TEXT: roleplaying adventure game
  
  roleplaying adventure game
  Core rules
  Written by: Paolo Guccione, with Manuele Verduci for the 
  Advanced Combat System
  Contributions:  Olivier Dubreuil, Simon Phipp,  
  Gianni Vacca
  Cover Art: Daniel Comerci
  Graphics and Layout: Mirko Pellicioni
  Graphic Design contribution: Daniel Comerci,  
  Dario Corallo
  Internal Art: Henrique Alvim Correa, Nguyen Cao Viet, 
  Daniel Comerci, Dario Corallo, Chang Dai, Mason Easley, 
  Tommaso Galmacci, Marco Greselin, Rose Loughran, Jorge 
  Plaza, Miguel Santos, “Sandara” Tang.
  Playtesters: Laurent Aillet, Sergio Bonomo, Olivier Dubreil, 
  Roberto Guccione, Régis P., Gianni Vacca, Manuele Verduci, 
  and many others who contributed through the Ulule 
  crowdfunding.
  Special Thanks: Steve Perrin, Ray Turney & friends for 
  creating the first D100 system; Peter Nash, Newt Newport, 
  Matt Sprange, Lawrence Whitaker & others for developing 
  the OGL rulesets from which this work is partially derived; 
  Greg Stafford, just because he is an awesome man.
  This work was made possible by the contributors to its Ulule 
  crowdfunding in 2015. The authors wish to thank all who 
  pledged their support.
  TABLE OF CONTENTS
  Introduction ..................................................................................2
  Character Creation ......................................................................4
  Skills&Traits ................................................................................20
  Character Improvement ...........................................................35
  Adventuring ................................................................................38
  Basic Combat ..............................................................................83
  Advanced Combat .....................................................................89
  Vehicular Combat ....................................................................122
  Mass Combat ............................................................................128
  Equipment .................................................................................130
  Designing Equipment .............................................................156
  Powers ........................................................................................169
  Power List ..................................................................................179
  Arcane Magic ............................................................................191
  Divine Magic .............................................................................193
  Psionics ......................................................................................208
  Science and Alchemy ..............................................................210
  Creatures ....................................................................................214
  The Quest for El Dorado ........................................................244
  Index ...........................................................................................255
  This work is based on other works published under the Open Game License.
  A copy of the Open Game License is on page 256.
  The text in this book is NOT designated as Open Game Content and is
  Copyright (C) 2016 Alephtar Games, except for the passages directly
  derived from OGL works listed in the notes to the Open Game License on
  page 256. RuneQuest is a Trademark of Moon Design Publications LLC. The 
  mention of this and other  marks and products owned by other parties is
  not intended as a challenge to their respective ownership.
  A version of this ruleset released as Open Game Content is available
  through the Alephtar Games web site www.alephtargames.com.
  www.alephtargames.com
  
  2
  INTRODUCTION
  INTRODUCTION
  Revolution D100 is the basis for the next generation of Alephtar Games 
  roleplaying games (RPGs) and supplements. This system takes inspiration 
  from classic games, like the D20 System or the RuneQuest/Legend System 
  Reference Documents (SRD), and adds elements of its own.
  WHAT IS A ROLEPLAYING GAME?
  In a roleplaying game, two or more players gather to tell a fictional 
  story set in a fictional world, describing the adventures of the story’s 
  protagonists in first person, as though they were living them. During 
  the game, one player takes the role of the Narrator and portrays the 
  game world and all other characters in it. The other players portray 
  one of the protagonists. We refer to the players simply as players, and 
  their protagonists by the term “Player Characters” (PC). Each player 
  will portray one Player Character as an actor plays the role of one of the 
  characters in a film or play.
  Just because one player is the Narrator does not prevent the other players 
  from narrating those parts of the fiction that are under their direct 
  control, with as much detail as they like. Similarly, the fact that we do not 
  call the Narrator a Player does not mean that he or she is not playing the 
  game, either, or not going to have fun.
  The Narrator in a roleplaying game is often a judge and referee. In 
  Revolution D100, the Narrator has the final say in all game-rule matters  – 
  and should use this authority with care. There will be moments when the 
  Narrator has to alter the rules “on the fly” to prevent outcomes that the 
  whole group could find unsatisfactory. However, there are sections of the 
  rules that the Narrator cannot override. We have clearly labelled them in 
  boldface. The whole group must be in agreement with the Narrator before 
  he or she can alter boldface rules.
  PURPOSE OF THE GAME
  The purpose of roleplaying is just to have fun together; no one “wins” 
  the game. In order to have fun, the group lives an exciting imagined 
  experience. We can summarize the elements that will make your story 
  exciting and your game a success with the following short description. 
  The Narrator uses obstacles and conflicts to put what the Player Characters 
  hold dear at risk, to make their lives difficult (and the game interesting), 
  and to threaten an Unhappy Ending for the story. The players then leverage 
  their Skills and Motivations to overcome everything the Narrator throws at 
  their characters and ensure a Happy Ending for them. The cost the player 
  characters have to pay might be high and their victory will often be partial 
  or come at a price.
  ICON EXPLANATION
  The following icons mark plug-
  in rules intended for use with 
  speciﬁc sub-systems, or that 
  hook into the generic rules: 
  Optional and alternate 
  rules
  Going back to classic D100    
  rule-sets
  Further explanation or 
  Designer’s Notes
  Create your own setting
  How to update your 
  character sheet
  Using tokens and visual 
  props
  Hi-Tech setting or Ranged 
  Combat
  Low-Tech setting or Close 
  Combat
  Advanced Combat  
  (Chapter 4)
  Localized Damage 
  (Chapter 4)
  Paranormal Powers 
  (Chapter 6)
  DICE. 
  Dice rolls are described with 
  expressions such as “3d4+3,” 
  which means “roll three four-
  sided dice and add 3” (resulting 
  in a number between 6 and 15). 
  The ﬁrst number tells you how 
  many dice to roll (adding the 
  results together). The number 
  immediately after the “d” tells 
  you the type of die to use. Any 
  number after that indicates 
  a quantity that is added or 
  subtracted 
  from 
  the 
  result. 
  Percentile dice (d100) work a 
  little diﬀerently. You generate a 
  number between 1 and 100 by 
  rolling two diﬀerent ten-sided 
  dice. One (designated before 
  you roll) is the tens digit. The 
  other is the ones digit. Two zeros 
  represent 100
  
  3
  REVOLUTION D100 INTRODUCTION
  ROLES AND RESPONSIBILITIES
  These are the responsibilities for all people at the table. Please note that the 
  following duty lists are part of the rules, not just advice.
  The Narrator’s duties are:
  • Before the game starts, defining the environmental and cultural details of the 
  game world.
  • Defining a backstory that is as detailed as he or she wishes. This can range 
  from nothing more than an initial situation from which the group will extract 
  an emergent story, to a pre-defined plot with one or more expected ending. 
  However, defining a plot beforehand may lead to complications with very 
  proactive players. See the last point.
  • During the game, narrating all the details of his or her own creation that are 
  useful or interesting to the players as soon as they are able to learn them. 
  However, take care not to overwhelm the players with endless descriptions.
  • Checking that all the procedures described in the rules are followed 
  accurately, and that all players get equal opportunities to act out their 
  characters during play.
  • Rolling the dice whenever someone or something is opposing the players’ 
  actions, or to determine random effects in the game world. Dice that represent 
  an opposition are rolled openly, not in secret.
  • Deciding which optional parts of the rules to apply, and communicating this to 
  the players.
  • Using judgement  when a point of the rules says that the Narrator must make up 
  a detail according to the situation.
  • Overriding those parts of the rules that yield a result that is either not realistic 
  or not pleasant to the group. The Narrator should not use this option lightly, 
  and there are specific parts of the rules, usually marked in boldface, that the 
  Narrator cannot override without agreement from all people at the table
  • Being prepared when the players decide they want a different direction for the 
  story than he or she imagined, to persuade them in a sensible way to change 
  their minds, or alternatively to accept the players’ decisions and alter the plot. 
  The latter option is usually the best choice a Narrator could make.
  A player’s duties are:
  • Using the rules to create a character which is fun to play and fun to interact 
  with. Remember that roleplaying is a social activity, so create a character that 
  works well as a member of a team.
  • Rolling the dice whenever one’s character takes an action that might fail.
  • Playing fairly and correctly, and respecting the rules. Cheating on die rolls is not 
  allowed.
  • Interpreting one’s own character in a way that all players enjoy. If there is a 
  plausible reason why a character should refrain from an action that would 
  damage or disturb other players or their characters, then the player should 
  exploit this reason and have the character act in a way that is enjoyable for 
  everyone.
  • Narrating the parts of the fiction that are under his or her direct control with 
  as much detail as the group will find interesting. Monologues, and stealing the 
  scene too often, are not fun and players should avoid them.
  • In a few words, having fun and letting everyone have fun.
  SHARING NARRATIVE 
  CONTROL. 
  Revolution D100 provides a 
  lot of options for players to 
  have their say in what goes 
  on during a scene, sometimes 
  even beyond the events that are 
  under their characters’ control. 
  While these are optional, we 
  recommend that you agree 
  beforehand to give players as 
  much agency as your group is 
  comfortable with. Experienced 
  players will probably already 
  know which rules lie in their 
  “comfort zone” and be able to 
  warn the Narrator about what 
  is fun for them and what is not. 
  For novice players, you will have 
  to experiment.
  However, 
  there 
  are 
  some 
  elements of the game that 
  are supposed to remain ﬁrmly 
  in the Narrator’s hands. The 
  Narrator is the only one who 
  can 
  decide 
  about 
  setting 
  details and background story. 
  The game is not equipped 
  to support the sharing of 
  narration 
  responsibilities 
  at 
  this level, and instead contains 
  several mechanisms to ensure 
  that the Narrator can always 
  maintain control over them. 
  This does not mean that the 
  players cannot inﬂuence these 
  elements of the game world 
  through their character actions, 
  just that how they do this is 
  determined by the Narrator. 
  In other words, if the players 
  want to overthrow the Evil 
  Tyrant at a moment when the 
  Narrator is not planning this 
  outcome, they must not take 
  for granted that their plan will 
  succeed. This game supports 
  a style of play where such 
  events can indeed take place, 
  but only as carefully built, 
  epic twists that the Narrator 
  chooses to integrate in the 
  story because the players have 
  come up with a turn of events 
  that sounds more intriguing 
  than the planned timeline. For 
  this reason, the many optional 
  mechanics that give “agency” to 
  the players work only at scene 
  or adventure level, and are 
  replaced with rules that enforce 
  Narrator agency at background 
  and plot level.
  
  SUMMARY
  Choose your character’s species and determine base Characteristics following one of the suggested methods.
  Evaluate Derived Attributes and base percentile scores for skills.
  Choose a Background and add its standard Traits to your character.
  Choose a Profession and add percentile scores to the skills listed for it, then add eight more Traits chosen among those 
  suggested for the Profession. 
  Cross-check Background and Profession to obtain your character’s Status Trait and initial wealth.
  Choose a Characteristic, and distribute its value in percentiles among skills based on it.
  Add two more free Traits.
  Add at least three Motivations, one of which must be related to the Background or Profession chosen. Distribute initial 
  percentiles among the Motivations.
  CHARACTER CREATION
  
  5
  REVOLUTION D100 CHAPTER 1
  CHARACTERISTICS
  A
  ll characters have six Characteristics that describe their raw physical and 
  psychic build.  
  Strength (STR): A character’s brute force, Strength affects the amount of damage 
  dealt, what weapons one can wield effectively, how much one can lift and so on.
  Constitution (CON): A measure of the character’s health, Constitution affects 
  how much damage he or she can sustain in combat, as well as general resistance 
  to fatigue, disease and other illnesses.
  Dexterity (DEX): A character’s agility, co-ordination and speed, Dexterity 
  impacts many physical actions, including combat.
  Intelligence (INT): A character’s ability to think around problems, analyse 
  information and memorise instructions. Like Dexterity for physical tasks, it is 
  the ability to put your mental energies to good use.
  Willpower (WIL): Perhaps the most abstract Characteristic, Willpower is a 
  measure of the character’s life force and personal strength of will.
  Charisma (CHA):   This quantifies a character’s general empathy and ability to 
  impress others favourably, including, but not limited to, physical attractiveness. 
  DETERMINING CHARACTERISTICS
  Roll four six-sided dice and drop one of them, then total the three remaining 
  results. For one single Characteristic of your choice, you can roll five dice and 
  drop two of them instead. You may then swap any result below 9 or any result 
  above 13 with another die result if you wish. This procedure will give you a 
  strong but not flawless character.
  If you prefer a more “aimed” approach at character creation, simply distribute 
  the following pre-determined values among the Characteristics: 17, 15, 13, 12, 
  10, 8. This may produce characters who are all very similar to each other.
  Finally, if you have a precise idea of how your character should be, just write 
  down his or her Characteristics and check with the Narrator if he or she 
  approves those values.
  CHARACTERISTIC BONUS
  The Bonus your character gains because of a Characteristic is equal to the 
  Characteristic divided by five, rounding mathematically, minus two. Here are 
  the values for the most common Characteristic ranges.
  Characteristic range
  Bonus
  0-2
  -2
  3-7
  -1
  8-12
  0
  13-17
  +1
  18-22
  +2
  Each +5
  further +1
  Strength is not an absolute value, 
  but is relative to a creature’s 
  Size Class (see page 6). The 
  absolute Strength of a creature 
  is roughly equivalent to twice the 
  absolute Strength of a creature 
  that is one Size Class smaller 
  and has the same Strength 
  Characteristic. Strength is also a 
  measure of the relative weight of 
  a character within the boundaries 
  of his or her Size Class.
  Charisma reﬂects also the fact 
  that your character is “everyone’s 
  favourite” in the game and 
  is less likely to encounter an 
  untimely 
  demise. 
  For 
  this 
  reason in Chapter 3 we will 
  see that Charisma inﬂuences 
  the character’s Fate Point pool 
  capacity.
  The 
  traditional 
  method 
  for 
  character creation in most D100 
  games requires a roll of 3d6 for 
  all Characteristics (2d6+6 for INT) 
  and possibly the distribution of 
  a ﬁxed bonus – for instance six 
  points – if your Characteristic 
  total does not go beyond 80. 
  Feel free to use any method to 
  generate Characteristics as long 
  as the characters you obtain are 
  satisfactory for you.
  NON-HUMAN CHARACTERS. 
  If the character you want to 
  generate is not a normal human, 
  his or her Characteristics might 
  be 
  diﬀerent 
  than 
  average. 
  Consult Chapter 7 for the average 
  Characteristics of your species. 
  Your character does not receive any 
  compensation for particularly high 
  or low Characteristic scores, or for 
  a reduced or increased Size Class. 
  The character will have a diﬀerent 
  cultural Trait set than humans, 
  and might have exotic Traits or 
  Powers, as explained in the 
  following sections.
  
  6
  CHARACTER CREATION
  SIZE CLASS
  Each creature has a Size Class, depending on its race. Size Class is expressed 
  as a number, but for ease of understanding we will frequently describe it with 
  the size codes used for clothing (S, M, L, XL, XXL…) All humans and most 
  humanoid monsters are of Medium size, that is they are Size Class 3.
  DERIVED ATTRIBUTES
  Derived Attributes are a set of secondary scores that detail what the 
  character can do.  
  Age: The character may start out at any age between 15 and 30. Some 
  non-humans live longer, so your character can start at an older age if he 
  or she belongs to one of those races.
  Fate Points: Every character has zero Fate Points at the start of an 
  Adventure, but can gain some during it.
  Life Points (LP): These determine how much stress the character 
  can endure before suffering a drawback to combat skills, or even 
  unconsciousness, in Advanced Combat. Life Points are equal to a 
  character’s CON plus his or her WIL. Life Points can also be used to fuel 
  paranormal powers in games that allow them.
  Might: This represents the sheer strength with which your character can 
  swing a weapon or throw a missile. Your character’s Might is equal to his 
  or her STR Bonus, plus two for each Size Class above medium, minus one 
  for each Size Class below Medium. When using a weapon with two hands 
  Might is increased by one. Thus an average human adventurer has a Might 
  of zero when using a one-handed weapon.
  Move: Humanoid characters have a Move rate of 5 metres (5m). Some 
  races have a better movement score. In general, each Size Class above 
  Medium grants a +1 to Move, each size class below Medium imposes a -1 
  for bipedal creatures. Quadrupeds add one and a half times that value to 
  their Movement.
  Melee Strike Rank (SR): This determines how quickly the character 
  acts in Advanced Combat. There are different values for Strike Rank, 
  depending on what action your character wishes to perform in a round. 
  The value for Melee is calculated on the average of STR and DEX, 
  rounded up. The Advanced Combat section in Chapter 4 describes how to 
  use this and other advanced variables.
  Size Class Modifiers
  Size 
  Class
  Size Class Name
  Mass
  Base 
  Might
  Base 
  Toughness
  0
  Tiny
  1-6 kg
  -3
  —
  1
  Compact (C, or XS)
  1-20kg
  -2
  2
  2
  Small (S)
  25-60kg
  -1
  4
  3
  Medium (M)
  50-120kg
  —
  6
  4
  Large (L)
  100-240kg
  +2
  8
  5
  X-Large (XL)
  200-500kg
  +4
  10
  6
  XX-Large (XXL)
  400-1000kg
  +6
  12
  7
  XXX-Large (XXXL)
  1-2 tonnes
  +8
  14
  +1
  —
  +5 tonnes
  +2 each
  +2 each
  SIZE AS A CHARACTERISTIC. 
  Many classic D100 games have a 
  seventh Characteristic called SIZ. 
  In Revolution D100 we will not 
  deﬁne a separate stat for SIZ, as 
  you can derive it from Size Class 
  and STR. If you wish to import 
  and use some rules from other 
  D100 games, you can evaluate 
  a character’s SIZ by using the 
  following table.
  Size 
  Class
  SIZ
  0
  1
  1-4
  (Size Class) x
  ((STR/3)+1)
  5+
  (Size Class) x
  10 +  STR
  Conversely, if you have the stats 
  for a creature in another D100 
  game and wish to calculate its 
  Size Class, divide its SIZ (or better 
  the average SIZ for its species) by 
  ten and add 2.
  IMPROVED MIGHT BONUS 
  FOR BIG CREATURES. 
  When calculating Might for 
  creatures with a very high Size 
  Class, the bonus for STR or two-
  hand weapon use may turn out 
  to be almost negligible. If your 
  game features a lot of combat 
  among giant creatures, you may 
  wish to double the STR or two-
  hand bonus for creatures of Size 
  Class 8-12, triple it for creatures 
  of Size Class 13-17, and so on.
  
  7
  REVOLUTION D100 CHAPTER 1
  Toughness: Determines the minimum amount of physical damage that 
  can actually hurt a character. It is equal to double your character’s Size 
  class plus his or her STR and CON Bonuses. Only damage above this 
  threshold can really hurt the character; anything less will only cause 
  bruises, scratches and minor burns. An average human adventurer has a 
  Toughness of 6.
  SKILLS
  Every character has a range of Skills scores that allows him or her to perform a 
  variety of actions with varying degrees of expertise. Skill scores are percentile 
  values, which correspond to the raw chance of succeeding with that skill in a 
  dangerous situation. Determine the starting score for each skill by adding up 
  the two Characteristics listed in the Starting Skill Table.
  The Starting Skills table lists all the Basic skills every character possesses and 
  the Characteristics used to determine the skill’s base score.
  Besides its score, each skill also has a number of Slots. This number is equal 
  to one point per 10% or fraction the character has in the skill. A character 
  cannot have more Traits in a given skill than he or she has Slots available. This 
  limitation may influence the Skill under which you decide to list a Trait.
  TRAITS
  While Skills define what your character can do, Traits define what he or she is. 
  Unlike skills, which have a numeric score, Trait s are binary attributes (either you 
  have them, or you do not), and are usually chosen among a list of possible Traits 
  significant to your game world.
  All characters have the basic sensory Traits of Vision and Hearing, unless they 
  belong to a species that has abnormally weak senses. These Traits do not occupy 
  Skill Slots (see page 36 in Chapter 2).
  MAGICAL EFFECTIVENESS. 
  Characters who use supernatural 
  Powers (see chapter 6) will often 
  have an additional attribute, 
  called for instance Channelling or 
  Holiness, which represents how 
  eﬀective they are in using their 
  Powers. Although this attribute is 
  calculated in a diﬀerent way than 
  the others, it is more convenient 
  for the player to note it in the 
  same section as the Derived 
  Attributes proper.
  ALTERNATE TOUGHNESS 
  CALCULATION 
  The standard way of calculating 
  Toughness 
  may 
  promote 
  unrealistic character optimization 
  (min-maxing) among players, 
  causing certain Characteristics 
  such as STR and CON to cluster 
  around the 13 and 18 thresholds. 
  You may want to calculate 
  Toughness in a more balanced 
  way for player characters, that is:
  STR+
  CON
  Toughness 
  Bonus
  2
  ...are you sure 
  about the 
  adventurer career?
  3-7
  -3
  8-13
  -2
  14-17
  -1
  18-22
  -
  23-27
  +1
  28-32
  +2
  33-37
  +3
  38-42
  +4
  We recommend that you stick with 
  the standard bonuses for creatures, 
  in order to allow the Narrator to 
  eyeball a monster’s Toughness 
  from its Size Class and STR/CON 
  without too many calculations.
  Starting Skills
  Skill
  Base 
  Characteristic(s)
  Notes
  Athletics
  CON+STR
  —
  Close Combat
  DEX+STR
  —
  Communication
  CHA+INT
  —
  Craft
  DEX+INT
  —
  Drive
  DEX+INT
  For settings where vehicles are present
  Knowledge
  INT*2
  —
  Concentration
  INT+WIL
  —
  Operate
  DEX+INT
  For settings where machinery is present
  Perception
  INT+WIL
  —
  Perform
  CHA*2
  —
  Pilot
  DEX+INT
  For settings where ships or aircraft are present
  Ranged Combat
  DEX*2
  —
  Ride
  DEX+WIL
  For settings where mounts are present
  Stealth
  DEX+INT
  —
  Survival
  CON+INT
  —
  
  8
  CHARACTER CREATION
  WHAT MARS IS THIS? 
  Apart from the fact that it is a good 
  example that we have extensively 
  used during play-testing, we have 
  chosen Edgar Rice Burroughs’ 
  imaginary Mars because the 
  reference text, that is the novels 
  A Princess of Mars, The Gods of 
  Mars, etc., are now in the public 
  domain. Readers who are not 
  familiar with the setting and want 
  to know more about it can ﬁnd 
  the complete works available for 
  free through Project Gutenberg 
  or other electronic repositories 
  of copyright-free classic books. 
  On the other hand, readers 
  who are only familiar with later 
  adaptations of Captain Carter’s 
  saga, for instance those found 
  in some recent motion pictures, 
  may ﬁnd some details which 
  are not coincident with their 
  knowledge, like the reference 
  to telepathy being common 
  among Martians. For copyright 
  reasons, we have maintained a 
  strict adherence to the original, 
  copyright-free version of the 
  stories and setting. The same 
  is true for the reference to 
  H.P. Lovecraft’s and H.G. 
  Wells’ public domain 
  works in Chapter 7.
  MOTIVATIONS
  A Motivation is a short phrase that expresses what your character believes in, 
  wants to achieve, what is important, what haunts his or her dreams. The desire to 
  overcome an enemy or to protect one’s community is a good starting Motivation, 
  but you should also provide more personal Motivations in order to make your 
  character a real three-dimensional hero. Keep in mind that you will be able to 
  take full advantage of your Motivations only if the Narrator and the other players 
  willingly cooperate with you, so try to pick those Motivations that will make your 
  character interesting. A Motivation like “I am the coolest and bravest guy in the 
  party” may sound great, but it will be less effective than “I am grateful to other 
  party members because they accepted a dark elf among them”, because the former 
  will not stimulate help and collaboration from other players, while the latter will!
  Phrase Motivations as something more than simple adjectives like “Brave” or 
  “Loyal”. Link the Motivation to something concrete that will show up in the 
  game, encouraging the Narrator and other players to co-operate with you when 
  you bring the Motivation into play. For instance, you could re-phrase “Brave” as 
  “I never turn my back to danger”, or “Loyal” as “Loyal to the King” or “Devoted 
  to the cause of the Kingdom”. In general, the longer the sentence, the better 
  for you, but keep it within a two-line limit. The Narrator may ask players to 
  re-phrase a Motivation so that it is more usable during play, but cannot simply 
  veto a Motivation, unless it is disturbing to the other players (see below).
  We recommend that you phrase a Motivation so that it contains at least two 
  major themes, so that the Narrator and the other players have a wider choice of 
  options to interact with your Motivation if you activate it. For instance, “Hatred 
  for Orcs” is an allowed Motivation, but “Hates Orcs for killing her beloved 
  Patrick” is much more interesting and useful in game terms. The Narrator is 
  in charge of asking questions about Motivations before play begins (“What are 
  your actual reasons to hate Orcs? Do you have anything personal or is it just 
  that they are the enemy?”), and inviting them to better specify all details about 
  them.
  Avoid Motivations that are unpleasant to other characters. A Motivation like 
  “Always makes a pass at any girl he encounters” may be fun in some games, 
  but if the rest of your group is not interested in listening to sex or seduction 
  scenes, the player who wishes to have such a Motivation should reconsider it. 
  Character Creation Example
  Tim is playing in a game where Susan will be the Narrator. She informs the players 
  that the game takes place in an imaginary version of the planet Mars inspired by 
  pulp novels from the early 20th Century. They can play humanoid Red Martians, 
  who are essentially the equivalent of Earth humans with regard to Characteristics, 
  or huge Green Martians, who are one size class bigger. Tim goes for the Red Martian 
  option and selects the following Characteristics for his hero, Jor Vargàs of Zorana:
  STR 8 CON 13 DEX 15 INT 17 WIL 10 CHA 12 
  Jor’s Attributes are thus Life Points 23, Melee Strike Rank 12, Might -, Move 5, 
  Toughness 7. A small but sturdy hero, he is nimble and quick-witted, but unable 
  to handle big weapons. We will see how this affects his adventurer career in a 
  world where hand-to-hand combat is still common.
  We could also evaluate Jor’s base skill scores at this time, but we will skip this step 
  and calculate them on the spot once we start acquiring Traits that permit him to 
  use his skills at full effectiveness. At present, we only know that he has Perception 
  [Hearing, Vision] 67% like all humanoids. Note also that we will include the 
  +30% bonus for the Trait whenever we list a Skill/Trait pair.
  RECORDING TRAITS. 
  Whenever you add a Trait to 
  your character, note it under an 
  appropriate Skill entry. This uses 
  up one of the Slot for that skill, 
  and once you have “ﬁlled up” 
  all Slots, you cannot add more 
  Traits to that skill. However, you 
  can place the Trait under another 
  plausible Skill that still has 
  available Slots. Be careful when 
  picking Traits for your character 
  during character generation, as 
  you may not add them beyond 
  the number of available Slots. If 
  you pick a Skill/Trait combination 
  for which you do not have a free 
  slot, you must later increase the 
  skill score with your free skill 
  points (see page 17), or else 
  you must forfeit that Trait.
  We will explain the relationship 
  between skills and Traits better 
  in Chapter 2. For the present, just 
  consider the presence of the Trait 
  as a +30% bonus to the skill score. 
  You will thus record two values 
  for each skill which has Traits: the 
  normal value for using the skill 
  alone, and the value increased by 
  30 for using the skill with a Trait.
  
  9
  REVOLUTION D100 CHAPTER 1
  The Narrator may always ask a player to rephrase a Motivation that might make 
  other players uncomfortable. 
  Motivations should always be phrased in order to represent some positive force 
  that drives your character to improve his or her situation or towards a goal, but 
  they can also reference a problem or handicap the character has to overcome. 
  For instance, “Addicted to alcohol” is not a good Motivation, while “I want to 
  overcome my addiction to alcohol” is valid. Please note that you are equally 
  encouraged to depict your character failing to pursue his or her Motivations, 
  and this gives you the same mechanical advantages as representing him or 
  her succeeding, so you can still play a character who gets drunk before an 
  important mission, if you wish! A sense of guilt over some past event is another 
  good example of a negative feeling that can provide a positive stimulus for your 
  character.
  Player Characters do not become too “powerful” through Motivations. Be 
  liberal with Motivations, experiment, and try to find the combination of 
  Motivations and scores that will provide the best game experience for your 
  group. 
  CHOOSING MOTIVATIONS FOR YOUR CHARACTER
  When generating your character, you will be asked to think of three 
  Motivations devised along the guidelines provided above. The character 
  generation procedure will guide you into this choice, suggesting Motivations in 
  line with your choices. You should pick at least one Background or Profession 
  related Motivation, but you are free to extend, re-phrase or change the 
  suggested ones or make up new ones with the only limit of being somehow 
  “in tune” with your character’s background. In the last step of character 
  generation (page 17), you will determine the percentile score assigned to 
  each Motivation.
  PREVIOUS EXPERIENCE
  There are three steps to determining the character’s previous experience. 
  First,  pick the character’s cultural Background, which provides Traits that 
  reflect upbringing. Second, pick a Profession and gain skill increases and Traits 
  associated with that Profession. Finally, spend free skill points.
  The tables for Backgrounds and Professions given in this section are examples for 
  a very generic fantasy environment, a colonial setting usable for both steampunk 
  or sword & planet, a modern environment usable also for cyberpunk or near 
  future, and a space opera setting. We recommend that you make up your own 
  tables or use a published setting that provide more detailed ones. At the very 
  least, you will want to replace the names in italics with ones fitting your setting, 
  chosen by either the Narrator or the character.
  BACKGROUND
  The first responsibility a Narrator has before a game starts is to adapt the Background 
  tables to the game world he or she has in mind, or to choose a published setting that 
  provides a complete list of available Backgrounds. Choose a Background from this 
  list to determine the character’s starting Traits and money. The Background list shows 
  the Traits that each Background grants. You can also add one Motivation connected 
  to the background, chosen among the suggested ones or made up on the spot. Please 
  note that the suggested motivations are sketchy for reasons of space, we recommend 
  that you expand the description when assigning one of them to your hero.
  ALLEGIANCE. 
  Characters who practice Divine 
  Magic (see chapter 6) have 
  one special Motivation that 
  represents their Faith. Base score 
  and improvement of that speciﬁc 
  Motivation are regulated by the 
  special rules for Powers, not the 
  standard Motivation rules.
  CULTURAL TRAITS. 
  Two or three of the Traits you gain 
  from your Background represent 
  your 
  homeland, 
  culture 
  and 
  language, and have some degree of 
  ﬂexibility in their allocation to skills.
  As explained in the Chapter 2, you 
  will normally record your nation, tribe 
  or clan Trait in place of the name(s) 
  printed in italics in the example 
  tables, under the Communication 
  skill because it represents your native 
  language. This Trait also applies to the 
  Knowledge skill, where it represents 
  the basic knowledge of your home 
  culture. In fact, you may want to list 
  it under the Knowledge skill to save a 
  slot in Communication.
  Likewise, the general knowledge 
  of your Home Region is normally 
  recorded under the Survival skill, 
  but applies to Knowledge, too. The 
  home region Trait can be listed under 
  Knowledge to save a slot under 
  Survival. If your Background gives 
  you an Environmental Trait, instead, 
  you can list it under the Survival skill 
  only.
  MOTIVATION EXAMPLES
  Other examples of Motivations 
  that are not entirely positive but 
  can surely make your character 
  interesting:
  • I have always been a hothead in 
  need of some discipline
  • My father sees me as a loser, so 
  I must prove myself to him
  • I will succeed in spite of my 
  physical handicap of [insert 
  disability]
  Note that all of these Motivations 
  also 
  contains 
  two 
  diﬀerent 
  themes 
  (impulsiveness 
  and 
  discipline, father’s disapproval 
  and desire to excel, etc.), so there 
  are always two ways of injecting 
  them into the narration!
  
  10
  CHARACTER CREATION
  Background
  Traits (and applicable skills)
  Starting Money per 
  Status/Wealth *
  Sample Motivations 
  (expand the description!)
  Native Nation 
  of Sepang
  Athletics [any] or Ride [Mount]
  Close Combat [Brawl or Dagger or Axe or Spear]
  Communication [Language: Sepang]
  Knowledge [Sepang Religion or Sepang Folklore] 
  Ranged Combat [Bow or Javelin]
  Survival [Sepang jungle]
  Rich: 3d6x100 
  Affluent: 3d6x50
  Average: 3d6x25 
  Poor: 3d6x5
  Loyalty to ruler of Sepang.
  Honour and fear 
  supernatural forces.
  Colonial 
  Nation of 
  Britannia
  [pick any one non-combat Trait ]
  Close Combat [Brawl]
  Communication [Language: Britannian]
  Knowledge [Literacy: Britannian]
  Operate [culturally appropriate machinery**]
  Ranged Combat [Firearm]
  Rich: 3d6x300 
  Affluent: 3d6x100
  Average: 3d6x30 
  Poor: 3d6
  For queen and country!
  Science and technology 
  trump savage superstition.
  [*] Actual Status/Wealth and starting money must be determined after choosing the character’s Profession.
  [**] What kind and level of machinery is appropriate depends on the era and setting.
  [●] This Trait  does not use up a Slot.
  Fantasy/Historical Background
  Highly developed invaders from the sea, who claim to come from the sunken continent of Vangaria, have used arcane magic to take control of the 
  whole West Coast of the Ancient Continent. Fierce barbarian tribes like the Kothari inhabit the highlands in the North, impervious to all Vangar 
  attempts at colonising them, while nomad hordes and non-human clans of orks struggle for control over the Eastern Steppes, conducing occasional 
  raids against both Vangaria and its stubborn neighbours which still refuse the protection of Imperial civilisation. Other non-human races, who used 
  to have a non-aggression pact with pre-Vangaria humans, have been forced to withdraw towards the safety of their natural environments: deep 
  forests for elves and the underground for dwarfs.
  Background
  Traits (and applicable skills)
  Starting Money per 
  Status/Wealth *
  Sample Motivations 
  (expand the description!)
   
   
  Barbarian Tribe 
  of Kothar
  Athletics [Brawn] or Ride [Mount]
  Close Combat [Brawl or Axe or Hammer or Spear]
  Communication [Language: Kothar]
  Knowledge [Kothar Religion or Kothar folklore] 
  Survival [Kothar Home Region]
  Rich: 3d6x100 
  Affluent: 3d6x50
  Average: 3d6x25 
  Poor: 3d6x5
  Loyalty to Kothar tribe and 
  chieftain.
  Honour and fear 
  supernatural forces.
  Nomad Horde 
  of Zotai
  Communication [Language: Zotai]
  Knowledge [Animism or Zotai Folklore] 
  Ride [Mount]
  Ranged Combat [Bow]
  Survival [Steppe or Desert]
  Rich: 3d6x50 + 1d6 mounts 
  Affluent: 3d6x20 + 2 mounts
  Average: 3d6x10 + 1 mount 
  Poor: - an escaped slave
  Love freedom and 
  independence.
  Honour and fear 
  supernatural forces.
  Civilised 
  Kingdom of 
  New Vangaria
  [pick any one non-combat-related Trait]
  Close Combat [Brawl or Dagger or Staff]
  Communication [Language: Vangar]
  Knowledge [Vangar Religion or Vangar Folklore]
  Survival [New Vangaria]
  Rich: 3d6x300 
  Affluent: 3d6x100
  Average: 3d6x30 
  Poor: 3d6
  For the glory of Lost 
  Vangaria!
  Contempt for those pitiful 
  savages.
  Dwarf Clan of 
  Deepburrow
  Craft [pick suitable one] 
  Close Combat [Hammer or Axe]
  Communication [Language: Dwarven]
  Perception [●Darkvision]
  Survival [Underground]
  Rich: 3D6x500 
  Affluent: 3D6x100 
  Average: 3D6x50 
  Lust for riches. 
  Despise Elves.
  Elven Kingdom 
  of Thousandews
  Knowledge [Thousandews Home Region or Arcane] 
  Communication [Language: Elfish] 
  Perception [●Night Vision]
  Ranged Combat [Bow]
  Survival [Forest]
  Rich: 3D6x100 
  Affluent: 3D6x50 
  Average: 3D6x25 
  Love Nature.
  Despise Dwarfs.
  Ork Clan of 
  Glorfang
  Athletics [Brawn] 
  Close Combat [Axe or Scimitar or Spear]
  Communication [Language: Orkish]
  Perception [●Night Vision]
  Survival [Underground or Steppe]
  Rich: 3D6x100 
  Affluent: 3D6x50 
  Average: 3D6x25
  Poor: 3D6x10
  Spread fear, wreak havoc. 
  Despise all light-related 
  creatures
  Colonial or Modern Background
  In this uchronian setting, the Britannian nation, under the leadership of the wise Queen Virginia, has exploited its advanced naval and military 
  technology to build an overseas empire that spans all of the known continents. What they cannot conquer militarily, they subjugate economically. 
  But not all Britannian federates are happy, and some nations like the Sepang want to throw out Queen Virginia’s yoke. Led by the dispossessed 
  Sultan Sandar Khan, Sepang rebels use piracy to disrupt Britannian depredation of native wealth.
  
  11
  REVOLUTION D100 CHAPTER 1
  Space Opera Background
  In the 25th century, war, famine and poverty have been eradicated from Terra, and humanity turns to the stars as its new frontier, only to discover that its 
  old problems are back once it has to deal with other sentient species. No matter whether they feel superior, inferior, threatened or just annoyed by men, 
  most of them just wish Terrans had never reached their sector of the galaxy. Terra replies to this situation by creating a Federation which reunites both 
  its widespread colonies and most other races in Terran space, but when the majority of Ephestan worlds refuse to join the Federation with the excuse 
  that it is them who taught FTL technology to humanity, and the few who do join start patronising the other members and creating all sort of diplomatic 
  troubles. As if these issues were not enough, both the Overlords and the Hive have started to expand into Terran space, and keeping relationships with 
  them within the boundaries of diplomacy seems impossible. Is it just a matter of time before a galactic scale war erupts?
  Background
  Trait s (and applicable skills)
  Starting Money per 
  Status/Wealth *
  Sample Motivations (expand 
  the description!)
  Primitive Alien 
  Race of Yor
  Athletics [any Trait ]
  Close Combat [Brawl or any 1H weapon]
  Communication [Language: Yor]
  Knowledge [Yor Religion or Yor Folklore] 
  Ranged Combat [Bow or Crossbow]
  Survival [Yor Planetary Environment]
  ●One innate Perception or Concentration Trait  (from 
  powers in Chapter 6)
  Affluent: 3d6x50
  Average: 3d6x25 
  Poor: 3d6x5
  Loyalty to clan and chieftain.
  Honour and fear supernatural 
  forces.
  Warlike 
  Alien Race of 
  Overlords
  Athletics [Dodge or Take Cover]
  Close Combat [Brawl, Axe, Dagger or Sword]
  Communication [Language: Overlord]
  Knowledge [Overlord Religion or Overlord Folklore, 
  Literacy**] 
  Operate [Electronics or Computer]
  Ranged Combat [Beam Weapon]
  Rich: 3d6x1000
  Affluent: 3d6x200
  Average: 3d6x50  
  Poor: - (you might be an 
  escaped slave)
  Prove individual valour in 
  combat.
  Other species are our natural 
  subjects, save for the few 
  individuals who can exhibit 
  valour in combat.
  Terran 
  Federation of 
  Planets
  [pick any one non-combat Trait ]
  Close Combat [Brawl]
  Communication [Language: Terran]
  Knowledge [Terran culture, Literacy**]
  Operate [Electronics]
  Ranged Combat [Beam Weapon]
  Rich: 3d6x300 
  Affluent: 3d6x100
  Average: 3d6x30 
  Poor: 3d6x10
  To boldly go where… well, you 
  know.
  Improve personal wealth or 
  fame.
  Invertebrate 
  Alien Race of 
  the Hive
  Close Combat [Natural Weapon]
  Communication [Non-verbal Language: Hive]
  Knowledge [Hive culture, Literacy: Hive**]
  Survival [Hive planet environment]
  ●Two innate Perception or Concentration Trait s 
  (from Powers in Chapter 6)
  Rich: 3D6x200 
  Affluent: 3D6x100 
  Average: 3D6x50
  Expand the power of the Hive. 
  The elders told us that all 
  other races are food, so 
  what do I do now that I must 
  cooperate with them?
  Elder Alien 
  Race of the 
  Ephestan
  Close Combat [Ephestan Martial Arts]
  Communication [Language: Ephestan] 
  Knowledge [Ephestan philosophy, Literacy: 
  Ephestan**] 
  Operate [Electronics]
  Ranged Combat [Beam weapon]
  ●One innate Perception or Concentration Trait  (from 
  powers in Chapter 6)
  Rich: 3D6x500 
  Affluent: 3D6x250 
  Average: 3D6x100 
  Enforce Balance and Tradition.
  Other species need guidance.
  [●] This Trait  does not use up a Slot. 
  [*] Actual Status/Wealth and starting money will be determined after choosing the character’s Profession. 
  [**] Literacy is in addition to the other knowledge Trait (s), not alternative to it.
  Modern, Steampunk and Cyberpunk Background
  The Modern and Cyberpunk Backgrounds are very close to our world, Their technological equivalents range from the beginning of the 20th Century 
  for a pulp game in the guise of the adventures of Allan Quatermain to the near future for a Blade Runner style game. Steampunk settings, instead, are 
  about what could have happened if the equivalent of a 19th century culture had achieved more “clockworks and steam” technological wonders than any 
  real one actually did; the web comic Red Moon Rising, written and illustrated by one of the artists who contributed to this volume, is a good example. 
  Giving a complete description of one of these settings would take more space than it is worth, so we reference you to the examples provided.
   Steampunk
   Modern
   Cyberpunk
  Use the Human Background from the Space Opera, replacing Beam Weapon with Firearm.
  
  12
  CHARACTER CREATION
  Character Creation Example
  Susan explains that her version of Mars will lean towards the planetary 
  romance genre rather than hard sci-fi. Red Martians thus use the Colonial 
  Background entry and Green Martians the Native Background entry.
  This gives us a list of Traits that Jor acquires just because of his birth in 
  Zorana, a Red Martian city-state. Three of them (a non-combat Trait, 
  Machinery and a Firearm) require that Tim makes choices. For the 
  firearm, he selects a powerful Radium Pistol, and the Machinery is the 
  mysterious Eighth Ray that allows Martian airships to fly.
  The Trait marked as [any non-combat] is a bit more problematic. Since 
  the description rules out combat Traits but not powers, and having read 
  in the inspirational fiction that all Martians use telepathy, Tim asks the 
  Narrator if he can choose Telepathy as Jor’s free Trait.  Susan concedes 
  that Telepathy is appropriate and Jor can have it. However, she warns 
  Tim that the rules for psionics will severely impair Jor’s use of Telepathy 
  until he develops his mental abilities (see chapter 6). Tim is okay with 
  this and records Telepathy among Jor’s Concentration Traits. 
  We have now an initial range of Skills/Traits that describe what Jor is able 
  to do as a native of Zorana: Close Combat [Brawl] 53%, Communication 
  [Language: Red Martian] 59%, Concentration [Telepathy] 57%, 
  Knowledge [Literacy: Red Martian] 60%, Operate [Eighth Ray] 62%, 
  Perception [Hearing, Vision] 57%, Ranged Combat [Radium Pistol] 60%. 
  Tim also wishes to take advantage of the Background to define his 
  character’s first Motivation. He determines that his character is a fallen 
  noble in search of restoration of his family name. The motivation is thus 
  phrased as “I will put my family back in its rightful place among Zoranan 
  nobility”.
  As you can see from the examples, your Background can also coincide with the 
  non-human species your character belongs to, assuming that the species exhibits 
  only one kind of culture. This is not always the case. For each sentient species 
  described in Chapter 7 that you can use as a Player Character, there are one or more 
  sample Background entries. Again, your setting will probably include more detailed 
  Backgrounds for playable non-humans.
  PROFESSIONS
  The Profession table shows the bonuses each Profession bestows on a character. 
  Add the listed Skill Bonuses to the character’s Basic skill scores to obtain a new, 
  improved score for these skills. Add the listed Traits under the relevant skill. If a 
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  weapon, language, etc.). If your character already has a Trait because of his or her 
  Background, then ignore the Trait, and add another 5% to the relevant Skill instead. 
  Add one Motivation connected to the Profession, chosen among the suggested ones, 
  or made up on the spot. If there is no Motivation connected to his or her Background, 
  then choosing one connected to the Profession is mandatory.
  The following Profession tables are suitable for the proposed Backgrounds. The 
  ��������������������������������������������������������������������������������������
  table used will vary according to your setting, and we recommend that you expand 
  these tables on your own if you are not using a setting that provides its own tables.
  DESIGNING YOUR OWN 
  BACKGROUNDS.
  In general, each Background 
  should provide at least ﬁve Traits, 
  two of which are the character’s 
  culture/language 
  and 
  home 
  region (see the section about 
  Cultural Traits above). However, 
  this number is not ﬁxed. Culture 
  with a high degree of civilization 
  might provide more Traits, such as 
  the written form of the language, 
  and Backgrounds that correspond 
  to a non-human culture might 
  include special Perception or 
  Concentration Traits that come 
  from 
  creature 
  powers. 
  The 
  examples provided here try to 
  keep a minimum of balance, in 
  terms of number of Traits, across 
  the various species and cultures, 
  but feel free to deviate from this 
  principle in your own setting.
  NOTE FOR NARRATORS:
  In the example, Susan was 
  planning to include psi powers 
  for enemies in the campaign in 
  any case. Had she prevented any 
  power use on the part of Player 
  Characters and later shown that 
  indeed some mentalists exist 
  among the Martians, this would 
  have sounded extremely unfair. 
  If she had planned to not include 
  powers altogether in the game, 
  it would have been perfectly fair 
  to rule out Telepathy. Your own 
  choices as a Narrator should 
  follow a similar line of reasoning.
  DESIGNING YOUR OWN 
  PROFESSIONS. 
  Eventually, you will need to 
  design Professions for your own 
  setting. You may want to keep 
  the same balance provided in the 
  examples or to make your player 
  characters more competent at the 
  start. The guidelines for designing 
  Professions in line with the ones 
  already described are as follows:
  • Include a total of 30% in skill 
  bonuses; no single skill may 
  increase by more than 20%.
  • List eight Traits, including 
  Stunts and special Traits like 
  powers. At least two Traits 
  should be selectable from a 
  list. Do not include more than 
  one mandatory Trait connected 
  to a skill that does not beneﬁt 
  from a percentile increase.
  • Specify what Status options are 
  available for the Profession.
  
  13
  REVOLUTION D100 CHAPTER 1
  Fantasy/Historical Professions
  Profession
  Status/ 
  Wealth
  Skill Bonuses
  Traits
  Sample Motivations 
  (expand the description!)
  Bard 
  (Courtier, Troubadour)
   
   
  Poor
  Communication +10%,
  Knowledge +10%, 
  Perform +10%
  Dagger, Dodge, Insight, [Musical 
  instrument], Sing.
  Pick three: Art, Balance, 
  [Spoken or written language], 
  any Communication, Perform 
  or Knowledge Trait , Sleight, 
  Streetwise, Throw
  Become the most famous Bard in 
  the world
  Win the love of sweet Kirin.
  Embarrass the tyrant of 
  Zorantia.
  Hunter 
  (Ranger, Trapper)
   
   
   
  Poor or 
  Average
  Perception +15%
  Stealth +10%
  Survival +5%
  Bow or other Ranged Weapon, 
  Forest, Steppe or other 
  Environment, Sneak, Hide, 
  Tracking
  Pick three: Acute Hearing, Acute 
  Sight, Dagger, Endurance, First 
  Aid, Nature, Traps/Mechanisms.
  Preserve the forest of Leewyn.
  […]
  Kill orks/elfs.
  Find the lost Cemetery of 
  Unicorns.
  Fighter  (Mercenary,  
  Town Guard)
   
   
   
   
  Average
  Close Combat +10%
  Ranged Combat +10%
  (add 10% more to one 
  of the above, or to 
  Ride)
  Dodge, Brawl, one weapon Stunt
  Pick Three: any suitable Close 
  Combat or Ranged Weapon or 
  Shield
  Pick two: Armourer, Camouflage, 
  Command, [Mount], Streetwise, 
  Weaponsmith
  Become a hero of great renown.
  Avenge the massacre of the 
  people of Zhiltar.
  Rescue the Prophetess of 
  Carugan from the Tyrant of 
  Zorantia.
  Merchant (Crafter, 
  Sailor)
   
  Average to 
  Rich
  Communication +10%
  Craft +10%
  (add 10% more to one 
  of the above, or to 
  Knowledge, player’s 
  choice)
  Any one Craft or Knowledge Trait, 
  Insight, [Language], Persuasion
  Pick four: Any number of Craft 
  or Knowledge Traits, Bargain, 
  Evaluate, Deceive, Ship, Swim, 
  [Vehicle]
  Gain as much wealth as possible
  Corner the Narrativium market
  Become Guildmaster of the 
  Merchant League of Vangaria.
  Priest of Ymele (Shaman, 
  Druid)
   
   
   
   
  Poor to 
  Affluent
  Communication +10%
  Knowledge +5%,
  Allegiance or 
  Concentration +15%
  Four among cult cantrips 
  (described in Chapter 6) and cult-
  related Traits
  Pick four: either Dagger 
  or Staff, First Aid, Healing, 
  Literacy, Oratory, Willpower, any 
  Knowledge Trait 
  Uphold the faith in Ymele
  Crusade against the worshippers 
  of the Spider Goddess.
  Recover the lost Silver Bracelet 
  of Ymele.
  Thief (Rogue, Spy)
   
  Poor
  Athletics +10%
  Craft or Operate +10%
  Stealth +10%
  Brawl or Dagger, Hide, Sneak, 
  Streetwise
  Pick four: Climb, Disguise, Jump, 
  Lockpicking, Mechanisms, Sleight
  Earn enough money to retire
  Take revenge upon the evil 
  tyrant of Zorantia.
  Be accepted into the Guild of 
  the Dark Hand
  Wizard (Warlock, Witch)
   
   
  Poor to 
  Affluent
  Knowledge +10%
  Concentration +20%
  Knowledge [Literacy, Magic], four 
  among Arcane spells (see Chapter 
  6) and Manipulation Traits
  Pick two: Enchanting, Dagger 
  or Staff, Willpower, any Craft or 
  Knowledge Trait, another Arcane 
  spell
  Become the Supreme Wizard of 
  Vangaria/Leewyn.
  Learn as much as possible about 
  the Lost People of Farshore.
  Recover the lost Amulet of 
  Zarthek.
  
  14
  CHARACTER CREATION
  Colonial, Steampunk, Modern and Cyberpunk Professions
  Unlike the other tables, this one does not reference just the culture but, in the case of civilised Background, it speciﬁes also in what kind of settings 
  it is usable (you will not ﬁnd many jet pilots in a colonial setting).
  Profession
  Status/ 
  Wealth
  Skill Bonuses
  Traits
  Sample Motivations 
  (expand the description!)
  Detective
   
  Poor to 
  Affluent
  Communication +10%
  Knowledge +10%
  Stealth +10%
  Any one Knowledge Trait , Insight, 
  Persuasion, Sneak, Hide
  Pick three: Climb, Computer, Disguise, 
  [Firearm], First Aid, Lockpicking, Mechanisms, 
  Sleight, [Vehicle]
  It is all about money, isn’t it?
  This lonely bastard will find someone 
  who loves him, in the end
  Bring down the Fancy Street Gang.
  Hunter 
  (Explorer, Rebel)
   
  Poor or 
  Average
  Perception +15%
  Stealth +10%
  Survival +5%
  [Ranged Weapon], [Environment], Sneak, 
  Hide, Tracking
  Pick three: Acute Hearing, Acute Sight, 
  Dagger, Endurance, First Aid, Nature, Traps/
  Mechanisms.
  Preserve the natural environment of 
  Sepang.
  Kill all subjects of evil Queen Virginia.
  Explore the lost Island of Mokoko.
  Journalist
   
   
  Average to 
  Affluent
  Communication +10%
  Knowledge +10%
  (add 10% more to one of 
  the above, or to Drive)
  Two Knowledge Traits, Computer, Streetwise
  Pick four: First Aid, Teach, [Vehicle], 
  Willpower, any number of Craft, Operate or 
  Knowledge Traits
  Become famous
  Reveal the hidden conspiracy of the 
  Illuminati.
  Discover the secret of the noble 
  Shannon DeVries.
  Merchant (Smuggler, 
  Diplomat)
   
   
   
  Average to 
  Rich
  Communication +20%
  Knowledge +5%
  Drive or Pilot +5%
  Any one Craft or Knowledge Trait, Bargain, 
  Insight, Persuasion, [Vehicle]
  Pick three: Any Craft, Knowledge or Operate 
  Trait, Computer, Deceive, [Language], [Ship 
  Type], [Ship Weapon]
  Gain as much wealth as possible
  Corner the Narrativium market.
  Ensure the financial/political stability of 
  the Archduchy of Carpathia
  Pilot
   
   
  Average to 
  Rich
  Operate +10%, 
  Pilot +20%
  Navigation, [Craft Type], Radar/Sensors, 
  [Craft Weapon]
  Pick four: Command, any Knowledge Trait, 
  [Craft Type], [Craft Weapon], Mechanics, 
  Streetwise
  Become a world-famous pilot
  Win the love of the noble Shannon 
  DeVries.
  Fight for the freedom of the 
  Archduchy of Carpathia.
  Sailor 
  (Corsair, Airship sailor)
   
   
  Poor to 
  Average
  Athletics +10%, 
  Operate +10%, 
  Pilot +10%
  Balance, [Ship Type], [Ship Weapon], Swim
  Pick four: Climb, Command, any Knowledge 
  Trait, Engine, Jump, [Language], Navigation, 
  Sea/Coastal, Streetwise, [Ship Type], [Ship 
  Weapon]
  Accumulate riches untold
  Explore corners of the world no one 
  has ever seen
  Fight for the freedom of the 
  Archduchy of Carpathia.
  Scientist (Doctor, 
  Mad Scientist)
   
   
   
  Average to 
  Affluent
  Knowledge +20%
  Craft or Operate +10%
  Two Knowledge Traits
  Pick six
  Any number of Craft, Operate or Knowledge 
  Traits, First Aid, Healing Insight, Surgery, 
  Teach, Willpower. Up to four Gadgets if the 
  setting allows Weird Science
  Become the Supreme Scientist of 
  Britannia.
  Learn as much as possible about the 
  Wormholes in Time.
  Discover the secret of Narrativium.
  Soldier (Mercenary, 
  Policeman)
   
   
   
   
  Average
  Close Combat +10%
  Ranged Combat +10%
  (add 10% more to one of 
  the above, or to Drive)
  Dodge, Brawl, Take Cover
  Pick two: 1H Axe, 1H Mace,1H Sword, Dagger, 
  [Firearm], Martial Arts, Polearm, Shield, 
  [weapon Stunt]
  Pick three: Camouflage, Command, Insight, 
  [Vehicle], First Aid, Law Enforcement, 
  Streetwise, Throw, Weaponsmith
  Uphold law, justice or democracy
  Avenge the people of the Island of 
  Mokoko.
  Fight for the independence of Sepang / 
  the Archduchy of Carpathia.
  Thief 
  (Assassin, Spy)
   
   
   
  Poor to 
  Average
  Athletics +10%
  Operate +10%
  Stealth +10%
  Brawl or Martial Arts, Hide, Sneak, 
  Streetwise
  Pick four: Climb, Dagger, Disguise, [Firearm], 
  Jump, Lockpicking, Mechanisms, Sleight
  Earn enough money to retire
  Overthrow the evil tyrant of the 
  Archduchy of Carpathia.
  I am the best in this job
  Warrior
    
  Use the Fantasy Fighter
  
  15
  REVOLUTION D100 CHAPTER 1
  Space Opera Professions
  Profession
  Status/ 
  Wealth
  Skill Bonuses
  Traits
  Sample Motivations 
  (expand the description!)
  Spaceman (Pilot, Ship 
  Officer)
   
   
   
   
  Average to 
  Rich
  Knowledge +5%, Operate 
  +10%, 
  Pilot +15%
  Astrogation, [Ship Type], Sensors, [Ship 
  Weapon]
  Pick four: Alien Language, Command, 
  any Knowledge Trait, Planetology, 
  [Ship Type], [Ship Weapon], Stardrive, 
  Streetwise
  Become the most famous 
  pilot in the galaxy.
  Win the love of the noble 
  Shannon DeVries.
  Free the planet of Yor.
  Hunter (Explorer)
  Poor or 
  Average
  Perception +15%
  Stealth +10%
  Survival +5%
  [Ranged Weapon], [Environment], Sneak, 
  Hide, Tracking
  Pick three: Acute Hearing, Acute Sight, 
  Dagger, Endurance, First Aid, Natural 
  History, Traps/Mechanisms.
  Preserve the jungle of Yor.
  Kill Terrans/Overlords/Hive 
  members.
  Explore the lost Temple of 
  Gar.
  Soldier (Mercenary, 
  Policeman)
   
   
   
   
  Average
  Close Combat +10%
  Ranged Combat +10%
  (add 10% more to one of 
  the above, or to Drive)
  Dodge, Brawl, Take Cover
  Pick Three: 1H Axe, 1H Sword, [Beam 
  Weapon], Dagger, [Firearm], Martial 
  Arts, Polearm, Shield, Shuriken, [weapon 
  Stunt]
  Pick two: Camouflage, Command, 
  [Vehicle], First Aid, Streetwise, Throw, 
  Weaponsmith
  Become a hero of great 
  renown.
  Avenge the people of  Yuno.
  Free the race of  Yor.
  Merchant (Smuggler, 
  Diplomat)
   
  Average to 
  Rich
  Communication +20%
  Knowledge +5%
  Pilot +5%
  Any one Craft or Knowledge Trait, 
  Bargain, Computer, Insight, Persuasion, 
  [Ship Type]
  Pick two: Any one Craft, Knowledge or 
  Operate Trait, Deceive, [Language], [Ship 
  Weapon]
  Gain as much wealth as 
  possible
  Corner the Narrativium 
  market.
  Retire to the world of  Yor.
  Mentalist
   
   
  Poor to 
  Affluent
  Concentration +20%
  Knowledge +10%
  Insight, four Psionic Traits
  Pick three: Healing, Persuasion, 
  Willpower, any Knowledge or Operate 
  Trait 
  Found a school
  Discover the lost secret of 
  Cosmilocation
  Protect the race of Yor
  Thief 
  (Assassin, Spy)
   
   
   
  Poor to 
  Average
  Athletics +10%
  Operate +10%
  Stealth +10%
  Brawl or Martial Arts, Hide, Sneak, 
  Streetwise
  Pick four: Climb, Dagger, Disguise, Jump, 
  Lockpicking, Mechanisms, Sleight
  Earn enough money to 
  retire
  Overthrow the evil tyrant 
  of Zorant World
  Be accepted into the Guild 
  of Starshades.
  Scientist
   
   
   
  Average to 
  Affluent
  Knowledge +20%
  Operate +10%
  Two Knowledge Traits, Computer, 
  Sensors
  Pick four: First Aid, Teach, Willpower, 
  any number of Craft, Operate or 
  Knowledge Trait 
  Become the Supreme 
  Scientist of the Galaxy.
  Learn as much as possible 
  about the Multicurbs in 
  Space/Time
  Discover the secret of the 
  Ancestor Race
  
  16
  CHARACTER CREATION
  STATUS
  The player selects or randomly determines a Status Trait. Not all Backgrounds 
  allow all Status Traits, and some Professions will limit your Status. If a Status 
  Trait  is not listed, then that culture or Profession does not permit your 
  character to have that Status. Before determining your Status, you must 
  determine both Background and Profession.
  A Status Trait is also used to determine the character’s Wealth level, so you 
  can sometimes also call it a Wealth Trait. If your setting does not include a 
  specific list of social classes you can use as Statuses (Slaves, Plebeians and 
  Patricians in ancient Rome, for example), use the four standard wealth levels 
  of Poor, Average, Affluent and Rich, which will suit any civilised environment. 
  The Backgrounds and Professions provided in the sample tables use these 
  standard wealth levels as Statuses. Please note that item and service lists might 
  still refer to Wealth levels even if your setting has a more complex Status 
  system, so it is always a good idea to write down the standard Wealth levels 
  which better corresponds to your Status on your character sheet for those 
  times when your character will go shopping.
  Status Traits apply to a character’s Communication skill, although you can 
  decide to list the Average or Poor Trait under the Survival skill if you lack 
  Slots in Communication.
  IMPROVED EXPERIENCE. 
  In some campaigns, you may 
  want to create characters that 
  are more experienced in order to 
  let them face greater challenges 
  from the beginning. First of all, 
  decide how many additional 
  power levels to each character 
  will gain. For each additional 
  power 
  level, 
  the 
  character 
  chooses a new Profession (or the 
  same, if desired) and gains the 
  following beneﬁts:
  • The skill increase granted by 
  the Profession.
  • Three more Traits chosen 
  among the ones allowed by the 
  Profession, or among Stunts 
  not listed but connected to 
  these Traits.
  • Two more free Traits, only one of 
  which may be a weapon Trait .
  • Percentile points equivalent to 
  the value of one Characteristic, 
  to distribute freely among skills 
  based on that Characteristic.
  NOTE FOR NARRATORS. 
  The standard environment for 
  your setting may clearly make 
  some Traits inappropriate, and 
  require extra Traits that were not 
  originally included. Be ﬂexible, 
  but remember that environment 
  Traits are a powerful tool.
  Character Creation Example
  Having understood that there are airships in this world, Tim wishes Jor to be 
  an airship pirate by Profession. The rules suggest that the Sailor Profession be 
  used for an airship sailor. This gives Jor a +10% in three skills (Agility, Operate 
  and Pilot) and possession of eight Traits, some of which require choices.
  Tim notices that the standard Trait list includes Swim, a skill that is not so 
  common for the desert environment of Mars. He asks the Narrator whether the 
  Take Cover Trait can replace Swim, and Susan agrees that this is appropriate. 
  Tim also notices that the Engine in the optional Trait list is already included in 
  his initial choice of the Eighth Ray, so he discards this optional Trait.
  After clarifying these point, Tim selects the eight Traits: Balance, Airship, 
  Radium Cannon, Take Cover, Climb, Jump, Streetwise, Individual Flier. 
  Tim must now choose a Status level for his character. He has already 
  established that Jor was a Zoranan noble until his family was disgraced. 
  However, the status/wealth upper limit for a sailor/corsair is Average, so his 
  Status cannot be that of a wealthy noble. After a brief consultation with Susan, 
  they determine that Jor’s Status will be labelled as “Fallen Noble”, meaning 
  that his actual status and wealth is that of an Average Red Martian, and his 
  former connections to the Zoranan nobility will not be useful to him except 
  in very peculiar situations. Yet this still makes Jor stand out against the mass 
  of the other air pirates. Note also how the ability to “go freeform” inherent in 
  the Trait system helps players create exactly the characters they want to play.
  Tim also chooses a new Motivation connected to Jor’s career as a pirate. 
  “I will have my own airship and take it to every edge of Mars”. Note how 
  he has managed to introduce two different themes (increase in wealth and 
  exploration) with just one Motivation.
  
