever using their name can to please someone and fail, they’ll try
influence an event’s outcome, from and try again until they succeed, for-
getting into an exclusive club to in- getting all other goals in the process.
timidating enemies into submission.
ÜÜ Hindrance - To Be the Best:
Vanity and pride go hand in hand
with Nobles and despite their best in-
Politician
A Politician spends their life
tentions they may develop a superi-
ority complex. If they are defeated or wrapped up in social and political
one-upped (even by another player’s structures. They may be great al-
character), they immediately suffer 1 lies and can get a lot of things ac-
Mental Hit. complished, or their hands may
be tied because of other ongoing
deals. Politicians like to know what
is going on in their areas, who they

17
can contact and who they can rely never far from arm’s reach.
on. They often like to flaunt their PH: 6, MH: 4
wealth and power and make sure Starting Skills: Investigation 2,
everyone who works with them Knowledge 2, Sneak 1
knows exactly who is in charge in ÜÜ Special Ability - Picking Up
their business dealings. Clues: Once per Session, while
PH: 4, MH: 6 checking out an area, they can roll In-
vestigation (CR2). For each success,
Starting Skills: Charm 2, Co- the GG must give them a clue they
erce 2, Investigation 1 find in the area. These clues usual-
ÜÜ Special Ability - Making ly don’t solve the mystery alone, but
Deals: Once per Session, the Poli- can be instrumental in doing so.
tician may make a Coerce or Charm ÜÜ Hindrance - Paranoid: Sleuths
roll (CR2) to gain items they want. are paranoid due to their profession.
Coerce should be used if the items They have a very hard time trusting
are illegal in nature, while Charm is others and take a long time to ac-
used if they are simply hard to come cept someone new, suffering a -2W
by but normally legal. They may add Charm penalty when dealing with
1 item to their list per success but someone for the first time. You nev-
these are then crossed off at the end er know what they’re hiding.
of the Session if not used.
ÜÜ Hindrance - Bribable: Politi-
cians can be bought and sold eas-
ily. They tend not to hold loyalties
Tinkerer
Tinkerers love to build and create
because it is bad for their business,
and frequently trade in favors, pow- new and interesting gadgets. They
er, and wealth. They suffer a -1W to also are skilled in fixing things in cre-
resist taking bribes or making deals ative ways, usually adding some sort
where wagers are possible. of new effect to whatever they fix.
Because they are knowledgeable in
how things work, Tinkerers are very
Sleuth good at figuring out traps, gadgets,
Sleuths devote their lives to ex- and computers. They usually carry
posing secrets, answering riddles, as much as they can with them in
and solving crimes. They have case they need it to fix something,
great attention to detail, often no- which makes them packrats. They
ticing small clues or hidden mean- never know when they are going to
ings most would overlook. Sleuths need something, so why take the
tend to be walking libraries of eso- chance and not have it?
teric knowledge, some specializing PH: 5, MH: 5
in geography, culture, or science. Starting Skills: Aim 1, Coordi-
They may be connected to well-in- nation 2, Crafts 2
formed individuals or they may ÜÜ Special Ability - Instant Gad-
have access to the world’s biggest get: Once per Session, the Tinkerer
scientific library, but one thing is can make a Crafts roll (CR2). If suc-
for certain; the answer they seek is cessful, they can apply one Gear

18
Quality to a Weapon, Item, or Vehi- dangers they perceive, even if it isn’t
cle. It is always temporary and fades truly a danger. If a comrade is within
at the end of the Session. Close or Near Range, the Warrior re-
ÜÜ Hindrance - Packrat: Tinker- duces the physical Hits their friend
ers are packrats and like to keep would have taken by 1 but takes that
things they may find helpful in the Hit themselves. For example, if a
future. Not only are they slightly dis- friend would take 3 Hits, they instead
organized, but they are also weighed take 2 Hits and the warrior takes 1 Hit.
down by what they carry. They suf-
fer a -1W to moving quickly and must
make an Investigation roll (CR2) to
find specific items in their gadget lab.
Step Two:
Choose Skills
Warrior
Warriors favor using handheld and Qualities
weapons, like swords, and have
turned this talent into an art form. Skills and Qualities Ranks
They take their training seriously 0 Untrained
and enjoy sharing this knowledge 1 Dabbler
to help their friends. Warriors are
sometimes overly protective, but 2 Hobbyist
this can be a problem when meet- 3 Established
ing new people because it takes 4 Veteran
them a while to consider someone
5 Expert
a friend. Warriors hold honorable
actions in the highest regard and
Skills show the areas of exper-
give those who act in such a way
tise a character possesses, either
great respect, even if they do not
from training or natural talent.
agree with their reasons.
Once their initial Skills are chosen,
PH: 7, MH: 3
they can also drill down and build
Starting Skills: Athletics 2, Re-
upon their talents with Qualities.
sist 1, Strike 2
ÜÜ Special Ability - A New Chal- Each Rank in a Quality costs 1 BP
lenger: Warriors love to take on bat- (unless otherwise stated) and adds
tles where they can test themselves to the dice pool when using the
against new challenges. When a Skill for that purpose; reflecting
warrior is fighting an enemy type for what the character is really good
the first time, all 6s rolled for Strike at. Qualities cannot be purchased
against the new enemy counts as 2
up without the corresponding Skill
successes (instead of 1).
ÜÜ Hindrance - Guardian: War- being purchased at the same level
riors are very protective of their or greater. For example, with Ath-
friends, almost to a fault. A warrior letics 3, Susan can purchase the
tries to shield their friends from any Jumper Quality also up to Rank 3.

19
If she wants Jumper 4, she must ÜÜ Specific Weapon: The char-
raise the Athletics Skill up to Rank acter has received extensive training
4 before she does so. with a specific ranged weapon, like
pistols, rifles or cannons, gaining a
Advanced Qualities are highly
bonus when using it.
specialized abilities, similar to those
gained from the character's Arche-
type, that involve a combination of Athletics
Skills and Qualities to purchase. Hav- The Athletics Skill shows the
ing an Advanced Quality in an area character's control over physical
can make you a person who is fre- movement. Whether they have
quently sought out for your skills. an affinity for running, jumping or
Players receive 16 Build Points playing sports, Athletics can en-
(BP) to spend on Skills and 10 BP to compass it all.
spend on Skill Qualities, Gear Qual-
ities, and Advanced Qualities. Each Athletics Qualities
Rank in a Skill or Quality costs 1 BP, ÜÜ Jumper: The character has
unless it is for Rank 5, which cost 2 a natural ability to jump around.
BP a piece. Advanced Qualities cost Whether it's vertical jumping, dis-
tance, or parkour based, she has an
2 BP, but require certain prerequi-
easier time with it.
sites to purchase.
ÜÜ Rank Caps: Beginning charac-
ters are usually limited to Rank 4 in
any Skill. However, for certain char-
acter concepts or if the story is for
more hardened characters, the GG
may allow for higher Ranks to start.

Aim
This Skill represents a character's
training in ranged weapons. High
levels of Aim mean the character
is good at hitting targets from a dis-
tance and pinpointing an attack.

Aim Qualities
ÜÜ Pitcher's Arm: They are good
at throwing things. Whether it's a
baseball, knife, or ax, they know how
to hit their mark.
ÜÜ Sharpshooter: The character
has been trained to place their shot
meticulously from a distance.

20
ÜÜ Sporty: The character would
have a natural affinity for sports. Mixing Skill Qualities
She could learn a new sport rather When using a Quality attached
quickly and perform decently at it. to a specific Skill, it makes your
ÜÜ Sprinter: This Quality reflects chances of success even better.
a character's talent for running However, you can still use a Qual-
quickly. She can sustain distances at ity you bought for one Skill to aid
a decent pace. use of another Skill, but to a lesser
degree. The player only gets to use
half of a Quality in this manner:
Charm Rank 1 gives no modifier, but Rank
This Skill reflects the character's 2 gives +1W, Rank 3 or 4 gives
ability to engage in positive social +2W, and Rank 5 gives +3W. For
manipulation, including making example, if using the Strike Skill to
friends, negotiating, or consoling launch a flying kick, a player may
someone in need. They have a knack be able to use their Jumper Qual-
for affecting others for the better. ity from Athletics or even their
Hiding Place Quality from Sneak
Charm Qualities if they are attacking from a stealth
ÜÜ Attractive: They may be nat- position. Mixing Skill Qualities is
urally attractive, have a certain ani- yet another way the Pip System
mal magnetism to them, or may be shows off its versatility.
affected by a magical glamour.
ÜÜ Empathetic: The character is ÜÜ Tempter: They can convince
very good at figuring out another's another to do something naughty.
emotions, and gains a bonus when There's just something about the
doing so. character that makes it seem like a
ÜÜ Haggler: They are very good at good idea.
talking down the cost of items or ser-
vices, always getting the best deal.
Coordination
Coordination falls under a certain
Coerce amount of training for precise and
The Coerce Skill represents a char-
speedy movements. This Skill in-
acter's talent at manipulating others
cludes hand/eye coordination, flex-
in negative ways. They may include
ibility, or balance, as well as operat-
affecting another's emotional states,
ing vehicles with expert efficiency.
mental perceptions, or fears.
Coordination Qualities
Coerce Qualities ÜÜ Balance: A character with
ÜÜ Liar: The character is better at Balance has an easier time moving
lying than others, gaining a bonus gracefully. It could be on the edge
when deceiving. of a building, across a rope, or over
ÜÜ Scary: They are good at intim- slippery terrain.
idating others, evoking fear from
their actions even without trying.

21
ÜÜ Pilot: Mastering a vehicle takes late displays of art. It may be paint-
years of study, training, and devo- ing, knitting, sculpting, or calligraphy.
tion. A character with this Quality ÜÜ Computers: This Quality
can pilot a specific vehicle, which makes the character an expert at
must be noted. working with computer systems.
ÜÜ Trickster: This Quality is for ÜÜ Mechanic: A character with
those with a talent for sleight of hand, the Mechanic Quality has learned
including card tricks, pickpocketing, how to fix things better than anyone
stage magic, or many other talents. else. They may be good at repairing
vehicles, furniture, or whatever else
is put in front of them.
Crafts
Crafts is the Skill of knowing how
things work, taking items apart, and Investigation
knowing how to put them back to- The Investigation Skill reflects
gether. It also encompasses the use the character’s ability to gather
of computers, so it's always handy information from their environ-
to possess in the modern era. ment, often in covert ways. It is an
important Skill for characters who
Crafts Qualities like to know what’s going on.
ÜÜ Artistic: A character is extra
artistic, allowing for more immacu- Investigation Qualities
ÜÜ Awareness: A character with
Awareness can pick one of their
Noticing Things senses (i.e. sight, hearing, smell,
GGs and players will notice there taste or touch) and gain a bonus
is no active Skill for just noticing when using it for rolls.
something. This is purposeful. If ÜÜ Clue-Hound: This Quality al-
a character is supposed to notice lows a character to track down clues
something without effort, the GG in an area easier, gaining a bonus
should simply give them the perti- when searching or even examining
nent information without a check. body language.
For instance, they wouldn’t need a ÜÜ Nosy: The Nosy Quality is used
roll to smell cookies in the air or by characters who are very good at
notice the military officer has nu- eavesdropping or digging up person-
al secrets on someone.
merous medals on her jacket.
However, if searching for clues,
information, or otherwise actively
trying to perceive things in their en-
Knowledge
vironment, players should use the
The Knowledge Skill represents
Investigation Skill. This keeps roll- the character’s general knowledge
ing to a minimum, and players learn about the world. This can include
quickly that if they are rolling it’s anything from geography to history
for something really juicy and not to local knowledge.
just easily available information.

22
Knowledge Qualities the ability to cast spells. Magic can
ÜÜ Historian: Whether the char- give insight where other methods
acter read a lot of books, studied his- just don't work.
tory, or lived it first hand, they know
a lot about what came before.
ÜÜ Medical: They possess medical Magic Qualities
knowledge beyond basic first aid, being ÜÜ Lore: The character knows
able to diagnose issues, spout off medi- about folklore, myths, and can even
cal fact, and even perform surgery. identify magic items from their
ÜÜ Streetwise: This Quality extensive knowledge about such
means the character knows a lot things.
about the criminal underground, ÜÜ Sensing: Some characters are
such as where to acquire contra- sensitive to the effects of magic in
band and what gangs operate in a the area. They can sense magic with-
given area. in 1 mile with a successful roll.
ÜÜ Specific Spell: This Quality is
attached to a chosen spell, giving the
Magic character one use of the spell for
free per day per Rank in the spell.
This Skill reflects a character's More on spells on page 90.
training in how magic works, in-
cluding activating items, knowl-
edge in legend and myth, and even

23
Perform Sneak
This Skill shows a character’s This Skill gives the character the
proficiency in some sort of perfor- ability to act unnoticed. They are
mance skill. The character is used great at hiding, shadowing others,
to standing in front of crowds and or moving silently through their en-
playing an instrument, speaking, or vironment.
dancing.
Sneak Qualities
Perform Qualities ÜÜ Hiding Place: The character is
ÜÜ Actor: This Quality is used very good at finding or improvising
when a character is great at pretend- hiding places.
ing, like impersonating someone else ÜÜ Ninja: They become experts in
or attempting to appear sickened, moving quietly, able to move through
poor, etc. rooms silently or sneak up behind
ÜÜ Emotional: The character is someone unnoticed.
good at evoking emotional respons- ÜÜ Shadow: The character is
es from their audience, gaining bo- skilled at following someone else
nus dice to do so. without being noticed.
ÜÜ Specific Instrument: They
have learned to play a specific in-
strument better than others, gaining Strike
a bonus when using it. This Skill represents a charac-
ter’s training in close combat, ei-
ther hand-to-hand or with melee
Resist weapons. Characters with self-de-
The Resist Skill reflects a char- fense, weapons, or military training
acter’s ability to resist attacks on in their past should choose Strike.
their mind and body, such as from
fear or poison. It is also used as a Strike Qualities
catch-all resistance Skill in cases ÜÜ Defensive: A character with
where no other Skill fits the bill. this Quality is harder to hit, as they
have been trained to block incoming
Resist Qualities attacks.
ÜÜ Cunning: The character is very ÜÜ Specific Weapon: This Qual-
good at seeing through lies and resist- ity shows a specific weapon prefer-
ing other types of social manipulation. ence. The player chooses a weapon
ÜÜ Fearless: A character with this and receives a bonus when using it.
Quality faces down fear on a regular ba- ÜÜ Wrestler: The character re-
sis and has grown resistant. They gain ceives a bonus when fighting in grap-
a bonus when standing their ground. pling range.
ÜÜ Immunity: They are resistant
to poisons, usually from body-train-
ing or prolonged exposure to harm-
ful chemicals.

24
ly detailed works of art in less time
Survival than normal. While detailing does
Characters with this Skill have
take time, it doesn’t slow you down
trained to survive in unforgiving as much as others, and you may even
conditions. Whether they can track have discovered some secrets to re-
down prey, build sturdy shelter or ducing time. When rolling for the suc-
find their way when lost, it is a must- cess of an art piece, all 6s become
have Skill for the avid adventurer. Burst Dice.

Survival Qualities
ÜÜ Navigator: A character with Backstab
this Quality gets a bonus when trying Requires: Sneak 3 (S), Strike 2 (S),
to find their way. Hiding Place 2 (Q)
ÜÜ Specific Environment: The A character with Backstab is skilled
character has specific training oper- attacking from a hiding place or from
ating within a certain type of environ- behind a target. When launching a
ment (choose one environment type: surprise attack from an ambush point,
jungle, forest, desert, urban, frozen). you can roll the Sneak Skill (instead
ÜÜ Tracker: They have an easi-
of Strike), adding in Hiding Place as a
er time finding footprints, spotting
Quality normally. You may then reroll
markers showing, and generally
tracking their prey, whether animal a number of dice equal to your Strike
or person. Rank if you choose.

Advanced Born Magical


Requires: Magic 4 (S), Sensing 3 (Q)

Qualities The character was born with mag-


ical blood. You can cast your first 2
spells a day without losing some uses.
Advanced Qualities are a combina- However, you must also choose 1
tion of Skills and Qualities that give Skill (not Magic) they are not good in.
characters access to special abilities Any rolls with that Skill suffer a -2W
like those gained from their Arche- penalty.
type. They can be purchased for 2
Build Points, but the character must
have the prerequisite Skills (marked Doppelganger
with (S)) and Qualities (marked with Requires: Coerce 3 (S), Actor 3 (Q),
(Q)) before purchasing the Advanced Shadow 2 (Q)
Quality they want. You are skilled at disguising yourself
as another person, dressing like them,
acting like them, and sounding like
Artisan them. You gain +2W when pretend-
Requires: Crafts 4 (S), Artistic 3 (Q) ing to be another person. If you have
You have honed your crafting skills shadowed this person for at least a
to a science and can create intricate- day, the dice become Burst Dice.

25
Dual-Wielder Hideout
Requires: Knowledge 3 (S), Strike 3 Requires: Crafts 3 (S), Survival 3 (S),
(S), Specific Weapon 2 (Q) Hiding Place 2 (Q)
You are trained in wielding two weap- You have a special headquarters
ons of the same type at once, whether where you train, perform experi-
it is two melee weapons (sword and ments or otherwise take your leisure.
dagger) or two ranged weapons (dual Because it’s your home turf, all rolls
pistols). When using this weapon type, while in your Hideout gain +1W, from
you gain +1W to attack (reflecting the interrogating a suspect in the holding
additional force behind your attacks) cell to appraising a rare artifact in
and add +1B to your opponent's at- your lab. Anyone trying to encroach
tacks on you (as you can block or upon your Hideout also suffers a -2W
dodge more effectively). penalty, due to heightened security
and defense measures.

Forgery
Requires: Coerce 3 (S), Artistic 3 Socialite
(Q), Liar 2 (Q) Requires: Charm 3 (S), Attractive 2
You can create copies of docu- (Q), and either Empathetic 2 or Hag-
ments, illustrations, paintings, and gler 2 (Q)
other hand-crafted works that look You enjoy being the center of atten-
nearly identical to the original. Gain tion at social functions and know how
+1W when attempting to create a to navigate a room successfully to
forgery or simply spend 1 Fortune make each guest feel special. You are
to duplicate it automatically without cunning and can cut deals over drinks
flaw. In addition, you have an eye for with ease, or you have a sympathetic
detail and spot discrepancies in other ear that gets others to tell you infor-
people’s work. Gain +2W when trying mation they normally wouldn’t share.
to see if a work of art is a forgery. When at social functions, gain +2W to
gain information and Armor 1 against
mental damage.
Gumshoe
Requires: Investigation 4 (S), Clue-
Hound 2 (Q), Shadow 2 (Q) Stunt Pilot
You know where to look for clues, Requires: Coordination 3 (S), Pilot 3
rarely lose the subject you are follow- (Q), Trickster 2 (Q)
ing and can piece together small piec- When piloting a vehicle, you may
es of information to see the larger perform awe-inspiring stunts and
picture. You gain +2W when working evasive maneuvers. Gain +1W when
on solving a problem you have already using Pilot to impress an audience or
made an Investigation roll on earlier. to evade a pursuer, and all 6s become
If the character is a Sleuth (page 18), Burst Dice.
this bonus applies to their Picking Up
Clues rolls as well.

26
Thick Skinned Virtuoso
Requires: Athletics 3 (S), Immunity Requires: Perform 3 (S), Actor 2 (Q),
2 (Q), Resist 3 (S), Survival 2 (S) Specific Instrument 2 (Q)
You have become very good at tak- While performing, you gain +1W to
ing hits and can continue to function any Lying or Acting roll. In addition,
even if hit with a weapon. You can you’re known far and wide for your
shake off being dazed or avoid be- talents and are easily recognizable
coming confused in battle. You can (for better or worse), and can spend 1
ignore the first Hit of any attack that Fortune to use your fame to your ad-
hits you. vantage (i.e. getting into a club, asking
a fan to perform a task,etc.).

Triathlete
Requires: Athletics 3 (S), and Sporty Wealthy
3 (Q) or Sprinter 3 (Q) Requires: Charm 3 or Coerce 3 (S),
You are at the pinnacle of physical Knowledge 2 (S), Cunning 2 (Q)
condition, making it easier for you to The character has a lot of money,
go longer distances over difficult ter- much more than other people, and
rain. Your extensive training in many can use it to their advantage. At the
different sports makes you versatile. beginning of each Session, the player
You gain +2W when using Athletics in receives +1 Fortune (page 67). They
unconventional ways, and can spend can then spend Fortune to get things
a Fortune to shake off any effects of for the character or bribe Extras to
exhaustion for the Scene. influence the story. If the item they
want is rare or loyalties are strong,
they may have to spend multiple For-
Trick Shots tune tokens to make this happen.
Requires: Aim 3 (S), Sharpshooter 3
(Q), Trickster 2 (Q)
You have honed your senses so
much you can ricochet projectiles to
reach around corners, disarm traps,
or distract others. You can calculate
exactly where you need to shoot to
hit your target. The CR for all called
shots is reduced by 2.

27
have everything in its place, mak-
Customize your ing it harder for him to function in

Characters chaotic situations.

Customizing the Pip System is Customized Skills


simple and allows players to cre- and Qualities
ate just the type of characters they There may be character con-
wish to explore. Outlined below is a cepts or certain talents a player
guide on how to create the charac- may want to have for their char-
ters you want for whatever genre acter that are not covered above.
you want to play. The Pip System can accommodate
custom Skills and Qualities for any
Customized Archetype genre the story may take place in.
Archetypes within the Pip Sys- Skills and Qualities should be rath-
tem all have Skills in which the er simple in nature, so if a more
characters excel, reflected in two complicated characteristic is want-
Skills starting at Rank 2 and one ed, the player and GG should devel-
Skill starting at Rank 1. In addition, op a custom Advanced Quality to-
each one gets a Special Ability and gether. Custom Skills or Qualities
a Hindrance, each of which reflects should scale the same way others
the way the character has been do but fit the concept better.
trained or raised, or an inherent For instance, a Sci-Fi setting may
weakness they suffer. This helps separate Aim out into separate
to create a dynamic character with Blaster and Rifle Skills, to promote
more depth. the difference between the training
If a player wishes to alter a con- on these two weapons. Likewise,
cept, it is easy to do so with some the Magic Skill may be switched out
backstory changes. For example, for a Tech Skill and Survival may
a Tinkerer may not seem very or- be removed entirely and replaced
ganized to outsiders, but he knows with a Piloting Skill (instead of be-
where everything is in his home. ing a part of Coordination). This is
A player may not want to have a only one example of how this can be
disorganized Tinkerer, and instead applied, but GGs are encouraged to
wants a Tinkerer who is extremely find other ways for the Pip System
organized so others can find things to deliver the story they want to tell.
easier. The trade-off may be that
he is extremely peculiar to his or- Customized Advanced Qualities
ganization, suffering a penalty to Players are also able to create
interactions with other Tinkerers, custom Advanced Qualities for
or he may suffer from the need to their characters. Each Advanced

28
Quality needs to have at least two ÜÜ 1st Roll: Roll two dice, each
Skills or Qualities as requirements. one marking which chart the next
These should be the building blocks two rolls will occur on. For example,
if the player rolls a 3 and a 5, their
for the end effect of the Advanced
2nd roll will be on Chart 3 and their
Quality, which may be added dice 3rd roll on Chart 5.
to specific rolls, giving Burst Dice, ÜÜ 2nd Roll: Roll two dice and add
or eliminating negative effects. their values together, giving you the
Work with your GG to make sure result on the chart. For example, if
what you have makes sense for the they rolled a 3 and a 5, the character
Advanced Quality. receives whatever is #8 on Chart 3.
ÜÜ 3rd Roll: Same as the 2nd
roll, but for the second Chart rolled
Step Three: during the 1st roll.

Random Charts Modern Setting


The Modern Setting is used when
Now to the most fun part of the playing in today's times with fairly
process: The Random Charts. Play- normal characters, such as police
ers get a chance to roll on the fol- detectives, vigilantes, criminals
lowing charts to add a bit of random- and other things found in mod-
ness to their characters. Although ern times. Of course, if playing in
some items may seem more useful a Modern Fantasy setting, the GG
than the others at first glance, it’s may allow players to roll on the
important to remember that every- Fantasy Charts or even the Sci-fi
thing has a use just waiting to be Charts if aliens exist, for instance.
discovered! Perhaps your football
seems to be a useless toy outside M-1 Fun Items
of a game, but if you need to throw 2 Lunchbox
something and hit the off switch to a
3 Football
trap that’s located on the other side
4 Bag of candy
of a gate, then it’s more useful than
a bag of gold! The items may also be 5 Remote control car
used to look deeper into the char- 6 Rare fossilized egg
acter's psyche. Perhaps her football 7 Baseball and bat
is a constant reminder of her father 8 Joke book
who she used to play with.
9 Boombox
First determine the setting type
you are going for, as it tells you 10 Ventriloquist puppet
which charts to use (Modern, Fan- 11 Tickets to a Broadway
tasy, Sci-Fi, Spooky!). Then each show
player will roll a total of three times: 12 Makeup kit

29
M-2 Modern Tech 10 Ex-criminal
2 Blacklight 11 Newspaper journalist
3 Expensive laptop 12 Deputy mayor
4 VR Simulator
5 Tracking darts M-5 Clothing
6 Spy glasses 2 Disguise of choice
7 Sound amplifier 3 Thief outfit
8 Silencer 4 Designer cufflinks
9 Earpiece 5 Sunglasses
10 Bug detector 6 Evening wear
11 Frequency jammer 7 Sports uniform
12 Hidden audio recorder 8 Diving suit
9 Trench coat
M-3 Appearance 10 Military uniform
2 Soul patch 11 Hiking boots
3 Small scar (Choose where) 12 Expensive suit
4 Chest tattoo
5 Graying M-6 Weapons
6 Large scar 2 Handgun
7 Glasses 3 Throwing stars
8 Short 4 Rifle
9 Redhead 5 Pepper spray
10 Beard 6 Shovel
11 Eyepatch 7 Sledgehammer
12 Tall 8 Hidden blade
9 Replica sword
M-4 Contacts 10 Chainsaw
2 A street snitch 11 Boxing gloves
3 Animal trainer 12 Japanese sword
4 Convenience store clerk
5 A card shark
6 Online blogger
7 Priest/Religious figure
8 Junkyard owner
9 Officer of the law

30
Fantasy Setting 9 1 liter of fresh spring water
In a Fantasy Setting, you are in 10 Equipment cleaning kit
a world of adventurers doing bat- 11 Snow shoes
tles with dragons and walled cities
12 Bottle of fine wine
keeping people safe from raiders.
Rarely do these settings have tech-
F-3 Features
nology more complicated than a
clock, but at a GG’s discretion, they 2 Occasionally appears
may substitute a random item from ethereal
a chart in another genre. Keep in 3 Pointy ears
mind that unless the goal is to in- 4 Magnificent beard/hair
troduce spontaneity or something 5 Long fingernails
completely unexpected to the plot, 6 Eye patch
a futuristic item in a fantasy setting
7 Hooved feet
may disrupt the game.
8 Cat tail
F-1 Fun Items 9 Faint glowing aura
2 Pocket hymnal 10 Perpetual smell of burning
wood
3 Set of liar’s dice
11 Eyepatch
4 Musicbox
12 Purple skin
5 Flask
6 Halfling cookbook
F-4 Garments
7 Sewing kit
2 Beggar’s outfit
8 Musical instrument
3 Monk’s robes
9 Stuffed doll
4 Hooded cloak
10 Bag of exotic fruit
5 Fur coat
11 Pewter dragon pin
6 Bronze torc
12 Flint and tinder
7 Traveling boots
8 Jeweled gauntlets
F-2 Ancient Wisdom
9 Clothing designed for
2 Collapsible staff another race
3 20 ft. of chain 10 Cape or sash from another
4 Disguise kit plane
5 Telescope 11 Dragonscale overcoat
6 Steel pot 12 Shimmering tunic and
breeches
7 Grappling hook
8 Travel rack of spices

