Blue Planet (revised edition) - Expanded Skill Use.pdf

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FOR BLUE PLANET
BY MARK STOUT
EXPANDED
SKILL USE
U ND E RC UR RE N TS
A RU LE S E XPA NSI O N FO R T H E BL U E P LA N ET
S C IE NC E F IC TIO N R O LE P LAY I N G GA ME
2
EXPANDED SKILL USE FOR BLUE PLANET
EXPANDED SKILL USE
FOR BLUE PLANET
A Rules Expansion for the Blue Planet™ Roleplaying Game, by Mark Stout
CREDITS
Line Developer:
James Sutton
Writing and Maps:
Mark Stout
Editing and Layout:
James Sutton
Graphic Elements:
Brian Schomburg, Dawn Sutton
Internet:
http://capriciousgames.com
Edition:
CGBPU003—January 2016
Blue Planet and Undercurrents are trademarks and copyright of Biohazard Games. Published by
Capricious Games under license from Biohazard Games—Made in the USA. Copyright © 2016 Biohazard
Games, Capricious Games. All rights reserved.
No part of this publication may be reproduced or redistributed in any form by any means, electronic,
mechanical, photocopying, recording, or otherwise without the express written permission of the
publisher.
Permission is granted to the purchaser to print a copy of this document FOR PERSONAL
USE ONLY.
CONTENTS
Skill Task Rolls ............................................................................................3
Using Action Values ....................................................................................3
Skill Descriptions ........................................................................................4
Administration ...........................................................................................4
Agriculture ..................................................................................................5
Athletics.......................................................................................................6
Command....................................................................................................7
First Jump [Fiction] ....................................................................................8
Communication ........................................................................................10
Culture (All) ..............................................................................................12
Fine Arts ....................................................................................................12
Human, Life, and Physical Sciences.........................................................13
Medicine ....................................................................................................13
Stealth ........................................................................................................15
Subterfuge .................................................................................................15
Survival......................................................................................................17
Tech............................................................................................................18
Vehicles (All) .............................................................................................20
EXPANDED SKILL USE FOR BLUE PLANET
3
SKILL TASK ROLLS
The Synergy game system has a quick and simple task resolution that is well suited to
the action and intrigue of Blue Planet.
However, there are times when game moderators
may want more than a simple success or failure result. The action value subsystem that is
already part of Synergy measures degrees of success and failure.
This rules expansion will show you how to use action values to give skill task rolls more
variety in your Blue Planet games.
USING ACTION VALUES
All skill task rolls result in an action value, AV for short.
Zero AV or higher is a success,
and –1 AV or less is a failure.
Positive AVs indicate levels of success from good (+1) to stunning (+5 or higher). These
are complete successes, in every sense of the word, with no unexpected problems.
Positive AVs of +1 to +4 can be used by the moderator to adjust some aspect of the skill
result. For instance, the task could be completed sooner by an increment of time chosen by
the moderator, such as one hour quicker per AV point. The skill descriptions in the next
section contain suggestions on how the moderator can adjudicate AV points.
An AV of +5 or higher is such a success that, at the moderator’s discretion, the character
receives a benefit. A
benefit
is an unexpected bonus or perk relating to the skill task that
was just performed. Some examples of benefits are:
• While successfully hacking into a computer system, the character discovers a back door
that allows her to access the computer system in the future without having to make any rolls.
• After repairing a boat engine, the character discovers he has slightly increased the fuel
efficiency of the engine.
An AV of zero indicates a marginal success. The character has succeeded at the task
attempted—though just barely—and this creates a complication. A
complication
is an
unexpected hindrance related to, but not part of, the task that was attempted. It isn’t a fail-
ure, and should not be treated as such; rather, it is something that makes the situation more
problematic. Some examples of complications are:
• While hacking into a computer system, the character is successful, but counter-intrusion
software pinpoints her current location to security forces.
• After repairing one problem with a boat engine, the character discovers another prob-
lem that needs fixing.
Negative AVs indicate levels of failure from simple failure (–1) to critical failure (–5 or
lower). The attempted skill task did not succeed.
Negative AVs of –1 to –4 can be used by the moderator to adjust some aspect of the skill
result. For example, the task could take more time to complete by an increment of time
chosen by the moderator, such as one hour longer per AV point.
4
EXPANDED SKILL USE FOR BLUE PLANET
An AV of –5 or lower, at the moderator’s discretion, becomes a catastrophe. A
catastrophe
represents a task that not only failed, but did so in the worst possible way. Some examples
of catastrophes are:
• While hacking into a computer system, the character is detected. Her location is pin-
pointed, a security team is dispatched, and a return virus trashes the system she was using
to perform the hack.
• While repairing a boat engine the character accidentally breaks a different part, ren-
dering the engine irrepairable, short of buying a new part.
SKILL DESCRIPTIONS
The skills here are arranged by aptitude, as in the Blue Planet
Player’s Guide.
Each
description includes suggestions for possible benefits, complications, and catastrophes, as
well as using action values to moderate task results, and alternate uses for the skill. The use of
action values with combat skills is covered in the
Player’s Guide,
and so is not repeated here.
ADMINISTRATION
Bureaucracy
A character will most likely use Bureaucracy to obtain a license or permit for driving, piloting,
boating, weapon ownership, or staking a Long John claim, or to get access to information
while conducting an investigation. Positive action values can lessen the amount of time
needed, while negative action values increase the time.
benefits
:
Making a friend in an institution who can help you later, discovering helpful infor-
mation, or having to spend less money on the service.
complications
:
Having to fill out extensive paperwork, being submitted to a lengthy back-
ground check, spending more money than anticipated, or being flagged as a person of
interest due to an error.
catastrophes
:
Being arrested for a warrant you didn’t know about, being blacklisted from
obtaining that permit or service in the future, or making an enemy who uses resources
to harass you.
Economics
A character can use Economics to engage in business transactions, such as stock speculation
or running a business. Positive action values affect how well these transactions pay out, by
increasing gains by 2% per AV point. Negative action values reflect a loss of money at the
same rate.
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