  17
  REVOLUTION D100 CHAPTER 1
  EXTRA SKILLS, TRAITS AND MOTIVATIONS
  Once you have completed your character with all the Skill and Trait 
  bonuses coming from his or her previous life, finish in the following way:
  • Pick one Characteristic of your choice. Distribute percentile points equal 
  to the Characteristic value among the skills that have the Characteristic in 
  their base value.
  • Add two more Traits to your character. Only one of them can be a combat-
  related Trait, and none of them can be an Environmental Trait or a power 
  (see Chapter 6).
  • Add  Motivations until there are three of them. These additional 
  Motivations may be related to anything, and will help you make the 
  character unique.
  Once you have consolidated your Motivations,  assign a percentile score to 
  them, much like normal skills. Each Motivation starts at 30% base, and you 
  can divide sixty more points among them. The maximum score for a given 
  Motivation at the start of a game is 70%. The Narrator may allow players to 
  distribute more than sixty points among their Motivations if the character 
  are to have strong feelings in play. Alternatively, you may allow more than 
  three Motivations at game start to create more well-rounded characters. 
  A player can “sacrifice” 10 points from his or her additional percentile 
  points and gain a new Motivation at 30% base instead, thus allowing a more 
  “horizontal” development of character personality.
  EQUIPMENT
  Roll the dice and consult the entry corresponding to your culture and Status in the 
  Background table in order to learn how much “cash on hand” you have, plus any 
  fixed equipment that a person in your community cannot go without. Once you have 
  determined your starting wealth, you can buy equipment with it, using the equipment 
  lists given in the Equipment chapter. If you are unable to buy the basic tools of your 
  trade, the Narrator can grant you some basic equipment in any case, but sometimes it 
  is more fun to struggle to get hold of what you need as play begins, depending on the 
  group’s tastes.
  Any unused money remains in your character’s possession as spare cash. 
  Remember that some cultures do not use money, so you cannot end up with spare 
  cash if your character comes from one of them. You have to change them into 
  portable items.
  RECORDING SKILLS AND 
  TRAITS
  Once you have ﬁnished assigning 
  extra percentiles and Traits to 
  each skill, record skills in a  usable 
  way on your character sheet. Skills 
  and Traits are the most frequently 
  used 
  component 
  of 
  your 
  character, so it is a good idea to 
  have them well organised during 
  play. We suggest that you follow 
  these guidelines:
  • Record both your raw skill 
  value and your skill percentile 
  when used with a Trait  (the 
  raw value +30) beside the skill 
  description on your character 
  sheet. For example, if you 
  have 37% in Perception, write 
  down Perception 37/67. The 
  number of Slots you have in 
  the skill depends on its raw 
  value, so it is better to have it 
  clearly marked on your sheet.
  • Visually record the number of 
  available skill Slots per skill on 
  your sheet, if possible. While 
  not necessary during play, 
  this will help you remember 
  which skills can accept new 
  Traits and which must be 
  improved ﬁrst.
  • Label the Traits your character 
  owns in the boxes below 
  each skill. The Traits that 
  are frequently used across 
  multiple skills should be 
  highlighted 
  to 
  help 
  you 
  identify the fact that they can 
  be used creatively with other 
  skills.
  Character Creation Example
  Tim chooses INT as the Characteristic to provide Jor’s extra points, as it is the 
  highest one and it is applicable to many skills. He adds 10 to Pilot and 7 to 
  Operate.
  While Jor is not so physically strong, the lack of any form of Close Combat Trait 
  except Brawl might be a problem, so Tim chooses the Sword skill to complement 
  Brawl. By checking the rules for combat equipment in chapter 5, Tim makes sure 
  that Jor’s STR is still enough to wield a sabre in combat.
  The last Trait cannot be a weapon or a power. Tim is tempted to go for the 
  standard Martian mount, as Jor will sometimes need to travel across the 
  Martian plains without an airship. However, after checking with Susan that his 
  Telepathy will be enough to control a mount in some circumstances, he goes for 
  First Aid, an always useful Trait.
  
  18
  CHARACTER CREATION
  Finally, Tim must add a third Motivation for Jor. He wants to introduce a more 
  personal Motivation about his past life, but at the same time keep it linked with 
  the chosen setting. After checking that no one is playing a Green Martian, he 
  picks “I will forever hate the Green Martians, who took my beloved Lijiana 
  from me”. If someone was playing a Green Martian, the Narrator could have 
  requested Tim to change the relationship towards the Green Martian into 
  distrust at most, or perhaps to limit it to a specific horde that is enemy to the 
  Green PCs. Tim then adds 30, 10 and 20, respectively, to the base value of 30 for 
  all of Jor’s Motivations.
  Here is the complete write-up for Jor.
  
    Character name
  Gender
  Species
  Origin
  Age
  Occupation
  STR ___
  CON  ___
  DEX  ___
  INT  ___
  WIL ___
  CHA  ___
  Size Class
  Might
  Strike Rank
  Encumbrance
  Life Points
  Move
  Agility  
   
  (CON+DEX)
   
  Traits
  Raw
  +30
  50
  49
  48
  47
  46
  45
  44
  43
  42
  41
  40
  39
  38
  37
  36
  35
  34
  33
  32
  31
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Opening 
  SR
  Channelling/Holiness
  Notes
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Toughness
  /
  /
  /
  /
  /
   
  Wounds & Consequences
  50
  49
  48
  47
  46
  45
  44
  43
  42
  41
  40
  39
  38
  37
  36
  35
  34
  33
  32
  31
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
   
  Permanent Consequences
  Motivations
  Powers, Gadgets & other
  Close Combat          (DEX+STR)
   
  Traits
  Raw
  +30
  Communication 
  (CHA+INT)
   
  Traits
  Raw
  +30
  Concentration 
  (INT+WIL)
   
  Traits
  Raw
  +30
  Craft  
   
  (DEX+INT)
   
  Traits
  Raw
  +30
  Drive  
   
  (DEX+INT)
   
  Traits
  Raw
  +30
  Knowledge  
       (INT x2)
   
  Traits
  Raw
  +30
  Weapon
  Copyright © 2016 Alephtar Games
  Areas in grey are for Advanced Combat
  Perception  
   (INT+WIL)
   
  Traits
  Raw
  +30
  Perform 
   
        (CHA x2)
   
  Traits
  Raw
  +30
  Pilot  
   
  (DEX+INT)
   
  Traits
  Raw
  +30
  Ranged Combat 
        (DEX x2)
   
  Traits
  Raw
  +30
  Ride   
   
  (DEX+WIL)
   
  Traits
  Raw
  +30
  Stealth 
   
  (DEX+INT)
   
  Traits
  Raw
  +30
  Survival 
   
  (INT+CON)
   
  Traits
  Raw
  +30
  /
  AP/
  Cov
  Toughness
  /
  /
  /
  /
  /
  /
  AP/
  Cov
  /
  /
  /
  /
  /
  /
  Location
  R Leg
  L Leg
  Body
  R Arm
  L Arm
  Head
  d6/
  d8
  1
  2
  3,7,8
  4
  5
  6
  Inventory
  Hand Carried
   
  Belt
   
  Packed
   
   
  Hidden
  Life 
  Points
  Strike 
  Rank
  Operate 
   
  (DEX+INT)
   
  Traits
  Raw
  +30
   
  Traits
  Raw
  +30
  
  SKILLS AND TRAITS
  Skill
  Base Characteristic(s)
  Notes
  Agility
  CON+DEX
  Variable granularity Skill (it may be split into Agility/Athletics).
  Close Combat
  DEX+STR
  —
  Communication
  CHA+INT
  —
  Concentration
  INT+WIL
  —
  Craft
  DEX+INT
  Variable granularity Skill.
  Drive
  DEX+INT
  Variable granularity Skill .
  Knowledge
  INT x2
  —
  Operate
  DEX+INT
  Variable granularity Skill (it may be unified with Craft).
  Perception
  INT+WIL
  —
  Perform
  CHA x2
  —
  Pilot
  DEX+INT
  Variable granularity Skill (it may be unified with Drive).
  Ranged Combat
  DEX x2
  —
  Ride
  DEX+WIL
  —
  Stealth
  DEX+INT
  —
  Survival
  CON+INT
  —
  
  21
  REVOLUTION D100 CHAPTER 2
  BASIC SKILLS
  A
  ll characters have fifteen basic Skills that define their ability to perform 
  some groups of actions. Skills are expressed as percentile scores. Each Skill 
  has a default or base value calculated by adding up two basic characteristics. 
  Most characters will have higher percentile scores in some Skills due to 
  professional training.
  SKILL ROLLS
  To check if your character used a Skill successfully, you must make a Skill roll. 
  Roll D100 and compare this to the relevant Skill’s score. If the dice roll is equal 
  to or less than the Skill’s score, the attempt is successful. If the total is greater 
  than the Skill’s score, then it has failed.
  BONUSES AND PENALTIES
  From this section on, the rules will make frequent references to “Bonuses” and 
  “Penalties”. The exact effect of a Bonus or Penalty, in game terms, is explained in 
  the Difficulty Modifier Table, but the rules allow and even encourage each group 
  to use alternate rules to calculate Bonuses according to their preferences. For this 
  reason, we will refer only to the abstract concept of “Bonus” in the text, avoiding 
  any mention of precise quantities. However, in order to give you an approximate 
  idea of the implication of Bonuses during your first read of the rules, please 
  consider that in the standard calculation method each Bonus is the equivalent of 
  a +30% to the skill score.
  MODIFIED SCORE
  The Skill score used is often not the basic one, but one resulting from the 
  addition or subtraction of a modifier. 
  Skill rolls are “Normal” unless otherwise specified. Each Penalty gives you 
  a shift downwards on the table, and each Bonus gives you a shift upwards. 
  The modified Skill score you must roll is on the row where you end up after 
  applying all bonuses and penalties. This means that each Bonus/Penalty 
  translates into a +30%/-30% to your percentile Skill roll.
  VARIABLE GRANULARITY
  In general, the number of Skills 
  in Revolution is ﬁxed, and all 
  specialisation and diﬀerentiation 
  is handled via Traits. However, 
  some settings may have such a 
  broad variety of Traits as to make 
  the equivalence of the base Skills 
  hardly believable.
  When a Skill is marked as Variable 
  Granularity, it might need to be 
  uniﬁed with another, or split into 
  several diﬀerent Skills in order to 
  maintain coherence and playability 
  in your campaign. The Narrator 
  determines these details before 
  the game begins, as it has a strong 
  impact on the choices the players 
  makes at character creation time.
  Skill levels
  Level
  Definition
  Description
  01-20
  Basic
  An untrained person, can succeed only by means of 
  great luck
  21-30
  Gifted
  A basically competent character, cannot perform 
  Hard actions
  31-50
  Trained
  Cannot fail an Easy action covered by specialities
  51-70
  Competent
  Rarely fails when specialities are involved, or even in 
  generic actions when they are Easy
  71-90
  Master
  Cannot fail a speciality roll, and all generic actions 
  are within reach
  91+
  Grand Master
  Can perform even Hard actions without any 
  uncertainty
  
  22
  SKILLS AND TRAITS
  Note that the effect of a Trait is almost equal to a bonus, except that a Skill roll 
  with a Trait always has a minimal chance of success, and a Skill roll without a 
  Trait is never an automatic success.
  ADVANTAGE AND LEVELS OF SUCCESS
  Whenever you roll a success, and the tens die roll is higher than the unit die, 
  the die roll is an Advantage. Thus, 07, 33 or 45 are simple successes, while rolls 
  of 70 or 54 are also Advantages. 
  Failure, success and Advantage are also called levels of success on a Skill roll, 
  with Advantage being the highest level of success and failure being the lowest. 
  An Advantage rolls beats a failure by two levels of success, and beats a success 
  by one level.
  AUTOMATIC SUCCESS & FAILURE
  Penalties can sometimes bring your chances of success to zero or less. If this 
  happens when you are using a raw Skill, then you automatically fail your roll. 
  If a Trait applies, however, any result of 01 to 05 is an automatic success, even 
  if the actual chance is less than 05. Similarly, if your chance is brought above 
  95% by bonuses but no Trait is applied to the Skill, any roll of 96 to 00 is still a 
  failure. A roll of 99 or 00 is a failure in any case.
  OPPOSED ROLLS
  Opposed rolls occur when two parties attempt to use a Skill against each other. 
  Both characters make the tests as normal, rolling 1D100 and attempting to roll 
  equal to or under their Skill. Comparing the level of success on the table below 
  provides the result of the oppose test. Note that you must always designate 
  one of the contestants as the Attacker before rolling. If there is no obvious 
  “Attacker” in the contest situation, you should always pick a Player Character as 
  the Attacker.
  If one or both the contestants have modified Skill scores above 100% and you 
  get a “Higher roller wins” or “gets an Advantage on a higher roll” result, add 
  the amount by which the score exceeds 100 to the roll(s) before comparing the 
  results. If, after all additions, the rolls are equal, the Attacker wins. 
  Difficulty Modifiers
  Difficulty
  Raw Skill
  Single Trait
  Multiple Traits *
  Trivial 
  (3 Bonuses)
  +90%
  Automatic 
  success
  Automatic 
  success
  Very Easy 
  (2 Bonuses)
  +60%
  Automatic 
  success
  Automatic 
  success
  Easy
  (1 Bonus)
  +30%
  +60%
  Automatic 
  success
  Normal
  —
  +30%
  +60%
  Hard 
  (1 Penalty)
  -30%
  —
  +30%
  Very Hard 
  (2 Penalties)
  -60%
  -30%
  —
  Superhuman 
  (3 Penalties)
  Automatic 
  failure
  -60%
  -30%
  [*] Note that “Multiple Trait” bonuses are not always allowed (see “Multiple Traits” above).
  Main 
  table 
  mod.
  Lesser 
  Mod.
  Multiplier 
  Mod.
  +90
  Trait Score 
  +40/50
  Trait Score 
  x 2
  +60
  Trait Score 
  +20/25
  Trait Score 
  x 1.5
  +30
  Trait Score
  Trait Score
  —
  Trait Score 
  -20/25
  Trait Score 
  x 2/3
  -30
  Trait Score 
  -40/50
  Trait Score 
  x 1/2
  -60
  Trait Score 
  -60/75
  Trait Score 
  x 1/10
  The numeric value of the Raw Skill is 
  no longer rolled in any situation, but it 
  is still recorded on the character sheet 
  and used to calculate the number of 
  available Slots for a Skill.
  ALTERNATE BONUSES  
  AND PENALTIES
  The values we suggest for bonuses 
  and penalties are the simplest 
  possible to apply during play. 
  However, some groups might 
  prefer diﬀerent ways to evaluate 
  bonuses and penalties. Here are 
  some alternate suggestions:
  First of all, the listed values for 
  skill use with a Trait remains the 
  same (raw skill + 30%) to avoid re-
  evaluation of existing stat blocks, 
  and becomes the new starting 
  point for all calculations. We will 
  call it “Trait score”. The following 
  equivalence table explains how to 
  apply the various penalties:
  ADVANTAGE OVER 100%
  If you want to give more 
  importance to unopposed skill 
  rolls in your game, you can use 
  the following rule for rolls where 
  the ﬁnal chance of success exceeds 
  100%: all rolls equal or less than 
  the amount by which you exceed 
  100% are Advantage rolls. For 
  instance, if your overall chance 
  is 110%, all rolls between 01 and 
  10 are Advantages, not just 10. In 
  campaigns where most skill rolls 
  are opposed or part of a conﬂict, 
  this rule is not strictly necessary.
  FUMBLES
  Whenever a Skill use results in a 
  roll of 00, or a roll of 99-00 when 
  the Skill was used without any 
  Trait, the character is assumed to 
  have fumbled the roll. This means 
  that the results are somehow 
  catastrophic.
  Fumbles can provide a lot of 
  fun in a game, but they are only 
  appropriate if your campaign 
  mood allows for some comic 
  relief moments. Do not use them 
  in a highly dramatic game.
  
  23
  REVOLUTION D100 CHAPTER 2
  If for any reason one of the opponents cannot roll his or her Skill (a situation that 
  may arise in a violent conflict), assume he or she has failed with a roll of 01.
  TRAITS
  Skills alone are not enough to describe how a character will perform in a given 
  situation. All characters also have Traits, which define at what they are best at. 
  Some Skills, like Concentration, are almost useless if the character has no Traits 
  related to them.
  WRITING CONVENTION
  Throughout this ruleset, we will explain when and how to make Skill rolls. All 
  Skill rolls described in this ruleset are made on Traits rather than Raw Skills, 
  so we will refer to the relevant Trait rather than the Skill. If a Trait has only one 
  Skill to which it is usually applied, then we will just refer to the Trait and omit 
  the general Skill. If the Trait has more than one applicable Skill, we will refer to 
  it in the form Skill [Trait].
  Example: Stealth [Sneak], Perception [Hearing], Agility [Jump] can be described 
  also as Sneak, Hearing and Jump. Close Combat [Axe] and Communication 
  [English] cannot be described as Axe and English, because these two Traits can 
  also be applied to Close Combat and Knowledge.
  WHAT ARE TRAITS?
  Traits are a quick and powerful way to make your character more flexible, 
  without resorting to Narrator judgement or creating mathematical formulas 
  for cross-Skill interaction. In most cases, determining if your Background and 
  training give you an edge in a given situation will be easy, because a Trait is either 
  on your character sheet or not. 
  Some Traits represent a specialization of general Skills that have few or no 
  applications outside their field. These Traits are expressed as a verb (like Sneak or 
  Jump). Other Traits represent the special training that your character possesses 
  regarding one particular class of items or creatures, or one particular branch of 
  Opposed rolls
  Defender
  Attacker
  Failure
  Success
  Advantage
  Failure
  Higher roller 
  wins*
  Defender wins, and 
  gets an Advantage 
  on a higher roll
  Defender gets 
  an Advantage
  Success
  Attacker wins, and 
  gets an Advantage 
  on a higher roll
  Higher roller wins Defender wins, 
  and gets an 
  Advantage on a 
  higher roll
  Advantage
  Attacker gets an 
  Advantage
  Attacker wins, and 
  gets an Advantage 
  on a higher roll
  Higher roller 
  wins
  [*] in some situations, when both rollers fail there is no actual winner
  WHAT DOES SUCCESS IMPLY?
  The Skill Roll  determines whether 
  a character has succeeded or failed 
  in a skill-based action, and whether 
  the 
  success 
  was 
  particularly 
  spectacular. But what did actually 
  happen in the imaginary world 
  after that roll? Did the hero succeed 
  in his or her ultimate goal, or are 
  more rolls required, on the same 
  skill or perhaps even another one?
  Just looking at the dice and 
  comparing them to the Skill and 
  Trait your hero used is often not 
  enough to answer this question. 
  Nor is it enough to check whether 
  the opposition succeeded, either, 
  if the roll was opposed. Before 
  your can translate a roll into the 
  description of speciﬁc events, you 
  must take into account the rate 
  at which time is passing in the 
  imagined game world (Time Scale, 
  page 40 in Chapter 3), the 
  tenacity of the opposition you are 
  facing and other aspects related to 
  Conﬂicts (page 46 in Chapter 3). 
  In other words, to fully understand 
  how Skill Rolls can inﬂuence 
  the adventure you need to read 
  Chapter 3, too.
  
  24
  SKILLS AND TRAITS
  knowledge, and are usually described by a noun (like Camel, Mace or Quantum 
  Physics). All Weapon Skills are nouns, as they do have an application outside 
  of the relevant Combat Skill. They also represent the ability to take care of your 
  weapon.
  Other Traits represent membership in, or deep knowledge of, a race or social 
  group. These are described by an adjective or a noun that is usually used like an 
  adjective, like Red Martian, Lemurian or Maori.
  Finally, some Traits represent in-depth knowledge of a region or environment, 
  and they are expressed as a geographic noun or by the name of an environment. 
  While most characters have at least one regional Trait, not everyone will have an 
  environmental Trait. As you will see in Chapter 3, Environmental Traits are very, 
  very useful.
  In any case, you should treat all Traits as attributes of the character they apply 
  to, even if we have often phrased them as to refer to an object for the sake of 
  simplicity. For instance, the Sword Trait means Sword Fighter, the Horse Trait 
  means Horse Rider, the Jungle Trait means Jungle Dweller.
  WEALTH AND STATUS TRAITS
  Wealth Traits are used to determine what sort of cash your character is likely to 
  have at hand, as well as being useful in social interactions. These Traits are usually 
  connected to the Communication Skill, but you can find the lower Status Traits 
  listed under the Survival Skill, too, as they imply a certain degree of ability in 
  making a living.
  Some peculiar social contexts may use Status Traits related to social class rather 
  than wealth – although Status usually carries some wealth with it. For instance, 
  feudal Japan has a complex caste system that attributes much honour to the 
  Samurai, regardless of whether they are rich Daimyos or landless Ronin.
  A Status Trait is connected with a condition of respect you are granted within 
  your society. The Trait may place you among the nobility (Prince, Rajah, 
  Samurai), the high priesthood (Cardinal, Ayatollah, Dalai Lama), or related to an 
  appointment of honour in the political, artistic or academic elite (Member of the 
  Parliament, Professor, Master of Crafts, Orchestra Director). While the benefits 
  of an appointment may be temporary, the Status you gain with it is more lasting. 
  Being a former Senator will give you an edge in many situations. 
  However,  once your appointment expires, the related Trait is only usable within 
  the social group that originally granted it. Some Status Traits may be applicable 
  within a small sub-group in a given society, and utterly unusable outside of 
  it. The Master of the Assassin Guild is an incredibly powerful figure in the 
  Underground, but he had better avoid using his title when dealing with the Law. 
  While interacting with members of a social group that value your Status Trait and 
  that are not your peers, you can use it for any Communication rolls for which 
  you lack the appropriate Trait, or as an automatic Bonus for Communication rolls 
  that benefit of the appropriate Trait. As Status is heavily dependent on the setting 
  you chose, it is impossible to provide a list of Status Traits in the core rules.
  GENERIC WEALTH TRAITS
  Wealth Traits are less dependent on being within your social and cultural 
  milieu than Status Traits, provided your source of wealth is relevant to the 
  society you are interacting with. Even when there are real differences between 
  the two societies, assume that you can use your Trait when interacting with 
  foreign entities by just downgrading it to the one immediately below it on the 
  Wealth Level Table.
   There are four levels of “wealth” that can be applied to most of the situations 
  of play. If your game is set in a society where wealth is the basis of social 
  importance, these Traits will be enough to handle your character. 
  GAINING STATUS
  Gaining a Wealth or Status Trait 
  is not just a matter of character 
  improvement. There must be a 
  reason for the gain rooted in the 
  story. When you gain a Wealth 
  Trait, you are usually allowed to 
  keep any “inferior” Wealth Traits 
  you had before. This represents 
  your capacity to adapt to inferior 
  standards of living when needed, 
  an ability that someone born in a 
  higher social condition may lack. 
  When your character has more 
  than one Wealth/Status Trait, all 
  of them occupy the same Slots.
  
  25
  REVOLUTION D100 CHAPTER 2
  Wealth Levels
  Wealth Trait
  Description
  Cash on hand
  Rich
  If you have this Trait, money is not a problem. You can buy 
  goods on credit and mobilise huge amounts of wealth if 
  you need to fund a project or a purchase. Everyone will 
  treat you with respect in a culture based on money, even if 
  you come from another culture. At the very least, they will 
  see you as a potential source of ransom!
  2d4x300
  Affluent
  This Trait means that you have no problems with money, 
  and can sometimes aﬀord expensive goods if you really 
  need them. It allows you to have access to credit.
  2d4x100
  Average
  This is the standard Trait all characters begin with if 
  not otherwise speciﬁed. It means that you earn enough 
  money for living, but may experience occasional cash 
  problems. If you need cash on loan, you will probably 
  have to resort to loan sharks, at your own risk.
  2d4x30
  Poor
  This Trait means you are broke and struggling for 
  economic survival, with no hope of putting together any 
  decent amount of cash if required. On the other hand, 
  you are adept at scrounging for a living, and this might 
  turn out useful one day.
  2d4
  The “cash on hand” column should be used only when a new adventure starts and you need a quick 
  way of determining how much cash the character has to spend on supplies (ammunition, preserved 
  rations, potions, plane tickets, etc…), assuming that he or she might have exhausted any previous 
  supplies between adventures. The amount can be kept in cash form only if the player character is in a 
  civilised context, otherwise it must immediately be converted to portable or usable items.
  WHEN CAN I USE A TRAIT?
  Each Trait applies to at least one Skill. Most Traits apply to several Skills, but are 
  generally connected to one in particular. For instance, the Sword Trait usually 
  applies to the Close Combat Skill, but there might be situations where you can 
  apply this Trait to your Knowledge Skill to recognize a famous sword.
  Regional and Cultural Traits (example: English or German) apply to all 
  Knowledge and Communication rolls involving a region or ethnic group. 
  Environmental Traits (Jungle or Cyberspace) apply to all Perception, 
  Knowledge and Stealth rolls made in that environment, without the need of 
  Narrator approval.
  Each time a player describes his or her character as attempting an action 
  with a non-guaranteed success, the Narrator may call for a Skill roll to check 
  what actually happened; the roll will have one or more applicable Traits. If the 
  character has one of these Traits, then the Trait Bonus applies to the Skill roll 
  (+30% under the standard rules). If the character does not have any of the Traits, 
  then he or she will not receive the Trait bonus. This is called “using the Raw Skill”.
  Example: Your character attacks with a sword in combat, and he has the Sword 
  Trait. His Close Combat Skill receives a bonus. Later in the combat, he loses his 
  sword and must resort to brawling with his enemies. Since he does not have the 
  Brawl Trait, he must use his Raw Close Combat Skill. 
  The Narrator decides whether a given Trait applies to a given Skill, but a 
  Trait always applies to the Skill that provides the Slots for it. In general, as the 
  Trait system aims at avoiding lengthy debates about whether a given class/
  Background should be useful for a given action, the Narrator should not veto 
  the usage of a single Trait unless it is so blatantly inappropriate that even other 
  players fail to appreciate it. 
  FREEFORM TRAITS
  Freeform Traits  are simple phrases 
  that describe your character in a 
  colourful way, usually not related 
  to one of his or her speciﬁc 
  competences. They are more related 
  to how the character appears in the 
  story rather than what he or she is 
  or can do. Typical examples would 
  be “Filthy Rich”, “Always Elegant”, 
  “A Lady’s Man”, “As Ingenious as 
  McGyver” and so on.
  Freeform Traits do not apply to a 
  speciﬁc Skill. They have a separate 
  section on your character sheet, 
  close to the Motivation section but 
  separate from the latter. Unlike 
  Environmental Traits, you cannot 
  normally use them to gain a Bonus 
  to a Skill roll, or to substitute the 
  Trait normally used for an action. 
  Groups 
  that 
  favour 
  colourful 
  description of characters over 
  realism might choose, instead, to 
  allow their usage as secondary 
  Traits applicable to a Skill roll; 
  however, you should think carefully 
  before allowing this option. 
  You can use a Freeform Trait to 
  justify a Support Action during 
  a conﬂict, as explained on page 
  48 in Chapter 3, if you can ﬁnd 
  a creative way to describe how it 
  applies to a roll in the conﬂict at 
  hand. Remember that each Trait 
  may be used only once during a 
  conﬂict, so you might easily run out 
  of non-Freeform Traits. 
  Consider carefully whether you 
  want to have Freeform Traits in 
  your game. If you stick to one Trait 
  per game at the beginning, or 
  only allow players to acquire them 
  during play after accomplishing 
  something exceptional, they should 
  not disrupt your game experience.
  Note that Freeform Traits describe 
  how a character behaves or appears, 
  not why he or she does so. The 
  impulses that drive a character, 
  what he or she ﬁghts for, loves 
  or is upset by, are described by 
  Motivations.
  NARRATIVE DETERMINATION 
  OF TRAITS
  Another beneﬁt of using Traits 
  to complement Skills is that it is 
  rather easy to make up a good 
  character from a simple ﬁctional 
  description of it. You may wish to 
  create a character without need of 
  the Background and profession 
  tables, by simply writing down a 
  simple description of him or her 
  (or taking it from a book, comic 
  book or TV guide featuring your 
  favourite ﬁctional hero) and picking 
  the appropriate verbs, adjective and 
  nouns. These will become the Traits 
  and Motivations your character has.
  Usage of this technique implies 
  that Freeform Traits are in use, 
  and that they will see extensive 
  use in your game.
  
  26
  SKILLS AND TRAITS
  MULTIPLE TRAITS
  In some cases, an Action can benefit from more than one applicable Trait at a time. 
  This happens with Cultural or Environmental Traits used in conjunction with 
  Skills that already have an applicable Trait. If a character has more than one of the 
  applicable Traits, then he or she receives an extra Bonus. Characters are limited 
  to one extra Bonus per Skill roll, no matter how many applicable Traits they have. 
  However, extra Traits beyond the second can still be useful to offset penalties.
  Example: Robyn Hode, Little John and Will Scarlett are walking in the Sherwood 
  Forest. All of them are following the tracks of a deer. The relevant Skill is Perception, 
  and the applicable Traits are Track and Forest. Robyn has been in the Crusades 
  and can Track, but he lacks forestry experience so he has a single Trait he can 
  apply. As Will knows the Forest but is not an expert hunter, he gets to apply only 
  one Trait, too. On the other hand, John has both the Forest and Track Traits, so 
  he gets to apply one Trait, and one extra Bonus on top of it. Had Friar Tuck, who 
  is a townsman and cannot recognize an elephant’s footprints, been with them, he 
  would have been limited to his Raw Perception Skill.
  REQUIRED AND SYNERGISTIC TRAITS
  Some Actions are impossible to perform by using the raw Skill (Swimming or 
  reading an unknown language, for instance). You must have the corresponding 
  Trait in order to attempt the roll. This is specified under the Trait entry by stating 
  that the Trait is required. The adventure may mandate that a character possesses 
  a Trait in order to attempt a particular action, making the Trait required for that 
  action only.
  A star (*) or parenthesized star after the Trait name in a Trait list or description 
  means that the Trait is a required one.
  Some specific activities require that a character possesses two or more Traits. These 
  are called synergistic Traits because successful use of an ability depends on their 
  synergy. Possession of all of these Traits has the exact same effect as having one Trait, 
  no matter how numerous they are. Specifically, this means that when two synergistic 
  traits apply, the actual roll is made on the raw skill with a single 30% addition, or 
  whatever other standard value you use for single-Trait rolls in your game, without any 
  bonus for Multiple Traits. One typical example is having both the Hide and Sneak 
  Trait when attempting to infiltrate. Both Traits act as a single Infiltration entry. If the 
  character does not have all of the synergistic Traits, then he or she must use the Raw 
  Skill, and if one of them is also required he or she cannot perform the action at all. 
  STUNTS
  In the examples so far, we have examined cases where Traits define a more 
  specialised (what kind of vehicle is your character more comfortable driving?) 
  or contextualised (in what environment does your character usually practice 
  his or her abilities?) use of a Skill, or sometimes of several skills at a time. This 
  translates, mechanically, into the equivalent of a Bonus to the skill if you are 
  doing something related to your usual areas of competence. But barring the few 
  cases of Required Traits, any character can compensate the lack of the specific 
  Trait if he or she is good enough at the basic skill.
  However, there are cases when a character shines in something narrower and 
  more specialized than an existing Trait, or is trained in something so special as 
  to be impossible without specific knowledge. No skill level may ever allow other 
  characters to perform such an action; they need a specific training to do so.
  In order to represent knowledge of these restricted techniques, the character 
  must know a Stunt. A Stunt resembles a Trait in how you acquire it, and it always 
  has another Trait, identified as the base Trait, as pre-requisite. A character who 
  STUNTS AS BONUSES. 
  The general rule for Stunts is that 
  they do not inﬂuence the rolled Skill 
  score but only the ability to perform 
  a speciﬁc feat. However, there may 
  be a few limited exceptions where 
  the eﬀect of the Stunt is to bestow 
  a Bonus or to avoid a Penalty. For 
  instance, the rule for shields in 
  combat states that using them to 
  attack causes a Penalty to the attack 
  roll. However, this rule thought for 
  ancient and medieval combat may 
  be inappropriate in other situations, 
  for example in a superhero game 
  where one of the characters wields 
  an indestructible shield. Rather 
  than complicate the core rules with 
  exceptions, better deﬁne a “Shield 
  Mastery” Stunt which allows to 
  attack at full eﬃciency with a shield.
  The 
  majority 
  of 
  the 
  Stunts 
  described in this book is meant for 
  use in Advanced Combat, but this 
  is only due to the fact that this sub-
  system is the most detailed in the 
  core rules. Groups who like detailed 
  combat rules will use Stunts to 
  model their favourite combat 
  styles and special techniques. Once 
  further 
  advanced 
  sub-systems 
  are introduced in supplements or 
  specially developed for your own 
  campaign, new Stunts will come 
  naturally with them to add variety 
  to the core activities the player 
  characters perform in that setting. 
  The example provided shows how 
  a Top Gun campaign could deﬁne 
  Piloting Stunts and use them to 
  make American and Soviet pilots 
  rely on entirely diﬀerent techniques 
  in battle, reﬂecting the technical 
  diﬀerences of their aircraft.
  DEFINING STUNTS FOR A 
  SETTING
  Many Stunts are about combat 
  and weapon use, particularly 
  sword use, and some of them 
  are prerequisites for the use of 
  specially constructed weapons in 
  Advanced Combat. Nevertheless, 
  you are not limited to combat 
  Stunts. Future Revolution D100 
  supplements 
  will 
  detail 
  the 
  Stunts that are most appropriate 
  to their setting, be them combat 
  Stunts or other kind of feat.
  
  27
  REVOLUTION D100 CHAPTER 2
  possesses a Stunt in addition to the base Trait receives no bonus to his or her 
  Skill roll; instead, the character can perform some extraordinary feat that mere 
  training in the basic Skill would not allow. 
  The exact effect of a Stunt depends entirely on its description, and in many cases 
  it works only within a specific advanced sub-system. The Stunt description 
  should contain its applicability, its base Trait and any extra costs and conditions 
  for using the technique. Such conditions often include specially-crafted 
  equipment without which the exceptional feats are impossible. It is not infrequent 
  to see the description of a Stunt reduced to a simple “Enables usage of feature X 
  of equipment Y”, whereas the real description of the stunt effect is provided in 
  the equipment description.
  CONFINING OPTIONAL RULES 
  INTO STUNTS. 
  In some cases, the abundance of 
  optional rules may create clutter 
  and confusion in some important 
  sub-systems. Yet some groups like 
  to have detail in speciﬁc areas, and 
  wish to add even more options to 
  these “pluggable” sub-systems. A 
  good solution for keeping options 
  under control is that of  isolating 
  very detailed rules, which you may 
  be unsure whether to apply, into 
  Stunts. This makes the single rule 
  “pluggable” like the sub-system, 
  allowing you to introduce it only 
  when a character reaches a good 
  level of specialization in a given area 
  – which probably also means that 
  the player is comfortable enough 
  with the rules to know whether 
  the added complexity will be fun 
  or not. Isolating detailed rules into 
  stunts also marks the rule as “only 
  interesting for characters who 
  would like to perform the X feat”, 
  clearly indicating to new players 
  which parts of a sub-system they 
  are supposed to know, and which 
  they can skip at ﬁrst read.
  Example: The manoeuvre known as Pugachev’s Cobra allows a jet pilot to virtually 
  “stop” a hi-tech fighter in mid air, regaining speed immediately after. In combat, 
  this prodigious feat allows a pilot with an enemy on his or her tail to swap places 
  with the pursuer, changing a disadvantageous position into an advantageous one. 
  The manoeuvre is very difficult, with the pilot risking loss of consciousness because 
  of the acceleration/deceleration involved. In no way can this feat be improvised, 
  even by the most expert pilots, unless they have undergone a specific training 
  which includes knowledge of its theoretic aerodynamic basis. Moreover, only the 
  most advanced Mikoyan-Gurevich, Sukhoi Russian aircraft, and the American 
  F-22 Raptor can perform this feat. Attempting it with an aircraft with inferior 
  manoeuvrability would be a suicide. In a game featuring top guns from the 80s 
  and  90s, ace Russian pilots should have a “Pugachev’s Cobra” Stunt in addition to 
  their Pilot [Fighter Jet] Skill and Trait, allowing their MiG-29s to perform this sort 
  of acrobatics. The exact effect of performing the Cobra in play would depend on the 
  specific sub-system used, either basic Conflict (Chapter 3) or  Vehicular Combat 
  (Chapter 4, or specific supplements). A really skilled (and daring) USAF pilot PC 
  could probably study the manoeuvre well enough to acquire the Stunt himself, but 
  since no Western country had a plane capable of performing the Cobra at that 
  time (the Raptor came later), he would not be able to actually perform it. Unless 
  he suddenly found himself in command of an enemy plane – a typical occurrence 
  for a RPG hero.
  From a pure mechanical point of view, you can define Stunts as Required Traits 
  which are Synergistic with a Pre-requisite of theirs. You cannot learn the Stunt 
  if you do not have the base Trait (Pre-requisite); you cannot perform the feat if 
  you do not have the Stunt (Required), but possessing the Stunt does not grant 
  any Bonus to skill beyond what the base Trait provides (Synergistic). So much 
  for the definition and mechanical effect of Stunts, but the most important thing 
  is the role that Stunts play in the game. Basically, Stunts are attributes that make 
  sure that a character who specialises in a certain area will really shine in it, 
  much more than any other character who happens to have the base Trait and 
  a good Skill score. A character with Stunts knows tricks and techniques that 
  another owner of the base Trait, however competent, has no clue about. Two 
  Characters with different sets of stunts in the same base Trait are both masters, 
  but their techniques may be radically different.
  
  28
  SKILLS AND TRAITS
  SKILL LIST
  Each Skill or Trait entry includes a description of how the Skill is used and its 
  effects. If a Skill or Trait should be used preferably within a certain Time Scale, it 
  will be noted in its description. Time Scales and their implications on play will be 
  discussed in detail at the beginning of Chapter 3. Let us just say at this point that 
  the four Time Scales and the standard duration of one round or action in each of 
  them are Combat (six seconds), Adventure Time (five minutes), Narrative Time 
  (one hour) and Downtime (one day to one week).
  Traits in Italics are Stunts (see page 26). Traits followed by a (*) are required 
  Traits, that is you cannot roll the raw Skill score if you lack the Trait. The low-tech 
  and hi-tech icons mark Traits that are more adequate for that kind of setting.
  Agility 
  (CON+DEX)
  This broad Skill covers a range of athletic activities useful to adventuring characters, 
  including climbing, jumping and swimming. This Skill is useful during Combat Time 
  or higher time scales.
  Acrobatics: This allows a character to perform a variety of gymnastic and balancing 
  tasks, such as tumbling, walking a tightrope, or keeping balance on a narrow ledge. 
  Using Acrobatics is also recommended in a conflict in which you risk damage from 
  a fall.
  Balance: This Trait allows a character to keep his or her balance and avoid falling. This 
  is either an implied Trait or a pre-requisite of Acrobatics.
  Brawn: This Trait is a particular application of athletics that relies purely on power, 
  with no finesse involved. It basically involves pushing, lifting or dragging. You can 
  usually lift up to your STR*2 in kilograms (STR *5 if using two hands).
  Climb: Given enough hand- and foot-holds, a character with this Trait can climb any 
  surface, given enough time, without the need for a roll. This Trait allows you to go up 
  by half your Move per round, and to descend by one quarter of your Move.
  Dodge: This Trait is used to avoid incoming objects that are swung or thrown at the 
  character. Its most common usages are explained in the Combat chapter. When used 
  against a swung weapon, this Trait is applied to the Close Combat Skill.
  Jump: This Trait lets you jump up to twice your own height horizontally, or up to half 
  your own height vertically, assuming you have least five metres to run first. If making 
  a standing jump, these distances are halved. 
  Run: This Trait improves your Move by one point when running, and is used to roll for 
  effect during chases on foot.
  Swim (*): Characters normally swim at one meter per round, unless they are aquatic 
  creatures, which swim at their Move rate. While swimming, a character suffers at least 
  double the penalty for armour and encumbering items. Swimming is a Required Trait. 
  If you do not have it, you cannot swim. Most animals possess it, though.
  Take Cover: This Trait and its Roll Stunt are used in Advanced Combat. 
  Throw: The Throw Trait is usually used to judge the accuracy when throwing 
  improvised objects, from small stones to bar stools. The range of a throw is your 
  STR in metres, adding or subtracting five per Size Class above or below Medium. In 
  combat, Throw should be used only for grenade-like projectiles. Bladed weapons that 
  are thrown should use the Ranged Combat Skill and their own specific Trait, such as 
  Spear for javelins.
  Close Combat 
  (DEX+STR)
  This Skill is used to attack and parry in melee combat. In order to use it, a character 
  must move the Time Scale to Combat Time, barring extremely peculiar situations 
  allowed by the Narrator.
  Brawl: This Trait covers all untrained unarmed combat from simple brawling to 
  grapples to rude fisticuffs. Normally, unarmed parries may only parry other unarmed 
  attacks.
  SPLITTING AGILITY 
  If your campaign includes a lot of 
  physical activity, you might want 
  to split this Skill into Athletics 
  (CON+STR, or DEX+STR) and 
  Agility 
  (CON+DEX). 
  Athletics 
  should then take over the Brawn, 
  Climb, Jump, Swim and Throw 
  Traits.
  ACROBATICS AND BALANCE 
  A more realistic but slightly 
  more complicate rule is to have 
  Balance as a pre-requisite of 
  Acrobatics, making the latter 
  more diﬃcult to acquire. If 
  you wish to limit Acrobatics to 
  selected individuals, you are 
  encouraged 
  to 
  impose 
  this 
  restriction.
  IMPROVING STRENGTH
  STR is not very easy to increase, 
  as it is present in only one 
  standard skill. STR also describes 
  the mass of a character (within 
  the limits of his or her Size 
  class), so it may be unrealistic 
  to let it grow after character 
  generation. If you wish to portray 
  your character’s improvement in 
  muscular power, we suggest that 
  you treat the acquisition of the 
  Brawn trait as an improvement 
  of STR by one point for the 
  purpose of calculating Might and 
  usable weapons only, whereas 
  skills, Toughness and Strike Rank 
  remain unaﬀected. You may 
  also wish to introduce Stunts 
  for Brawn in order to further 
  improve STR in this way, perhaps 
  limiting the applicability of the 
  STR bonus to weapon handling 
  or Might only. Another possibility 
  is limiting the maximum STR 
  you can reach with Brawn Stunts 
  to the character’s CON.
  UNTRAINED DODGE
  While 
  Dodging 
  attacks 
  can 
  leverage your athletic training 
  when you practice sports, it is 
  more a matter of reﬂexes when 
  you have no training at all. If 
  an 
  individual 
  is 
  completely 
  untrained in avoiding incoming 
  attacks and attempts a last-
  ditch Dodge, roll DEX x2 
  rather than CON+DEX.
  
  29
  REVOLUTION D100 CHAPTER 2
  Martial Arts: This Trait may be useful in place of the Brawl Trait in certain cultures. 
  Several schools of Martial Arts exist (Karate, Muai-Thay, Capoeira, etc.). The Martial 
  Arts [school] Trait, once learned, replaces the Brawl Trait, thus saving one Slot. The 
  big Advantage over Brawl is that the MA Trait usually includes a default Stunt (usually 
  Kicking) that must not be learned but comes with the basic Trait.
  The effects of Martial Arts and combat Stunts in general are described in Chapter 4.
  Shield: This Trait allows you to block or parry with a shield in combat. Attacking with 
  a shield incurs a Penalty. If you are wielding a shield larger than a Buckler and do not 
  have this Trait, all of your combat rolls suffer a Penalty! In addition to this, the Shield 
  Trait works also as the Dual Wielding Stunt when using a shield in Advanced Combat, 
  that is you can perform a free attack or parry per round with the shield.
  [Weapon]: This Trait allows you to use the appropriate weapon to attack and parry in 
  combat. Note that 1H and 2H weapon use are different Traits.
  Communication 
  (INT+CHA)
  This Skill allows your character to communicate with others and influence their 
  decisions. Possessing the appropriate Language is a prerequisite of all other applications. 
  Using this Skill generally requires that the Time Scale be Adventure Time.
  Bargain:  This Trait allows your character to haggle over the price of an item, service 
  or whatever. You may also consider it a Persuade Stunt, only available to professional 
  traders.
  Command:  This Trait allows your character to exert control over his or her subjects, 
  whether in a professional or military context. It is paramount in mass battles and ship-
  to-ship fights.
  Deceit: This Trait allows a character to hide his or her real feelings, meaning, agendas 
  or intentions. Usually opposed by Insight.
  Insight: This Trait is used to understand if a character is lying, or what another person 
  is feeling or thinking. Usually opposed by Deceit.
  Language:  This Trait is actually several separate Traits grouped under a single 
  heading, and using up only one Slots for all languages known. Thus, English, German 
  and French are all individual Traits, and you will list them as Language: English/ 
  French/German, if your character knows them all. Note that a Regional or Racial Trait 
  is, in most cases, also a Language Trait, so if you have the Halfling Trait you can speak 
  Halfling. However, this may vary according to the details of the setting you are playing 
  in. If the only matter required is to understand a few words, you can use this Trait even 
  during Combat Time.
  QÌ EXPENDITURE
  Depending on the setting, some 
  Martial Art Stunts may require the 
  expenditure of one Life Point per 
  use – which represents the martial 
  artist tapping into his or her Qì life 
  force reserves.
  WEAPON-BASED MARTIAL 
  ARTS
  Some cultures have developed 
  advanced ﬁghting techniques 
  as elaborate as unarmed Martial 
  Arts. Treat these schools as you 
  would treat unarmed Martial 
  Arts, that is the Martial Arts 
  Trait replaces the appropriate 
  Close Combat weapon Trait, 
  and includes one basic Stunt 
  associated with the weapon (for 
  instance, for Kenjutsu it is the 
  ability to use the katana). The 
  practitioner will have to learn all 
  other Stunts separately.
  HOW MANY TRAITS PER 
  WEAPON? 
  Not all classic d100 rulesets 
  diﬀerentiate between 1H and 2H 
  styles with the same weapon. The 
  default behaviour in Revolution 
  is having 1H and 2H as being 
  two separate Traits, but you may 
  want to “help” player characters 
  by assuming that proﬁciency 
  in one weapon covers both 
  styles. There is also the problem 
  of throwing 1H weapons. The 
  rules assume that having one 
  Trait implies the other, but this 
  is not necessarily true. A good 
  compromise between realism 
  and playability may be allowing 
  a weapon Trait listed under the 
  Ranged Combat Skill to be used 
  in close combat for 1H use, but 
  not allowing usage of the Close 
  Combat related Trait for Ranged 
  Combat.
  Close Combat Weapon Traits
  Trait
  Weapons Covered
  Trait
  Weapons Covered
  1H Axe*
  Battleaxe, hatchet
  2H Mace
  Morning Star, war 
  maul
  1H Flail
  Ball & chain, nunchaku
  2H Spear
  Long spear, short 
  spear
  1H Hammer* Warhammer
  2H Sword
  Long sword, great 
  sword
  1H Mace
  Club, Cudgel, mace, 
  Morning Star
  Brawl
  Fist, foot, head, etc.
  1H Spear*
  Javelin, lance#, short 
  spear
  Dagger*
  Dagger, knife, Main 
  Gauche
  1H Sword
  Long sword, short 
  sword, rapier, scimitar
  Polearm
  Bill, glaive, halberd
  2H Axe
  Battleaxe, great axe, 
  halberd, wood axe
  Shield 
  Buckler, all sizes of 
  shields
  2H Flail
  Large flail
  Staff
  Quarterstaff
  2H Hammer
  Great hammer
  Whip
  Whip
  [*] If you have the equivalent Ranged Combat Trait, the 1H Close Combat Trait is implied. 
  [#] Lance may also be a separate Trait in your game. 
  WEAPON TRAIT PROLIFERATION. 
  Close Combat may end up being 
  an overcrowded Skill given the 
  number of weapons and Stunts 
  a character must own to face all 
  possible 
  eventualities. Although 
  concentrating on a Skill may 
  increase the number of available 
  Slots, it is also true that some 
  weapon categories are closer than 
  others, and also a little easier to learn 
  than the most elegant weapons 
  like the sword. In order to make 
  life simpler for ﬁghter PCs and to 
  better represent broader weapon 
  categories, you may want to allow 
  the following broader categories to 
  occupy the same Slots:
  • 1H and 2H versions of the same 
  weapon
  • Brawl, Grapple and Dagger
  • Spears, Polearms and long 
  tools like Scythes
  • Axes, Hammers and 
  Maces
  
  30
  SKILLS AND TRAITS
  Persuade: This Trait allows your character to win social contests where he or she wishes 
  to influence someone else’s opinion. Persuade tests are normally opposed by the target’s 
  Insight or Persuade Trait, and are modified by how much a character is trying to change 
  an opponent’s mind. This Trait is used against a single individual or a small group.
  [Status]: This Trait represents the character’s position in his or her home society. In 
  some societies status is a synonym of wealth, and thus you can also refer to it as a 
  Wealth Trait. See the paragraph about Status Traits on page 24 for a more detailed 
  explanation.
  Concentration 
  (INT+WIL)
  This Skill represents the generic ability to focus one’s mind, and is also the core Skill 
  for power use. It has many Traits, most of which are Required, that will be described in 
  the Powers chapter. You will normally use it in Combat Time, but certain ritual spells 
  may require longer.
  Enchantment: Depending on your setting and necessities, this Trait may be required 
  to enchant objects permanently. In other words, to create a permanently enhanced 
  sword you may need both Damage Boosting and Enchantment. In order to use spells 
  that are specifically marked as enchantments by the Enchantment attribute, such as 
  Create Familiar, possession of this Trait is not necessary – although it may be handy as 
  a Support Bonus in the enchanting conflict.
  [Manipulation]: This group of Traits is used to change the standard attributes of a 
  power. Usually only psychics and Arcane Magicians have access to such Traits. See 
  Chapter 6.
  [Power]: This Trait represents knowledge of a basic supernatural power, such as 
  a Divine Cantrip or a Psychic power. The highest forms of Divine Powers are not 
  Concentration Traits but follow a different mechanics (see Chapter 6).
  Spirit Combat: This Trait represents the character’s expertise in battling disembodied 
  entities on the Spirit Plane. In settings where interaction with spirits is uncommon, it 
  may be subsumed into the Willpower Trait.
  Willpower: This Trait is used to resist temptations and hostile paranormal attacks. It is 
  a defensive Trait, which you invoke to resist an agent trying to make you do something 
  against your will.
  Craft 
  (DEX+INT)
  This Skill is rather broad, and covers all activities that require using hands and tools 
  to make, repair or disassemble something – including performing surgery. It has a 
  great deal of Traits, some of them shared with other Skills. Attempting this Skill with 
  inappropriate tools gives a Penalty, and attempting it without tools at all gives two 
  Penalties.
  This Skill is often useful in Narrative or Down Time only, although you can sometimes 
  use it to quickly fix an object during Adventure Time (with a Penalty). The specific 
  rules to use it are on page 136 in Chapter 5.
  [Alchemical Recipe] (Prerequisite: one appropriate Knowledge Trait such as Alchemy, 
  Botanics or Nature): This Trait allows you to create specific types of potions, ointments 
  and other concoctions. We suggest that you use the rules for Weird Science to represent 
  medieval alchemy if you want to allow the creation of functioning potions.
  [Artisan Profession]: This is actually a whole list of professional craft Skills that may 
  or may not be useful to an Adventurer, including armourer, blacksmith, butcher, 
  carpenter, cartographer,  etc.. Some of these Traits may partially overlap with other 
  Skill Traits. If you have the Sword Trait you can use it as a Craft [Weaponsmith] Trait 
  in order to repair a sword, providing you have a forge at hand. 
  Surgery (*) (Prerequisite: Healing): This Trait is the application of medical knowledge 
  to the healing of wounds. Unlike First Aid, it usually provides a bonus to the wounds 
  healed on a successful roll, depending on the technological level of the setting and 
  on the availability of suitable equipment. In a very low technology environment, this 
  cannot exceed a +1 bonus, but modern technology and unlimited equipment can give 
  you up to +10. Unlike First Aid, though, Surgery usually uses up valuable resources, so 
  a character might have to actually resort to First Aid when short on medical supplies. 
  A character cannot learn the Surgery Trait if he or she does not already have First Aid 
  and Healing.
  FOLLOWERS AS TRAITS. 
  There are many cases when a 
  follower or retainer is a key factor of 
  a character’s strategy and chances 
  of success. This requires of course 
  to earn the retainer’s loyalty and 
  trust, which in turn requires some 
  dedication on the player character’s 
  part. 
  You cannot make any Skill rolls 
  on a a Follower Trait, but you can 
  certainly use a Follower as Support 
  in a Conﬂict whenever plausible (see 
  Chapter 3). In Advanced Combat 
  (see Chapter 4) the Follower is 
  treated as a separate character who 
  ﬁghts according to the strategy the 
  master decided. If a follower dies, 
  the Trait must be acquired again 
  in order to obtain another follower 
  that the PC can trust.
  A trained animal and a magician’s 
  familiar work much like a follower, 
  but follow diﬀerent rules described 
  on page 34 and page 189.
  CRAFT AS A POWER
  Note also that in settings that use 
  Alchemy or Weird Science Craft 
  Traits may be the equivalent of 
  Powers, as they are used to create 
  items that are the equivalent of 
  Powers.
  CRAFT GRANULARITY
  Craft can become a variable 
  granularity 
  Skill 
  in 
  hi-tech 
  campaigns 
  which 
  feature 
  realistic diﬀerences in the various 
  categories of devices (chemical, 
  electronic, 
  etc.) 
  or 
  simply 
  diﬀerent technological levels. 
  On the other hand, a very low-
  tech setting may make this Skill 
  broader and include some Traits 
  (Lockpicking, Mechanisms) that 
  are allocated to Operate in other 
  settings.
  