31
F-5 The Esoteric Sci-Fi Setting
2 Book of gnomish folklore Thanks to modern technology, it's
3 Scroll from a forgotten easier to imagine what living in a sci-
temple ence fiction novel is like. Mad scien-
4 Blank paper and an inkwell
tists, daring starfighter pilots, wise cos-
mic knights, and intelligent animals are
5 Unidentified gemstone but a few of the characters that can be
6 Floorplans to a lost keep brought to life. Although the scenery
7 Guidebook of common Elven can seem a bit overwhelming at times,
phrases it is the little things that keep a charac-
8 Letter of passage to a nearby ter grounded and in the present.
kingdom
9 Glass sphere that shows S-1 Fun Items
pleasant memories 2 Pet rock
10 Stone that changes color if a 3 Sonic harmonica
drink is poisoned
4 Digital music player
11 Stone that sings lullabies in
5 Light-up clothing
forgotten language
6 Pocket communicator
12 Ingot of Dwarven steel
7 Talking pet
F-6 Weapons 8 Never-ending fruit candy
dispenser
2 Dagger
9 Dancing teddy bear
3 Spear
10 Holographic baseball card
4 Mace
11 Floating disco ball
5 Battle axe
12 Pocket 3D printer
6 Sword
7 Crossbow S-2 Research Tools
8 Halberd
2 10 ft. extending shoe soles
9 Longbow
3 Elastic absorbing towel
10 Fighting claws
4 Waterproof bag
11 Morningstar
5 Wrist computer
12 Black powder musket
6 Bracelet with built-in GPS
7 Palm print reader
8 Instant travel food rations
9 LED ring flashlight
10 Flare gun
11 Nose filters (10 min. air supply)
12 Smart visor

32
S-3 Features S-4 Clothing
2 Extendable arms 2 Sleek swimmer’s outfit
3 Implanted gills 3 Color changing tie
4 Animal fur 4 Hoodie with built-in stereo
5 Robotic limb Sspeakers

6 Color shifting hair 5 Self-lacing shoes

7 Rewritable print tattoo 6 Living metal bracelet

8 Glowing eyes 7 Trench coat

9 Decorative wings 8 Uniform (Player’s choice)


on your shoulders 9 Winter coat w/built-in heater
10 Stereo vocal cords 10 Dress with infinite pockets
11 Retractable reading glasses 11 T-Shirt with electronic
12 Sharpened teeth screen on front
12 Motorcycle armor

33
S-5 The Weird Spooky! Setting
2 Vial containing living In Spooky! settings, it is assumed
computer code to be modern, but with a focus on
3 Pen that scrambles solving murders, hauntings, or oth-
everything it writes er mysteries. Most people don't re-
4 Eraser that descrambles alize they are involved in a mystery
what it erases until they are well after finding their
5 Radio broadcasting live base- first clue. These items will help you
ball games from the past with investigations, not necessarily
6 Digital skeleton key with fighting opponents head on.
7 Cell phone with tracking Though in some creepy mansions
8 Bouncing ball made from and abandoned mines, you may
interstellar metal have to fight to get away!
9 Phone that intercepts nearby
phone calls Sp-1 Fun Items
10 Disc emitting powerful 2 Snorkel
electromagnetism 3 50 ft. of rope
11 Notebook belonging to 4 Flute
famous scientist
5 CCG deck
12 Indestructible crowbar
6 Football

S-6 Weapons 7 Candy bar


8 Bottle of perfume
2 Club
9 Squirt gun
3 Laser saw
10 Bubblegum
4 Kinetic impactor
11 Backpack
5 Flechette launcher
12 Skateboard
6 Incinerator blade
7 Injector glove
Sp-2 Mystery Kit
8 Electric chain
2 Microscope
9 Micro stunner
3 Tablet computer
10 Knock-out gun
4 Fake police badge
11 Cryo gun
5 Notepad and pen
12 Force neutralizer
6 Night-vision goggles
7 Fingerprint kit
8 Magnifying glass
9 Climbing gloves
10 LED flashlight

34
11 Mask 7 Book of Horror Stories
12 Audio recorder 8 Graphic novel of
murder mysteries
Sp-3 Appearance 9 Skeleton key
2 Big sideburns 10 Map of the town’s
escape routes
3 Small scar (Choose where)
11 Library card to library of
4 Shoulder tattoo alexandria
5 Piercings 12 Goggles that see ghosts
6 Large scar (Chooses where) [Spectral Spectacles]
7 Glasses
8 Pointed ears Sp-6 Weapons
9 Magnificent beard 2 Pocket knife
10 Wild hair 3 Hammer
11 Miscolored eyes 4 Gym padlock
12 Interesting birthmark 5 Crowbar
6 Hockey stick
Sp-4 Clothing 7 Shovel
2 Ski mask 8 Hatchet
3 Reinforced gloves 9 BB-gun
4 Spiked bracelet 10 Bowling ball
5 Gold chain 11 Weighted glove
6 Steel toed boots 12 Chainsaw
7 Leather jacket
8 Cool sneakers
9 Watch
10 Messenger bag
11 Sports jersey
12 Dress shirt

Sp-5 Weird Items


2 Ring to secret fraternity
3 Bracelet with
strange markings
4 Pocket encyclopedia
5 Handheld game device
6 Portable charger

35
Other Charts 5 A parent
The next charts are for those who 6 The youngest child
want to flesh out their characters’
7 Forgotten about
personalities and destinies even fur-
ther but may be having a hard time 8 A spy
coming up with examples of their 9 Collect something
own. The following charts offer sug- 10 You care for a younger
gestions on possible connections, sibling
motivations, and methods for mak- 11 You have no family
ing a character, but if a player does 12 You are older
not like the result they have rolled or
has already decided upon a certain For determining a character’s
motivation, they can skip this step. motivations, roll 1W and 1B die to
determine their motivations draw-
Character Connection Chart ing from their Past, their Present,
2 You are siblings and their Future. Then you com-
3 One of you owes a debt to bine the sentences as best you can
the other with their counterpart and see how
4 You worked with each other your character views their reasons
before for going out into the world. The
5 You distrust each other player is responsible for interpret-
6 One of you were sent to spy
ing their motivations from these
on the other rolls, and they are to be considered
7 You want to help each other
loose guidelines for their behav-
on a goal ior and not a strict rule they must
8 One of you is very sick and
obey.
needs assistance “For Janet’s Sleuth’s Past, she
9 You were told to work to-
rolls 1W and 1B die and gets a 3
gether and a 4, respectively. Looking at
the chart she gets a motivation that
10 You are related distantly
(cousins) reads “You got in trouble, and the
consequences still follow you, but
11 One of you was recruited by
the other for a job you aim to fix things.” This means
her Sleuth once got in trouble with
12 You are married
the law or perhaps her family but

she hopes to fix things somehow.”
Backgrounds
2 Lost memories
3 Hired to help
4 Just graduated

36
Past Black Die Result
White Die Result
1 ...but you keep trying any-
1 You have total amnesia, and way.
do not remember your past...
2 ...because you are a cham-
2 You believe in a higher pion.
calling...
3 ...because a promise is a
3 You got in trouble, and the promise.
consequences still follow
you... 4 ...but the challenge never
ends.
4 You saved someone’s life...
5 ...because you know you’ll
5 You were rescued by some- win.
one when you needed it
most... 6 ...and you’ll always be there.
6 You always wanted to be a
hero...
Future
White Die Result
Black Die Result
1 You keep searching for the
1 ...and now helping others is answer...
your calling.
2 You never shy away from the
2 ...and in the process, you fight...
saved someone else.
3 You know you’ll win in the
3 ...and you found a cause to end...
believe in.
4 You may lose it all...
4 ...but you aim to fix things.
5 You will discover who you
5 ...and it all became clear. really are...
6 ...but found your just reward. 6 Danger is coming...

Present Black Die Result


White Die Result 1 ...and you will find under-
standing.
1 You are just trying to sur-
vive... 2 ...and you will prove yourself
once and for all.
2 You want to overcome all
challenges... 3 ...but the fighting never ends.
3 You are close to solving the 4 ...and discover if you are the
mystery... hero or the villain.
4 You find yourself always 5 ...and you will stop it from
struggling to succeed... happening.
5 You never doubt your 6 ...and all will be well.
friends...
6 You always doubt yourself...

37
Quick Reference
Step One: Choose Archetype
Players pick one of the following:
Name PH/ Skills Special Hindrance
MH Ability
Adventurer 5/5 Athletics 2, Per- The Next Goal Seeker of
form 1, Strike 2 Thrills
Artisan 4/6 Coordination 2, Critical Eye Hard on
Crafts 2, Magic 1 Themselves
Brute 6/4 Coerce 2, Strike 2, Crashing Rad Reputation
Survival 1 Down
Chef 5/5 Crafts 1, Perform I Know Just Did You Like It?
2, Resist 2 the Dish
Child of 4/6 Aim 1, Knowledge Commune Kin to the
Nature 2, Survival 2 with the Earth Forest
Faithful 3/7 Charm 2, Knowl- Blessing Follow the
edge 2, Magic 1 Word
Hunter 5/5 Investigation 2, Companion This Ain’t the
Sneak 1, Survival Animal Country
2
Jacks 4/6 Coerce 1, Coordi- Quick Learner Caged
nation 2, Sneak 2
Magic User 4/6 Crafts 1, Knowl- The Flair The Quest
edge 2, Magic 2
Marksman 6/4 Aim 2, Investiga- The Perfect Need Time
tion 2, Survival 1 Shot
Noble 4/6 Charm 2, Knowl- The Name To Be the Best
edge 2, Resist 1
Performer 5/5 Athletics 2, Charm Fascinating Aim to Please
1, Perform 2
Politician 4/6 Charm 2, Coerce Making Deals Bribable
2, Investigation 1
Sleuth 6/4 Investigation 2, Picking Up Paranoid
Knowledge 2, clues
Sneak 1
Tinkerer 5/5 Aim 1, Coordina- Instant Gadget Packrat
tion 2, Crafts 2
Warrior 7/3 Athletics 2, Resist A New Guardian
1, Strike 2 Challenger

38
Step Two: Choose Skills
Players spend 16 BP on Skills and then a total of 10 BP between Skill
Qualities, Advanced Qualities, Gear Qualities, and Spells.
Skill Name Usage Example Skill Qualities
Aim Ranged Attacks Pitcher’s Arm, Sharpshooter,
Specific Weapon
Athletics Physical movement Jumper, Sporty, Sprinter
Charm Positive social Attractive, Empathetic, Haggler
manipulation
Coerce Negative social Liar, Scary, Tempter
manipulation
Coordination Precision and Speed Balance, Pilot, Trickster
Crafts Putting things together Artistic, Computers, Mechanic
Investigation Uncovering secrets Awareness, Clue-Hound, Nosy
Knowledge General knowledge Historian, Medical, Streetwise
Magic Anything magical Lore, Sensing, Specific Spell
Perform Putting on a show Actor, Emotional, Specific In-
strument
Resist Stopping outside effects Cunning, Fearless, Immunity
Sneak Not being seen Hiding Place, Ninja, Shadow
Strike Hand-to-hand Attacks Defensive, Specific Weapon,
Wrestler
Survival Survival knowledge Navigator, Specific Environ-
ment, Tracker

Advanced Qualities (2 BP Each)


Name Requirement Effect
Artisan Crafts 4 (S), Artistic 3 (Q) When rolling for the success of an
art piece, all 6s become Burst Dice.
Backstab Sneak 3 (S), Strike 2 (S), When launching a surprise attack,
Hiding Place 2 (Q) roll Sneak (instead of Strike),
adding in Hiding Place as a Quality
normally. Then may reroll a num-
ber of dice equal to Strike.
Born Magic 4 (S), Sensing 3 (Q) Cast your first 2 spells a day for
Magical free. You must also choose one Skill
(not Magic) and suffer a -2W penalty.

39
Doppelganger Coerce 3 (S), Actor 3 (Q), Gain +2W when pretending to be
Shadow 2 (Q) another person. If you have shad-
owed this person for at least a day,
the dice become Burst Dice.
Dual-Wielder Knowledge 3 (S), Strike When using specific weapon type,
3 (S), Specific Weapon gain +1W to attack and adds +1B
3 (Q) to your opponent’s attacks on you.
Forgery Coerce 3 (S), Artistic 3 Gain +1W when creating a forgery
(Q), Liar 3 (Q) or spend 1 Fortune to duplicate it
automatically. Gain +2W when trying
to see if a work of art is a forgery.
Gumshoe Investigation 4 (S), Clue- Gain +2W when solving a problem
Hound 3 (Q), Shadow 3 (Q) you have already made an Investiga-
tion roll on earlier. Applies to Picking
Up Clues rolls (Sleuths) as well.
Hideout Crafts 3 (S), Survival 3 All rolls while in your Hideout gain
(S), Hiding Place 2 (Q) +1W. Invaders suffer a -2W penal-
ty, due to heightened security and
defense measures.
Socialite Charm 3 (S), Attractive 2 When at social functions, gain
(Q), and either Empathet- +2W to gain information and Ar-
ic 2 (Q) or Haggler 2 (Q) mor 1 against mental damage.
Stunt Pilot Coordination 3 (S), Pilot When piloting a vehicle, gain +1W to
3 (Q), Trickster 2 (Q) impress an audience or evade a pur-
suer, and all 6s become Burst Dice.
Thick Athletics 3 (S), Resist 4 Ignore the first Hit of any attack
Skinned (S), Survival 3 (S) that hits you.
Triathlete Athletics 4 (S), and Sporty Gain +2W when using Athletics in
3 (Q) or Sprinter 3 (Q) unconventional ways. May spend
1 Fortune to shake off exhaustion
for the Scene.
Trick Shots Aim 3 (S), Sharpshooter The CR for all called shots is re-
3 (Q), Trickster 2 (Q) duced by 2.
Virtuoso Perform 3 (S), Actor 2 (Q), Gain +1W to any Lying or Acting
Specific Instrument 2 (Q) roll. Can spend 1 Fortune to use
fame to your advantage.
Wealthy Charm 3 or Coerce 3 (S), +1 Fortune for each Session. May
Knowledge 2 (S), spend Fortune to buy temporary
Cunning 2 (Q) items or to bribe Extras.

40
Gear Qualities
Below are the costs for different Gear Types. Adding Gear Qualities to
these costs 1 BP each.
Type Costs
Armor Base Cost: AR0: Free, AR1: 1 BP,
AR2: 2 BP, AR3: 4 BP
Companions Base Cost: CR1: 2 BP, CR2: 4 BP,
CR3: 6 BP, CR4: 8 BP
Melee Weapons Base Cost: WR1: Free,
WR2: 1 BP, WR3: 3 BP
Ranged Base Cost: WR0: Free, WR1: 1 BP,
Weapons WR2: 2 BP, WR3: 4 BP
Spellbooks Base Cost: CR2: 1 BP, CR3: 2 BP,
CR4: 3 BP, CR5: 4 BP
Tools Base Cost: +1W: 1 BP,
+2W: 2 BP, +3W: 4 BP
Traps Base Cost: CR1: 1 BP, CR2: 2 BP,
CR3: 3 BP, CR4: 5 BP
Vehicles Base Cost: AR0: Free, AR1: 1 BP,
AR2: 2 BP, AR3: 3 BP, AR4: 5 BP

Fortune
Players receive 3 Fortune at the beginning of each Session. These do
not carry over in between Sessions.

Calculating Initiative
(Athletics + Resist)/2 (rounded down)

Spending Progress Points


+1 Physical or Mental Health 3 PP
Skill Point 2 PP
Skill Point for Companion 1 PP
Qualities 2 PP

41
Character Creation Example
Kristen is making a character for Weapons to build her Sniper Rifle. Kris-
Eloy’s game. He’s decided he’s going to ten spends 2 BP to make it a WR2 rifle,
run a dystopian future, survival game, and 2 BP to give it both the Accurate and
so Kristen starts brainstorming. She Scoped Qualities.
thinks of a professional bountry hunter, She then spends 2 BP to purchase
and gets to work building her character. the Hideout Advanced Quality, so her
character has a cool HQ. This can
count as a base of operations for her
Step One: Choose an Archetype and her comrades as well.
She gravitates to the Hunter and She then wants to enhance a few of
the Marksman Archetypes. Both are her Skills, so she spends 2 BP on the
great, since she wants good ranged Hiding Place Quality for Sneak, and 1
attacks, but the Hunter wins due to BP on the Tracker Quality for Survival.
the free Companion she receives to Kristen has now spent 9 of her 10
help her track down her bounties. BP, so she decides she wants to use
Kristen writes Hunter under Arche- her last point to enhance her compan-
type, marks 5 Physical Health and 5 ion animal. She names her hunting dog
Mental Health and Investigation 2, Rufus, and he begins as CR1 with +2
Sneak 1, Survival 2 as Starting Skills. BP (page 14). She spends 1 BP to raise
She then writes down the effects of him to CR2, which means he gets 6 BP
her Special Ability and Hindrance. now to build the Companion. She gives
him Bite 2, because he’s aggressive,
Awareness (Smell) 2, to help track, and
Step Two: Skills and Qualities Scary 2, since he’s a big dog.
Kristen has 16 Build Points (BP) to
spend, and she knows she wants to
be good with guns, shooting and fix- Step Three: Random Charts
ing them, sneak attacks, and surviving With the bulk of the work out of the
in the jungle for long periods. So, she way, Kristen is ready to roll random-
spends 3 BP on Aim, 3 BP on Crafts, 1 ly for additions to her character. She
BP to raise Survival to Rank 3, and 1 rolls on the Sci-fi charts, and gets a VR
BP to raise Sneak to Rank 2. She now Simulator, which she can use to try to
has only 8 BP left. recreate the paths her bounties most
To round her character out, Kristen likely took, and Tracking Darts, which
decides to spend 2 BP on Athletics, have an obvious advantage for some-
for jumping and climbing in the jun- one in her profession.
gle, 2 BP on Coerce, to be pretty in- Now that she’s done, she calculates
timidating, 2 BP on Coordination to be her Initiative quickly, taking her Athlet-
quick, and 2 BP on Resist, since she’s ics 3 + Resist 2 and halving it (rounding
no fool. This completes her 16 BP on down). That means she has +2 Initiative.
Skills, so she moves on to Qualities. Her character is now done. Kristen
Kristen has 10 BP to spend on Qual- names her Kaylyn the Huntress, and
ities, and she goes right to Ranged they can start playing.

42
Eloy, the Guide, decides he wants and fight over the remaining re-
to run a post-apocalyptic game. He sources scavenged from the ru-
doesn’t want to throw any ideas out, ins of the World After.
so he decides the setting will have bits Advanced robotics and tech-
of fantasy and sci-fi, with a touch of nology exist, as does magic
modern and spooky elements too. He (which is believed to be the thing
comes up with a pitch and delivers it to that sparked WWIII itself). While
his players: rare, monsters can even pop up
here and there, but for the most
The World After takes place af- part, humanity’s worst enemy is
ter the world we know right now humanity itself.
has been long destroyed by World
War III. The people living today The players think this sounds fun
are the survivors of this terrible and can now figure out what kind of
event, each using their tools and characters they want to play. In the
talents to keep on living. pages following, we have a collection
Most major cities are long of characters created using the Pip
gone, so humanity is forced System Corebook to fit this setting
to live in smaller communities and theme.

43
AR-473
(aka A-Rate)
A-Rate is a cybernetically-enhanced detective, capable of finding the
smallest clue in even the most disheveled crime scene. She is trained
in hand-to-hand, and has a strange calming effect on kids (could be her
teddy bear).

Archetype: Sleuth, PH: 6, MH: 4, Initiative: +1, Fortune: 3


Skills: Aim 0, Athletics 0, Charm 2, Coerce 0, Coordination 1 (Trick-
ster 1), Crafts 3, Investigation 4 (Clue Hound 1), Knowledge 4 (Medical 2,
Streetwise 2), Magic 0, Perform 0, Resist 2, Sneak 2 (Shadow 1), Strike 3
(Knives 2), Survival 0
Special Ability - Picking Up
Clues: Once per Session, roll Inves-
tigation (CR2). For each success, the
GG gives a clue they find in the area.
Hindrance - Paranoid: She has
a hard time trusting others and suf-
fers -2W to Charm when dealing with
someone for the first time.
Advanced Qualities: Dual-Wei-
lder (Knives): When using two knives,
gain +1W to attack and add +1B to op-
ponent’s attacks against her.
Gear: Curved Daggers (Melee,
WR1, Thrown)
Features/Items: Extendable Hair
Tentacles, Dancing Teddy Bear

44
Kaylyn the Huntress
Since the fall of civilization, Kaylyn has made a good living as a hunter,
feeding local settlements and defending what is hers. She’s also become
a bounty hunter who is always in demand; few can escape her once she
has her sights on them.

Archetype: Hunter, PH: 5, MH: 5, Initiative: +2, Fortune: 3


Skills: Aim 3, Athletics 2, Charm 0, Coerce 2, Coordination 2, Crafts 3,
Investigation 2, Knowledge 0, Magic 0, Perform 0, Resist 2, Sneak 2 (Hiding
Place 2), Strike 0, Survival 3 (Tracker 1)
Special Ability - Companion: Kaylyn begins with a trusted hunting dog
for free.
Hindrance - This Ain’t the Country: She
tends to feel out of place in cities and has a hard
time relating to people, suffering a -1W penalty
in these situations.
Advanced Qualities: Hideout: While in
your Hideout gain +1W to rolls. Invaders
suffer -2W penalty, due to heightened
security and defense measures.
Gear: Sniper Rifle (Ranged, WR2,
Accurate, Scoped), Rufus (Compan-
ion, CR2, Bite 2, Awareness (Smell) 2,
Scary 2)
Features/Items: VR Simu-
lator, Tracking Darts

45
Kenny
Kenny is a warrior of sorts, driving around from town to town looking
for people to help. He kept in shape just in case the world ever crumbled,
and it’s a good thing he did. He does deeds in exchange for candy, as he’s
collecting them to celebrate the day he finds a place to call home.

Archetype: Warrior, PH: 7, MH: 3, Initiative: +2, Fortune: 3


Skills: Aim 1, Athletics 2, Charm 2 (Empathetic 1), Coerce 0, Coordination
2 (Trickster 2), Crafts 0, Investigation 2, Knowledge 3 (Historian 1), Magic 0,
Perform 0, Resist 2, Sneak 2, Strike 3, Survival 2
Special Ability - A New Challenger: During a fight against an enemy
type they are facing for the first time, all 6s rolled for Strike against the
new enemy count as 2 successes.
Hindrance - Guardian: War-
riors are very protective of their
friends, almost to a fault. If a com-
rade is within Close or Near Range,
the Warrior reduces the physical
Hits their friend would have taken
by 1 but takes that Hit themselves.
Advanced Qualities: None
Gear: Big Truck (Vehicle, AR2,
Hit 6, Crash-tested, Powerful), Bin-
oculars (Tool, +2W to Investigation
(Sight)
Features/Items: Bag of Candy,
Knows an Animal Trainer

46
Lobo
He was ready when the world crumbled; Lobo had his bunker ready to
go and all the supplies he needed to survive... except for other people.
He’s spent a lot of time alone, but hopes he’ll be able to find and build a
new community where survivors can live together in peace.

Archetype: Tinkerer, PH: 5, MH: 5, Initiative: +2, Fortune: 3


Skills: Aim 2 (Pistols), Athletics 2, Charm 0, Coerce 0, Coordination 2,
Crafts 2 (Mechanics 1), Investigation 1, Knowledge 1, Magic 0, Perform 0,
Resist 2 (Cunning 1), Sneak 3, Strike 2, Survival 3 (Scavenging 1)
Special Ability - Instant Gadget: Once per Session, make a Crafts roll
(CR2). If successful, apply one Gear Quality to a temporary Weapon, Item,
or Vehicle.
Hindrance - Pack-
rat: Not only are
they slightly disorga-
nized, but they are
also weighed down
by what they carry.
Suffer -1W to move
quickly and must
make an Investiga-
tion roll (CR2) to find
specific items in their
gadget lab.
Advanced Quali-
ties: None
Gear: Hello Trap
(Trap, CR2, Alarm,
Explosive), Gas Mask
(Tool, +1W to Resist
airborne toxins), Pis-
tol (WR1, Piercing)
Features/Items:
CCG Deck, Short
beard

47
Markus
Listening to the world fall outside your walls while locked behind bars is
both safe and disturbing. When it was all over, Markus just walked out of
his cell and into the wild, no guards to stop him. Why he was jailed doesn’t
matter anymore; now it’s all about surviving.

Archetype: Brute, PH: 6, MH: 4, Initiative: +4, Fortune: 3


Skills: Aim 0, Athletics 4 (Sprinter 1), Charm 1, Coerce 3, Coordination 1,
Crafts 0, Investigation 0, Knowledge 0, Magic 0, Perform 2 (Actor 1), Resist
4 (Fearless 2), Sneak 0, Strike 3 (Boxing 2), Survival 3
Special Ability - Crash-
ing Down: Brutes use their
strength to take down ob-
stacles of any kind. Always
deal +1 Hit to a non-living
target.
Hindrance - Bad Repu-
tation: Brutes suffer a -2W
penalty to Charm rolls the
first time they meet some-
one. If reduced to only a
Chance die, their demean-
or is just too much to over-
come.
Advanced Qualities:
Thick-Skinned: Ignore 1 Hit
from any physical attack.
Gear: Knuckles (Melee,
WR2, Worn)
Features/Items: CCG
Deck, Book of Ghost Stories

48
Ren
When the world collapsed, she found her family’s book of magic and set
out to find a magical site called The Resting Tower. When she does, she
may be able to heal the world. Ren is pleasant and adorable, and protect-
ed by her mother’s magic cloak.

Archetype: Noble, PH: 4, MH: 6, Initiative: +2, Fortune: 3


Skills: Aim 0, Athletics 2, Charm 3 (Attractive 2), Coerce 1, Coordination 2
(Balance 1), Crafts 0, Investigation 2, Knowledge 2 (Medical 1), Magic 3 (Lore
1), Perform 2 (Singing 1), Resist 2, Sneak 1, Strike 1, Survival 0
Special Ability - The Name: Gain +1W whenever using their family
name can influence an event’s outcome.
Hindrance - To Be the Best: Vanity and pride go hand in hand with
Nobles. If defeated or one-upped
(even by another player’s character),
they immediately suffer 1 Mental Hit.
Advanced Qualities: None.
Gear: Magic Cloak (Armor, AR1,
Channeling), Spellbook
Features/Items: Grappling Hook,
Unidentified Gemstone
Spells: Temporal Sight (CR3, Inves-
tigation, 1/day): Can look at a scene
up to 3 days in the past. Summon
Wisp (CR2, Charm, 1/day): Leads the
way to a destination and lights (5ft x
successes) radius. Heartstrings (CR3,
Perform, 1/day): Move target one
place on scale per success - Hate >
Dislike > Neutral > Like > Love.

49
Silver
What’s more important to the new world than knowing how to move
around in it? Nothing! This is where Silver is the best, knowing the right
paths to take and people to avoid. He works as a messenger between
communities, always happy to go someplace new.

Archetype: Adventurer, PH: 5, MH: 5, Initiative: +3, Fortune: 3


Skills: Aim 0, Athletics 4 (Sprinter 3, Sporty 3), Charm 0, Coerce 0, Co-
ordination 4, Crafts 0, Investigation 1, Knowledge 1, Magic 2, Perform 1,
Resist 2, Sneak 3, Strike 2, Survival 1
Special Ability - The Next Goal: The Adventurer always has a goal
in mind. Once per Session, they can state their next goal and gain +1W
to any rolls to accomplish it. There must always be a hint of risk in their
goals, however.
Hindrance - Seeker of Thrills: Must make a Resist
roll (CR1) to try to take the safe route. Failure means
they give in to their thrill-seeking ways. This
CR raises by +1 every time they try
to take the safe route until they
just can’t help themselves.
Advanced Qualities:
Triathlete: Gain +2W
to use Athletics in
unconventional ways.
May spend 1 Fortune
to ignore exhaustion
for the Scene.
Gear: Maps, Maps
Everywhere! (Tool,
+2W to Survival)
Features/Items: Eve-
ning Wear, Thief’s Outfit

50
Slade
Slade discovered magic quickly, and sought to accumulate as much
power as possible. He knows certain noble bloodlines hid magic around
the world, and he wants to find it by any means necessary. Through his
mood magic, he has become much less human.

Archetype: Magic User, PH: 4, MH: 6, Initiative: +1, Fortune: 3


Skills: Aim 1, Athletics 0, Charm 0 (-2W), Coerce 2, Coordination 2, Crafts
0, Investigation 2, Knowledge 2, Magic 4 (Sensing 3), Perform 0, Resist 3
(Fearless), Sneak 3, Strike 1, Survival 0
Special Ability - The Flair: Onlookers must make a Resist roll (CR2) or
feel compelled to run from the sight of the magic being used. If the victim
fails and still wants to stay, they suf-
fer 1 Mental Hit.
Hindrance - The Quest: Magic
Users have a thirst for knowledge,
one not easily sated. If they know of
a magic item or spellbook, they must
succeed in a CR1 Resist Challenge or
immediately seek it out. This CR cu-
mulatively raises by +1 every Scene
they remain unenlightened.
Advanced Qualities: Born Magic:
May cast 2 free spells per day. Suffer
-2W to a Skill. Blood Magic: May take
1 Hit to PH for +2W to cast spell.
Gear: Crossbow (Range, WR0)
Features/Items: A stone that
changes color if a drink is poisoned.
Spells: Darken (CR3, Sneak, 1/day):
May hide in shadows for (successes
beats). Healing Touch (CR2, Knowledge,
1/day): Heal 1 Hit per success. +1 CR to
use on self. Drink Deeply (Heal Variant):
Heal 2 Hits per next damage dealt

51
Swords and shields; Kevlar vests functions in similar fashion to other
and automatic handguns; power Qualities: they provide bonuses in
armor and plasma daggers; blast- certain situations for resolving ac-
ers and zeppelins. Whatever set- tions. Armor may grant +1B when
ting you use with the Pip System, you are defending against Close At-
there’s going to be gear and you’ve tacks; the Shadowy Cloak of Fortune
got to know what to do with it. might provide +1W to a Stealth roll;
that brand-new sniper rifle could

What is Gear? give +1W when you attack from a


certain range. Gear in the Pip Sys-
tem also has Qualities of its own to
Gear is an important part of ad- customize further to make it more
venturing life. Sometimes gear useful. Likely, you’ll be creating
is simply practical equipment: a some of the gear for your games, so
hero needs weapons and tools to use this as a starting point!
get them through the difficulties
of saving the world. Other times,
gear is much more than that. A leg-
endary sword may be one with its
Gear Qualities
wielder; a suit of armor is as much Your average weapon, bit of ar-
a layer of skin as it is a protective mor, or piece of equipment grants
suit; a pistol may be passed down an innate bonus. Armor adds extra
from generation to generation. black dice to your opponent’s at-
Gear in any Pip System game tack, for example. But special gear
takes on the context of its setting. requires special bonuses. These
This chapter provides the basics of are called Gear Qualities, and they
the different types of gear, the bo- are purchased in the same manner
nuses they grant, and how they are as Skill Qualities (1 BP per Rank un-
to be handled mechanically. Gear less otherwise stated). Each type

52
A few examples of Gear Qualities:

“Your Mechanized armor has tools


all its own, so you get to take an ex-
tra action this Round.”

“Normally you’d only take


2W, but because your sword
is Witch-forged, your Magic
rolls get an extra 1W.”

“Your Storm-
forged Pistol
deals lightning
damage after
your attack,
which is extra
effective against
the sharkfolk.”

When it’s time to


make your own spe-
cial gear for your Pip
System games, start
with the type of gear in
question and decide
what you want it to do.
of gear has certain Use the Qualities be-
Qualities that help de- low as guidelines
scribe the gear in question. for how power-
Gear Qualities are broken down by ful a Gear Quali-
type: ty should be. Once you read a few
examples, and try them out in your
ÜÜ Armor (page 55)
ÜÜ Companions (page 56) games, creating your own unique
ÜÜ Melee Weapons (page 56) equipment is easy! These Qualities
ÜÜ Ranged Weapons (page 58) can be applied to pieces of gear that
ÜÜ Tools (page 59) don’t strictly fit the types described
ÜÜ Traps (page 60) below. For example, the Quiet Qual-
ÜÜ Vehicles (page 61) ity could be applied to a character’s
shoes, or the bonus for the Scoped
Quality could be applied to another
kind of ocular implant. The choices
are always yours.

53
If such an action is successful,
Gear Limitations then the gear in question is dam-
aged, removing one of its Qualities
Gear is not forever, especially or Ranks. If no Qualities or Ranks
in the life of a heroic adventurer. remain, the item is completely un-
First, the character only receives usable. Damaged gear can later be
bonuses or abilities granted by repaired using the Crafts Skill. If
Qualities and Ranks while using the action succeeds by 3 or more
the item. If it is ever damaged or hits, then it heals 2 Hits to the item.
destroyed, lost, or stolen, then As a house rule, players may star
they lose these bonuses. All of this * one piece of their gear to indicate
is handled logically within the story that it is off-limits, and cannot be
itself and through the Pip System lost, stolen, or destroyed. It can be
resolution rules. So, if an enemy damaged, as long as it can be re-
succeeds in disarming you and an- paired.
other enemy succeeds in an Athlet-
ics roll to snatch the weapon away
before you can reclaim it, it has
been stolen!
For gear to be destroyed, it could
be the logical result of something
that happens in the story. Other
times, an enemy might specifically
target a piece of equipment with
the intent to damage or destroy
it. With Vehicles and Companions,
this is easy, as they have their own
PH and MH already. For armor and
weapons, it is a bit different. At-
tacking a weapon or piece of armor
directly is treated as a Called
Shot (page 74), with an addi-
tional -1W if the intent is to de-
stroy, to represent the difficul-
ty of accomplishing this.

“The alien is targeting the energy


cells on your power armor. They’ll take
-1W from their pool of 3W, against
your 3B to defend.”

54
Enchanted Chainmail:
Armor
Base Cost: AR0: Free, AR1: 1 BP,
AR 2, Resilient
In this example, besides granting
AR2: 2 BP, AR3: 4 BP you AR 2, the Enchanted Chainmail
Most heroes, even if they come also bears the Resilient Quality. This
from other times and worlds, are means that if you succeed by 3 or
still just flesh and blood. That bit more when you Defend, the Attacker
of Kevlar, chainmail, or your cy- is forced to drop their weapon.
bernetic combat suit can mean the
difference between staying in the Osh-kag’s Trench Coat:
fight or falling to mortal injury. Ar- AR0, Shrouded
mor can be purchased as a part of This special trench coat doesn’t
character creation or through your provide a proper Armor Rating, but
adventures. At its core, Armor pro- it does hide you well in the dark.
vides a very simple, but important, Any attacker takes -1W when they
effect called Armor Rating (AR). try to make a move against you,
This comes in varying values from just like you’re behind cover!
1 to 3. The AR is represented as
additional black dice an opponent Below is a list of armor Qualities
must roll to hit you (see Combat). It that can be applied as you create
increases the difficulty of being hit. your own gear.
ÜÜ Adaptive: Choose a damage
“The goblin has CR2, and so I will roll type and gain AR +1 against it after a
2W to attack against your 2 Ranks in successful Knowledge roll.
Strike, plus your AR of 2. That’s 2W ÜÜ Biological: If the armor is dam-
against 4B. Your odds are pretty good!” aged, it regenerates and is useful
again after one Round.
ÜÜ Bulletproof: AR +1 against
Types of armor vary from setting projectile weapons.
to setting. It could be some good, ÜÜ Channeling: You may reroll
old-fashioned leather armor, or the 1W when you use magic.
rock-like hide of the creature you ÜÜ Cooling: AR +1 against fire-
choose to play as. But, all armor based attacks.
has an AR and gives you a bonus ÜÜ Compensating: Take +1W
when defending against attacks. when you roll Coordination.
ÜÜ Crushing: When your Strike
Special suits of armor, like other succeeds by 3 or more, deal +1 Hit.
pieces of gear, bear Gear Qualities ÜÜ Fancy: Take +1W when you
that grant them special bonuses make Perform rolls.
and effects. These are described ÜÜ Insulated: AR +1 against light-
alongside the gear itself: ning-based attacks.
ÜÜ Legendary (Costs 2): In a new
place, displaying this lets you influ-
ence one person as if you just rolled
Charm successfully.

55
ÜÜ Lucky: Reroll one failed black character, beginning with BP for
die while defending. Qualities equal to 2x their CR. So, a
ÜÜ Mechanized: You may take Companion with CR2 would have 4
one extra action your first combat
BP to spend on Qualities, but would
Round
ÜÜ Powerful: Take +1W when you roll 2W for any action not connect-
make Athletics rolls. ed to their Qualities. The player may
ÜÜ Quiet: Take +1W on Sneak purchase additional Skills, Qualities,
rolls to shadow a target. or Gear for their Companion using
ÜÜ Reinforced: AR +1 against at- normal progression rules.
tempts to knock you down.
ÜÜ Resilient: When you defend “I need my pet wolf to be sneaky, so
and succeed by 3+, the attacker she’ll be CR1, but I’ll give her 2 Ranks in
drops their weapon.
the Ninja Quality”.
ÜÜ Riveted (Costs 2): When at-
tacked, reduced the number of hits
taken by 1. “My cyborg companion is pro-
ÜÜ Scaled: AR +1 against slashing grammed to defend me at all times. It’s
weapons. CR2 and is going to need 3 Ranks of
ÜÜ Shrouded: In the dark, you are the Defensive Quality and 1 Rank of
considered to be behind 1/2 Cover Specific Weapon: Lasers.”
(page 75) at all times.

Companions Melee Weapons


Base Cost: WR1: Free, WR2: 1 BP,
Base Cost: CR1: 2 BP, CR2: 4 BP, WR3: 3 BP
CR3: 6 BP, CR4: 8 BP Not unlike Armor, Melee weapons
While not technically “Gear,” sim- grant you an innate bonus. Each
ilar rules apply if your character has weapon in a Pip game, from a start-
a companion with them. This might ing stick to a Multifarious Blaster
be an animal friend your character of Ruin, has a Weapon Rating (WR)
has had long experiences with; a from 1 to 3. A general weapon
robot or automaton in the service starts with WR1, but a truly terrible,
of your character; or, perhaps, a broken, improvised, or low-quality
squire or apprentice who attends weapon may even have a WR of 0!
to your character while she’s out The WR grants a number of bonus
on an adventure. Whatever the dice equal to its Ranks, as it is a gen-
case, many Pip System games pro- eral measure of the effectiveness of
vide the option of a companion for the weapon. So, a blade with WR2
your character. adds +2W to Strike.
Companions work like other Ex- Soon, weapons gain Qualities,
tras (page 98), make all their rolls or you acquire new and better ar-
with dice equal to their CR, and have maments. These could be damage
Hits equal to CRx2. They also have types that harm certain enemies
access to Qualities like any other more than others, or very specific

56
abilities that are awesome to be- and can be displayed as a symbol
hold. Here’s an example: of awe, allowing you to intimidate
those around you more effectively.
Short Sword of Justice:
WR1, Holy A weapon can have up to two
The sword’s WR1 gives you +1W Qualities attached to it at any giv-
when you make an attack with en time. More examples of weapon
the weapon, But the Holy Quality Gear Qualities are listed below, or
is what makes it interesting. The you can make your own. These can
sword deals +1 Hit against evil or be used on weapons you want to
undead creatures because it has create:
been blessed and sanctified some- ÜÜ Bane (Costs 2): Deals +2 Hits
how (hopefully in a dramatic scene against one type of creature.
at some point in your game). ÜÜ Bludgeoning: Take +1W when you
make a Called Shot to break an object.
ÜÜ Flourishing: Take +1W to Per-
Guardsman’s Baton: form rolls with the weapon.
WR2, Intimidating ÜÜ Hardened: Attacker suffers
Probably taken off some poor riot -1W to damage the weapon.
cop, this baton does extra damage

57
the attack.
ÜÜ Stunning: Target cannot act
next Round after 3+ successes on
the attack.
ÜÜ Thrown: Can be used as a
Thrown weapon without penalty.
ÜÜ Witchforged: Take +1W when
you make Charm rolls.
ÜÜ Worn: Take +1W when you at-
tack within grappling range.

Ranged
Weapons
Base Cost: WR0: Free,
WR1: 1 BP, WR2: 2 BP,
WR3: 4 BP
Ranged weapons are gov-
erned by the Aim Skill. Like
melee weapons, they have
a Weapon Rating (WR) that
gives you bonus dice any
time you make an Aim
roll with it. The overall
advantage of the ranged
ÜÜ Holy: Deal +1 Hit against Evil or weapon is that it lets you attack
Undead creatures. from afar. You can fire from feet or
ÜÜ Icy: Inflicts the Frozen Effect yards away, and still handle things.
with 3+ successes on the attack.
Ranged weapons, however, always
ÜÜ Intimidating: Take +1W to use
Coerce to intimidate someone. begin with WR0.
ÜÜ Mighty: Deals +1 Hit to all tar- What we all want, though, is a
gets. special weapon to match our char-
ÜÜ Piercing: +1W when attacking acters. There are many Qualities
an armored target. similar to close combat weapons,
ÜÜ Sentient: Take +1W when you with some exceptions.
make Knowledge rolls with your
weapon’s help.
ÜÜ Silent: +1W when you use this Attuned Blaster:
weapon for a surprise attack. WR0, Accurate
ÜÜ Soulforged: Take an addition- The blaster is nothing terribly
al +1W when you use Teamwork and special, but the Accurate Quality
attack. makes it more useful than your
ÜÜ Stormforged: Inflicts the average gun! An Accurate weap-
Burned Effect with 3+ successes on

58
on takes +1W when attacking
from outside a weapon’s effective Spellbooks
range, negating the disadvantage
pistol-type weapons have at Far
Range.
(Optional)
Base Cost: CR2: 1 BP, CR3: 2 BP,
CR4: 3 BP, CR5: 4 BP
Blunderbuss of Gunder Mountain: Characters who belong to Mag-
WR2, Icy, Mighty ic Families (page 86) exude magic
This is an example of an epic and from their very being and can mold
very specific weapon, won through reality to their liking through the
some hard-fought quest or other use of spells. However, charac-
adventure. It has a strong Weapon ters who prefer to use an outside
Rating and two Qualities, allowing source or who lack their own magic
the wielder to deal extra Hits and can utilize spellbooks/scrolls. Ac-
potentially freeze their enemies! quiring a spellbook usually involves
a quest, but it could also be passed
In addition to having access to down through one’s family. It often
many of the melee weapon Quali- has powerful spells in it, some long
ties, players can also choose from lost from the memories of your av-
the following for ranged weapons: erage wizard. See page 85 for rules
ÜÜ Accurate: Take +1W when at- on casting from a spellbook.
tacking from outside a weapon’s ef- When buying spells for one’s
fective range. spellbook, they should take into
ÜÜ Balanced: Take +1W when you
account the CR for the spell. Each
use this weapon with auto fire.
ÜÜ Full Auto: Weapon now has accessible spell in the book is pur-
Auto Fire capability (page 75). chased separately and should be
ÜÜ Molten: Take +1W when at- discussed with the GG to make
tacking metallic targets. sure it is suitable for the story be-
ÜÜ Precise: Take +1W when mak- ing told.
ing a Called Shot.
ÜÜ Scoped: +1W when taking an
Aim Round.
ÜÜ Silent: +1W when you use this Tools
Base Cost: +1W: 1 BP, +2W: 2 BP,
weapon to ambush.
ÜÜ Tracking: Can be fired while on +3W: 4 BP
the move without any extra rolls. When purchasing Tools, the play-
ÜÜ Wide Beam: Affects double er chooses one Skill it enhances
the usual number of targets. when using this Gear. It can range
from a toolbox in the character’s
trunk (Crafts) to a camouflage suit
(Sneak) or a state-of-the-art medi-
cal facility (Knowledge). Below are
a few examples of Tools, but play-

59
ers are encouraged to come up
with their own. Traps
Base Cost: CR1: 1 BP, CR2: 2 BP,
ÜÜ Aromatherapy (Charm): CR3: 3 BP, CR4: 5 BP
Helps people become more open Being able to take the target by
when looking for someone to tell surprise is a huge boon. Some
their problems.
ÜÜ Camping Gear (Survival): Bo-
character types may gain Traps as
nuses to survive in an environment part of character creation, others
of your choice. may make their own custom traps
ÜÜ Climbing Gear (Athletics): using Crafts. Traps are assigned
Helps you climb steep surfaces easier. a CR to show how difficult it is to
ÜÜ Gas Mask (Resist): Provides bo- escape them or to detect them
nus to Resist against airborne toxins. beforehand. This is loosely based
ÜÜ Interrogation Kit (Coerce):
Bonuses to get information out of on the effectiveness of the kind of
people. trap, and the material from which
ÜÜ Laptop (Crafts): The best it is made (see the table below for
hackers need a souped-up laptop to rough guidelines). An Investigation
operate on. roll can be used to detect traps
ÜÜ Library (Knowledge): Need beforehand, when appropriate.
to research something... this Tool is Escaping a trap that’s already en-
where it’s at.
ÜÜ Lock Picks (Crafts): Charac- snared its victim is tricky, and can
ters cannot pick locks without this set. be done in any number of ways.
ÜÜ Magic Kit (Coordination): The effect of the trap is tied di-
Now you know just how to do that rectly to the assigned Qualities.
card trick or other stage magic. For a character even to be able to
ÜÜ Makeup Kit (Perform): Helps attempt to craft a trap, appropriate
you get more into your next character.
materials are required and it takes
ÜÜ Nightvision Goggles (Inves-
tigation): Gives bonus while operat- time to build and set it up. When
ing in the dark. purchasing Traps, the player is
ÜÜ Personal Spellbook (Magic): selecting the kinds of effects they
Gives a bonus when using a specific spell. know how to create.
ÜÜ Scuba Gear (Survival): Allows
for breathing underwater. Must have Hunter’s Trap:
Athletics 2+ to use properly.
ÜÜ Silencer (Sneak): Attaches to
CR2, Snare
a gun’s barrel and silences its shots. A basic trap meant to hold its victim
Unusable with auto-fire. for a period, the Hunter’s Trap keeps
ÜÜ Telescopic Sight (Aim): its target until they can pass a CR2
Grants bonus dice when taking an Athletics test or they receive help.
Aim Round.
Directional Charge:
CR3, Explosive, Proximity
This nasty bit of technology goes

60
off when its target is close enough CR1 Simple trap, likely made of
and deals 1d6 Hits. CR3 means it is wood
hard to detect and potentially lethal. CR2 Basic trap, made of iron or
More Trap Qualities are below. other typical materials
Traps can be an excellent way for CR3 Well-made trap of steel or
the GG to create drama, and is an- other alloys
other tool for players to keep in CR4 Very sophisticated trap,
their belts. almost undetectable

ÜÜ Alarm: When triggered, the


trap notifies nearby enemies of the
target.
Vehicles
Base Cost: AR0: Free, AR1: 1 BP,
ÜÜ Entangling: When triggered,
the target is trapped under a net (or AR2: 2 BP, AR3: 3 BP, AR4: 5 BP
equivalent). Few things are more exciting
ÜÜ Explosive: When triggered, than stealing a hoverbike or burn-
the trap deals 1d6 Hits against the ing rubber with your car through
target. In addition, the target must crowded city streets. Using Vehi-
pass a CR2 Athletics test or they are cles in the Pip System mostly rests
Burned.
ÜÜ Freezing: When triggered, the
in the narrative and use of the Co-
target is considered Frozen. ordination Skill - you can do with a
ÜÜ Pit: When triggered, the tar- vehicle what the story (and the GG)
get is stuck in a hole or pit until they lets you. Skill Qualities like Piloting
make an Athletics roll to climb out, make it easier, especially when us-
suffering a -1W penalty. ing certain types of vehicles.
ÜÜ Poisoned: When triggered, the The vehicles themselves are
target is considered Poisoned.
ÜÜ Tripped: The trap is triggered treated like a piece of gear. They
only when some kind of pressure have Qualities and an Armor Rat-
plate or tripwire is stepped on. ing (AR). Like a character, they also
ÜÜ Proximity (Cost 2): The trap is have a hit tracker, representing the
triggered only when a target is close number of Hits the vehicle can take
enough. before it is destroyed or breaks
ÜÜ Snare: Target remains in place down. This is difficult, however,
until they get out.
ÜÜ Stabbing: When triggered, giving the vehicle AR +4 Hits be-
the trap pierces the target, causing fore it is destroyed. For example, a
Bleeding. vehicle with AR2 would have 6 Hits.
ÜÜ Well-hidden: Suffer -1W to In- Some examples are below.
vestigation rolls to detect the trap.
Sports Car:
Below are some suggestions for AR1, 5 Hits, Speedy
setting the CR for your traps. The classic sports car is just about
speed. The armor isn’t great (AR1
is standard for a twentieth-century

61
automobile) and it can’t take many ÜÜ Agile: Take +1W when you roll
Hits, but the Speedy Quality means to avoid an obstruction.
it can outrace most other vehicles. ÜÜ Alien: Can only be operated by
a Pilot or another relevant Quality.
ÜÜ Crash-tested: Driver takes -1
Sherman Tank: Hits as the result of a crash.
AR3, 7 Hits, Sluggish, Treads ÜÜ Easy: Take +1W to any rolls
(Launcher: Mighty) that test your ability to drive.
This one is a little more complex. ÜÜ Impregnable: The Vehicle only
Obviously, a tank must be tough. takes Hits when a 6 is rolled on a
It has lots of armor and can take successful attack.
ÜÜ Powerful: Deals damage equal
a good number of Hits. In paren-
to AR to anything it hits.
theses is a mounted-weapon that ÜÜ Sluggish: Easily caught and
can be used by anyone besides the overtaken, suffer -2W when racing.
driver. The weapon type is listed Can pick another positive Quality for
first (in this case, it is a launcher) free.
and then any Qualities are written ÜÜ Speedy: Takes +1W when at-
after that (in this case, the launch- tempting to outrace another vehicle.
ÜÜ Tough: Attacks suffer -1W to
er is Mighty, so it deals +1 Hit). damage the vehicle.
Some more vehicle Gear Qualities ÜÜ Treads: The Vehicle uses
are listed here. treads, and so can roll over most ob-
stacles.

62
Weapons are drawn, faces grim bly be a roll. It is the GG’s job to de-
and set. There is tension in the air termine when this is appropriate,
as giant spiders slowly descend how challenging the action is, and
upon the heroes from the trees, which Skill the character should
with hunger in their many eyes. use to overcome the challenge.
The stormy sea cave is collapsing
in upon the party. What happens “Normally you would be able to open
next? Players and GGs find that the that door no problem, but there is
results of many situations are best something big blocking the way... and
decided by a roll of the dice. it’s hissing. You’re going to need to roll
Athletics.”

The Basics “You and your hated samurai ene-


my both draw swords and attack at the
same time. We’re going to roll Strike to
A Task requiring a roll should see who hits first!”
be something a character would
normally have trouble doing or an “Even though you’re a skilled thief,
everyday-action (“everyday” for you’re going to have to roll Coordination
a hero!) resisted by spectacular to pick her pocket without detection.”
circumstances. Such Tasks range
from trying to outdraw an oppo- All rolls are resolved using a
nent in a gunfight to climbing a tree pool of white dice, representing
in a lightning storm to determin- the character’s Skills and chances
ing how much a character knows of success, and a number of black
about the mysterious amethyst dice, representing the obstacles in
chalice the group has uncovered. their way. Once those numbers are
If there’s doubt about a character determined, the acting player takes
being able to succeed without any all the dice and makes the roll. A
trouble, then there should proba- 4, 5, or 6 on a die is a success and
whichever dice pool, white or black,

63
succeeds the most wins the roll. Al- “The poison is acting quickly, but I
ternatively, the GG or another play- am going to fight it off until a cure is
er can roll the black dice, represent- found!” (Resist)
ing the opposition.
“I’m pretty sure I can aim this shot
while driving the car.” (Coordination)
Determining “If this bouncer thinks he can push

White Dice us around, I’m going to push right


back.” (Coerce)

The number of white dice, the If rolling for an Extra, the GG uses
player’s positive dice, are deter- a number of dice equal to the Extra’s
mined by a character’s Ranks in a Challenge Rating (CR) to attempt
Skill. So, a character with Athletics tasks. This number is used for all
3 rolls three white dice on connect- rolls, whether the Extra is friendly
ed Tasks. White dice are always de- or hostile, and also represents the
scribed using the W shorthand, so CR when attacking them.
three white dice are simply abbre- Deciding which Skill to use is the
viated as “3W.” The player and GG first big decision. Players may want
should decide what Skill is usable to just choose the Skill they are
in each situation, with the GG hav- most proficient in, but the choice
ing the final say. A few examples must always fit the circumstanc-
may include: es. The next step is figuring out if

Success

Epic Success

Failure

Epic Failure

64
Qualities should be applied. These a proper CR for the action using the
include any Skill Qualities a charac- table below.
ter may have to positively influence
the action, any Gear Qualities like- CR 1 Simple Task
ly to aid them, and any situation-
CR 2 Mid-Range Task
al modifiers that come to bear. A
CR 3 Tough Task
maximum of three different Quali-
ties can be applied to a roll. Beyond CR 4 Amazing Task
that, any additional bonuses are CR 5 Legendary Task
ignored.

“My magical bracers of strength are


going to give me +1W for this Athlet-
ics roll, as I try to push the door open.”
(Athletics)
Determining the
“I think my ‘Astonishing Speed’
Outcome
Quality should give me +1W as I strike
against the other samurai” (Strike) The player now has the correct
number of black and white dice,
“The crowd is especially thick and and it’s time to roll! All the dice are
they’re moving fast! Take -1W to your rolled at the same time, with the
Coordination roll.” (Coordination) goal being to get more successes
on one’s white dice than on the

Determining black dice. Dice with a result of 4,


5, or 6 are counted as successes,

Black Dice (CR) with black successes canceling out


white successes. For example, if
the player rolls their dice and re-
After the player’s white dice pool ceives 3 white successes and 2
is agreed upon, the CR should be black successes, they have 1 net
assigned. The CR is indicative of success.
both the level of challenge within
the game itself and the number of
black dice rolled by the player. So, if
Success
If white wins, even if just by 1
warding off the blow of the rock go-
success, then the character has
lem is a CR3, then the acting player
succeeded in their Task and the GG
adds three black dice to their pool.
(or player) should go on to describe
Black dice are abbreviated as B, so
the success. The shot hits its mark,
the shorthand for this is “3B.” Taking
the boulder is removed from the
into context the entire scene, from
path, or the bully has been foiled.
the character to the environment to
the task itself, the GG decides upon

65
ÜÜ Epic Success: If white wins by Your shot hits the driver, but the car
three or more (3+) dice, it is consid- swerves into a public building, putting
ered very successful and should be more people in danger. The degree of
described as such. The GG should
the complication depends on the situ-
say “you succeed and...” creating an
extra effect or bonus for the good ation and how much the GG wants to
roll. Some Qualities even have an ef- escalate the Scene.
fect that occurs on an Epic Success.
This is described in more detail in In short, Task resolution hap-
the section on combat. pens in three steps:
ÜÜ Choose Skill to roll
ÜÜ Choose CR
Failure ÜÜ Roll and describe results
If black wins, then the character
has failed, or the opposition has
overcome their efforts. The arrow
was deflected off a nearby tree, they
Special Rules
have to find a new path to take since
the boulder was just too heavy, or Burst Dice
the bully is even more determined Actions performed with great pa-
to take the characters down. The nache, luck, or magical assistance
GG should narrate how this hap- have the potential for dramatic re-
pened and describe the effects. sults. Whenever a Quality or other
ÜÜ Epic Failure: Just like white ability allows you to use Burst Dice,
dice, the black dice can succeed by you have the opportunity to get
3+ and cause things to go very bad- more successes on your roll. On
ly, called an Epic Failure. When this these special rolls, any die resulting
happens, the GG is prompted to say,
in a 6 can be rerolled to add another
“You fail, and...” and go on to de-
scribe just how poorly things went potential success. If that die gets a 6
and what extra terrible event occurs. again, the player can continue roll-
ing until it is no longer a 6. For ex-
ample, Aida has 3W for Aim but has
Ties a spell effect to make her dice Burst
Should there be an equal number
Dice. She rolls and gets 1, 4, and 6.
of successes for white and black
She rerolls that 6 and gets another
(even when they both have scored 0
6, so she rolls it again and gets a 5.
successes), then the result is a Tie. In
That ends her Burst Dice effect for
this case, the character is assumed
a total of 4 successes, instead of her
to have succeeded, but there is some
original 2 successes. Beware! Some
sort of complication or cost attached.
nasty circumstances can make your
The GG should say, “You succeed,
black dice Burst Dice instead, which
but...” You climb the mountain, but
can work horribly against you.
your foot catches a rock, sending
it crashing down upon your allies.