  31
  REVOLUTION D100 CHAPTER 2
  Drive 
  (DEX+INT)
  This Skill is used to operate a ground vehicle. It is usually performed in Adventure 
  Time, but in special situations, it can be used during Combat Time. 
  Cart/Wagon: This Trait allows you to drive a wagon, cart or similar vehicle. When 
  travelling at not more than a walking pace across flat terrain, possession of this Trait 
  means that you usually succeed in getting where you want within the scheduled time.
  Chariot: This Trait is used in the same way as Cart but is instead applied to two-
  wheeled chariots used for races or war.
  Knowledge 
  (INT*2)
  Each Trait of this Skill defines an area of knowledge, and rolls are made whenever a 
  player wants to see if his character knows something about the subject at hand. If used 
  to remember something, a Knowledge skill can be used as a single roll, even in Combat 
  time. If however your character is trying to research a subject or figure out something 
  unusual, a conflict run on a larger time scale may be required.
  Engineering: This Trait is used to design, build, activate, repair, sabotage or disassemble 
  large mechanisms or constructs such as siege machines, city gates and drawbridges, 
  mineshafts, ships and so forth. Using this Skill usually requires Narrative or (better) 
  Down Time.
  Evaluate: This Trait enables the character to determine the value placed on something 
  by others, effectively guessing its market value. All cultural and Background Traits 
  can be substituted to this Trait for common items, and provide a further Bonus if you 
  actually have the Trait. Like Bargain, this Trait is common only among professional 
  Traders.
  Healing (Prerequisite: First Aid): Using this Trait in practice will always require a 
  healer’s kit appropriate to the technological knowledge of the character. The Healing 
  Skill generally requires at least Adventure Time to perform, possibly Narrative Time 
  to treat disease. This Skill is useful against poisons and disease, as well as flesh wounds.
  Nature: This Trait covers the ability to recognise an animal, know its feeding habits, 
  breeding cycle, habitats, identify plants in the wild, discover good places to grow 
  crops, decide which plants are edible and what unusual properties they may possess. 
  Possessing the appropriate Environmental Trait can replace this Trait, and provides a 
  Bonus if you have both. 
  [Other Knowledge Traits]: Alchemy,  geography, military tactics, physics: this is 
  just a small sample. The Knowledge Skill is definitely the one with more Traits.
  Region: This Trait defines the character’s knowledge of an area he comes from or 
  has lived in for some time. This includes history, politics, weather cycles, geography, 
  superstitions and information on widespread organisations. This Trait is usually listed 
  under the Communication or Survival Skill, but it is often used with Knowledge, too.
  [Literacy: Language] (*): This Trait is required, and is actually several separate Traits 
  grouped under a single heading and using up only one Slots for all languages known. 
  Even if you have a Language Trait that allows you to speak a language, you do not 
  automatically apply it to Literacy, as you must learn how to read and write explicitly. 
  This can happen in one of two ways:
  a) your character gains the Trait explicitly with the standard learning procedure (see 
  page 35);
  b) your character has both the Communication Trait corresponding to the language 
  he wants to learn to read, and a Literacy Trait for another language that uses the same 
  alphabet.
  Once your character becomes able to read and write a Language, no matter how, you 
  can record the Trait on the character sheet.
  Example: Kareem of Cordoba knows how to speak both Castillan and Arabic, 
  but he only knows how to read Arabic characters. If he later learns how to read 
  and write Latin, he will automatically be able to read Castillan, as the latter uses 
  the Latin alphabet.
  OTHER VEHICLES
  Depending 
  on 
  the 
  setting, 
  a myriad of other engine-
  powered vehicles may exist: cars, 
  motorcycles, hovercars, etc. 
  The Nature Trait is only appropriate 
  for low-tech settings, and should be 
  substituted with more granular and 
  specialised Traits in an environment 
  where scientiﬁc knowledge is more 
  advanced.
  
  32
  SKILLS AND TRAITS
  Operate 
  (DEX+INT)
  This Skill allows a character to operate anything mechanical or electronic (in 
  environments with the adequate technology). It has a great deal of Traits, some of them 
  shared with other Skills.
  [Device]: Any device may be a Trait related to this Skill. The character must be familiar 
  with the appropriate technology to acquire a device as a Trait. Some Background Traits 
  imply the most common devices used by that culture – for example Cellphone or 
  Smartphone for a 21st century character.
  Lockpicking: This Trait allows you to open a lock with lockpicks. Using impromptu 
  lockpicks bestows a Penalty on your roll. You will usually run Lockpicking as a conflict 
  in Adventure Time.
  Mechanisms: This Trait allows you to assemble or disassemble a trap or a simple 
  mechanism. When disassembling a trap, you will usually run the process as a conflict 
  in Adventure Time.
  Perception 
  (INT+WIL)
  The Perception Skill is used to represent the senses of the character when detecting 
  objects or other characters. Environmental Traits can apply to Perception rolls, too. 
  All Perception Traits can be used in all Time Scales. All common humanoids have 
  the Hearing and Vision Traits, although this may not be remarked explicitly on the 
  character sheet. Some races lack these two senses.
  Acute [Sense]: This Trait increases the perception abilities of an individual when using 
  the specified sense, and provides an extra Bonus when using that sense. It is normally 
  possessed only by hunting beasts such as felines and birds of prey. Each sense is a 
  different Trait, and this Trait can only be gained by an individual who has the basic 
  sense. Only an exceptionally trained hunter usually has this Trait, and the Narrator 
  should limit its acquisition to cases where it is really in character.
  Hearing: This Trait allows your character to perceive another character who produces 
  sounds. Humans and most hearing-based creatures automatically have this Trait. 
  Races that are not deaf but do not usually rely on hearing do not posses this Trait.
  Smell: This Trait allows your character to perceive another character or item by 
  olfactory means. Races that can smell but do not usually rely on this sense, including 
  humans and most sentient races, do not possess this Trait.
  [Sense] (*):  This Trait covers senses not normally possessed by humans and their 
  general use. Only non-human creatures usually possess it. Each sense is a different 
  Trait. Examples are Infravision, Echolocation, etc.
  Vision: This Trait allows your character to perceive visually another character or item. 
  Humans and most sight-based creatures automatically have this Trait; while races that 
  are not blind but do not usually rely on sight do not possess it.
  Track: With this Trait, a character can locate the tracks of a specific creature and 
  follow them. A chase using Track usually involves a conflict run in Adventure or 
  Narrative Time. Environmental Traits are usually also relevant to this Skill roll.
  Perform 
  (CHA x2) 
  This Skill allows a character to entertain an audience with a theatrical or musical 
  performance, to elicit a specific feeling in an onlooker, or to make him or her believe 
  something that might, or might not, be true. The big difference between Communication 
  and Perform is that the former always implies some form of interaction with the person 
  whose opinion you are trying to influence, while the latter is usually based on what the 
  performer does, with minimal interaction with the audience.
  Dance: A successful test with this Trait will result in the audience or partner being 
  pleased by the character’s performance.
  Disguise: This Trait is used to change a character’s appearance and adopt a different 
  outward persona. It is usually opposed by Insight or a Perception Trait if trying to avoid 
  being identified. Note that this Trait is used with Perform only when you are trying to 
  disguise yourself; if you try to disguise someone else you must apply it to Craft instead.
  Oratory: This Trait allows the speaker to influence the audience’s thoughts. Oratory is 
  normally used against large groups of people.
  OPERATE GRANULARITY
  Operate is a variable granularity 
  Skill. In hi-tech campaigns which 
  feature realistic diﬀerences in 
  the various categories of devices 
  (chemical, electronic, etc.) or 
  simply diﬀerent technological 
  levels, it may be necessary to 
  have several Skill entries for 
  Operate in addition to a plethora 
  of Traits. On the other hand, a 
  very low-tech setting may make 
  this Skill redundant and suggest 
  that Traits like Lockpicking and 
  Mechanisms be moved to Craft 
  instead.
  CYBERNETIC COMPANIONS
  A follower who is a cybernetic 
  construct follows the principles 
  provided for Followers under 
  the Communications Skill, but 
  is clearly marked under the 
  appropriate Operate Skill.
  COMMUNICATION AND 
  PERFORM
  A campaign which does not put 
  the stress on social interaction 
  might be simpliﬁed by conﬂating 
  Communication and Perform. 
  However, 
  this 
  will 
  penalise 
  bards, orators and professional 
  performers, so think carefully 
  before adopting such a solution.
  
  33
  REVOLUTION D100 CHAPTER 2
  Ranged Combat Weapon Traits
  Trait
  Weapons Covered
  Trait
  Weapons Covered
  Axe*
  Axe
  Pistol
  Handgun, Revolver
  Beam gun
  Laser gun, Particle beam, 
  Phaser gun, Taser
  Rifle
  Arquebus, Musket, 
  Rifle, Automatic rifle
  Beam rifle
  Blaster, Laser rifle, 
  Particle rifle, Phaser rifle
  Shotgun
  Shotgun
  Blowgun
  Blowgun
  Shuriken
  Shuriken
  Bow
  Longbow, nomad bow, 
  short bow
  Sling
  Sling
  Crossbow
  Heavy crossbow, light 
  crossbow, hand crossbow
  Spear*
  Dart, javelin
  Dagger*
  Dagger
  Sub-
  machinegun
  Assault Rifle, Uzi.
  Hammer
  Hammer
  Rock
  Thrown rock
  [*] If you have the equivalent Close Combat Trait for 1H use, you can apply it to Ranged 
  Combat, too.
  Play [Instrument]: This Trait is actually several separate Traits grouped under a single 
  heading.
  Recite: This Trait is used to recite the verses of epic poetry, traditional sagas or prayers. 
  It does not include actually knowing the verses. To determine what traditional poetry 
  your character knows, use his Background Traits, which can also bestow further 
  Bonuses to Skill rolls.
  Sing: A successful test with this Trait will result in the audience being pleased by the 
  character’s performance.
  Pilot 
  (DEX+INT)
  This Skill is used to handle a water-borne or air-borne craft. It is usually performed in 
  Adventure Time, but in special situations, it can be used during Combat Time.
  [Aircraft/Spacecraft] (*): This group of Traits allows piloting a flying craft either in 
  the atmosphere or in space, according to the vehicle capabilities. This Trait is Required. 
  You do not know how to fly an aircraft without proper training.
  Boat: This Trait covers small water-borne craft propelled manually by oars or 
  sometimes paddles. 
  Ship*: This Trait is used in the same way as Boat but is instead applied to water-borne 
  craft that are driven by sail or rows of oars. This Trait is Required. You do not know 
  how to sail without proper training. Pilot Ship can only be used in Adventure Time, 
  not Combat Time, and includes the basics of navigating at sea.
  Ranged Combat 
  (DEX*2)
  This Skill is used to attack from the distance. In order to use it, a character be in Combat 
  Time, barring very peculiar situations allowed by the Narrator.
  [Projectile Weapon]: This Trait allows you to use the appropriate weapon to attack 
  in combat. Projectile weapons are Blowguns, Bows, Crossbows and Slings. 
  [Thrown Weapon]: This Trait allows you to throw the appropriate weapon in combat. 
  Thrown weapons are Axes, Hammers, Javelins, Daggers and Rocks. If you have the 
  appropriate 1H weapon Trait, you can apply it to Ranged Combat, too. Other weapons 
  like Shuriken are for throwing only.
  [Firearm/Beam Weapon]: In modern environments, you can learn how to use 
  a Pistol, Shotgun, Rifle and Submachinegun, as well as mounted weapons such 
  as Machineguns. In sci-fi environments, you can also train in all manners of beam 
  weapons. The pistol and rifle variants of beam weapons are usually treated as two 
  different Traits, whereas you may have all-inclusive beam gun/beam rifle Traits or one 
  variant of each per energy type, depending on the setting.
  [OTHER VEHICLE]
  Depending on the setting, a 
  myriad of other engine-powered 
  vehicles may exist: balloons, 
  zeppelins, 
  airships, 
  rafts, 
  dimensional crafts, etc.
  DRIVING AND PILOTING
  The actual number of Skills 
  involved in vehicle handling 
  depends on your campaign 
  settings. It is clear that Piloting a 
  ship is not the same as Piloting 
  an aircraft, which in turn may or 
  may not be similar to piloting a 
  vehicle in space. Thus, while you 
  can even think of unifying the 
  two Skills of Drive and Pilot in an 
  extremely pulpy game, you might 
  have to go the opposite way and 
  split Pilot into two or more Skills 
  in a very accurate Space Opera 
  campaign. We have included 
  two main Skills on the standard 
  character sheet to avoid clutter, 
  but this should by no means be 
  taken as a constraint: adopt the 
  granularity that better ﬁts the 
  level of specialization you want 
  to handle for Player Characters.
  
  34
  SKILLS AND TRAITS
  Ride 
  (DEX+WIL)
  If a character is riding a creature with the help of saddle and stirrups, at not more 
  than a walking pace across flat terrain, a Ride roll is not required. Checks become 
  required when a character wants to do something out of the ordinary with a mount, 
  like traverse treacherous terrain, jump obstacles, ride bareback, lead the mount into 
  combat and so on.
  This Skill implies a good degree of confidence with an animal, so you can use it 
  also to train a mount, or even to train another kind of animal, provided you have 
  the appropriate Trait. Not all riders are good animal trainers, and not all animal 
  trainers know how to ride, but the basics are similar enough that you consider the 
  two abilities interchangeable in game terms.
  [Mount]: Each kind of mount is a Trait for this Skill. Common Traits are Horse, Camel 
  and Elephant, but weird and uncommon mounts may exist.
  Animal Training: Having this Trait means that you are an adept at training animals. 
  Even if you have no specific Animal as a Trait, you can still attempt to domesticate, 
  tame or train a creature, with a difficulty depending on the animal itself. If you also 
  have the specific Animal as a Trait, you get a Bonus.
  Stealth 
  (DEX+INT)
  The Stealth Skill is used whenever a character attempts to evade detection by another 
  character.  This usually happens when a character either tries to move quietly past an 
  enemy, hide from one, performs a combination of both, disguises as another person 
  or creature or camouflages some objects. Stealth tests are opposed by the Perception 
  Skill and/or one of its Traits and are modified according to the situation. Using Stealth 
  usually requires the Adventure Time Scale, although its usage is usually crucial when 
  the Time Scale is about to switch to Combat Time.
  Regardless of the fact that you have the appropriate Trait among the ones listed below, 
  if you have an Environment Trait (or the Streetwise Trait if in an urban environment), 
  it can be applied to the Stealth Skill. If you have both the Environment Trait and the 
  appropriate stealth Trait, you might gain an extra Bonus.
  Camouflage: This Trait allows you to hide other people or objects.
  Hide: This Trait allows you to remain in place without being seen. A Vision roll usually 
  opposes it if trying to avoid being caught.
  Sleight: This Trait is used to hide or take objects, without drawing undue attention. It 
  is usually opposed by a Vision roll if trying to avoid getting caught.
  Sneak: This Trait allows you to move silently. It is usually opposed by a Hearing roll if 
  trying to avoid getting caught.
  Survival 
  (CON+INT)
  Survival is useful when a character lacks food, water or a safe place to sleep, or he or 
  she must negotiate difficult or unexplored terrain. Unless you are using it to achieve a 
  relatively unimportant result as “Can I catch enough fish to make our already-abundant 
  supplies last for one more day?”, Survival rolls should be used only in Narrative or 
  Adventure time conflicts.
  Endurance: This Trait allows a character to counter fatigue due to heavy exertion, 
  and to resist being knocked out by pain and blood loss when wounded in Advanced 
  Combat. Endurance can be applied to Agility, too, in some cases (see below).
  [Environment]: Each environment is a Trait that can be applied to the Survival 
  Skill. Environmental Traits are very powerful, as they are applicable to many Skills 
  beyond Survival. Characters cannot learn Environmental Traits during play if they 
  have not spent at least one year in the environment. Common environments include: 
  Temperate Forest, Jungle, Savannah/Chaparral/Steppe, Desert, Arctic/Taiga, Sea/
  Coastline, Mountains, Caverns/Underground.
  First Aid: This Trait allows you to administer emergency medical treatment to a 
  wounded individual.
  A character applying First Aid to him- or herself uses the Survival Skill, whereas 
  treating another is better represented by an Operate (at high technological levels) or 
  Craft roll. We recommend that you use a Survival Slots to list First Aid, though, as the 
  basic training in this art is usually imparted along with basic survival practices.
  ANIMAL COMPANIONS 
  A loyal companion who will 
  adventure and ﬁght at the 
  character’s side is treated as a 
  Trait under the Ride Skill, just 
  like human followers are Traits 
  under the Communication Skill. 
  You can also require that this 
  Trait be a Stunt, thus requiring 
  a prerequisite: either the Mount 
  Trait for a particularly loyal steed 
  or the Animal Trainer Trait for 
  another kind of animal. All the 
  rules provided for followers on 
  page 30 still apply, with the 
  addition that an animal reduced 
  intelligence may provide more 
  limitations, but also certain 
  Advantages not available to 
  humans, 
  such 
  as 
  hearing 
  ultrasounds or smelling even the 
  faintest scent.
  INFILTRATING AND 
  FOLLOWING
  In order to sneak into an enemy 
  settlement, you need be both 
  silent and invisible. This may be 
  simulated either by introducing 
  speciﬁc Inﬁltration and Shadow 
  Stunts, which have both Sneak 
  and Hide as prerequisites, or 
  simply by declaring that Hide 
  and Sneak are synergistic Traits 
  (see page 26) when executing 
  these two manoeuvres. In the 
  latter case, possession of an 
  Environmental Trait can oﬀset 
  the lack of one of these Traits.
  UNTRAINED ENDURANCE
  Unlike all other situations where 
  Survival is involved, INT is of 
  little use in resisting pain, fatigue 
  and shock. If an individual is 
  completely untrained in resisting 
  injuries in combat, roll CON x2 
  rather than CON+INT. Similarly, 
  if both Agility and Survival are 
  untrained, applying this Trait 
  to Agility might be slightly 
  more realistic.
  FIRST AID TECH LEVELS
  In hi-tech environments, First Aid is 
  more eﬀective when you have the 
  right equipment at hand. In these 
  settings it becomes important to 
  discriminate between academic 
  medical training, which is more 
  eﬀective but more vulnerable to 
  lack of provisions, from primitive 
  practices limited in eﬀectiveness 
  but applicable in any situation. 
  Academic First aid receives a Bonus 
  if equipment is available, a Penalty 
  if it is missing. Primitive First Aid is 
  always rolled at the nominal value 
  for the Trait. Usage of advanced 
  medical equipment may also require 
  the Medkit Stunt, corresponding 
  roughly to modern paramedic 
  training, whereas the Healing Trait is 
  typical of physicians.
  
  35
  REVOLUTION D100 CHAPTER 2
  A character who has benefited from any variation of First Aid may not benefit from 
  First Aid again until he or she is wounded again. The use of First Aid requires suitable 
  medical equipment such as bandages or salves, which an experienced adventurer 
  usually keeps in a pouch at his or her belt (see chapter 5). 
  Streetwise: This Trait allows a character to find fences for stolen goods, black 
  markets and general information coming from the “street level” of an urbanized 
  culture. Although listed under Survival, this Trait is often used in conjunction with 
  Communication or Knowledge, too.
  CHARACTER IMPROVEMENT
  IMPROVEMENT SESSIONS
  An Improvement Session marks the moment when the adventurers have 
  terminated a scenario or an important section of it, and can stop and meditate 
  on what they have learned. In it, players can improve their characters’ Skill and 
  Characteristic scores during Improvement Sessions. Improvement Sessions 
  take place when the Time Scale enters Downtime and the Narrator agrees that 
  the situation allows the player characters to improve their abilities. A typical 
  session will use up some of the time the player characters have available, 
  usually at least one week, but they should still be able to carry out other typical 
  Downtime activities (see the Downtime section in Chapter 3, page 42).
  Before explaining the exact procedure applied during an Improvement Session, 
  we will first introduce the concept of Skill Improvement Points and Skill check-
  marks.
  IMPROVEMENT POINTS
  During an Improvement Session, each player receives an amount of 
  Improvement Points to spend to improve Skills and Characteristics. The 
  suggested value is 10 for a full scenario, but may go as low as 4 for a small 
  interlude or as high as the Narrator wishes for the final chapter of a long 
  lasting saga. You can use these points to increase your character’s Skills and 
  Characteristics, and to gain new Traits , as explained below.
  A player might not have the required Improvement Points to increase a Skill, 
  according to the requirements set in the “Improving your Character” section 
  below, and thus need to save some Points for later use. He or she will thus 
  allocate a temporary amount of “saved” Improvement Points to the desired 
  Skill and continue recording these unspent Points until enough have been 
  accumulated to buy an improvement. 
  RECORDING USE OF SKILLS
  You will mark a Skill as used when you have successfully employed it during a 
  conflict to roll for effect, or to defend against an enemy roll. You need not have 
  won the conflict, it is enough to have succeeded in one opposed roll; one can 
  learn from failures, too. Check-marking a Skill during an adventure yields one 
  extra Improvement Points automatically allocated to that Skill at the time of the 
  next Improvement Session.
  You can theoretically mark a Skill used again during the course of play, but 
  this should occur only if you used the Skill to obtain a spectacular success, 
  or when adventures span over very long periods of time and Improvement 
  Sessions are rare. The Narrator will decide whether a second success is worth 
  a second mark or not. The maximum number of marks for the same Skill is 3 
  in any case.
  SAVED IMPROVEMENT 
  POINTS
  Record unspent Improvement 
  points in the same box as Traits 
  - or to the left of the Skill check-
  box.
  CHECKING SKILLS
  When you mark a Skill as used, 
  put a check-mark in the box on 
  the left of skill name. If using 
  multiple 
  check-marks, 
  the 
  additional marks are recorded as 
  small dots on the left of the box,
  THE SKILL CHECK DILEMMA
  Skill check-marks are a traditional 
  feature of D100 rulesets. Some 
  people love them, others feel 
  they 
  are 
  counter-productive. 
  Revolution D100 allows you 
  to 
  use 
  the 
  full 
  spectrum 
  of 
  approaches 
  to 
  character 
  improvement: 
  ignoring 
  Skill 
  use, having Skill use contribute 
  to advancement, and having 
  Skill use as the only means of 
  advancement. However, we must 
  warn players new to D100 about 
  one risk that may manifest at their 
  table. The actual play experience 
  of some groups has shown 
  that the Skill use method may 
  lead to abuse, and it becomes 
  the 
  Narrator’s 
  responsibility 
  to avoid inappropriate use of 
  a Skill in order to check-mark 
  it. If a player is clearly doing 
  something pointless for the plot 
  or detrimental to the character to 
  gain a check-mark, the Narrator 
  should veto Skill recording. 
  And some Narrators do not like 
  vetoing actions, as they regard 
  it as “policing” their game. It 
  will be up to you to determine 
  whether check-marking turns 
  out to be a problem or a source 
  of fun in your game (and rest 
  assured that there is no general 
  consensus on the subject among 
  long time D100 players, as it 
  seems to be largely a matter 
  of taste) and decide whether 
  to use this method or to go for 
  an “Improvement Point only” 
  strategy.
  
  36
  SKILLS AND TRAITS
  SKILL SLOTS
  Each Skill has a number of Slots available that depend on the Skill score. The 
  number of Slots is equal to the Skill score divided by ten, rounding up. This is 
  based on the raw value for the Skill, not counting the +30% for Traits. For each 
  Slot, the character can have one Trait or one improvement in a Characteristic. 
  Once you have filled all Slots, you must improve the Skill to the point that new 
  Slots appear before learning new Traits or using it to improve Characteristics.
  TRAITS NOT TAKING UP A SLOT
  Some Traits are innate abilities, such as eyesight or hearing. Such Traits can 
  be listed among “learned” Traits, but they do not count for available Slot 
  determination. In order to distinguish them from regular Traits, put a dot next 
  to the Trait , signifying that it does not take up any Slots. All humans have the 
  •Vision and •Hearing traits, while trained hunters may have the Acute Vision 
  and Acute Hearing traits. Some creatures might even have •Acute Vision.
  Knowledge and Communication Traits, even the most basic ones, are 
  learned abilities and always occupy a Slot. Everyday use of some abilities, 
  like languages, do not require particular training. Therefore, the basic ability 
  to speak or read any number of languages occupies one Slot, no matter how 
  many foreign languages you know. Exceptions may exist for some imaginary 
  languages involving non-auditory components. Acquiring new languages still 
  requires the expenditure of improvements to gain the new Trait.
  Other kinds of Traits may occupy the same Slot as other Traits instead of 
  separate ones, but this is a detail depending on the setting.
  IMPROVING YOUR CHARACTER
  During an Improvement Session, a player can spend Improvement Points to 
  attempt to increase Skills percentages. The number of Improvement points 
  needed is equal to the current number of Slots for that skill, that is the current 
  Skill score divided by ten, rounding up. A check-mark from successful use of 
  the Skill during play counts as one extra Improvement Point spent towards 
  improving the Skill, as do unspent Improvement Points allocated to the Skill 
  during previous improvement sessions. If check-marks and points previously 
  allocated already match the required amount, the player need not spend any 
  more Improvement Points to improve that Skill.
  To improve a Skill, roll 1D100 and compare the result to the Skill to increase. 
  If the roll is greater than the Skill’s current score, the Skill increases by 2D4 
  points. If the result is equal to or less than the Skill’s current score, the Skill 
  increases by one point. A player can roll against a particular Skill as many times 
  as he or she wishes during Downtime, provided he or she pays the appropriate 
  amount of Improvement Points.
  LEARNING NEW TRAITS
  In order to learn a new Trait, the character must either be able to research it (in 
  that it is both researchable and the relevant research material is at hand), or the 
  Trait must be taught by a teacher (see below). Learning a new Trait costs one 
  Improvement Point and uses up one of the available Slots for that Skill; if no 
  Slot is available, the player must first improve the Skill to open up a new Slot.
  Background or Environment Traits can be neither researched nor taught. Only 
  living for a long time in the related area can allow a character to gain these 
  Traits. As a prerequisite for Background traits, the character must first learn the 
  Language spoken by the culture as a Language Trait. Background Traits cost 
  two Improvement Points to learn, while Environment traits cost three.
  IMPROVEMENT BY SKILL USE
  If you prefer the classic method 
  for Skill improvement, do not 
  allocate improvement rolls at 
  all, but allow improvement rolls 
  only for those Skills marked as 
  used on the character sheet. 
  If the Skill qualiﬁes for a new 
  Trait or a Characteristic point 
  improvement, the player can 
  also add a new Trait or increase 
  a relevant Characteristic. This 
  method is a bit risky with the 
  few Skills that Revolution D100 
  supports, as there is a good 
  chance that most of them are 
  marked each session, yielding a 
  similar advancement pattern for 
  most characters. This method is 
  recommended, instead, if you 
  choose to use the optional rule 
  of not to using Traits and making 
  each speciality its own Skill.
  Specialised ﬁghters or power 
  users may require lots of Slots in 
  Close Combat or Concentration, 
  forcing players to use the 
  Dedication rule explained below. 
  If you prefer to avoid this rule, 
  you might instead let weapon 
  Stunts or peculiar powers occupy 
  the same slot as their required 
  Trait, as explained above for 
  languages.
  RECOMMENDED OPTIONAL 
  RULE 
  If the result is equal to or less 
  than the Skill’s base score, as 
  determined by the Characteristics 
  governing it, the Skill increases 
  by 1d4 points instead of only 1. 
  This helps characters who are 
  particularly “gifted” for one Skill 
  to grow faster in it.
  To signify that they occupy the 
  same Slots, note languages in 
  a slash-separated list after the 
  Language or Literacy Trait. For 
  instance, your character might 
  have Communication [Language: 
  English/French, 
  Persuasion] 
  and Knowledge [Literacy: Latin/
  Arabic, Philosophy]. If you prefer, 
  you may also list spoken and 
  written languages in separate 
  sections of your character sheet. 
  
  37
  REVOLUTION D100 CHAPTER 2
  IMPROVING CHARACTERISTICS
  Characteristics are improved in the same way as Traits are gained; by devoting one 
  Improvement point to increasing the Characteristic by one point. As for Traits, 
  the Characteristic increase uses one Slot from one relevant Skill, that is a Skill that 
  uses the Characteristic to calculate its starting score. However, not all Slots can be 
  devoted to Characteristic increase: only one slot out of five can be used this way, 
  and the other four Slots must already be occupied by Traits in order to be able to 
  choose a Characteristic. The character need not have access to any research or 
  teaching to increase a Characteristic. The increase comes along with the gaining of 
  fresh expertise in Skills that use the Characteristic.
  Example: Rotary the Barbarian has a Close Combat Skill of 44% and a DEX of 
  11. He has the Brawl, Shield and Spear Traits. During Downtime, Rotary’s player 
  learns the Sword Trait, so he now has five Slots available and four occupied by 
  Traits. He can use the fifth Slot for a Characteristic and chooses +1 DEX. His 
  DEX is now 12. In order to improve DEX again with Close Combat he needs to 
  reach 91% with the raw Skill. Rotary starts training his 32% in Agility instead, as 
  reaching 41% in that Skill will grant one usable Slot, too.
  When a Characteristic is increased, recalculate the scores of all Skills and 
  Derived Attributes based on it. If this opens up new Slots in some Skills, you 
  may use them immediately.
  IMPROVING MOTIVATIONS
  A player may choose to spend Improvement Rolls on a Motivation as if it 
  was a Skill during an Improvement Session. As for Skills, the number of 
  Improvement Points to use is equal to one per 10% score or fraction in the 
  Motivation. You will find additional rules for Motivation improvement in the 
  Motivation and Fate section of Chapter 3.
  DEDICATING TO A SKILL
  A character who needs to acquire more Traits than he or she has Skill Slots available 
  can choose to dedicate to a specific Skill. This choice costs nothing more than 
  entering Downtime and deciding to do so, but eventually changing one’s mind may 
  be costly, so you should not make it lightly.
  Once you have Dedicated to a Skill, your character has one Skill slot per 5% score or 
  fraction in the Skill, not one slot per 10%. However, this means that he or she must 
  devote half of his or her Improvement Points plus one to that Skill each time he or she 
  receives Improvement Points.  This makes Dedication to more than one Skill impossible.
  A player can move his or her character’s Dedication from one Skill to another only 
  if the first Skill has enough Slots for all known Traits even with the standard “1 per 
  10%” computation method. The Narrator may let the character “unlearn” Traits in 
  order to gain enough Slots.
  Improvement Summary
  Action
  Improvement Points 
  Notes
  Improve a Skill
  10% of Skill score, rounded up
  Improve a Motivation
  10% of Motivation score, round up
  Learn a new common Trait or 
  a Stunt
  1
  A Slot must be available in a related Skill
  Learn a new Background Trait
  2
  A Slot must be available in a related Skill (usually 
  Knowledge)
  Learn a new Environment Trait
  3
  A Slot must be available in the Survival Skill
  Improve a Characteristic by +1
  1
  A Slot must be available in a related Skill. Only every 
  ﬁfth Slot in Skill can be used for a Characteristic gain.
  If a Skill decreases to the 
  point that it no longer has the 
  required Slots to support all 
  of its Traits and Characteristic 
  improvements, remove Traits 
  and Characteristic points in 
  order to bring the situation back 
  to normal allowance. If there 
  is another plausible Skill for a 
  Trait, the latter can be moved 
  to it instead of being lost. If you 
  cannot move enough Traits to 
  restore an allowed conﬁguration, 
  Slots occupied by Characteristics 
  must be emptied ﬁrst.
  ENCOURAGING 
  CHARACTERISTIC INCREASE
  At the Narrator’s option, the 
  Characteristic 
  increase 
  may 
  become mandatory, that is every 
  ﬁfth slot used must be devoted to 
  a Characteristic and not to a Trait.
  DESIGNER’S NOTE 
  The mechanism by which Char-
  act eristics increase represents the 
  natural improvement that comes 
  with everyday practice. This 
  emulates the natural process by 
  which a person who practices a 
  sport sees his body become more 
  ﬁt as a natural consequence of 
  training in physical activity.
  EASIER INCREASE 
  FOR LESS FREQUENT 
  CHARACTERISTICS
  INT and DEX are easier to 
  improve over Characteristics like 
  STR. In a game where characters 
  need to improve their stats on a 
  regular basis, you may wish to 
  allow STR, CON, WIL and CHA 
  to use one slot out of three in 
  Skills that have them as basis. 
  Once you have used a third slot, 
  you cannot use the ﬁfth slot of 
  the same Skill for a Characteristic 
  that requires ﬁve Slots, you 
  must wait till the sixth becomes 
  available. 
  The Narrator might require 
  that the character has a related 
  Motivation at the same level 
  as the Skill before dedicating 
  to it. This represents the 
  reason behind the extra 
  commitment.
  
  ADVENTURING
  Conflict Sequence
  Phase
  Actions performed
  Setup
  Determine the numeric value of the Resolution Point Pool for each participant, and the Challenge Rating 
  for impersonal forces.
  Conflict
   rounds
  Repeat the following steps for each round:
  Statement 
  of intents
  All participants can declare an action for the round.
  Possible actions are Roll for Effect or Support.
  Roll for 
  Effect
  Skill rolls are made according to the declared actions, and each participant who loses a 
  roll takes a hit to the Resolution Point Pool. 
  After each hit, check whether the losing party has been defeated.
  Outcome 
  determination
  Determine the winner of the Conflict, and its overall Effect in play. 
  Consequences may be assigned to both the winning and the losing side.
  
  39
  REVOLUTION D100 CHAPTER 3
  HOW TO PLAY THE GAME
  B
  efore play, determine who will be the Narrator, and who will be Players. 
  Everyone sits at a table with a character sheet, pencils, erasers, chips, 
  miniature figures (optional) and all other materials that will facilitate play. 
  The Narrator brings notes about the game world and possible encounters. The 
  Narrator may use a screen to prevent the other players from seeing said notes, 
  but should make all dice rolls in view of everyone at the table.
  In the game, you describe characters and events of an imaginary world, in a 
  coherent and enjoyable way. The rules guide you in this process, but are not the 
  focus of the game. The core concept is portraying characters as the protagonists 
  of an interesting story.
  Revolution D100 is played in rounds, in which everyone at the table takes turns 
  making actions. What happens during a player’s turn is usually conversational 
  and narrative, and need not involve moving counters on a board or exchanging 
  chits. Figures, counters and chits may help you remember the details, but they are 
  absolutely optional. Dice rolling may or may not take place during a player’s turn.
  During a turn, a player describes what the character does, and the reactions 
  he or she expects from the game world and its inhabitants. The Narrator will 
  tell him or her if everything goes according to the character’s intentions or 
  not, and to what extent. If there is a chance that something does not go as 
  the player intended, the Narrator might ask the player to roll percentile dice, 
  and compare the result to one or more of the character’s Skills and Traits. The 
  Narrator will often roll dice, and compare the result with the relevant Skills 
  and Traits of other entities in the game world who wish to help or oppose the 
  player characters. How this influences the outcome of the player characters’ 
  adventures depends on the various die rolls results.
  The Narrator takes his or her turn differently from other players. During the 
  course of a game, the Narrator will portray opposition as if it were player 
  characters and may take several turns per round according to the same rules 
  governing player turns.
  There will be times when a player cannot take a turn. This happens when the 
  character is described as being:
  • dead, asleep, unconscious or otherwise restrained;
  • not present in the scene the Narrator is describing, or in a different Time Scale 
  than them, or simply not involved in what is going on (see Unities of Time, 
  Space and Action below).
  The order in which each player takes his or her turn varies according to the 
  different Time Scales. The fact that a Conflict or a Combat is in progress also 
  influences how the players take their turns; this will be explained in detail in 
  the Conflict and Combat sections of this chapter and Chapter 4.
  UNITY OF TIME, SPACE AND ACTION
  When describing the Art of drama writing, Aristoteles stated that a good play 
  abides to several unities:
  • Unity of Time: the characters all act at the same time, in a well-defined time 
  span, without long periods of inaction between the events portrayed.
  • Unity of Space: the characters are all located within well-defined spatial 
  boundaries that allow them to interact whenever the plot requires so.
  • Unity of Action: the characters are all focused on the same subject(s), whether 
  they act in coordination or not, and are not pursuing different personal agendas.
  SET-UP EXAMPLE. 
  Tim and his group gather to play 
  an adventure involving the Teutonic 
  Order’s conquest of the Baltic Lands. 
  They have already created their 
  characters and ﬁlled character sheets 
  with the necessary information. 
  Everyone also brought a pencil, paper 
  clips to record scores, some chits of 
  diﬀerent colours, and a complete 
  set of dice. John portrays a Brother 
  and has painted a lead miniature 
  of a heroic Teutonic Knight to help 
  everyone visualize his hero. Samantha 
  plays a native Balt scout and since she 
  is not that much into painting, she 
  has just printed and cut a paper ﬁgure 
  representing a generic barbarian 
  female hunter, which resembles the 
  idea she has of how her character 
  looks like. Tim plays a magician, and 
  since he is happy with just visualizing 
  things in his mind, he does not have 
  any ﬁgure at all. Karl, the Narrator, 
  has lots of notes in both a fat binder 
  and a laptop computer, a large box 
  of poker chips, and a set of plastic 
  miniatures of barbarian warriors, 
  which he will use to represent ﬁerce 
  Lithuanian warriors that the player 
  characters are about to ﬁght. A 
  sealed box contains extra ﬁgures that 
  represent other opponents the party 
  might encounter this evening, but 
  since these are supernatural creatures, 
  Karl is hiding them from the players 
  to avoid giving away too much about 
  what is about to happen.
  SHOULD WE USE 
  MINIATURES? 
  It is important to stress that 
  miniatures 
  are 
  absolutely 
  optional in this game. The 
  rules make as few references as 
  possible to distances, ranges 
  and positions and try to keep 
  everything 
  as 
  colloquial 
  as 
  possible, 
  making 
  tactical 
  representations of scenes not 
  necessary. However, ﬁgures may 
  be useful to keep track of varying 
  scores, particularly in Combat, by 
  placing a D20 or other markers 
  beside them. Although this is 
  not the only method of book-
  keeping available, we have found 
  that this is the one that worked 
  in the fastest and easiest way for 
  us. If you have ﬁgures available, 
  we suggest that you keep them 
  ready for this usage.
  
  40
  ADVENTURING
  To describe the various phases of play, we will often reference the Unities as 
  something that should be enforced for a given situation or Time Scale (see 
  below).  Enforcing a Unity usually means that characters who do not respect 
  it (by being in another location, or acting on a different Time Scale, or having 
  a different agenda) cannot act on their turn, or at least their action cannot 
  influence the outcome of the scene or conflict being played.
  TIME SCALES
  There are four Time Scales in the game. The game is always running in one of 
  these scales, and some rules are similar for each Time Scale. Each scale divides 
  real world time into arbitrary intervals (rounds) that correspond to a given 
  length of time (time unit) in the game world. The terms Time Unit and Round 
  can often be used interchangeably, with the only distinction that Round refers 
  to the player, and the Time Unit refers to the character. For instance, when a 
  Round of Narrative Time passes for the player, an hour passes for the character. 
  The Time Scale table defines the length of the time unit for each scale.
  Should a player try to have his or her character perform an action that is not 
  suitable for the current Time Scale (like attacking a foe during Narrative Time), 
  the action automatically fails. The Skill List in Chapter 2 details which Time 
  Scales are appropriate to the different Skills and Traits.
  CHARACTERS ON DIFFERENT TIME SCALES
  When the player characters are not in the same place or able to 
  communicate with one another, the Time Scale may go down for one or 
  more players, while the others remain in the previous Time Scale. The Time 
  Scale marker always indicate the Time Scale with the shortest Time Unit. 
  Only players whose characters are in the Time Scale indicated on the Time 
  Marker can take their turns. The others will have to wait until all characters 
  are on the same Time Scale.
  The above rule means that the Narrator must keep the players whose characters 
  are in the higher Time Scale “frozen” until the plot allows the reconstruction of 
  Unity of Time and Place. The Narrator may decide to “force” frozen characters 
  into the lower Time Scale, but since this implies some sort of “deus ex machina” 
  intervention that also transports the characters to a new location, it should be 
  reserved for truly exceptional circumstances.
  Time Scales
  Marker
  Time Scale
  Part of 
  the plot 
  roleplayed
  Length of 
  Round (in 
  game time)
  Conflicts 
  and die 
  rolls
  Unities that 
  must be 
  enforced
  —
  Interaction 
  Time
  No character 
  interaction
  Free player 
  interaction
  No rolls at 
  all
  None
  4
  Downtime
  Interlude
  Day or Week
  Seldom
  Action
  3
  Narrative 
  Time
  Scene
  One hour
  Sometimes
  Action, Time
  2
  Adventure 
  Time
  Sequence
  Five minutes
  Often
  Time, Place
  1
  Combat Time Combat
  Six seconds
  Each round
  Time, Place
  ISN’T IT JUST COMMON 
  SENSE? 
  If 
  you 
  are 
  an experienced 
  Narrator, the Unities and Time 
  Scale 
  Sections 
  might 
  seem 
  redundant to you. In such a case 
  it is likely that such procedures 
  as 
  keeping 
  the 
  characters 
  who decided to stay at the inn 
  “frozen” in a diﬀerent timeframe 
  while the others are ambushed 
  by assassins in the sewers are 
  already a “second nature” for you; 
  in fact, they sometimes become 
  so instinctive that the Narrator 
  does not even realize that he or 
  she is applying a procedure, and 
  just calls it “common sense”. 
  However, these rules are meant 
  for everybody, including people 
  who might be playing a RPG 
  for the ﬁrst time. Thus, in order 
  to help junior Narrators, we 
  have made these procedures 
  explicit and put them in the most 
  visible place: the core rules. On 
  the other hand, even the most 
  seasoned Narrator will ﬁnd that 
  a clear demarcation of Time 
  Scales is handy when it comes to 
  deﬁning how long a given eﬀect 
  or condition lasts, or when to call 
  for attempts to heal the wounded 
  or repair vital equipment.
  ROUNDS OUTSIDE COMBAT 
  Other roleplaying games use 
  Rounds only in combat, and 
  some not even in combat. We 
  have decided to extend the 
  applicability of Rounds to non-
  violent Conﬂicts and generic 
  scenes because having each 
  player act in sequence draws 
  everyone into the action, even 
  players who would otherwise 
  tend to remain passive. Playtest 
  has shown that once players 
  have got used to the rules, 
  going by Rounds in a wide 
  variety of situations does not 
  get in the way of roleplaying but 
  rather stimulates players to 
  contribute to a scene instead 
  of just watching someone 
  else roll the dice.
  
  41
  REVOLUTION D100 CHAPTER 3
  SHIFTING AMONG TIME SCALES
  The Time Scale will often change during play. The Narrator has the sole 
  responsibility of keeping track of the current Time Scale and make it known to 
  the players via a Time Scale Marker or other means. 
  The Time Scale usually changes by mutual agreement of the Narrator and all 
  players. When there are different opinions about the opportunity of a Time 
  Scale shift, the Narrator usually has the last say on whether the shift takes place. 
  However, there are some basic principles that the Narrator must follow.
  • 
  When the decision of shifting the Time Scale takes place during a round, 
  all players and opponents must have taken their turn before the shift takes 
  place. Note that during a Conflict a victory also terminates the round and 
  negates all further turns, thus allowing an immediate time scale shift.
  • 
  At the end of a Conflict specifically intended to end in violence (ambush, 
  chase, infiltration, search, etc.), the Time Scale shifts to Combat Time 
  automatically if the side that wants violence wins.
  • 
  During Combat, a character may move to a different Time Scale by fleeing 
  the battlefield. In order to do so he or she must be disengaged from any 
  Close Combat and able to run. A mount or vehicle will definitely make 
  things easier. Members of the other side may also disengage and pursue, but 
  according to the rules for handling contemporary actions on different time 
  scales all characters fleeing the battlefield remain frozen until Combat ends.
  Example: Robyn Hode and his Merrie Men have successfully ambushed the Sheriff 
  of Nottingham. All of his guards being dead or disabled, the Sheriff, who was not 
  engaged in hand to hand combat, decides to flee. The Narrator declares that the 
  Time Scale goes up to Adventure Time and the Sheriff jumps on his horse and 
  rides away. The Merrie Men are not content with killing henchmen and would like 
  to capture the Sheriff himself, but since the players cannot override the Narrator’s 
  decision, they have only one choice left: ending the current Combat and initiating 
  a chase conflict, which will restart Combat Time if they win.
  ROUNDS
  A Round is the time a character needs to use an ability, or explain one major 
  point in a conversation, or any other basic action appropriate to the Time Scale, 
  as explained in the following sections. This time is usually coincident with the 
  length of the typical Time Unit given in the Time Scale Table.
  You will usually need to use Rounds only when a Conflict is in progress. During 
  a Round, each player whose character can act takes a turn, in the order described 
  later in this chapter under the Conflict rules. If the Narrator wishes to use 
  Rounds to mark the passage of time even when no Conflict is in progress, you 
  may proceed as you would do when playing a game of cards from the player on 
  the Narrator’s left and go clockwise, or from the player on the Narrator’s right and 
  go counter clockwise, or alternate between the two. Just be consistent.
  The Narrator can alter the length of Rounds. For example, in an Adventure 
  Time sequence, portraying a pursuit in the steppe which involves tracking and 
  finding your opponents and not only reaching them, the duration of Rounds 
  can be lengthened to one hour until the enemy is actually in sight, and then 
  switch back to the normal length of five minutes for Adventure Time. Similarly, 
  you can decide to run Adventure Time with Rounds of one minute or Narrative 
  Time with Rounds of four hours. This can also happen by mutual agreement 
  among players if they decide to “advance” time by a given number of Time 
  Units during which nothing significant is attempted. However, you must 
  preserve Unity of Time even in this case: all characters who are in the same 
  Time Scale should advance together.
  During Combat, the Narrator cannot alter the length of Combat Rounds.
  TIME SCALE MARKER. 
  It is the Narrator’s responsibility 
  to make clear in which Time Scale 
  the game is running. In order to 
  do so, he or she will keep a multi-
  faced marker with at least four sides 
  exposed (a big d4 is perfect for this 
  purpose). If the marker is hidden, 
  then the game is in Interaction 
  Time, otherwise the Time Scale is 
  the one indicated by the face that 
  the Time Marker is showing.
  FIRING OUTSIDE COMBAT. 
  Characters can attempt a ranged 
  attack 
  against 
  a 
  foe 
  during 
  Adventure Time, but they are 
  limited to one attack per Round, 
  regardless of their weapon rate of 
  ﬁre. This represents opportunity 
  attacks that exploit a favourable 
  moment in the action sequence. 
  Firing more than once per Round 
  or making close combat attacks still 
  requires a shift to Combat Time. 
  The eﬀects of a successful ranged 
  attack during Adventure Time 
  depend on the Combat rules your 
  group uses. If you use the Basic 
  Combat rules, the attack will cause 
  Resolution Point loss like any other 
  skill use, and the advantage is that 
  this happens in addition to any Roll 
  for Eﬀect for that round. If you use 
  Advanced Combat, on the other 
  hand, the consequences for the 
  target might be more serious.
  Example. In our Robyn Hode example, 
  the Sheriﬀ is trying to ﬂee the Merry 
  Men on horseback. Robyn, although 
  close to the Sheriﬀ, cannot attack 
  him in Adventure Time because close 
  combat attacks are not allowed in this 
  Time Scale, so he has to pick up his 
  longbow and ﬁre one last arrow at his 
  ﬂeeing rival, who in the meanwhile 
  has moved out of optimal bow range. 
  Still better than trying to catch up 
  with a galloping horse, though!
  
  42
  ADVENTURING
  INTERACTION TIME
  Interaction time is not a Time Scale. It represents any player interaction that 
  has no actual effect on the game world. During Interaction Time, Players can 
  discuss freely. Game Time flows at the same rate as Real Time.
  Players cannot attempt any form of in-game Action during Interaction Time. 
  Doing so moves the game to a Time Scale that can be run in Rounds.
  DOWNTIME
  Downtime is the time between adventures, and covers both the non-exciting 
  tasks that adventurers have to carry over to survive and those events that are 
  significant but not part of any adventure. You will usually run a long journey 
  in a safe environment using Downtime, as the journey is not an adventure 
  in itself. Travelling in a non-safe environment is better handled in Narrative 
  Time.
  Characters can attempt skill rolls during Downtime, but only if the Narrator 
  explicitly request it or the roll is part of a procedure specifically designed for 
  Downtime use, like crafting new items or improving skills. Conflicts are rare 
  in Downtime, with the exception of political activities, creating exceptional 
  items, or summoning dangerous entities, assuming that the group wishes to 
  run them as Conflicts.
  During Downtime,  players do not suffer penalties for equipment. Unity of 
  Time and Space is not required during Downtime. Characters can act at the 
  same time even if they are far from one another, and their actions are only 
  loosely synchronised. When a player enters Narrative Time the others may 
  usually opt to “move” their characters to the same location or synchronize 
  their actions with his or her character.
  Dozens of Time Units may pass in Downtime without any event occurring if 
  no one does anything. Unless a player explicitly asks to keep an action secret 
  from the others, all information gathered during Downtime is public, as there 
  is plenty of time for characters to communicate with one another.
  NARRATIVE TIME
  Narrative Time is used to describe the scenes that take place before the 
  conflictual part of the adventure, and setup the scene for the Conflicts 
  that await the adventurers. Narrative Time is used primarily for social 
  roleplaying with non-player characters, and general exploration of “safe” 
  environments. Characters can roll their skills during Narrative Time, but 
  generally only social skills, relationships and Motivations have a significant 
  effect in this context. As a rule of thumb, during Narrative Time player 
  decisions should have more influence on the story than character skills or 
  die rolls.
  On the other hand, while on a long journey in a hostile environment, it is 
  better to consider the Time Scale to be Narrative Time, but the length of the 
  round will seldom be one hour. 6 to 24 hours may be more appropriate to 
  the situation, whether there is a Conflict in progress or not. In this specific 
  case, covered in the Movement section (page 70), Skill rolls should be at 
  least as important as roleplaying, and use of Conflicts is recommended.
  During Narrative Time, players can rearrange their Inventory freely at any 
  time during the round. However, as they do have an Inventory, they might 
  suffer Penalties due to the equipment their character is carrying (see page 
  73). Characters who are in different places may act at the same time to 
  speed up action, unless their players or the Narrator wish to keep things 
  secret.
  Typical actions that player characters 
  perform during Downtime: 
  • Work to earn a living
  • Apply to be accepted into an 
  organization
  • Get married
  • Buy real estate
  • Attend religious ceremonies
  • Improve skills (the speciﬁc rules are 
  in Chapter 2 on page 35)
  • Craft or enchant items (the speciﬁc 
  rules are in Chapters 5 and 6)
  Typical actions that player characters 
  perform during Narrative Time: 
  • travel in a hostile or dangerous 
  environment
  • buy some important equipment
  • talk to a non-player character
  • engage in romantic activities
  • research a public source of 
  knowledge (a library, a book, a wall 
  carving, etc.)
  • explore a town or one of its districts
  • stand guard by the campﬁre for a 
  watch turn
  
  43
  REVOLUTION D100 CHAPTER 3
  ADVENTURE TIME
  Adventure time starts when tension increases, and danger comes close. 
  In a movie, the moment when the game enters Adventure Time would be 
  marked by a sudden change in the music. Adventure time can eventually 
  lead to Combat and violence, but not always. Characters will roll their skills 
  often during Adventure Time, and few Actions should have their outcome 
  determined by player strategy only. During social interaction, roleplaying 
  your character is still important, but it will only constitute a Bonus to your 
  skill roll rather than the whole Action.
  During Adventure Time, players can rearrange their character’s Inventory at 
  the start of each Round. Penalties for equipment apply in Adventure Time, 
  and if the Time Scale shifts to Combat Time during that round characters 
  will enter Combat in the same configuration used for the last Adventure Time 
  rounds.
  Normally, both Unities of Time and Place should be enforced in Adventure 
  Time, so if two groups of adventurers are not at the same location, conflicts 
  or round-to-round activities involving them should be run separately by 
  “freezing” one group at a time. However, if there is a dramatic reason to 
  enforce contemporary action (such as one group trying to rescue the other 
  while the latter struggles to survive) then rounds of non-directly-related 
  actions can be run at the same time.
  COMBAT TIME
  During Combat Time, player characters try to kill or overcome opponents 
  by violent means. The rules for Combat are similar to those for generic 
  Conflicts, but more detailed and less freeform. Combat can be run with either 
  Basic or Advanced rules, explained in Chapter 4 and its sub-chapters. 
  In some cases, the transition to and from Combat Time when a Conflict is 
  in progress in a higher Time Scale can require some particular procedures, 
  explained on page 59 of this chapter.
  Typical actions that player characters 
  perform during Adventure Time: 
  • explore a building or dungeon
  • set up an ambush
  • discuss a case in a court
  • run away from an enemy
  • search a room
  
  44
  ADVENTURING
  SKILL ROLL OR CONFLICT?
  Revolution D100 belongs to that category of role-playing games where 
  character skills are the most important factor in determining whether a scene 
  ends with success or failure for the heroes. However, in such skill-based one 
  single successful roll often fulfils only a part of the requirements for success, 
  and sometimes it is not clear how many more rolls you need to accomplish 
  the desired goal. The most common solution is that the Narrator arbitrarily 
  adjudicates how many and which rolls are required; but while some groups 
  are happy with Narrator “rulings” determining the actual meaning of a 
  successful roll, this is not true for everyone – and it is also a big burden for 
  the Narrator. Such potential problematic is not present in combat scenes, 
  where you always know when you have won: as soon as one side has run out 
  of Hit Points, you have a winner.
  In order to maintain consistency between violent and non-violent 
  encounters, we have introduced a mechanics called Conflicts which is similar 
  to the combat rules of most classic RPGs. Conflicts are meant to provide 
  interesting results for the non-violent part of your adventure. They help the 
  players have a say in the outcome of their roll, and the Narrator in fairly 
  adjudicating what happens in the game. The idea is that he or she should 
  avoid calling for rolls unless the situation deserves a full Conflict, but there 
  might be some exceptions.
  When the outcome of a player action is not immediately obvious:
  1. If only one of the possible outcomes is interesting, let it happen without 
  any rolls. Avoid forcing the players to roll for routine or uninteresting 
  tasks just to see if they fail so badly that something happens. If the 
  Narrator has “interesting complications” in mind that might happen, he 
  or she should make them the main part of the story and go to point 3 to 
  stage a conflict.
  2. If several outcomes are possible, but the difference does not have a 
  great impact on the adventure, and players are aware of the options, 
  the Narrator might call for one simple or opposed die roll to check if 
  the players manage to obtain their preferred result. Not succeeding 
  should cost the Players some in-game resources, at most, but it is 
  not a substantial defeat. Lasting consequences and events that have a 
  remarkable impact on the plot should be reserved to Conflicts.
  3. When complications are an interesting part of the adventure, you should 
  run a Conflict. If you wish to highlight an obstacle, an ability or an 
  equipment that does not deserve a Conflict based solely on it, remember 
  that you can run a larger conflict in which it still plays a role.
  To summarize, skip unnecessary rolls and replace them with a Narrator 
  decision or with a mild loss of resources whenever rolls would not provide 
  fun. When you really have to roll, always consider whether you should use 
  a Conflict and make it as epic as a combat, giving the player characters an 
  opportunity to shine.
  CONFLICTS
  An adventure can involve challenges that, while non-violent in nature, are 
  no less thrilling than combat. For instance, a party might be involved in a 
  debate in a court, or a character may break into a house, while guards are 
  on duty and suspect an intruder is around. You can sometimes handle these 
  situations with a simple or opposed roll.  However, playing them as extended 
  sequences may make your game more interesting, so we recommend you use 
  
  45
  REVOLUTION D100 CHAPTER 3
  the Conflict rules whenever the sequence you are running is significant for 
  the story you are playing, or whenever the players want to have a finer control 
  over the outcome.
  A Conflict usually constitutes the entirety of an action scene or sequence. 
  Conflicts are run in rounds. According to the kind of sequence you are 
  playing, you can alter the actual length of a round to fit the actual duration of 
  the actions involved. The complexity of Conflicts grows as you add more and 
  more participants. However, the basic flow of action described in the Conflict 
  Sequence table at the start of the chapter remains the same in all cases.
  In this section, we will first explain how to calculate Resolution Points for all 
  kinds of Conflicts. Then we will examine how to run the various rounds of 
  the Conflict and to determine its outcome, starting with the simplest kind of 
  Conflict and proceeding in increasing order of complexity. With advanced 
  rules we will also introduce a more detailed Conflict flow chart to illustrate 
  the process. You can stop at the level of complexity you prefer and avoid 
  introducing the next layer of rules, if it makes you more comfortable, or 
  introduce rules gradually as your players gain confidence.
  GOAL OF A CONFLICT
  The first characteristic of a Conflict is that at least one of the parties 
  involved in it has a goal to achieve, and the other party is opposing it. If 
  the heroes want to reach a destination, then the wilderness on their path is 
  treated as an opposing force. Or perhaps a merchant is trying to extort an 
  outrageous price for an item of merchandise, and the player characters want 
  a discount.
  Revolution D100 stresses the unpredictability of in-play outcomes, so the 
  outcome of a conflict should not be pre-determined. Once the dice start 
  rolling, anything may happen. Thus, we do not recommend that the Narrator 
  and the players negotiate the purpose of a Conflict beforehand, as this would 
  imply that the intended goal is the automatic outcome if the players win. The 
  only condition that must always be met before a Conflict starts is that a goal 
  exists and that at least the Narrator be aware of its real nature and scope. This 
  principle has two important consequences in play.
  The fact that a goal is present does not imply that the players are aware of 
  what it actually is. The Narrator can start a Conflict with “hidden” goals, or 
  add unintended goals to a Conflict the players asked to start. In fact, this is 
  a great way of introducing twists and surprises in the plot. If the Narrator 
  calls for a Conflict while traversing the jungle of Planet Yor, the players need 
  not be aware whether this is because their intent to reach the Lost Temple is 
  being opposed by a generic difficulty, or because the Felinid natives intend to 
  ambush them. The success or failure of the intermediate rolls will determine 
  whether the players understand what is actually going on while the Conflict is 
  still in progress or only when the first javelin strikes its unaware target.
  It is also perfectly acceptable that a Conflict starts when the players’ 
  intended goal is not achievable and they are not aware of this fact. The 
  Narrator need not tell the players in advance about any details they are 
  not supposed to know, even when he or she has already determined that 
  they cannot achieve their stated goal. He or she can delay any explanation 
  until the end of the Conflict, assuming the players win it. However, as we 
  will clarify in the next sections, the Narrator cannot initiate a Conflict 
  without being prepared to concede a significant alternate victory to replace 
  the intended goal if necessary. If the player characters, or the opposition, 
  cannot achieve anything useful from a Conflict, then the Narrator must not 
  initiate it and must go for a quick determination of the outcome instead.
  KEEP IT SIMPLE...  
  BUT NOT TOO SIMPLE.
  We 
  have 
  introduced 
  the 
  distinction between simple and 
  advanced Conﬂicts to enhance 
  clarity and to allow a gradual 
  learning of the rules. Simple 
  Conﬂicts are not intended as a 
  viable option for running the 
  full game. The playtest process 
  has shown that “just sticking to 
  the basics” often leads to a dry 
  sequence of rolls accompanied 
  by purely numeric resource 
  attrition, without any fun events 
  or interesting descriptions. This 
  can become boring very quickly, 
  so we recommend that you 
  gradually introduce at least the 
  ﬁrst layers of advanced rules 
  until you ﬁnd your group’s sweet 
  spot for complexity. You will 
  realize that this has happened 
  as soon as all players get in the 
  habit of adding a colourful and 
  fun description to each action 
  they perform in a Conﬂict.
  