66
Chance Die lowing effects:
ÜÜ Heal 1 Hit
If the character has no ranks in a ÜÜ Add +1W before a roll
Skill, they can still attempt the task, but ÜÜ Add +1W after a roll (costs 2)
it’s much harder to succeed. The play- ÜÜ Create Advantage: Players can
er rolls only 1d6 against the CR, called request changes in the Scene, spend-
a Chance Die, and only gets a success ing Fortune to do so. This could include
on a 6. Any other result means they creating advantageous cover, saying
fail, and if it lands on a 1, the result is an ally is also there in the Scene, or
another thing that may help them with-
automatically an Epic Failure. out overtly altering the Scene.
Ü Casting Spells: Upon reaching
Fortune the max per day uses for a Spell, spend
Every character exists as a spe- 1 Fortune to replenish one use.
cial person in the universe; so much Ü Passive Luck: See page 126.
so that Fate itself smiles on them
from time to time. Every player be- Gaining Fortune
gins each Session with three For- There are a number of ways for a
tune tokens, which can be spent in a character to gain additional Fortune:
variety of ways to aid the character. Ü Rolling an Epic Failure
Ü Rolling an Epic Success and for-
No player may have more than 10 going the bonus effect
Fortune at any time. A player may Ü Creative and immersive role-
spend 1 Fortune to do any of the fol- playing

67
Teamwork receives a Fortune for compensa-
If you want to go fast, go alone; tion, however.
if you want to go far, go together.
When two characters want to work Extended Actions
together to overcome a challenge, When it’s possible within the game
choose one to perform the Task fiction, a player may want to break
and anyone else becomes a helper. an action into separate rolls at a low-
Next, all helpers roll their own Skill er CR. This is known as an extend-
at CR2. Each player who succeeds ed action. For example, instead of
gives the acting player +1W, while making a CR4 roll, the GG may allow
an Epic Success on the helping roll the player, or players as a group, to
grants +2W instead. It is the GG’s make three CR2 rolls. While it pro-
prerogative to decide when or if vides a greater chance of success,
teamwork is an option, so there are given the lower CR, the trade-off is
times when too many cooks in the that it takes more time in the story.
kitchen only cause chaos.
“Scouring this ancient library for the
“This portal must be closed! I’ll make book is going to take a CR4 Investigation
the final roll, but each of you should aid roll unless you want to break it up over
me with any power you have by rolling time.”
Magic.”

“I’m going to help you spot the thief,


so I’ll roll Investigation to hopefully
give you a hand.”

“I can’t knock this giant down by my-


self! Who can help me?”

Just like any other roll, assisting


players should choose a Skill ap-
propriate to the situation and nar-
rate how their character is helping.
This creates a great deal of free-
dom -- if the action and associated
Skill can help the acting player, it
is an option. As a team, the char-
acters can accomplish a great deal
more than solitary adventurers!
But if the main roller fails, they all
suffer the outcome as well. If it is
an Epic Failure, only the main roller

68
“The creature’s otherworldly appear-
Modifiers ance, coupled with its natural phero-
mones, creates an inescapable sense
Many things can affect how well a of fear. You take -1W until you can get
away from it.”
character can complete an action,
or whether they can complete them “The shots fired all around you, the
at all. Outside factors influencing shouting, and general bedlam should
a roll are called modifiers. These make it harder for you to fix the tank!
mostly come from character Qual- But, because you have the Repair
ities, the condition of the character Quality, you’re really good at this stuff
(whether they are hurt or helped by and get to keep all of your dice.”
something), the current situational
instances, or the environment itself. Other such debilitations are the
Modifiers are represented by add- purview of the GG. If the charac-
ing or subtracting white dice when ter has suffered bodily harm, they
rolls are made, rarely affecting the probably can’t climb a mountain
character’s black dice. The rule of without some help. Perhaps they’ve
thumb is very simple: something been cursed by the local witch and
helpful should add white dice, while so cannot access magic as readily.
something harmful or distracting Whatever the case may be, there
should take white dice away. Some should be some consequence for
specific cases are described below. negative effects on a character.
This is described more under Health
& Taking Hits (page 77).
Fear, Fatigue, and Other Malus
When a character is under du-
ress, they are not acting at peak Movement & Chases
performance. If a character is un- Combat and other action sequences
der the effect of Fear and cannot should be fast and intense, and some-
compensate, perhaps by some ex- times they are on the go! Attempting
to fire a weapon from a speeding car
tra-planar being who has just been
or pick a pocket while walking through
summoned, or a threat to loved crowded city streets are not easy
ones, they suffer -1W to all rolls things to do. Unless a character has an
while they try to hold themselves appropriate Quality or some other ex-
together. Fatigue is a similar ef- tenuating circumstance, they should
fect. Saving the world is hard work! always suffer a -1W penalty when
If a character has been fatigued by making an action requiring precision
long travel or extra physical bur- while moving. If there are additional
dens, and the task could be hin- circumstances, then more dice should
dered by this exhaustion and lack be subtracted.
of focus, they also suffer -1W to all
rolls until they rest.

69
“Well, you’re running and the train is
picking up speed. To toss the crate onto
the train car, you’ll need to make an
Conflicts
Athletics roll with a -1W penalty, since Sometimes, it just comes down to
you’re moving very fast. I think you
who can defeat whom. When con-
might need to take another -1W too, be-
cause the cops just opened fire.” flict breaks out, follow the same
resolution rules for a regular ac-
Likewise, chase scenes should be tion, but now the CR is determined
reflected in the rolling of the dice by by the target and not by the GG. For
upping the CR to a more difficult lev- example, if you are attempting to in-
el and/or penalizing the acting player timidate another character with Co-
by subtracting white dice. Additional- erce, the CR is equal to the target’s
ly, when appropriate, the GG should Resist, instead of a CR the GG cre-
call for appropriate rolls to ensure ates. There is fluidity in these rolls,
the target can still be chased. These
however, giving a lot of flexibility to
utilize Skills like Survival (for track-
ing), Coordination (to keep your eyes how these scenes can progress.
on the target while moving), and In-
vestigation (awareness of where the 1) Initiative
target may be going), or even Resist Initiative is how you know who
(to phase out the noise and focus acts first during a conflict, since
on the chase). Calling for these rolls
dealing the first blow can be a great
quickly helps add to the intensity of
the chase! advantage. This is an abstraction
taken from a roll of the die, plus
“You know the demons have tak- your Initiative bonus (the average
en him deeper into the cave, but the of your Athletics and your Resist,
tunnel branches here. Roll Survival to rounded down). So, if a character’s
attempt to find out where they go, but Resist is 4 and their Athletics is 1,
lose 1W because you’re in a hurry.” their Initiative bonus is +2 ((4 + 1)/2,
rounded down) At the beginning
of the Round, each player partici-
pating in the Conflict rolls 1W and
adds their Initiative bonus. Extras
have an Initiative bonus equal to
their CR, for simplicity.
Once all Initiatives have been de-
termined, combat actions are tak-
en starting with the highest value
and ending with the lowest. In the
case of a tie, the players reroll to
see who goes first between them,
while keeping their original turn

70
Common Conflict Rolls
Type of Action Attacker’s Skill Defender’s Skill
Pistol blast at Near Aim Coordination to avoid,
range or Athletics to dodge
Intimidate foes with a Perform or Negative Resist
battle cry Social
Fireball Magic Magic, if applicable, or
Athletics to dodge
Rush at, and take down Athletics Strike to block or Aim to
an enemy throw and obstacle

placement. So, an initiative order “So you’re just going toe-to-toe with
might look something like this: the alien thug, eh? Let’s both roll Strike
and see who comes out on top!”
Bovar - 8
“I’m going to open fire before they
Graal - 6
can get to cover! Rolling Aim.”
First Opponent - 4
Darian - 3
When the target, be it another
Second Opponent - 3
player or a monster, chooses a
Skill to challenge the roll, it may
2) Choose Skills also be a Strike (to block), Ath-
Starting at the top of the Initia- letics (to dodge), or another Skill
tive order, each character takes 1 like Sneak (to quickly find a hiding
action per Round. The GG controls place), or Coerce (to scare the tar-
the actions of any Extras. Just like get into stopping their attack). Oth-
with normal task resolution, the er options are only limited by your
acting character chooses a Skill to imagination and the Skills your
use, and then the target chooses a character knows!
Skill to defend against the action. If
you’re taking a non-combat action “Since we’re out in the jungle, and
(climbing a tree, readying a spell, I’m an expert at surviving here, I’ll
etc.) with no target, it is resolved roll Survival to find cover to avoid the
per the normal rules. Most attacks, charging manticore.”
however, are resolved using either
“I’m going to roll Coordination to see
Strike or Aim, considering any Qual-
if I can swerve this speeder out of the
ities or other modifiers. way of your explosive shot!”

71
“Talking them down with a Charm other rolls, winning by 3 or more
roll might be just the thing to stop them nets you some other special ef-
from firing at me.” fect, typically damage dealt back to
the attacker! Perhaps a shot rico-
Like with other rolls in the Pip chets back at the shooter; the kick
System, the active player is the is blocked so forcefully that the at-
only one to roll dice. After the At- tacker is knocked off balance; the
tacker and Defender have chosen defender can slip away, out of the
their Skills, the attacker picks up line-of-sight of the attacker.
both white dice normally and black Finally, the players and the GG both
dice equal to how many white dice describe what happened. Whichever
the defender would have had if side was successful, Attacker or De-
they are the one acting this round. fender, gets to take the opportunity
If this is a player fighting an Extra, to narrate and explain how they were
their number of black dice is equal successful, as well as whatever cool
to the CR of the target. things happen because of it. The GG
narrates for any Extra’s successes
3) Determine Outcome unless a player has a cooler idea. This
Resolution for combat actions is the point at which you resolve dam-
follow the same rules as any other age as well (see Health & Taking Hits,
roll: more successes (a die showing on page 77).
4, 5, or 6) on the white dice wins.
For attackers, the action happens;
the punch lands, the shot hits its Combat Steps
ÜÜ Determine Initiative
target, and the spell is cast. If the ÜÜ Attacker Chooses Skill
Attacker wins by 3 or more, then ÜÜ Defender Chooses Skill
something additional happens to ÜÜ Determine Outcome
show it was an extraordinary suc-
cess. This could be strictly a narra-
tive effect; for example, the fireball
is so strong that it blasts the golem
Other Conflict
through the wall, opening a way into
the treasure chamber. Additionally,
Rules
in combat, it results in more dam- Range
age taken by the target. Deadly pistoleers, skilled snip-
If the Defender is the winner, ers, and famed archers all probably
then they have been able to stop have a place in your games. When
the attack in the way described. dealing with ranged attacks, there
The roundhouse kick is blocked or is no modifier when the target is
dodged; the battle cry is resisted; close and there is a clear line of
the spell is resisted. The Defend- sight. It is simply an Aim roll. How-
er was just too clever. As it is with

72
ever, the rule of thumb (+1W for ÜÜ Grappling: The characters in
help; -1W for hindrances) should question are touching each other.
be an immediate point of refer- ÜÜ Close: The characters are with-
in a few feet of each other.
ence. To help appropriate ruling in
ÜÜ Near: Not Close, but the char-
these situations, though, context is acters are less than 20’ away from
key. Range itself is the first thing to each other.
consider when dealing with attacks. ÜÜ Far: The characters are more
There are five different ranges to than 20’ away from each other.
consider: ÜÜ Distant: The characters are
hundreds of feet apart.

Generally speaking, hand-


held weapons are the purview
of the Strike skill and simply
cannot be used further than
Close range. Range modifiers
do not come into play. By the
same token, your average
ranged weapon cannot be
used in Grappling range and
may come into some trouble
at close range if the target
acts fast. From close range
all the way to distant, the
type of weapon can affect the
odds of the shooter hitting
their mark.

Aiming Round
Characters can take a
Round to Aim. Instead of
attacking, they can sim-
ply make an Aim roll (CR2),
where any successes are
added as bonus dice to their
attack the next Round. Tak-
ing the time to aim may cost
precious time, but could also
be key to winning the battle.
Characters can only benefit
from one Aiming Round for
any roll, and they lose the bo-

73
Range Modifiers
Weapon Close Near Far Distant Aiming Called
Range Shot
Melee - - - - +1W* -1W
Thrown - -1W -2W - +1W -1W
Bow - - -1W -2W +1W -1W
Pistol - - -1W -2W +1W -1W
Sub-Ma- - - -1W -2W +1W -2W
chine Gun
Rifle - - - -1W +2W -1W
Launcher -1W - -1W -2W +1W -1W
*Only in special circumstances will a character have a chance to
aim when making a Strike.

nus if circumstances change after Range Modifiers by Weapon Type


they’ve got their aim. For instance, Use the table above when applying
if the target walks behind cover or modifiers to range. Note that getting
if they start moving quickly, the modifiers exactly right is not the in-
character’s aim is lost. tent. The Pip System is meant to be
fast and smooth, so use these as
Called Shots guidelines during play, rather than
Aiming and hitting an unsuspect- as hard and fast rules to strictly ad-
ing giant is never too difficult for a here to.
hardy adventurer, but shooting it in
the eye should be a challenge and “Being as far away as you are on that
requires time to get the shot just distant rooftop, it’s going to be tough
right. When a player makes a called to snipe the government spy. You’ll
shot on a part of the target (i.e. A lose -1W for the distance, and -1W due
to the rain, but gain 2W from your Aim
murderous robot’s power source,
Round. Since your bonuses and your
the soft spot on the dragon’s hide, penalties are equal, you’ll just roll your
or a car’s gas tank), it instantly Aim Skill against the target’s CR3!”
makes the roll harder. The penalty
can range from -1W for a medium “Unfortunately, the target saw you
target, -2W for a small target, and aiming and took off running. You lose
-3W for a tiny target. Some specific your Aiming Round bonus and take an-
weapons make it harder or easier other -1W penalty since he’s moving
to make Called Shots. pretty fast.”

74
Auto Fire or the target is under some sort
When fully automatic weapons of camouflage, the GG should in-
come into play, many things can crease the CR by 1. This includes
happen. First, recoil makes an Aim- not just simple darkness, but heavy
ing Round impossible. Engaging in weather or other such interference
auto fire should be a simple Aim roll, that makes the target harder to hit.
per the usual rules. The exception
is that if the attacker succeeds by 3 Target behind -1W
or more, and the target has some half-cover
amount of cover to get behind, the Target behind full -2W
target is considered pinned down. cover
Pinned characters cannot move Target behind CR +1
until the source of the attack stops. heavy cover or
hidden
Be sure to maintain narrative while
this happens, so if a character can
act despite the heavy fire for some Grappling
reason, that just might supersede Many times, and in many set-
the Pinned effect. tings, two characters get tangled
If a player or Extra wants to keep in battle. The close quarters, the
firing with their next action, anoth- wrestling, and resistance are a hin-
er Aim roll must be made. This is drance for all but the most skilled
a check to find out if recoil affects close combat fighters! With this in
aim, if they forgot to check their mind, any time a character makes
ammo and run out, or if the target a Strike roll while grappling, they
can do something. Maintaining au- suffer a -1W penalty. If a character
tomatic fire gives the attacker a cu- is in a grapple with multiple oppo-
mulative +1W bonus, representing nents (i.e. Being held against their
the advantage they have from the will), then they suffer -1W per op-
previous action’s success. ponent.

Cover & Darkness Disarmed


When everyone dives for cover, If something happens to cause
or you’re dueling in the shadows, a character to drop their weapon,
things get more difficult. If the tar- they are considered Disarmed and
get is behind half-cover, like a pole must fight using only their fists
or small tree, the attacker suffers and feet until they take an action
-1W. Behind full cover, like a large to snatch their weapon back up, or
box or wall, attackers suffer -2W. the narrative allows them to do so
To account for heavy cover or a without a roll. Disarming another
target who cannot be seen, either character requires a Called Shot
because the scene itself is dark to the hand holding the weapon or

75
“I am going to try to pin the ghoul’s
arms down, while you give it the knock-
out punch. Roll Athletics here.”

“It’s going to require more than one


shot to take this cyborg out! I’ll flank
it and shoot, while you attack its front.
That’s an Aim roll for both of us.”

“Let me try to distract it with Coerce


before you attack!”

Ambushes (Surprise Attacks)


Having the upper hand in com-
bat is invaluable, and nothing gives
more of an advantage than stealth.
Ambushing, and detecting an am-
bush, follow the same basic rules
as other Tasks. When a character
wants to ambush a target, they
should have adequate time to pre-
pare and ample Cover (At least
the weapon itself. This should be a 50%). The amount of time and cov-
very dramatic move on the part of er should be considered by the GG
the GG, putting the players in a tight when determining a CR for the am-
spot and causing some tough deci- bush. Each character then makes a
sion-making. Sneak roll, with a success meaning
they are properly hidden; an Epic
Success allows you to help anyone
Ganging Up else who may not have been able to
Powerful foes require allies to
hide appropriately. Failure means
defeat them! Characters wishing
you’re not quite hidden: maybe
to gang up on another target fol-
your foot is sticking out or you’ve
low the rules for Teamwork, above.
made too much noise.
One character is the primary at-
If the majority of the group fails,
tacker, and the other assists by
then the ambush is automatically
rolling a relevant skill against CR2
detected and combat occurs nor-
before the attack. Success gives
mally. If the majority succeed, then
the primary attacker +1W, and an
the ambush is considered success-
Epic Success gives +2W! How you
ful. Ambushing enemies not only
describe the assistance is up to
means you have Initiative without
you.
rolling and get to act first in combat,

76
but the victims also suffer -1W to all Physical vs. Mental
rolls for the first Round. Physical Health (PH) represents
For players to successfully root the Hits characters can take to their
out an ambush, Investigation rolls body. Actions like punching, being
should be made (especially using shot, and perhaps even running a
the Awareness Quality). Again, very long distance can damage a
the CR is determined by the GG character’s body. Situations like try-
and should represent how well the ing to solve a complex puzzle under
enemies are hidden and how chal- duress or being afflicted with a spell
lenging it is for players to detect that causes severe depression can
them. If using specific Extras, the damage a character’s Mental Health
CR should be equal to the average (MH). Generally, the action, the use
of all the attackers. If the group of a specific Skill, and other situa-
is totally unaware of the ambush, tional clues should allow the GG to
they cannot hope to stop it in the determine which type of Hit, physi-
first place! On such actions, the GG cal or mental, is taken.
should create a CR for themselves
also using the characters’ average “Kevin stumbled over the cliff, rolling
Investigation Ranks. down the rocks, and crashing to the
ground below. Ouch! From his disas-
trous tumble, Kevin cracked a rib and
Health and took 1 Hit to PH.”

Taking Hits “Gracie puzzled over the complex


riddle to unlock the hidden door for
hours. After numerous wrong attempts
Out in the world, some tasks are at cracking the code, she developed a
migraine and could no longer focus on
simple, such as unlocking a door or
the symbols and numbers before her.
spotting a thief attempting to hide Gracie takes 1 Hit to MH despite her
in plain sight. However, sometimes best efforts.”
characters must risk their physical
or mental health. How much dam- During a conflict with the poten-
age a character can take to mind tial to cause real harm, the attack-
and body is represented by Hits ing character deals Hits equal to
or damage that can be dealt to the the number of net successes they
characters before they become In- gained on their roll. For example,
capacitated. if the attacker rolls 3 successes
and the defender rolls only one 1
success, then the defender takes
2 Hits to either PH or MH, depend-
ing on the type of harm being done.
Even normal actions and challeng-
es can carry a risk if the player

77
makes a poor roll. For example, the Status Effects
GG may call for a Survival roll to re- Status effects are generally in play
sist taking a Hit during a challenge. during combat. Environmental con-
If the player makes a poor roll to sequences may create them as well,
avoid a hidden trap, he may take a but since they’re mostly used during
Hit to PH from a sprained ankle. combat they are referred to in terms
of Turns. In non-combat situations,
Tracking Health these can be resolved and removed
Characters receive their begin- through appropriate actions per the
ning PH and MH based on their usual rules. While a character may
Archetype (page 11). While their suffer from a number of different ef-
individual values vary, they usu- fects at the same time, no effect can
ally total to 10 Hits. Exceptions to be double (i.e. you cannot be Frozen
this rule may exist in supernatural twice).
or superhero settings, or with the
effects of powerful magics. When Extra Hits
you know how much Health you Getting an Epic Success on your
have, bubble in the top row equal roll can make a big difference in Hits
to your PH and MH values. taken or inflicted. When this happens,
ÜÜ Physical Hits: Hurt the body
with cuts, bruises, and broken any die with a 6 result automatically
bones. Physical Hits are tracked un- counts as two successes instead of
der Physical Health by putting a “/“ one. For instance, if the white dice
through that number of circles. result (after negating successes with
ÜÜ Mental Hits: Harm the mind black dice) is 4,4,6, it then deals 4
with confusion or fear. Mental Hits Hits instead of 3. Likewise, if the de-
are tracked under Mental Health by fender rolls three or more successes
putting a “/“ through that number of
circles. over the attacker, any 6’s count as 1
Hit against the attacker. Lucky rolls
For example, below is a character can result in surprise victories or an
with PH 5 and MH 5 who has taken unfortunate amount of damage, de-
2 physical Hits and 1 mental Hit. pending on the situation.

“Lucy decides to use her brute


Physical Health strength and hit the monster as hard
as she can in the nose. She rolls Strike
and, lucky for her, the net result is
Mental Health 5,6,6. That poor monster takes +2 Hits,
for a total of 5 Hits, and crumples to
the ground in an unconscious heap.”

78
Status Effect Chart
Effect Consequence
Bleeding Whenever you make an action, roll 1d6. If the roll
fails, take 1 Hit to PH. At the end of your Turn, roll
1d6. If successful, you are no longer Bleeding.
Burned Whenever you roll an even number, receive a burn
counter. At the beginning of your Turn, take 1 Hit to
PH for every three burn counters you have. After a
successful CR2 Survival roll or some other form of
help, you are no longer Burned.
Broken Bone Whenever you make a roll involving your body, the
CR is increased by one level.
Confused All 4s rolled count as failures. At the end of your
Turn, roll 1d6. On a success, you are no longer
Confused.
Distraught Before you make an action, roll 1W. If the roll fails,
take 1 Mental Hit. At the end of your Turn, roll 1d6.
If successful, you are no longer Distraught.
Enchanted Whenever magic creates an effect against you,
make a CR3 Charm roll as your action for the Turn.
On a success, the spell is broken
Frozen While Frozen, the character receives 1 freeze token
whenever you roll an odd numbered die result. At the
beginning of your Turn, take 1 Hit to PH for every 3
freeze counters accumulated. At the end of your Turn,
roll 1d6. If the result is even, you are no longer Frozen.
Hindered (Skill) When an effect hurts your ability to use a specific
Skill, that Skill is Hindered. Take -1W any time you
use it. At the start of your Turn, roll that Skill against
CR3. If successful, you are no longer Hindered. This
CR reduces by -1 per Scene until it is healed.
Petrified While in this state you cannot move. At the be-
ginning of your turn, roll 1d6. Success means you
break free and are no longer Petrified. If you roll a
failure, skip your turn, and roll again next turn.
Poisoned At the beginning of your turn, take 1 Physical Hit.
At the end of your turn, roll Survival or another
appropriate skill against CR2. If successful, you are
no longer Poisoned.

79
Trading Mental 0 PHYSICAL HEALTH
2 Permanent -1
and Physical Hits Physical Health
Players have the option for their
3 Traumatized (+1B against a
characters to take the opposite certain physical challenge)
type of Hit, but for twice the dam-
4 Damaged Goods (Destroy an item)
age. Players may only take a trans-
fer of Hits once per turn and the 5 Broken Bone (unusable for
1d6 days)
GG must approve the action based
on the situation and character 6 Stunned (Lose 1d6 turns)
concept. For instance, the char- 7 Exhausted (-2W for all other
acter’s foot is stuck in the stirrup, rolls)
causing them to wrench a muscle 8 Concussion (1 Hit to MH)
while trying to mount a horse. The 9 Dazed (-1W to all rolls for
character should have taken 1 Hit 1d6 Turns)
to physical health and torn their 10 Retreat (Must run away for
hamstring. However, he stumbled 1d6 Turns)
in front of a person he’s trying to 11 Marked (Gains visible scar)
impress, so the player chooses to 12 Second Wind (Regain 1
take 2 Hits to MH instead, due to Physical Hit)
the sheer embarrassment.
0 MENTAL HEALTH
Incapacitation 2 Permanent -1
If a character falls to 0 Hits in Mental Health
Physical Health, it means the char- 3 Permanent phobia (+1B
acter is physically exhausted or se- against chosen phobia)
verely injured. When Mental Health 4 Faint (fall asleep for 1d6 hours)
drops to 0, the character cannot 5 Confusion (Can’t recognize
make good decisions, has a weak- allies for 1d6 Turns)
ened resolve, and can’t think clear- 6 Hysterics (Lose 1d6 Turns)
ly. In either case, the player must
7 Rage (1 Hit to an ally)
roll 2d6 and compare the total to
the following charts to determine 8 Seizure (1 Hit to PH)
the consequences of becoming In- 9 Aggressive (Cannot retreat
capacitated. If a character is healed for 1d6 Turns)
and again falls to 0 Hits in the same 10 Babble (Character suddenly
Scene, the player must reroll for shouts out a secret)
an additional consequence. While 11 Slurred Speech (No one can
Incapacitated, a character cannot understand the character for
1d6 Turns)
perform any actions and is at the
mercy of his enemies with only the 12 Composure (Regain 1
Mental Hit)
strength of his allies to protect him

80
until the end of the Scene. Check
the incapacitation charts for exam-
ples of consequences for dropping
Healing
Adventuring has an inherent risk
to 0 Hits in either Physical or Mental of danger, and real heroes will get
Health. Some are temporary, while wounded both physically and men-
others are permanent, so chance tally. A bump on the head or a slight
plays a big part on the character’s headache may not require much in
fate. the way of healing, but serious bat-
While Incapacitated characters can tles with bloodthirsty enemies can
be revived -- even with the possibili- lead to more serious trauma. For-
ty of negative outcomes -- such as tunately, adventurers have ways of
permanent loss of Health, destruc- mending themselves and their allies
tion of property, or a strange phobia, when injuries occur. Depending on
-- some players may wish to include the setting, the GG may allow other
the more permanent consequence of types of healing as well.
death within their games. In general,
death should be played with “house Anger Management
rules,” deciding beforehand whether Sometimes, yelling in frustration
a dead character will be permanently can help a character feel better.
destroyed or retired, whether there Spending a few minutes raging,
is a possibility of resurrection, and so throwing a tantrum and scream-
on. The death of a character can only ing can heal 2 Hits to MH, but the
be triggered by a coup de grace, an noise is likely to attract unwanted
intentional act of delivering the final, attention. Anger Management auto-
fatal blow, which must be announced matically negates attempts to hide,
by the attacker. sneak, or otherwise lay low.

Bandage
A simple bandage does not re-
quire a Knowledge roll like med-
ical treatment, but heals 1 Hit of
Physical health. A bandage can
only be used once per attack
suffered. For instance, if a char-
acter has suffered 4 Hits from
two different attacks, bandages
could only heal up to 2 Hits total.

81
Bloodsucking ing one’s breath takes 1 turn, but can
Some characters, such as vam- only be done once per Session.
pires, can regain 1 Hit per creature
drained of blood. Only characters Magic
who can take blood as nourishment Characters who know how to use
can use Bloodsucking to heal them- magic can heal allies or themselves
selves, but this usually requires be- with potions, spells, rituals, or even
ing in a grapple to initiate. charmed items. Healing may use a
charge on an item, require the heal-
Catch Your Breath er take damage instead, or require
The character sits down for a min- the healer to make a roll for suc-
ute to rest and clear her head to cess. How many Hits are restored
restore 1 Hit. The character cannot depends on the spell or potion and
take any other action while catching the character’s training with it.
a breath since she is trying to recov- Magic may heal either Physical or
er from a taxing experience. Catch- Mental health.

82
Meals Nap
Sitting down to a great meal can While not as good as a full night’s
restore 1 Hit to both Physical and sleep, a nap restores 1 Hit of either
Mental health. A meal must consist Mental or Physical Health per hour
of both food and a drink of some of sleep (up to 2 hours). Note: naps
type. Eating a meal cannot general- cannot be taken when there is dan-
ly be done during combat. ger lurking. The character may also
be awakened by noises or other
Medical Treatment disturbances.
Requires a Skill check, such as
Knowledge or Survival, to properly Sleep
use medical supplies. Medical treat- Characters can rest for an entire
ment could include stitches, splints night and wake up feeling much
and casts, medicines, or even mi- better. The character regains 4
nor surgeries to remove bullets or Hits of the player’s choice, either
arrows. Holistic treatments such as Mental or Physical.
acupuncture or hypnosis may also
be included in medical treatment. Soaking Bath
Heals 3 Hits of the player’s choice. A good, long soak in a tub or hot
Medical treatment may require sev- spring can soothe even the sorest
eral hours to complete. muscles. A hot bath can restore
1 Hit of Physical health. At times,
Meditation herbs, salts, or other types of heal-
Spending 1 hour in silent thought ing aids might be included with the
can restore 1 Hit to Mental health. hot water. In these instances, a
Meditation can be interrupted by soaking bath heals 2 Hits of Physi-
danger or loud disturbances. cal health. A soaking bath takes at
least 1 hour, requiring the player to
soak and do little else as the water
soothes his aching body.

Therapy
Sometimes just talking to a
friend can help relieve depression,
anxiety, or other forms of stress.
Talking it out heals 1 Hit of Mental
health.

83
Powerful punches, a keen eye, advance her knowledge and gain
and nimble fingers go a long way more powerful magical abilities.
towards a successful adventure.
However, some characters can
access powers and abilities far
beyond shooting guns or picking
Easy Magic
a lock. These heroes use magic, A warrior doesn’t require magical
an ability that can mystify, terrify, skill to swing an empowered sword,
or fortify those under its effects. and neither does it require magical
Some may use magic to heal an ally knowledge to read from a mysteri-
instantly, absorb damage, or sense ous book and accidentally summon
the presence of another magical a monster. If a player wishes for her
force in the area, while another character to use Magic, but doesn’t
may use darker forces to conjure want to invest points in advanced
horrors or wound an enemy by training, she can use pre-written
spilling their own blood. spells or activate magic items des-
Quick spells may be single-use, ignated as Easy Magic. Easy Magic
while others provide a longer last- utilizes the Magic Skill but does not
ing bonus for the character. Simple necessarily require training in other
spells and magic items are avail- Magic Qualities or Advanced Magic
able to all characters allowing them Qualities. The effects of accessing
to access basic magic, but a char- Easy Magic can be just about any-
acter with training in Magic has a thing, and the GG is encouraged to
far better chance of success when make some of them story-altering
using the spell or item. For dead- and potentially one-time-use spells.
ly spells, a character must invest For instance, the perfect spell de-
more time and energy by spend- signed to take on the ultimate evil of
ing points in Skills and Qualities to the heroes’ story doesn’t need to be
a repeatable spell.

84
Using Spellbooks Turns of recitation with the effect fi-
Spellbooks range in complexi- nally occurring on the 4th Turn. The
ty, and the spells or rituals within reader obviously needs to know the
their pages take time to recite, but language in the book, but many of
anyone can use them regardless of the most powerful spells are writ-
training. The player makes a Magic ten in dead languages or encrypted
roll with the CR determined by the to keep them from outsiders and
effect of the spell; usually at a min- thieves. These rituals may also re-
imum of CR2 for basic effects and quire rare materials, a sacrifice, or
as high as CR5 for reality-changing any combination of unique compo-
effects. Reciting the magic words nents. Some rituals cannot be per-
from a book or scroll also takes formed while in combat, but rather
one Turn per CR, and the effect require hours or even days to com-
happens on the following Turn. For plete, usually influencing the story
instance, a CR3 spell would take 3 more than just throwing a quick fire-
ball at someone.

85
Using Magic Items
In your adventures, you will, from Magic Family
time to time, come across items
imbued with magic. Of course, find- (Advanced Qualities)
ing a random magic item means the
character has no idea who created Magic has roots in many sourc-
it and what it does, so it could pos- es. A character might access the
sibly be cursed or create chaos if realm of Magic through some type
activated incorrectly (i.e. activating of event, through study, or simply
a tornado wand inside your home). from being born to the right blood-
Keeping the possibility of unknown line. Choosing how your character
dangers in mind, using magic items came to know how to cast spells or
can be done in many ways. harness the power in a wand might
Figuring out how to activate an change which spells he knows, or
item requires a Magic roll (CR2). the cost of casting those spells.
If they fail, it is just a normal item Below are some Magic Families to
for the time being. On a success, choose from. Each magic type casts
they may take 1 Turn to unleash magic in a different way, but also
the magic, sometimes affecting a has certain limitations connected to
target in the same Round or having the source of their power. Like oth-
some sort of delayed reaction, de- er Advanced Qualities, they cost 2
pending on the effect. Characters points to acquire, but require other
who have spent points in the Magic Skills and Qualities to access.
Skill and Qualities may be able to
learn further information about a Alchemy
magic item, such as figuring out Requires: Crafts 3 (S), Magic 3 (S),
what it does before activation (al- Lore 2 (Q)
ways helpful), its history, and pos- The character has studied alche-
sible dangers involved with wield- my and chemistry, allowing her to
ing a magical item. brew potions to lend magic to ev-
Some items may only be usable eryday activities. An alchemist’s
by a character from a certain Magi- spells are rooted in their ability to
cal Family. If a character who is not predict what kinds of potions they
properly trained attempts to use need going forward. Their craft is
the item, disastrous results may not one done on the fly, and each
occur, such as instant loss of Hits, potion can take days to brew and
instant Incapacitation, or physical distill to perfection. Alchemists
or mental deformities. Untrained should have a stationary lab built to
characters who inspect an items their personal needs, where they
for its history, etc. suffer a -1W do most of their brewing. They use
penalty to their roll. a combination of ingredients and

86
symbols to craft potions. Casting Magic: A Blood Magic
Casting Magic: Alchemists can user has a different way of cast-
create any potions they have the ing spells than others. While their
recipe for. Just like spells, specific spells are purchased the same, us-
recipes are taken as Spell Quali- ing the Specific Spell Quality, they
ties, and they can carry one of that can also shed their own blood to
potion per Rank. For instance, a aid their casting. The character can
character may take Rank 2 in Heal- take 1 Hit to add +2W to any cast-
ing Potion, allowing him to carry ing or to use a spell that has run
two of them with him at any given out of uses for the day. These Hits
time. cannot be negated or reduced, as
Limitations: Creating new po- they are magically inflicted.
tions is a balancing act; The play- Limitations: An obvious limita-
er and GG need to work out what’s tion of a Blood Magic user is that
best for their game. Every potion their PH may deplete very quickly,
has an effect, duration, creation making them more in need of healing
time and visual component of the than others and often targeted by
spell. If the potion is extremely opponents in battle. Characters with
powerful, the creation time might a high PH are great for Blood Magic,
be longer; representing more mag- forcing those with low PH to devote
ic needed in its making. All these a lot more to their normal studies.
boil down to a series of Crafts and
Magic rolls to replenish their po-
tion stocks. Faerie Magic
Requires: Charm 3 (S), Magic 2 (S),
Trickster 2 (Q)
Blood Magic They have spent time in the for-
Requires: Magic 3 (S), Resist 3 (S), est, mountains, or other natural
Fearless 2 (Q) places where they have also en-
Blood is life, and life is power. The countered faeries, becoming im-
character dabbles in dark magic, bued with a bit of their magic. Get-
sacrificing his own blood and body ting a faerie to impart their magic
to cast powerful spells. Those who takes convincing and maybe a little
study Blood Magic may not always trickery, and in the end, the faerie
be trusted, as many others see the respects the magic user for their
use of dark magic as a non-starter. cleverness. Many of their effects
After using Blood Magic for a while, are flashy and whimsical on the
the caster usually grows paler and surface, but may also require a
their veins show through their skin, darker cost in the end.
giving them an eerie appearance, Casting Magic: Faerie magic
not unlike a vampire or another works off a give-and-take within
member of the undead. creation. This means they need to

87
also sacrifice (i.e. destroy) some- Limitations: Carrying around sac-
thing else when casting a spell. To rifices can become cumbersome,
heal, they may need to kill an ani- leading to them not being ready to cast
mal. To mesmerize, they may need a spell when the time comes if they
to have a deck of cards ready to don’t have the right materials. Many
throw into the air. If they do not Faerie Magic users carry duffel bags
have the required sacrifice and in- with them, making them fall behind or
stead use a substitution, a success accidentally knock things over.
becomes a Tie result automatically
(success but at a cost).

88
Pact of Power Wizardry
Requires: Magic 2 (S), Coerce 3 Requires: Knowledge 3 (S),
(S), Tempter 2 (Q) Magic 3 (S), Lore 2 (Q)
The character has made a Pact The character has studied books,
with a creature from another realm, spells, magic items, enchantments,
be it a spirit, an alien, or a demon. In and everything about the world of
exchange for their eternal service, magic. Most often, they have been
the creature has entered a Pact taught by another wizard, spend-
with the caster and has given them ing years as an apprentice only to
magical abilities. Their life then re- spend even more years in solitude
volves around serving their master studying deeper magic. If knowl-
in one way or another, though their edge is power, then wizards are the
master need not be evil. They are strongest magic users around, able
often secretive about the source of to pull any spell out of their hat at
their power, both because they do any given time.
not want to be judged and because Casting Magic: Unlike oth-
they do not want to give someone er Magic Family types who learn
the idea they can replace them in specific spells, Wizards function
their Master’s eyes. instead by taking Spell Slots as
Casting Magic: Pact magic fol- Qualities. At the beginning of each
lows normal rules, though they day, they can place any spell in a
receive +1W to activate any pow- slot. For instance, a wizard with
er that alters their physical form, Rank 2 for one Spell Slot and Rank
as they become the perfect tools 1 for another Spell Slot could cast
for their master. Any other spells the first spell twice per day and the
suffer a -1W penalty to their acti- second one once. On the first day
vation, as it doesn’t necessarily fall of the adventure, they may put the
under their purview. Armor Spell in Slot 1 and Wisp in
Limitations: All magic the cast- Slot 2. If they didn’t have a need to
er possesses is a gift from their use Armor, they may switch Armor
master. This means disobeying or to Spell Slot 2 the next day, replac-
failing their master may mean they ing the spell in Slot 1 with the Heal
lose access to their magic for up to Spell instead. There is no way to
1d6 days. This is something most exchange a Spell Slot once they
Pact users keep in mind with every are decided, so Wizards need to be
action they take, fearful they may certain they are choosing the right
be stripped of their power if they spells for the day.
fail. Limitations: Because a Wiz-
ard’s mind is filled with magical
knowledge, they become quite ab-
sent-minded and scatterbrained.

89
They suffer a -2W penalty when
trying to remember something
or concentrate on something not
Using Spells
rooted in magical studies. Most spells are associated with an-
other Skill besides Magic, so raising

Purchasing Ranks in these Skills obviously helps


with casting magic. For instance, the

Spells Identify Magic spell is rooted in the


Investigation Skill. This means the
player would roll white dice equal to
Spells act just like other Qualities, their Investigation Ranks + the Spe-
being purchased in the same way, cific Spell Quality.
with the Magic Skill acting as a cap The CR for using magic varies on
to the level the spells can attain. the task the magic user is attempting.
However, the Quality’s Rank has a If targeting a specific person, the tar-
dual purpose as well. First, it acts get may use Athletics (to avoid some-
as a normal bonus to the activation thing like a fireball), Resist (to stop a
of the Spell itself. Having 3 Ranks magical poison), or even Magic (to
in the Spell gives a +3W bonus, resist with their own internal magic).
for instance. Secondly, each Rank If the spell doesn’t directly target an-
gives the magic user one use of the other, then the GG comes up with an
spell per day. So, a character with appropriate CR, per normal.
3 Ranks could use the spell three
times from the time they wake up to
the time they go to sleep, refreshing
this number the next day.
Spell List
Characters may only have a num- Magic spells and effects come in
ber of spells equal to 2x their Ranks all forms depending on the scene,
in the Magic Skill. For example, Susan characters, and setting. While an
has Magic 3, so can have up to six to- adventure in the Wild West may
tal spells. She is still limited to Rank have a dark sorcerer bringing souls
3 for her spells unless she raises her back from the dead or a gunsling-
Magic to Rank 4 (which would also er using an enchanted rifle, an ad-
raise her total spell maximum to 8). venture in the magical forest can
Some spells have an alternate include nature healing spells and
(often more powerful) version ac- magical woven-reed wands. Spells
cessible by a certain Magic Family. also tend to take on characteristics
If a character from that family pur- of the certain type of magic they
chases the spell, they can use either are being used from. For instance,
version as one of their uses for the Wisp may be a semi-sentient entity
day, giving them even more options. from Fairy Magic or may glow red if
being summoned from Blood Magic.

90
Below are some example effects for Lasts for the Scene.
spells, though players and GGs are ÜÜ Altered Form (Pact of Pow-
encouraged to create their own. er Variant): Instead of increasing
their strength, a Pact user can im-
bue themselves with the power of
Darken (Sneak, CR3) their master. They can split their
successes as bonus dice between
This spell covers the caster in
Strike (from growing sharp claws),
darkness, allowing them to hide Coordination (as they grow wings),
easily in the shadows. The player or Coerce (for their terrifying/awe-in-
rolls to activate this spell and the spiring appearance).
character can remain in the dark
a number of Beats equal to suc-
cesses gained. Beats are parts of Ghost Fingers (Strike, CR2)
a Scene. So, if the character’s plan The caster touches a target and
is to get into a building, sneak up reaches into his soul, slowing him
to the second floor, locate and with her cold, dead touch. Ghost
grab the case of money, return to Fingers makes moving very diffi-
the first floor and then escape un- cult and increases the CR for any
seen, that is five Beats. If they only physical roll by +2 for a number of
rolled 3 successes, then they may actions equal to successes gained
be seen while they are descending during activation.
ÜÜ Invisible Strands (Wizardry
to the first floor again.
Variant): With this spell, a Wizard
ÜÜ Shadow Sphere (Wizardry
can lift and move things with just a
Variant): Instead of casting the shad-
wave of their hand. After activation,
ow on themselves, a Wizard can fill an
they can lift a number of targets
area with darkness instead. A shroud
equal to successes gained, depend-
of magical shadow descends upon
ing on their sizes. Small items may
everything within Near Range, and no
need only 1 success, while medium
one can see in it except for the Wizard.
items need 2 successes and large
Likewise, no one can see into it from
items require 3 successes. They do
farther ranges. Lasts for a number of
not move fast enough to attack with.
minutes equal to their Magic Ranks.

Giant Strength (Athletics, CR3) Healing Touch (Knowledge, CR2)


The character knows how to use
With this spell, the caster’s mus-
magic to bind wounds and soothe
cles ripple and their strength in-
creases exponentially. Once acti- minds, to heal a friend or himself.
The caster heals 1 Hit per success
vated, they add bonus dice equal
gained to the target. If the target is
to successes gained to any rolls re-
themselves, this CR is raised by +1.
quiring physical strength. This can
ÜÜ Drink Deeply (Blood Magic
include breaking down barriers, Variant): A Blood Magic user can
catching and throwing cars, or be- delve into terrible acts to heal them-
ing in a grapple with an opponent. selves. Once cast upon themselves,

91
they can bite another and drink their during activation add bonus dice
blood to heal 2 Hits per Hit dealt to when attempting to research his-
their target. This only applies to a tory, effects, etc. about any magic
number of Hits dealt equal to success-
items detected or to identify what
es gained. For instance, if the caster
rolled 2 successes to activate, they kind of magic a person can use (i.e.
could inflict 2 Hits to heal 4 Hits them- Faerie Magic, Blood Magic, etc.).
selves. If they dealt 3 Hits, the last Hit ÜÜ Instant Magic Item (Alchemy
would not have any magical effect. Variant): The Alchemist can instantly
add one magical Gear Quality (like Holy,
Bane, or Lighting) to any item in their
Heartstrings (Perform, CR3) possession. By dropping some of their
custom potions onto the object, it re-
With the right moves and inter-
tains this new Quality for a number of
action with a target, the caster can uses equal to successes gained.
affect their emotions in a number of
ways. Relationships are thought of
as a scale of Hate > Dislike > Neu- Lightning Blast (Aim,
tral > Like > Love. Successes gained
from activating this spell can be CR = Target’s Athletics)
used to move a target one way or A bolt of electricity strikes several
another on this scale. For example, foes. The player rolls for their activa-
if the caster got 2 successes, they tion as normal, which doubles as their
could make a target who Hates her attack, but these dice are considered
Neutral to her instead. This should Burst Dice and can hit a number of
affect CRs when dealing with Extras targets equal to Ranks in Magic. Hits
affected by the spell. are spread between the targets in
ÜÜ Entertain (Faerie Magic any way you choose, but cannot deal
Variant): This spell makes the au- more than 3 Hits to any single target.
dience believe the Faerie Magic user For example, if you roll 4 Successes
is better at singing, dancing, or play- and have Magic 2, you may deal 3 Hits
ing an instrument than she actually to one target and 1 to another, or 2
is, and sways them toward liking her
Hits to both targets. This awesome
performance. She gains bonus dice
to all Perform rolls equal to her acti- power is dangerous to wield and you
vation for the Scene. take 1 Hit for every 3 you deal.
ÜÜ Power Drain (Wizardry Vari-
ant): The Wizard casts this spell and
Identify Magic (Investigation, CR2) instantly shuts down a number of
machines equal to successes gained
A caster with this spell can look
during activation within Far Range.
more closely in the area for hidden Unlike other, more easily controlled,
magical items or people. Every- magic, if the Wizard rolls 4 successes
thing non-magical falls away from then four machines must be affected,
sight, and they instead only see a as it is wild magic. These machines are
glowing aura of things or beings unable to function for the next hour.
who are magical. Successes gained

92
Magic Armor (Resist, CR2) against them. Outside of combat, it
Magic Armor provides an extra means the person is placed into a
layer of protection. The character trance and stands still staring at the
gains AR equal to the successes caster for a number of Turns equal
gained from activation. The caster to successes gained. Anything else
can maintain Armor on as many can go on around the victim and they
people as they have Ranks in Mag- won’t notice.
ÜÜ Enthrall (Pact of Power
ic. For example, Bill has Magic 3, so Variant): A caster in a Pact bor-
he can cast Armor on three targets, rows a bit of their master’s power
including himself. Armor reduces to control a target. Once activated,
Hits from 2 attacks before dissipat- they can command their target to
ing and needing to be recast. perform a Task with as many steps
ÜÜ Many Arms (Faerie Magic as successes gained. For example,
Variant): The Faerie Magic user cre- if the caster rolls 3 successes, they
ates illusory arms they can use to act could say “Get in your car, drive
quickly and more often. For a number home, sit there until I come for you.”
of Rounds equal to successes gained, The commands last for a number of
they can take 2 Actions on their Turn. hours equal to Magic Ranks or un-
Outside of combat, each success can til the Task is complete, whichever
halve the time necessary for a task. comes first. If attempting to make
For example, if hacking a computer the target hurt themselves or go
would take 1 hour, then with 3 suc- against their inner nature, the GG
cesses, it is dropped to 30 minutes, may require multiple successes to
then 15 minutes, then 7 minutes. force the command.

Mesmerize (Charm, Nimble Foot (Coordination, CR2)


This spell gives the caster expert
CR = Target’s Resist) balance, flexibility, and dexterity,
Distracts and befuddles one en- such as sleight of hand, threading a
emy who can do nothing but watch needle, walking a tightrope, or oper-
the caster. In combat, this means ating a vehicle. For a number of ap-
the enemy only targets the caster, propriate Tasks equal to successes
but suffers a -1W penalty on all rolls gained, the caster can simply take

93
a success without a roll. They can Shatter (Crafts, CR2)
also choose to make a roll with +2W, The caster enchants their un-
where Ties still count as successes. armed attacks, making it near impos-
ÜÜ Taken Apart (Faerie Magic
Variant): Beyond the ability to bend sible for any obstacle to hold them
and flex one’s body, Faerie Magic back. Any attack on a non-living tar-
users can use this spell to separate get for a number of attacks equal to
a number of their body parts equal their Magic Ranks instantly shatters
to successes gained and send them it, regardless of AR or other protec-
off to complete their own Tasks. For tion. If the target is an important Ex-
example, the caster could leave their tra, like an android, then hits deal +2
ear in a room to listen to a conver-
sation or send their hand to deliver Hits instead - still quite damaging.
a message. Body parts can travel up ÜÜ Fragment (Alchemy Vari-
to a number of miles equal to Magic ant): By drinking a potion and staring
Ranks away, and if it gets destroyed into the target’s eyes, they can remove
or lost the caster may permanently one piece of their memory for each
be without their body part. success gained during activation. For
example, they make the victim forget
they ever met, their home address, or
Overhaul (Crafts, CR2) even what the color purple is. This for-
getfulness is usually short-lived, last-
The caster uses their power to ing 1d6 days before they are reminded
magically repair broken items. of everything they lost.
They instantly heal a number of
Hits for a damaged item or vehicle
equal to successes gained. This
spell can even be used on an utter-
ly destroyed object, as long as at
least 50% of its parts remain.
ÜÜ Regeneration (Blood Mag-
ic Variant): Applying the same
principals of Overhaul to one’s own
body, the Blood Magic user can now
regrow removed limbs or organs. It
takes 1d6 hours to regrow a small
body part or 2d6 hours for a large
body part, reduced by 1 hour per
success during activation. The ex-
ception to this is their head; if they
lose their head, they are forever lost.

94
Summon Wisp (Survival, CR2) ÜÜ The Blood Remembers
(Blood Magic Variant): The user
This spell summons a friend-
who drinks of a victim’s blood can
ly wisp, a small ball of living light, instantly gain insight into them as a
there to help the caster. The wisp person, learning the target’s name,
also emits a radius of bright light occupation, likes, dislikes, goals, brief
up to 5 ft. per success gained, for history, etc. They can acquire one
everyone to see in. If asked, the piece of info per success, but a per-
wisp can easily guide the caster son’s blood can only ever be sampled
once by this spell, so the player should
to the nearest town or landmark if be sure to ask just the right questions.
they are lost, or run and get help if
they are in trouble. It cannot speak
but can attempt to get others to fol- Terrifying Gaze (Coerce,
low where it leads by other means.
ÜÜ Instant Life (Alchemy Vari- CR = Target’s Resist)
ant): An Alchemist can go beyond This spell makes an enemy think
summoning a lesser life-form. By using they’re seeing monsters, demons,
their special potions, they can pour a shadows, and other frightening im-
drop of life onto any non-living object, ages, causing him to freeze in terror.
instantly giving it sentience and intelli-
The victim instantly loses their next
gence. The new life-form is assumed
to be equivalent to a CR1 Extra, but on Turn to fear and suffers a -1W pen-
an Epic Success, it jumps to a CR2 Ex- alty to a number of defensive rolls
tra. The GG and player should discuss equal to successes. On the following
what inherent Qualities the new crea- Turn, they can choose to remain and
ture should have, giving up to 4 Quality fight, continuing to suffer a -1W pen-
points in bonus dice. alty to all combat rolls, or they can
run, gaining +2W to get away quickly.
ÜÜ Summon Minions (Pact of
Temporal Sight (Investigation, CR3) Power Variant): Instead of simply
The caster uses their magic to en- appearing scary, the Pact user sum-
ter a trance, instantly replaying the mons a few of his friends to aid him
events that occurred in the area with- in the coming battle. They can sum-
in a number of days equal to their mon one minion per success gained
Magic Ranks. This is great for rec- during activation, but this number is
reating a murder scene to see how also capped by their Magic Ranks.
For instance, a caster with Magic 3
it occurred, or for spotting in which
who rolled 4 successes could still
direction someone ran after losing only summon three minions. Each
them in a crowd. Regardless of in- minion is assumed to be a CR2 Extra
formation gathered, the trance lasts with 3 Hits and a Claws 2 Quality to
for 1d6 hours, reduced by 1 hour per enhance their Strike rolls. They last
success gained during activation. until the end of the Scene or until
they are destroyed.

95
Alchemy Potions Flying Potion (CR3)
The Flying Potion allows for the
target to fly or hover for a short time
Alchemy is both a science and with concentration. The user may
magic. It takes a skilled practitioner begin to sparkle or may even grow
to infuse random ingredients with wings as they travel. The target may
magic and turn them into potions fly through the air, and gains +2W to
with countless effects, and can any rolls for speed and maneuver-
take a practitioner years to per- ability. Minimum Magic 3 required.
fect. The basis of Alchemy can be
inspired by many different things
and can change to fit within many Health Potion (CR2)
genres. In this section are exam- Health Potions are the most com-
ples of Alchemical creations and mon among adventurers. Health
how they may look when activated. Potions instantly heal 2 Hits (Phys-
The caster is the one who brews ical or Mental) for the character
the potion. This character may be consuming them. Some take on a
different than the user, who is the more youthful appearance after the
one administering the potion. The effects. Minimum Magic 2 required.
target is the character who the po-
tion is being used on. Each potion
also lists the minimum Magic need- Hiding Potion (CR3)
ed and the CR for the Crafts roll to This potion may have been used in
make it. some of the best heists, but it is also
Alchemy can be used by any tricky. It cloaks the target, making
characters, but like all magic, it has them undetectable to visual tracking
its limitations. Potions can be help- -- including cameras and laser trip-
ful in combat, but a character who wires -- but the duration is random.
has no training in Magic may only The GG rolls 1d6 and the potion lasts
hold 1 potion at any time. A charac- for that many Beats of a mission. A
ter trained in Alchemy may hold as Beat is defined as a step, such as by-
many potions as they have Ranks pass security, get upstairs, crack the
in their Specific Spell Quality. In safe, escape from the roof (4 beats).
combat, only 1 potion per turn may If the GG rolled a 3 on the 1d6, then
be consumed at a time and takes the potion ends right as the user be-
the character’s action (including gins their escape. Minimum Magic 2
any Movement) to do so. required.