  46
  ADVENTURING
  CONFLICT SETUP AND RESOLUTION POINTS
  At the start of each sequence, each participant determines what the character’s 
  Resolution Points for that Conflict will be. Resolution Points represent how far 
  your character is from being defeated. When the Resolution Points of one side 
  of the Conflict drop to zero or less, then that side has been defeated.
  The amount of Resolution Points that a character has at the start of a Conflict 
  is called his or her Resolution Point Pool. Resolution Points are a temporary 
  attribute re-calculated from scratch at the start of each new Conflict.
  Consult the Resolution Point Pool Table to determine on which 
  characteristic(s) your Resolution Point Pool is based for a specific Conflict. It is 
  the Narrator’s responsibility to determine how Resolution Points are calculated. 
  In special cases, the size of a Resolution Point Pool might be based on values 
  unrelated to any Characteristic. For instance, the Resolution Point Pool for 
  keeping a ship afloat during a storm is the ship captain’s Intelligence. However, 
  in a campaign heavily based on seafaring adventures, you might have a specific 
  Seaworthiness attribute for each ship, which is more appropriate for use as the 
  Resolution Point Pool.
  Once the initial Resolution Point Pool for a Conflict has been determined, 
  it cannot be changed until the Conflict ends. Even if a new character with a 
  different score in the relevant characteristic takes over the role of faction leader 
  or if the parties start using skills related to another characteristic, the Pool value 
  is not recalculated to reflect these variations.
  OPPOSITION
  The Narrator will also determine and record the starting Resolution Point Pool for 
  each significant NPC or impersonal opposing force that takes part in the scene. 
  The opposition might use a different characteristic or attribute than the player 
  characters to determine the Pool size. The Narrator may keep this information 
  secret at first, but some events explained in the following paragraphs will require 
  that he or she makes it public.
  Resolution Point Pools
  Type of Conflict
  Resolution Points based on
  Physical Conflict: overcoming material obstacles, 
  driving or piloting a one-man vehicle.
  Dexterity, or average of 
  Dexterity and Constitution if 
  Fatigue is an issue
  Physical Conflict: travelling, resisting adverse 
  environmental conditions.
  Constitution
  Exploration: ﬁnding the way in unknown, possibly 
  hostile territory.
  Intelligence, or average of 
  Intelligence and Constitution 
  if Fatigue is an issue
  Mental Conflict, like understanding a riddle, 
  ﬁnding clues, piloting a crewed vehicle or ﬁghting a 
  battle on a strategic level.
  Intelligence
  Interior Conflict, like resisting terror or 
  temptation. Using supernatural abilities.
  Will
  Social Conflict, such as trying to modify someone 
  else’s opinion.
  Charisma
  
  47
  REVOLUTION D100 CHAPTER 3
  If the party is trying to overcome an impersonal force that lies between them and 
  their goal (a storm, a sheer cliff, the hidden and locked doors in an ancient ruin, an 
  inhospitable desert), the Narrator must both determine the Resolution Point Pool and 
  assign it a percentile score that the players have to beat when rolling their characters’ 
  skills, which we will call the Challenge Rating. The Narrator can adjust these factors at 
  will, provided the scores remain plausible and consistent with the perceived difficulty 
  level of the challenge. The standard Resolution Point Pool size for an impersonal 
  opposing force is 10, and the section about Typical Challenges provides plenty of 
  examples for the most common situations. The Challenge Rating Table provides some 
  suggestions for the Challenge Rating of impersonal forces.
  When the setup of a Conflict is complete for both player characters and their 
  opposition, the flow of play goes on by Rounds.
  ONE-ON-ONE CONFLICTS
  In the simplest case of Conflict one player character challenges, or is challenged 
  by, a single opponent, or a group of opponents represented by a single 
  Resolution Point Pool (for instance the crew of an enemy ship).
  DECLARATION PHASE
  At the start of each Round, the Narrator briefly describes any new facts about the 
  environment that are immediately obvious to the player character. Then the player 
  declares what the character will do for the round. On the basis of this declaration, 
  the player and the Narrator determine whether the player’s character will Roll for 
  Effect on a given skill, or he or she will perform a Support Action for the round.
  ROLL FOR EFFECT
  A Roll for Effect is a percentile die roll under the Skill/Trait appropriate to the 
  description or to the Conflict. The skill or Trait used may vary from round to 
  round, according to the description the player provided.
  The Narrator defends against this roll with another roll made on an appropriate 
  Skill/Trait of the opposing character, or the Challenge Rating of an impersonal 
  force. Use the rules for opposed rolls (page 22) to determine the winner and 
  the degree of success, then apply 1d6 damage to the Resolution Points of the 
  loser (2d6 if the winner gets an Advantage). The results can be summarized 
  in the Roll for Effect Table on the next page, which is the equivalent of the 
  Opposed Roll Table you find in Chapter 2 on page 23.
  Challenge Rating
  Difficulty of the challenge
  Challenge Rating
  Easy (a slope, an adverse breeze, a trivial puzzle, 
  fixing an item)
  20%
  Normal (a mountainside, strong wind, a riddle, 
  crafting an item)
  50%
  Hard (a cliff, a storm, understanding a piece 
  of complex machinery, designing a new device)
  80%
  Very Hard (a smooth vertical wall, a hurricane, decrypting 
  an alien encoded message, discovering a new form 
  of power)
  110%
  MULTI-DIMENSIONAL 
  CHALLENGES. 
  The 
  Conﬂict 
  mechanics 
  in 
  Revolution D100 is inherently bi-
  dimensional, meaning that it uses 
  two diﬀerent and totally unrelated 
  factors to describe a challenge, not 
  just two aspects of the same factor. 
  An opposition might be very easy 
  to beat, and yet require a lot of rolls 
  to overcome it, or be really tough 
  but quite easy to knockout with a 
  single success, assuming you can 
  roll that success. Linking the two 
  factors and basing the Resolution 
  Point Pool on the Challenge 
  Rating prevents this diﬀerentiation 
  and makes all Conﬂicts mono-
  dimensional, 
  decreasing 
  the 
  detail level of the game. We 
  encourage the Narrator to think 
  bi-dimensionally and adjust the 
  two values, Challenge Rating and 
  Resolution Point Pool, so that they 
  reﬂect diﬀerent aspects of the 
  opposition.
  
  48
  ADVENTURING
  As soon as the Narrator loses Resolution Points, the size of the opposition 
  Resource Point Pool must be revealed to the player.
  The Narrator can Roll for Effect, too, although this is only mandatory when 
  the player performs a Support Action. He or she usually rolls after the player, 
  unless the opposition Resolution Points Pool is higher and has already been 
  revealed to the player, but for the sake of simplicity the Narrator may always 
  opt to roll second. The procedure for rolling and determining Resolution Point 
  losses is the same as the one used when the player Rolls for Effect, with the 
  roles inverted.
  In any case, the Narrator has complete control over the “background” of the 
  game world, so when Rolling for Effect he or she can always insert new events 
  in a Conflict to spice things up, and use them to force the player to defend 
  with unexpected skills. The only limitation for this option is that of being 
  coherent with the description provided at the start of the round. If it included 
  the information that a storm was coming, for instance, then the Narrator can 
  request that a player character handling a ship makes a roll to withstand the 
  fury of the elements; calling for a roll against the thread of sea monsters would 
  not be appropriate.
  Immediately after each roll, check whether the loser dropped to zero or less 
  Resolution Points. If so, the Conflict ends and its outcome is determined.
  SUPPORT ACTIONS
  A Support Action is something the character performs to generate a Bonus 
  for the player character. The Narrator is the final arbiter of the applicability of 
  a Support Action, but should always rule that a Support Action is appropriate 
  when it is clearly connected with a Trait or Motivation the character possesses. 
  On the other hand, when a Support Action is clearly connected to a Trait 
  that the character lacks, the Narrator should deny any Bonus. No skill roll 
  is required. Providing a good description and having the appropriate Trait 
  is enough. Only in the unlikely event that no Trait is applicable should the 
  Narrator make an arbitrary ruling.
  The same Support Action can be performed only once per Conflict. After the first 
  round in which it is employed, either it cannot be repeated or it becomes implicit 
  Roll for Effect
  Attacker
  Defender
  Failure
  Success
  Advantage
  Failure
  Higher roller inflicts 
  1d6 damage to the 
  other side.
  Attacker inflicts 
  1d6 damage to the 
  Defender (2d6 on a 
  higher roll).
  Attacker inflicts 
  2d6 damage to the 
  Defender.
  Success
  Defender inflicts 1d6 
  damage to the Attacker 
  (2d6 on a higher roll).
  Higher roller inflicts 
  1d6 damage to the 
  other side.
  Attacker inflicts 
  1d6 damage to the 
  Defender (2d6 on a 
  higher roll).
  Advantage
  Defender inflicts 
  2d6 damage to the 
  Attacker.
  Defender inflicts 1d6 
  damage to the Attacker 
  (2d6 on a higher roll).
  Higher roller 
  inflicts 1d6 damage 
  to the other side.
  Note: we described the outcome of the opposed roll as the high roller “inﬂicting damage” rather than 
  the low roller losing Resolution Points to highlight who is the winner of the exchange.
  INTERMEDIATE DESCRIPTIONS
  Unless the exchange terminates 
  the Conﬂict, the winning party 
  gets to describe what actually 
  happened to cause the change 
  in Resolution Points. However, 
  this description may not imply 
  achievement of the main goal 
  or termination of the Conﬂict. 
  If you are pursuing an enemy 
  across a hanging bridge over a 
  bottomless crevice, you must 
  bring him to zero or negative 
  Resolution to state that he has 
  fallen into the abyss.
  
  49
  REVOLUTION D100 CHAPTER 3
  in the Conflict, thus ceasing to have any mechanical effects on skill rolls. In the 
  same way, once a Trait has provided a bonus, it can no longer be used for the same 
  purpose, even by describing a different action. Furthermore, a character cannot use 
  the same Trait used to Roll for Effect in order to justify a Support Action.
  A power or an item, particularly when the item is a scientific gadget or a magic 
  item, can be used to provide a Bonus. If the item is one-use, it will be destroyed or 
  become uncharged after providing the Bonus. In any case, a single item can provide 
  a Bonus only once per Conflict, like a Trait. 
  A player who opts for a Support Action forfeits making a skill roll for that round, 
  in exchange for an improved roll next round. In this case, the Narrator must Roll 
  for Effect in that same round. The Narrator can choose to roll on a skill to which 
  the Bonus gained, if any, is not applicable, hoping to hit a weak spot and win the 
  Conflict before the player can use the Bonus on the following round. If the Narrator 
  chooses to roll on a skill related to the Bonus, the player can spend it immediately 
  instead of saving it for the next round.
  END OF ROUND
  If no Roll for Effect terminated the Conflict, the round ends after the last roll 
  and a new round begins with a new Statement of Intents phase.
  Example. After missing his parting shot with the bow, Robyn Hode jumps on 
  a stray horse , trying to catch up with the Sheriff of Nottingham who is riding 
  away on a narrow forest trail. It is a Conflict between Robyn’s DEX of 18 and 
  the Sheriff’s 14, but the Narrator decides that since Robyn wasted some time 
  shooting he loses 1d6 automatically from his DEX to simulate his opponent’s 
  advantage. It is not Robyn’s lucky day and a roll of 6 makes him start at a 
  disadvantage with 12 Resolution Points. 
  In the first round, Robyn misses his Ride Horse roll with a 94 out of 89, and the 
  Sheriff succeeds with an 18 out of 74, bringing his advantage to a 14:9. 
  In the second round, Robyn tries a Support Action and rides through the woods 
  to bypass a bend in the forest path. Since Robyn is a seasoned Forest man (he 
  has the Forest Trait), the Narrator accepts the action as appropriate and concede 
  the Bonus for his next roll. However, the Narrator must now roll for the Sheriff 
  and decides to change tactics. He rolls his Knowledge [Nottingham Area] to find 
  a creek running through the forest and make Robyn lose his trail. The Narrator 
  rolls 38 out of 60, and Robyn’s player responds with his Knowledge [Sherwood] 
  for a roll of 17 out of 59; the Sheriff scores again, making a quick detour that 
  takes him along the stream, and the situation becomes 14:5. 
  On round three Robyn is now ready for a spectacular hit. With the Bonus, his 
  total Ride score becomes 119, and he rolls a 65 versus the Sheriff’s 74; both rolls 
  are Advantages, and the Sheriff would normally win for rolling higher, but since 
  Robyn’s score was over 100 he has a +19 to his roll when comparing, so he is the 
  winner and brings the Sheriff down to 9:5. Robyn rides out of the woods just one 
  second before the Sheriff disappears along the creek.
  On round 4, both Robyn and the Sheriff launch their steeds in a mad run 
  through the water. Robyn rolls a 57 and the Sheriff a 43. The Advantage roll 
  trumps the simple success even if it is lower, and the Sheriff rolls a 5 on the d6 
  that brings Robyn to zero RP. Robyn’s mount gets a lame leg because of the creek’s 
  stony bottom and the chase ends with the Sheriff disappearing in the distance. 
  At this point, any solution other than the Sheriff riding away would sound 
  implausible to everyone at the table, so Robyn’s player agrees that this is how the 
  chase ends. Baffled, the Merrie Men demand at least a Consequence of “He ran 
  like a coward+” (see below) that the Narrator, having lost RP in the Conflict, is 
  obliged to concede.
  
  50
  ADVENTURING
  CONFLICT OUTCOME
  The winning side of a Conflict usually gets the result it was trying to obtain, but 
  this is not always the case, as things seldom go exactly as planned. We will call 
  the main outcome of a Conflict its Effect, and its secondary, optional outcomes 
  as Consequences.
  EFFECT OF A SIMPLE CONFLICT
  A Conflict must always have an Effect, be it the intended goal or not. An Effect 
  need not be something quantifiable in game terms, but it must coincide with 
  an in-game event or condition that is useful for the winner.
  Whenever there is not a general agreement on the precise Effect of a Conflict, 
  the losing party determines the exact meaning of defeat. However, this rule 
  cannot be used to negate the failure altogether. If you lost, then your opponent 
  has gained something useful (and probably detrimental to you), thus you must 
  grant a replacement advantage to the winning party that can be useful to them 
  in the same way that their intended goal would have been. In other words, the 
  Narrator cannot use this option to deprive a victorious character of his or her 
  victory, only to change its nature.
  As a rule of thumb, the Effect of a Conflict should also be such that the losing 
  party is unable to challenge the winning party again for a given amount of time, 
  usually at least until the Time Scale moves up by one or two levels. The winner, 
  on the other hand, has the option to press on and initiate another Conflict, 
  even on a different Time Scale. 
  For instance, in the Robyn Hode example from the earlier of this chapter, the 
  Sheriff has clearly lost a Conflict on the Combat Time Scale. Robyn wanted to 
  capture or kill the Sheriff, but the Narrator, as the loser of the Conflict, chooses to 
  downgrade the defeat to a dishonourable, cowardly escape, with Consequences 
  that the Merrie Men will be able to exploit later. This means that even if he 
  managed to avoid capture, the Sheriff cannot take immediate action against the 
  Merrie Men. He cannot use the transition to Adventure Time to call for backup 
  and counterattack. Robyn, on the other hand, can continue to harass the Sheriff 
  in Adventure Time and try to shoot or pursue him – which he immediately does!
  Note that when the winner decides to “press on” against the loser by initiating 
  a different type of Conflict like in the Robyn Hode example above, the 
  Consequences of the previous one (see below) may apply. In this case a “victory 
  at a price” in earlier Conflicts may impair a party’s ability to press on.
  CONSEQUENCES OF A SIMPLE CONFLICT
  A Consequence is a secondary outcome of a Conflict, usually expressed with 
  a short description of the outcome and one (or more) plus or minus sign(s). 
  Consequences are recorded on the participating players’ character sheets after 
  the Conflict, for use at a later time. Unlike Effects, which are always detrimental 
  for the loser and beneficial for the winner, both sides of the Conflict might suffer 
  from Consequences if they lost Resolution Points. Victory often comes at a price.
  Consequences that affect the opposition are marked with a plus sign, to signify 
  that they will be advantageous for the players (Positive Consequences), while 
  those that affect the adventurers are marked with a minus sign, as they will be 
  detrimental to them (Negative Consequences). A player may get one Negative 
  Consequence for losing a Conflict or for losing RP in a victorious Conflict. 
  He or she may get a Positive Consequence for winning a Conflict, or when 
  a victorious opposition lost RP in a Conflict the player lost. The losing side 
  chooses the description of all Consequences. A second Consequence analogue 
  to an existing one can be used to enhance the latter. Write an extra sign after 
  the first Consequence description instead of writing a new Consequence.
  SHOULD THE NARRATOR 
  DESCRIBE ALL THE OUTCOMES? 
  Some groups are used to the 
  Narrator describing every detail of 
  the results of actions. If you prefer 
  to leave this “narrative authority” to 
  the Narrator for the intermediate 
  results in a Conﬂict, proceed as 
  you have always done. This kind of 
  description is cosmetic rather than 
  substantial, so it should make no 
  diﬀerence. Having the Narrator 
  decide the Eﬀect of a Conﬂict the 
  players lost is a major change to 
  the rules, instead. Without the 
  mitigating eﬀect of letting the 
  players choose the actual meaning 
  of defeat, the Narrator has the 
  opportunity to pile Consequences 
  on players and to kill their 
  characters in case of a major defeat. 
  Nevertheless, playtest has shown 
  that having all narrative authority in 
  the Narrator’s hands does not break 
  the game, if your group is more 
  comfortable with this playstyle and 
  trusts that the Narrator will not 
  abuse this power.
  
  51
  REVOLUTION D100 CHAPTER 3
  Consequences are not mandatory for each Conflict, and should be assigned 
  only if the opposing side requires it. Customarily, if the winner got the 
  desired result from the Conflict, he or she should abstain from asking for 
  Consequences. On the other hand, if the loser conceded a different Effect 
  than expected, it is clear that the winner deserves at least that the replacement 
  victory be actively exploitable as a Consequence.
  CONSEQUENCE USE AND DURATION
  During a Conflict a player can use a Positive Consequence as if it was a Support 
  Bonus to bestow a Bonus to his or her roll, provided that he or she can describe 
  a way in which the Consequence is relevant for the roll. Similarly, the Narrator 
  can use any Negative Consequences present on a player’s Character Sheet as a 
  Support Bonus to opposition rolls whenever the Consequence is appropriate 
  to the situation. In case of multiple signs, the Support Bonus can be applied 
  multiple times on different rolls, as an exception to the rule that Support 
  Bonuses must vary in their nature from roll to roll.
  For instance, let us say that General Artaxerxes, a player character, has won a 
  battle against a Philistine army. The player suffered a 3-point loss from his own 
  RP pool, and inflicted 9 points of RP damage to the enemy army. The Narrator, as 
  the losing party, determines the nature of the Consequences and decides that the 
  general could route the enemy but not destroy it, while his forces were left battle 
  weary. The two Consequences “Troops Weary -” and “Philistines Routed +” are 
  thus in effect. If the adventurers decide to pursue the enemy, both Consequences 
  might apply immediately to the pursuit, which is a physical challenge, yielding 
  a Bonus for the routing army and one for the pursuers. On the other hand, if 
  the players move to the nearby city of Nineveh and decide to negotiate with its 
  king Holophernes, the news of their military prowess might make the sovereign 
  inclined to accept any request from the victorious party. This is represented with 
  a Bonus in the social Conflict with Holophernes. 
  Consequences from a Conflict remain in effect until they are used in a new 
  Conflict. If a multiple-sign Consequence was used partially, only the number of 
  pluses or minuses used is erased. Whenever an unused Consequence no longer 
  makes sense for narrative reasons, the Narrator can command its expiration. 
  All normal Consequences expire, in any case, when the Time Scale moves 
  upwards to Downtime.
  WITHDRAWING FROM A CONFLICT
  A player can choose to withdraw from a Conflict at any time by simply 
  conceding defeat. In this case the Narrator determines the Effect of the Conflict 
  and the loser cannot assign Consequences to the winner. A withdrawal is 
  always a dangerous choice, particularly when the players are not completely 
  sure of what the Narrator’s intended goal for the Conflict was.
  RECORDING CONSEQUENCES.
  Having the sign identify which 
  Consequence applies to whom 
  allows the players to record all 
  relevant Consequences on their 
  character sheets or on post-it 
  stickers. The Narrator need not 
  record Positive Consequences on 
  behalf of non-player characters. 
  The players will record them and 
  use them when engaged in a new 
  Conﬂict where the Consequence 
  may be relevant.
  QUICK WITHDRAWAL. 
  A player or the Narrator can oﬀer a 
  Quick Exit to the opposition even 
  when the standard conditions are 
  not met. If the opposition agrees, 
  the withdrawing party gets to 
  decide the Eﬀect of enemy victory, 
  unlike the case of a full withdrawal. 
  The opposition may ask the 
  withdrawing party to explain 
  what the reduced eﬀects of 
  victory would be before 
  agreeing.
  
  52
  ADVENTURING
  ADVANCED CONFLICT RULES
  Once you have become accustomed to running Conflicts with the simple 
  procedure, you can add new rules from this section until you reach the level of 
  complexity you are comfortable with. 
  CONFLICT SEQUENCE 
  The Advanced Conflict Sequence summarizes the advanced aspects of Conflicts 
  that we will introduce in the following sections.
  Advanced Conflict Sequence
  Setup
  Determine the size of the current Resolution Point pool for each participant, 
  and the Challenge Rating for impersonal forces.
  Conflict Rounds
  Repeat the following steps for each round:
  Statement 
  of Intents
  Players choose one of the following options, in decreasing Resolution 
  order:
  Support Action
  The player describes an action, which 
  provides a Bonus to a skill roll. 
  The presence or absence of a related 
  Trait on the character sheet helps 
  to determine whether the action is 
  appropriate.
  Roll for Effect
  One or more players declare they 
  will roll. In most cases, only one 
  player can roll. 
  Actual rolls are delayed till 
  Execution Phase.
  Roll for 
  Effect
  Players who declared to Roll for Effect make an opposed skill roll on an 
  appropriate Skill/Trait. 
  The Narrator may make another roll opposed to a player Skill/Trait, or 
  more than one roll if there are multiple opponents.
  Rolls may benefit from Bonuses if any Players have accrued them via 
  Support Actions. 
  Players and Narrator may also use Consequences to assign Bonuses and 
  Penalties to appropriate rolls. 
  All rolls are made in decreasing Resolution order, and results are applied 
  immediately to Resolution Points.
  After each roll, check if one of these conditions apply:
  One party brought the other to zero 
  Resolution Points:
  Complete victory. 
  The objective, or an equivalent major 
  advantage, is achieved
  One party brought the other to 
  half its Resolution Points:
  Quick Exit (optional rule). 
  A lesser but useful result is 
  achieved.
  Outcome 
  Determination
  If one of the conditions above is met, the Conflict ends at once. 
  If neither party achieved a victory after all rolls are over, another round 
  begins with a new Declaration Phase.
  
  53
  REVOLUTION D100 CHAPTER 3
  MANY-TO-ONE CONFLICTS
  The most common case you will encounter in active play is that of the entire 
  party facing a challenge, with one character acting as the lead and the others 
  providing support to him or her. The party challenges, or is challenged by, a 
  single opponent, or a group of opponents represented by a single Resolution 
  Point Pool.
  The following rules describe the aspects that are peculiar to Many-to-one 
  Conflicts. Any rules presented in the simple Conflict rules and not explicitly 
  overridden remain in effect.
  RESOLUTION POINT POOLS
  At the start of the Conflict, the player characters select a leader for the Conflict. 
  If the Resolution Point Pool size for the player characters depends on a 
  Characteristic or Attribute score, it will be based on that character’s score in the 
  Characteristic or Attribute. However, this pool is considered a collective pool, 
  which absorbs the “losses” whenever any player character loses a Roll for Effect. 
  In the same way, whenever the Narrator decides to have the opposition actively 
  Roll for Effect, any losses are normally absorbed by the collective pool. As for 
  simple Conflicts, a change of leader or a change in the skills used to Roll for Effect 
  has no influence whatsoever on the Resolution Point Pool. Once its initial value 
  has been determined, it remains fixed for the duration of the Conflict.
  DECLARATION PHASE
  At the start of each Round, the Narrator briefly describes any new fact 
  about the environment that is immediately obvious to everyone. Then each 
  participating player declares the option chosen (Roll for Effect or Support) in 
  descending current Resolution Point order. Support determination is carried 
  out immediately, whereas Rolls for Effect are delayed till the Execution Phase.
  ROLLING FOR EFFECT
  The standard situation in multi-player Conflict is that only a single character Roll 
  for Effect in a given round. Imagine your group asking for audience at the King’s 
  court and then instead of selecting one leader who speaks for the party everyone 
  attempts to talk to the King within the first five minutes of the interview. In the 
  same way, only one artisan at a time can work on a finely crafted weapon, or on 
  the creation of an enchanted item.
  Once a player has declared a Roll for Effect, the other players can no longer 
  choose this option. This implies that the order of declaration becomes important 
  when the players are not in full agreement on who will roll for that round. The 
  Narrator usually does not declare intentions.
  If the Narrator chooses to roll actively during one specific round, the opposition 
  may either attack the party as a whole or issue a direct challenge to one character 
  in particular, if this is appropriate to the situation in progress. Note that there are 
  several situations, beyond verbal debates, where this is appropriate: a tracking 
  pursuer may challenge the lowest Survival [Environment] skill in the party 
  with his Perception [Tracking] skill, meaning just that if he finds tracks, they 
  have been left because that character in particular is not able to cover his or 
  her footprints. A guard’s Perception roll may very well be directed at the worst 
  sneaker, as the one who will most likely produce an involuntary noise. 
  If the opposition challenges the whole party, the appointed Conflict leader will 
  make the defensive roll, unless the party decides to let another player with a higher 
  Skill do the job. If the roll is directed against a particular character, it is the latter who 
  must oppose the roll, no matter his or her prowess with the required Skill and Trait. 
  OUT OF SEQUENCE 
  DECLARATIONS
  Many groups will ﬁnd it easier to 
  declare intentions in the order 
  they are sitting at the table, or 
  in no particular order. This is 
  perfectly acceptable. In fact, the 
  rule about the order of declaration 
  is provided mainly for those cases 
  in which a player with a higher RP 
  score wishes to take the initiative 
  from another player, and the latter 
  is not willing (see “Initiative switch” 
  below). We do not expect that you 
  use it when there is no controversy 
  about who will Roll for Eﬀect. 
  However, skipping the Declaration 
  Phase altogether is not an option. 
  The peculiar structure of the 
  Conﬂict Round in Revolution 
  D100 demands that all support 
  actions be declared before the 
  Execution Phase. Who is going to 
  attempt a skill roll and what are the 
  available bonuses must be clear 
  before any rolling takes place.
  INITIATIVE SWITCH.
  If it is necessary to jump through 
  a ring of ﬁre to save the Princess, 
  the 
  quickest 
  character 
  can 
  always prevent the others from 
  jeopardizing their lives by doing 
  the feat beforehand. Similarly, 
  the most charismatic character 
  can always attract the attention 
  of listeners on him- or herself 
  and steal the spotlight in a social 
  Conﬂict before a more skilled but 
  less charismatic orator has had the 
  chance to speak, at least until the 
  ﬁrst orator loses Resolution.
  If the character with the highest 
  initial Resolution fails a roll 
  and loses Resolution, on the 
  subsequent round(s) a character 
  with fewer starting Resolution 
  Points can intervene and take 
  the option of rolling for eﬀect for 
  him- or herself, provided he or she 
  now has the highest Resolution – 
  or the other character forfeits the 
  option of rolling for eﬀect. The 
  in-game reason why this happens 
  will probably come out as a natural 
  consequence of the description of 
  the failure.
  
  54
  ADVENTURING
  SUPPORT ACTIONS
  This option is activated by stating that your character is performing one action 
  intended to support the achievement of the collective goal, or provide relief 
  from interferences. As for basic Conflicts, this generates a Bonus that the 
  character can then allocate to a related Skill roll. The difference, in this case, is 
  that the player can apply a bonus to another player’s roll, making it easier to use 
  the Bonus in the same Round. Support Actions are thus much more frequent in 
  multi-player Conflicts than they are in single-player Conflicts. 
  All limitations to Support Actions described for one-on-one Conflicts are still 
  in effect, that is:
  • The description of the action must be relevant for the Conflict;
  • The action must be appropriate to the character. The presence of a related Trait 
  on the character sheet is not mandatory, but it is the best way to prove that an 
  action is appropriate;
  • A specific item of equipment is a good justification for a Support Action, too;
  • The same action, Trait or item cannot be used more than once per Conflict;
  • The Trait used to Roll for Effect cannot be used to justify a Bonus.
  Example: Vorgin the nomad and his allies are sneaking up to an enemy encampment 
  in the Martian night. The Conflict starts with the nomad’s INT of 12 versus a generic 
  opposition of 10. His Stealth skill is very high and supported by all the necessary 
  Traits, but the nomad cannot provide any Bonuses in a round in which he is Rolling 
  for Effect. His companions cannot use their Sneak or Hide Traits to support him, 
  as they are the same traits he is using in his infiltration attempt, and they lack the 
  Desert environmental trait. His companion Fuyoba, though, has the Camouflage 
  trait and describes how he covers the party in dry branches and leaves to make them 
  less noticeable. This provides a Bonus that boosts Vorgin’s chance well beyond 100%. 
  Vorgin’s player rolls 67 out of 72 for Sneak, which is enough to beat the guards’ 23 out 
  of 50 for Perception; a roll of 3 brings the situation to a 12:7 for the heroes.
  Fuyoba cannot use Camouflage a second time, and now Vorgin’s companions 
  lack any Traits that could support him. However, Professor Rathas provides 
  Vorgin with a set of Night Vision Goggles in order to give him an advantage over 
  enemy patrols under the cover of night, and this is enough for another Bonus to 
  Stealth. A new successful exchange brings the situation to 12:5.
  At this point, the Narrator decides to accelerate the pace of the scene and starts 
  Rolling for Effect. Suddenly, a desert owl flies in the night. The Narrator rolls a 27 out 
  of the generic Challenge Rating of 50 he is using to Roll for Effect (he has introduced 
  an “impersonal force” that represents the desert so he must give it a rating on the fly) 
  and the flutter attracts the guards’ attention in the wrong direction. Frantically, the 
  players search for an appropriate tactic to counter the Narrator’s lucky shot. Vorgin’s 
  player is the default choice for rolling as he is the one most comfortable in the wilds, 
  and states that his character will try to fake a Martian owl’s call to convince the 
  guards that it was just a bird. The character lacks an Animal Trait, but since he has 
  the all-useful Desert Trait and he has not used it as Support, the Narrator accepts a 
  Survival Desert roll as appropriate to make the call. Vorgin’s player rolls a 54 out of 
  his Survival rating of 68, and scores an Advantage over the Narrator’s simple success. 
  The roll is 6, enough to end the Conflict, and the heroes sneak into the enemy camp 
  while the guards turn their backs to them grumbling “Just a damn bird…”
  If the Narrator has any Bonus to use in a round, instead, he or she need not 
  provide any justification about the Bonus (although it is more fun to do so), 
  and thus can use it on any roll. Using Consequences always require that you 
  check whether the Consequence is appropriate to the action at hand.
  MULTIPLE POOLS. 
  During a multi-player Conﬂict 
  the Narrator decides to target a 
  speciﬁc player character with a roll, 
  the situation may require that the 
  losses be inﬂicted on a personal 
  pool related to that character only. 
  In this case, each character who 
  loses Points will start a Resolution 
  Point Pool of his or her own, to 
  check for potential defeats. New 
  pools can be started midway in the 
  Conﬂict upon Narrator request, 
  it is not necessary to create all 
  potential pools during Setup.
  THE IMPORTANCE OF 
  TEAMWORK
  It usually takes one or two sessions 
  to learn the right approach, but 
  in the end you will discover that 
  multi-player 
  conﬂicts 
  greatly 
  encourages teamwork. The players 
  tend to win most of the Conﬂicts, 
  but in order to succeed, they need 
  to be careful when allocating 
  Bonuses, and ﬂexible when it 
  comes to changing Leader in the 
  middle of a scene. As the players 
  will naturally tend to delegate the 
  character with the highest relevant 
  Skill when they get to choose who 
  rolls, the best way the Narrator 
  has to win a Conﬂict is to roll 
  actively, targeting a character with 
  a low Skill (or suﬀering from a 
  Consequence) in an explicit way. 
  The Conﬂict rules highlight the 
  concept that the total strength of a 
  chain is equal to that of its weakest 
  link, so a victorious team is one 
  that focuses on improving the 
  lowest chance of success, not just 
  the highest. Once they understand 
  that a very skilled Leader is not 
  enough to guarantee success, 
  the players will soon learn the 
  importance of leaving a Support 
  Bonus in reserve to neutralize 
  the Narrator’s attempts at 
  exploiting vulnerabilities.
  MULTIPLE ROLLS.
  In some situations, it may be 
  acceptable to let more than one 
  single character Roll for Eﬀect. 
  For instance, when the characters 
  are not being interviewed by the 
  King but they are just attending a 
  Royal Ball, they are supposed to be 
  using their Communication skills 
  on other guests all at the same 
  time. However, even in a situation 
  in which it is plausible to make 
  multiple rolls, doing so is not 
  necessarily without drawbacks. If 
  the Narrator accepts multiple Rolls 
  for Eﬀect declarations in a Round 
  beyond the ﬁrst, he or she gains 
  one Bonus for use in that round.
  
  55
  REVOLUTION D100 CHAPTER 3
  EXECUTION PHASE
  At the end of the round, each participant who declared to Roll for Effect 
  can do so, in descending current Resolution Point order. This includes the 
  opposition if the Narrator wishes, without the requirement of having declared 
  the roll beforehand. The Narrator can always decide that the Opposition 
  rolls last, particularly when the size of the Resolution Pool has not yet been 
  revealed.
  If a participant loses Resolution Points before his or her turn has come, then 
  the roll must be delayed accordingly, possibly allowing other participants to 
  go first. If a roll terminates the Conflict (see below), all subsequent rolls are 
  cancelled.
  END OF CONFLICT
  Each time a Roll for Effect causes a RP loss, the Narrator checks whether one of 
  the below conditions apply:
  • one side is at 0 or less Resolution Points;
  • the winner of the last roll has the opportunity for a Quick Exit and uses it (see 
  below).
  If one of the conditions above is met, then the Conflict ends without any 
  further action. Otherwise the rolls go on, and a new Round starts when all 
  planned rolls are over.
  CONSEQUENCES FOR MULTIPLE PARTICIPANTS
  Positive Consequences related to Resolution Points lost by the opposition, 
  as well as Negative Consequences derived from losses from the collective 
  Resolution Point Pool, apply to all player characters who took part in the 
  Conflict (and in some cases even those who did not, as the players who 
  participated might opt to spend their Bonuses on their behalf in subsequent 
  Conflicts). Regardless to the participant(s) to which they apply, all 
  Consequences follow the rules for duration, etc. provided in the other sections 
  about Consequences.
  QUICK EXIT (PARTIAL VICTORY)
  In many cases, it is not necessary to bring a Conflict to its extreme 
  consequences. If you are interrogating a bartender to learn whether anyone has 
  seen Agathon the Black around town, you can probably have him tell you the 
  name of the place where he is hiding by bringing him to 0 Resolution points. 
  However, this could be just a waste of time if it is only important to know 
  whether he has seen him or not. Besides, if you lose Resolution while bringing 
  the Conflict to a complete victory, you might suffer Negative Consequences. 
  In the above example, Agathon the Black might become aware that someone 
  is asking insistently about him. Again, this might make it more convenient to 
  settle for a minor result in order to avoid possible side effects.
  During a Conflict, one of the contestants can achieve a Quick Exit if both the 
  following conditions apply:
  a) the contestant has just forced his or her opponent to lose Resolution Points
  b) the contestant’s total Resolution score is equal to at least twice the opposition’s 
  total Resolution Point after the loss
  A player who achieves a partial victory may decide to end the Conflict. He or 
  she explains why and how the character exits the Conflict. In some cases, the 
  Narrator may rule that the character cannot escape the Conflict with a Quick Exit. 
  NARRATOR DECLARATIONS. 
  If the Narrator makes extensive 
  use of the active rolling option, 
  the players will often face the 
  hard decision whether to allocate 
  Bonuses to their rolls or whether 
  to keep them in reserve for 
  defensive use. In general, the 
  brief description of the situation 
  that the Narrator makes during 
  Statement of Intents should be 
  enough to let them guess what 
  to expect. However, if the players 
  have trouble interpreting the 
  Narrator’s hints, then the latter 
  should take the habit of declaring 
  explicitly his or her intention to 
  Roll for Eﬀect for that round.
  SINGLE DEFEATS. 
  Attacking a single opponent and 
  “damaging” a personal RP pool 
  as suggested in the Multiple Pool 
  optional rule is useful in those 
  situations where only one of the 
  party members need be defeated 
  in order for the Conﬂict to end. 
  For example, in a pursuit, if one of 
  the escaping characters is reached 
  (his or her personal pool drops 
  to zero or less Resolution Points) 
  the pursuit ends, unless the 
  other characters wish to leave the 
  unlucky one behind. In this case, 
  a Conﬂict may be terminated by 
  a personal RP Pool dropping to 
  zero (or half the opposition RPs 
  for a Quick Exit), too.
  RECORDING COLLECTIVE 
  CONSEQUENCES. 
  Record collective Consequences 
  on the Conﬂict leader’s character 
  sheet, 
  underlining 
  them 
  to 
  remark that they apply to the 
  whole group. In the special 
  case of losses inﬂicted to a 
  personal Resolution Point Pool, 
  Consequences from RP lost from 
  this kind of pool apply only to the 
  player character who owned the 
  pool, and you should record them 
  on his or her character sheet only.
  
  56
  ADVENTURING
  The character can decide, of course, to continue the Conflict until the opposition 
  reaches zero Resolution Points, hoping to gain a more significant result. However, it 
  is perfectly legal for the Narrator to decide that no further advantage can be gained 
  through the extension of the Conflict.
  A Quick Exit is still a victory, but it will somehow be a “flawed” success: not 
  everything went as desired. The Narrator can also interpret the outcome of a 
  Quick Exit as “interesting complications materializing”, but these complications 
  cannot be such as to deny the victory.
  For example, Moll Flanders the thief is picking a pocket in the street and, having 
  reduced the victim’s INT points to half of her DEX points, opts for a quick exit, 
  with his purse. The Narrator rules that the rushed termination of the job means 
  that the victim turns back and realizes he has been robbed, calling the guards. 
  However, this cannot turn into an arrest or a scene in which the guards pursue 
  Moll. The thief will in any case make it away with the coins, and being discovered 
  will represent no more than a nuisance as she is unable to go pickpocketing in 
  the same district until its denizens have forgotten her face.
  If a Conflict ends with a Quick Exit, the losing side will suffer no 
  Consequences. The winner can still be subject to Consequences if he or she 
  lost RP.
  The Narrator can use Quick Exit from a Conflict, too, under the same 
  provisions the players use. 
  ADVANCED CONSEQUENCE RULES
  In the basic Conflict rules, we have introduced Consequences as the results 
  of losing a Conflict or winning it at a cost. As you introduce new examples of 
  Conflicts in your games, here are some extra rules that may become handy.
  IMPROVED EFFECT OF CONSEQUENCES. 
  Sometimes a support Bonus gets “wasted” on a roll that did not need it, or the 
  roll was so bad that the Bonus could not turn it into a success. A Consequence 
  is harder to obtain than a Support Bonus, though, so your players might feel 
  cheated when a hard won victory resolves into an irrelevant one-time bonus 
  that does not change the outcome of anything. If this is the case, you may apply 
  one or both of the following advantages to Bonuses for Consequences:
  • Transform a Consequence used as a Bonus to one’s roll into a Penalty for the 
  other side.
  • Allow usage of a Consequence as a Bonus or Penalty after the dice are rolled.
  Example: A few days after the Sheriff’s escape, Robyn Hode is trying to 
  enter Nottingham in disguise. The Narrator requires a Conflict to avoid the 
  surveillance of the city militia. Unfortunately, the first roll of the guards’ 
  Vision is a 50 out of 50 versus Robyn’s Disguise roll of 15 out of 60. This is an 
  Advantage for the guards, potentially very costly for Robyn. Suddenly Robyn’s 
  player remarks: “Hey, shouldn’t these guards be rather low on morale after 
  their boss’ ludicrous performance last week? I have a ‘He ran like a coward+’ 
  marked here on my sheet, doesn’t it count?” The Narrator concedes that the 
  guards might be particularly sloppy and undisciplined as their commander 
  has just made a fool of himself, and Robyn retroactively bestows a Penalty to 
  their Perception roll, turning the Advantage into a failure. Robyn has been 
  appropriately rewarded for his bravery (and the Sheriff for his cowardice), so 
  the Consequence is erased from the character sheet.
  
  57
  REVOLUTION D100 CHAPTER 3
  RECURRING AND PERMANENT CONSEQUENCES. 
  Sometimes it makes sense that one specific Consequence remains in effect 
  for more than one occasion. A Consequence that comes from the loss of 11 
  Resolution Points or more is a Recurring Consequence. Circle the sign or enclose 
  it in brackets to indicate the lasting nature of the Consequence. Each time a 
  player is eligible to add a new sign to an existing Consequence, the player or 
  the Narrator, in case of a Positive and a Negative Consequence, respectively, 
  may exchange the two signs for a Recurring Consequence instead. A Recurring 
  Consequence does not lose a sign after each use and may be used once per 
  Conflict until it expires for narrative reasons or the arrival of Downtime.
  Permanent Consequences are the result of Conflicts taking place in Downtime 
  (usually enchantments or item manufacture) and so cannot expire because the 
  Time Scale goes “up” since it was already at its top when the Consequence was 
  introduced. Permanent Consequences are automatically also Recurrent, and 
  often have other limitations to their applicability, such as “once per session” or 
  “when the character has item X in his or her possession”. They can only expire 
  for narrative reasons, and we recommend that the Narrator waits for a significant 
  event, possibly a Conflict, to let them expire. In some cases, there will be very 
  specific circumstances that need to happen before a Permanent Consequence can 
  expire, such as the loss or destruction of the item to which it is bound.
  The Consequence Table summarizes the duration of Consequences.
  ALTERNATE USE OF CONSEQUENCES
  Sometimes, it may be more appropriate to attribute alternate significances to 
  a Consequence. Here are some suggestions that the Narrator may propose, or 
  allow on player request.
  • If a basic Positive Consequence is still unused when Downtime comes, 
  rather than letting it expire a player could ask to exchange it for an additional 
  Improvement Point in an appropriate skill or Trait. It is also interesting to 
  note that the presence of a socially relevant, unspent Positive Consequence of 
  sufficiently broad scope may constitute a justification for the acquisition of a 
  higher Status Trait.
  • The acquisition of a Positive Consequence can be exchanged with the 
  elimination of a non-Permanent Negative Consequence of the same level 
  of applicability, if the two can plausibly negate each other. A Negative 
  Consequence is always a good justification for the acquisition of a new 
  Motivation. Although this will not make it expire, starting a Motivation 
  connected to a Negative Consequence does not require any die roll.
  Consequence Summary
  Marked as
  Expires
  Consequence
  Sign: + or -
  When used, when the narrative 
  negates it, or when Downtime arrives
  Recurring 
  Consequence
  Sign in brackets: (+) 
  or (-)
  When the narrative negates it or 
  when Downtime arrives
  Permanent 
  Consequence
  Recorded 
  on 
  a 
  different box on 
  the character sheet
  When the narrative negates it, 
  preferably by means of a Conflict or 
  other major event.
  RECURRING PENALTIES. 
  Do not be afraid of imposing 
  too many penalties because of 
  Recurring Consequences. Playtest 
  has shown that the players tend 
  to win the majority of Conﬂicts. 
  If accumulated Consequences 
  put an end to a streak of three 
  or four victorious Conﬂicts by 
  allowing the Narrator a Quick 
  Exit that does no permanent 
  damage to the player characters, 
  the game cannot but beneﬁt from 
  this turn of events. Even heroes 
  are supposed to lose a challenge, 
  once in a while.
  
  58
  ADVENTURING
  INTENTIONAL ELIMINATION OF CONSEQUENCES
  In the rules about Consequence negation after subsequent Conflicts, we have 
  assumed that the replacement or elimination of Consequences comes naturally 
  as they are used up or no longer make sense for narrative reasons. As players 
  might want to get rid of dangerous Consequences before pivotal parts of the 
  adventure, this will not always be the case. Players can thus initiate a Conflict, 
  in the same Time Scale in which the undesired Consequence was gained or 
  the immediately higher one, with the sole goal of getting rid of the latter. This 
  can take place only if the Narrator deems that such an attempt is plausible. The 
  standard Resolution Point Pool to beat is 10 points per minus sign to eliminate, 
  15 points in case of a Recurring or Permanent Consequence. The players need 
  not confront all minuses in a Consequence and only try to get rid of one, but 
  they cannot confront the minuses one at a time. Once a Conflict has been 
  staged against the Consequence, no more attempts are allowed. A Quick Exit by 
  the players will not eliminate any Consequence, while the Narrator may use a 
  Quick Exit to frustrate the players’ attempt.
  According to standard Conflict rules, the Narrator might decide to assign a 
  different value to the opposition RP Pool. Some specific actions may have a 
  standard suggested value for the opposition, explained in the Typical Challenges 
  section of this chapter or specific sub-systems presented in other chapters. For 
  instance, eliminating a Consequence related to an item of equipment is clearly a 
  Maintenance Conflict, detailed in the Science section of Chapter 6.
  MANY-TO-MANY CONFLICTS
  Conflicts between multiple characters and multiple oppositions, each with a 
  separate Resolution Point Pool, are a rare occurrence. Yet groups which have 
  become comfortable with the basic rules may wish to resolve some major 
  confrontations as a “free for all”, big Conflict. This section contains some advice 
  about how to run such big events.
  For any detail not provided here, just consult the section about many-to-one 
  Conflicts and apply the same principles presented there for player characters to 
  the opposition.
  RESOLUTION POINT POOLS
  Multiple oppositions are more common when the opposition is represented 
  by individuals or groups, and not an impersonal force, but there might be 
  situations in which even an impersonal challenge is better represented by 
  separate RP Pools.
  It is also possible to have two kinds of impersonal pools in the same Conflict: 
  a general pool related to the main goal; and several ones that represent each 
  character’s personal risk of being taken out of the Conflict by the elements, the 
  environment, etc. This typically happens when the heroes must face a physical 
  challenge while also struggling to locate something or find their way in hostile 
  territory. If the Conflict has a leader, he might have to split his or her efforts 
  between the general pool and the personal one.
  ROLLING FOR EFFECT AND PROVIDING SUPPORT
  In Many-to-Many Conflicts, there is no limit to the number of contestants who 
  can Roll for Effect on either side. Each character and each Narrator RP Pool can 
  Roll for Effect. The decision whether to roll or to provide a Support Bonus must 
  be based on tactical reasoning. However, in this particular case the Narrator 
  can use Support Bonuses like players. For each RP Pool for which he or she 
  could roll but decides not to, the Narrator receives a Bonus.
  CONSEQUENCE SWAP. 
  A Conﬂict staged to get rid of 
  Consequences 
  might 
  produce 
  other Consequences if the players 
  lose RPs. However, unless the 
  Narrator is particularly vicious, the 
  nature of the new Consequences 
  will not be the same as the old one. 
  For instance, in a Healing Conﬂict 
  (see page 75), any healer would 
  happily exchange a “Major head 
  wound -“  Consequence with a 
  “Medical supplies depleted -“ one.
  BONUS BEADS. 
  A Bonus accrued can also be 
  represented with a bead placed 
  near the miniature representing 
  the character, if you are using 
  props, or in front of the character 
  sheet. This may become useful 
  when a side has Bonuses and 
  Penalties from Consequences, 
  allowing 
  for 
  a 
  considerable 
  number of available options. 
  You may use diﬀerently coloured 
  beads 
  to 
  represent 
  Support 
  Bonuses and Consequences.
  
  59
  REVOLUTION D100 CHAPTER 3
  When a character has neutralised his or her personal opposition, he or she 
  can still provide a Support Bonus to less fortunate comrades. If a general 
  opposition exists, a character who has defeated his or her own opposition can 
  provide relief by Rolling for Effect against the generic pool, giving the leader an 
  opportunity to focus on his or her own personal opposition.
  CHANGING A SIMPLE ROLL INTO A CONFLICT
  The procedure explained on page 44 recommends using straight or 
  opposed skill rolls only when the outcome is not vital to the player characters’ 
  mission, and the result of a failure is a minor inconvenience, or the necessity 
  to choose an option that was not the players’ first choice. For instance, a 
  simple roll on a Status/Wealth Trait may be appropriate to check whether 
  the player characters can buy a train ticket, but only when the alternative of 
  walking or riding to destination is inconvenient but acceptable.
  However, the Narrator may sometimes misjudge the importance that the 
  players attribute to a trivial goal. In this case, the Narrator calls for a simple 
  roll, possibly opposed, but after rolling a failure the acting player announces 
  that he or she is not satisfied with a simple “you failed” as the result, and that 
  the player character will try to reiterate the attempt. It is clear that the player 
  was invested enough in the result to require a Conflict, but the Narrator did 
  not understand it at first sight.
  In this case, the recommended solution is to turn the failed roll into the 
  first roll of a Conflict. The player is raising the stakes by entering a Conflict 
  while knowing beforehand to have rolled a failure for the first round. This 
  solution is quick and straightforward, and takes into account both the player’s 
  commitment to obtaining a goal through those specific means and the fact 
  that the dice initially said no to an easy solution.
  Conflict setup takes place as normal by determining the nature of the 
  Resolution Point pools. Then, if the failed roll was unopposed, the Narrator 
  rolls for the opposition and the winner of the first exchange is determined. 
  If the original roll was opposed, its result is kept and necessarily determines 
  the defeat of the Player Character. The appropriate Resolution Point loss is 
  then rolled and applied. Whatever the result of this first exchange, it ends the 
  first round of the Conflict. If there is no winner yet, the Conflict goes on as 
  normal, with the other players becoming able to intervene, if present, from 
  the second round on.
  TRANSITION TO COMBAT TIME
  One of the most important and delicate events in a roleplaying adventure is the 
  start of a Combat. One side or the other will often want to delay this moment 
  or have it come sooner, or try to secure a tactical advantage before violence 
  starts. This section tells you how to represent these intents and their success or 
  failure in game terms, using the Consequence rules.
  There are three main ways of transitioning from a higher Time Scale to Combat time:
  • When the group is describing action without engaging in a Conflict and the 
  Narrator or the players decide to start Combat immediately. In this case there is 
  no “enclosing” Conflict to influence Combat;
  • At the end of a Conflict which aimed at engaging or avoiding Combat (chases, 
  etc.) or at gaining a more advantageous position in battle (ambushes, sneaky 
  infiltrations, boarding manoeuvres, etc.). In this case the end of this Conflict 
  marks also the start of Combat;
  • In the middle of an unrelated or semi-related Conflict. In this case the enclosing 
  Conflict does not end and may resume at the end of Combat. This case is not 
  treated here but in the Secondary Conflicts section.
  EARLY TERMINATION. 
  It is legitimate for the Narrator, 
  although baﬄing for the player, 
  to call for a Quick Exit if the 
  ﬁrst Resolution Point loss of a 
  single roll turned into a Conﬂict 
  meets the requirements. Given 
  the potential frustration it would 
  produce, we recommend that the 
  Narrator uses this option only 
  when the player is attempting 
  something really out of character, 
  such as insisting in using social 
  interaction 
  as 
  the 
  primary 
  solution with a low Charisma 
  adventurer.
  
  60
  ADVENTURING
  CONFLICTS THAT MAY LEAD TO COMBAT
  In some Conflicts, such as a chase, a sneaky infiltration or a negotiation with a 
  potentially hostile party, one side has the stated purpose of avoiding Combat. 
  After such a Conflict, Combat begins only if the party actually willing to fight 
  has achieved a complete victory. On the other hand, the party trying to avoid a 
  fight needs only a Quick Exit to disengage from the Conflict and avoid Combat.
  Other Conflicts (ambushes or sneaky approaches, for instance) aim at 
  obtaining advantages for a Combat which will start in any case. In this case the 
  outcome of the Conflict is important mainly for its Consequences, which will 
  determine who gets an advantage and how big.
  TRANSITIONING WITHOUT A CONFLICT
  When the transition does not take place at the end of a Conflict, any pre-
  existing Consequences that might be relevant to the Combat will apply, 
  following the same procedure described for transitioning after a Conflict. 
  TRANSITIONING AFTER A CONFLICT 
  The first thing to do when transitioning to Combat is applying the Effect 
  of the previous Conflict narratively. If you have surprised the enemy, your 
  opponents might be unarmoured and with their weapons sheathed. Victory 
  in a manoeuvring Conflict may bring you closer to an enemy you wish to 
  engage in Close Combat. The rule that the loser gets to name the Effect is not 
  applicable in this specific case: the winner of the Conflict always gets what he or 
  she wanted.
  If the victory in the enclosing Conflict was complete, that is the winner did 
  not use Quick Exit to end the Conflict, the loser also suffers Consequences. 
  In this case only, shortcut the normal Consequence rules and simply apply an 
  automatic Penalty to the first roll made for all characters on the losing side if 
  using Basic Combat, or a five Strike Rank loss for all surprised characters in 
  the first Round of Advanced Combat. This represents surprise and tactical 
  advantages.
  The winning side might suffer Consequences, too, if it lost RP. The loser 
  cannot impose Consequences that negate the victory in the Conflict, but using 
  this option to nullify surprise or disadvantage for one single member of the 
  surprised party may be appropriate, for instance (“The Orc Chief spotted the 
  ambushers at the last moment”).
  If you use Basic Combat, which is not really different from another Conflict, all 
  there is to do at this point is to apply Consequences in the current Combat. The 
  procedure for transitioning to Advanced Combat will be explained in Chapter 4.
  Going back to Adventure Time from Basic Combat follows normal Conflict 
  Rules, too. Any Consequences produced by Resolution Point loss in Combat 
  are added to the character sheets. Transitioning back from Advanced Combat is 
  slightly different, and is explained in the Fast Healing section of Chapter 4 (see 
  page 107). Poison and other ongoing threats must be handled separately as 
  explained in the Typical Challenges section (see page 76).
  SECONDARY CONFLICTS
  At the highest time scales, it is not infrequent that a Conflict lasts so long 
  that someone wishes to move the Time Scale down and start another type of 
  Conflict (usually combat, but this is not always the case so we have kept this 
  section separate from the one about Transitioning to Combat) before the first 
  Conflict is over. Rather than vetoing interesting developments, the Narrator 
  
  61
  REVOLUTION D100 CHAPTER 3
  should freeze the Conflict until the lower Time Scale action is resolved. You 
  should consider the whole of the Secondary Conflict as the equivalent of one 
  single round of the enclosing Conflict; adjust the temporal length of that single 
  round accordingly if you are keeping track of time.
  A typical example of such an occurrence would be our Martian heroes, Fuyoba 
  and Vorgin, jumping on a pursuing airship while the skipper of their own craft, 
  Professor Rathas, is still struggling to break contact. In this case, the Narrator 
  might call for a Jump roll by one or more of the boarding PCs, or a Pilot success 
  by the skipper to bring the two vessels in a favourable position, before allowing 
  the transition to combat. The main Conflict is not over and might still end with 
  a full boarding or the heroes escaping, but it becomes necessary to resolve combat 
  – which is played out in 6-second Rounds - before another 5-minute Round of 
  the chase may take place. No new action can take place in Adventure Time until 
  combat is over, although what has already happened during the pursuit does 
  affect the battle.
  Once the Secondary Conflict is over, the action shifts back to the enclosing 
  Conflict. There are two possible outcomes. If the Secondary Conflict has made 
  the enclosing Conflict meaningless for narrative reasons, the main Conflict 
  ends without Effects or Consequences. You can apply Consequences from the 
  Secondary Conflict if they are significant.
  If the enclosing Conflict is still meaningful, then the winner of the Secondary 
  Conflict gains the equivalent of an Advantage roll in the main Conflict, that 
  is 2d6 Resolution Point damage to the opposition. If the Secondary Conflict 
  was terminated by a Quick Exit, the winner can only apply the equivalent of a 
  successful Roll for Effect, that is 1d6 Resolution Point damage.
  In the above example, if Fuyoba and Vorgin win the fight, the ensuing 
  disruption will certainly help Professor Rathas to put a big distance between 
  the PC airship and the pursuers (how the boarding PCs return to their craft 
  afterward is another story). If the player characters lose, they will end up 
  captured, unconscious or hiding on the enemy ship. This will have an effect on 
  the Professor, too, who might be forced to accept boarding in order to rescue 
  his captured friends.
  Having applied the Effect of the Secondary Conflict, if the enclosing Conflict is 
  not yet over, another round begins.
  PARALLEL CONFLICTS
  In some cases, the unfolding story require that you resolve two or more 
  Conflicts at the same time. For instance, your adventurers might have to find 
  the way out of a labyrinth (INT-based Conflict), while also fighting the effects 
  of a deadly disease (CON-based Conflict). Power use, poisoning, grappling and 
  other important details are handled with basic Conflicts and sometimes they 
  must be resolved before Combat is over. 
  For non-violent Conflicts or Basic Combat, the best solution is treating all 
  Conflicts as one and introducing multiple oppositions to overcome, possibly 
  using multiple Resolution Point Pools based on different factors (see page 
  58).
  If you use Advanced Combat, instead, you must apply a different procedure to 
  handle Parallel Conflicts which use the basic rules. The rules for adjudicating 
  these cases are in the Parallel Conflict section of the Advanced Combat Chapter 
  (page 112).
  TEMPORARY CONSEQUENCE 
  CALCULATION. 
  When setting up a Secondary 
  Conﬂict, you may choose to 
  apply Consequences from the 
  “enclosing” 
  Conﬂict 
  to 
  the 
  secondary one, even though the 
  former is still running. If the 
  party that chose to initiate the 
  Secondary Conﬂict has lost any 
  RP so far, apply a Consequence 
  chosen by the opposition (this is 
  the equivalent of the initiating 
  party terminating the enclosing 
  Conﬂict with a Quick Exit). Label 
  any Consequences as Confusion 
  or 
  Tactical 
  Disadvantage 
  if 
  nothing else applies, and apply 
  other lingering Consequences if 
  any. If the Secondary Conﬂict is 
  a Combat, you should also apply 
  the optional rules found in the 
  Transitioning to Combat section.
  In our boarding example, assume 
  that the PC ship was losing the 
  chase with a score of 12:7 in favour 
  of the pursuers, and 7 points lost 
  by the heroes. This translates into 
  a Consequence, and the Narrator 
  opts for a Tactical Disadvantage. In 
  Basic Combat, this translates into a 
  -5 to Strike Rank for the ﬁrst round 
  of combat (see Transitioning to 
  Combat Time). Fuyoba and Vorgin 
  do land with their weapons ready, 
  but recovering their balance after 
  the jump costs them a handful of 
  moments that shifts the initiative in 
  favour of the “welcome committee” 
  they face on board the enemy airship.
  In Advanced Combat, treat a 
  battle which terminates with one 
  side completely exterminated or 
  captured as a complete victory, 
  and one which ends with at least 
  some combatants ﬂeeing as a 
  Quick Exit. The Narrator may 
  consider the Secondary Conﬂict a 
  tie in some cases.
  