96
Shrink Potion (CR3) Summon Potion (CR4)
Shrink Potions shrink a user (and This potion lets the user summon
any clothes or equipment) down an otherworldly entity, such as a
to the size of a mouse. This allows demon, fairy, or angel. If the caster
them to get into many places a reg- wants a specific entity, they must
ular person could not. They retain have a personal item of theirs, such
all Skills and Qualities, but their size as a lock of hair or item given to
may limit their effectiveness. While the caster. Caution should be taken
they are smaller, they gain +2W without knowing exactly who you
to avoid being hit, but any damage are summoning, since the entity may
they would deal -- even with Burst not take well to being summoned.
Dice or Epic Successes -- is always The ritual usually involves pouring
reduced to 1 Hit. Minimum Magic 4 the potion into a circle and chanting
required. for approximately 1d6 minutes. The
user may still have to pay for ser-
vices or information the entity may
Sleep Potion (CR2) be asked to provide since it is not
After the effect, the target is put to under any mind control or similar ef-
sleep, making them prone. The sleep fect. Minimum Magic 3 required.
is magically induced, so they cannot
be woken up, nor will they stir, until
the magic is dispelled or the duration Tracking Potion (CR3)
of the potion has worn off. It nor- A Tracking Potion is used to high-
mally lasts for 1d6 hours, but can be light the trail of prey to the user. If
waived by the alchemist who made it the caster has a personal item of
with a drop of an antidote (this anti- their prey, they can pour the potion
dote does not take up a potion slot). onto it to illuminate a faint trail lead-
Minimum Magic 3 required. ing to where the target currently is.
If the user is trying to track without
a personal item, make a contested
roll of the user’s Survival (using
this potion’s Quality as a bonus) vs.
the prey’s Sneak. Minimum Magic 2
required.

97
Characters in stories are heroic some of these forms (Using Spells
not just because of their abilities on page 90).
but because of their opposition.
Villains, monsters, thugs and wild How to Read Extras
beasts drive the action and conflict ÜÜ Name: The name for this type
in stories, and it is no different in of Extra (of course, they can have a
games. Below are a range of differ- personal name as well).
ent Extras who can challenge your ÜÜ CR: Challenge Rating for the
Extra. Represents their dice pools
characters. when acting and their Difficulty when
While the following enemies are in Conflict.
arranged according to their most ÜÜ Hits: Unlike the player’s char-
common setting, there’s no reason acters, Extras have a total number
they can’t show up in others. A Su- of Hits (instead of separate PH and
pervillain who appears in a fantasy MH).
ÜÜ Abilities: Every Extra has
setting could be a sort of dark lord,
special Abilities they can perform.
while an Elemental in a spooky set- Conflict Abilities (C) typically grant
ting could be a tragic phantom who bonuses or add status effects to a
drowned at sea or was buried alive. specific Skill during a battle. Gener-
No mechanical changes are neces- al Abilities (G) are meant to be used
sary, except to some descriptive during role play scenes, allowing
tweaks here and there. Game Guides to provide the Extras
of their campaigns with flavorful
These beings don’t just have to
skills and bonuses when interacting
oppose characters either... they with the group.
can work with and fight alongside
them as well. Within the appro-
priate range, these creatures are
Learning Extra Abilities
While each Ability is unique to a
available as Companions (page 56).
particular Extra type, there is still
Additionally, certain spells might
a way for a player’s character to
allow your character to take on
learn them, as long as it fits within

98
the story being told. If a character Duplicate
joins a gang of Thugs for a security CR: 2, Hits: 5
job, why shouldn’t they develop the This foe is a master of disguise,
same Intimidation Ability as other mimicking and replacing another
Thugs? If another devotes her life character to spy on or sabotage
to martial arts, why shouldn’t she their lives. In modern games, many
eventually learn the Leap Kick Abil- are simply experts with makeup,
ity? Mechanically, this is done the costumes, body language, and
same as learning any Advanced playing off the expectations of oth-
Quality, but it costs 4 BP (instead ers. In fantasy games, the duplicate
of 2) and must have an in-story rea- might be a shapeshifter, fey spirit,
son for the character to be learn- or user of transformation magic. In
ing the Ability. sci-fi games, this foe is a member
of an infiltrating alien species, a
General Enemies mutant metamorph, or possibly a
clone. In spooky games, the dupli-
cate is an eerie doppelganger.
Thug ÜÜ Bodies Shouldn’t Do That (G):
CR: 1, Hits: 3 Make a +2W Athletics roll to per-
Wherever desperation and con- form a feat that shouldn’t be physi-
flict stir, there will be those who cally possible. If successful, you may
gather for a slim chance at power. complete the action by taking 1 Hit.
Thugs are easily dispatched, but ÜÜ Even Their Voices (G): Make
are often used by more powerful a +1W Coerce roll against the tar-
get’s Resist. If successful, the tar-
villains. Every so often, though, a
get believes your voice is the dupli-
thug survives and grows into a true cated subject’s.
threat.
ÜÜ Desperate Strength (C): ÜÜ Metamorph (G): Make a +2W
Make a +1W Resist roll against an Perform roll (CR2) to take a tar-
attack. If successful, avoid damage get’s form. If successful, no one
and the attacker takes 1 Hit. can tell the difference between the
Duplicate and the original subject.
ÜÜ Intimidation (G): Make a +2W
Coerce roll against a target’s Resist
when they meet for the first time. Corrupt Politician
If successful, the target takes 1 Hit CR: 3, Hits: 3
to MH. She could be a scheming fanta-
ÜÜ Strength in Numbers (C): sy noblewoman, a big-name, mod-
Thugs receive +1W to attack rolls ern politician who plays with the
for each other Thug in the fight (up media, a futuristic senator playing
to +4W).
with galactic war to further her
own power, or the wealthy own-
er of a haunted manor who traps

99
meddling interlopers inside after towards its victims. Regardless,
dark. Regardless, these foes have robots are frequently stronger and
connections and political power, more durable than humans, with
and they aren’t afraid to abuse it. set programming and an artificial
ÜÜ Lies and Statistics (G): Make background.
a +1W Coerce roll (CR2). If suc- ÜÜ Implacable Programming
cessful, the target takes 1 Hit to (G): Robots are built to be good at
MH and believes whatever is said different tasks, and they receive
next to them, whether it is true or +1W in pursuit of their agenda. A
not. The lie must have some sup- game show robot might receive
port for it to be effective. +1W to answer questions, while a
ÜÜ Emotional Appeal (G): Make a golem might be especially good at
+1W Charm Roll (CR2). If success- defending its maker’s people.
ful, the target takes 1 Hit and the ÜÜ Mechanical Masterwork (C):
Corrupt Politician uses their emo- Make a +1W Aim Roll (CR2). If suc-
tions to change the target’s mind cessful, the Robot deals +1 Hit to
on some issue. the target by improvising a weapon
ÜÜ Secrets (G): Make an Investi- of sorts from what the robot has.
gation roll (CR1). If successful, the
Corrupt Politician gains one se-
cret about the target per success
gained. These secrets can be re-
vealed at opportune times to gain
a +2 bonus to damage done to MH.

Robot
CR: 4, Hits: 6
While seemingly fitting
most easily into a sci-fi cam-
paign, the robot can be
present in mod-
ern campaigns
as well, thanks
to advanced
modern me-
chanics and cy-
bernetics. In a
fantasy campaign,
this Extra could appear as a
golem or other construct. In a
spooky setting, the robot could
instead be a haunted suit of ar-
mor, clanking down the stairs

100
ÜÜ Repairs (C): Make a Crafts roll ÜÜ Burrow (C): Make a +2W Sneak
(CR2). If successful, remove 1 Hit roll (CR1). If successful, you can
from the Robot. If the robot is at- burrow away and escape from a
tempting self-repair, the difficulty combat without being followed.
is CR3 instead. ÜÜ Scamper (C): Select one ally.
Your scampering distracts ene-
Rival mies, giving that ally +1W to their
next attack.
CR: 5, Hits: 8
They’re your rival, and the sort of ÜÜ Viral (C): Gain +1W to Strike
rolls. If successful, the target is
obnoxious a person can be if they
now Poisoned.
are actually (somehow) good at the
same things you are. She always
gets to the hidden temple of doom Eagle
first. He always gets the glory. CR: 2, Hits: 4
ÜÜ Anything You Can Do (C): Soaring through the sky, eagles
Make an Investigation roll against are not very durable but their mo-
a target’s Sneak. If successful, you bility is unmatched. Their sharp tal-
can copy Ranks in a Skill or Quality
ons and beak provide some wicked
from their sheet for the Scene.
attacks, and their sharper senses
ÜÜ Glory Hound (G): Make a +1W enable them to detect prey with
Perform roll (CR2). If successful,
the Rival recites details in a certain
ease. Some are raised by particu-
event in that target’s history, but larly daring falconers, while others
makes it seem like the Rival did it, work to protect their homes.
-- and others believe them. ÜÜ Flyby (C): Make a +2W Athlet-
ics roll against a target’s Athletics.
ÜÜ Inside and Out (G): Your rival If successful, the eagle flies by and
always knows just how to hurt you. cuts the target for 1 Hit.
They always deal +1 Hit for any at-
tack on the character. ÜÜ Scout Ahead (G): Make a +2W
Survival roll (CR1). If successful,
you may grant one ally +2 Initiative

Animal Enemies for the first Round of Conflict.


ÜÜ Soaring (C): Make a +2W Co-
ordination roll (CR1). If successful,
Rat the eagle is unreachable with at-
CR: 1, Hits: 3 tacks.
Clever survivors, rats have a rep-
utation for filth that isn’t entirely
deserved. Their historical links to
disease do, however, make them
dangerous to confront if unpre-
pared.

101
Wolf Giant Squid
CR: 3, Hits: 5 CR: 5, Hits: 12
With claws and fangs, strength Big enough to tangle with whales,
and senses, a single wolf is bad giant squids are rarely seen on the
enough. They are truly a danger surface. Their cunning, strength,
when encountered in hunting packs. and various abilities (such as light
ÜÜ Howl (G): Make a +1W Coerce tricks, camouflage and regener-
roll against a target’s Resist. If suc- ation) make them frightening for
cessful, the target suffers -1W on anyone who sails.
all rolls for the Scene. A target can ÜÜ Ink (C): Make a +2W Aim roll
only be affected once by this effect against the target’s Survival. If suc-
at any given time. cessful, the target is blinded by the
ÜÜ Pack Tactics (C): Wolves re- ink and suffers -3W to rolls. This
ceive +1W to Coerce rolls to scare penalty reduces by 1 each Round.
others for each other Wolf in the ÜÜ Regeneration (C): Once the gi-
fight (up to +3W). ant squid has lost 3 or more Hits, it
ÜÜ Scent Memory (G): Make a may skip its attack to regain 3 Hits.
Survival roll against a target’s ÜÜ Tentacles (C): Before attack-
Sneak. If successful, you receive ing, roll 2W. The total result (add-
+1W to track the target for the du- ing the two dice together) is the
ration of the Story. number of additional White dice to
add to its next roll. May only use up
Bear to twice per combat.
CR: 4, Hits: 9
Black, brown, grizzly, or polar,
bears are big, surprising sprinters,
and mighty attackers. Symbols of
Modern Enemies
strength and protection, bears de- Thief
fend their homes and cubs instinc- CR: 1, Hits: 3
tively, and anyone who messes with Pickpockets, scammers, con
either is in for a terrifying fight. men, and burglars, thieves are
ÜÜ Bear Burst (G): Before attack- clever and usually subtle, finding
ing, take 1 Hit. The next roll is con- various ways to part people from
sidered as Burst Dice.
their belongings. When a thief is
ÜÜ Durable (C): Whenever the defeated, they should usually have
bear is attacked, attackers add +1B
something interesting on them for
to their dice pool.
the heroes to recover, in addition
ÜÜ Tooth and Claw (C): Gains to their own stolen equipment.
+1W to Strike rolls and deals +2
Hey, where did my wallet go? Darn!
Hits to targets.
ÜÜ Getaway (C): Make a +2W Sneak
roll (CR2). If successful, the thief re-
treats from Conflict and leaves abso-
lutely no trace she was ever there.

102
ÜÜ Grab (G): Make
a +2W Coordination
roll against a target’s
Investigation. If suc-
cessful, you grab 1
item from that target.
ÜÜ Misdirection (G):
Make two different
+2W Coerce rolls
against 2 different
targets’ Resist. If ei-
ther roll is success-
ful, the Thief diverts
attention from one
target onto the other
target, instead of on
themselves.

Martial Artist
CR: 2, Hits: 5
Focused and deter-
mined, the Martial Artist
is a highly-trained com-
batant. Whether a sen-
sei, special agent, circus
performer, would-be-
ninja, or parkour tra-
ceur, they are agile,
quick, and surprisingly
strong. Soldier
ÜÜ Meditate (G): Make a Magic CR: 3, Hits: 7
roll (CR1). If successful, add 1W to Devoted, driven and deadly, sol-
a roll of your choice for the scene. diers are trained to protect and
ÜÜ Leap Kick (C): You jump into fight for a nation, but a good num-
the air and make a devastating ber of them turn to mercenary
strike. Make a +2W Strike roll work instead.
against a target. If successful, they ÜÜ Marksman (G): Gain +1W to
may take 1 Hit to retroactively Aim rolls.
make the dice Burst Dice. Cannot
ÜÜ Logistics (C): When a soldier
be used with Multi-Strike.
is defeated, make a +1W Survival
ÜÜ Multi-Strike (C): A martial roll (CR2). Success uncovers us-
artist can make two attack rolls in able supplies that restore 2 Hits to
their Turn, as long as both are us- the soldier.
ing the Strike Skill.

103
ÜÜ Military Training (C): For
combat-related rolls, a result of
3-6 counts as a success (instead of
Fantasy Enemies
only 4-6).
Goblin
CR: 1, Hits: 3
Scientist Goblins are small creatures, usu-
CR: 4, Hits: 3 ally with pointy ears, big noses,
Brilliant, with years of study and oddly colored skin, and dispropor-
advanced technology, the scientist tionate limbs. They tend to live un-
is an expert in their chosen field. derground, building warrens and
They are the ones others go to for infesting ruins, to which they seem
help, but their genius often makes unusually drawn.
them eccentric or downright mad. ÜÜ Bog Stench (C): When a target
ÜÜ My Latest Creation (G): The is within touching distance of a gob-
scientist has used their knowledge lin, that target makes a Resist roll
of technology to develop equip- (CR2) or takes 1 Hit from the smell.
ment or a CR2 Companion
that threatens the heroes
and all they hold dear.
That Companion or
device has 7 Hits
and gains +1W for
all rolls, but heroes
cannot target the
scientist until they
deal with the Latest
Creation (unless the
roll affects a group
or area). If the Latest
Creation is defeated
or destroyed, the sci-
entist suffers 1 Hit from
shock at the ruination of
their work.
ÜÜ Research (G): +2W for
Knowledge and Investiga-
tion rolls.
ÜÜ Genius (C): Make a
Perform roll against a
target’s Resist. If suc-
cessful, the target
is Confused (page
79).

104
ÜÜ Gob Mob (C): When there is within Close range of the original
more than one goblin in a group, target. Make a second Survival roll
the group may move to rush a tar- with +1W to do +1 Hit to the sec-
get. They receive +1W to attack ond target.
rolls for each other Goblin in the ÜÜ One With the Elements (G):
fight (up to +4W). Elementals heal 2 Hits per Round
ÜÜ Unlucky Break (G): Make a if around a large quantity of their
+2W Magic roll against a target’s element.
Charm. If it is successful, one of
their items or a piece of equip-
ment is now broken and must be Berserker Warrior
repaired before it is usable again. CR: 3, Hits: 8
The brutal force of a berserk-
er calls to mind the strength and
Elemental wildness of bears. Their ability to
CR: 2, Hits: 6
shrug off hits and their numbers
A manifestation of the primal
make them a force to be reckoned
forces of nature, elementals are
with, to say nothing of their great
shaped from specific matter or en-
strength and savagery.
ergy of the natural world, such as ÜÜ Axe Bloody Spray (C): Make
earth, water, fire, cold, or electric- a +1W Strike roll against a target’s
ity. While some emerge in pristine Resist. If successful, your savage-
natural sites, others are summoned ry causes 1 Mental Hit and 1 Phys-
by more powerful magic users. ical Hit.
Each elemental is bound to a very ÜÜ Battle Cry (C): For the next
particular aspect of the environ- round, allies gain +1W to physical
ment around it. An Earth elemental attack rolls.
wouldn’t be very effective in a city ÜÜ Berserk (C): Take 1 Hit to ig-
street (since the earth is covered nore the next Hit you’d take.
and controlled), but a pavement or
debris elemental might be devas- Enchanter
tating in the same location. CR: 4, Hits: 6
ÜÜ Elemental Emergence (C): At
the beginning of the turn, the el- Not all magic users are enlight-
emental can merge with a sizable ened seekers of wisdom or keepers
quantity of their element and trav- of the balance between mystic forc-
el through it. The elemental gains es. Some seek power and maddening
+1W to Athletics and Sneak rolls secrets, and use their magic for dark
while merged, and can emerge at ends. They are forever enacting rit-
any time (thus losing their bonuses).
uals that could change reality itself,
ÜÜ Environmental Attack (C): and must not be allowed to succeed.
Make a +2W Survival roll against ÜÜ Ancient Artifact (C): Enchant-
a target’s Athletics. If you are suc- er can cast 1 preselected spell up
cessful, deal +1 Hit to that target to 4 times per day.
and choose up to 1 other target

105
ÜÜ Dark Magic (C): Make a +2W interference (which do nothing to
Magic Roll (CR2). On a success, the stem their use of mortal pawns and
target is Enchanted (page 79). proxies). Whatever their bargain,
ÜÜ Magical Mysteries (G): +1W on be certain that you can face them.
rolls involving Magic or Knowledge. ÜÜ Bend Reality (C): Eldritch enti-
ties do not follow earthly rules and
behavior, but when their own laws
Eldritch Entity are used against them, they must
CR: 5, Hits: 8 obey. Make a Magic roll (against
A powerful spirit, demon, ele- target or CR3) and they may bend
mental, fey, or other mysterious reality in their environment in
agent, the eldritch entity manifests some way. If used for defense, it
creates a wall with 5 Hits. If used
a fraction of its full power in the
to attack, it deals +1 Hit to the tar-
world at any given time, often work- get. It can also be used to change
ing through agents or empowering an item into something else entire-
them. With a whim (and frequently ly (i.e. a staff to a snake) or some
some sort of bargain or contract), other miraculous display of power.
the eldritch entity can grant any- ÜÜ Let’s Make a Deal (G): +1W bo-
one mastery of magic, alter reality nus to all Charm and Coerce rolls,
itself, summon lesser beings like since the eldritch entity has millennia
elementals, and more. But they are of experience manipulating others.
bound by arcane rules of limited ÜÜ Scratch Your Back (G): Give
a target any one object, spell or

106
event they desire. The eldritch enti-
ty thereafter gains a +2W bonus to
get the target to obey a command.
Spooky! Enemies
Spider Swarm
Dragon CR: 1, Hits: 3
CR: 6, Hits: 15 A single spider can be creepy, but
The legends say a single great dark forces that gather in haunted,
hero can slay this monster. The accursed places draw hundreds of
legends are wrong. Every knight in them unnaturally. Crawling over
shining armor who dared to con- walls, floors, ceilings, and objects;
front the dragon now decorates its spider swarms are the stuff of
lair. Dragons are immensely strong, nightmares.
tremendously cunning, magically ÜÜ Creepy Crawly (G): Ignore ar-
powerful, as swift and mobile as mor unless it is sealed completely.
lightning and almost invulnerable. ÜÜ Tangled Web (G): Swarms of
And that’s not counting additional spiders spin lots of webs to catch
qualities like extra heads, poison, prey big enough to feed all of them.
+1W for any roll involving a trap.
shapeshifting, or fire breath. The
+2W for a trap that is meant to im-
only way to beat one is with a group mobilize someone.
of the greatest heroes, working
ÜÜ Venomous (C): Make a +2W
together... and with a ton of luck. Strike roll against a target. If you
You’re going to need it. succeed, the target is now Poi-
ÜÜ Herobane (C): Each success soned (page 79).
on a Strike roll counts as two suc-
cesses. Usable once per combat.
ÜÜ Scorching Fury (C): Make a Animated Dead
+2W Aim roll against a target’s CR: 2, Hits: 4
Athletics. The area is engulfed in Risen from their graves by the
fire, hitting one additional target dark will of a sorcerer, animat-
per every two successes. Example: ed dead might be zombies or the
Rolling four successes deals 4 PH
classic skeletons, depending on
Hits to two targets, while rolling 6
successes deals 6 PH Hits to three the location. They lurch or dance
targets. In addition, all damaged about, moving as their rotting mus-
targets are now Burned. cles should not be able to, but with
ÜÜ Dragon and Its Wrath (C): frightening force and numbers.
Whenever the dragon has 5 or ÜÜ Grave Cravings (G): The ani-
fewer Hits, it becomes enraged mated dead are always driven by a
and gains +2W to all attack rolls. hunger to consume the living. They
focus their attacks on one target
ÜÜ Scales and Tails (C): Whenev- (usually a straggler), picking off the
er the dragon is attacked, add +2B group one by one.
to the attacker’s dice pool.

107
ÜÜ The Horde: They receive +1W Lycanthrope
to attack rolls for each other ani-
mated dead in the fight (up to +3W). CR: 4, Hits: 8
He’s a great guy. Always ready to
ÜÜ Relentless (G): The animated
lend a hand. So kind and loving. But
dead suffer no penalties from Hits
taken and cannot be subject to any when the moon rises full in the sky,
Status Effects (except Burning). he always disappears... and that
They die only when they have tak- is when the beast prowls -- with
en enough Hits to drop them. They sharp teeth, wicked claws, and an
also find ways to be mobile when insatiable hunger. Strong, fast, re-
missing limbs. They will drag them- generating, and hard to kill without
selves, using whatever they can to
move toward their targets.
silver or magic, the true problem
with this enemy is the fact that de-
stroying him destroys the good guy
Ghost inside as well.
CR: 3, Hits: 6 ÜÜ Enhanced Senses (G): +2W to
Ghosts are the remnants of power- all Investigation rolls from their en-
ful emotions in the life of a deceased hanced animal senses.
person. Scholars still debate wheth- ÜÜ Last Person You’d Suspect
er ghosts are souls so emotionally (G): Lycanthropes are hard to
drawn to something in the world that identify and spot until they trans-
form to attack. They gain +1W to
they cannot leave it behind or leave
Sneak and Charm rolls to appear
their tasks unfinished, or mere re- harmless and human.
cordings in the astral plane. Though
ÜÜ Tooth and Claw (C): Make a
insubstantial, ghosts can be frighten- +1W Coordination roll against a
ing opponents. target’s Athletics. If successful,
ÜÜ Ethereal (G): Characters trying the target takes +1 Hit from a bite
to hit a ghost are at -2W to hit, as attack and the Lycanthrope heals
ghosts have no substance and their 2 Hits.
minds are particularly resistant.
ÜÜ Memory Manifestation (G):
In their haunted locations, ghosts Vampire Count/ess
control the appearance of every- CR: 5, Hits: 9
thing in their environment, often Once they lived and loved. Once
making it creepier or reflecting the they were the heroes. But some-
time of their death. Opponents are thing went wrong. In grief and fury,
at a -1W to all Investigation and Re-
they brought a great curse upon
sist rolls in these places.
themselves and their entire do-
ÜÜ Poltergeist (C): Make a +1W main. Now, the living cower in fear
Sneak roll against a target’s Investi-
gation. If successful, the target takes
from the shadows that cloak their
damage and is thrown back 5 feet haunted domain, and the dead stir
per Hit dealt. from their graves. Noble, fear-
some, and possessed of a will that

108
crushes all in their path, the lords
of the night have turned their hyp-
notic gaze towards you.
Sci-Fi Enemies
ÜÜ Child of the Night (C): Make Flufflies
a Magic roll (CR2). On a success,
CR: 1, Hits: 2
your body disperses into a swarm
of bats, granting you a +1W bonus They are cute. They are fluffy.
to Athletics and Investigation rolls. They are playful. They make de-
ÜÜ Count Charming (G): Gains lightful sounds. They eat constant-
+2W to Charm rolls. If successful ly and multiply at an impossible
on a Charm roll, the target is auto- rate. And they are smothering your
matically Confused (page 79). space ship.
ÜÜ Draining (C): Make a +1W ÜÜ AWW-dorable! (C): Enemies
Strike roll against a target’s Strike. must succeed at a Resist roll (CR2)
If successful, heal 1 Hit for each to attack the Flufflies.
Hit dealt to the target. ÜÜ Ravenous (G): Make a +2W
Survival roll (CR1). If successful,
break one nearby device.
ÜÜ Multiplying (C): Split into three
flufflies, gaining +1W to all rolls (up
to +4W).

109
Android
CR: 2, Hits: 5
Advanced technology has creat-
ed A.I.s resembling humans; built
as companions, assistants, and
more. Sadly, faulty programming,
poor experiences with biological
lifeforms, and dangerous futures
have resulted in cruel and terrify-
ing androids, who are both more
and less than human.
ÜÜ Databanks (G): +1W bonus to
Knowledge and Crafts rolls.
ÜÜ Regenerative Nanites (C):
Make a +1W Resist roll (CR1). On
a success, heal 1 Hit per success.
ÜÜ Toolbox (G): Make a +2W
Crafts roll (CR2). On a success, you
have just the right device to help
with the situation. On a failure, you
suffer a glitch and become Con-
fused (page 79).

Predatory Alien
CR: 3, Hits: 7
Deep in space, this species
spreads like a virus. They lay their
eggs inside the helpless bodies
of other species, only for the vic-
tims to erupt as the young aliens
emerge, hungry and quick to adapt
to new situations.
ÜÜ Burst (C): Make a +1W Coerce
roll (CR2). On a success, eggs se-
cretly implanted in the target start
to hatch, causing 1 Hit. If the target
becomes incapacitated, a new Pred-
atory Alien emerges from the body.
ÜÜ Evolution (G): Gain +1W to
one Skill of choice to adapt to your
current environment. Can be re-
newed each Scene.

110
ÜÜ Prowl (G): +2W to Survival Kaiju
rolls to track prey and avoid being
tracked. CR: 6, Hits: 16
Kaiju are enormous mutants (of-
ten prehistoric reptiles, apes, and
Supervillain insects), resulting from wild ener-
CR: 4, Hits: 10 gies left dangerously unchecked.
Just as heroes arise from unusu- What’s worse is they are often
al origins, the forces of tyranny and encountered in pairs, battling one
destruction have their own cham- another with no concern for the
pions; occasionally fallen heroes resulting damage. Fortunately,
suffering from disillusionment or Kaiju tend to have connections to
concerned only with power. Fre- smaller creatures (often human
quently wearing armor and dra- children) or weaknesses to differ-
matic capes, and armed with dark ent forms of energy or technology,
energies they can bend to their will, which can drive the creatures off
the Supervillain is very difficult to to their island homes.
permanently defeat... they always ÜÜ Ginormous, But Dumb (G):
escape and make a comeback. Receive +3W to all physical rolls,
ÜÜ Complete Control (C): Make a but -2W for mental rolls.
+1W Magic roll against the target’s ÜÜ Thunderclap (C): Make a +1W
Resist. If successful, the target is Aim roll (CR2). For each success,
now Hindered (page 79). deal 2 Hits to one target. Addition-
ÜÜ Power Armor (C): When tar- ally, each Kaiju can cause a status
geted by physical attacks, add +2B effect on affected targets, such as
to the attacker’s dice pool. Burned, Frozen, Broken Bones, Poi-
soned, or Petrified (the type chosen
ÜÜ Energy Weapon (C): Make a
when each Kaiju is created).
+1W Strike roll against the target’s
Strike. On a success, deal damage ÜÜ Radioactive (C): Add +1B to all
and target suffers -2W to their rolls made to attack a Kaiju.
next roll. ÜÜ Tiny Tether (G): The Kaiju is
drawn to follow and aid a person
of beauty or innocence. If anything
threatens them, you turn even
more aggressive than before, gain-
ing +2W to all rolls.

111
What is a Rules Arbiter
As the Guide, you are responsi-
Game Guide (GG) ble for knowing the rules of the Pip
System and making sure everyone
follows them. This includes deter-
You and your friends have gath- mining the Challenge Ratings for
ered, and everyone has made char- tasks characters want to accom-
acters except for one of you. This plish and when/if a roll needs to
person has chosen to take on the occur in the first place. Rolls only
role of the Game Guide (sometimes need to happen when there is a
just called Guide or GG for short). challenge to overcome that is also
The Guide also participates in the important to the story; rolling dice
game, but doesn’t make a charac- should not get in the way of telling a
ter like the others. Instead, they great story. Many simple tasks can
become the world around the play- happen automatically. For exam-
ers’ characters and everything in it. ple, there is no roll for swimming,
It’s a big job, but it is very satisfying unless you’re doing tricks or trying
and rewarding in the end. Without a to swim faster than someone else.
good Guide, no one gets to play and There is no roll for talking, unless
no fun can be had. Many groups you’re trying to change someone’s
take turns acting as the GG, giving emotions or maybe trick them.
everyone the chance to experience Players don’t need to roll to drive,
this prestigious privilege. Guides but if they are trying to lose a tail or
should read the entirety of this make a tight turn, then a roll may
book to ensure they have enough be necessary.
information to run the game ac- The GG should ask their players if
cordingly. Once they understand they feel a roll is necessary if they
everything, they have two major are undecided. Sometimes a player
roles to help facilitate a game. may want to roll because they en-

112
joy the gamble and the challenges also simply make the best decision
brought on by failure, while other for the story, ignoring the rules en-
situations may lead to dead ends if tirely. While this seems like a lot of
they roll. For instance, as much as control for one player, roleplaying
a player may want to roll for picking is more about collective storytell-
the lock out of their jail cell, the GG ing by the whole group.
may simply say it is impossible or
determine there is no roll involved,
but it’ll take a certain amount of Storyteller
time to pick it. If they allow a roll The GG can build a framework
and it fails, the result is that there of amazing plots, interesting con-
is no way out now, and this can cepts, exciting mysteries, and chal-
spell the end of fun in any game. lenging adventures for the other
If disputes arise within the game players. They are the storyteller,
that the group can’t resolve with a giving vivid descriptions of the
simple die roll or by group consen- world through which the players
sus, the Guide is the final arbiter of take their characters. The Guide
the outcome. You should take time also speaks for all the other people
to listen to everyone’s side of the
dispute and consult the rules as
much as possible, but the GG can

113
in the world who aren’t the players’ can bog down the game, dragging
characters, from the cheating pok- it out much longer than it really
er player across the table to the needs to. Likewise, too few dice
computer AI the players must ac- rolls means the players are miss-
cess to enter their enemy’s fortress ing the crucial element of chance
to the gang of warriors launching a in the story’s events. Each of these
surprise attack from the shadows. presents its own challenges for a
If this is your first time being the GG, but by finding the right balance
Guide, just think of it like a video for your group (yes, every group
game. The players have made their is different) everyone should have
characters, given them weapons fun engaging in the game.
and abilities they hope to complete ÜÜ Too Much Story: Some Guides
the game with, but you, the GG, go to great lengths to create elaborate
are the programmer who fills the worlds, interesting Extras, or political
plots that twist and turn to the point
world with dangerous mountain
of being overbearing. The GG should
cliffs or ranging forests, the writer build a world and a story primarily
who crafts a story and dialogue for around the players’ characters, for
villagers and other Extras, and the they are the only ones who really mat-
animator who describes the events ter. No matter how awesome an Extra
the players experience. The only may be, the players are the ones who
limitation for you as the GG is your push the story forward.
own imagination. It can be daunt- ÜÜ Too Little Story: There are
RPGs out there that are more like
ing at first, but the more you do it,
board games, where the story doesn’t
the easier it becomes, and the fur- matter. Remember, however, the Pip
ther you’ll be able to push yourself System mixes roleplaying and game
as a storyteller. We have included elements for a complete experience.
a lot of helpful information in this If there’s too little story, then the
book as well, to hopefully guide group is more likely to think of the
you along the path to becoming an game as something they should try
amazing Guide. to “win” rather than build. Rolling to
resolve a conflict isn’t nearly as grat-
ifying as using strategy and clever-
Mixing Roleplaying ness to get through it, however. So,
although the GG is encouraged to find
and Roll-playing reasons for die rolls to occur, if there
Being a storyteller and a rules is no reason for it, then do not ask for
arbiter means finding a balance a roll at all.
ÜÜ Too Many Dice Rolls: This
between the two roles to make the
occurs most often in long battles
story flow and make the game fun. against powerful foes. But remember
Too much story can be boring, but that not every fight needs to end with
too little can lead to players feeling one side or the other losing all their
less invested in the game or their PH or MH. If a battle is drawn out,
characters. Too many dice rolls maybe have the enemy retreat to re-

114
group or maybe an environmental ca- middle ground where they focus on
tastrophe splits the ground between the concept of their character and
the two battling sides, so they must spend their points appropriately to
battle another day. These events can reflect it. During this process, a few
add even more drama, where another
other things may come, as well:
roll would have caused the group’s in-
terest to continue to wane.
ÜÜ Too Few Dice Rolls: This may Together or Separate
be the result of taking the roleplay- Some players choose to make
ing aspect too far. Some players who their characters as a group, while
are very talkative and charismatic others may prefer to make them
may tend to play their characters separately. Character creation as a
that way too, regardless of the Skills group can have many benefits. First
they may have in Charm or Coerce.
off, players can balance the group,
But remember dice rolls aren’t just
for fights, and fights can be physical making sure their characters can
or mental/social in nature. No mat- specialize in different abilities and
ter how good an argument a player avoid overlap. They can also create
presents, they should have to roll to their concepts as a group, figuring
back up their actions, just like any out how they fit into each other’s
lock pick, punch, or hide attempt. backgrounds during the process.
This can take up a whole session

Prepping a Game at times, though, even with the Pip


System’s quick creation process.
This can lead some groups, espe-
Creating Characters cially those where each player has
There is debate on whether mak- their own copy of the Pip System
ing characters for the Pip System Corebook, to make their charac-
is an art or a science, but the truth ters separately. This means you
is it’s a bit of both. No two play- can jump right into the game when
ers will do it exactly the same or you get together with your group,
with the same priorities, but it is but may also mean each character
still the Guide’s job to help players is an island. It becomes the GG’s job
through the process. Some play- to figure out how to get the char-
ers may want to maximize their acters together regardless of their
points spent to make the most widely differing backgrounds. Each
optimized character, while others player, however, may have felt like
spend points in seemingly useless they had more freedom and were
Skills and abilities because it fits making the exact character choic-
the character concept they have es they wanted without influence
in their head. Neither of these ap- from anyone else. This can be pow-
proaches are wrong, but the GG erful in allowing the player to im-
should help their players reach a merse themselves in the story.

115
Making Randomness Count it’s a real patch, like they’ve lost an
The Pip System uses random eye, or if they are possibly pirates
charts and rolls to help craft charac- who just use it to adjust to the light
ters who are out of the ordinary or more efficiently. If that same char-
slightly different than what the play- acter rolled for Floorplans to a Lost
er originally pictured. The challenge Keep, the player may decide this
is to incorporate the randomness keep contains a spell that can allow
with the concept the players have them to regenerate their eye, thus
in mind, and it is often easier than adding another interesting charac-
it may seem. A bull-nosed private ter goal. Be creative with your rolls;
detective may roll randomly and get they should never be throwaways.
a water gun. Now, this seems silly
on its surface, but maybe he has it Narrative Creation
painted to look like a real gun, mak- Some players who are not knowl-
ing it usable in fake-outs. Maybe edgeable about the rules of creat-
he uses his water gun instead of a ing characters may have another
flask, shooting himself in the mouth option available to them: Narra-
for a drink for comic effect. What tive Creation. The player and GG
if a fantasy Druid rolls for an eye sit down and discuss what kind of
patch? They then get to figure out if character they’d like to make. This

116
can be anything from describing Archetypes
their look, to their background, There are many Archetypes to
lifestyle, family relations, magical choose from, but players often
powers, etc. While listening, the have their own ideas. Luckily, cre-
Guide does their best to approxi- ating a new archetype is easy. PH
mate the narrative into a character. and MH should equal to 10, in any
For instance, if a player says they’d combination. Pick three relevant
like to play a princess who has run Skills for the Archetype, and give 2
away from home to join a thieves’ free Ranks for two of them, and 1
guild, the Guide may decide to give free Rank for one.
them the Noble Archetype for the Special Abilities can be tricky, but
background, heightened Sneak, can do a few different things: Give
and Coordination Skills for what it a general +1 bonus (i.e. Child of
takes to survive as a thief, proba- Nature), or a specific +2 bonus (i.e.
bly the Attractive, Historian, and Jacks), reduce a general CR by -1
Streetwise Qualities, and perhaps (i.e. Artisan), can double an effect
the Socialite Advanced Quality to (such as Chef), or even give a spe-
reflect the princess’s ability to work cial roll where each success gives
a crowd. The Guide may then ask a some sort of effect (i.e. Sleuth).
few follow-up questions, like “Did Hindrances are essentially the op-
you bring anything with you when posites of a Special Ability, such
you left?” or “What do you see as a general -1 penalty, raising the
yourself looking like?” to help de- CR generally by +1, etc. There is no
cide on appropriate Gear Qualities. concrete rule, though; the GG and
This method is great for any play- player should discuss what they
er, but is especially good if bringing want out of their new Archetype.
young players into the mix.
Qualities
It’s important to note that we’ve
Customizing Characters included example Skill Qualities
When a player sits down to make with each Skill, but this is far from
their character, there may be times an exhaustive list. Players should
when they look over the available be encouraged to create their own.
options and can’t find what they If a character needs to have expert
need to make their character feel knowledge in Agriculture, then it
complete. This is when you, as the makes sense to give them the Ag-
Guide, can help them craft their riculture Skill Quality under Knowl-
own mechanics to fit. edge. If the character is a therapist,
then adding the Confidant Skill Qual-
ity under Charm could give a bonus
when getting someone to open up.
The possibilities are limitless, and

117
a Guide should try their best to ac-
commodate. The same applies to
Gear Qualities (where players may
Your First Game
have a far-out idea about a Tool or Now, you and your friends have
Weapon they want) and even Magic read through the majority of the
Qualities (where players can create Pip System Corebook and under-
their own spells). stand the rules. Whoever has taken
the role of Guide has probably read
the book a couple extra times too,
Fine-Tuning Characters so they can answer any questions
Players often enter into games that come up. You’ve all agreed on
with grand ideas for their charac- a time and place to play. Someone
ters and deep backgrounds that even brought cupcakes so you can
sometimes do not match the num- play and eat great snacks at the
bers on their sheet. It is important, same time! Everyone’s ready. Let
first and foremost, that all players the game begin!
are happy with their final choices The group has decided together
for their characters. This may take that Eloy is the Guide, as he is the
a session or two, depending on the most familiar with the game. He
individual player’s understanding takes a place at the end of the ta-
of how the rules work. A player ble so he can see everyone’s faces
may find the Skills they chose to and can hear them clearly. Kristen
put points into really don’t work is playing Billi Wonders (an Adven-
with their concept as well as they turer), Elle is playing Spike (a War-
thought, or think they’d have more rior), and Julian is playing Octo (an
fun playing if they switched one of Artisan and an expert trap maker).
their Qualities purchased during Eloy doesn’t have a character of
character creation. Game familiar- his own, because he’s the Guide.
ity makes things easier overall, but Instead, he is the world and every-
also illuminates players to issues thing in it that Billi, Spike, and Octo
like this. The GG should allow for will be having fun exploring.
tweaks to a character in the begin- Before the session starts, Eloy
ning stages, even if this is just in takes a moment to answer any
the player’s mindset behind their last-minute questions and allow ev-
character. Maybe they aren’t as eryone to get to know each other’s
legendary a warrior as they want- characters. After everyone has
ed to be, but they are certainly on their other small-talk and conver-
their way toward that goal. They sations about their week out of the
can alternatively give all players way, the GG begins the game.
a few extra PP to spend to make
their characters slightly better.

118
Below is an example of what play- Eloy (GG): Can everyone give me
ing the game is like. Enjoy! an Investigation roll, Challenge Rat-
ing 2, just to see if you know where
Eloy (GG): Ok you guys, when it is off hand?
we last left off, an evil blood mage
had turned Spike’s brother into a The players grab some white and
ferret. You all are now at home. black dice and roll. They get more suc-
cesses on their white dice than black
Kristen (Billi): We have to find dice, collectively.
a way to change him back. He can’t
stay a ferret forever. Eloy (GG): Cool, you guys totally
know where to go. It’s a small hut,
Elle (Spike): Yeah. Is he a cute almost hidden on the edge of town.
ferret? The wizard’s name is Jeevy and he
wears long purple robes. When you
Eloy (GG): Of course he’s cute, walk into his hut, there are a lot of
but he’s a bit stinky as ferrets usu- glowing, magical trinkets all along
ally are. the walls and he is sitting in the
center of the room in meditation.
Julian (Octo): Find the blood
mage! Kristen (Billi): He looks like he’s
sleeping.
Kristen (Billi): How would we
find her now, though? She’s long Elle (Spike): I say, “Hey, Mister!
gone. We need your help!”

Eloy (GG): You do know that a Eloy (GG): Hahaha! He jumps up


wizard can track a magical trail and because you scared him. “Oh, um,
lead you right to her. Of course, yes, um, may I help you?” he says,
that might also mean you owe the trying to gain his footing.
wizard a favor.
Julian (Octo): “We need help.”
Elle (Spike): Who knows what
they would ask for? Probably noth- Eloy (GG): He says “Yes, ok.
ing easy. With what? I’m a busy, busy man
you see.”
Eloy (GG): Do you guys want to
check out the local sorcerer? Kristen (Billi): “Weren’t you just
sleeping?”
Everyone nods.

119
Eloy (GG): “Certainly not! It is ob- Kristen (Billi): We’re going up
vious that I was meditating. Now if against a powerful blood mage. Do
you could kindly get to your busi- you think you could come with us?
ness,” he says. He seems kind of
annoyed. Elle, make a Charm roll, Eloy (GG): Billi has a few Magic
Difficulty 2 to see if you can get him Qualities too, right?
to calm down.
Kristen (Billi): Yeah, but she’s
Elle (Spike): I only have Charm just a novice.
2, but I’ll try.
Eloy (GG): He says, “You have
Elle rolls 2W and 2B, and succeeds. much more magic in you than you
think. Use it and you will be fine.”
Eloy (GG): Now he’s calmer and He rests his hand on your shoul-
more open to listening to your der and you feel a surge of energy.
questions. “Ok, fine. What can I You’ll get an additional white die
help you with?” when using your Magic Skill now.

Kristen (Billi): “Can you help us Kristen (Billi): Oh, cool. That’ll
pick up a magical trail from this?” do.
and I hold up the ferret.
Julian (Octo): Let’s beat that
Eloy (GG): “Kind of smelly, but blood mage!
I can sense a lot of magic coming
from it. Is it someone you know?” Elle (Spike): Yeah! She can’t
he says. do that to Spike’s brother and get
away with it.
Elle (Spike): “My brother.” Spike
is sad. Kristen (Billi): Let’s go, team!

Eloy (GG): He gives Spike an un- Eloy then takes them through the rest
derstanding look, then waves his of the adventure, each Scene increas-
hands around as he murmurs mag- ing in tension and fun banter between
the players’ characters. Hopefully, they
ic words. “Jumble, bumble, scrum-
defeat the blood mage, but it may take a
ble, boo! Frumble, gumble, pumble, couple of sessions to get there, depend-
loo!” And with that the ferret glows ing upon how many obstacles Eloy puts
a bright yellow, with a faint trail that in their way.
seems to go outside of the hut. “If
you follow that trail, you’ll find the
caster of this horrible spell. I wish
you luck on your journey.”

120
Story Types
Heroic Stories
Roleplaying games can allow for
telling so many kinds of stories, but
most players enjoy the kind where
they are the heroes of an epic sto-
ry. This can involve fighting demon-
ic overlords, conquering dragon
hordes, saving people in distress,
and otherwise being a hero by doing
heroic things. The Pip System plays
well into this type of game, but the
biggest thing about this type of sto-
ry is the objective the characters
are trying to accomplish or the
enemy they need to conquer.
Making the objective import-
ant is a big deal, but this doesn’t
mean it always should be saving
the world. It could be changing
the politics of a small town for
the better, or making sure the
enemies don’t get their hands on a
magical weapon that could bring de-
struction. In these types of scenari-
os, the players’ characters are like-
ly the chosen ones or the only ones
available to handle such a task, and
it’s extremely important they com-
plete it in a timely manner -- though
these types of stories rarely take
place in a single mission. A series
of mini-missions, likely with each
one taking a session or two to
complete, paves the way to the
characters finally toppling their
enemy or stopping the threat.

121
Who the threat is also plays a sig- a single town, a state, or even a na-
nificant role in these kinds of sto- tion, but should involve the charac-
ries. It may seem obvious, but the ters turning over rocks and causing
story changes wildly if the enemy is trouble wherever they go.
a crime lord versus a general in the When creating this type of sto-
queen’s army versus the queen her- ry, the reason for the characters
self versus some sort of divine or to be exploring is important. Yes,
magical figure. The enemy defines they could just be curious people,
the story, as you’ll have to figure but more likely they’ll have backing
out why the characters each want from someone who wants them to
to confront the enemy, but also de- explore for their own reasons, or
fines the obstacles they’ll have be- there is some sort of threat that
fore them. A crime lord could com- limits their ability to just leave at
mand thieves and bandits who stop any time. Maybe there are huge
the characters at every turn, while a walls to make escape impossible,
king or queen would have an entire or perhaps they have personal rea-
army at their command. Tailoring sons for being there. These types
the enemy to fit the group is the best of stories, also called sandbox sto-
course to take. They should have a ries, give a lot of freedom to the
good chance of winning against the players, as they’ll likely go in direc-
enemy in the end, so be sure to use tions the Guide wasn’t 100% pre-
the rules for creating Extras to their
fullest.

Exploration
While some stories focus on a
mission or an antagonist to defeat,
others are mainly about explora-
tion. These stories usually just start
with a group of characters being
left in an area they have no infor-
mation on, and them checking it out
to see what they find. They could
be a group hired to excavate a lo-
cation or perhaps raid a dungeon,
but could also just be a band of sur-
vivors foraging in the surrounding
area for the food they need to keep
going another day. The size of the
“location” is limited only by the sto-
ry being told. It could be a building,

122
pared for. Freedom and creativity, An Overarching Story
however, are how you get the best Obviously, a good story is never
stories out of a roleplaying game. going to just be one note. GGs are
encouraged to use techniques of
Personal Stories all these different story types to
Roleplaying games don’t always create drama and conflict. It may
have to involve huge quests and gi- be a story about a loving couple
ant enemies to defeat. Sometimes, (Personal) and leads to them being
crafting stories closer to home can stranded on a deserted island (Ex-
be just the thing a group needs. ploration) where they discover the
Personal stories are those games ruler of the island must be taken
revolving entirely around the char- down (Heroic). Only mixing these
acters and their lives. This often elements can you get a complete
involves the players knowing their experience with roleplaying.
characters a bit more, perhaps
even each writing a prologue about
their character’s family, friends, Running The Game
and time leading up to the begin-
ning of the game. Once the GG Have Fun!
gets to know the characters too, It is the GG’s privilege to craft a
it makes it easy to weave personal story they and their players will
details in and out of the story. all enjoy, and any game should be
Some would think running off to played with the intent of having fun
save a character’s kidnapped kid more than anything else. The mo-
would constitute a personal story, ment creating the story and setting
but while this is obviously an event becomes a chore, or that players
that affects the characters, it falls stop having fun, is the moment the
more in line with a Heroic story. A game fails. If this feeling strikes,
personal story would be the char- take a break (perhaps go for a food
acter simply taking their kid to the run) and regain your bearings. Ev-
park, conversing with other park-go- eryone has more fun if the Guide is
ers, and spending time with Extras focused and having fun as well.
who have a deep impact on them Bottom Line: Having fun is what
personally. Playing out a scene of it’s all about. Even a totally intri-
an argument with the character’s cate story, full of twists, turns and
boss, or digging into the secrets of mystery needs to take a backseat
their family’s past are other great if the players are not having fun.
examples. Again, however, these The players may be in the mood for
types of games require a lot of care a fight or for a moment of charac-
and love for the characters. ter interaction. The story could be
focusing too much on plot and not

123
enough on the characters and their you are willing to side with me on
personal troubles. As the GG, it’s this issue.’” Since the king isn’t Je-
helpful to be able to change course rome’s biggest fan, the Guide de-
on the fly, maybe inserting a Scene cides to raise the CR by +1, but also
type they haven’t had in a while. gives Jerome’s player +2W for the
This comes with practice, so don’t leverage.
feel bad if you’re not great at it to
start. If you need a moment, just
call for a 15-minute break while Handling Gear/Items
you decide how to proceed. The Characters come across many
players will understand. items during play, and a Guide may
see the task of handling them as
daunting, but it’s quite easy. There
Rolls and Description are basically two different types of
Whether the task attempted is a Gear/Items in the Pip System: Key
physical, mental, or social one, a Items and Scene Items.
major question that comes up is
when to describe the action and Key Items
when to roll. For the purposes of Items the players have spent Cre-
the Pip System, we always sug- ation Points to equip to their char-
gest description before rolls. For acter or items they rolled randomly
a physical roll, the Guide should for are called Key Items. These are
ask “what are you doing and how intrinsic to the character’s person-
are doing it,” followed by the play- ality, occupation, etc. and are a
er describing for their character. part of their being. Even if they lose
The reason for this is that what the the item, gear, companion, etc., the
player is attempting determines Guide should allow them to recov-
the dice they’ll roll, and how they er it (or something of equal value)
do it may give them various bonus- later, perhaps in the next scene. If
es or penalties. The GG should con- a hacker loses her prized laptop in
sider giving bonus dice for creative a battle, it may be unavailable until
descriptions, but also let the scene the character goes back home and
decide if there are certain penalties builds a new one. Since the player
the players should have as well. has spent points to have this item,
Example: Jerome the Scavenger it should never simply be taken
is in audience with the King of the away, but temporary loss is okay.
Hill, and his player has decided to After all, what is a knight without
sway the king to his way of think- their armor? What is a bounty
ing. “What do you tell him?” the hunter, without their favorite blast-
GG asks the player. “I say, ‘I’m sure er? What is a hunter without their
my friends in the scarred lands tracking dog?
will help you with your crusade if

124
Scene Items toolbox to fix your cyborg is fine,
Scene items are those a charac- but the mechanic likely won’t take
ter finds while in a specific scene. the tools with them. Taking the car
If they are in a garage, this is the gets them to where they want to
toolbox, the car, the weight set, go, but then it runs out of gas just
each of which would give their own as they get there.
bonuses if they pick them up and
use them. However, because these
are not Key Items, the characters Handling Money
don’t hold on to them forever. They The Pip System largely ignores
can last a Scene, but unless they the amount of money any individu-
spend Progress Points to make it al character possesses. Even look-
a part of their character, as a Key ing at the Wealthy Advanced Quali-
Item, they will somehow lose the ty (page 27), you’ll see that it simply
item or it breaks somewhere along provides a new way to utilize For-
the way. For instance, using the tune. But you may get players mo-
tivated by money. If this happens,
you can simply explain that wealth
is intangible in the Pip System, or
you may hand out Wealth Points
that can be used to add Key Items
to a character. These Wealth
Points should convert the same
as Progress Points (page 128), but
limit them to only enhancing or ac-
quiring new Gear/Gear Qualities.

Using Fortune
Fortune is a powerful tool for
players, allowing for them to heal
damage taken, add bonus dice,
cast magic, or even alter a Scene
to their liking. However, Fortune is
also a tool the GG can use to help
steer a story in interesting direc-
tions. Enticing player decisions
by offering them a Fortune is the
most common way to do this. For
example, if the character is search-
ing a room and finds a console with
a mysterious, unlabeled button,

125
the most logical thing to do would the GG is feeling kind and there is
be to leave it alone. However, if the a danger about to cause trouble for
Guide wants to sew chaos in the the players, they may offer them to
scene, they could also say “If you avoid the trouble for the cost of 1
touch the button without knowing Fortune. Examples of this could be
what it does, I’ll give you 1 For- to detect an ambush, bend down
tune.” If the player has spent most right at the moment a knife would
of the Fortune it may be worth it, have hit them, or other seemingly
but it is still their choice. The GG random act of luck on their part.
should never force a decision on The Guide need not tell the players
the player or force them to take a what danger is being avoided, but
Fortune. There is no fun in being it should be worth 1 Fortune in the
steamrolled. end. Mystery is one thing, but feel-
The Guide can also use Fortune ing cheated is another entirely.
for passive luck for the player. If

126
Playing as Extras Scaling Mechanics
There are times when the char- What do you do when the play-
acters split ways temporarily to er’s characters are having a chal-
perform solo missions, execute lenging time defeating a particular
their part of a strategy, or possibly enemy? Maybe they are beginning
to handle personal business. This characters and you’ve chosen for
means the other characters won’t them to encounter a Dragon (page
be making an appearance in the 107), and they are finding it hard to
Scene, but there’s no reason why make a dent. Well, even though the
the other players should sit around Dragon is a CR6 Extra, the Guide
twiddling their thumbs. Instead of should feel encouraged to scale
the Guide assuming the role of ev- the Extra appropriately. If the goal
ery other character in the Scene, was for the characters to fail in
they may assign certain Extras to defeating the Dragon, then maybe
the players whose characters are leave it at CR6. If you want to give
not in the Scene. This should be ac- them a better chance, drop the Ex-
companied with a personality type tra to a CR4 or whatever level you
and a goal. Maybe the player must think works for the story. The GG
play “a surly guard, who can’t let can also adjust the number of Hits
the character into the party but is an enemy has. What if the Dragon
so tired of dealing with rich snobs,” is super tough, but can be defeated
or “the character’s wife who is hap- if they land just one good attack?
py most of the time, but has found The rules in this book are there to
out a secret she just has to reveal.” help a Guide run a successful and
This ensures everyone is having fun game, but they are also to be
fun, and adds a satisfying feeling looked at as simply guidelines the
of players helping another player’s GG can modify to suit their group.
concepts come to life. The Guide may apply this scaling
beforehand, in the planning stages
for the story, or it can be done on
the fly.

127
Progress Points Spending PP
Once a player has earned PP, they
can spend it to improve their char-
They say you learn something acter. It’s always great to have a
new every day, but this expression story-based reason for the improve-
also holds true for characters! As ment, like raising your Mental Health
characters go on amazing adven- by 1 after winning a tough debate. The
tures, players receive Progress following are ways you can spend PP:
Points (PP) from the Game Guide
to reflect their growth over time. Extra Physical or Mental Health
After each session, the Guide can (3 PP)
reward each player up to 5 PP to Making their character more re-
enhance their character, based on silient is one of the most important
that player’s involvement with the improvements a player can make.
game. The following are potential For 3 PP, they may raise their max-
incentives to consider, but you can imum Physical Health or Mental
also come up with your own to fit Health Hits by 1. Note: These stats
your group: cannot have a value higher than 10.
ÜÜ Showing up: Everyone gets
at least 1 PP for participating in the
game. Skill Points (1 PP / 2 PP)
ÜÜ Roleplaying: Players who get Improving Skills will not only help
into character and encourage oth- characters survive their experience
ers to remain in character get 1 PP. in the game, but also reach the cri-
ÜÜ Star of the Show: The player teria needed to attain Advanced
who takes the lead, comes out of Qualities. You may spend 2 PP for 1
their shell during the game, or is a Skill point. Remember Rank 5 of any
driving force in story events gets 1
Skill or Skill Quality requires 2 Skill
PP. The group should vote on who
gets this point. points. If the character has a Com-
ÜÜ Hindrance: Every Archetype panion (page 56), they may spend 1
has a natural Hindrance. If a play- PP to raise one of its Skills by 1 (a
er uses theirs to enhance the game player cannot give their pet more
and spice things up, they get 1 PP. than 2 PP per session).
ÜÜ That Was Awesome!: If a
player does something extremely Qualities (2 PP)
cool or creative, they get 1 PP. Characters can obtain any num-
ber of nifty goodies, either acquir-
ing new Gear or making Scene
Items into Key Items (page 124).
Spending 2 PP gets you 1 BP to
spend on this. Remember some
things cost multiple Build Points!