  62
  ADVENTURING
  CONFLICT BEST PRACTICES
  BE AWARE OF COMMON PITFALLS
  During in-house playtest, some common pitfalls have emerged that could 
  impair the group’s enjoyment. Rather than letting would-be Narrators 
  learn the lesson the hard way, we will describe here the two most common 
  situations that result in a sub-optimal experience at the table, and what 
  features of the game to use to avoid them.
  The first situation to avoid is reducing a Conflict to a mere series of rolls 
  producing resource attrition. This may sound fun as long as it is something 
  new, but after two or three times many players will start to lose interest. 
  The purpose of a Conflict, instead, is to stimulate players and Narrator to 
  introduce diversity and details in the scene they are roleplaying. If this does 
  not happen at your table, it is probably because “interpreting the result of 
  die rolls” is the only option the players have to contribute to a Conflict, 
  and they simply do not use it. The quickest and less intrusive response is to 
  leverage the advanced features of the Support system. Encourage all players 
  to participate in Conflicts by making them multi-player as often as possible. 
  Introduce Consequences to show the supporting crew that the heroes cannot 
  prevail without a good dose of Bonuses. In this situation, the players are 
  encouraged to think before the die roll is made, in order to ensure Bonuses, 
  and this will make them describe their actions and participate actively in all 
  scenes. Another good technique for the Narrator is that of rolling actively, 
  leveraging apparently unrelated skills to make things more diverse and 
  stimulating the challenged player to be creative in choosing the skill and Trait 
  to oppose the Narrator roll 
  The second problem that often arises is a “dry” usage of Traits as justification 
  for Support Actions. Listing the Traits on their character sheet until the 
  Narrator agrees that one is applicable is mechanically rewarding for the players, 
  but hardly effective in producing an exciting story. If the Narrator sees this 
  happen, then it is a warning that he or she should be stricter in requiring a 
  description, and less strict in requiring the presence of a Trait. Remind the 
  players that the Trait rule is there to encourage actions appropriate to their 
  characters, not to constrain or replace their creativity. If a player describes an 
  action in an appropriate way but there is no Trait that applies, consider allowing 
  a Bonus in any case. Only if the appropriate Trait exists but the character lacks 
  it should the Narrator forbid an action or deny a Support Bonus. 
  USE CONFLICTS TO INTEGRATE OBSTACLES  
  IN THE PLOT
  Revolution D100 operates on the principle that “Anything that influences a 
  player character should come from a roleplayed event”. This means that the 
  recommended way of creating obstacles for the players is Conflicts and their 
  Consequences. The Narrator should not impose flat penalties as obstacles, 
  but rather confront the players with the obstacle as an opposition and let any 
  penalties be the fallout of their struggle against the obstacle.
  For example, let us say that Tim is planning a session in which his players 
  must traverse a desert with insufficient water supplies. He has already decided 
  that the desert will be a major element in this episode, a threat that the 
  players cannot ignore or circumvent. 
  An approach that involves only flat penalties or single-roll challenges 
  might be “The desert is searing hot and you finish your supplies of water. 
  
  63
  REVOLUTION D100 CHAPTER 3
  Take one Fatigue Penalty, two for whoever is wearing armour. A successful 
  Endurance roll avoids one penalty”. Unless the desert inspires some players 
  to be particularly poetic, they will all make the roll and note the penalty. Any 
  player whose character loves armour too much will probably grumble against 
  narrator unfairness. When the moment of action comes, the players will find 
  a Penalty on their character sheet, but probably they will not even remember 
  why it is there. Tim has introduced the obstacle in the game in a mechanically 
  relevant way, but has failed to introduce it as an element that the players 
  “lived” as a first person experience.
  The approach that Revolution D100 recommends in this case, instead, is 
  that Tim stages a Conflict against the desert. This will take a little more 
  time, but since Tim had already determined that the desert would be a 
  prominent feature of today’s adventure, this is certainly appropriate. Now 
  the players are forced to immerse in their characters’ minds, and think about 
  what they would actually do in a real desert, because they need Bonuses to 
  pass their Survival rolls, and Bonuses come from appropriate descriptions. 
  The players will also feel the urge to think of alternate ways of passing the 
  obstacle (find oases, trade with natives, etc…). With each Round, Tim will 
  have the opportunity of adding extra unpleasant details about his obstacle 
  (vultures, insects, sunburns, etc…) and making each of them significant in 
  play, something he could not do with a single-roll obstacle without sounding 
  like a monologue. The players, afraid of losing the Conflict or suffering 
  Consequences, will pay attention to Tim’s description, eager to find a way to 
  get a Bonus or a way out. At the end of the encounter, the desert will have 
  been an experience that the players have lived in their characters’ skins. Any 
  Consequences they suffer (although mechanically equivalent to the Penalty 
  assigned in the first case) will be like a vivid memory of an experience they 
  lived, and had an opportunity to struggle against. The chances of perceiving 
  unfairness in the Narrator’s behaviour will be lower, and any hindrance or 
  difficulty will sound as something that has a good reason to be part of the 
  story, no matter how annoying or detrimental. 
  CONFLICTS DO NOT STOP THE FLOW OF PLAY
  You should probably have guessed this from the advice presented so far, 
  but we will stress it explicitly here: Conflicts are not meant as that moment 
  of the game when everyone stops roleplaying and starts rolling dice and 
  doing “rulesy” things. If this happens at your table, then the Narrator should 
  highlight with practical means that this is not how Conflicts are supposed to 
  work. The rules are designed so that all actions that contribute a colourful 
  narrative to a scene also give the players a mechanical advantage, while 
  rolling the dice passively without describing what your character is doing 
  increases your chance of losing. This should provide a natural incentive 
  for the players to insert meaningful in-character actions in the Conflict 
  framework. 
  If this mechanical incentive is not enough to ensure a seamless integration 
  between roleplaying and rules, the Narrator could try other techniques to 
  encourage player cooperation. The best way is an apparent de-structuring 
  of the Conflict framework to make the players act more naturally: the 
  Narrator starts each Round with a description, and then asks the players 
  what their characters are doing; then he or she extrapolates the equivalent 
  of a Declaration for a Support Action or Roll for Effect from each answer, 
  and then asks for the relevant roll, suggesting how the Support Bonuses 
  should be allocated. None of this violates the Conflict rules, but everything 
  will sound more natural during play. Gradually, the players will understand 
  that this is how they should tackle a Conflict, and will start to integrate this 
  approach in their roleplaying habits until it becomes as natural as a normal 
  conversation.
  
  64
  ADVENTURING
  Example. Vorgin and the other Martian Heroes have finally managed to 
  infiltrate the slaver camp to free Anissa, the daughter of a Red Martian noble 
  whom they are in charge of recovering. However, they discover that she is 
  in fact on board of a slaver air galley, a very dangerous place. The Narrator 
  requires a Conflict of someone’s INT versus a difficulty of 15. Fuyoba, who has 
  INT 13 and is the Fast Talker of the group, will be the leader of the infiltration. 
  Donning the armour of a group of guards they have previously dispatched, 
  Fuyoba and Professor Rathas pretend to be bringing a captured nomad 
  (Vorgin) on board. This clever trick wins them a Bonus in the first round of 
  the Conflict, and Fuyoba’s modified Fast Talk easily beats the ship guards’ raw 
  Communication skill (they lack the Insight Trait), for a result of 13:12 that lets 
  them board the ship. 
  Once inside, they wander a little bit until they encounter another soldier 
  (this is in fact the Narrator marking the start of a new Round with an event). 
  Fuyoba’s player has the idea of telling the soldier they got lost while carrying 
  the prisoner and asking where the captives’ quarter are, hoping Anissa is also 
  there. Another good Fast Talk roll lets the hero reach a situation of 13:9, and 
  find the girl’s room. 
  The Narrator states that the next problem to face (new Round) is that the door 
  is locked, but Vorgin knows the secrets of Lockpicking and scores another four 
  RP, bringing the opposition down to 13:5. The party has found the girl, and 
  could now go for a Quick Exit. However, the players need some time to think 
  before deciding on the next move. As they can now hide in the girl’s quarter, 
  the Narrator agrees to give them the time needed without terminating the 
  Conflict (he is actually applying the rule that some Rounds may pass without 
  further events). The three reason that rushing out of the airship (using the 
  Quick Exit option) could alert the slavers, which they want to avoid at all 
  costs, and opt for one last gamble to carry the girl out in an ordered fashion. 
  The opposition left to beat is now very low, so the Narrator starts the following 
  Round by letting them find the way to the exit without further trouble. 
  The players state that they will simply try to slip out of the ship as everything 
  was normal, which the Narrator interprets as a Support Action (no related Trait, 
  but the action is appropriate to the situation). However, the guards stop them 
  once more asking why they carry the captives away (the Narrator uses his option 
  to Roll for Effect). The guards’ Communication is opposed again by Fuyoba’s 
  modified Fast Talk roll to invent an excuse on the spot, and the players are lucky 
  for a fourth and final time: Fuyoba scores the five points needed to terminate the 
  Conflict, and the group debarks and disappears into a nearby tunnel.
  The trick the Narrator used in the example is that of interpreting the entire 
  air galley as an impersonal force, changing the nature of the challenge from 
  round to round to keep the narration very natural and allowing interaction 
  with several non-player characters (and even one physical obstacle) during 
  the same Conflict. The process of dividing the events into Rounds was 
  hidden to avoid “breaking” the natural flow of the action sequence. Note 
  how all of the above actually follows the rules, but in fact does not get in 
  the way of normal player/Narrator conversation. The Narrator used the 
  Resolution Point totals of the opposition as a guideline for describing the 
  various steps of the infiltration (in the ship with 12, at the cell with 9, past 
  the door with 5, and out with 0), and this ensured a coherent description, 
  while at the same yielding a good balance in the difficulty and number 
  of skill tests required. As the action proceeded, the players could feel 
  themselves closer and closer to their target, while still aware of “not being 
  there yet”.
  
  65
  REVOLUTION D100 CHAPTER 3
  UNRELATED ACTIONS ARE DESIRABLE
  Another problem that might arise in your game is that a player wants to do 
  something really interesting but the sudden start of a Conflict makes him or her 
  feel forced to postpone, and in some cases to abort, his or her plan. But, unless 
  the player him- or herself wishes to wait for the Conflict to end, this is by no 
  means necessary: the Conflict rules are designed to allow any sort of unrelated 
  action to happen during a Round. A player can state anything during the 
  Declaration Phase, the only restriction on declarations that do not coincide with 
  either Roll for Effect or Support is that they cannot have any mechanical effect on 
  the Conflict; the character’s action, though, will take place in any case.
  The Unities specified in the Time Scale Table on page 40 are a good guideline about 
  what sort of unrelated actions you can plausibly insert in a Conflict. So, for example, 
  given that Unity of Time and Space is in effect in Adventure Time, any character who 
  is in the same place at the same time as the participants in a Conflict can still act while 
  the latter is in progress. Only during Downtime and Narrative Time, when Unity of 
  Action is in effect, should you consider the option of “freezing” other actions until a 
  Conflict terminates. The Round structure of the Conflict will help you to synchronize 
  any unrelated actions with the duration of the Conflict.
  Finally, note that an unrelated course of action may suddenly result in something 
  useful for the Conflict at hand. This is the absolute best way to run Conflicts, and 
  we encourage Narrators to allow and encourage such creative initiative on the 
  part of players.
  Example. Our Martian heroes are flying Anissa back to her father when an enemy 
  air galley, alerted by a traitor in their crew, intercepts their small craft and demands 
  that they surrender the poor girl. Fuyoba, alone on the airship deck, attempts to 
  negotiate with the enemy captain. A diplomatic Conflict starts, Fuyoba’s INT of 13 
  against a difficulty of 16, and an enemy who has no intention whatsoever of letting 
  them go. Fuyoba plans to disguise the traitor as the girl and deliver him to the 
  enemy, a plan with slim chances of working. However, in the first round Fuyoba’s 
  player states that his character is only trying to confuse the enemy captain, and his 
  Fast Talk roll is enough to drop the enemy RP by two points, down to 13:14.
  In the meantime, Professor Rathas appears on the deck and starts tinkering with 
  one of his gadgets, a light projector mounted on the stern to illuminate the ship 
  course in the night. He also tries to locate the exact position of the enemy captain 
  on his ship, for which the Narrator requires a Perception roll that Rathas passes. 
  The Professor’s player has a different idea than Fuyoba’s, and the Narrator has 
  nothing against letting him setup his little trap while his companion tries to setup 
  his diplomatic deception.
  On the second round, Professor Rathas winks at Fuyoba and his player asks to 
  Roll for Effect. A quick touch on a switch and… Blinding Flash!!! A stream of 
  concentrated light hits the unaware captain directly in the eyes. As he could not 
  anticipate the surprise effect, the Narrator decides that the captain cannot oppose 
  the Professor’s Advantage roll, which does eight points of RP damage to the enemy. 
  The captain can no longer see a thing! 
  Although the Conflict started as a diplomatic one, it is perfectly legal under the 
  Conflict rules to add the result that the scientist scored to Fuyoba’s initial achievement. 
  The situation is now 13:6, providing an unexpected but providential opportunity 
  for a Quick Exit. The PC crew puts the 8th Ray engine on full throttle, and by the 
  time the enemy crew has recovered from the confusion caused by Fuyoba’s deceiving 
  speech and the blinded captain’s mad cries, turning the galley’s Radium Cannons 
  towards the heroes’ airship, the latter is out of range and heading for a safe harbour.
  
  ADVENTURING
  CONFLICT EXAMPLE
  This scene, taken from a campaign using the forthcoming “Wind on the Steppes” setting, takes place in the mid-
  6th-Century in the Gobi Desert. The party are Türks coming back from a secret diplomatic mission in the Western 
  Wei kingdom. Bey, a friendly smuggler, has guided them along a remote path up to the camp where his colleagues 
  are dwelling. The camp is a semi-permanent place that houses refugees from the Wei authorities. The party has to 
  negotiate safe passage and avoid being robbed or sold as slaves.
  The PCs are
  • Ayu-Kulak, young noble, leader of the group
  • Kenjeke, a young woman of high nobility 
  • Arslan, a mounted archer
  • Ulap, a mysterious shaman
  • Geche-Yüz, an elite warrior,
  • Jebe-Tsenkher, a messenger
  Ayu-Kulak is looking for support and a guide, and is ready to sell a camel, plus a part of the carried goods. He 
  stares at the camp chief’s eyes, holds a hand up and says “Arslan, the Chief wants to have a demonstration of our 
  force”. The young noble wishes to impress the Chief by showing how his party are good, and how well he can lead 
  them. He will be leading the Conflict for the party.
  Setup
  The Chief has a Will of 14 which will constitute his RP Pool, and 65% in his Communication [Persuade] skill. 
  The Narrator rules that the Starting RP Pool for the party is equal to the average of Ayu-Kulak’s CHA 9 and WIL 
  12. The players have thus a starting RP Pool of 11. The friendly smuggler Bey is in fact a Positive Consequence, a 
  Bonus to use when the PCs want.
  Round 1
  Arslan declares that he tries to impress the Chief with his archery skill. Ayu-Kulak will make the roll on his 
  Command Trait, arguing that he is a leader of strong warriors. However, the most important factor is that Arslan’s 
  Fast Shooting Stunt will provide a Bonus to Ayu-Kulak’s Command, bringing the score to 98. Ayu-Kulak rolls a 
  19, while the Chief misses with an 80. The PCs win the first round and the Chief loses 3 RP for a 11 : 11 result.
  The Chief counterattacks by doubting that the PCs will be able to make their way through the desert, and as 
  consequence, that they depend on his good will. He utters “Being a good warrior is of no use in a sand storm!”. 
  Arslan knows the region and replies that he can find the way, so he will make the defensive roll on his Knowledge 
  [Eastern Tarim] (56%). As this score is rather low, Ayu-Kulak suggests that Arslan takes advantage of their 
  friendly guide Bey if he fails, which he does with a 66. The guide talks to his Chief in a language the PCs do not 
  understand, but it seems to help. Arslan’s Skill becomes 86% and the 66 is now a success, the Chief has 65% and 
  rolls 19. Arslan wins for rolling higher, the Chief loses 3 RP again, for an 11 : 8 situation.
  Round 2
  Ayu-Kulak makes a long speech, explaining that the horde will be coming in the near future, that the ruffians have 
  most interest in helping them, that he’s the son of a noble, all of which the Narrator interprets as using his Status: 
  Noble-Chief of Hundred Trait, which is a Communication Trait in any case. This is not enough and Ayu-Kulak 
  loses this turn with a 34 versus the Chief’s 57: the ruffians’ Chief does not believe him and laughs. The party loses 
  4 Resolution, for a final 7 : 8 situation.
  66
  
  Round 3
  One of the Chief’s soldiers whispers in his ear. Kenjeke recognizes him as a member of a gang they defeated a few 
  weeks ago. Ayu-Kulak orders Geche-Yüz to wrestle the enemy soldier before he can influence the Chief. At the 
  same time, Ulap the shaman prepares a Confusion spell to provide a Support Bonus when requested. Wrestling is a 
  common way to set disputes among Nomads. The Chief accepts the duel, but since Ayu-Kulak asked his champion 
  to fight, the Chief summons his own champion, a colossal boxer with a +2 Might. The Narrator manages this fight 
  as a Secondary Conflict.
  The fight is resolved with the Basic Combat rules, nomadic wrestling vs. brawl. After a few rounds, the outcome is 
  a total victory for Geche-Yüz, and the Chief loses 2d6 RP for a final situation of 7 : 2.
  The chief takes now the PCs seriously and shows that he is willing to negotiate an acceptable price to give them 
  shelter. Ayu-Kulak could decide a Quick Exit, but he wants to keep as much goods as possible and to get a guide 
  and so decides to go for a total victory.
  Turn 4
  Instead of leaving the Chief an honourable way out, Ayu-Kulak tries to humiliate him by being quite rude. This 
  persuades the Narrator to bestow a situational Penalty on his next roll, as the Chief cannot be humiliated in the 
  presence of his soldiers. Kenjeke, the young noble woman, makes her own speech and makes it clear that she wants 
  a compromise and that her brother is the leader of a big horde and is going to come back in the region in the near 
  future. She’s using her Status High Noblewoman Trait to support Ayu-Kulak, and soften his words with an in-
  game speech. Ulap the shaman releases his Confusion spell, granting a further Bonus.
  At the end, this crucial roll will be: Chief’s Persuasion 65% vs. Ayu-Kulak’s Command 68% - penalty 30% + bonus 
  Kenjeke 30% + bonus Ulap 30% = 98%. The Chief rolls an 84 versus Ayu-Kulak’s own 90. An advantage for Ayu-
  Kulak!! The chief loses 7 RP, and finishes at -5, a total victory for the PCs.
  Outcome
  The Chief doesn’t know what to think. Who are these people? He is Confused and even more worried. He prefers to 
  accept and welcome the PCs for the night, hoping they will remember his hospitality when the horde will be back. 
  Ayu-Kulak’s player reminds the Narrator that he wanted a guide, and that’s the reason why he took the risk of a 
  total victory. The Narrator states that the guide will show them the way for a few days only, not knowing the route 
  beyond, but this is still enough to grant a “Guide through the Gobi Desert (+)” Consequence. Since the Conflict 
  ended with more than 10 Resolution Points of damage inflicted, the players asked for a Recurring Consequence, 
  identified by the circled (+), in order to exploit the guide’s skills for as long as he will remain with them.
  67
  REVOLUTION D100 CHAPTER 3
  
  68
  ADVENTURING
  TYPICAL CHALLENGES
  This section provides examples of the physical and social obstacles that player 
  characters will find on their way during their adventures. The core principle 
  on which the Revolution D100 rules are built is that anything that influences a 
  player character should come from a roleplayed event. So, whenever possible, 
  we have suggested a way to employ the obstacle as the opposition in a Conflict 
  where the player characters will have the opportunity to oppose it actively.
  OVERCOMING A CHARACTERISTIC
  There will be times when a conflict clearly addresses one characteristic 
  (Dexterity to avoid a falling object, Charisma to make a good first impression 
  on someone, etc.), but it is not clear what skill is appropriate to the situation 
  at hand. The Characteristic Overcome Table describes the recommended skill 
  (and Trait when possible) to use in conjunction with a given characteristic 
  when the situation does not suggest an obvious one.
  TESTING YOUR PHYSICAL LIMITS
  In many cases, a character may wish to perform a feat that involves a physical test: lift 
  a weight, jump a distance, arm-wrestle an opponent, run fast, walk on burning coals, 
  etc. When they involve a prolonged effort, these feats can be represented by Conflicts, 
  usually involving Strength or Dexterity, sometimes even Constitution. In this case 
  your starting Resolution Point pool is equal to the relevant Characteristic, and you roll 
  your Agility with the relevant Trait if any (Brawn, Climb, Endurance, etc.).
  The opposition always has a skill of 50%, and Resolution Points proportional to 
  the feat you are attempting. If the physical quantity you are trying to overcome 
  can be equated to a characteristic (for instance, lifting a weight can be 
  expressed with a STR value, and so can be breaking free from a bond such as a 
  rope or a giant cobweb), then the opposition Resolution Points are equal to this 
  Characteristic score. In all other cases, compare the actual physical measure 
  to overcome with the normal result you could achieve, as provided in the 
  description of the relevant Agility trait. The “average” value is represented by 
  an opposition of 10, and you add or subtract 1 for each ten percentiles above or 
  beyond that average: 11 for 110% of your normal limit, 12 for 120% and so on.
  Instant feats like jumping or catching a falling object, instead, are among those 
  cases where a simple or opposed success roll is more appropriate than a Conflict. 
  Characteristic to Overcome
  Characteristic
  Skill/Trait
  Strength
  Agility [Brawn] (or Athletics [Brawn] if you use Athletics in your game)
  Constitution
  Survival [Endurance]
  Dexterity
  Agility [Dodge] (Balance or Acrobatics might be appropriate to 
  some situations, too)
  Intelligence
  Knowledge [any]
  Will
  Concentration [Willpower]
  Charisma
  Communication [any]
  USING CHARACTERISTICS AS 
  PERCENTILE SCORES. 
  The original approach of classic 
  D100 rule sets when testing a 
  characteristic or pitting it against 
  another non-percentile score is 
  diﬀerent than the one presented 
  here: characteristics are multiplied by 
  ﬁve and rolled on a percentile die as 
  though they are skills. For opposed 
  rolls, the algebraic diﬀerence of 
  the two scores is multiplied by ﬁve 
  and added to 50% to resolve the 
  opposition with one single roll. 
  The OGL versions of D100 (which 
  includes Revolution D100) use an 
  approach where characteristics are 
  never rolled on percentile dice, only 
  skills, emphasizing training over 
  base characteristics. Although this 
  is not the recommended solution 
  in Revolution D100, you can 
  always resort to a Characteristic x5 
  roll on a percentile dice when no 
  skill/trait pair sounds appropriate 
  to you. However, we encourage 
  you to employ the “characteristic 
  as hit points” approach of the 
  Conﬂict rules whenever possible, 
  as it adds a second dimension to 
  opposed challenges, making both 
  training and basic attributes equally 
  important.
  COOPERATIVE EFFORT. 
  Other characters cannot usually 
  aid yours in Conﬂicts that involve 
  a 
  Characteristic-vs-Characteristic 
  challenge. However, particularly in 
  Strength Conﬂicts to lift or move 
  objects, there are cases where a 
  collective eﬀort helps. If your group 
  cares about this, have the hero 
  with the highest characteristic or 
  skill make all the rolls, but add the 
  cumulative characteristic bonuses of 
  any assisting characters to the d6 roll 
  when he or she achieves a victory (see 
  page 5 of Chapter 1: +1 for assistants 
  with 13 in the characteristic, +2 for 
  assistants with 18+, etc.).
  CHARACTERISTIC MODIFIERS 
  FOR SIMPLE ROLLS. 
  When representing a physical feat 
  with a simple roll the sheer value 
  of your characteristics will become 
  less relevant than it should be in 
  practice (having a STR of 18 gives 
  you a +8% over the average guy, 
  whereas the Brawn Trait gives you 
  +30%). If you wish a characteristic to 
  have more relevance, there is a way 
  you can exploit the rules to change 
  characteristics into Skill modiﬁers. 
  Compare your characteristics and 
  the RP value you would use for the 
  opposition if staging a Conﬂict and 
  cross-index it on the Characteristic 
  Bonus Table on page 5 of Chapter 
  1 (+1 for 13+, +2 for 18+, etc.). Your 
  Skill roll will suﬀer a number 
  of Penalties equal to the 
  Characteristic Bonus for the 
  opposition, and a number 
  of Bonuses equal to 
  your Characteristic 
  bonus.
  
  69
  REVOLUTION D100 CHAPTER 3
  CHASES AND SPEED CONTESTS
  The objective of a chase is to reach the fleeing party and subdue or dispatch it, 
  which may or may not involve initiating combat at the end of the pursuit. The skills 
  used in this kind of conflict are Agility [Running], Drive [vehicle], Ride [mount] or 
  Pilot [vehicle]. As few characters have the Running Trait, we recommend that the 
  Narrator allow using an environmental trait to replace it if the character is familiar 
  with the place where the chase takes place.
  You will usually stage chases in Adventure Time. The Narrator might wish to 
  shorten the length of the time unit to one minute or thirty seconds for the most 
  frenetic chases.
  If a contestant is on foot or mounted, use the runner’s or the mount’s Constitution 
  as the starting Resolution Point Pool. When vehicles are involved, choose a specific 
  parameter of the vehicles, and default on the driver’s Dexterity if none is applicable. 
  For high-speed vehicles like jets or racing cars, use the Move score itself (or double 
  the Move score for land vehicles), particularly when the chase takes place in an 
  obstacle-free environment.
  When the chase takes place in an obstacle-rich environment, the most appropriate 
  parameter is Manoeuvrability for a vehicle, and Dexterity for a living being. Sudden 
  changes of environment might negate speed bonuses/penalties, bestow penalties to 
  Drive or Pilot rolls, or even change the Trait required to roll for effect.
  For chases on foot (or on mounts), if there is one point of difference in the Move 
  scores, the fleeing or the pursuing party, whichever is faster, gains a Bonus to the 
  roll. Do not forget that the Running Trait increases its owner’s Move by one point – 
  and your setting might include Powers and Stunts which have even greater effects. 
  If the difference is higher than one point, the slower party gets a Penalty, too. A 
  difference of more than two points might make the chase pointless, unless the 
  environment is so full obstacles that it offsets the penalties.
  A chase that ends with victory for the pursuing party usually results in the capture 
  of the fleeing one, or with the immediate start of a Combat. The Transitioning to 
  Combat rules (page 59) include options to represent better positioning or fatigue 
  resulting from the chase, if you wish to provide mechanical rewards for winning the 
  chase. If the fugitives win, instead, the pursuers lose their tracks and have no hope 
  of eventually catching up until an appropriate number of Time Units has passed on 
  a higher Time Scale.
  VEHICLES IN A CHASE. 
  Chases among vehicles usually 
  see a wide range of Move 
  scores, so the rules provided 
  for foot/mounted chases yield 
  inadequate results. Here we 
  present an optional, simpliﬁed 
  rule for including Move as a 
  parameter in vehicular chases 
  when you use other variables 
  as the Starting Resolution Point 
  Pool. If you use an advanced sub-
  system for vehicles, the latter 
  will probably provide a more 
  appropriate solution.
  Compare the Move scores of the 
  vehicles (doubling them for land 
  vehicles). If they are too diﬀerent 
  from the median value of 10, 
  add or subtract 10 to all values 
  so that they get closer to the 
  average value. Then calculate the 
  Characteristic Bonus for each of 
  these scores by consulting the 
  Characteristic Bonus Table (on 
  page 5 of Chapter 1: +1 for a score 
  of 13+, +2 for a score of 18+, etc.). 
  Those are the Bonuses to apply to 
  the Pilot or Drive rolls. 
  PARTIAL VICTORY OF A CHASE. 
  A chase may end with a Quick Exit 
  if you use this rule, but you must 
  be careful to avoid giving out the 
  same result as a complete victory. 
  If the pursuers achieve a partial 
  result the may capture some 
  equipment or a non-vital member 
  of the ﬂeeing party, or guess 
  their prey’s ﬁnal destination, but 
  not start combat. On the other 
  hand, the fugitives might exploit 
  the pursuers’ Quick Exit to start 
  combat themselves, as it will 
  allow them to begin the battle in 
  a favourable tactical situation. If 
  the fugitives obtain a Quick Exit, 
  then they will be safe for some 
  time, but the pursuers will remain 
  a threat for the duration of the 
  scenario.
  
  70
  ADVENTURING
  ILLUMINATION & DARKNESS
  Darkness is among the obstacles that are less suited for a conflict and best treated 
  as a flat penalty to skill rolls. The Illumination Table contains the suggested 
  penalties for darkness situations. The Narrator may wish to skip them or enforce 
  them less strictly, if they do not add much to the tension of the situation.
  MOVEMENT AND EXPLORATION
  This section contains two types of rules. The first is numeric values for 
  Movement Rates that you can use as a rough guideline about the distance you 
  can travel in a given time unit if no complication occurs, and modifiers to apply 
  to the distances and times for favourable or adverse conditions. The second 
  type are rules that suggest how the Narrator should stage Travelling Conflicts. 
  Travelling Conflicts are an important part of a Revolution D100 game, and 
  a good way of inserting complications and subplots into an adventure while 
  at the same time letting player character actions and abilities influence the 
  outcome of the journey.
  If the player characters are travelling, and the party speed is really crucial for 
  the narrative – because they need arrive in time to save the day, or someone 
  is pursuing them, or a myriad other reasons that can add interesting twists to 
  your adventure – the best option is to run the trip as a Conflict. If travelling 
  and the obstacles the heroes may find on their way are not supposed to be an 
  important part of your adventure, just let the player characters arrive in time 
  without any rolls and go on with the interesting parts of the adventure.
  MOVEMENT RATES
  The Movement Rate Table shows how far characters with a variety of 
  Movement scores can travel over various periods. Groups travelling together 
  will move at the speed of the slowest member. The table below represents 
  humanoid moving on foot on a plain terrain that poses no significant obstacle 
  to travel.
  Illumination & Darkness
  Environment is…
  Example
  Effects
  Illuminated
  None.
  Heavily candlelit room, overcast day, 
  within radius of illuminating item.
  Partial Darkness
  Cavern mouth, misty or 
  foggy day, full moon 
  night, within double 
  radius of illuminating 
  item.
  One Penalty to sight based 
  Perception rolls and Combat 
  rolls.
  Darkness
  Cavern illuminated only 
  by embers, night with no 
  moon, within triple radius 
  of illuminating item.
  Two Penalties to sight based 
  Perception rolls and Combat rolls.
  Total Darkness
  Total absence of 
  illumination from any 
  source
  Sight based Perception rolls 
  automatically fail. Three 
  Penalties to Combat rolls.
  SEEING IN THE DARKNESS. 
  The 
  Dark 
  Vision 
  power 
  or 
  Trait, 
  normally 
  possessed 
  by 
  subterranean creatures and trolls, 
  allows characters to see in total 
  darkness. Night Vision allows 
  character to ignore all darkness 
  penalties except total darkness. It 
  is typical of nocturnal creatures 
  and felines.
  ILLUMINATING ITEMS
  Example
  Radius
  Candle or 
  embers
  1m
  Flaming brand 
  or lantern
  3m
  Campfire or 
  torch
  5m
  Bonfire
  10m
  
  71
  REVOLUTION D100 CHAPTER 3
  Movement in Combat or Adventure Time assumes a character is moving as fast 
  as possible, but still walking. If a character is running, double the movement 
  rate but give a Penalty to any Action attempted. For quadrupeds, running speed 
  is four times basic Move. Some Actions are utterly impossible while running. 
  Movement in Narrative Time or Downtime cannot be doubled by Running, but 
  you can Force March by not taking any break in your walk, although this will 
  make the opposition tougher in a Conflict.
  Any creature with the Running trait can Run as if its movement was 1 point higher.
  TRAVELLING CONFLICTS
  Calculate the number of time units the heroes need to travel in order to reach 
  their destination by using the Movement Rate Table. Do not apply any penalties 
  due to terrain or weather to the distance travelled. The only modifier to take 
  into account is forced marching. This value is the number of time units (usually 
  days) the journey is expected to take. Then multiply by three, and only at this 
  point apply any modifiers to Starting Resolution Point for terrain and other 
  conditions, found in the following sections. The results are the Resolution 
  points the players have to beat to arrive at their destination. 
  The player characters will generally use CON as their Starting Resolution Point 
  Pool. The average Challenge Rating of the opposition is 20% when travelling 
  on a road, and 50% when travelling on rough terrain. The opposition has the 
  equivalent of a Bonus (+30%) if the player characters are force marching. 
  If the heroes bring the opposition to zero in fewer Rounds than expected 
  (you have computed the expected number of Rounds in the first step of 
  this procedure), they arrive earlier. If they take the exact number of rounds 
  expected or go for a Quick Exit from the Conflict, they arrive exactly on time; 
  if they take more rounds than expected, they arrive late. If they lose, they get 
  lost or some other event forcibly halts their journey.
  The heroes may suffer Consequences from the conflict, most likely 
  representing exhaustion, depleted resources or attracting the attention 
  of enemies during the trip. The Narrator may also transform these 
  Consequences into interesting encounters with dangers of different natures.
  TERRAIN & WEATHER
  Terrain and adverse weather conditions such as wind, rain and snow bestow 
  a Penalty on movement rates. As with Skill rolls, each Penalty decreases 
  movement rates by 30%. So one Penalty will drop the movement speed to 70% 
  of base, two Penalties to 40% of base and three to 10% of base. Movement with 
  more than three Penalties is impossible. The Narrator will use these “static” 
  Penalties whenever he or she wishes to determine the distance the hero party 
  can travel in a given time frame when not staging a Conflict.
  Movement rates
  Time 
  Scale
  Time 
  Period
  Move 1
  Move 2
  Move 3
  Move 4
  Move 5
  Move 6
  Move 7
  Move 8
  Move 9
  Move 10
  Combat
  Round
  5m
  10m
  15m
  20m
  25m
  30m
  35m
  40m
  45m
  50m
  Adventure
  Turn
  60m
  120m
  180m
  240m
  300m
  360m
  420m
  480m
  560m
  600m
  Narrative
  Hour
  0.8km
  1.5km
  2km
  3km
  4km
  5km
  5,5km
  6,5km
  7km
  8km
  Day (normal march)
  6km
  12km
  18km
  24km
  30km
  36km
  42km
  48km
  56km
  60km
  Day (forced march)
  8km
  16km
  24km
  32km
  40km
  48km
  56km
  64km
  72km
  80km
  
  72
  ADVENTURING
  However, travelling in difficult conditions has an effect on Travelling Conflicts, 
  too. In this case, the adverse conditions should not be applied to the base 
  distance but as modifiers to the skill and Resolution points of the opposition. 
  The Terrain and Weather table below gives you sample values for the “static” 
  modifiers to unopposed movement rate, and for modifiers to skill and Starting 
  Resolution Points, for various factors and obstacles. The Narrator has plenty of 
  freedom to adapt these values to the dramatic necessity of the game.
  Environmental traits are crucial for overcoming adverse conditions in a 
  travelling conflict. If the rolling character has a Trait that addresses the 
  environment, he or she can use it to negate opposition bonuses, and will be able 
  to do this for every roll. On the other hand, you can use the Trait only once per 
  conflict to gain a support Bonus, so make sure that the character who has the 
  Trait takes the lead!
  MOUNTED MOVEMENT
  Mounted movement receives a Bonus to the distance travelled. Use the Forced 
  March line without facing an enhanced opposition. If travelling in conditions 
  that are unfavourable for the mount, this Bonus is negated or turns into a 
  Penalty. For instance, travelling on horseback on a plain gives you a Bonus; 
  doing the same in a desert gives you a Penalty. Most mounts will give you a 
  Penalty if you travel through a forest, swamp or mountain range.
  If you are running the journey as a Conflict, you can apply the same Bonus or 
  Penalty you would apply to Movement Rate. In this case, the modifier applies to 
  your roll.
  Obstacles
  Obstacle
  Static penalty to 
  movement rate 
  (cumulative)
  Bonus to 
  Challenge 
  Rating (pick the 
  highest)
  Bonus to 
  opposition RP 
  (cumulative)
  Hills
  Penalty
  —
  +2
  Mountains
  Double Penalty
  +5
  Swamps, mud
  Double penalty
  —
  +8
  Vegetation, light
  Penalty
  —
  +2
  Vegetation, heavy
  Double Penalty
  Bonus
  +6
  Road
  Negates vegetation 
  and swamps (not mud)
  —
  -2
  Wind, medium
  —
  —
  +2
  Wind, strong
  Penalty
  Bonus
  +4
  Rain or hail, heavy
  Penalty
  —
  +4
  Storm
  Double Penalty
  Bonus
  +4
  Snow on the 
  ground
  Penalty
  —
  +4
  Snow, falling
  Double Penalty
  Bonus
  +6
  Snowstorm
  Triple Penalty
  Double Bonus
  +8
  Accompanying 
  wagons or pack 
  beasts
  Penalty
  —
  +3
  BAGGAGE. 
  In a conﬂict, baggage produces 
  a variable amount of Resolution 
  to overcome that is best left to 
  the Narrator to determine. One 
  point per ten kilos carried by the 
  most burdened hero may be 
  appropriate. However, if player 
  characters 
  carrying 
  unrealistic 
  amount of equipment are not an 
  issue in your game (see note 
  about Carrying unrealistic 
  loads), you are better oﬀ 
  skipping these details.
  VEHICLES
  The speed and distance a vehicle 
  more complex than a cart or 
  chariot 
  can 
  travel 
  depends 
  entirely on variable attributes of 
  the vehicle itself that are typical 
  of the setting. It is hard to provide 
  a detailed ruleset for travel that 
  encompasses both Greek galleys 
  and interstellar cruisers, so the 
  guidelines we can provide here 
  are forcibly limited by the need 
  to be as generic as possible. Use 
  the attributes of the vehicle to 
  determine the party Starting 
  Resolution Point Pool, and triple 
  the theoretical time necessary 
  to cover the desired distance 
  travelled to obtain the opposition 
  Resolution Points to beat. Drive 
  or Pilot are the obvious skills 
  you have to use in the Conﬂict, 
  although Navigation might be 
  appropriate, too. Replace this 
  simple procedure with a more 
  detailed one if your setting 
  provides it.
  
  73
  REVOLUTION D100 CHAPTER 3
  FATIGUE
  Player characters will often encounter situations that test their stamina, which 
  makes fatigue an important component of a roleplaying adventure. In Revolution 
  D100 fatigue is just a Consequence rather than a separate attribute. It will play 
  a role in the game only if the Narrator consistently decides to introduce it as a 
  factor during Conflicts. In this way fatigue will be as relevant as the group itself 
  wishes it to be.
  Fatigue is usually the result of a successful conflict in which victorious characters 
  have lost some Resolution Points. The Narrator, as the losing party, can decide how 
  to describe the Consequences, and thus can label them as “Fatigue” or “Exhausted” 
  when it is plausible and entertaining. All other Consequence rules apply as normal.
  The Narrator will determine whether Consequences labelled as fatigue can 
  influence a social conflict.
  ENCUMBRANCE AND CARRIED ITEMS
  The Equipment Penalty Table includes the most common inconveniencing items an 
  adventurer may carry. The social penalty may not apply in some cases, for instance 
  if you have the insignia of the local militia, but the subject here is so dependent on 
  the context that the Narrator must decide on the spot.
  The influence of the equipment you are carrying, both in terms of burden and 
  in terms of the unease caused by an inappropriate display of weaponry during 
  social interactions, is factored in Conflicts as it happens with fatigue. Whenever 
  a player character enters a Conflict carrying a potentially inconveniencing piece 
  of equipment, or picks it up during the Conflict, the Narrator may note it and 
  assign the player the equivalent of one or more Negative Consequences (see the 
  Equipment Penalty Table for samples) that will remain in effect for the duration of 
  that Conflict only. As for fatigue, this leaves the Narrator completely free to apply 
  or ignore encumbrance, depending on the situation and on the tastes of the group. 
  Needless to say, if a player accrues Consequences in a physical Conflict where he or 
  she was encumbered, the suggested label for the Consequences is “Fatigue”.
  THE FATIGUE DILEMMA. 
  According 
  to 
  the 
  authors’ 
  experience, game masters and 
  players who are not crazy with 
  realism will consistently drop or 
  ignore fatigue rules as they “get 
  in the way” of the fun parts of 
  the game. Rules that require the 
  constant expenditure of fatigue 
  “every x rounds or action” work 
  perfectly for computer RPGs – as 
  the processor of your machine 
  never gets tired of bookkeeping 
  – but are unsuitable for most 
  tabletop roleplaying groups. Yet 
  leaving fatigue completely out of 
  the picture is detrimental for the 
  suspension of disbelief of players 
  who desire plausibility in the 
  game. Revolution D100 tries to 
  address this problem by explicitly 
  inviting the group to use fatigue 
  as extensively as they see ﬁt.
  CARRYING UNREALISTIC LOADS. 
  Some groups have trouble with 
  players who want their characters 
  to 
  carry 
  around 
  implausible 
  amounts of load and yet demand 
  that they remain nimble and 
  fresh as if they were wearing 
  a t-shirt, or carry halberds or 
  assault blasters while dining at 
  classy establishment without any 
  embarrassment. Other groups do 
  not include such players, or simply 
  do not consider this a problem. 
  Groups who perceive this situation 
  as real and detrimental for the 
  game may beneﬁt from a strict 
  enforcement of the Encumbrance 
  rules. Purposeful application of 
  all optional Encumbrance and 
  Fatigue Consequences may lead 
  to a point where overburdened 
  characters 
  become 
  exhausted, 
  discouraging their players from 
  the behaviour that others ﬁnd 
  inappropriate. Yet these penalties 
  are 
  completely 
  optional, 
  so 
  they can be skipped without 
  consequences (pun not intended) 
  when 
  excessive 
  equipment 
  carriage is not a problem in your 
  game.
  Equipment Penalties
  Condition
  Social 
  conflict
  Non-combat physical 
  conflict
  Encumbrance 
  threshold *
  Carrying a sack or 
  backpack
  —
  1 (standard) to 
  3 (very cumbersome) 
  Negative Consequences
  +1 to +3, same 
  number as the 
  Consequences
  Carrying a hand-
  carried weapon**
  1 Negative 
  Consequence
  2 Negative Consequences
  —
  Carrying a crew-
  operated firearm
  2 Negative 
  Consequences
  3 Negative Consequences
  +3
  Wearing light 
  armour
  —
  1 Negative Consequence
  per armour (see 
  Chapter 5)
  Wearing heavy 
  armour
  1 Negative 
  Consequence
  2 Negative Consequences
  per armour (see 
  Chapter 5)
  [*] – This variable applies to Advanced Combat and is not a penalty but the Strike Rank threshold below 
  which you start losing Life Points (see page 94 of Chapter 4). It is a positive number.
  [**] - A pole weapon, long spear, crossbow, long ﬁrearm or anything else that is clearly a military weapon 
  and/or cannot be easily attached to a belt or sash.
  CONTEXTUALIZED PENALTIES. 
  The Equipment Penalty Table 
  does not wish to be exhaustive. 
  Your setting information will 
  include entries for many more 
  items, as well as new values for 
  the listed items according 
  to the models in use in it 
  and to the local social 
  conventions.
  
  74
  ADVENTURING
  EXPOSURE, STARVATION AND THIRST
  Fatigue loss from exposure or lack of food or water can be a Consequence of any 
  conflict which takes place in a hostile environment. This kind of fatigue is of a 
  dangerous kind, not just a mere inconvenience to future conflicts, and can lead 
  to character death. A character who suffers a total defeat in a conflict implying 
  starvation, thirst or exposure should be declared dead or unconscious, requiring 
  someone else’s intervention to prevent his or her demise. If a character falls to zero 
  Resolution Points or below because of a situation described as lack of rest, instead, he 
  or she just falls asleep, able to wake up only after an appropriate rest or by some kind 
  of extraordinary means (drugs, magic or advanced technology).
  While these threats are best treated as an additional danger of travel in a hostile 
  environment, there will be times when they are the sole threat source, and thus 
  characters have to face them directly as opponents in a Conflict. The Distress Table 
  provides samples of the different types of hardship a character can encounter. When 
  the player characters are exposed to the listed threat, the Narrator should run the 
  game at a time scale equal or lower than the one listed. Whenever the opposition 
  is brought to zero Resolution, you should you find a plausible way in which the 
  threat has been eliminated (you found water, a protective device, etc.), lest the threat 
  regenerates its full RP after an appropriate length of time has passed.
  Distress Sources
  Source of Distress
  Time Scale
  Sample Resolution 
  Points for threat
  Challenge Rating
  Without water
  Narrative 
  Time
  10
  50%, 80% in case of 
  extreme heat
  Without food
  Narrative 
  Time
  10
  50%
  Adverse 
  environment (cold 
  or heat, volcanic 
  gas)
  Narrative 
  Time
  As per travel table 
  for cold; 10 for 
  heat; gases have 
  their own values.
  As per travelling 
  table
  Extreme hardship 
  (searing heat, 
  freezing cold, void)
  Adventure 
  Time
  18
  80%
  Without rest
  Narrative 
  Time
  10
  50%
  Without any air to 
  breathe
  Combat
  10, 14 for drowning 
  in water
  50%
  ADAPT YOUR THREATS. 
  These threats will deﬁnitely vary 
  their 
  inﬂuence 
  and 
  lethality 
  according to the setting and genre 
  of the campaign. We recommend 
  that 
  you 
  deﬁne 
  established 
  values for the most frequent 
  environmental phenomena in 
  your setting (deserts, radioactive 
  patches, 
  dangerous 
  micro-
  organisms) and give the players 
  a clear idea of what exposure 
  to the source of distress would 
  imply, particularly if they have an 
  appropriate environmental trait.
  FATIGUE AS LIFE POINT LOSS. 
  The Fatigue rules given here refer 
  to long term exhaustion that 
  carries over for hours of days at 
  the end of extended eﬀorts like 
  labour or travel. In Advanced 
  Combat, we have chosen to 
  introduce 
  a 
  high-granularity 
  variable, called Life Points, to 
  provide a more detailed treatment 
  of short-term Fatigue due to short 
  periods of strenuous activity like a 
  battle. When Advanced Combat 
  starts or ends, you might need 
  to “exchange” long term fatigue 
  into short term, or vice versa. In 
  this case, the “exchange rate” is 
  10 Life Points per each sign in the 
  Consequence.
  
  75
  REVOLUTION D100 CHAPTER 3
  HEALING AND RECOVERY
  The simplest way of recovering fatigue and healing wounds is that of letting any 
  Consequence expire by moving to a higher time scale, which implies that the 
  source of distress has disappeared and the party is resting and recovering. Once 
  you enter Downtime, Fatigue usually disappears completely and any non-lethal 
  injuries heal, given some days’ time. One or two minuses for fatigue can also 
  expire when the party enters Narrative Time and sleeps.
  HEALING CONFLICTS
  If the characters cannot wait for the time scale to move back to Downtime, they 
  will need to run a Healing Conflict in Adventure or Narrative Time to eliminate or 
  mitigate wound effects before they interfere with the next violent encounter. In case 
  of seriously disabling wounds (amputations, maiming, acid burns) the Narrator 
  might require a Healing Conflict even in Downtime to ensure the character body 
  recovers its full functionality.
  In a Healing conflict, a character – usually not the wounded one – challenges 
  the Consequences labelled as wounds directly, using the rules for getting rid of 
  Consequences on page 58. Wounds are Recurring Consequences so each of them 
  provides 15 RP to the pool. The healer will start the conflict with resolution equal to 
  his or her Intelligence, or Will if using magic or other paranormal means of healing. 
  Normal opposition will have a skill of 50%, but the Narrator may increase it in 
  unfavourable conditions.
  The Healing Table describes the Trait and the Time Scale needed to treat each level 
  of injury. 
  The healer can choose to face more ailments in a single Conflict to optimise 
  resource, marking off individual wounds as soon as a sufficient number of RP 
  have been eliminated. Poison and Disease can be treated separately if desired. 
  Two or more healers can join in the conflict against a very high total of Damage 
  to heal, provided they all have the required Trait for the most severe wound 
  to heal. Each Healer can have his or her Resolution Point pool, in order to be 
  able to go on even if the other healers are taken out of the Conflict. Characters 
  with inadequate or no healing skill may provide Support if they have significant 
  actions to describe. Even keeping the insects away from the wounds may be 
  useful in some situations.
  As soon as the healers have eliminated the equivalent of one ailment in RP, 
  that ailment is eliminated. Lethal and Major Wounds are not eliminated but 
  downgraded to the immediately inferior type of wound.
  Once one side is totally beaten, the healing process stops. Any remaining 
  wounds remain in effect as Consequences, and can be opposed again in a 
  Healing Conflict only if and when the Narrator allows it. Each Consequence 
  the healer(s) suffered implies a loss in a limited resource; fatigue, bandages 
  running out, time passing and so on. 
  Healing Requirements
  Ailment
  Time Scale
  Trait
  Minor Wound
  Adventure Time
  First Aid
  Major Wound
  Adventure Time
  Healing
  Lethal Wound
  Narrative Time
  Surgery
  Disease
  Narrative Time
  Healing
  Poison
  Narrative Time
  Healing
  FAST HEALING. 
  After Advanced Combat, you will 
  need to translate wounds and Life 
  Point loss into Consequences. 
  First of all, any surgeon or healer 
  in the group will heal wounded 
  characters with a process called 
  Fast Healing (see page 107 in 
  Chapter 4). When this process 
  cannot take place, or is not 
  suﬃcient to heal all ailments, 
  injuries and fatigue must be 
  translated into Consequences 
  until they can be countered with 
  a Healing Conﬂict.
  PARTIAL RECOVERY. 
  Sometimes even the best healers 
  cannot completely cancel the 
  eﬀects of injury. If you wish to 
  enforce strict realism in your 
  game, at the cost of reducing 
  player character eﬀectiveness in 
  critical moments, you may rule 
  that when a roll in a Healing 
  Conﬂict eliminates enough RP 
  to treat a wound, any excess RP 
  eliminated cannot carry over to 
  the next wound. This will likely 
  result in dropping the opposition 
  to zero while one or two wounds 
  are still in eﬀect.
  PARANORMAL HEALING. 
  Outside 
  Advanced 
  Combat, 
  having access to the healing 
  powers described in Chapter 6 
  means that the healer can treat 
  ailments one level more severe 
  than his or her Traits would allow. 
  Having First Aid is treated as 
  having Healing, and Healing is 
  treated as Surgery. The healer can 
  roll for eﬀect on Concentration if 
  he or she wishes. On a successful 
  roll, the healer adds the maximum 
  Might of the Heal eﬀect he or she 
  can produce to the RP subtracted 
  from the opposition. If the power 
  can be used only once (healing 
  potion, divine blessing, etc.), 
  then it is used up the ﬁrst time it 
  enhances the result of a roll.
  
  76
  ADVENTURING
  TRAPS AND FALLING
  One common obstacle that player characters may encounter during an 
  adventure is a trap or a dangerous passage that can lead to a deadly fall. A trap 
  usually implies an initial, single opposed roll to check whether the target spots 
  it or manages to avoid it.
  In the opening roll, the danger rolls with a Bonus for surprise if the character is 
  unaware of it. An environmental trait may offset that Bonus. The basic skill the trap 
  uses is determined by the Narrator, or equal to the Trap, Mechanism or Camouflage 
  score of the trap creator, if it has been determined (or if the roles are inverted and 
  the heroes set the trap). The endangered character(s) must usually oppose the 
  attack with an applicable Perception trait, or an Agility Trait if the danger is evident.
  Once this roll is made, the nature of the trap will tell you if the threat is neutralised 
  (you spotted the pitfall or avoided the dart) or it goes on (the ceiling is lowering, but 
  it has not yet crushed you, or you spotted the poisoned needle, but you must still 
  open the chest so you have no chance but risk being stung while disarming it). If 
  the Narrator decides that the trap is still a danger, use the “Turning a single roll into 
  a Conflict” rules to setup a full conflict. The Narrator determines if the trap opposes 
  INT and Perception (the trap is difficult to spot and/or leaves no way to avoid 
  it once triggered) or DEX and Agility (the trap can be avoided when triggered). 
  Natural dangers like slippery rocks always oppose Dexterity. 
  If the player characters suffer a defeat, they suffer the intended effects of the trap. 
  If the trap was meant to kill, this usually means death, unless the players can find a 
  good reason why their characters might have survived (this is easier to obtain in a full 
  Conflict, so we recommend to avoid instantly operating lethal traps in your games). If 
  the characters survive, they nevertheless suffer Consequences appropriate to the nature 
  of the danger such as wounds, immobilisation or alerting the enemy of their presence.
  POISON AND DISEASES
  There are two types of poisons: Combat Time ones intended to put a victim out 
  of action as fast as possible, and slower ones that act over a longer period of time 
  expressed as a Time Scale in game terms. Both types of poison work with a Conflict 
  between the Might of the poison and the victim’s Constitution, or very rarely 
  another characteristic. The Conflict takes place in the given Time Scale. Combat 
  poisons use the Parallel Conflicts rules (see page 112 of Chapter 4) if the poisoning 
  took place during combat.
  Only the Poison rolls for effect, usually with a Challenge Rating of 50%. The 
  victim opposes the roll with Survival [Endurance], or other rolls according to the 
  situation. If someone with the First Aid or Healing Trait is present and can plausibly 
  intervene, he or she can lend a Support Bonus, too. In order to roll actively against 
  poison, a healer must use a Healing Conflict.
  Sample Dangers
  Threat
  RP
  Challenge 
  rating
  Attacks
  Damage
  Primitive pitfall
  15
  50%
  DEX
  1d6 spikes + kinetic Might 4 (4d2)
  Slippery slope
  10
  50%
  DEX
  Kinetic damage Might 3 (3d2)
  Electrified 
  fence
  20
  20%
  INT
  Electricity Might 4 (4d6)
  TRAPS IN EXPLORATION 
  CONFLICTS
  An instant operation trap can be 
  inserted into a larger exploration 
  conﬂict as if it was a Ranged 
  Combat Attack (see the Firing 
  outside 
  Combat 
  option 
  on 
  page 41). Use the skills and 
  modiﬁers listed above for the 
  initial single roll, but the roll 
  becomes a one-shot eﬀect in the 
  exploration conﬂict.
  TRAPS AND FALLS AS 
  ADVANCED DAMAGE.
  You might wish to use the 
  damage 
  rules 
  presented 
  in 
  Advanced Combat (see Chapter 
  4) to resolve the eﬀects of a trap 
  or fall. In this case the Narrator 
  should also deﬁne a die roll to 
  determine how much damage 
  the danger can potentially cause. 
  If the damage is the result of a fall 
  or other types of physical injuries, 
  it will often be expressed as a 
  base roll (equivalent to weapon 
  damage in Advanced Combat) 
  plus Might (in D2s). A man-
  made trap might also be crafted 
  so that it also applies a Damage 
  Combat Eﬀect such as Impale 
  or Slash to the rolled damage, 
  or ignore armour. A simple fall 
  implies only kinetic Might as 
  damage, with a rate of 2 Might 
  per three metres fallen (1 Might 
  per ﬁve feet). In other cases, the 
  damage may still be expressed in 
  Might but be of a diﬀerent nature 
  which implies a diﬀerent kind of 
  die roll per point of Might. On 
  a successful triggering, the trap 
  deals the rolled damage against 
  the character’s Toughness, as 
  described in Chapter 4.
  
  77
  REVOLUTION D100 CHAPTER 3
  Each non-deadly poison has effects that correspond, in game terms, to 
  Consequences applied if it wins the conflict against the target’s CON. A deadly 
  poisons kills its victim upon bringing it to zero RP when acting outside Combat 
  Time, or in Basic Combat. Be careful when using such concoctions. Reserve strong 
  deadly poisons for use in Advanced Combat, where there are more opportunities to 
  stop their action. See Chapter 4 for usage of deadly poison in Advanced Combat.
  Some poisons have an additional effect labelled as their “instant” effect 
  (unconsciousness and paralysis are the most common). If the poison meets the 
  conditions for a Quick Exit with its first roll, then the instant effect takes place at 
  once. Otherwise it only takes place if the poison obtains a total victory.
  Eliminating the Effects of non-deadly poisons may imply a Healing Conflict, in 
  Narrative Time, against the poison Might. 
  POISON DESCRIPTION AND EXAMPLES
  Every type of poison is defined with the following information: Might, Time 
  Scale, Effect(s).
  Might: This is the starting Resolution used by the poison. Any Challenge 
  Rating above 50% must be noted here, too.
  Time Scale: The time scale in which to run the conflict to determine the poison 
  effects.
  Effects: The effects applied if the poison wins the Conflict. If a poison has an 
  effect marked as instant, this occurs immediately if the first roll achieves a 
  Quick Exit.
  ANTIDOTES
  An antidote simply eliminates Poison Might equal to its own, regardless of any 
  die roll. Essentially, they are a concoction imbued with the Absorb [specific 
  venom] power described in Chapter 6 (see page 179). Some antidotes may 
  require assumption before the poisoning takes place, others work retro-actively.
  DISEASE
  Disease is treated like Poison, with the exception that there is no instant 
  effect, and most if not all disease operates in Narrative Time (some chronic 
  diseases even in Downtime), so the Time Scale is usually left unspecified in 
  their description. Most specific medicines have an Absorb [specific disease] 
  like antidotes have for venoms, while more generic ones act as a Positive 
  Consequence for the Conflict. Vaccines operate against disease like pre-
  imbibed antidotes do with poisons, usually having Might enough to terminate 
  the Conflict before any roll is made. Use the Healing Trait and the rules for 
  crafting items and potions in Chapters 5 and 6 when a character must create a 
  medicine or vaccine against a disease.
  Sample Poisons
  Adder Venom
  Might 2D6 (as snake CON), Narrative Time, Effects: death.
  Curare
  Might 20, Combat, Effects: instant paralysis, death.
  Cyanide
  Might 25 (Challenge Rating 80%), Combat, Effects: death.
  Sample Diseases
  Tetanus
  Might 20 (skill 90%), Effects: instant paralysis, death.
  The Plague
  Might 1D6+10, Effects: death.
  ADVANCED VACCINES. 
  For a more realistic treatment 
  of 
  vaccines, 
  give 
  them 
  an 
  Absorb [speciﬁc disease] rating 
  equal to the target’s CON. This 
  represents the stimulation of the 
  target’s immune system that the 
  vaccination operates.
  LETHALITY OF POISON 
  AND DISEASE.
   Please note that even diseases 
  and poison with a moderate 
  Might may be deadly, as many 
  characters do not possess the 
  Endurance trait and roll on their 
  raw Survival skill, or CONx2 if 
  you use this rule. In addition to 
  this, ﬁghting while a Conﬂict 
  against poison or disease is still in 
  progress on a higher Time Scale 
  can be extremely dangerous.
  