128
Downtime and white dice, but these specific
Downtime is otherwise known as colors aren’t necessary. A player
the time that passes between two could use a set of red dice and a set
stories, where characters aren’t of green dice, and as long as they
pursuing any active goal or mission. know which represent positive and
This is where players spend most of which pool is negative, then they
their Progress Points, yes, but there are good to go. Even if a player had
is no need for this time to be boring. a bunch of assorted colors, they
Guides should ask each player what could count the dice rolled with
they did during their downtime be- their right hand as positive and
fore beginning another story. This the dice in their left hand as nega-
allows the player to come up with tive. There are so many variations
almost anything their character to choose from, that there should
can do, usually reflected by where never be an issue with making sure
they spent their Progress Points. you have black and white dice.
One player may jot down a new
Companion and say, “I spent time Who rolls?
to get to know Eric better. I think The general assumption is that
the beginnings of love may be in the player performing a task is the
the air,” while another player raises one to roll all the dice, both their
their Survival and Resist Skills and positive and negative pools. This
says, “My character went out into is even the case during a Conflict
the woods for one month straight, roll; only the aggressor needs to
surviving on his own and braving roll, but they use the defender’s
the elements.” Some GGs may even dice pool as their negative dice. For
award additional Progress Points example, a character with Strike
for players who want to write out 3 trying to break down a wooden
their downtime adventures for ev- door (CR2) would roll the 3 white
eryone to enjoy. It’s a useful tool for dice (3W) and 2 black dice (2B). A
any GG, as downtime can usually character trying to hide (Sneak 2)
clue them in to where the players from another player’s character
would like the story to head. (Investigation 4) would roll 2 white
dice (2W) and their opponent’s Skill

Dice Variations as 4 black dice (4B).


If the players and Guide prefer,
each player may instead roll their
The Pip System is written with own resistance dice. So, in the
certain assumptions regarding the example above, the active player
dice the players and their Guide use would just roll 2W, while the de-
during play. The biggest assump- fending player rolled their own 4W,
tion of them all is the use of black comparing successes normally.

129
Having only one player rolling at
a time, though, keeps everything
simple and moving forward.

Sharing Dice
Instead of everyone having their
own personal set of dice, some
groups agree to share a pool of
dice. Buying large numbers of
six-sided dice is simple enough,
and it’s easy to just have two pools
of dice in the center of the table for
anyone to grab from. Some players
prefer this, as it takes the burden of
having to purchase or remember to
bring their own dice, but there are
also those superstitious few who
believe certain dice carry luck and
prefer to have their own.

Online Play
Online play works essentially the
same. Most dice rollers can’t han-
dle separate pools of the same die
type at the same time, so players
may need to provide input for their
positive pool and then their nega-
tive pool separately. Likewise, the
GG can simply input for the neg-
ative dice at the same time. The
choice is up to the individual group,
but don’t let technological limita-
tions keep you from having a good
time. The Pip System is great for
online play!

130
hard they try to defeat her. The GG
Crafting Stories should also come up with Extra’s
appearance, demeanor, personali-
ty quirks, and special abilities to fit
Creating Extras the theme of the Extra and their re-
Creating interesting people for lationship to the characters.
players’ characters to interact with No matter how tempting it is for
is very important. These “Extras” a GG to create the coolest Extras
include any character controlled with badass abilities or mysterious
by the GG, such as the mayor of a origins, only the players’ charac-
town, a back-alley cyber-doc, shop ters really matter in the end. They
owners they try to haggle with, or are the story. Period. It is perfectly
even assassins trying to take the fine to have events happening in
characters out. Extras are there the background, but they should
for a reason, but come in different only come into play in as much as
varieties. Minor Extras are fleeting, they affect the characters.
for instance. The characters may
stop to ask a police officer a ques-
tion, but it’s not important to know Reoccurring Extras
the officer’s entire backstory. Many of the greatest stories of
They’ll answer the question (or not) all time come from protagonists
and then move on. A simple name hurtling through the challenges set
and a quick personality type is of- forth by a great reoccurring ene-
ten all that’s needed in these cases. my. These types of Extras should
In the same category, seldom do gain definition organically, instead
characters even need the name of of being forced on the players, and
a random criminal they beat down are even better if they have no idea
for trying to rob them. who the enemy is until the bitter
Crucial Extras, however, are end. Often it is an enemy the play-
those who are important to the ers thought they defeated a long
story. They should have as much time ago, showing their face again,
detail (or close to) as the players’ but coming back more powerful
characters, with their own back- and clever. Dealing with this kind
grounds, Special Abilities, Quali- of threat and seeing what the en-
ties, and quirks. The Guide should emy has up their sleeve this time
first establish what role the Extra becomes part of the fun of these
would take and the purpose they kinds of Extras.
serve in the story. They could be
an honored mentor for the group
who gives direction when needed Managing Extras
or a tricky enemy who keeps elud- The Guide should keep track of
ing the characters no matter how any Minor or Crucial Extras they

131
create. For Minor Extras, it’s as Creating Settings
easy as jotting down a short de- The Pip System is a universal
scription, such as “Ritchie, jani- roleplaying system, meaning you
tor at the university, walks with a can use it to fuel any number of sto-
limp.” The Guide may only use this ries in a vast array of worlds. Once
Minor Extra once, before they and you have agreed upon a genre, set-
the player characters interact with tings become much easier. Choos-
him and move on. On the other ing fantasy means your game will
hand, remembering you’ve already have a world filled with ogres and
set this Extra up earlier can make dragons to slay, as well as villagers
callbacks and reoccurring Extras a to save, and royals (worthy or not)
lot easier. If the characters seem who want to rule the lands. Select-
to latch on to a Minor Extra, also, ing a spooky setting means there’ll
don’t hesitate to flesh them out be ghosts and goblins and mystery,
into a Crucial Extra. maybe taking place in a haunted
For Crucial Extras, you don’t need house or a mysterious universi-
a whole ton of information either, ty. Choosing sci-fi could mean the
just enough to convincingly por- characters are facing mercenary
tray them. Taking Ritchie from the groups working for corporations in
example above, in addition to infor- a city filled with glowing lights and
mation we already know, the GG futuristic skyscrapers. Selecting a
could also write down “Hired on 1 modern setting means you could
year ago after he was dishonorably even set the game in the town you
discharged from the army and his live in. Many groups spend their
family mysteriously left him. Hides time gallivanting from important
his shame behind a smile. He hurt location to grand scenery, making
his leg running from the monster the town, city, or nation the games
the characters are hunting a month take place in that much more fun.
ago.” The Guide should also give Other groups take a more home-
any Crucial Extras a Challenge Rat- grown approach and spend time
ing and a few Special Abilities that figuring out what their hometowns
fit them. They can pluck these from are like instead, since they’ll spend
existing Extras in this book or make most of their time there, solving
up entirely new ones. For Ritchie, problems and enjoying downtime.
the GG may give him “Knows The The location chosen as the main
School” for extra dice when oper- setting speaks to many of the
ating within the university or even themes they’ll be exploring. For
borrow “Military Training” from the instance, choosing a modern war-
Soldier Extra (page 103). time setting could mean thrusting
the characters into a war-torn area,
filled with enemy forts and hostile

132
environments, but may have areas church or temple is at the center
where they can forge potential al- of the city. A Warrior may decide
liances with rebels within these her favorite gym is down the street
populations. Living in the walled- where she trains. A Tinkerer may
off, corporate city in a sci-fi setting own a used electronics store not
is much different than surviving in far from the gym. These places can
the dystopian slums outside those even effectively be Rank 1 Tools
pristine barriers. Setting a spooky the characters can invest points in,
adventure in a town where every giving bonus points when operat-
disappearance creates a feeling of ing within the location.
paranoia, while setting it in a zom- For those groups who choose an
bie-ridden location creates a stron- adventuring structure instead, the
ger need of survival versus mys- individual cities and locations be-
tery. Moreover, questions like the come less important. Instead, they
setting’s population size vs. town are exploring a much vaster area,
size, who the local stars are in the keeping track of huge landmarks,
area, and the general mood of the and trudging through wilderness
population can help mold a setting beyond anything they’ve ever seen.
quickly. The Guide should discuss There is much more mystery to
these things with their group be- this type of campaign, as even with
fore play begins and create Extras a map, the characters never truly
to fill the locations as needed. know what to expect when they
reach whatever destination they
travel toward.
Planting Roots vs.
Adventuring
A big decision to make at some Plotting
point is whether the characters will
be planting roots or continuing to Adventures
wander. While mixing the arrange-
ments could make for a great sto- Scene Types
ry, most groups usually pick one Now that the plot is set up, it’s
of the two. For groups who choose up to the group to decide how fast
to plant roots, the individual city or they proceed along the path to the
settlement becomes very import- end.
ant. They’ll know the people very It’s the GG’s job to keep it from
well, and the area becomes their being too fast or too slow. A helpful
home turf. Encourage each player tip when pacing a story is to vary
to come up with an important loca- up the types of Scenes as much as
tion for their character within the possible. There are many different
setting. A Faithful may decide his Scene types to pick from:

133
ÜÜ Conflict: Conflicts usually re- good for preparing for the next
quire everyone’s attention and lots Scene; the characters have dug up
of dice rolling as well. Too many dirt to be used in the next Intrigue
Conflict Scenes and the game is Scene or the location of the enemy
just a non-stop grind until the end, to push forward the next Conflict
which can become very boring. Too Scene.
few Conflicts will have players itchy ÜÜ Pursuit: These are a fun type
to use their special abilities in any of Scene to throw into the mix.
reasonable fashion. Sometimes the characters are pur-
ÜÜ Exposition: Sometimes GGs suing an enemy and other times
need to get information to their they become the prey running from
players quickly, but an info dump a predator. This kind of Scene can
isn’t nearly as fun as it sounds. amp up the excitement, usually end-
A quick meeting with an elder or ing in either a Rest Scene or a Con-
someone hiring the group for a job flict (depending on how well they
is an easy way to deliver said info, did).
but creative Guides can also create ÜÜ Rest: Not every Scene needs
actual props like books or scrolls to to be high energy. Sometimes, the
hand to their players to get this in- characters are at rest, whether
formation. Exposition Scenes serve camping under the stars or shar-
a purpose, but overuse of them can ing a day at the hot springs. These
bore players to tears. Scenes are great for character in-
ÜÜ Intrigue: Intrigue Scenes vary teraction, as they share stories and
wildly, but usually involve interac- experiences with each other to gain
tion with Extras in hopes of creating a better understanding of each oth-
conflict or drama. This could be a er’s personalities and quirks.
Scene of someone fast-talking their
way into a charity ball, or forging a
letter and trying to slip it into the Transitioning Between Scenes
host’s party. Alternatively, perhaps Most Transitioning does not need
an unexpected visitor shows up who much description as the players
causes trouble or there is a reversal move from one Scene to another.
of expectations to surprise both the On the other hand, if part of the
players and their characters. Too
many Intrigue Scenes makes in- plot is traveling through dangerous
trigue old hat, which it should never lands, then getting to their location
be. Best to execute them in the mid- becomes a challenge and worthy of
dle of seemingly mundane Scenes a Scene itself. However, use these
to increase drama. sparingly. Groups who like lots of
ÜÜ Investigation: Information fights may have every other Scene
gathering is very important. This be a Conflict Scene, interspersed
could be anything from research- with other types. Other groups,
ing a vast library, interrogating an
enemy, or searching a crime scene. who want to explore their charac-
These Scenes are often procedural ters more in depth, may have more
and a few solid rolls can help solve Rest, Investigation, or Intrigue
them, for the most part. They are Scenes, with only a couple Conflict

134
Scenes for flavor. Every group is an Investigation Scene followed im-
different, so having a discussion mediately by a Conflict, things may
before play begins about expec- change if the players decide their
tations can help ensure everyone characters are interested in chas-
has fun during the game. ing another lead entirely. Following
what the players find interesting is
key to good storytelling, but may
Keeping it Flexible also involve changing plans on
When plotting out an adventure, the fly. Like all things, this is a skill
it may seem like a promising idea that comes with practice and with
to have everything planned from knowing your players.
beginning to end. This is counter-
intuitive to how roleplaying games
work, though. The story is bound Important Key Points
to change course in the middle Instead of plotting out a whole ad-
of a Scene, so the GG shouldn’t venture, it can be helpful to simply
feel constrained to earlier plans if write out the major things you’d like
things need to be more flexible. For to have happen in the story. For in-
instance, if the Guide has planned stance, the Guide has a story where

135
the characters are hired to rescue Pip System. Most everything stays
the mayor’s son. They find out the the same, except for two major
kid is being held in an underground differences: Skills become Attri-
subway tunnel and confront the bad butes, and Qualities are no longer
guys, but find out the kidnappers ranked from 1 to 5. Sounds simple
work for the kid’s mom, and then enough? Well, it is.
have to decide how to conclude the
adventure: return the kid to the fa-
ther or let him stay with the moth- Converting Skills to Attributes
er. Sounds like a fun adventure, but When thinking about a character
besides these major events, every- in terms of 4 Attributes instead of
thing else should be loosely regulat- 14 Skills, the question becomes
ed. How the characters find out the how do they convert into the new
boy’s location could come from any system. Check out the following
number of different sources: follow- chart for the answer!
ing tracks, reaching out to contacts,
bribing informants, locater spells, Attribute Use Associated
anything. They could also follow a Skills
red herring or two, or even take a Body Physical Aim,
break from the main adventure to rolls Athletics,
sort out some personal Scenes, like Coordination,
settling vendettas or haggling for Strike
special equipment they’ve wanted Mind Mental Crafts, In-
for some time. It’s the Guide’s job to rolls vestigation,
keep everything running smoothly, Knowledge,
and this comes with knowing where Survival
you’re going, even if you have no Charm Social Charm,
clue how you’ll get there. rolls Coerce,
Perform

Simplified Pip Luck Chance


or Magic
rolls
Magic,
Resist,
Sneak
System This means a character who
There are times when you have wants to search a room would roll
a group of either new players or their Mind Attribute in place of
possibly younger players. In ei- their Investigation Skill. Likewise,
ther case, there may be a desire if they wanted to bonk their enemy
(or need) to simplify the Pip Sys- on the head, they would roll Body,
tem rules down even further. Don’t not the individual Strike Skill.
worry! We’ve done the hard part
for you, by creating a Simplified

136
Simplified Qualities acter would instead start off with
Points spent in Qualities have a Body 2 (Athletics and Strike), Mind 0,
different use when using Simpli- Charm 1 (Perform), Luck 0. As anoth-
fied rules. Instead of having Skill er example, the Chef Archetype usu-
Qualities, Advanced Qualities, ally begins with Crafts 1, Perform 2,
Gear Qualities, and the lot, the and Resist 2, but would start with
player simply gets a pool of points Body 0, Mind 1 (Crafts), Perform 1
to spend on Qualities of any kind, (Charm), Luck 1 (Resist) instead.
usually just by writing a simple
description in a Quality slot. For Step Two: Raise Attributes
instance, if creating a noble char- The player then receives 5 points
acter, the player could just write: to raise their Attributes. They may
Royalty, Wealthy, Persuasive, and spend them in any combination,
Likes to Eat, and then write down but follow the same rules as Skills.
a Knife and a Costume Mask under Ranks 1-4 cost 1 point, while Rank
items. Each Quality used during a 5 costs 2 points. For example, a
roll gives +1W, but none of them character who began with Body 2,
are linked to a particular Attribute. Mind 0, Charm 1, Luck 0, could add
+1 Body, +2 Mind, +2 Luck to end

Simplified up with Body 3, Mind 2, charm 1,


Luck 2 as their starting Attributes.
Character Creation Step Three: Choose Qualities
Making characters using Simpli- At this stage, the player gets to
fied rules is obviously a little differ- write down 6 Qualities for their
ent. Follow these alternate rules character. This can be anything,
instead of the normal character but should be something descrip-
creation steps. tive and easily definable. The Skill
Qualities present in this book are
fine examples (i.e. Sporty, Tempt-
Step One: Choose Archetype er, Nosy, etc.), but they can also be
Players select the Archetype they items the character possess that
want, mark down their PH and MH, could be useful in the game (i.e.
and make note of their Special Abil- sword, magnifying glass, toolbox,
ity and Hindrance normally. Starting etc.). These are no longer ranked,
Skills, however, convert into Attri- however.
butes, with each Skill listed getting 1
Rank. For instance, the Adventurer
Archetype normally receives Ath- Step Four: Random Charts
letics 2, Perform 1, and Strike 2, but This step remains unchanged.
using the Simplified rules, the char-

137
Playing with Kids Teaching Roleplaying
Etiquette
Many GGs end up using the Sim- Most kids by the age of 4 have at
plified Pip System when playing least a small amount of manners
with kids. It is perfect for them to they choose to display when it suits
learn the ins and outs of roleplaying them. However, there is something
games, how to roll dice, and how to about a roleplaying game that gets
play “pretend with rules” before most kids excited. Not only do they
bumping up the complexity to the get to play with friends, but also
standard version of the Pip Sys- get to do the thing adults do all the
tem. Using a lot of the tools already time. This, however, can get them
presented in this chapter, such as too overly-excited, leading them to
Narrative Character creation (page be louder than normal and throw
116) and Scaling Mechanics (page away their ability to take turns.
127), you can run a great game for As hard as it may be, the Guide
young players just as easily as ex- needs to be stern when it comes
perienced roleplayers. However, to making sure everyone is seated
playing with kids does present a and paying attention. Taking turns
few extra challenges a GG should is a big deal in roleplaying games,
be on the lookout for. to make sure everyone at the table

138
is participating and having a good ly go the way the player wants it to
time. If Patrick is taking his turn go or that it won’t have unintended
and Felicia interrupts with “Well, outcomes, but as long as the re-
my character does X,” this isn’t a quest makes sense, there should
reason to get mad. Again, they are be no reason to say no.
just excited. Just say “That’s an For example, a player could say
awesome idea, Felicia, but I want to “I don’t like this Extra. I wanna
see what Patrick wants to do first. I punch him in the face.” The Guide
believe it’s your turn next.” may have only made this a Minor
Extra, so they’ll need to make up
a CR, Hits, and one or two Special
Short Play Times Abilities on the fly, but there should
Some groups are able to get to- be nothing really limiting the play-
gether at noon and play until the er from making this choice. Of
wee hours of the night, exploring course, there’s nothing wrong with
their characters, battling foes and saying “Hey, this is an important
having a good time. Kids, however, Extra who has information that’ll
get tired and lose their patience help you. Do you still want to punch
very quickly. It is suggested that him?” This is saying “Yes, but,”
sessions with kids run at most about which is totally okay. The player
2 hours, but even cutting that down may reconsider under the new cir-
to 1 hour could be better. The old- cumstances or may just proceed,
er the kid in question, however, the but it’s their choice either way.
longer they can be expected to pay While this tip doesn’t only apply
attention and keep from becoming to kids, it is especially true with
irritable. If your kids are particular- kids. The young view problems in a
ly energetic, start with 30 minutes different way and are likely to come
and go from there. up with solutions outside the box.
GGs should go with these ideas
Saying Yes and encourage the creativity of the
When running a game, the Guide player. The worst thing would be to
should be willing to give a little bit. say “No, you can’t do that,” which
Yes, it is a story they may have only serves to crush the child’s in-
worked on, but roleplaying is real- terest in playing roleplaying games.
ly collaborative storytelling at its
best. The GG has created a world
and plots and Extras, and the play-
ers’ characters are there to change
it all. So, if a player says, “Can I do
X,” the answer should be “Yes.”
This doesn’t mean it will ultimate-

139
Index
A E
Advanced Qualities 9, 20, 25, 28, 39, 86 Easy Magic 84
Aiming Round 73 Epic Failure/Success 66
Alchemy 86, 96 Exploration 122
Ambushes 76 Extended Actions 68
Animal Enemies 101 Extras 6, 98, 127, 131
Archetype 9, 11, 28, 38, 117, 137
Armor Rating
Attributes
9, 55
136, 137
F
Faerie Magic 87
Auto Fire 75
Failure 8, 66
Fantasy Setting 31, 104
B Fatigue 69
Black Dice 65 Fear 69
Blood Magic 87 Fortune 10, 41, 67, 125
Build Points (BP) 9, 20
Burst Dice 9, 66
G
Game Guide (GG) 6, 112
C Ganging Up 76
Called Shots 74 Gear Qualities 10, 41, 52
Challenge Rating (CR) 10, 65, 98 Gear Limitations 54
Chance Die 10, 67 General Enemies 99
Character Creation Example 42 Grappling 75
Chases 69
Common Terms
Common Conflict Rolls
9
71
H
Handling Money 125
Companions 56
Healing 81
Conflict 10, 70, 134
Health 77, 78
Connections 36
Heroic Stories 121
Cover/Darkness 75
Hindrance 10
Crafting Stories 131
Hits 10, 72, 78, 80, 98
Customizing Characters 28, 117

D I
Incapacitation 80
Damage 72, 78
Initiative 10, 41, 70
Description 124
Dice Variations 129
Disarmed 75 K
Key Items 124

140
M S
Magic Family 86 Sample Characters 44-51
Magic Items 86 Scaling Mechanics 127
Melee Weapons 56 Scene Items 125
Mental Health 10, 77 Scene Types 133
Mixing Skill Qualities 21 Sci-Fi Setting 32, 109
Modern Setting 29, 102 Settings 132
Modifiers 69 Simplified Pip System 136
Movement 69 Skill/Skill Qualities 10, 19, 28, 39, 71, 136
Special Abilities 10, 98
N Spellbooks
Spells
59, 85
90
Noticing Things 22
Spooky! Setting 34, 107
Status Effect 10, 78, 79
P Success 8, 65
Pact of Power 89 Surprise Attacks 76
Personal Stories 123
Physical Health
Players
10, 77
6
T
Teamwork 68
Playing With Kids 138
Ties 66
Plotting Adventures 133
Tools 59
Potions 96
Trading Hits 80
Prepping a Game 115
Traps 60
Progress Points 10, 41, 128

Q V
Vehicles 61
Qualities 117, 137
Quick Reference 38
W
R Weapon Rating
White Dice
10
64
Random Charts 29, 116
Wizardry 89
Range 72
The World After 43
Range Modifiers 74
Ranged Weapons 58
Rank Caps 20
Running the Game 123

141
Kickstarter Backers
The Blessing Family Cody Campbell Dwayne Stewart
Corey Watson Thomas Raimann Caoimhe Ora Snow
Bryan 'Darnivar' Bailey Greg Conant Frank Hart
Jason, Kristin, and Peter Childs Trevor McDonald Uncle Craig
Brandon K. Aten Max Vanderheyden Edward MacGregor
Douglas S. Keester Dean Morris Brian Cooksey
Uwe Schumacher DocChronos Chris Davenport
Stentor Danielson Andreas Sewe The Chris Perrin
Curt Meyer David Michael Feldhusen
John Douglas Kennedy Benjamin Nehring Kathleen Mercury
Jonathan M. Thompson Norah Bryant Gnome Archivist
Bert isla Alcethenecromancer Cryoban
Alex Hunter Mark Stanley John 'johnkzin' Rudd
David Terhune Ian "Budfannan" Howard zanwot
Derek A Kamal anonymous Jack Berberette
James Graham JP Bradley Jacob Wood
Misdirected Mark Productions Darren Buckley Ed
ron beck Nick Clements Sam Hinshaw
Stacie Winters Aymeric besset Madeline Turnipseed
Jean ALAHEL Fridrici Lordson Yen Brett M. Pisinski
Dean Keith Steven D Warble Mark Richardson
Danielle Harper B.Eidsor Carl L. Congdon
Gary Anastasio Orko the Magician Rich Wishon
Dan Suptic Robert Carnel Kevin Lemke
Stras "Kaiju Hunter" Acimovic Menachem Cohen Troy Osgood
David Steven K. Watkins Chris Lackey
Eponymous R P Steeves Wendelyn A Reischl
Chris Reed Carsten 'semiomancer' Husek Christopher Grey
Jason Fryer Andrew Swink Stephan Szabo
Mehrkat Pegasus Games Jay "Doughnut" Richards
Victor Wyatt Weird Realms Jonathan Korman
Rob Abrazado Steve Donohue Steve Lord
Lakshman Godbole Zack Ronan McGinnis Quincy Jackson
Jacob Thompson Jeff Zitomer John Desmarais
Elliott Freeman Mario Dongu Kika Asylum
Wayne Rossi Carol Darnell Thomas Shey
Brett B. Crystal Mazur OSPProd
Michael D. Boatright Jack Gulick Don H of Gravity Games LLC
Christian Caron Jerry L. Meyer Jr. Dacar Arunsone
Gaming & BS Podcast Thozmp The Simpson's
Drew Wendorf Tyson B. Cram Orlando 'WildeKarde' Espinoza
Eric Farmer Thomas Martin Eifried Adam "Go Bears" Sena
Chris "Loconius" Moore Simone Spinozzi chris heinzmann
Andrew Bouchard Tyler Brunette Paice Tarver
Phil McGregor Chris Steele Simon Ward
Manuel "ManuFS" Sambs Ed Moretti Eloy's Best Friend
Rob Donoghue John Henry Jim Searcy
Brandon Barnes Eric M. Paquette Glenn Shaw
Dakota Faricelli Lee Torres Matt M McElroy
Rob Deobald Zeph Jim Ryan
Jeffrywith1e The Parker Family Gearsoul Dragon
Tony E. Calidonna Magus Stephen Hutchison
Greg Greeson Nick Colombo Lacey Youhas
Angela Murray James Schloegel Ian McFarlin
Shawn Carman Tealeaf; frenziedrat Martin J. Manco
Patrick Healey L Goulds Robert N. Davis
C Michael Hall Curtis Y. Takahashi Ashley Raburn
Mattijs Reinen Eathan Guy Craig Huber
Frost Holliman Niki Carlson Charles Caldwell
Ove1Kenobi mike bowie Patrice Mermoud
Daniel Jones Chugosh Remi Bilodeau
Brett Volz Kulko Jim McClure
Christopher Hogan E. Strathmeyer Darrell
Lee Langston Lester Ward
GeekPunk Thomas aka vpr
Mike Tabor John Oram
Adam Rajski James Ho
Frank J. Williams Jeffrey Schmidt

142
Name:___________________________ Player:_____________________________
Archetype:__________________________________________________________
Special Ability:_______________________________________________________
Hindrance:__________________________________________________________
Physical Health Fortune Initiative Mental Health

Skills Advanced Qualities


Aim Knowledge Name:________________________________
______________ ______________ Effect:_______________________________
______________ ______________
______________ ______________ ____________________________________

Athletics Magic Name:________________________________


______________ ______________ Effect:_______________________________
______________ ______________
____________________________________
______________ ______________
Name:________________________________
Charm Perform
______________ ______________ Effect:_______________________________
______________ ______________ ____________________________________
______________ ______________
Name:________________________________
Coerce Resist
______________ ______________ Effect:_______________________________
______________ ______________ ____________________________________
______________ ______________
Coordination Sneak Features/items
______________ ______________ _____________________________ Key/Scene
______________ ______________ _____________________________ Key/Scene
______________ ______________
_____________________________ Key/Scene
Crafts Strike
______________ ______________ _____________________________ Key/Scene
______________ ______________ _____________________________ Key/Scene
______________ ______________
_____________________________ Key/Scene
Investigation Survival
_____________________________ Key/Scene
______________ ______________
______________ ______________ _____________________________ Key/Scene
______________ ______________ _____________________________ Key/Scene

Gear Type AR/CR/WR Qualities


Connections ___________________________________________________________________________
______________________
___________________________________________________________________________
______________________
___________________________________________________________________________
______________________
___________________________________________________________________________
______________________
___________________________________________________________________________
______________________
___________________________________________________________________________
___________________________________________________________________________ 143
©2017 Third Eye Games. The Pip System is the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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