  78
  ADVENTURING
  MOTIVATIONS AND FATE
  The rules for Motivations and Fate Points are a tool to help you push the flow of 
  the game in the direction you and your players like the best. The rules put the 
  responsibility for the flow of Fate and the impact that Motivations have on the 
  game on the players’ shoulders. The Narrator cannot impose any behaviour on 
  player characters by leveraging Motivations. He or she can only suggest that it 
  is a good moment for the player to activate or use the Motivation. If some players 
  are reluctant to accept these mechanics, the Narrator should stress to them that 
  Fate and Motivations will play a role in the game only when they (and not the 
  Narrator) find it appropriate and fun.
  FATE POINT POOL
  Each player has a Fate Point Pool to tap during the game to turn the tide in favour 
  of his or her character. The maximum size of this pool in non-violent situations is 
  equal to the character’s CHA. When combat or extreme danger is in progress or 
  imminent, this maximum value is doubled.
  A player’s Fate point pool is empty at the start of a game session and the Narrator 
  does not hand out Fate for simply “being there to play”. In fact, the Narrator 
  never hands out Fate at all. Fate Point gains in Revolution are the result of players’ 
  actions, not the Narrator’s.
  USING FATE
  Fate points are useful in a variety of ways:
  Modified roll: A player can alter any one die of a d100 roll by spending one Fate 
  Point per point added or subtracted. The alteration is applied to the unit die and/
  or the tens die separately, not to the overall percentile result of the roll. No single 
  die can be changed into less than a zero or more than a nine. The roll is treated as 
  having been rolled naturally, and success level is calculated normally, according 
  to the skill of the rolling character. Changing a failure into an advantage is legal if 
  the player applies Fate Points wisely. 
  Increased Advantage: If a player has achieved an Advantage in a conflict or 
  gained Combat Advantage in an exchange of blows, he or she can add another D6 
  to the Resolution or Action Rank damage inflicted to the opposition at the cost 
  of four Fate Points. You can use this option in conjunction with spending Fate 
  Points to gain the Advantage. 
  Plot Twist: Fate Points may be spent to alter the storyline of the current scenario 
  in some minor way. This is useful to create a scene or item that the Narrator had 
  not intended to be there but is useful to the characters, such as a caravan or oasis 
  when the player characters are low on water on a desert journey.
  However, in accordance with the principles explained in the introduction, Plot 
  Twists are restricted to alterations that affect the story at scene level. Editing the 
  background or the backstory is not their intended purpose. Whenever a player 
  tries to change a setting or background detail with a Plot Twist (and only in this 
  case), the Narrator can veto it without further explanations. If instead the Plot 
  Twist threaten an alteration in the main story that the Narrator does not approve 
  (a fact the suggesting character might be unaware of), then the Narrator must use 
  the Plot Protection procedure described below if he or she intends to veto it.
  If the Narrator approves the twist, then the scene or item created must be useful 
  to the character in some way, and the characters must be able to exploit it to their 
  advantage in some way, although this may not be automatic (the oasis could be 
  guarded, or infested by creatures). Any obstacle interposed between the character 
  and the plot twist must be reasonably balanced to the party abilities.
  SHOULD WE USE FATE? 
  Keep in mind that not everyone 
  loves mechanics that are totally 
  unrelated to the game world, 
  and there are players who really 
  cannot maintain suspension of 
  disbelief in the presence of such 
  rules. Although we recommend 
  that you use Fate and Motivations, 
  the game is organised in such a 
  way that you can ignore them 
  completely if you wish. The 
  Narrator is encouraged to check 
  with all players whether they 
  dislike these mechanics.
  However, 
  consider 
  also 
  that 
  Advanced Combat can become 
  very deadly without Fate Points. 
  Playing 
  without 
  these 
  rules 
  may prove frustrating if you 
  are looking for a very heroic 
  and cinematic game, and some 
  genres might prove very hard to 
  emulate properly.
  COLLABORATIVE USE OF 
  PLOT TWISTS.
  Of course, the Narrator may 
  also “suggest” that a given 
  event a player is hoping for 
  may take place in exchange for 
  some Fate Points. The Narrator 
  should never use this option as a 
  substitute for staging a Conﬂict; 
  instead, this should replace a 
  random determination or an 
  arbitrary choice, in those cases 
  when letting the players decide 
  will make for a more enjoyable 
  plot. It is still up to the player to 
  accept or not the Narrator’s oﬀer, 
  knowing that in case of refusal 
  the desired event will not take 
  place. Some Narrators love to 
  use this technique to promote 
  a cooperative development of 
  the plot.
  
  79
  REVOLUTION D100 CHAPTER 3
  It is up to the Narrator to determine how much Fate a given twist will cost, with 
  the minimum cost being one point and the maximum being five points. The 
  player can give up introducing the twist if the price seems too high. If something 
  is better not introduced into the plot for reasons that the players do not know yet, 
  better tell them explicitly instead of charging them outrageous amount of Fate.
  If the Narrator does not approve a twist at all, he or she must consult the players 
  about its plausibility. If some players have doubts, then the twist is cancelled 
  without further explanations. If all players agree it is plausible, then the Narrator 
  can still invoke Plot Protection and deny the event without telling the players 
  what plot reasons recommend that the twist does not happen. However, 
  whenever Plot Protection is invoked the proposing character does not spend any 
  Fate Points, and immediately gains three extra Fate Points! 
  MOTIVATIONS AND FATE GAIN
  Each character has one or more Motivations.  There is not a list of standard 
  Motivations, as each Motivation is personal for the character involved and 
  is an expression of his or her feelings, ideals and aspirations. Examples of 
  Motivations may be “Secret love for [Character]”, “Desire of revenge against 
  [non-human race]”, “Wish to become the greatest warrior of all times”, “Wish 
  to clear off the false accusation against father”, “Chivalric code of honour” and 
  so on.
  Motivations are the basic way a player gains Fate Points. When a player wishes 
  to bring a Motivation into play, all he or she has to do is to pick a moment 
  outside any danger scene and introduce a scene of his own during which his or 
  her character actively pursues the Motivation. This can be done freely when it 
  is your turn to state your intents during Downtime and Narrative Time, as well 
  as in relatively quiet moments during Adventure Time, but requires Narrator 
  approval if you try it during Combat Time or during a Conflict in Adventure 
  Time. It is also possible that the player describes a scene where his or her 
  character fails in the pursuit of the Motivation. This will nonetheless grant the 
  activation of the Motivation.
  The Narrator cannot prevent the activation of a Motivation outside a Conflict 
  or immediate danger situations. If nothing else is plausible in the situation 
  at hand, the Narrator may rule that a flashback is the only way to bring that 
  motivation into play, but the player can still activate the Motivation.  If another 
  player wishes to intervene in the scene with which the first player activated 
  the Motivation, the Narrator should allow him or her to do so. Only in case 
  this intervention causes a major inconsistency should the Narrator veto the 
  participation of the other player character.
  If a player does not wish to bring that Motivation into play for that session, then 
  it will not yield Fate Points. The Narrator is free, of course, to reference that 
  Motivation during the course of that session, but without any effect on Fate.
  Whenever you activate a Motivation, it is marked as Active on the character 
  sheet. This will later allow an experience gain in the Motivation, even if you 
  deactivate the Motivation before the session end. No roll is required to activate 
  a Motivation outside combat. Immediately after the activation, the player adds 
  seven points to his or her character’s Fate Point reserve. Since this takes place 
  outside combat, the maximum value that the Fate Point pool may reach by 
  activating Motivations is the character’s CHA, unless danger is so obviously 
  imminent that the Narrator considers the scene a prelude to the next battle or 
  Conflict. Any excess points are lost.
  A player cannot activate the same Motivation through the insertion of a scene 
  more than once per game session. In particular cases, when something not 
  caused by the character but significant for the Motivation happens in play, usually 
  a reference to a Motivation in a violent scene, the Narrator may allow a player to 
  activate a deactivated Motivation. 
  WATCH OUT! 
  Even players who have no 
  problem with using Fate to 
  “aid” die rolls may dislike Plot 
  Twists. Check that everyone 
  is comfortable with sharing 
  narrative authority over non-
  trivial details, and if anyone has 
  doubts consider limiting Fate 
  Point use to the ﬁrst two options 
  only. In any case, always remind 
  the players that they cannot 
  change details about the setting 
  with Plot Twists.
  MAINTAINING FIRST-PERSON 
  PERSPECTIVE. 
  When describing the activation 
  of a Motivation, a player should 
  limit the description to the 
  actions that the player character 
  can perform only, and introduce 
  environmental details or actions 
  by other characters only if the 
  Narrator or the player of said 
  character approves. However, it is 
  not diﬃcult to improvise a scene 
  that brings the Motivation into 
  play by simply narrating what 
  the player character is doing or 
  is planning to do. This will, of 
  course, only make up the start of 
  the scene, and the Narrator and 
  the other players are then free 
  to give their contribution to its 
  evolution, possibly bringing other 
  Motivations into play or messing 
  up the situation for the ﬁrst player 
  character.
  
  80
  ADVENTURING
  MOTIVATIONS DURING A DANGEROUS ENCOUNTER
  When a Motivation is active, the player has voluntarily flagged it as a theme 
  that he or she would like to place in the spotlight for that game session. In 
  an action oriented RPG like Revolution D100, using something as theme 
  implies that it has a high chance of being put at a stake. Thus, the Narrator 
  is encouraged to introduce it somehow in violent or stressful situations. 
  The object of the Motivation might be endangered by an enemy attack, or 
  be somehow connected to a troublesome situation. This is not mandatory 
  for all active Motivations, but it is recommended as a way to ensure that the 
  adventures revolve around the Motivations the players have highlighted.
  Once a Motivation has been referenced in a Conflict, any player who has that 
  Motivation active is supposed to act accordingly, even if this implies taking 
  extra risks, particularly in Advanced Combat. This is represented by the fact 
  that spending Fate Points on rolls that try to pursue the Motivation actually 
  has a good chance of increasing the size of the player’s Fate Point pool, not 
  decreasing it.
  Whenever a player uses four or more Fate Points for a single effect, he or she 
  must uncheck one of his or her active Motivations. If no active Motivation 
  remains, Fate Points are still expended, but no Motivation is deactivated. A 
  player may opt to spend more Fate Points than required for an effect in order to 
  deactivate a Motivation.
  Whenever a character uses Fate Points in a clear attempt to pursue one of his 
  or her active Motivations, he or she must deactivate that motivation, and not 
  another, as the consequence of the Fate expenditure. However, the player may 
  try to immediately re-activate the Motivation at the same time, thus gaining 
  extra Fate. In order to do so, he or she must roll the Motivation like a skill on 
  D100 – the player may even use Fate to alter this roll, possibly deactivating 
  another Motivation – and if the roll is successful the Motivation is immediately 
  re-activated and another seven points of Fate are added to the character’s Fate 
  Point reserve. This time the maximum possible value for the Fate Point pool 
  is doubled, as this is a danger scene. The Narrator may award a Bonus to this 
  roll for appropriate roleplaying related to the Motivation, especially if the 
  player’s behaviour is fun for the entire group. If the player manages to make an 
  appropriate reference, in his or her roleplaying, to the actual scene he or she 
  used to activate the Motivation outside combat, then the Narrator must give the 
  player a bonus. Even when this takes place in combat, players are encouraged to 
  use flashbacks or other recitative elements to bring the motivation into play and 
  remark the fact that their character is pursuing it.
  In exceptional cases, a player may wish to activate a Motivation that was not 
  active at the start of a Conflict. This may only occur if the Motivation itself has 
  been referenced explicitly by the Narrator (or another player), and requires a 
  Motivation roll. The Narrator is the final judge of whether a new Motivation 
  can be activated during combat, but he or she should never use this veto power 
  to interrupt a sequence that is producing fun to all players.
  The end result of this process, if handled with care by both Narrator and 
  players, is the progressive build-up of Fate whenever a Motivation is at a stake, 
  thus allowing the most significant battles to be also the ones in which the 
  players perform incredible feats of valour.
  The Narrator may reference a Motivation unexpectedly during a violent 
  Conflict (and we stress again that this does not mean that the Motivation 
  becomes activated against the player’s will). The typical example is someone’s 
  romantic interest being kidnapped by the bad guys and kept as hostage. 
  Naturally, a player who has not activated that Motivation before combat 
  may wish to do so during a battle (or a Conflict). If this happens, the player 
  must declare this intent at the start of a round, before his or her Statement of 
  Intent, and roll the Motivation as a skill on D100. If the roll is successful, then 
  the Motivation is activated. Note that the player may apply Fate to this roll, 
  LIMITING THE NUMBER OF 
  ACTIVE MOTIVATIONS. 
  You may establish a maximum 
  number of Motivations that may 
  be active at the same time for 
  each character. If the activation of 
  a Motivation would bring the total 
  number of active Motivations 
  above 
  the 
  maximum, 
  then 
  the player cannot activate that 
  Motivation until another he or 
  she has deactivated another one. 
  All exceptions to this rule refer to 
  activating Motivations during a 
  combat or conﬂict.
  
  81
  REVOLUTION D100 CHAPTER 3
  possibly leading to the deactivation of another Motivation. This allows players 
  to “switch” between active motivations if they wish to play more “in tune” with 
  the themes introduced by the Narrator, while remaining in control of what 
  elements they want to introduce into play. It is also a good way to earn many 
  Fate Points.
  ACQUIRING NEW MOTIVATIONS
  A player may try to start a new Motivation at any moment his or her character 
  is not engaged in combat. Roll 1d10. If the result is higher than your current 
  total number of Motivations, you gain a new Motivation with a starting score 
  of 30 plus the rolled number. The Narrator may grant you a bonus of +2 to this 
  roll if he or she deems that your new Motivation is appropriate to how you have 
  interpreted your character during play. If the roll fails, you cannot try to acquire 
  new Motivations until the next game session. The Narrator is also in charge 
  of deciding whether to roll 1d10 or rather 1d8 or 1d6 for that particular game 
  campaign.
  During the course of play, you might discover that one of your character’s 
  Motivations no longer makes any sense, as a goal has been achieved or is no 
  longer achievable. This is the moment either to retire your character from 
  active play, or to swap your fulfilled goal with another related Motivation. In 
  order to do so, you must agree with your Narrator on a Motivation that is an 
  appropriate replacement for the old one. Once you have agreed on a suitable 
  replacement, you need not roll to see if the new Motivation is gained, and its 
  score is now 30 plus one fifth of your old Motivation score.
  LIMITING ACTIVE 
  MOTIVATIONS IN COMBAT. 
  If the activation of a Motivation 
  during combat would lead to 
  a player having more active 
  Motivations than allowed for that 
  campaign, then the Narrator may, 
  at his or her discretion, request 
  that one active Motivation be 
  deactivated by applying four or 
  more Fate Points to the roll used 
  to activate the new Motivation. 
  This is recommended but not 
  mandatory, and the Narrator 
  may wish to allow excess active 
  Motivations to keep the action 
  level high.
  
  COMBAT
  Advanced Combat Summary
  Opening Move
  At Statement of Intents, your Opening Move determines your Strike Rank for the round.
  Life Points
  Negative Life Points are subtracted from a combatant’s Strike Rank at the beginning of each round.
  Strike Rank
  Each combatant takes action in SR order. Each Action or Reaction decreases SR, determining a new order for the following actions, 
  until no one has SR left to act.
  Acting without 
  Strike Rank
  A combatant who cannot pay the full SR price for an Action or Reaction suﬀers a Penalty to Skill and a loss of Life Points.
  Actions and 
  Movement
  A combatant can combine movement up to his or her Move score with most actions or attacks that cost at least ﬁve SR. Moving 
  further requires a Non-Combat Opening Move.
  Exchanges
  An Attack action triggers a Combat Exchange. Attacker and defender roll the dice and compare the results in an Opposed Skill Roll. 
  The winner gains one or more Combat Eﬀects.
  Tactical Effects
  If the defender made the roll, the winner of an exchange can only use Tactical Combat Eﬀects to gain an advantage in future 
  exchanges, or to try to circumvent the opponent’s success.
  Damage Effects
  If the defender failed, the attacker rolls for damage, and can use either Tactical Combat Eﬀects or Damage Combat Eﬀects, which 
  can alter the nature and amount of damage dealt.
  Armour
  The unit die of the attack roll determines which of the defender’s armour values to subtract from the rolled damage.
  Toughness
  A damage total below the defender’s Toughness causes a Minor Wound, and is subtracted only from current Strike Rank. Minor 
  wounds are not cumulative.
  Wounds
  A damage total matching or exceeding the defender’s Toughness constitutes a Major Wound, which immediately brings the 
  defender to Negative Life Points.
  Localised Damage 
  [optional]
  If localised damage is in use, each location has a diﬀerent value for armour and Toughness. Major wound eﬀects are only cumulative 
  if they aﬀect the same location.
  
  83
  REVOLUTION D100 CHAPTER 4
  BASIC COMBAT
  ROUND SEQUENCE
  C
  ombat takes place in rounds. With ten rounds in every minute, a single 
  round translates into six seconds, during which each character can 
  perform one or two actions. Every combat goes through the following steps:
  1. Determine Resolution Points: At the start of combat, all players check their 
  characters’ Resolution Points and note any Consequences carried over from 
  Adventure Time and similar advantages/disadvantages.
  2. Statement of intents: The Narrator declares what Non-Player Characters will 
  do, as long as it is something that is visible to the player characters. Then all 
  players declare, in ascending INT order, or any other order that is convenient 
  for the group, what Actions their characters will perform during the Combat 
  Round. The Strike Rank for that Round is then determined for each player 
  and Non-Player Character, according to the stated intents.
  3. Characters Take Action: All combatants perform their intended Actions in 
  descending Strike Rank order. The character with the highest Strike Rank goes 
  first, followed by the one with the second-highest Strike Rank, and so on, until 
  the last combatant has acted. Reactions, such as Parries, Dodges or reaction 
  spells, take place during this process as appropriate, and players can wait until 
  their characters are actually threatened before declaring how they react.
  4. End of Combat Round: Once all eligible characters have acted, the Combat 
  Round is over. If there are characters still engaged in combat with enemies, 
  go back to number 2 and start another Combat Round. Otherwise, move the 
  Time Scale to Adventure Time.
  RESOLUTION POINTS AND STRIKE RANK
  Resolution Points determine both the fact that a character is still able to fight, and 
  the moment in the Round when the character will act, by being the base for Strike 
  Rank calculation. If two or more characters act on the same Strike Rank, they act in 
  order of their DEX, with the highest going first. If two or more characters acting in 
  the same Strike Rank have the same DEX score, they act simultaneously.
  DETERMINING RESOLUTION POINTS
  Calculate basic Resolution Points by adding up a character’s DEX and CON, 
  and add divide by two, rounding up. Disembodied creatures who lack both 
  Characteristics have their Resolution Points calculated on the average of INT 
  and WIL. Resolution Points are not re-calculated before the second round; all 
  Resolution Point changes from the previous Rounds remain in effect.
  STRIKE RANK
  During Statement of Intents Phase, after deciding their plan for the current 
  Round, players determine the Strike Rank on which their characters act. If they 
  have declared to perform two Actions, their Strike Rank is their Resolution 
  Points minus five. Otherwise, Strike Rank is the same as Resolution Points. The 
  Narrator does the same for all Non-Player Characters, noting which ones act at 
  a Strike Rank lower than Resolution Points.
  BASIC AND ADVANCED COMBAT.
  Basic Combat handles violent 
  encounters 
  with 
  rules 
  that 
  resemble 
  those 
  of 
  general 
  Conﬂicts, and leverage action 
  description rather than tactical 
  detail. It contains entry points 
  for  more detailed rules from 
  Advanced Combat, but the two 
  sub-systems are so diﬀerent that 
  we do not recommend mixing 
  them outside those speciﬁc 
  points.
  RECORDING  
   
  RESOLUTION POINTS.
  Players will mark their character’s 
  Resolution 
  Points 
  on 
  the 
  Resolution Point track of their 
  Character Sheet with a pencil 
  or a paper clip. At the start of 
  each round, after Statement of 
  Intents, players whose character 
  have a Strike Rank which diﬀers 
  from Resolution Points will put a 
  temporary mark corresponding 
  to Strike Rank on the Resolution 
  Point 
  track. 
  Variations 
  in 
  Resolution 
  Points 
  occurring 
  during the round are applied to 
  both marks. At the end of each 
  round, all temporary marks are 
  removed from character sheets.
  
  84
  COMBAT
  Resolution Points can change during a Combat Round because of someone 
  else’s  actions. If a character’s Resolution Points changes during a Combat 
  Round, the character’s Strike Rank changes accordingly. If the character has not 
  acted yet, his or her Actions will take place on the new Strike Rank. If the Strike 
  Rank drops to zero or less, all of this character’s Actions are aborted.
  SURPRISE AND PREPAREDNESS
  Modifiers for surprise, preparedness and tactical advantage in Basic Combat are 
  applied as Consequences during the first Round. If not used on that Round, these 
  Consequences no longer apply. Apply the effects of preparedness narratively if 
  one side is surprised. Not having a ready weapon can force a combatant to delay 
  an attack. See also Transitioning to Combat on page 59 of Chapter 3.
  MOVEMENT AND RANGE
  In Basic Combat, distances are adjudicated narratively. Movement and ranges are 
  measured in descriptive units called Zones. A Zone is the equivalent of a large 
  room, approximately 20-30 metres or yards across.
  Assume that any character can traverse an entire Zone with one Move Action, 
  and initiate Close Combat with anyone in it with a second Action. Moving across 
  Zones costs one Action per Zone, and does not automatically imply that you 
  can initiate Close Combat with a character in the ending Zone; the situation as 
  described will determine whether this is possible.
  Possible Ranges in Basic Combat are Close, Short and Medium, meaning that you 
  are at a distance of, respectively, zero, one or two Zones. Whether a target beyond 
  two zones away is at Long Range is determined by mutual agreement between 
  Narrator and players, knowing that it is reasonable to assume Medium Range up 
  to 10 zones (250-300 metres).
  ACTIONS
  There are two kinds of Actions: Delay Actions (moving to contact with the enemy, 
  drawing a weapon, aiming with a gun, etc.) that you perform in preparation of your 
  Main Action for the Round; and Main Actions (running, casting a magic spell, 
  attacking, etc.), which are the equivalent of a Roll for Effect in Generic conflicts and 
  end to your turn. Once a character has performed a Main Action, he or she must 
  stop acting. This means that a character must always move before attacking.
  If you perform a Delay Action and then another Action, all of your actions take 
  place on a Strike Rank that is five points lower than your Resolution Points. Your 
  second Action, whether Delay or Main, is always your last Action. The only 
  exception is combining a Move and Ready Item Action (see below), which count 
  as one single Delay Action. If your Resolution Points are five or less, you can only 
  perform one Action per round.
  The actions a character may take when it is his or her turn to act are:
  Aim 
  Delay
  An Aim Action offsets Penalties for distance on a Ranged Weapon attack roll. 
  This Bonus only applies in the same Combat Round.
  Close Combat Attack 
  Main
  The character makes a single Close Combat attack.
  Move 
  Delay
  The character moves to engagement distance for Close Combat with an 
  opponent in the same Zone, or enter a different Zone.
  RESOLUTION POINTS FOR 
  OPPONENTS. 
  When the party is ﬁghting 
  several opponents, the Narrator 
  may ﬁnd it convenient to mark 
  the Resolution Points that each 
  opponent has left by placing a 
  d20 close to the counter, box 
  or miniature representing the 
  opponent. 
  The 
  number 
  the 
  d20 shows is that opponent’s 
  Resolution Points. By checking 
  the actions planned for that 
  opponent, you can also determine 
  his or her Strike Rank. Adding an 
  extra chit beside the D20 may help 
  you remember which opponents 
  act on a Strike Rank that is lower 
  than the displayed value.
  SURPRISE AS DELAY. 
  If you prefer, you may express 
  surprise as a Delay Action that 
  all surprised combatants must 
  declare during the ﬁrst Round 
  of Combat. Combined with the 
  necessity to draw a weapon, this 
  may prevent surprised characters 
  from 
  attacking 
  during 
  that 
  Round.
  ADVANCED RANGES. 
  For situations requiring a more 
  precise assessment of distance 
  and movement allowance, consult 
  the Advanced Combat rules for 
  Movement and Range on page 
  90.
  ALTERNATE DELAY. 
  If you are not against some 
  extra maths, you can calculate 
  a character’s Strike Rank after 
  a Delay Action as half of his or 
  her Resolution Points instead of 
  subtracting ﬁve points.
  
  85
  REVOLUTION D100 CHAPTER 4
  Power use 
  Main
  The character can use a power, such as a Magic Spell or a Divine Blessing. 
  When using this option, the power is usually employed as an attack, but 
  sometimes a power is activated to obtain Bonuses in subsequent rolls, or to 
  alter other in-game variables for the duration of that Combat.
  Ranged Attack 
  Main
  The character can make a single Ranged Attack. The character’s weapon 
  becomes unloaded after this Action, unless it is an automatic weapon, so a 
  Ready Item action is required to reload it with another projectile before it can 
  fire again. Some weapons require longer to reload.
  Ready Item 
  Delay
  Drawing a sword from its sheath, unhooking an axe from one’s belt, notching 
  an arrow to one’s bow, extracting a healing potion from a belt pouch – all 
  these actions require the Ready Item Action. A single Ready Item action 
  can also include dropping a weapon and then drawing a new one. Sheathing 
  one weapon and drawing another takes two Actions, as does readying two 
  weapons. A Ready Item action can be combined with a Move action as if they 
  were a single action, thus allowing to perform another action after them.
  Support 
  Delay
  This action is the equivalent of the Support Action in generic Conflicts. It allows 
  a character to gain a Support Bonus for one single Skill Roll in that round. 
  The player describes what the character does to gain the Bonus. The rules for 
  determining whether you can gain a Support are the same you would use for 
  generic Conflicts. The character can apply the Bonus to allied rolls, too. The 
  Narrator should only allow Support actions for attack or defence rolls when they 
  are related to the situation during that Round.
  Use item 
  Delay
  Many items with a special effect (magic wands, healing potions, movement 
  scanners, etc.) require characters to perform the Use Action to activate it. 
  Some items require two or more Actions, while most require just a single one. 
  The item description will state how many Actions it requires.
  CLOSE COMBAT
  In Combat, the optional Roll for Effect is replaced by attack or Power Use rolls. 
  As for Rolls for Effect, attacks are opposed Skill rolls, but the Skills and Traits 
  used are more codified than in generic Conflicts. You usually have an attacker 
  who rolls Close or Ranged Combat Skill and the Trait corresponding to the 
  weapon chosen, and a defender rolling Close Combat or Agility and a defensive 
  Trait like a Weapon or Dodge.
  MAKING THE ATTACK
  A character makes an attack by rolling a d100 and comparing it to the character’s 
  Skill in the weapon he or she is using, including all  involved Traits, Bonuses and 
  Penalties. If a player rolls equal to or lower than his or her character’s final Weapon 
  Skill, the latter has hit the intended target. Otherwise, the attack is a miss.
  TARGET REACTION
  If the enemy can and will defend, he or she attempts to either Parry or Dodge, 
  or to Take Cover against a Ranged Attack. The opponent rolls the appropriate 
  LONGER RELOAD TIMES. 
  Cocking a crossbow or loading 
  some muzzle-loaded ﬁrearms 
  requires a number of Rounds 
  described 
  in 
  the 
  weapon 
  entry. During these Rounds, 
  the character is considered as 
  performing a Main action.
  
  86
  COMBAT
  Skill and compares the result with that of the attacker on the Roll for Effect 
  table (see page 48 of Chapter 3). 
  The defender must declare the Reaction before the attacker rolls. This is only 
  important when defending against multiple opponents, as in all other cases 
  there are no reasons not to attempt a defence if at all possible.
  If the opposed roll is a tie or a victory for the defender, the defence is successful 
  and the blow has no effect. The defender may receive some benefits from his or 
  her defence, depending on the level of success (simple success or Advantage) 
  achieved. If the opposed roll is a victory for the attacker (or no defence is 
  rolled), the attacker hits the defender, or receives some sort of alternate tactical 
  benefit expressed as a Resolution Point loss for the defender.
  DAMAGE RESOLUTION
  If the attack is successful, damage is rolled. Damage is applied directly to 
  Resolution Points. Damage rolls depend on two factors: the Might of the blow; 
  and the weapon Damage Die. While the Damage Die depends entirely on 
  the weapon, Might is a function of both the weapon and the attacker’s STR. 
  Any Might Bonus due to weapon type or two-handed use must be added to 
  the character’s base Might. Check page 142 and page 146 of Chapter 5 for 
  weapon statistics.
  A successful attacker rolls the weapon damage die and 
  • adds the character Might, including weapon and two-handed use modifications
  • subtracts 1 for each Size class the target is bigger than Medium (or adds 1 for 
  each Size Class for a smaller target)
  • subtracts 1 if the target has light armour, 2 if it has heavy armour 
  See the section on worn items (page 135 in Chapter 5) for the distinction 
  between light and heavy armour. 
  If the attacker obtains an Advantage in the opposed roll, the damage rolled 
  is increased by 1d6. The attacker cannot choose to regain Resolution Points 
  instead, as per normal Conflict rules – only an Advantage while defending 
  allows this option.
  If the defender was victorious, the attacker suffers the usual 1d6 loss, applied to 
  his or her Resolution Points. No Bonuses for weapons, Might or armour may be 
  applied. If the defender obtains an Advantage, he or she may use the option of 
  regaining the amount of Resolution Points the attacker loses instead of rolling 
  an additional d6, as per normal Conflict rules, but only if there is a plausible 
  explanation.
  MEANING OF DAMAGE
  While successes with an attack roll can be described as wounds in play, 
  successes in defence rolls represent gaining a tactically advantageous position 
  rather than a hit, and a victorious defender should describe some sort of 
  manoeuvre the character performs to gain an edge against the opposition.
  DEFENCES
  A character can usually defend against any attack made against him or her. 
  However, reacting against multiple foes gives the character a Penalty to all 
  defences, so a player whose character is engaged in combat against multiple 
  opponents must declare that the character is defending against all attacks as 
  soon as he or she rolls the first defence for that round. If the Penalty is not 
  applied to the first defence roll, then the character cannot defend against other 
  opponents for that round. Plan your actions carefully, and always watch out for 
  hidden enemies. Please note that this Penalty is not cumulative, so defending 
  against five opponents produces the same negative effects as defending against two.
  DAMAGE EXAMPLE
  For example, a Battleaxe has a 
  Might value of +1. If a character 
  with a Base Might of +1 uses it one-
  handed, its total Might is +1 for the 
  weapon and +1 for his STR = +2. If 
  he hits an ogre (Size Class Large, -1) 
  covered in furs (Light Armour, -1), he 
  will deal 1d6 for the axe, plus 2 for 
  Might and -2 for size and armour, 
  for a total of 1d6. If he used it two-
  handed, the increase in Might would 
  raise the damage to 1d6+1.
  SMALL WEAPONS. 
  These rules might make the 
  combat lag if the combatants use 
  very small weapons like daggers 
  or ﬁsts. To avoid this, if the speciﬁc 
  weapon die is smaller than 1d6 
  and there is no Might Bonus for 
  the weapon, roll 1d6 instead.
  NON-LETHAL ATTACKS. 
  Even successful attacks can be 
  described as gaining a tactically 
  advantageous position. The exact 
  nature and seriousness of any 
  wounds is determined at the end 
  of combat. You will often end 
  Basic Combat by subduing an 
  opponent rather than killing it. 
  Narrate that the heroes tricked 
  the dragon into remaining stuck 
  under a fallen tree, and this 
  amounts to a victory. However, 
  narrative determinations of the 
  winner of a battle will trigger 
  the general rule about the loser 
  choosing the exact Eﬀect of a 
  victory (page 50 of Chapter 3). 
  In our example, the victorious 
  heroes might be allowed to 
  loot the dragon’s treasure, 
  but not to kill the 
  beast.
  
  87
  REVOLUTION D100 CHAPTER 4
  In Basic Combat, a character can indifferently Block, Parry or Dodge any attack 
  using his or her Combat Skill. The Narrator can introduce further details for 
  each type of defence by importing options from Advanced Combat, but this is 
  seldom necessary due to the abstract nature of Basic Combat.
  RANGED COMBAT
  Ranged weapon attacks are performed through the Ranged Attack Action. In 
  Basic Combat, the Narrator will determine narratively if the situation dictates 
  a Bonus or Penalty to an attack or defence roll. Use the situational modifiers 
  meant for Advanced Combat (see table on page 102) as guidelines.
  RANGE AND MOVEMENT
  A target within Close Range can be attacked without any Penalty. For each 
  Range category beyond Close, ranged attacks suffer one Penalty. A single Aim 
  action eliminates all Penalties, provided the target is within Effective Range for 
  the weapon, as indicated in the weapon description (page 146 of Chapter 5). 
  Beyond that range, aiming has no effect. Firing at a moving target that is not 
  headed directly towards you bestows a Penalty.
  DEFENDING AGAINST RANGED ATTACKS
  When defending against ranged attacks, you do not use your Close Combat 
  Skill, but your Agility Skill instead, adding the appropriate Trait: Dodge, 
  Shield, Take Cover or Roll. In a game that includes very high tech weapons, the 
  Narrator may limit the ability to defend against bullets or energy weapons with 
  Dodge or Shield, or adopt other special rules proposed for Advanced Combat 
  (see page 102).
  MISSED RANGED ATTACKS
  A successful defence against a ranged attack cannot provide the same tactical 
  advantages as a successful Close Combat defence. Therefore, missing a shot 
  with a ranged weapon costs the attacker no Resolution Point loss.
  RELOADING A RANGED WEAPON
  Automatic fire ranged weapons do not require any Actions to reload until you 
  need a new clip, but they require a new Aim action to avoid a distance Penalty 
  if firing beyond Close Range. All other weapons require at least one Ready Item 
  action to reload a projectile. See the description of the Ready Item Action for 
  more details.
  RANGED WEAPON DAMAGE
  Ranged attack damage is rolled with the same procedure used for close combat, 
  with the following differences:
  • The base weapon damage usually depends on the ammunition (arrows, bullets, 
  laser clip, etc.) rather than the weapon directly.
  • The Might to add is usually a fixed value depending on the weapon and not on 
  the wielder. Only thrown weapons like javelins or shuriken use the attacker’s 
  Might.
  • For energy or elemental attacks, the damage done is equal to the typical damage 
  for the energy (1D6 for fire) plus the Might. Note that this is different from the 
  Advanced Combat and Equipment chapters.
  Consult page 146 of Chapter 5 for ranged weapon statistics.
  SHIELDS. 
  The Basic Combat rules make 
  shields eﬀective only against 
  ranged attacks. In order to give 
  them some importance in Close 
  Combat, you can rule that any 
  armour including a shield is 
  Heavy Armour. Shields should 
  not boost armour beyond 2, as 
  this would encourage usage 
  of 
  unhistorical 
  armour/shield 
  combinations.
  BURSTS. 
  Automatic ﬁrearms capable of 
  burst ﬁre receive a Bonus to 
  attack rolls when ﬁring a burst. 
  Bursts have no other eﬀect in 
  Basic Combat.
  For example, a Crossbow has a 
  Might score of 3 or 4, and ﬁres bolts 
  that do 1d10 damage, for a total of 
  1d10+3 or 1d10+4 damage. A laser 
  riﬂe has a Might of 3 or 4 depending 
  on size, and laser does 1d8 as 
  “ammunition” damage, so the total 
  damage is 1d8+3 or 1d8+4, slightly 
  less than a crossbow, but the weapon 
  can ﬁre each Round. A javelin does 
  1d6 damage as a weapon, and its 
  Might depends on the attacker’s, 
  so if used by a STR 13 warrior, it 
  does 1d6+1 damage. Armour 
  and Size Class of the 
  target work as for 
  Close Combat.
  
  88
  COMBAT
  MOUNTED AND VEHICLE COMBAT
  In order to fight from horseback, the Horse (or other mount) Trait is 
  Required. If you do not have it, you cannot use your Weapon Trait, with all 
  other implied limitations. The Narrator is free to use any of the options found 
  in Advanced Combat for mounted combat (see page 104).
  One of the most important advantages of mounted or vehicle fighting is that 
  the Move action is free. As long as your personal Resolution Points are above 
  zero, you can move two zones on your Strike Rank and then perform another 
  Action immediately. If you want your mount to move three or more zones, 
  the Action is still Main.
  UNARMED COMBAT
  In Basic Combat, the rules do not allow a great deal of weapon 
  differentiation, so unarmed attacks are just normal attacks. When 
  representing a tavern brawl with no intention to kill, this is a good solution, 
  and we recommend  using Basic Combat when the confrontation is clearly of 
  the non-lethal type. 
  However, when an armed and armoured fighter opposes a skilled brawler, 
  things can become weird as the unarmed combatant can unrealistically gain 
  the upper hand because of the abstract nature of Basic Combat. In order to 
  avoid this, any “fists vs. weapons” close combat situation in Basic Combat 
  bestows a Penalty on the unarmed combatant’s rolls.
  MARTIAL ARTS
  Characters who have one of the many Martial Arts Traits can use their limbs 
  as weapons, striking weak spots in opponent’s armour more easily. and causing 
  damage to internal organs. Knowing a Martial Art negates the fists vs. weapons 
  Penalty.
  POWER USE
  As in non-violent Conflicts, powers in Basic Combat can be used either as 
  a support to other activities or as a form of direct attack. In order to use a 
  power directly to overcome a foe, it must have the Projection or Overcome 
  attribute. A Projection power is treated as a ranged attack, with the opponent 
  able to Dodge out of the way or in some cases block the attack with a shield. 
  Most Projection powers are elemental attacks, and follow the same rules as 
  ranged weapons which inflict energy damage.
  An attack with a power with the Overcome Attribute is treated differently. A 
  success deals 1d6 or 2d6 damage to the target’s Resolution Points, depending 
  on the success level, without any modifier for Size, armour, etc. In order 
  to resist, the target uses the Skill/Trait pair appropriate to the Overcome 
  Attribute of the Power (see the table on page 68 of Chapter 3).
  A failure with an attack Power, costs only 1 Resolution Point to the attacker 
  for the loss of psychic energy, unless the target is protected by Reflect 
  [Power].
  GRAPPLING. 
  Grappling is a form of combat 
  that aims at subduing one’s foe 
  rather than causing injury, so it 
  is easy to handle it with the Basic 
  Combat rules. It suﬀers the Fists 
  vs. Weapons Penalty.
  RESISTING WITH WILL ONLY. 
  Classic D100 games used only 
  Willpower to resist supernatural 
  attacks. If you prefer, make all 
  rolls to defend against power 
  use in Basic Combat under 
  Concentration [Willpower].
  
  89
  REVOLUTION D100 CHAPTER 4
  ADVANCED COMBAT
  B
  asic Combat allows you to run an encounter very quickly and focusing 
  on the combatants’ intentions rather than on the mechanical effects of 
  the various weapons and tactics employed. The Advanced Combat system is 
  appropriate when the group wants a greater level of detail.
  In Advanced Combat, the focus of the rules shifts from “Rolling to 
  determine the winner of an Exchange” to “Rolling to determine the effects 
  of an Exchange”. This requires new variables representing the mechanical, 
  quantifiable effects of exchanging blows.
  A successful Advanced Combat attack does not produce an abstract loss of  
  Resolution Points, rationalised as wounds, fatigue, or tactical disadvantage, like 
  in Basic Combat. Instead: 
  • If the defence roll is successful, the defender  Parries or avoids the attack, and 
  the higher roll gains a Tactical Combat Effect (see page 114).
  • If the defence roll is unsuccessful, or the attacker uses a Tactical Combat Effect 
  that renders the defence ineffective, the attacker rolls damage and applies it 
  against the target. Unless the attacker has used his or her Combat Effect option 
  to bypass the defence, he or she can apply a Combat Effect in addition to 
  damage. This can be a Tactical Combat Effect or a Damage Combat Effect.
  COMBAT SEQUENCE SUMMARY
  Combat is divided into six second rounds, during which a character can 
  perform one or more actions. Every combat goes through the following steps:
  1. Determine Life Points: At the start of combat, all players check their characters’ 
  Life Point values and apply Consequences carried over from Adventure Time 
  (see page 59 of Chapter 3). The Narrator may calculate starting value and 
  Penalties to Life Points for Non-Player Characters participating in the combat.
  2. Statement of Intents: The Narrator declares what Non-Player Characters will 
  do, as long as it is something that is visible to the Player Characters. Then all 
  players declare, in ascending INT order, what Actions their characters will 
  perform during the Combat Round. The actual Strike Rank value for each 
  combatant is determined, according to the type of Opening Move chosen, and 
  recorded. Players apply Penalties to Strike Rank during this phase.
  3. Characters Take Action:   All characters involved in the combat perform their 
  intended Actions in descending Strike Rank order. The action with the highest 
  Strike Rank will take place first, followed by the one with the second-highest 
  Strike Rank, and so on, until the action with the lowest Strike Rank takes place. 
  Reactions, such as Parries, Dodges or counter-spells, take place during this 
  process as appropriate. Each Action or Reaction drops the character’s Strike 
  Rank by a given score, thus placing him or her at a lower position on the global 
  Strike Rank ladder. 
  4. End of Combat Round: Once all eligible characters have acted, the Combat 
  Round is over. If there are characters still engaged in combat or subject to 
  negative effects which may affect them within a few seconds if not countered, 
  go back to Step 2 and start another Combat Round. Otherwise, the Time Scale 
  shifts to Adventure Time for Fast Healing.
  BOOK-KEEPING SURVIVAL 
  GUIDE. 
  The number of variables to update 
  each time the combatants deliver 
  blows and other oﬀensive actions 
  may sound overwhelming at ﬁrst, 
  but Advanced Combat becomes 
  very quick once you have run it 
  once or twice. The instructions 
  will make book-keeping fast 
  and easy. The Narrator should 
  use dice (one d20 for each Non-
  Player Character) to keep track 
  of Strike Rank, even when there 
  are no ﬁgures on the table, and 
  avoid tracking Life Points until 
  an opponent is actually wounded. 
  The players should use a paper 
  clip placed on the left of their 
  character sheet to track Life 
  Points, and another paper clip or 
  dice for Strike Rank.
  
  90
  COMBAT
  MOVEMENT AND DISTANCE
  In combat, it is often necessary to assess the distance between two locations in order 
  to determine how long it takes for a character to move that distance, whether a 
  Ranged Attack can occur between the two, and with what Penalties. While one can 
  simply express this value in metres or yards, for games that do not use battle maps it 
  may be simpler to speak about Zones and range categories (S, M, L, XL, etc.).
  We express all distances and ranges with a double notation: a figure representing the 
  range in metres, and an acronym in brackets representing the range category. For 
  instance, the normal range of a javelin is 50 (S), where S stands for short.
  ZONES AND MOVEMENT
  A Zone is a space small enough that you can move within Close Combat range 
  with anyone else in it with a Move action. In quantitative terms, a Zone is about 
  20-30 metres across, or the equivalent of a large room. When the action takes 
  place in an open area or in a very large indoors location, the Narrator will clarify 
  which characters are in the same Zone. Unless you are playing on a battle grid, or 
  on a map already divided into Zones.
  A single Move action allows you to move to an adjacent Zone, or to enter Close 
  Combat with a non-adjacent opponent in the same Zone, using a Charge if the 
  enemy is not within your Movement in metres (see page 95). If you run, you 
  can move the equivalent of two Zones in one round, but you become unable 
  to do anything else in that round. Quick creatures and mounts can move more 
  than one Zone per round even without running, and initiate Close Combat with 
  opponents at a distance of one less Zone than they can Move.
  RANGES
  Ranges are grouped into categories, labelled with the initial letter of their name: 
  C, S, M, L, XL and so on. Each category encompasses an interval in metres (or 
  yards) of distance. The Range table gives an average, typical distance in metres 
  for that range, as well as a number of Zones. Beyond Medium range, measuring 
  distances in Zones is no longer convenient, and we recommend that you measure 
  distances in metres or kilometres.
  USING FIGURES.  
  You are not obliged to use 
  miniatures or tokens in your 
  game. Book-keeping for Player 
  Characters is doable with just 
  the character sheet and a couple 
  of paper clips. For Non-Player 
  Characters, if you do not want to 
  use miniatures, it is advisable that 
  the Narrator keeps a sheet with 
  small boxes in front of him or 
  her, where each box corresponds 
  to a Narrator controlled character 
  and contains the dice and chits 
  representing 
  the 
  character’s 
  current status in combat. The 
  players themselves can help 
  the Narrator in updating the 
  content of the boxes (or materials 
  placed near the ﬁgures), as this 
  information is public in combat.
  Range and Distance
  Range
  Zones 
  away
  Bonus/ 
  Penalty
  Typical 
  Distance
  Notes
  0
  Touch
  Same
  1 Bonus*
  0-5m
  Within a small room. Characters can move and initiate Close Combat 
  with the same Action.
  1
  Close
  Same
  —
  10-30m
  Within a large room or across a normal street. In range of thrown 
  weapons. Characters on foot can Charge into Combat.
  2
  Short
  1
  1 Penalty
  50m
  Across a large street. Javelin and pistol range. Mounted characters can 
  Charge into Combat.
  3
  Medium
  2-12
  2 Penalties
  200m
  Bow or Assault Riﬂe range.
  4
  Long
  13+
  3 Penalties
  500m
  Riﬂe or Heavy Crossbow range.
  5
  XL
  —
  4 Penalties
  2km
  Sniper riﬂes only.
  6
  XXL
  —
  5 Penalties
  5km
  Artillery only.
  7
  XXXL
  —
  6 Penalties
  10km
  Artillery only.
  [*] If ﬁring at a target with which you are engaged in Close Combat, you suﬀer one Penalty instead. 
  RANGE EXAMPLE
  The Russian AK-47 assault riﬂe has 
  an Eﬀective Range of 300 (M). Thus, 
  if you ﬁre a single round with it within 
  300 metres (or within Medium range 
  if using abstract ranges), you hit with 
  a double Penalty on a snapshot, or 
  without any Penalties after an Aim 
  action. Beyond 300 metres, you can 
  no longer Aim, but if the distance is 
  still considered Medium Range, you 
  suﬀer only the Double Penalty listed 
  for that range.  At around 500 metres, 
  you start suﬀering a Triple Penalty for 
  Long Range. Note that since the AK-
  47 ﬁres bursts, all the above Penalties 
  are automatically reduced by one 
  because of the burst ﬁre Bonus (see 
  page 103).
  
  91
  REVOLUTION D100 CHAPTER 4
  The Skill score for a ranged weapon refers to its use at Close range. The range 
  category determines the number of Penalties applied when firing a weapon 
  at longer ranges. If you are firing a weapon within its effective range, a single 
  Aim Action eliminates the Penalty. When outside the Effective Range, the full 
  Penalty for the range is always in effect. In general, you cannot fire weapons 
  more than one range category beyond their Effective Range. Thrown weapons 
  cannot be fired outside their Effective Range at all.
  LIFE POINTS
  Life Points represent a character’s stamina and ability to remain focused, and are 
  spent to fuel powers and to “push oneself beyond the limit” in combat. Life Points 
  can be either positive or negative. When a character has spent all Positive Life 
  Points through exertion and power use, he or she starts accumulating Negative 
  Life Points instead. Having a reduced amount of Positive Life Points bears no 
  consequence for a combatant. Suffering from Negative Life Points, however, 
  means that the combatant has exhausted his or her stamina and cannot fight at 
  full effectiveness. Negative Life Points are often the consequence of a wound. 
  Any combatant who is still suffering from Wounds from previous combats starts 
  a new Combat at reduced Life Points (Step 1 of the Combat Sequence Summary), 
  in addition to the effects of Fatigue or any other Consequences that the Narrator 
  judges appropriate for a loss of stamina. Each minus sign in an applicable 
  Consequence subtracts ten Life Points from the character’s normal value.
  At the start of each round (Step 2 of the Combat Sequence Summary), subtract 
  any Negative Life Points already recorded from a character’s Strike Rank. Any Life 
  Points lost later in the round take effect only on Step 2 of the following round.
  Any character who suffers Negative Life Points equal to their base value 
  (CON+POW for most creatures) is incapacitated, and will soon die unless 
  aided, at least if the point loss was due to bleeding or poison. Allow one of his 
  or her friends one First Aid roll or healing power use to stabilize him or her, 
  failing which the adventurer is dead.
  LIFE POINT RECOVERY IN COMBAT
  During combat, any character who spends an entire Round not engaged, not 
  threatened, and doing nothing, can regain 1d6 Life Points. If the character 
  has the Endurance Trait, the amount recovered is 2d6 instead. An actual 
  Survival [Endurance] roll is only required at the Narrator’s option, if there are 
  conditions that might prevent the recovery. 
  LIFE POINT RECOVERY AFTER COMBAT
  Life Points keep track of how long you can function at full effectiveness in one 
  specific combat encounter, and are not a resource intended for long-term book-
  keeping. Characters will keep track of lost Life Points only for a short time after 
  Combat (see Fast Healing on page 107), after which either another Combat 
  begins or any Life Point losses turn into Consequences.
  STRIKE RANKS
  Strike Rank resets to its initial value during Statement of Intents at the start of each 
  round (Step 2 of the Combat Sequence Summary). Each round, a character has a 
  different initial Strike Rank value depending on what he or she has planned. See the 
  Opening Move table in the next section.
  TRACKING LIFE POINTS. 
  The value for Life Points is marked 
  on the relevant side track of each 
  Character Sheet with a paper 
  clip or pencil mark. If the zero is 
  marked oﬀ on the Life Point track 
  the Life Point score displayed is 
  negative, otherwise it is positive. If 
  using a clip, push it downwards to 
  represent the loss of Positive Life 
  Points, then upwards to represent 
  the acquisition of Negative Life 
  Points.
  We recommend that the Narrator 
  does not keep track of Positive Life 
  Points for Non-Player Characters, 
  unless they are power users or 
  major opponents supposed to last 
  more than a few rounds. At the 
  rate at which Life Points are lost in 
  combat, it will hardly ever happen 
  that an opponent goes to Negative 
  Life Points for any other reason 
  than a wound. In most cases, the 
  Narrator can start recording Life 
  Points for opponents only when 
  they become negative because of 
  a wound. Some types of monsters 
  do not have Life Points at all.
  UNCONSCIOUSNESS. 
  A character can be knocked out 
  long before totally exhausting 
  stamina. Any creature that suﬀers 
  Negative Life Points equal to 
  its CON or higher must roll 
  against 
  Endurance 
  to 
  avoid 
  incapacitation. For an improved 
  realism, and at the cost of extra 
  book-keeping, you can have a 
  creature who has passed this 
  threshold Roll against Endurance 
  each time it suﬀers Life Point 
  damage, but not more than once 
  per round. Most animals suﬀering 
  from Negative Life Points equal 
  to CON or higher will ﬂee instead 
  of ﬁghting, whereas intelligent 
  creatures will probably surrender.
  LIFE POINT RECOVERY 
  OPTIONS.
  When making a Life Point 
  recovery roll, add the character’s 
  Constitution Bonus to the d6/2d6 
  roll, but subtract 1 for each 
  Recovery the character has already 
  performed during that combat. 
  Thus, there is a limited number 
  of Recoveries a character 
  can perform, and “taking 
  a break” will become 
  pointless long before 
  reaching 
  that 
  limit.
  
  92
  COMBAT
  During Statement of Intent, subtract any Negative Life Points the character is 
  suffering from initial Strike Rank. For the first Round only, subtract Penalties due to 
  Consequences carried over from Adventure Time that fall in the “surprise and general 
  non-readiness” category. Each minus sign will cost a combatant five Strike Ranks.
  Strike Rank will usually change during a Combat Round. This may be the 
  consequence of the character either acting or reacting voluntarily, or of a hostile 
  action such as damage or a shift in initiative due to a Tactical Combat Effect. Once a 
  character’s Strike Rank drops to zero, he or she becomes unable to initiate any action, 
  even if planned during Statement of Intents. He or she can still react, with a Penalty to 
  Skill rolls and Life Points.
  If two or more characters act on the same Strike Rank, the characters act in order of 
  their DEX, with the highest going first. If two or more characters acting in the same 
  Strike Rank have the same DEX score, they will act simultaneously.
  OPENING MOVE
  The factor that determines what value is in use for Strike Rank is the 
  combatant’s Opening Move, as declared during Statement of Intents. The four 
  possible Opening Moves in Advanced Combat are Close Combat, Ranged 
  Combat, Power Use and Non-Combat.
  Determine your initial Strike Rank according to the Opening Move Table. 
  Actions like Ready Item and Wait are preliminary actions and do not determine 
  the nature of your Opening Move, which depends on the first “trigger” action 
  chosen. If you plan to perform only preliminary actions during a round, declare 
  Non-Combat as your Opening Move.
  Close Combat as Opening Move
  If a character is in engaged in Close Combat with an opponent, or within 
  Move range of the latter, and declares a Close Combat Attack as Opening 
  Move, Strike Rank is based on the value marked under the melee Strike Rank 
  entry on the character sheet, plus the Reach of the weapon used. melee Strike 
  Rank is normally the average of DEX and STR, rounded up. The weapon 
  must normally be ready at the start of the round in order to provide its Reach 
  modifier. A “fast draw” weapon Stunt bypasses this requirement.
  STRIKE RANK AND LIFE POINT 
  SUMMARY. 
  At the start of each Combat, 
  Consequences and Wounds may 
  decrease your normal amount of 
  Life Points for that Combat. At 
  the start of each Combat Round, 
  Negative Life Points may decrease 
  your normal Strike Rank.
  TRACKING STRIKE RANK. 
  The Strike Rank for Player 
  Characters is marked on the 
  Strike Rank track on the right side 
  of the character sheet with a paper 
  clip, which can easily be slid up 
  and down to represent the reset 
  to the base value at the start of 
  each round (Step 2 of the Combat 
  Sequence Summary) and the 
  gradual loss of Strike Rank as the 
  character acts during the Combat 
  Round (Step 3 of the Combat 
  Sequence Summary). 
  The Narrator will probably want to 
  use one or two d20 placed beside 
  a ﬁgure or another marker on the 
  table to record the Strike Rank 
  for each opponent, instead. Extra 
  chits near this d20 will represent 
  Free Actions (see page 94). A 
  ﬁgure without any die marker is 
  out of SR and can no longer act, 
  only react with a Penalty.
  Opening Move
  Opening Move
  Prerequisites
  Strike Rank 
  Value
  Trigger Actions
  Close Combat
  Weapon must be 
  ready*; opponent 
  must be within Move 
  metres.
  Melee Strike 
  Rank + Weapon 
  Reach
  Close Combat 
  Attack
  Ranged Combat
  Weapon must be 
  ready* and loaded*.
  DEX +20
  Aim**, Ranged 
  Attack
  Power Use
  INT
  Concentration
  Non Combat
  DEX
  Change Stance, 
  Move, Throw, Use 
  Item
  [*] If the weapon can be readied (and loaded if necessary) within the round with Ready Item you can still 
  use this Opening Move; the Ready Item actions will just delay your main action, and prevent the addition 
  of weapon Reach for Close Combat. A fast-draw type Stunt allows you to ignore the fact that your weapon 
  is unready at the start of the round.
  [**] Like a Ready Item used to draw or reload a weapon, an Aim action is a valid Ranged Attack Opening Move.
  
  93
  REVOLUTION D100 CHAPTER 4
  When the combatant has two or more weapons available, he or she must declare 
  which is used for the Opening Move, in order to determine what Reach modifier 
  to apply to Strike Rank, and in the case of a skilled dual wielder (see the Dual 
  Wield Stunt description on page 120), what weapon is the secondary one that gets 
  a Free Action. You must use the weapon you declared as your Opening Move for 
  your first Close Combat Attack, but only if you have not yet used it for a Parry. If 
  you have already used your main weapon to Parry, you can use another weapon to 
  attack when it is finally your turn. The stated Opening Move does not impose any 
  restrictions on the weapon you use for a defence.
  Ranged Attack as Opening Move
  Declaring to aim, reload or fire a ranged weapon allows a character to use 
  DEX plus 20 as Strike Rank. The fixed value of 20 is considered the equivalent 
  of Reach for ranged weapons, allowing their users to strike before all but the 
  longest melee weapon users.
  Power Use as Opening Move
  Using a power as the Opening Move allows a character to use his or her INT 
  as Strike Rank. No modifiers for weapons apply in this case.
  Non-Combat Opening Move
  If a character does not declare any attack or power use, his or her Strike Rank 
  is based on DEX only. Some obviously hostile actions like throwing a grenade 
  or charging are not considered attacks in the rules and thus require the use of 
  a Non-Combat Opening Move.
  SPECIAL COST OF THE OPENING MOVE
  Whenever a weapon has an asterisk after its attack cost in Strike Rank, the cost 
  for the Opening Move with that weapon is equal to the Reach value (20 for 
  a ranged weapon) you added to your initial Strike Rank, and not the normal 
  listed cost. This happens even if the Opening Move is a defence with that 
  specific weapon and not an attack. After the Opening Move, or after a change 
  of intents (see below), the cost for all subsequent attacks and defences is the 
  normal, listed one.
  Example: Artaxerxes the hoplite uses a Sarissa (reach 16, cost 8*/8 SR) in combat 
  and has a melee SR of 15. He strikes at a whopping 31 as his initial SR. However, 
  his first attack, or Parry in the unlikely event that anyone can strike at him in 
  melee before SR 31, costs 16 SR instead of 8, dropping his SR to 15. On SR 15, 
  if undisturbed, Artaxerxes can strike again, this time paying 8 SR for the attack 
  and ending with 7 SR left. His mate Leontus the peltast has two javelins (cost 5* 
  when thrown) and DEX 15, so he throws his first weapon on SR 35, paying 20 
  SR for the first Ranged Attack, then on SR 15 he can spend 5 SR to draw another 
  javelin from under his shield and throw it on SR 10, this time paying only the 
  regular cost of 5 SR and ending with 5 SR left.
  GENERAL EFFECTS OF OPENING MOVE
  If you decide to perform an Action that is not among the permitted ones for 
  your Opening Move, pay five (5) Strike Rank to “switch mode” to another 
  Opening Move. If you do not have any more Strike Rank left after the switch, 
  then that action cannot take place.
  Your Opening Move does not influence your Reactions. For instance, if you 
  have a weapon ready, you can Parry even if you have declared a Power Use or 
  Ranged Attack for that round. Even if your weapon is not ready, you can use 
  Ready Item to unsheathe it before proceeding with your main action. However, 
  the Strike Rank cost for readying items and for Reactions will impact your 
  character if you have chosen a Power Use or Non-Combat action.
  WHEN DO I PAY MORE FOR 
  AN OPENING MOVE? 
  The majority of Close Combat 
  weapons have an attack cost 
  equal to their Reach or lower, so 
  this rule is irrelevant for them. 
  Only spears and polearms usually 
  have an asterisked attack cost in 
  SR. When the Reach of a Close 
  Combat weapon is not equal to 
  its attack cost, it is usually double 
  that value, so you need not mark 
  any additional information in the 
  weapon entry except the asterisk. 
  Ranged weapons always have an 
  asterisked attack cost, so the ﬁrst 
  Ranged Attack of a round always 
  costs 20 Strike Rank.
  SPELL-SLINGING. 
  The rules for Opening Moves in the 
  default version are heavily biased in 
  favour of ﬁghting men and against 
  specialised power users. However, 
  you might want to play games where 
  magicians  are “Spell-slingers”, with 
  the same eﬀectiveness in combat 
  as archers or gunslingers with the 
  Fast Draw Stunt. In order to obtain 
  this, it is necessary to adjust some 
  parameters of the rules. The following 
  are all improvements to the combat 
  eﬀectiveness of power users that you 
  may want to introduce.
  • Strike Rank for Power use becomes 
  INT +20, and the ﬁrst Concentration 
  Action or Reaction taken costs 20 
  instead of 5 SR (this also grants an 
  extra Concentration Action on top 
  of letting the power user act sooner 
  than a melee ﬁghter).
  • Strike Rank for Power use 
  becomes based on the average 
  of INT and DEX, or INT and 
  POW, with the optional addition 
  of +20 as above (this is actually a 
  restriction in most cases).
  • A new Fast Focusing Stunt is 
  introduced which permits power 
  users to activate a power with one 
  less Concentration Action, to a 
  minimum of one, but with the 
  same expenditure in Life Points (this 
  allows casting Overcome Cantrips 
  and long range Arcane Spells in one 
  single Concentration Action).
  In addition to this, other options 
  will be presented in Chapter Five 
  to allow you to adjust the balance 
  between ﬁghters and power users 
  according to your preferences and 
  to the setting you are using.
  
  94
  COMBAT
  ACTING WITHOUT ENOUGH STRIKE RANK
  A character need not have the full amount of Strike Rank required in order 
  to perform an action or Reaction. If the character cannot pay the full price, 
  there are three main consequences:
  • Strike Rank drops to zero, if it was not already zero.
  • The related Skill roll suffers one Penalty.
  • The character loses one Life Point
  For example, if a character has two Strike Rank left and chooses to stab 
  with a long spear (10 Strike Rank), the attack roll suffers a Penalty, and the 
  character loses one Life Point. At the end of the attack, the character has zero 
  Strike Rank left.
  A character with zero Strike Rank cannot perform any action. He or she can 
  perform as many Reactions as desired, with the Penalties explained above.
  The Life Point loss for acting without Strike Rank represents the fatigue 
  accumulated while in the heat of combat. If your character does not use 
  more Strike Ranks (and stamina) than he or she has, no Life Points are lost. 
  However, your character must  act very carefully in order to never drop 
  below zero Strike Rank in a combat situation.
  FATIGUE THRESHOLD
  Encumbered characters will fatigue faster. Each character wearing armour 
  or unwieldy gear has a positive number called Fatigue Threshold marked 
  on the character sheet. To determine the Fatigue Threshold for a character, 
  add together the Encumbrance for all armour worn and encumbering items 
  carried and round up. Unencumbered characters have a Fatigue Threshold 
  of zero. Other conditions like bleeding may modify the Threshold.
  An encumbered character does not start losing Life Points when dropping 
  below zero Strike Rank, but when dropping below the Fatigue Threshold. 
  Each time a Strike Rank expenditure brings the character below the 
  threshold, he or she loses one Life Point. This happens even if the 
  character’s Strike Rank was already zero or below the Threshold.
  ACTIONS AND REACTIONS
  All Actions and Reactions in Advanced Combat have a cost in Strike Ranks. 
  Once the Action (or Reaction, we will not repeat this again from now on and 
  consider all statements about actions as being valid for Reactions, too) has 
  taken place, the appropriate value is subtracted from the character’s Strike 
  Rank. Actions related to weapons such as attacking, parrying, reloading etc. 
  often have a cost depending on the weapon itself. The weapon description and 
  further special rules will tell you which cost to apply, which is different for 
  attacks and defences.
  FREE ACTIONS
  Several special occurrences  grant characters a free Action or Reaction. 
  Whenever the character must spend Strike Ranks for an Action or Reaction, he 
  or she can spend the Free Action or Reaction instead, if all special conditions 
  are met. A Free Action can be used to pay for a Reaction, but a Free Reaction 
  cannot be used to pay for an Action.
  Free Actions are spent upon use, and can no longer be used for that Combat 
  Round. Whenever a Combat Effect or other special rules dictates that a 
  CUMULATIVE PENALTY. 
  Some groups may dislike the fact 
  that a highly competent character can 
  continue defending almost forever 
  when out of Strike Rank. In this case, 
  apply one extra cumulative Penalty 
  for every other Reaction attempted 
  after dropping to zero. You may wish 
  to place an additional chit besides 
  the character ﬁgure after the second 
  action without the required SR to 
  remind you of the extra Penalty.
  SINGLE ACTION RULE. 
  With Narrator approval, a character 
  who spent all of his or her SR 
  defensively in a round may always 
  try one Action per round, even 
  after dropping to zero SR, with the 
  usual Penalties for acting without 
  the necessary SR. Remember that 
  Ready Item is an Action.
  ONLY SIGNIFICANT EVENTS 
  COST LIFE POINTS. 
  In accordance with the principle 
  that anything that inﬂuences a 
  Player Character should come 
  from a role-played event, in no 
  cases will characters suﬀer Life 
  Point losses because of the mere 
  passage of time. Any loss must 
  be the consequence of one of the 
  following:
  • a wound or other major threat like 
  drowning
  • an action beyond one’s Strike Rank 
  allowance 
  • usage of a Power.
  RECORDING STAMINA. 
  Mark the Fatigue Threshold by 
  greying out the boxes with numbers 
  below the threshold on the Strike 
  Rank track of your character sheet 
  (the zero if the threshold is 1). This 
  will help you remember that your 
  character loses Life Points each 
  time the paper clip that you use to 
  record Strike Rank is moved to a 
  grey box, and not only when it goes 
  below zero.
  
  95
  REVOLUTION D100 CHAPTER 4
  character “recovers the SR cost of an Action or Reaction” and the cost was 
  actually zero because a Free Action was used, the character recovers the use of 
  the Free Action instead of the SR cost.
  ACTIONS AND MOVEMENT
  A character can move up to his or her Move score in metres with each Action 
  that costs at least five SR, except Aim, Change Stance and Concentrate. If the 
  Action takes less than five SR but requires a contextual move to perform it, the 
  character can raise the cost to five SR to be able to move while acting.
  ATTACKS AND MOVEMENT
  According to the rule for Actions and Movement, a character can combine 
  a Movement within his or her Move range in metres with a Close Combat 
  Attack, provided that the attack itself costs at least 5 SR or that its cost is raised 
  to 5 SR. Thus, a combatant who is within Move Range of an opponent can 
  declare a Close Combat Attack as his or her Opening Move and use melee SR 
  for that round. As usual, a Ready Action to unsheathe a weapon can precede 
  the combined Move/Attack action. Similarly, a character who has disabled or 
  routed a foe can exploit this option to continue Close Combat against another 
  foe if the distance does not exceed his or her Move.
  CHARGE
  An unengaged character who is farther than his or her Move in metres from 
  its opponent cannot declare Close Combat as his or her Opening Move. 
  However, if the desired target for a Close Combat attack is in the same Zone 
  (approximately within 25 metres/yards), then the character can opt for a Non-
  Combat Opening Move and Charge. A Charge against opponents at a greater 
  distance is only possible if the attacker is mounted, or is a creature as fast as a 
  mount. 
  A Charge uses a Move Action to move and initiate close combat at the same 
  time, with a costs of five SR regardless of the weapon used. However, the 
  Opening Move when Charging is not classified as a Close Combat action, 
  and the combatant cannot use his or her melee SR plus weapon range for that 
  round, but only DEX.
  A character who has chosen Close Combat as Opening Move might find itself 
  in the condition of not having any more valid targets within Move range during 
  the course of a round. In this case he or she must switch to Non-Combat by 
  paying 5 SR and then spend another 5 SR for a Charge (or a Move if not willing 
  to attack).
  Charges will usually be countered with the Wait action (see page 97) to 
  accumulate Free Actions to spend as soon as the charger arrives, and met with 
  pole weapons (see notes).
  ACTION TYPES
  The following list includes the basic actions a character can attempt and their 
  cost in SR. A character can also decide to perform a Reaction (usually Take 
  Cover) pre-emptively, as if it was an Action.
  Aim 
  (5 SR)
  An Aim Action eliminates the Penalties for distance when firing beyond Close 
  range. The Aim Action is only effective within the effective range for a weapon.
  Attempting it when firing beyond that range is useless. The effect of this Action 
  only applies to the next shot fired in the same Combat Round.
  SPECIAL CASES WHEN 
  ALTERING INTENTS. 
  If a combatant chooses to switch 
  to another Opening Move before 
  executing the previously planned 
  one, some “quirky” situations may 
  take place that leave him or her 
  with more Strike Rank to spend 
  than he or she would have had by 
  initially planning the new Opening 
  Move. The Narrator may, if such 
  paradoxes take place, apply one of 
  the following corrections:
  • force the combatant to repeat 
  Statement of Intent from scratch, 
  and then subtract ﬁve from the new 
  Strike Rank. This is a good solution 
  when the new Opening Move is a 
  power or a non-combat action.
  • add the cost of the original 
  Opening Move to the ﬁve Strike 
  Rank cost to change intents. 
  This is a good solution when the 
  Opening Move has an increased 
  cost, as with Ranged Attacks, and 
  the combatant has not paid it yet.
  DESIGNER’S NOTE. 
  It may seem weird to identify a 
  Charge as “Non-Combat”. This 
  is to prevent a moving melee 
  attacker with a long weapon 
  from closing and attacking an 
  opponent before a missile or 
  ranged power can intervene to 
  help the static target. While it is 
  plausible that a Close Combat 
  Attack from a ﬁghter who is 
  already in range strikes before a 
  Ranged Attack, this is not the case 
  when said ﬁghter starts the round 
  unengaged. Thus the reduction 
  in SR for the Move/Close Combat 
  Attack combination.
  ORDER OF ATTACKS  
  DURING A CHARGE. 
  Since a Charge takes place at a 
  low SR, the defender must use 
  the Wait Action to meet it, as 
  the moving opponent is “not yet 
  there” at the normal SR. This may 
  negate some of the advantages of 
  using longer weapons, which were 
  historically the standard tactics 
  used to counter charges. To better 
  represent what would happen 
  on a real battleﬁeld, if both the 
  charger and the target can attack 
  on the exact Strike Rank when the 
  Charge takes place, the attacks do 
  not occur in DEX order, but in the 
  order in which the two opponents 
  would strike if engaged in Close 
  Combat at the start of a Round, 
  including Penalties for Size Class 
  diﬀerence.
  
  96
  COMBAT
  Change Stance 
  (5 SR)
  The character may shift from a kneeling, sitting or prone stance to the standing 
  stance, or vice versa. 
  Close Combat Attack  
  (SR according to weapon)
  The character can make a single Close Combat attack against a nearby target. 
  The cost applied is the leftmost one in the A/P entry on the weapon table. The 
  minimum cost for a Close Combat Attack is 3 SR, even for weapons with a SR 
  modifier of zero. A Close Combat attack initiates a Combat Exchange that may 
  yield Combat Effects and damage for the target (see page 104). All modifiers 
  for Attacks and Defences presented in Basic Combat apply.
  Concentrate 
  (5 SR)
  The character concentrates in order to use a power or keep it active. The number 
  of Concentrate actions required to activate a power depend on the power itself. If 
  the Strike Rank of a concentrating character is brought below zero, then his or her 
  concentration is broken and all powers he or she was concentrating upon expire.
  This action is also used to Roll for Effect in a psychic Parallel Conflict, for instance to 
  overcome the target of a Power with the Overcome Attribute (see page 174).
  Move 
  (5 SR)
  The character can move a distance up to four times his or her Movement score. 
  If you are determining distances in Zones and not with metric measures, you 
  can move anywhere within your current Zone or cross into a adjacent Zone with 
  a Move action. Crossing into a new Zone and then moving to contact with an 
  enemy to engage it in Close Combat requires two Move actions.
  A character may take this action twice in a round, but after the first movement 
  the Action type will be upgraded to Run, thus preventing all other Actions for 
  that character in the given round. A character can Jump over obstacles, walk 
  through shallow water, and perform other simple agility feats while moving, 
  usually halving the distance travelled but not the Strike Rank delay.
  Ranged Attack 
  (SR according to Weapon)
  The character can make a single Ranged Attack. The cost applied is defined in 
  the weapon table. The character’s weapon becomes unloaded after this action, 
  unless it is an automatic weapon, so a Ready Item action is required to reload it 
  before it can fire again. A Ranged Attack initiates a Combat Exchange that may 
  yield Combat Effects and damage for the target (see page 104). All modifiers for 
  Attacks and Defences presented in Basic Combat apply.
  Ready Item 
  (SR according to Item)
  Drawing a gun from its holster, unhooking an axe from one’s belt, notching 
  an arrow to one’s bow, extracting a healing drug from a utility belt – all these 
  actions require the Ready Item Action. A single Ready Item action can also 
  include dropping a weapon currently held to the floor and then drawing a new 
  one. Holstering one weapon and drawing another takes two Actions, as does 
  readying two weapons.
  The cost for readying/reloading a weapon is equal to the cost for parrying 
  with it in Close Combat (attacking for Shields or for long, unwieldy weapons 
  that must be strapped on the wielder’s back), or half the cost for attacking in 
  Ranged Combat if the weapon is for ranged use only. The cost for readying any 
  other kind of items, unless specified otherwise, is five Strike Ranks.
  Cocking a crossbow or loading ancient or special firearms requires a number 
  of Combat Rounds described in the weapon entry. During these rounds, the 
  character cannot perform any other actions except one Concentrate action.
  MOVING WHILE 
  CONCENTRATING. 
  With 
  Narrator 
  approval, 
  a 
  character who is concentrating 
  may move one metre per 
  Concentration Action.
  
  97
  REVOLUTION D100 CHAPTER 4
  Throw 
  (5 SR)
  The character can throw an item anywhere within Close range. The effect of 
  the item depends on its nature.
  Use item  
  (5 SR)
  Many items with a special effect (grenades, healing drugs, movement 
  scanners, etc.) require characters to perform the Use action to activate it. 
  The item description will state the SR cost to use it if it is not 5. This action is 
  also used to Roll for Effect in a physical parallel Conflict like grappling (see 
  page 112).
  Wait 
  (SR at will)
  A character may pause to assess the tactical situation. The act of waiting 
  uses up all the SR which pass until the character finally acts, although the 
  preparation option described below allows to keep some of them “in reserve”. 
  If a waiting character wishes to act after a specific event has occurred, then 
  he or she declares so and takes his or her actions on the SR the event takes 
  place. 
  Your character may want to prepare him- or herself for the attack of a 
  charging opponent, or any other opponent who is not yet in contact but has 
  declared to move and attack. In order to do so, the character spends the same 
  amount of SR he or she would spend on a normal attack or defence, and 
  gains a Free Action or Reaction, respectively. This Action or Reaction can 
  be triggered as soon as an opponent is in range (see the Charge rules). You 
  can gain only one Free Action by waiting, regardless of the actual SR passing 
  between the moment you decide to Wait and the moment you actually act.
  REACTION TYPES
  A character can usually react against any hostile action attempted against him 
  or her, within the limits specified for the selected kind of defence. The chosen 
  Opening Move does not affect the type of Reactions you can perform, as 
  long as you meet all other prerequisites such as having a specific item ready. 
  Successful defences can result in a Combat Effect for the character. See the 
  Combat Effect section for the Effects that you can apply when defending.
  The following list includes the basic Reactions one can attempt and their cost 
  in SR.
  Dodge 
  (5 SR)
  Dodging is the act of manoeuvring to avoid blows and shots. A Dodge 
  defence against a close combat attack is rolled using the Close Combat 
  Skill, adding the Dodge Trait if the character has it. 
  A combatant can use a Dodge defence against thrown projectiles and 
  arrows, provided the user has a shield ready or another cover source. The 
  total lack of cover bestows a Penalty to Dodge against Ranged Attacks. In 
  this case, the Dodge Trait applies to the Agility Skill. Basic Dodge is useless 
  against bullets or energy weapons. You must use other techniques like Take 
  Cover or Roll.
  Parry/Block 
  (SR according to weapon)
  A character can defend against any Close Combat attack with a weapon 
  Parry, provided the weapon is ready. A Block is the default action with a 
  Shield, instead. The cost in SR is specified in the weapon description, and in 
  most cases it is half the cost for an attack. The minimum cost for a Parry or 
  Block is 2 SR. 
  PREPARING TO FIRE 
  A WEAPON OR POWER. 
  A ranged weapon user can use 
  the same procedure to get ready 
  for shooting or defending against 
  an opponent who is not visible 
  at the start of the round but is 
  expected to appear at a later time. 
  Ditto for a power user who can 
  prepare a Concentration action 
  for a quicker response to a threat 
  which is about to manifest.
  
  98
  COMBAT
  Take Cover  
  (5 SR)
  Taking Cover behind an obstacle to enemy fire is normally the only effective 
  defence against firearms or grenades. It requires the presence of rocks, barrels, 
  corners or other obstacles. In order to take cover, you roll against your Agility 
  Skill and add your Take Cover trait if you have it. The Take Cover Trait is part 
  of standard military training from the 19th Century on.
  If your character has the Roll Stunt, he or she can use the advanced Reaction of 
  Roll, which does not require the presence of cover. See the Defending against 
  Ranged Attacks section on page 102.
  Concentration 
  (5 SR)
  A character can use the Concentration Reaction to use a power defensively 
  (see page 173 in Chapter Six) or to gain a Bonus in a Parallel Conflict to 
  resist an offensive power (see page 174 in Chapter Six). If the power selected 
  requires more than one Concentration Action to activate, it will still go off 
  with one single Reaction, but the activation roll will suffer a Penalty.
  COMBAT EXCHANGE PROCEDURE
  During a Combat Exchange the attacking player rolls a d100 and compares it to 
  the character’s Skill in the weapon he or she is using, including all Traits, Bonuses 
  and Penalties involved. Bonuses and Penalties are the same described in the Basic 
  Combat Chapter. If a player rolls equal to or lower than his or her character’s final 
  score, the blow hits the intended target. Otherwise, the attack is a miss.
  If the enemy can and will defend, he or she can attempt to Parry, Block or 
  Dodge, according to the type of attack. The procedure for these defences is 
  the same; the opponent Rolls on the appropriate Skill, including all applicable 
  Bonuses and Penalties, and compares the result with that of the attacker on the 
  attack resolution matrix given above (which corresponds to the Opposed Roll 
  resolution matrix provided in the Adventuring chapter).
  If the defence roll succeeds, the blow does no damage. The winner also receives 
  one or two Tactical Combat Effects or Advantage Tactical Combat Effects, 
  Attack Resolution
  Defender
  Attacker
  Failure
  Success
  Advantage
  Failure
  Nothing happens.
  Attack stopped and 
  defender gets a 
  Tactical Combat Eﬀect
  Attack stopped and defender 
  gets two Advantage Tactical 
  Combat Eﬀects
  Success
  Attacker hits and 
  gains a Combat 
  Eﬀect
  Attack stopped, 
  higher roll gets a 
  Tactical Combat Eﬀect
  Attack stopped and defender 
  gets a Tactical Combat Eﬀect 
  (an Advantage Eﬀect on a 
  higher roll)
  Advantage
  Attacker hits 
  and gains two 
  Advantage Combat 
  Eﬀects
  Attack stopped but 
  attacker gets a Tactical 
  Combat Eﬀect (an 
  Advantage Eﬀect on a 
  higher roll)
  Attack stopped, higher roll 
  gets an Advantage Tactical 
  Combat Eﬀect
  
  99
  REVOLUTION D100 CHAPTER 4
  depending on the roll. Sometimes a Defence against a Ranged Attacks cannot 
  gain any Tactical Combat Effects because none are applicable to the situation, 
  so the only effect is that the attack misses.
  If the defence roll fails or is not attempted, or the attacker employs a Tactical 
  Combat Effect that negates the defence, the blow does damage and the 
  Attacker may receive one or two Combat Effects or Advantage Combat effects, 
  depending on the roll. As the attack has actually hit the target, these effects can 
  be either Tactical or Damage Combat Effects.
  CLOSE COMBAT
  Close Combat Exchanges are initiated through the Close Combat Attack action. 
  STANCE IN COMBAT
  Combatants may find themselves on the ground, kneeling or prone, as a result 
  of a Change Stance action or of a Bash or Trip Opponent effect. A prone or 
  kneeling combatant cannot add his or her Might to Close Combat damage. A 
  prone character  cannot use any ranged weapons except crossbows or firearms.
  DEFENDING AGAINST A CLOSE COMBAT ATTACK
  A combatant can use Block, Parry or Dodge defences against a Close Combat 
  Attack. All defences against Close Combat attacks are rolled using the Close 
  Combat Skill, adding the appropriate Trait if the character has it. The weapon 
  used for a Parry or Block must also be ready when the attack strikes.
  Dodging is the act of manoeuvring to avoid blows and shots. A mounted 
  character suffers a Penalty to his or her Dodge roll. If a character has his back 
  to a wall, cliff or enemy or is otherwise impeded from moving freely in any 
  direction, he also suffers a Penalty to the Dodge Skill.
  As a Parry tries to deflect a blow rather than absorb or avoid it, the relative size 
  of hand weapons is usually not a factor, and any weapon can usually Parry any 
  other weapon. However, parrying a larger weapon leaves the defender open 
  to damage if the attacker, having won the exchange by rolling higher, uses the 
  Overwhelm Combat Effect. In this case the weapon Parry rating takes effect, 
  deflecting a given number of damage dice.
  UNARMED DODGING. 
  The Overwhelm manoeuvre can 
  be used against a Dodge, too, 
  making 
  dodging 
  problematic 
  if the defender does not have a 
  weapon ready (an impromptu 
  weapon like a stool is enough, and 
  has a Parry of 2). A speciﬁc Martial 
  Arts Stunt (or the Acrobatics Trait 
  if you have a cinematic gaming 
  style) can prevent the application 
  of the Overcome Eﬀect to Dodge.
  Close Combat Situational Modifiers
  Situation
  Skill Modifier*
  Target is helpless (or engaged in non-combat Main action)
  Double Bonus
  Target is prone or sitting or is attacked from behind
  Bonus
  Target is three or more Size classes bigger than attacker
  Bonus
  Attacking while on higher ground
  Bonus
  Attacking a mounted target with a non-pole weapon
  Penalty
  Attacking while prone or sitting
  Penalty
  Attacking or defending while on unstable ground
  Penalty
  Attacking or defending while underwater
  Penalty
  Fighting in partial darkness
  Penalty
  Fighting in darkness
  Double Penalty
  Fighting while blind or in pitch black
  Triple Penalty
  [*] These modifiers are cumulative – attacking a target from behind while it is on lower ground yields a 
  double Bonus.
  
  100
  COMBAT
  A Block tries to absorb the impact of an attack rather than deflect it. Using a 
  block prevents the defender to gain any kind of combat effects if he or she wins 
  the exchange (blocking is a clumsy manoeuvre), but it also prevents attack effects 
  that try to bypass a defence like Overwhelm and Bypass Defence. Instead, the 
  attacker gains the ability to use the Damage Weapon Combat Effect against the 
  blocking weapon regardless of weapon quality, unless the attacking weapon is a 
  purely trusting weapon such as a spear. This is the only situation when a weapon 
  can damage another one of the same quality (see page 135 in Chapter 5). If the 
  blocking weapon is of superior quality, it still takes damage but its Toughness is 
  doubled. 
  CLOSE COMBAT WEAPON DAMAGE
  Damage for close combat attacks is determined with the procedure described 
  in the Damage section. Close combat weapons have a Might score that depends 
  on the wielder’s STR, plus a bonus depending on the weapon type.
  The Close Combat Weapon statistics are on page 142 in chapter 5.
  HITTING WITH THE HAFT
  A fighter may sometimes  hit with the pommel of his or her sword, or 
  with the haft of a spear or pole weapon. When using such a technique, the 
  following special conditions apply.
  • Weapon damage is reduced to 1d3, and any extra might the weapon 
  provides is dropped. Additional might for two-handed weapon use remains 
  in effect.
  • The cost for attacking becomes the same as the cost for parrying with the 
  weapon, with a minimum of 3.
  • If the attack is chosen as an Opening Move, the weapon Reach is 
  considered zero.
  When a combatant is forced to a fighting distance that is shorter than 
  his or her weapon normal reach, usually by means of a Change Distance 
  Combat Effect, this technique becomes mandatory. The combatant cannot 
  fight normally.
  KEEPING DISTANCE
  Engagement distance is paramount in fantasy/historical combat, as it 
  allows you to exploit your weapon at its best. A long weapon will keep 
  your opponent out of its optimal weapon reach, giving you an opportunity 
  to strike first and forcing your enemy to waste precious time just to enter 
  your guard.
  In Advanced Combat, this is represented by the Keep Distance effect, 
  which forces a short weapon user to pay the attack cost for his or her 
  opponent’s weapon instead of his own. Any long-weapon user can apply 
  this effect if he or she obtains an effect of the appropriate level in a 
  Combat Exchange. Of course, using an effect to this purpose is only useful 
  in certain cases, as a simple Take Initiative effect will often yield a greater 
  result. On the other hand, combatants wielding a weapon with the Keep 
  Distance (auto) attribute can apply the effect automatically, even when 
  they do not win the exchange, thus forcing their short weapon opponents 
  to pay an outrageous cost for attacking. The only conditions are that 
  the long weapon be the one used to Parry, and that no other effects that 
  subtract Strike Rank be applied. The difference in Strike Rank between 
  the normal cost of the attack and the increased one is subtracted from the 
  attacker’s Strike Rank total as soon as the defender has successfully applied 
  the combat effect, thus at the moment of the attack roll for an automatic 
  effect.
  SPECIAL RULES FOR BLOCK. 
  Thrusting weapons (spears) can be 
  blocked with shields, but not with 
  other weapons. The latter have to 
  Parry them. Thrusting weapons 
  cannot 
  damage 
  a 
  blocking 
  weapon. However, if they deal 
  enough damage to penetrate the 
  armour points of a shield, they will 
  stick into the shield as if impaled in 
  a target’s body, and inﬂict a Penalty 
  on all actions with that shield. This 
  assumes that the attacker wishes 
  to leave the weapon stuck in the 
  shield. The attacker can use the 
  Impale combat eﬀect as though 
  it were a Tactical Eﬀect against a 
  shield block to increase the chance 
  of leaving the weapon stuck.
  
  101
  REVOLUTION D100 CHAPTER 4
  CLOSING AGAINST A LONGER WEAPON
  A short weapon user can use a “Change Distance” combat effect to close in with 
  a long weapon user. The short weapon must have an attack cost which is at least 
  four points less than the long weapon. The comparison is between the costs 
  for an opening move, and not the reach. The only exception is that all natural 
  weapons are treated as having an attack cost of zero in this case.
  When locked in close range with a shorter weapon user, the long weapon 
  user is subject to a Penalty to attacks and Parries with that weapon. In 
  addition to this, he or she cannot use its blade or head and must resort to 
  “hitting with the hilt or haft” (see above).
  If a long weapon user begins a Combat Round in close range with a short 
  weapon user, he or she cannot add the long weapon reach modifier to his 
  or her strike rank. In this situation, it is much better to draw a dagger or 
  resort to punching, grappling or shield bashes.
  UNARMED COMBAT
  Using an unarmed attack against an armed foe leaves the attacker open to 
  dangerous counter-attacks. As weapons are always considered of superior 
  quality than limbs, an armed opponent can use the Damage Weapon Combat 
  Effect to wound an unarmed attacker after winning an exchange.
  NATURAL WEAPONS
  The damage that natural weapons, such as the teeth and claws of monsters, deal 
  is listed in the monster’s description, and they can often gain Combat Effects 
  like Slash and Impale. They seldom have automatic effects, though. Unless 
  noted otherwise in the beast description, a creature cannot use its natural 
  weapons to Parry.
  All human natural weapons do a base damage of 1d2. A normal human usually 
  attacks by punching when unarmed. A punch costs 3 SR to attack and 2 to 
  Parry, and receives no bonus to SR for reach when used as an Opening Move. 
  Its Parry value against an Overwhelm Combat Effect is 1. A kick attack costs 
  5 SR instead of the normal 3 for a punch, cannot normally Parry, and receives 
  a +1 addition to Might, plus a +2 to SR when used as an Opening Move. A 
  human can usually only kick a downed foe, unless he or she is trained in a 
  Martial Art that includes the Kicking Stunt.
  MARTIAL ARTS
  Characters who have a Martial Arts trait can use their limbs as weapons, 
  striking their opponent’s weak spots more easily and causing damage to 
  internal organs. All these advanced techniques are modelled as Stunts. 
  Sample Martial Arts schools and their Stunts can be found in the Stunt 
  section on page 121. 
  GRAPPLING
  Grappling is a form of combat that aims at subduing one’s foe rather than 
  harming him or her. In Advanced Combat it is achieved by making a Brawl or 
  Martial Arts attack and using the Grapple Tactical effect. Once the grappling 
  has been established, it goes on as a Parallel Conflict (see page 112).
  INTENTIONAL CLOSING. 
  Although the Change Distance 
  combat eﬀect should be enough 
  to model closing, if you wish to 
  use a more “classic” approach you 
  can use a Move action to actively 
  try to close with your opponent. 
  Roll on your Close Combat 
  [Dodge] as if it was an attack. 
  The long weapon user may either 
  allow the closing or Parry with the 
  long weapon to keep the attacker 
  at a distance. If the attacker wins, 
  he or she managed to shorten the 
  distance as if winning a Change 
  Distance Eﬀect. If the defender 
  wins, he or she gets a tactical 
  eﬀect – Keep Distance being the 
  most obvious one.
  BATTLEFIELD STUNTS
  The following optional rules 
  increase the realism of battleﬁeld 
  simulation, 
  but 
  add 
  some 
  complexity. Therefore, we have 
  implemented them as Stunts 
  that are in use only if you want 
  to introduce them in your game. 
  Mounted combat is common 
  among societies where mounts 
  are common, and the players 
  who will choose it are more 
  numerous, so we have kept it 
  a general rule. The same goes 
  for swordsmanship. We invite 
  you to devise more Stunts to 
  represent your favourite weapon 
  techniques.
  • Sabre 
  charge. 
  This 
  Sword 
  Stunt grants a +1 Might to any 
  mounted Charge attack with a 
  cutting sword. It cannot be used 
  in conjunction with the Impale 
  eﬀect. Some cultures develop its 
  equivalent with axes or maces.
  • Set Spear. Used in conjunction 
  with a Wait action against a 
  Charge, this Spear Stunt replaces 
  the spear-wielder’s Might with 
  that of the mount or animal. 
  This Stunt requires that you use 
  the optional Charge rules to 
  determine who strikes ﬁrst, so we 
  recommend that you use it only 
  when you wish to implement a 
  realistic reconstruction of ancient 
  ﬁghting techniques.
  • Spear and Shield. Ancient hoplites 
  used shields while wielding pikes. 
  With this Shield Stunt, you can 
  exploit the advantages of a Shield 
  against Ranged Attacks even 
  when wielding a two-handed 
  spear. You cannot Parry actively 
  with the Shield, and receive no 
  Free Actions for shield use.
  
  102
  COMBAT
  RANGED COMBAT
  Ranged Combat Exchanges are usually initiated through the Ranged Attack 
  Action. In this section, you will find several references to the Armour Coverage 
  Roll, explained in the section about Armour, on page 109. Ranged weapons 
  often suffer a +2 modifier to this roll, which makes them more likely to strike 
  the hardest part of the target’s armour.
  RANGE AND MOVEMENT
  A target within Close Range can be attacked without any Penalty. For each 
  Range category beyond Close, Ranged Attacks suffer one Penalty. A single Aim 
  action eliminates all Penalties, provided the target is within Effective Range for 
  the weapon. Beyond that range, aiming has no effect. Firing at a moving target 
  that is not headed directly towards you bestows a Penalty.
  DEFENDING AGAINST RANGED ATTACKS
  The target may attempt to Dodge a Ranged Attack, or to block it with a shield, 
  but may not normally Parry it with a weapon. When defending against Ranged 
  Attacks, you do not use your Close Combat Skill but your Agility Skill instead, 
  adding the appropriate Trait – either Dodge or Take Cover, rarely Shield for 
  low-speed missiles.
  While intercepting a thrown weapon or an arrow is not terribly difficult, 
  blocking or evading a bullet is another story, and you suffer a Penalty. High 
  velocity projectiles like beam weapons bestow a Double Penalty on Dodge or 
  Shield defences. Take Cover against them. 
  FIRING AT CLOSE RANGE
  Firing at a target within your Movement in metres bestows a Point Blank 
  Bonus, unless the target is within its Move in metres from you, and has 
  specified the intention of engaging you in Close Combat. Firing at a target with 
  which you are actually engaged in Close Combat bestows a Penalty and receives 
  no Point Blank bonus. However, this situation negates the +2 to the Armour 
  Coverage Roll for Ranged Attacks against a target facing you (see above).
  Ranged Combat Situational Modifiers
  Situation
  Skill Modifier*
  Target obscured by smoke, mist or is in partial darkness
  Penalty
  Target obscured by thick smoke, fog or is in darkness
  Automatic failure
  Per each Size class target is smaller than attacker
  Penalty
  Per each three full Size classes target is bigger than attacker
  Bonus
  Target prone (except Touch Range)
  Penalty
  Target partially covered by an object
  Penalty
  Attacker is prone (except w/crossbow or firearm)
  Penalty
  Attacker is underwater
  Penalty
  Attacker is on unstable ground
  Penalty
  Attacker is blinded
  Automatic failure
  [*] These modifiers are cumulative.
  ARROW CUTTING. 
  Special Martial Arts techniques 
  exist 
  that 
  allow 
  intercepting 
  projectiles with weapons or bare 
  hands, allowing a character to use 
  the Close Combat Skill to defend 
  against a Ranged Attack. If you 
  want to allow them in your game, 
  treat the technique as separate 
  Stunt.
  
  103
  REVOLUTION D100 CHAPTER 4
  FIRING INTO A CROWD
  Firing at an opponent engaged in Close Combat risks hitting the wrong target. 
  Any fire at a melee suffers a Penalty, which can be offset by the Point Blank 
  bonus. If the target defends actively with Dodge or Take Cover, and wins the 
  Opposed Roll, it can spend an Effect to make you hit the wrong target. If it wins 
  with an Advantage, it can add a Damage effect to the hit as a second effect.
  In any case, if you fire at a melee and miss, but your enemy does not make you 
  hit the wrong target, the shot randomly hits one of the members of the melee, 
  according to the unit die roll: the original target is labelled as “1” and the 
  other potential targets become “2”, “3” etc. If you roll a number that does not 
  correspond to a target then your shot missed completely.
  BEING IN COVER
  Once you have used the Take Cover Reaction,whether successful or not, you 
  are considered “In cover”. This means that:
  • you cannot move without losing the benefit of Cover; 
  • you need not defend against attacks if you do not leave your cover;
  • the enemy can still shoot at you, but it cannot hit you. The only effect it can gain 
  when firing actively at you is Suppress;
  • any Ranged Attack you make suffers one Penalty, and exposes you to the risk of 
  return fire (see below);
  • if you are hit by return fire, the Armour Coverage Roll is subject to a +2 
  modifier, cumulative with the normal +2 for Ranged Attacks against an enemy 
  facing you for a total of +4.
  Some peculiar situations allow you to remain in Cover while moving. In order 
  to take advantage of them, you must have the Take Cover trait. These situations 
  include:
  • hiding behind or over a moving vehicle;
  • walking through smoke (negates the +2 to the Armour Coverage Roll);
  • crawling or Rolling on the ground (requires the Roll Stunt).
  RETURN FIRE
  When you shoot from cover and your enemy uses the Return Fire combat effect 
  on a successful defence roll, you are temporarily vulnerable to the Return Fire. 
  This means that the enemy can actually hit you with his or her next attack and 
  not just gain the Suppress effect, although the +2 to the Armour Coverage Roll 
  is still in effect.
  BURSTS
  All full automatic weapons fire bursts of three or ten rounds. A burst receives 
  a Bonus to hit. The number of rounds that actually hit the target in case of 
  success is equal to the ten die, with a lower limit of one and an upper limit of 
  the actual number of rounds fired. Any Combat Effects apply only to the first 
  round.
  RANGED WEAPON DAMAGE
  Damage for Ranged Attacks is determined with the procedure described 
  in the Damage section. Most ranged weapons have a Might score that is 
  not dependent on the wielder’s STR, but only on the type of weapon and 
  ammunition.
  The Ranged Weapon statistics are on page 146 in chapter 5.
  BURST TARGETS. 
  If you use localised damage, it 
  may be too long to roll a separate 
  location for each shot. Half of the 
  rounds that hit, rounded up and 
  always including the round to 
  which you apply Combat Eﬀects, 
  land on the location that is rolled 
  ﬁrst or selected by the attacker 
  with 
  Choose 
  Location. 
  The 
  remaining rounds hit another, 
  randomly rolled hit location.
  RANGED LOCATIONS
  When using Localised Damage, 
  the die rolled to randomly 
  choose the location for a Ranged 
  Attack is the one with the highest 
  number of faces. This makes it 
  easier to hit the target’s torso or 
  equivalent large vital areas.
  
  104
  COMBAT
  MOUNTED AND VEHICLE COMBAT
  Many combatants ride a mount or vehicle in battle. In order to exploit the 
  advantages of mounted combat, the Horse Trait is required. If you do not 
  have it, you cannot use your Weapon Trait, with all implied limitations. 
  European Longbows and two-handed long weapons, with the exception of 
  spears, cannot be used while mounted.
  Treat other [Mount] Traits like the Horse Trait when fighting from another 
  type of horse-sized mount like a Camel. When fighting from an elephant’s 
  back, only the mahout (the person leading the elephant) need have the 
  appropriate Trait.  Passengers can fight without any special training, but they 
  are limited to Ranged Attacks. 
  The advantages of mounted combat are as follows.
  • Increased Move rate and ability to move more than one Zone per Move 
  action.
  • Additional Change Distance (auto) effect on any exchange against any 
  opponent on foot who is not using a pole weapon, allowing the mounted 
  character to disengage and scuttle out of reach of the infantryman.
  • Whenever a mounted combatant who has the Lance trait uses a one-handed 
  spear (the Lance is preferred but any spear will do) in a Charge, the mount’s 
  Might replaces the rider’s.
  DAMAGE
  We will refer to damage not related to hit locations as non-localised 
  damage, and to wounds not connected to a specific hit location as non-
  localised wounds. If you do not use the localised damage sub-system, 
  all damage and wounds are non-localised. In many cases the rules will 
  reference a “location” as though all damage was localised. Unless a rule 
  explicitly says something different, all rules for damage to locations also 
  apply to non-localised damage as though the damage had been inflicted to 
  a generic “body” location.
  TOUGHNESS
  When using Advanced Combat, it is important to know a character’s or 
  monster’s Toughness score. Any damage below a creature’s Toughness value is 
  “just a flesh wound”, and will not have any lasting consequence beyond pain 
  (see below). However, poison and infections may still threaten a character 
  whose Toughness is not overcome, so it may still be necessary to mark the fact 
  that your adventurer has been wounded.
  LOCALISED DAMAGE
  Hit locations are an optional rule even in Advanced Combat. In some 
  genres, it is not appropriate to expose your adventurer to the risk of 
  losing random body parts, so the actual localization of a wound may be 
  determined by common agreement between the Narrator and the Player.
  However, many groups prefer to keep track of where characters and 
  creatures have been wounded, and to describe armour with that level of 
  detail that only body locations can give. The localised damage subsystem 
  provides this level of detail, at the cost of an additional die roll when 
  applying damage. For a humanoid target, roll 1d6 for a close combat attack 
  or 1D8 for a Ranged Attack and check the Humanoid Hit Location Table.
  ADVANCED TOUGHNESS. 
  For 
  Player 
  Characters 
  and 
  important NPCs, you might want 
  to use a more granular method 
  for calculating Toughness. Add 
  together STR and CON, subtract 
  20 and divide by ﬁve, rounding 
  fractions 
  up. 
  This 
  method 
  will produce slightly tougher 
  adventurers, at the expense of 
  some more calculations. We 
  recommend that you use the 
  standard method for creatures, 
  particularly the larger ones, as it 
  is faster.
  FIGHTING FROM A VEHICLE 
  Fighting from a vehicle driven by 
  someone else works similarly to 
  being a passenger on a mount 
  driven by someone else, while 
  ﬁghting while driving a vehicle 
  requires two Traits and yields a 
  Penalty in any case. You can only 
  use a one-handed weapon when 
  ﬁghting while driving a vehicle. 
  LOCALISED TOUGHNESS FOR 
  LARGE CREATURES. 
  For creatures that are signiﬁcantly 
  larger 
  than 
  humans, 
  we 
  recommend that you apply the 
  same 
  modiﬁcation 
  that 
  you 
  apply to Might bonuses (see 
  page 6 of Chapter 1) also to 
  the Toughness adjustment for 
  STR, CON and hit location, that 
  is double for Size Class 8-12, 
  triple for Size Class 13-17, and so 
  on. Thus, a dragon of Size Class 
  8 has 16 Toughness in the torso, 
  but only 14 in the head. If its 
  STR and CON are both 13 or 
  more, each provides +2 
  to Toughness and our 
  dragon has 20 in the 
  torso and 18 in the 
  head.
  
  105
  REVOLUTION D100 CHAPTER 4
  Each location has its own value for Toughness, which is equal to the general 
  Toughness value for the character minus an adjustment for the specific 
  type of location. For the torso location, the value is the same as non-localised 
  Toughness.
  Chapter 7 contains a list of creatures, with appropriate location rolls. Use these 
  tables as inspiration for creatures of your own design.
  DAMAGE COMPONENTS
  Damage has two components: weapon dice and Might. In some cases, the 
  weapon dice may be absent due to the weapon nature, but Might is always 
  present, even if in some cases it may be zero or negative.
  For hand weapons, Might is calculated exactly as in Basic Combat. Some 
  weapons provide a bonus to Might. This is noted in the weapon statistics in 
  the appropriate weapon list. 
  Thrown weapons propelled by the wielder’s strength benefit from the 
  character’s Might like hand weapons. These weapons normally assume their 
  wielder’s Might modifier.
  Projectile weapons like bows, crossbows and firearms have an inherent Might 
  value, not depending on the wielder’s Strength. Might for these weapons is 
  always an unsigned number. For instance, a  9mm automatic pistol has a 
  Might of 2, while the M1 Garand military rifle has a Might of 4. The damage 
  die is determined by the projectile rather than the weapon.
  Unlike Basic Combat, Might for hand weapons and ranged weapons that 
  shoot something physical is not a modifier to a d6 roll, but the number of 
  d2’s you roll together with the weapon dice. When filling in the weapon 
  section of your character sheet, always list the total Might with which the 
  weapon strikes, including your character’s Might bonus, any two-handed 
  bonus and the weapon bonus. Thus, a battleaxe (1d6, +1 Might) wielded with 
  one hand by a STR 13 character will be listed as doing 1d6+2d2 damage. An 
  UZI submachinegun loaded with normal 9mm Parabellum cartridges will be 
  listed as doing 1d8+2d2.
  Energy or elemental weapons are those weapons that have no material 
  component, usually but not always ranged weapons. As a result, they have 
  no weapon dice. However, their Might when applied to damage does not 
  usually result in rolling D2s. The dice rolled are often bigger. These weapons 
  often have peculiar effects on armour. Powers used as attack forms are usually 
  treated as energy weapons of variable Might.
  Humanoid Hit Locations
  D6 or D8
  Location
  Toughness 
  adjustment
  1
  Right Leg
  -1 
  2
  Left Leg
  -1
  3, 7, 8
  Torso
  -
  4
  Right Arm
  -2
  5
  Left Arm
  -2
  6
  Head
  -1
  NON-HUMAN LOCATIONS. 
  For creatures with more than six 
  locations or with diﬀerent body 
  proportions, you may want to use 
  bigger dice, for instance 1D8/1D10, 
  or 
  1D8/1D12, 
  1D10/1D12 
  or 
  1D12/1D20. In extreme cases, roll 
  1D20 or even 1D100 for both Close 
  Combat and Ranged Attacks. 
  The rule of thumb to use is that 
  Ranged Attacks should reﬂect the 
  actual surface of the body parts, 
  and thus have more than one 
  number corresponding to the 
  torso or to larger limbs like wings. 
  Close Combat attacks, instead, 
  should have an equal chance of 
  hitting each body part, or at least 
  favour the limbs the creature keeps 
  closer to the attacker.
  ROLLING D2’S. 
  When you need to roll d2s for 
  Might, roll any dice and counts odd 
  results as 1 and even results as 2.
  RECORDING WEAPON MIGHT.
  Even when the weapon itself 
  provides a bonus to Might, all D2s 
  are considered Might dice, not 
  weapon dice. If the weapon die is 
  a D2, the damage is described as 
  1D2+xD2 to clarify this fact.
  ENERGY DAMAGE. 
  The exact rules for energy weapons 
  are discussed in the equipment 
  chapter, and each setting might 
  and should add speciﬁc rules 
  for the types of energy it 
  allows.
  
  106
  COMBAT
  APPLYING DAMAGE
  When rolling damage, roll all the dice and add them together, then subtract 
  the protection value of the armour protecting the target or the specific location 
  struck. Count any negative value as zero The remaining damage, is compared 
  to the target’s Toughness, or the Toughness of the location struck if you use 
  localised damage. Some weapons double the damage left after applying armour.
  Minor Wound
  If the damage is lower than the Toughness score, it is just a flesh wound. The 
  target loses Strike Rank equal to the damage suffered because of the pain, but 
  nothing else happens. Check for venom if applicable, and for infection later 
  if the wound is not properly treated. In no case will minor wounds “stack” to 
  produce a more serious injury.
  Major Wound
  If the damage is equal to or higher than the relevant Toughness score, the 
  wound becomes a Major one, and its effects starts to stack towards causing 
  the death of the character. All damage in excess of Toughness becomes lasting 
  damage and must be written down on the character sheet.
  Upon receiving a Major Wound, the target immediately drops to zero Life 
  Points if he or she had any Positive Life Points left. If the damage received was 
  greater than Toughness, the character also gains Negative Life Points equal to 
  the amount of damage in excess of Toughness. As for Minor Wounds, the total 
  points of damage suffered when receiving a Major Wound are immediately 
  subtracted from Strike Rank for that round. 
  After receiving a non-localised Major Wound, you must roll Survival 
  [Endurance], and if you fail you are out of the fight. When using Localised 
  Damage, do not roll on Endurance, but the location that suffers the Major 
  Wound becomes automatically unusable. In the case of the torso or the head, 
  this means you cannot continue fighting (see the sidebar for an optional rule 
  allowing a roll), while a Major Wound to a limb only incapacitates that limb, 
  making the combatant fall to the ground or drop any weapon held by an 
  incapacitated arm, but still able to  fight with the remaining limbs.
  The effects of Major wounds are cumulative, and a target suffering from a 
  Major Wound becomes more sensitive to further damage in the same area. 
  For blows that strike a location already suffering from a Major Wound, each 
  additional point of damage yields a loss of one Life Point, whether or not the 
  Toughness threshold is overcome. If a blow causes a second Major Wound in a 
  location that was already suffering from one, all damage in excess of Toughness 
  is added to the damage already suffered. This means that a target may suffer a 
  Lethal Wound because of multiple Major Wounds in the same location.
  A fighter can use the Choose Location Combat Effect to intentionally aggravate 
  a non-localised Major Wound. All damage will affect Life Points and if the 
  blow causes a second Major Wound the effects are cumulative with the first.
  Lethal Wound
  Once a location has received damage in excess of its Toughness, which is also 
  equal to or greater than the Toughness itself, the wound becomes a Lethal 
  one. A character receiving a non-localised Lethal Wound is immediately 
  incapacitated and must roll Survival [Endurance] to avoid instant death.
  A Lethal Wound to the torso or the head has the same effects of a non-localised 
  Lethal Wound. If the Lethal Wound is to a limb and received in one single 
  blow, the limb is severed or crippled. Except in the case of invertebrates, a 
  Lethal wound to a limb incapacitates the target. A Lethal Wound automatically 
  activates a Bleed Combat Effect equal to the target’s Toughness, adjusted for 
  the location wounded. 
  RECORDING FLESH WOUNDS. 
  When your character receives a 
  Minor Wound, put a little dot to 
  the right of the Toughness value, 
  or the Toughness value for the hit 
  location struck. Receiving more 
  Minor Wounds after the ﬁrst 
  produces more “dots” that will 
  require treatment after combat, 
  but nothing more. In the example 
  below, the adventurer’s body has 
  suﬀered two minor wounds (see 
  below for the explanation of the 
  wounds to the limbs).
  RECORDING MAJOR WOUNDS. 
  In order to signify that the 
  character has suﬀered a Major 
  Wound, cross or circle the 
  Toughness value for the character, 
  or the Toughness value for 
  the hit location struck, on the 
  character sheet. If the damage 
  was in excess of Toughness and 
  not just equal, write down the 
  amount of damage in excess to 
  the right of the Toughness value. 
  The Toughness score remains in 
  eﬀect even when the character is 
  wounded, so you will never “erase” 
  the original value.
  In the example above, the right 
  leg has suﬀered one major wound 
  exactly equal to its Toughness, 
  while the left arm has suﬀered one 
  or more wounds that exceeded its 
  Toughness by two points.
  ROLLING ENDURANCE FOR 
  LOCALISED DAMAGE
  Some groups might like to apply 
  some randomness to localised 
  damage, 
  too. 
  While 
  rolling 
  Endurance for a Major Wound in 
  a limb is implausible (no amount 
  of pain resistance can counter the 
  eﬀects of a broken bone or severed 
  tendon), it may be appropriate 
  for a torso or head wound. If you 
  decide to allow an Endurance roll 
  for a localised hit, we recommend 
  that when a wounded character 
  passes the roll you apply the 
  optional penalties found on the 
  next page, rolling 1d6 for body 
  wounds and applying the head 
  penalty automatically for a 
  head wound. 
  
  107
  REVOLUTION D100 CHAPTER 4
  WOUND RECOVERY
  After Advanced Combat, wound recovery proceeds in three different phases. 
  During or immediately after the battle, First Aid and Healing powers are applied 
  to the wound(s) in a Fast Healing process. When the time scale has gone up to at 
  least Adventure Time, all wounds turn into Consequences, and a healing Conflict 
  may take place to cure the wounded characters (see page 75). Finally, as the 
  Time Scale reaches Downtime, all wound and fatigue Consequences expire, with 
  the exception of crippled limbs that the available medical technology is unable to 
  fix.
  The following rules apply also to any other situation (traps, accidents, etc.) that 
  inflicts damage to Toughness during non-combat encounters in Narrative or 
  Adventure Time.
  EFFECTS OF HEALING AND FIRST AID
  You can use First Aid, implements (bandages, drugs, etc.) or any power 
  including the Heal effect at any time during or immediately after Combat 
  to stabilize a wound and prevent death or the worsening of a character’s 
  condition, but you can use them only once to reduce the damage in each 
  wound. Only if further damage is inflicted can you apply Heal or First Aid 
  again to the same character or location. For this reason, it is often better to 
  let the best healer take care of a wound unless the patient is in immediate 
  danger of death. For the sake of simplicity, all non-localised damage is 
  treated as one wound, and all localised damage to the same location is 
  considered one wound, even if the damage was actually inflicted in two or 
  more hits.
  After treatment, reduce the damage the character or location is suffering 
  according to the effects of the Skill or Power used, keeping in mind that 
  only the amount of damage in excess of Toughness counts. This might 
  downgrade the wound to a lesser level of severity. Any wound that is 
  brought below zero points of damage becomes a minor wound and ceases 
  to have any effect except the need of a minimal tending to avoid infections 
  after combat.
  FAST HEALING
  Immediately after Advanced Combat, one or more healers can treat each 
  individual wound to reduce the damage taken against Toughness. This 
  process, called Fast Healing, takes approximately one round of Adventure 
  Time, during which Life Points and Toughness are still tracked. After 
  this time has expired, either Combat restarts because more enemies have 
  appeared, or the wounds are translated into Consequences and normal Non-
  Combat rules apply to the events that follow. In some unfortunate cases, 
  such as when the heroes flee from a combat they are losing, Fast Healing is 
  not possible and the wounds must be translated into Negative Consequences 
  without healer intervention first, which might produce unpleasant effects if 
  the enemies engage the adventurers in a Conflict to pursue them.
  Minor Wounds do not imply any real damage, so they can be treated with any 
  effect that heals at least one point of damage or with one single First Aid roll. 
  On a success they stop affecting the character. With such minor injuries you 
  need only take care of the risk of infection, something that you can usually do 
  even on the battlefield unless you are forced to a hasty retreat. If you did not 
  keep track of all Minor Wounds, you can just make a single First Aid roll for 
  each wounded character.
  All characters also recover Life Points equal to their CON during Fast 
  Healing. Add one extra D6 for characters with the Endurance Trait. Healing 
  also restores lost Life Points and healers might spend Life Points of their own 
  while healing.
  RANDOM AGGRAVATION OF 
  NON-LOCALISED WOUNDS. 
  Some opponents with a high 
  Toughness and a high score in 
  Survival [Endurance] may be 
  virtually impossible to take down 
  without cumulating several Major 
  Wounds into a Lethal Wound. 
  When you use non-localised 
  damage and the attacker does not 
  or cannot opt to Choose Location, 
  if at least one of the weapon dice 
  (not the damage modiﬁer dice) 
  rolled maximum damage then 
  the blow has inﬂicted a wound in 
  the same body part; in this case 
  the eﬀects of cumulative Major 
  Wounds will apply.
  EXTREME HEROISM. 
  Some peculiar mental or emotional 
  states allow a character to remain 
  conscious even after losing a limb, 
  keeping him or her able to ﬁght 
  until actually killed by a torso or 
  head wound. To represent this, the 
  Narrator may allow a character to 
  be heroic by rolling on one of his 
  or her Motivations, with a Penalty if 
  the character lacks the Endurance 
  Trait, to ignore incapacitation from 
  loss of a limb. All other eﬀects of 
  a Lethal wound apply, so being 
  heroic will not save a character 
  from bleeding to death, and in fact 
  will accelerate the process.
  NON-LOCALISED WOUND 
  EFFECTS.
  When 
  using 
  non-localised 
  damage, if a target suﬀering 
  a Major Wound can continue 
  to ﬁght, he or she suﬀers a 
  Penalty to one Skill (or group 
  of 
  Skills) 
  according 
  to 
  the 
  wound description and area of 
  application. Roll 1d6 and apply the 
  following results:
  6
  Head
  Perception and 
  Concentration
  4-5
  Arm
  Close Combat, 
  Ranged Combat 
  and Operate
  1-3 
  Leg
  Agility, Stealth 
  and Close 
  Combat
  The Penalty will continue until the 
  wound is countered by natural or 
  magical healing. Where wound 
  localisations overlap, only a single 
  Penalty applies.
  This rule applies to localised 
  torso or head wounds, too, if you 
  choose to allow an Endurance roll 
  to continue ﬁghting.
  
  108
  COMBAT
  TRANSLATING DAMAGE INTO CONSEQUENCES
  Once Fast Healing is over, any unhealed or partially healed wounds are turned 
  into Negative Consequences. If any characters are still suffering from Negative 
  Life Points after Fast Healing, then they suffer a “Fatigued-” or “Bleeding-” 
  Negative Consequence, depending on the reason for the Life Point Loss.
  Use the Damage to Consequence Conversion Table for the conversion between 
  lost Toughness and Consequences. Note that the table results are the equivalent 
  of a further 1-point reduction of each wound, as wounds that correspond to 
  damage exactly equal to Toughness and twice Toughness are treated as Minor 
  and Major respectively in the table, whereas they are considered Major and 
  Lethal while Combat is still in progress. The two columns about Life Points and 
  Resolution Points have the same effects as rules found in Chapter 3 on page 
  75, and are repeated in the table for your convenience.
  The narrative effects of these Consequences are as follows:
  • a Minor Wound does not affect the character in any further way, save for a 
  general sense of dizziness that will give him or her a Consequence or a one-time 
  10 Life Point loss in Advanced Combat;
  • a Major Wound means, apart from the Recurring Consequence that may also 
  affect Life Points, that if the Character enters Advanced Combat again before 
  being fully healed, then he or she will be treated as already suffering from a 
  zero-point Major Wound (see page 106). This will not automatically bring the 
  character’s Life Points to zero, but any damage to the affected location will go 
  directly to Life Points;
  • a Lethal Wound leaves a character permanently incapacitated or unable to use 
  the wounded limb, which will hamper the rest of the group, possibly blocking 
  the progress of the adventure. The Narrator might want to find a narrative 
  explanation for a temporary downgrade of the wound to Major.
  As soon as all Toughness and Life Point losses have been translated into 
  Consequences, the rules found in Chapter 3 are once more in effect. This means 
  that any further treatment requires a Healing Conflict (see page 75).
  Damage to Consequence Conversion
  Damage
  Consequence
  LP loss in 
  subsequent 
  Advanced 
  Combats
  RP to 
  eliminate 
  in Healing 
  Conflicts
  No damage in excess of 
  Toughness
  Minor Wound -
  10 (one time)
  10
  Damage in excess of 
  Toughness
  Major Wound (-)
  10 (recurring)
  15
  Damage in excess of 
  double Toughness
  Lethal Wound (-) 
  (-)
  20 (recurring)
  30
  
  109
  REVOLUTION D100 CHAPTER 4
  ARMOUR
  Body armour is a form of protection used to reduce the damage one may suffer in 
  combat. It reduces weapon damage before it is applied to Toughness. The damage 
  reduction is expressed in Armour Points (AP), which depend on the materials 
  and thickness of the armour. When a combatant is covered in an armour suit 
  made of several layered pieces, the AP of the strongest armour layer is considered 
  to include also the AP of any underlying padding. 
  Like damage and wounds, armour can be localised or non-localised depending 
  on your game’s level of detail.
  ARMOUR COVERAGE
  In many cases the pieces of an armour suit do not overlap totally, and some portions 
  of a fighter’s body are protected only by the thinnest armour. A medieval man-at-
  arms had his skull covered by both mail and a helm, but his neck was protected by 
  mail only. 
  Thus, knowing how many points of damage an armour piece will stop is not enough 
  to define its effectiveness. It is also necessary to determine its Coverage, that is the 
  chance that a hit will land on the part(s) of the body it protects. Each armour piece 
  has a separate chance of being hit, depending on the relative body surface it covers. 
  For instance, if the only piece of plate armour a fighter is wearing is a helmet, and the 
  rest of the body is covered in mail, the chance of hitting the more robust plate armour 
  is low. Similarly, if the only parts not covered in mail or plate are his hands and face, 
  the chance of hitting the non-armoured parts will be equally low.
  The relative armour coverage for all armour pieces is expressed with number ranges 
  which, when read together, constitute a  linearised table of armour protection. The 
  number ranges corresponding to each armour piece are in the format AP/Coverage+, 
  where AP is the armour points of the piece and Coverage is the lower limit of the 
  range. Numbers for Coverage go from 0 to 9, and armour pieces are usually arranged 
  in increasing AP order, with 0 and sometimes other low values representing non-
  armoured areas, if the target has any. Number 9 usually represents the headgear, 
  which is the hardest piece in the majority of armour suits.
  Whenever an armoured target is hit, the unit die of the attack roll is read as the 
  Coverage Roll, and compared to the Coverage values of all armour elements to 
  determine which protection to apply. In practice, you need to find the highest possible 
  Coverage number which is still inferior to the Coverage Roll. For instance, if one 
  piece has AP/Coverage 4/4+ and another 8/7+, then a roll of 8 hits the 8-point piece 
  because both numbers are below 8 but the 7+ Coverage takes precedence, while a roll 
  of 6 hits the 4-point piece because only the 4+ Coverage is below the roll.
  Let us examine the armour of a typical medieval militia infantryman, made of a 
  cloth padding suit (gambeson), a mail shirt and a pot helm. The gambeson is not 
  very strong but covers everything except the hands, feet and face of the fighter 
  (2/1+). The mail shirt has short sleeves and skirt attached, for a 5/3+ totals. The 
  pot helm is made of steel, but it covers only a part of the head, for an 8/9+ total. 
  In game, we will describe this armour as: 2/1+, 5/3+, 8/9+.
  Which is a shorthand for the following table:
  Unit die of the attack roll
  Attack hits
  0
  on an unarmoured area
  1-2
  on the gambeson (AP 2)
  3-8
  on the mail (AP 5)
  9
  on the helm (AP 8)
  RECORDING NON-LOCALISED 
  ARMOUR AND TOUGHNESS. 
  Let us examine the way you 
  record the armour, coverage and 
  toughness of your Player and Non-
  Player Characters, to show you 
  how to write down the data quickly 
  and in a clear fashion 
  When you use non-localised 
  damage, you will probably record 
  the values of AP/Coverage for up 
  to three diﬀerent armour elements 
  per character, and a single value 
  for Toughness beside them. Use 
  the lines for the legs for the ﬁrst 
  two layers, like this:
  SEPARATE COVERAGE ROLL. 
  If you dislike knowing the armour 
  you will strike before choosing 
  combat eﬀects, you may roll an 
  additional d10 instead of using 
  the unit die. However, using the 
  unit die follows the D100 tradition 
  that a very successful roll usually 
  bypasses armour.
                         
  If writing down stats for Non-
  Player Characters on scrap paper, 
  leave some room to the right of 
  the Toughness score, as you may 
  need to write down subsequent 
  cumulative damage scores for 
  major wounds. The Toughness 
  score remains in eﬀect even when 
  the character is wounded, so you 
  will never “erase” the original 
  value.
  
  110
  COMBAT
  LOCALISED ARMOUR
  If you use localised damage, each hit location is protected by its own Armour. 
  The AP protection remains the same, but Coverage is referred only to the 
  location at hand. Each Armour suit or Armour piece has specific values for 
  each location, in addition to the non-localised value. All values are listed in the 
  Armour Tables on page 139 of Chapter 5, or in the special Armour list for the 
  setting you use.
  A piece that covers only one or two hit locations will have a very different 
  Coverage value when using localised damage, sometimes quite different from 
  the Coverage for non-localised damage. A helmet with a mere 9+ Coverage 
  when blows are directed at the entire body may find its Coverage greatly 
  increased when you consider only the head. On the other hand, the helmet is 
  not counted at all when the other locations are hit. The torso is often covered 
  totally, with a coverage of 0+.
  Let us review the medieval man-at-arms example using hit locations. By checking 
  the localised Coverage for a gambeson, mail shirt and open helm on the Armour 
  Tables on page 139 of Chapter 5, we discover that the values for each location are 
  as follows. The mail on the torso has no area left non-armoured or protected only 
  by the gambeson so it is worth 5/0+. Limbs and head all have some unprotected 
  parts and areas covered only by the gambeson which thus has a 2/3+, 2/2+and 
  2/1+ armour value, respectively, for legs, arms and head. The limbs are also half 
  covered by the mail, which has a 5/5+ and 5/4+ value, respectively for legs and 
  arms. Finally, the helm has an 8/6+ value referred only to the head.
  However, our soldier’s head sounds a bit unprotected. By consulting the armour 
  table again, we find that heavier mail armours have mail protection on the 
  head, too, which replaces the gambeson (it is the so-called mail coif). While the 
  difference is too little to consider when using non-localised armour, it becomes 
  relevant in this case, so we will consider this armour suit as having a coif and 
  thus 5/1+ on the head. Historical mail suits had a great variability in head 
  Coverage.
  That said, here are the armour values for locations, ready to list on your 
  character sheet: 
  Legs 2/3+, 5/6+; 
  Torso 5/0+; 
  Arms 2/2+, 5/5+; 
  Head 5/1+, 8/6+. 
   NATURAL ARMOUR
  The natural armour provided by a creature’s thick skin, fur or scales also has 
  its typical AP/Coverage ratings, detailed in Chapter 7. Magical protections and 
  force fields usually have a 0+ coverage, but consult also the Protection power 
  description on page 185 of chapter 6. 
  IMPROMPTU ARMOUR
  In pulp games where characters wear little or no armour but exchange lots of 
  bullets with their enemies, it is not uncommon for a character to be saved by 
  a thick object absolutely not intended as armour which is providentially in the 
  way of an otherwise-deadly hit; a Bible stopping a bullet, an iPhone blocking a 
  knife stab, or a golden torque deflecting a beheading sword slash. If this suits 
  your game, you can assign up to 4 points of impromptu armour with a coverage 
  of 9+ to otherwise unprotected characters. 
  DERIVING LOCALISED 
  ARMOUR COVERAGE. 
  As a rule of thumb (but consult 
  chapter 5a if you wish to know 
  more details), when translating 
  the coverage values of an armour 
  piece that covers all of the body, 
  the Armour Coverage values 
  for the torso are 1 point lower 
  (when they are not directly zero), 
  those for the arms are 1 point 
  higher and those for the legs 2 
  points higher. Please remember 
  that higher numbers mean less 
  coverage, as the smaller the 
  number the higher the chance 
  that the roll is above it.
  RECORDING LOCALISED 
  ARMOUR AND TOUGHNESS. 
  When using localised damage, 
  you will need to record AP 
  and Coverage for all locations, 
  obtaining a bi-dimensional table. 
  The standard character sheet has 
  the locations for humanoids pre-
  printed on it, and two columns 
  for AP and Coverage, as it is raher 
  unlikely that one single location 
  has more than two diﬀerent 
  armour 
  layers. We 
  do 
  not 
  recommended to write the name 
  of the armour piece for each entry 
  like we did with non-localised 
  armour, as it would cause clutter.
  You will still need some room for 
  writing the damage taken in each 
  location, as you would do for non-
  localised damage.
  
  111
  REVOLUTION D100 CHAPTER 4
  ARMOUR AND RANGED WEAPONS
  Most armour elements are designed to protect the wearer from attacks 
  coming from the front. An armour suit may have several weaker spots, 
  but they are usually located in areas only reachable with a close combat 
  attack or by hitting the target from the side or from behind. To represent 
  this, add a +2 modifier to the Armour Coverage Roll when a Ranged 
  Attack hits a target that is actively trying to face the attacker or to move 
  towards him or her. This is cumulative with any other modifier to the 
  Armour Coverage Roll.
  USING SHIELDS AS COVER
  Particularly in the Ancient Age, shields were sometimes used as part of 
  a soldier’s armour rather than as a parrying/blocking weapon. The huge 
  shields of Greek hoplites and Roman legionaries were formidable as cover, 
  and the soldiers’ armour suits were designed to protect only those parts of 
  the body not covered by the shield.
  A combatant can use a shield as a passive defence which provides a 
  Coverage Roll modifier, usually equal to the shield Reach minus one. Any 
  Coverage Roll of 10 or more hits the shield, which is then treated as an 
  armour piece with AP equal to its Toughness. Using a shield in this way 
  prevents any other use for that round, and negates the Free Reaction that 
  a shield usually grants.
  Shield coverage is in effect only when fighting in formation and against 
  Ranged Attacks from the front. When a soldier is in close formation 
  with other shield users, even Close Combat attacks are subject to the 
  shield Coverage modifier. When the fighter is alone, only Ranged Attacks 
  coming from enemies in front or moving towards may hit the shield. This 
  means that all hits that are subject to the normal +2 for Ranged Attacks 
  are also subject to the shield Coverage modifier.
  Example: Gaius the legionary has a rectangular Scutum shield with 
  Toughness 12 and a Coverage rating of +3. In a battle against the 
  Germans, his unit is subject to a volley of arrows and since the coverage 
  Roll for ranged weapons is already subject to a +2 modifier, any roll 
  ending with 5 or more will hit the shield, while any other roll but a 0 will 
  hit the legionary on his helmet or Lorica Segmentata, which the armour 
  makers in Rome have designed to provide a Coverage of 6+. Later on, 
  the fierce barbarians charge his cohors. Gaius and his comrades are a 
  disciplined troop and keep a tight formation even when charged, so they 
  retain the advantage of shield cover. Without the benefit of the +2 to the 
  Coverage Roll, however, many Germans (Coverage Rolls of 0 to 2) could 
  hit Gaius in a less armoured location.
  Months later, Gaius’ legion engages a Parthian light cavalry unit. 
  Parthian riders are extremely mobile and they always try to fire at an 
  enemy unit after outflanking it, negating the shield Coverage bonus. 
  However, the legionaries know the Testudo combat Stunt, a technique 
  used by the Romans that allows them to form a shield barrier that is 
  impenetrable from any side, thus retaining the +3 to Coverage from 
  any direction. Yet without the +2 for facing the enemy, plenty of arrows 
  (Coverage Rolls of 0 to 2) manage to hit the Romans in their feet, where 
  they have only their leather caligae to protect them from harm. These 
  Parthians are pesky opponents.
  A SOLDIER AND A HELMET. 
  A typical ancient or medieval era 
  ﬁghter would seldom wear only 
  headgear. Even when the level 
  of protection between the head 
  and the rest of the body was 
  remarkably diﬀerent, a warrior 
  would wear at least a heavy cloth 
  protection. On the other hand, 
  soldiers wearing only a steel 
  helmet are almost the norm in 
  20th and 21st Century warfare. 
  The rules for Armour Coverage 
  and non-localised damage, at 
  the cost of introducing one extra 
  attribute to track, highlight how a 
  single helmet may be an adequate 
  protection in a modern warfare 
  environment. When a soldier is 
  operating from a foxhole or other 
  speciﬁc protection, the +4 to the 
  Coverage roll will let the helmet 
  intercept a potentially lethal bullet 
  half of the time. And in fact, this is 
  exactly the reason why all modern 
  soldiers started wearing helmets 
  after the trench nightmare that 
  was WW1.
  However, using a helmet while 
  advancing 
  under 
  ﬁre 
  could 
  yield an unrealistic result if you 
  combine the +2 for ﬁring at an 
  advancing opponent with the 
  9+ Coverage of a typical helmet. 
  Thus, we recommend that in a 
  modern 
  warfare 
  environment 
  the Narrator only applies the +2 
  modiﬁer to Coverage rolls for 
  advancing targets only when said 
  targets are carefully crouching or 
  crawling when moving, reducing 
  the exposed surface not covered by 
  the helmet. For maximum realism, 
  only apply a +1 when crouching.
  AP ONLY ARMOUR. 
  Groups who do not want to keep 
  track of coverage can return to 
  the classic D100 approach of one 
  single AP value per location with 
  a pondered average operation: 
  multiply each possible AP rating 
  by the number of d10 results 
  connected to that value, add 
  everything up and divide by ten; 
  that is the overall AP value. In our 
  medieval militia example we have; 
  Gambeson (2x2)=4, Mail (5x6)=30, 
  Helm (8x1)=8, total 42, which 
  divided by ten is 5. You can do the 
  same with localised armour values 
  if you use hit locations. However, 
  this will make it tougher to disable 
  armoured opponents with all but 
  the strongest weapons.
  
  112
  COMBAT
  PARALLEL CONFLICTS
  In Advanced Combat, usage of a power with the Overcome attribute, 
  poisoning, grappling, entangling and other important details are handled 
  as basic Conflicts, yet they must be resolved before Combat ends. These 
  Conflicts are called Parallel Conflicts, as they take place at the same time as 
  the battle, which is itself a Conflict, but cannot be handled with the same 
  rules as Advanced Combat.
  The rules presented here constitute the core concepts used when running 
  general Conflicts during Advanced Combat. Specific cases may add further 
  specific rules. Please check also the section about Poisons in Chapter 3 and 
  about Overcoming the target of an offensive power in Chapter 6.
  RESOLUTION FOR PARALLEL CONFLICTS
  When running a Parallel Conflict, you determine Resolution Points for the 
  two opposing forces as normal (Will versus Will for a spell, Might versus 
  Constitution for a poison, Strength versus Strength for grappling, etc.). 
  Consequences might apply, but normally not the same Consequences you 
  have applied at the start of combat. Consequences from previous Parallel 
  Conflicts, instead, do apply. For instance, if you have suffered a “Drained 
  Mana” consequence while using a power with the Overcome attribute 
  earlier in the combat, the Consequence does apply to a subsequent Conflict 
  involving your Will.
  INITIATING A PARALLEL CONFLICT
  Parallel Conflicts are initiated by an Action (or Reaction) performed by 
  one combatant, who is therefore labelled as the Conflict initiator. Typical 
  Actions are using a power with the Overcome attribute, inflicting damage 
  with a poisoned weapon, using the Grapple or Entangle Combat Effect after 
  winning an exchange, and so on. The initiator pays the normal SR cost for 
  this action, if any, and the Parallel Conflict starts with the attribution of 
  Resolution Points.
  The initiating Action may trigger the first exchange. An offensive power 
  or the injection of a poison will immediately trigger an exchange in the 
  Parallel Conflict, without any further expenditure of Strike Ranks, while 
  other types of Actions like Grapple or Entangle will not.
  If the initiating Action included a Roll, the latter is considered part of this 
  exchange. Otherwise the initiator makes a Roll on the appropriate Skill. 
  For instance, the caster of a Divine Blessing, which is activated without any 
  Rolls, must make an Allegiance Roll, and a poison will make a Roll on its 
  Challenge Rating of 50%. On the contrary, a psychic who is Attacking with 
  the Confusion power has already Rolled on Concentration and can keep 
  this initial Roll. The other contestant makes the appropriate Opposed Roll 
  (Willpower for powers, Endurance for poisons, etc.), and the effects of the 
  exchange are applied immediately according to the Conflict rules.
  RUNNING A PARALLEL CONFLICT
  Once the Conflict has started, all subsequent rolls for effect may take place 
  once or more per round, according to the nature of the initiator:
  • If the initiator is an impersonal force, like  poison, it makes another Roll for 
  Effect at the start of each round of Combat. The target cannot Roll for Effect 
  in any case, and never spends any resource to defend. 
  RECORDING RP FOR 
  PARALLEL CONFLICTS. 
  During Advanced Combat, the 
  Tracks on your character sheet will 
  be in use to record Strike Rank 
  and Life Points, so it might be 
  impossible to use your character 
  sheet 
  to 
  record 
  Resolution 
  Points. As usual, we recommend 
  using a d20 to keep track of this 
  temporary attribute rather than 
  using scrap paper.
  REVERSED ROLLS. 
  If the circumstances allow the 
  target of a Parallel Conﬂicts to 
  Roll for Eﬀect (for instance when 
  the target is grappled, or has 
  the Reﬂect power active), the 
  expenditure requirements for the 
  defender’s Roll are reversed; for 
  a power use, the target must use 
  a Concentration action and the 
  initiator defends for free, while for 
  a physical Conﬂict both need a Use 
  Item action.
  INSTANT OVERCOME.
   If you prefer to apply the “classic” 
  approach to power usage, their 
  Parallel Conﬂict of Will ends with 
  the ﬁrst exchange, with the power 
  taking eﬀect if the initiator wins 
  it. This variant rule will aﬀect the 
  balance of powers, and above 
  all it will make characteristic 
  scores less inﬂuential. We do 
  not recommend to apply this 
  simpliﬁcation to other types of 
  Parallel Conﬂicts like poisoning or 
  entangling, as their very nature is 
  more correctly represented by an 
  ongoing Conﬂict.
  
  113
  REVOLUTION D100 CHAPTER 4
  • If the initiator has an independent will, it must use a Concentration (for 
  powers) or a generic Ready Item (for physical effects like grappling and 
  disarming) action for each Roll for Effect they want to make. The target 
  does not spend any Strike Rank or other resource to resist against a 
  Concentration action, but against a physical threat, he or she must spend a 
  Ready Item Action and lose the appropriate Strike Rank and Life Points to 
  resist with Brawn, Dodge, Brawl or another Trait. If the defender lacks the 
  Strike Rank for the Action, he or she can still roll but is subject to a Penalty 
  and to the loss of one Life Point, as per normal Advanced Combat rules. 
  The normal cost for the Actions used in a Parallel Conflict, Concentration 
  and Use Item, is five Strike Ranks. A Parallel Conflict constitutes an 
  exception to the Opening Move rules, so the two opponents can use these 
  actions at will, no matter what they have declared as Opening Move. 
  Both parties can also spend a Concentration or Ready Item action to 
  gain a Support Bonus in the Parallel Conflict. They must of course justify 
  this Bonus with a Trait they have or an action they perform (reciting a 
  simple protective formula against curses, sucking the poison out of the 
  wound, etc.). We recommend that the Narrator requires the presence of an 
  appropriate Trait, unless there is some really obvious action related to the 
  environment that the character can do. All other general Conflict rules for 
  Support apply. Allies can lend support to Parallel Conflicts if they use an 
  appropriate action that can justify the Support Bonus.
  OUTCOME OF A PARALLEL CONFLICT
  If the initiator wins the Conflict, the target usually suffers a seriously 
  impairing Effect, depending on the nature of the Conflict (being 
  subdued, a power taking effect, and so on). The initiator suffers standard 
  Consequences based on the Resolution Points lost, which represent mental 
  or physical stress suffered, but these usually last only for the duration of the 
  current Combat.
  A Parallel Conflict may end with a Quick Exit according to the general 
  Conflict rules. Each type of Parallel Conflict has its own rules specifying 
  the possibility and the effects of a Quick Exit. Poisons have no will of their 
  own and cannot opt for an earlier termination, but the first exchange will 
  determine if the toxin has an immediate effect or not by checking the 
  criteria for a Quick Exit (see page 55 of Chapter 3).
  The initiator of a Parallel Conflict can interrupt it voluntarily, and there 
  are some conditions that may cause its premature termination against 
  the initiator’s will, too. If the Conflict is interrupted, its initiator suffers 
  Consequences as if winning it. If the initiator loses the Conflict with a 
  complete defeat, he or she usually suffers Consequences, too, but no other 
  adverse Effect. However, if for some reasons the effects he or she intended 
  to obtain can be reversed (for instance in case of grappling or because the 
  target is protected by the Reflect power), the outcome of a lost Conflict is 
  obviously the reversal of the intended Effect against the initiator.
  RULES FOR DEADLY POISONS
  Quick-acting deadly poisons that take effect during Advanced Combat 
  continue their action even after reducing the victim to zero Resolution 
  Points. After suffering all the non-deadly effects of the poison, the victim 
  starts acquiring Negative Life Points, which cannot be eliminated until 
  the poison is purged, at the rate of 1d6 per round in which the Opposed 
  Endurance Roll is failed. The only chance of survival is purging the poison 
  with magic or an antidote before the victim has suffered Negative Life 
  Points equal to his or her starting value. Luckily for the victim, the poison 
  Might to purge is not the entire amount, but only the Resolution Points the 
  poison had left after winning the Conflict.
  PARALLEL CONFLICT EXAMPLE
  The Sheriﬀ of Nottingham has 
  caught Little John by surprise. On 
  SR 20, the Sheriﬀ pays 8 SR to swing 
  his longsword at John, who must use 
  ﬁve of his 15 SR to Dodge, as he is 
  unarmed. Luckily, Little John wins the 
  exchange with a 26 out of 78 versus 
  the Sheriﬀ’s 17 out of 65, and opts to 
  use a Grapple Combat Eﬀect to grab 
  his opponent’s arm, hoping to oﬀset 
  the advantage the sword gives his 
  foe. The Grappling thus starts when 
  the Sheriﬀ has 12 Strike Ranks and 
  John has 10, and the Resolution Point 
  pools for the Parallel Conﬂict are 
  equal to the combatants’ STR, that 
  is 18 for John and 13 for the Sheriﬀ. 
  John’s lucky Dodge Roll has already 
  been countered by the Sheriﬀ’s Sword 
  attack, so it cannot be treated as a 
  Roll for Eﬀect. The Conﬂict is set up, 
  but the ﬁrst exchange does not take 
  place yet.
  The Sheriﬀ, on Strike Rank 12, 
  cannot hit John with his sword while 
  grappled, and is forced to work on 
  the Parallel Conﬂict. He spends a 
  Use Item action to gain a Bonus 
  to his next roll, declaring that he is 
  nevertheless using his Sword trait by 
  hitting John with the hilt. This brings 
  the Sheriﬀ ‘s Strike Rank down to 7. 
  On SR 10 John trusts his Brawl Skill 
  and spends 5 SR to Roll for Eﬀect, 
  but loses with a 34 to the Sheriﬀ’s 
  Brawl Skill plus Bonus roll of 78 out 
  of 95. This costs John 3 RP, bringing 
  him down to 15. However, the Sheriﬀ 
  must use 5 SR to defend, too, so the 
  two contestants end up with 2 and 5 
  SR, respectively.
  On SR 5 it is John’s turn again, and 
  the Merrie Man spends 5 SR for 
  another roll on the Parallel Conﬂict. 
  The Sheriﬀ does not have enough 
  SR for the Use Item action, so he 
  drops to 0 SR, receives one Penalty 
  and loses one Life Point, while being 
  still able to defend. This time, John 
  rolls an Advantage with 64 and the 
  Penalty betrays the Sheriﬀ, who fails 
  miserably with a 58. John makes 
  the sheriﬀ lose 8 Resolution Points, 
  reducing him to 5 vs. his own RP of 
  15. Being a practical man, John goes 
  for a Quick Exit, so the Sheriﬀ is not 
  subdued but loses his sword because 
  of John’s brutal push. John is panting 
  a little bit, as the grappling Conﬂict 
  cost him a “Fatigued-” Consequence 
  for the three points lost. However, he 
  has turned the battle into a ﬁstﬁght 
  against a much smaller, unarmed 
  opponent. 
  
  114
  COMBAT
  COMBAT EFFECTS
  Whenever a character obtains a victory in a Combat Exchange, his or her player 
  can choose one or more Combat Effects to apply. You have two kinds of Effects: 
  Tactical Effects that you can always apply; and Damage Effects that you can apply 
  only if your opponent missed his or her Defence roll or could not defend at all, thus 
  allowing you to roll for damage. 
  Tactical Effects are labelled as Attack or Defence when they apply only to attacks 
  or to defences. We have divided them in two separate lists of Close and Ranged 
  Effects, with a few specimens being usable in both Close and Ranged Combat. 
  These are listed among Ranged Effects.
  When an Effect mentions a number “proportional to your Skill”, you can either use 
  the tens die or roll an appropriate die (1d2 for Skills 1-20, 1d4 for 21-40, 1d6 for 41-
  60, 1d8 for 61-80, 1d10 for 81-100, 1d12 for more than 100), depending on whether 
  you want to be able to predict the exact number when choosing the Effect.
  COMBAT EFFECT FORMAT
  Name 
  Type (Occurrence) 
  Trigger
  Type: Damage or Tactical. Tactical Combat Effects may apply to both Attack and 
  Defence rolls, or to only one type of roll. If they apply to both, Tactical is specified, 
  otherwise Attack or Defence is specified.
  Occurrence: if specified it may be either auto, effect or advantage, which 
  mean that the combatant must have an Effect or an Advantage Effect, 
  respectively, to spend in order to apply this Effect. Auto means that an 
  Effect is never chosen explicitly but is automatically applied in addition 
  to other effects, unless another incompatible effect is chosen. Some effects 
  may have two or more occurrences listed. The description of any specific 
  weapon or Stunt a character possesses supersedes the Occurrences listed in 
  the power description, with Stunts having the precedence over all. 
  For instance, Impale is listed as Impale (effect) for most swords, but if you 
  have a sword listed with the Impale (advantage) attribute, then Impale is 
  an Advantage Effect for that weapon. If you learn a combat technique that 
  allows you Impale (auto) with swords of a certain type, then when hitting 
  with that type of sword you apply Impale automatically when not applying 
  Slash or Stun.
  Trigger: if an additional trigger is necessary to allow the combat effect this 
  is specified here. The trigger is often an Attribute that the weapon must 
  have to activate the Effect.
  DAMAGE COMBAT EFFECTS
  When an attacker rolls damage and he or she has Combat Effects left to apply, he or 
  she can choose one or more Damage Combat Effects. 
  The Impale, Stun and Slash effects cannot be combined. Only one of the three can 
  be chosen, even if a weapon allows  more than one. In case of an automatic effect, 
  choosing an incompatible effect prevents the application of the automatic one.
  Example: a katana has the Slash (auto) and Impale (effect) attributes, meaning 
  that it can either stab or swing. If a samurai chooses to swing his katana, the Slash 
  effect is automatic and he can add another Effect, either Tactical or Damage. If 
  the samurai chooses to stab, not only does impaling require the expenditure of 
  an Effect, but it also prevents the application of damage doubling from Slash.
  
  115
  REVOLUTION D100 CHAPTER 4
  Aimed Blow 
  Damage (effect for melee, advanced  for ranged) 
  Any attack.
  The attack strikes the desired Hit Location instead of a random one, or aggravates 
  any existing Major Wounds when using non-localised damage. Alternatively, the 
  Armour Coverage Roll is decreased by two, to a minimum of 0.
  Bleed 
  Damage (effect)
  Any weapon with the Slash or Impale attribute.
  All damage suffered, including doubling from Slash, is applied to Life Points. Basic 
  (non doubled) Damage is also added to the Fatigue Threshold of the target for 
  the duration of this Combat, increasing its Life Point expenditure in subsequent 
  rounds. The effects of several Bleeding wounds are cumulative.
  Coup de Grace 
  Damage (effect) 
  Any Close Combat weapon with the Impale attribute.
  You place an impaling strike so that armour protection is completely ineffective. 
  The Might of the blow is disregarded, but armour from the bypassed suit has no 
  effect. The normal effect of an impaling blow (1d8 additional damage) applies, too. 
  This effect can only be used on a helpless target, that is a target currently grappled 
  by the attacker, brought to zero Strike Rank by a Stun effect earlier during the 
  round, or unconscious.
  Drop Weapon 
  Damage (advantage)
  Any Ranged Attack.
  Forces the target to drop a hand held weapon if any damage overcomes Armour. 
  This disarm technique is ineffective against shields or natural weapons.
  Impale 
  Damage (per weapon attribute ) 
  Any weapon with the Impale attribute.
  An impaling blow adds 1d8 to its total damage. Even attacks that have no weapon 
  dice can add this d8 if listed as impaling.
  Weapons and projectiles with a material component that Impale remain stuck in 
  the target’s body when the weapon causes a Major Wound or when the die roll 
  is an 8. Having one or more weapons stuck in one’s body inflict a Penalty to all 
  physical Actions.
  Maximum Damage 
  Damage (advantage)
  Any attack.
  One of the weapon dice does maximum damage. This effect can be applied 
  more than once to a weapon with more than one damage die.
  Mighty Blow 
  Damage (effect)
  Any Close Combat attack.
  The dice resulting from the Might of the blow yield their maximum result. Unlike 
  Maximum Damage, this effect applies to all Might dice at once, up to the limit of 
  the ten die of the attack roll.
  Slash 
  Damage (per weapon attribute ) 
  Any weapon with the Slash attribute.
  All damage from a slashing blow that overcomes armour is doubled before 
  application.
  YANKING AN IMPALED 
  WEAPON. 
  When a hand held weapon is 
  stuck in a foe’s body, the attacker 
  may opt to retrieve it immediately 
  or to leave it stuck. If he or she 
  yanks it free the target will stop 
  suﬀering any Penalty for being 
  impaled. Animals using horns or 
  other impaling natural weapons 
  will always yank them free 
  immediately.
  The impaled character may yank 
  free an impaled close combat 
  weapon or arrow with a Brawn 
  roll. This is not subject to the 
  Penalty for being impaled. In the 
  event the attacking character is 
  still hanging onto the impaled 
  weapon, this Action becomes 
  impossible, and the impaling 
  attacker must be neutralised 
  before the weapon can be 
  extracted.
  An impaled weapon can be 
  removed safely in Adventure Time 
  with First Aid or Surgery. This is 
  the only way impaled bullets can 
  be extracted from a character’s 
  body.
  AIMED BLOWS AND NON-
  LOCALISED DAMAGE. 
  When non-localised damage is 
  in use, the attacker has fewer 
  opportunities to exploit this eﬀect, 
  and the two standard options 
  listed of aggravating an existing 
  wound or decreasing the Armour 
  Coverage roll might be irrelevant 
  in some situations. Thus, you 
  may want to provide the alternate 
  option of lowering the Toughness 
  by one for that attack only when 
  applying this eﬀect with non-
  localised damage.
  
  116
  COMBAT
  Stun (Crush) 
  Damage (effect)
  Any Close Combat weapon
  The attack ignores armour and deals damage equal to total Might in d2 directly 
  against Toughness. If the Strike Rank loss due to pain brings the target to zero SR 
  or less, the latter is open to a Subdue or Coup de Grace effect for the remainder of 
  the round.
  CLOSE COMBAT EFFECTS
  Anticipate 
  Tactical (effect)
  Any Close Combat attack or Parry.
  The next roll that you make against the target receives a Bonus.
  Bash 
  Tactical (effect)
  Any attack or Parry with a shield.
  You push your opponent back one metre per die of damage inflicted. If there is an 
  obstacle or tricky terrain behind the target, the opponent must make an Agility roll 
  with any Trait appropriate to the situation or fall to the ground.
  Bypass Defence 
  Tactical (advantage)
  Any Close Combat attack (see also description).
  You ignore the enemy defence. In addition to Combat Advantage, this effect 
  has the additional requirement that the ten die of the Attack roll be greater 
  than the number of damage dice of your weapon, including modifiers due to 
  Might. 
  Change Distance 
  Tactical (effect). 
  Any Close Combat attack or defence.
  You can enter or exit closing distance with your opponent. Against an opponent 
  with which you are at regular distance, you can use this effect to disengage 
  from Close Combat while remaining in the same Zone.
  Damage Weapon 
  Tactical (effect)
  Any Close Combat attack or defence against a weapon of inferior quality or 
  against a block.
  You can damage the enemy’s weapon. Damage is rolled normally and applied 
  according to the rules for damaging inanimate objects or the normal rules for 
  damage against a limb. The Toughness of weapons of higher quality than yours 
  is doubled when applying this Effect against a Block.
  Daze 
  Tactical (advantage)
  Any Close Combat attack or defence.
  The target is left momentarily confused or off balance. His or her next roll, 
  which include any roll to resist an effect inflicted together with this one, will 
  suffer one Penalty.
  Disarm 
  Tactical (advantage) 
  Any Close Combat attack or Parry.
  The target must roll again against his or her weapon Trait, with any Penalties 
  that would apply to a Close Combat defence rolled in that precise moment. A 
  failure means the weapon is dropped. Shields strapped to the arm are immune 
  to this effect.
  ENTANGLE AS A PARALLEL 
  CONFLICT. 
  A successful Entangle immediately 
  begins a Conﬂict of STR between 
  the two opponents according to 
  the rules for Parallel Conﬂicts on 
  page 112, with Agility [Brawl] or 
  Close Combat [Weapon] as the 
  Skill to roll, depending on what 
  was entangled. Add 4 to STR if 
  one of the contestants is using 
  two hands. Any level of victory, 
  including a Quick Exit, results in 
  the opponent being disarmed, 
  and a total victory means 
  he or she is immobilised 
  if 
  the 
  body 
  was 
  entangled.
  DESIGNER’S NOTE. 
  Bypass Defence is an elegant 
  feinting 
  manoeuvre 
  which 
  is 
  harder to perform with a heavy or 
  unbalanced weapon. For this reason 
  it suﬀers an additional limitation 
  when using massive weapons with 
  a high number of damage dice. On 
  the other hand, a heavy weapon 
  can use the Overwhelm Eﬀect, 
  instead, which does not require an 
  Advantage Roll.
  MACE VS. SOFT ARMOUR. 
  If a mace, hammer or any other 
  weapon with the Crush attribute 
  hits against soft armour (mail, 
  gambeson, or anything having 
  a score in the “padding” column 
  of the armour construction rules 
  on page 158), the weapon die 
  replaces one of the dice of the 
  damage modiﬁer. For example, 
  a character with a +1 Might 
  modiﬁer has a sword (1d8) and 
  a Warhammer (1d4+1d2), and is 
  attacking a target in mail. If using 
  the ﬂat of his sword to Stun, he will 
  deal 1d2 damage (bruises), while 
  using the Warhammer he will do 
  1d4+1d2, enough to knock a target 
  unconscious or break a bone. In 
  both cases the mail will have no 
  eﬀect on the blow.
  STUNNING WITH FISTS. 
  Human natural weapons (ﬁsts 
  and head butts) can be used to 
  Stun an unarmoured opponent 
  in preparation for a Subdue Eﬀect, 
  although we recommend that you 
  use Basic Combat for situations in 
  which two or more combatants are 
  trying to deal non-lethal damage 
  to one another. In general, you 
  need a speciﬁc Martial Arts Stunt 
  to use a natural weapon to Stun an 
  opponent in armour. The tails of 
  large reptiles can be used to Stun 
  as if they were weapons.
  
  117
  REVOLUTION D100 CHAPTER 4
  Entangle  
  Tactical (effect)
  Any attack with a weapon with the Entangle attribute.
  You entangle your opponent’s body or location, or weapon if Parried. Any 
  entangling or entangled weapon or limb cannot be used to attack or Parry 
  until the entanglement ends.
  Grapple 
  Tactical (effect) 
  Any unarmed attack or any defence where the defender has a free hand.
  You grapple your opponent’s limb, or the whole body if the opponent failed the 
  roll. Any grappled or grappling limb cannot be used to attack or Parry until 
  the grapple ends. 
  Instinctive Defence 
  Tactical (effect) 
  Any Close Combat defence.
  The SR cost of the defence becomes zero. If the cost was already zero because of a 
  Free Reaction, then you do not spend the Free Reaction.
  Keep Distance 
  Tactical (effect, auto for spears)
  Any Parry.
  This Effect changes the cost of the parried attack, making it equal to the 
  Parrying weapon Reach. The attacker loses extra SR to match the new cost of 
  the attack.
  Overwhelm 
  Tactical (effect)
  Any parried or dodged (not blocked) Close Combat attack.
  You subtract a number of dice equal to the Parry value of the parrying weapon 
  (including any Might bonuses) from damage, starting with the d2’s for Might. Any 
  remaining dice will damage the target.
  Regain Footing 
  Tactical (effect)
  Any Close Combat attack or defence.
  You can stand up from a knocked down or kneeling position.
  Riposte 
  Tactical (effect)
  Any Close Combat defence.
  You can make an immediate counter-attack with a ready weapon. You must 
  still pay the cost of the attack in SR. The attack is a normal attack under all 
  points of view, it just takes place before the normal SR.
  Subdue 
  Tactical (effect)
  Any Close Combat attack against a helpless target.
  The target must roll against his or her weapon Trait, including any Penalties 
  that would apply to a Close Combat attack rolled in that precise moment, or 
  be forced into submission, effectively defeated although unharmed, as long as 
  you are still holding him or her.
  You can use this Effect only on an unconscious or helpless target, that is a 
  target you have grappled or brought to zero Strike Rank with a Stun effect 
  earlier during the round. You cannot Subdue a creature of a greater Size Class.
  Take Initiative 
  Tactical (effect)
  Any Close Combat attack or defence.
  The target loses a number of Strike Ranks proportional to your Skill.
  GRAPPLE AS A PARALLEL 
  CONFLICT. 
  Two grappling opponents are 
  automatically at close engagement 
  distance for zero SR weapons, and 
  receive the consequential Penalties 
  if they use longer weapons. This 
  eﬀect immediately begins a parallel 
  Conﬂict of STR between the two 
  opponents, with Brawl or Martial 
  Arts as the Skill to Roll. A Quick 
  Exit results in disengagement or 
  in the opponent being disarmed 
  if a limb holding a weapon was 
  being grappled. A complete victory 
  subdues the opposition, as long 
  as the winner continues to hold a 
  grip on the loser.
  A successful grapple against an 
  opponent brought to zero SR by a 
  Stun eﬀect results in an automatic 
  Subdue without the need of a 
  Conﬂict. A grappled target is also 
  vulnerable to a Coup de Grace 
  strike with a dagger.
  See the Parallel Conﬂict Example 
  for an example of grappling.
  AUTOMATIC DISTANCE. 
  Long impaling weapons and 
  some fencing swords used in 
  conjunction with the Fencing 
  Stunt have this as an automatic 
  eﬀect, that is the defender may 
  simply state he or she is “keeping 
  distance” and thus force the 
  attacker to pay a huge amount of 
  SR in order to attack. The defender 
  must still use the weapon to 
  Parry in order to beneﬁt from the 
  automatic eﬀect.
  KEEPING DISTANCE AND FREE 
  ACTIONS. 
  If a combatant uses Keep Distance 
  against an attack using a Free 
  Action, the attacker does not 
  pay the entire increased cost of 
  the attack but just the diﬀerence 
  between the normal cost and the 
  Reach of the long weapon.
  PARRY VALUES FOR 
  IMPROMPTU WEAPONS. 
  Overwhelm is particularly eﬃcient 
  against an unarmed Parry or a 
  Dodge. A limb has a Parry value of 
  1, and an impromptu weapon of 
  2. The defender’s Might applies to 
  both these values.
  
  118
  COMBAT
  Trip Opponent 
  Tactical (advantage)
  Any Close Combat attack or defence.
  The target must roll against Agility with any Trait appropriate to the situation, like 
  Balance. A failure means the attack has knocked the target down.
  RANGED COMBAT EFFECTS
  Normally, a victory when defending against a Ranged Attack has no additional 
  effects apart from making the attack miss completely, and the attacker can still 
  apply the Suppress effect if firing bursts. Exceptions may exist in some pulp genres, 
  like sending lasers back to the attacker with a successful energy blade Parry. This 
  kind of effects require a combat Stunt. In any case a Defence Combat Effect can 
  grant you the Return Fire effect to shoot back.
  Glancing Blow 
  Attack (effect) 
  Any Ranged Attack against a Dodge, Parry or Roll defence.
  You can ignore any enemy defence except Take Cover or a shield Block, but your 
  attack loses any positive Might from any source and receivers a +1 modifier to the 
  Armour Coverage Roll. Elemental/energy attacks are reduced to a Might of one, 
  instead. This Effect cannot be combined with Damage Effects.
  Return Fire 
  Defence (effect) 
  Any defence against a Ranged Attack.
  You can fire back at your attacker at the exact moment he or she is targeting you. 
  You must still pay the Strike Rank cost for the attack. The target of Return Fire 
  loses any benefits of being in Cover except the +2 to the Armour Coverage Roll.
  Suppress 
  Attack (effect, or auto with burst fire)
  Any Ranged Attack with an automatic or energy weapon.
  The target suffers a penalty to SR proportional to your Skill. When firing bursts, 
  Suppress is an automatic effect and subtracts SR even when you miss, including 
  the automatic miss against a target in cover, but the maximum number of SR lost 
  is equal to the rounds fired.
  COMBAT STUNTS
  The following collections of Stunts are designed to expand those details of combat 
  that may be useful only in particular settings, or to groups that wish to obtain a 
  higher degree of realism. All of these Stunts are optional. On the other hand, if you 
  appreciate detailed combat, we encourage you to introduce as many new Stunts as 
  you are comfortable with.
  Some special Stunts may apply to more than one weapon Trait. If a weapon user has 
  the Stunt but not the weapon Trait, the Stunt has no effect on that weapon.
  PREREQUISITES FOR COMBAT EFFECTS
  Some weapons have a particular Combat Effect marked as an Attribute with 
  the auto or effect trigger, meaning that anyone using the weapon can obtain 
  that specific result without spending an Effect or by spending a regular Effect, 
  respectively. If the weapon description has a star following the Attribute, such as 
  in Impale (effect)*, that particular manoeuvre may require specific techniques not 
  known to everybody and represented with a Stunt. If such a Prerequisite exist, those 
  lacking the Stunt see the trigger condition of the Effect raised by one level: auto 
  becomes effect, effect becomes advantage and advantage becomes unusable.
  PREREQUISITE STUNTS ARE 
  NOT MANDATORY. 
  If your group is ok with a reduced 
  level of detail in representing a 
  ﬁghter’s basic training, feel free 
  to ignore the star following the 
  attribute and let everyone use 
  highly reﬁned weapons at full 
  eﬀectiveness. On the other hand, 
  you may also be more restrictive 
  than the standard rules. If you 
  feel that a Combat Eﬀect is too 
  powerful or used unrealistically, 
  you may decide that in your game 
  it depends on a new prerequisite 
  Stunt that all weapons of that 
  category require.
  GLANCING BLOWS IN CLOSE 
  COMBAT. 
  Optionally, you can allow the 
  Glancing Blow eﬀect for Close 
  Combat Attacks against Dodge. 
  This will provide a major advantage 
  to two-handed swords.
  TACTICAL IMPORTANCE OF 
  SUPPRESS.
  Suppress represents the target’s 
  inability to return ﬁre from under 
  a shower of bullets. This is the only 
  eﬀective tactics against an enemy 
  in Cover, as it may prevent it from 
  ﬁring back or leaving its position.
  
  119
  REVOLUTION D100 CHAPTER 4
  Bayonet
  This Stunt is a prerequisite for using your rifle in Close Combat, assuming it 
  has a bayonet mounted. In most settings, the basic Rifle training will include 
  the Stunt. If it doesn’t, the advantage of taking this Stunt instead of a basic 
  Spear training Trait is that you can use a Ranged Combat slot for it.
  Flails
  Flails and Nunchakus are extremely effective weapons, but they are also 
  difficult to wield. Without this Stunt, the wielder is unable to use the Penalty 
  to Parry attribute offensively. This means that he or she suffers the Penalty 
  when parrying with the weapon, but does not inflict the Penalty on a target 
  parrying the flail.
  Spear Formation
  This Stunt is a prerequisite for using any spear, polearm or other long weapon 
  with the Keep Distance (auto)* attribute. Without this, you need spend an 
  Effect to apply the Keep Distance manoeuvre.
  Swordbreaking
  This Stunt is a prerequisite for using any weapon with a built-in sword-catcher 
  option, identified by the Entangle on Parry (advantage)* or (effect)* attribute. 
  Without this Stunt you are unable to use the Entangle effect.
  Telescopic Sight
  This Stunt is a prerequisite for using any scope-based aiming device applied to 
  a sniper rifle or another ranged weapon. It can be applied to any weapon with 
  the appropriate equipment, but the firer must also have the weapon Trait.
  GRIP STUNTS
  The statistics for hafted weapons assume that they are gripped in their optimal 
  position to exploit their reach and momentum. However, a clever fighter knows 
  how to use the weapon with variable grips.
  Change grip
  This Stunt allows an axe, hammer or mace wielder to use a shorter grip on the 
  weapon, making it more suitable to fighting in close quarters. The weapon loses 
  one point of Reach and one point of Might, but its attack and Parry SR cost also 
  decreases by two and one point respectively. This trick is only possible for one-
  handed weapons.
  Half-staff grip
  This Stunt allows a staff fighter to grab his or her weapon in the middle of its length, 
  decreasing Parry cost by 1 point but leaving all other attributes unaltered. The staff 
  wielder changes grip quickly when attacking to optimise the weapon length and 
  momentum and returns to the basic grip for parries against multiple opponents 
  coming from different directions.
  Half-swording
  This Stunt allows to grip a sword with two hands, one of which grabs the sword 
  by the blade. It reduces Reach by two, thus allowing to use the weapon in closer 
  quarters, but it also negates the two-weapon bonus to Might and reduces the SR 
  cost for attacks by 2 and for parries by 1. It is usually possible only with weapons 
  which have a specific blunt section of the blade for this purpose, but a soldier in 
  plate gauntlets can do it with a longsword with its entire length sharpened, too.
  SPEAR TRAINING. 
  While it tones down the huge 
  advantage of long spear in the 
  open, this Stunt makes it rather 
  diﬃcult to train militia spearmen 
  eﬀectively. You may want to 
  make the Stunt necessary only 
  for polearms and bayonets, and 
  include its knowledge in the basic 
  Trait for spears and peasant long 
  weapons like scythes.
  HISTORICAL SWORD-CATCHERS. 
  In a Japanese or Japanese-inspired 
  setting, the Dagger Trait might 
  include this Stunt, allowing all 
  dagger users to take advantage 
  of the special qualities of a Sai. 
  Some 
  re-enactors 
  think 
  that 
  Viking round shields can be used 
  to catch edged weapons, although 
  this subject is a bit controversial. A 
  “Viking” version of this Stunt may 
  allow using such special shields.
  STAFF COMBAT. 
  By default this Stunt is already 
  included in the basic Staﬀ Trait. 
  Therefore, the weapon is listed 
  with a reduced Defence cost in 
  the Weapon Tables. You should 
  only adopt a separate Stunt if you 
  want to make staﬀ ﬁghting a more 
  specialised art, which in many 
  cases is not convenient for game 
  balance reasons.
  CHANGING GRIP WITHOUT 
  STUNTS.
  You might want to use the 
  optional rules provided here. 
  Simply assume that anyone with 
  the appropriate Trait for a weapon 
  can change grip at will by using a 
  Ready Item action for that weapon, 
  thus paying the SR cost equivalent 
  of a Parry. The Stunt becomes only 
  necessary to change grip for free.a
  
  120
  COMBAT
  SWORD FINESSE
  Axes, spears and blunt weapons are relatively easy to use. Having the relevant 
  Trait allows a fighter to use the full array of manoeuvres and Combat Effects 
  listed for the weapon. Swordsmanship, on the other hand, is usually an art 
  rather than a technique, and the sword, although inferior to other weapons in 
  a specific kind of attack (slashing, thrusting, bashing, etc.) is the only weapon 
  that can be used for virtually any combat technique except entangling. This 
  flexibility comes at a price, as this weapon usually has Prerequisite Stunts 
  forcing you to acquire more than one Trait if you wish to be a swordsman at 
  full effectiveness. Without them, a sword is at a disadvantage when facing an 
  armoured opponent, and becomes mainly a defence weapon to carry outside 
  the battlefield. As usual, feel free to ignore the Prerequisite Stunts if you do not 
  feel the need for such detailed combat rules.
  Sword Finesse: Thrust
  This Stunt is a prerequisite for using any sword with the Impale (effect)* 
  attribute. Without this, the weapon becomes capable of impaling only on an 
  Advantage result.
  Sword Finesse: Fencing
  This Stunt is a prerequisite for using any sword with the Keep Distance (auto)* 
  attribute. Without this, you need spend an Effect to use Keep Distance.
  DUAL WIELD STUNTS
  Normally, having a second weapon in the off-hand does not provide any specific 
  advantage, and if you use the secondary weapon you suffer a Penalty. Dual wield 
  Stunts eliminate this Penalty, at least for defence, and let you gain a Free Action 
  with your secondary weapon.
  Dual Wield
  This Stunt grants you a Free Action with your shorter/secondary weapon, 
  and eliminates the Penalty for off-hand weapon use. The Free Action cannot 
  be your Opening Move if it is an attack. The Shield Trait allows you to do the 
  same with a shield, although the Penalty for a shield attack remains.
  Sword and Pistol
  Useful in pirate and sword and planet campaigns, this Stunt allows a 
  combatant wielding a light Close Combat weapon and a pistol or other 1H 
  ranged weapon with limited recoil to switch between Close Combat and 
  Ranged Combat at no SR cost, and to make a Free Reaction with the Close 
  Combat weapon similarly to the Dual Wield Stunt. Any attack against a target 
  with which the combatant is already engaged in melee suffers a Penalty as 
  per normal weapon rules.
  FAST DRAW STUNTS
  Fast Draw [Weapon]
  This Stunt allows you to draw a weapon and attack with it with the same 
  movement. It is usually reserved to specialised schools of Sword fighting 
  (Japanese Iaijutsu) and the fast draw techniques with the handgun which are 
  so common in Western movies.
  REALISTIC FAST ARROW 
  SHOOTING. 
  Real world archers are not as 
  fast as an automatic weapon. 
  Their speed depends on special 
  techniques which involve pre-
  extraction of a number of arrows 
  from the quiver, which are then 
  kept in the mouth or among 
  ﬁngers. For a realistic simulation, 
  the Fast Shooting Stunt should 
  allow shooting only a limited 
  amount of arrows, usually three or 
  perhaps one per 20% the archer 
  has in Ranged Attack, after 
  which a Ready Item action 
  is needed to prepare 
  another batch.
  SWORDSMANSHIP SCHOOLS. 
  Some cultures like the European 
  Renaissance 
  states 
  or 
  feudal 
  Japan have developed complex 
  and 
  articulate 
  swordsmanship 
  schools that encompass several 
  Stunts, not covered in the basic 
  ruleset. In general, such a mystic 
  or 
  artistic 
  attitude 
  towards 
  ﬁghting techniques is not found 
  for other weapons but the sword. 
  For a generic fantasy/historical 
  setting inspired by Ancient or 
  Medieval European history, the 
  Sword Finesse Prerequisite Stunts 
  may be enough to represent the 
  peculiarities of swordsmanship. 
  However, if you wish to take the 
  time to develop swordmanship 
  schools for your fantasy world, 
  your game will likely beneﬁt from 
  the extra work.
  
  121
  REVOLUTION D100 CHAPTER 4
  Fast Shooting
  This Stunt allows an archer to load and fire his or her bow with a single 
  movement of the arm, thus avoiding the 5 SR cost of the Ready Item Action 
  used to reload. The archer might still need to spend extra SR to Aim. Only 
  relatively short bows (up to a nomad cavalry bow) allow firing  at such an 
  impressive rate.
  MARTIAL ARTS STUNTS
  There are several Martial Arts disciplines, all with their peculiar Trait, which 
  in turn allows access to a unique list of Stunts that a character must learn 
  separately. A Martial Arts Trait also includes the basic Stunt for its school, 
  usually Kicking.
  Acquiring a Martial Arts Trait is possible only within a culture that practices it. 
  The following Stunts try to represent somehow “realistic” Martial Arts and thus 
  only Focus has been listed as costing extra Life Points. In some settings it might 
  be appropriate to require the expenditure of one Life Point per each use of a 
  Martial Arts Stunt – which represents the martial artist tapping into his or her 
  Qì life force reserves, as taught by the philosophy at the root of most Oriental 
  Martial Arts.
  Acrobatics 
  Capoeira
  This Stunt allows the martial artist to combine Instinctive Parry with Regain 
  Footing and Change Range when dodging. If can also be used to perform 
  incredible acrobatic feats in or out of combat.
  Deflect 
  Karate, Wushu
  This Stunt increases the Parry score of a Martial Artist fist to 2, rendering an 
  unarmed Parry as effective as a light sword Parry.
  Evade 
  Capoeira, Karate, Muay Thai, Wushu
  This Stunt prevents the martial artist’s opponent from using Overwhelm against his 
  or her Dodge, allowing him or her to Dodge safely when unarmed. It reduces the 
  cost of Dodge to 4 SR against other unarmed opponents.
  Focus 
  Karate, Muay Thai, Wushu
  This Stunt adds one point of Might to a Martial Arts attack per Might Level. Each 
  application of extra damage costs one Life Point. The Stunt also avoids damage to 
  limbs due to the extra force of the blow.
  Kicking 
  All
  This Stunt is the default Stunt for most Martial Arts, including some Western 
  ones like French Savate or Brazilian Capoeira. It allows the martial artist to hit 
  with a kick instead of a fist without any penalty. The Kick attack has a Reach 
  equal to the creature’s Size Class (thus 3 for a normal human) instead of the 
  zero reach for a Punch or Bite, costs 5 SR in advanced combat and provides a 
  +1 to Might.
  Read Intentions 
  Karate, Wushu
  Prerequisite: Evade
  By understanding when the firer is about to pull the trigger, this extremely difficult 
  Stunt allows you to Dodge any kind of projectile, including beam weapons, at full 
  effectiveness.
  ENHANCED FOCUS. 
  In some settings, a Martial Artist 
  may subsequently acquire further 
  levels of Focus, allowing the 
  addition of extra Might. However, 
  in order to avoid excessive 
  deadliness, we recommend that 
  the Life Point cost be equal to the 
  square of the extra Might (1 for 
  Might 1, 4 for Might 2, 9 for Might 
  3, and so on).
  WESTERN KICKING. 
  An unarmed ﬁghter willing to 
  learn to kick in an environment 
  where oriental martial arts are not 
  common may acquire Kicking as 
  a Brawl Stunt. However, learning 
  Savate or Capoeira would be 
  much more eﬀective as it would 
  save a slot.
  
  122
  COMBAT
  VEHICULAR COMBAT
  This chapter provides a basic framework for vehicular combat. The 
  basic rules for Conflicts are already enough to run simple action scenes 
  involving only vehicles, but for combats you will probably want to use 
  a system that grants a higher level of detail for vehicular weapons and 
  equipment. This sub-system is intended to be a complement for Basic 
  Combat which handles vehicles, and as such does not assume that you use 
  any of the Advanced Combat rules, although it introduces a simplified 
  version of concepts found also in Advanced Combat like Toughness and 
  Armour Points.
  Vehicular combat follows principles that are a bit different from man-to-
  man combat. Strike Rank will reset at the start of a new Round, unlike 
  it happens in Basic Combat, but vehicles do not spend Strike Rank for 
  each action like living creatures do in Advanced Combat. Movement has 
  a great impact on combat among vehicles, and most rules for vehicular 
  combat will deal intensively with movement.
  Finally, these rules  represent confrontations between fast vehicles, such 
  as tanks and helicopters, or fighter and bomber aircraft. Capital ship 
  combat should be run differently, although we will devote a small section 
  to it at the end of this sub-chapter.
  ROUND SEQUENCE
  Combat is divided into six second rounds, during which each vehicle can 
  perform one or more actions. Every combat goes through the following 
  steps:
  1. Combat Setup: At the start of combat all players check any 
  Consequences carried over from Adventure Time and similar 
  disadvantages.
  2. Statement of Intents: The Narrator declares what non-player 
  characters will do, as long as it is something that is visible to the player 
  characters. Then all players declare, in ascending INT order, what 
  Actions their vehicles will perform during the Combat Round. Each 
  vehicle pilot picks a number of white, green or red tokens representing 
  the effect of vehicular movement on combat, and keeps them until the 
  end of the round. The Strike Rank for that Round is then determined 
  for each player and non-player character, according to the stated 
  intents.
  3. Vehicles Take Action: All vehicles perform their intended Actions in 
  descending Strike Rank order. The vehicle with the highest Strike Rank 
  will go first, followed by the one with the second-highest Strike Rank, 
  and so on until the last vehicle has acted. Reactions, such as evasions or 
  counter-measure use, are made during this process as appropriate, but 
  pilots can wait until they are actually threatened before declaring how 
  they react. 
  4. End of Combat Round: Once all eligible vehicles have acted, the 
  Combat Round is over. All check-marks are erased from Strike Rank 
  tracks, and all tokens are dropped. If there are still vehicles engaged 
  in combat with enemies, go back to point 2 and start another combat 
  round. Otherwise the Time Scale can be moved to Adventure Time.
  SINGLE-LOCATION VEHICLES. 
  These rules assume that you will 
  use localised damage for vehicles. 
  The statistics for sample vehicles 
  are location based. If you prefer 
  to avoid damage localisation for 
  vehicles, add 1 point (or 20% for a 
  very big vehicle) to the Toughness 
  of the biggest location to obtain 
  the 
  non-localised 
  Toughness 
  value for the vehicle, and relocate 
  all sub-systems to the single 
  location, changing their numbers 
  accordingly. We recommend that 
  you use localised damage for 
  capital ships, as keeping track of 
  all sub-systems of such a great 
  vehicle with one single location 
  would be problematic.
  
  123
  REVOLUTION D100 CHAPTER 4
  COMBAT SCALE
  Vehicular combat takes place on a different scale than individual combat. The 
  distances travelled are far greater, the range at which combat exchanges take 
  place is usually much longer, and the damage is often devastating. Zones and 
  ranges for land vehicle combat are the same you would use in personal combat. 
  However, vehicles can move more zones than a character, and can still fire after 
  moving one or two zones. They do not suffer Penalties for firing within the 
  Effective Range of their weapons without aiming.
  For aerial or space combat, normal range and distances are greater. Multiply 
  everything by ten as described in the Aerial Combat section on page 126. 
  Battles that involve only helicopters are best kept on the ground scale.
  Damage is expressed in damage points as it happens in Basic or Advanced 
  Combat. However, each point of damage in Vehicular Combat corresponds 
  to ten points of Basic/Advanced Combat damage. Likewise, each point of 
  vehicular armour corresponds to ten AP’s in Advanced Combat.
  For instance, in Chapter 5 we will learn that a modern AT rocket does 
  3d10+10d2, or 13 to 50 points of damage, on the personal combat scale. On the 
  vehicular scale, this will translate into a 2-5 range, or 1d4+1; enough to pierce 
  the armour of most WW2 tanks and the lightest modern models.
  STATEMENT OF INTENTS
  At the start of each Round, the players and the Narrator will plan each 
  vehicle movement, determining its trajectory and the position in which it will 
  terminate its movement. This allows them to calculate the exact Strike Rank on 
  which this movement and all other actions will take place. 
  MOVEMENT TOKENS
  In order to help Statement of Intent, vehicular combat introduces the concept 
  of movement tokens. These are abstract units used to remind you about what 
  your vehicle has performed or is about to perform during the current combat 
  round, although we suggest that you use actual coloured tokens for ease of 
  book-keeping.
  USING REAL DISTANCES. 
  If you use actual distances in 
  metres to evaluate movement and 
  distance, the rules for statement 
  of intent remain the same as 
  those 
  used 
  for 
  zone-based 
  movement, the only change is 
  in how maximum movement 
  allowance 
  and 
  number 
  of 
  tokens picked is evaluated. The 
  Vehicle Movement table has the 
  conversion between zones and 
  metres already computed for your 
  convenience.
  Vehicle Movement
  Movement in 
  zones
  Land Movement in 
  metres
  Air Movement in 
  metres
  Tokens 
  picked
  Within same 
  zone
  Within 15 metres  
  (9 km/h)
  Within 150 metres  
  (90 km/h)
  No tokens
  One zone
  Within 30 metres 
  (18 km/h)
  Within 300 metres 
  (180 km/h)
  One white 
  token
  Two zones
  Within 60 metres 
  (36 km/h)
  Within 600 metres 
  (360 km/h)
  Two white 
  tokens
  Three zones
  Within 90 metres 
  (54 km/h)
  Within 900 metres 
  (540 km/h)
  Three white 
  tokens
  Each further 
  zone
  Each further 30 metres
  Each further 300 
  metres
  One extra 
  red token
  VEHICLE COMMANDER. 
  Tanks and other vehicles often 
  have a Commander who is not the 
  same person as the driver/pilot or 
  the gunner. In these cases, you 
  may represent the importance of 
  coordination and teamwork by 
  always using the Commander’s 
  DEX to determine Strike Rank, 
  and only checking the pilot and 
  gunner statistics when it comes 
  to rolling the Pilot/Drive, 
  Operate or Ranged Combat 
  Dkills.
  
  124
  COMBAT
  Tokens are divided in three groups, identified by their colour
  • 
  Green token: represents how difficult to hit your vehicle has become 
  because of its swift and unpredictable movement, and bestows a Penalty 
  on your enemies.
  • 
  White token: this token is the most commonly used token, and it counts 
  as both a green and a red token when determining how many tokens 
  of a given colour you have. It bestows a Penalty on both you and your 
  enemies.
  • 
  Red token: represents how movement has delayed and impaired all 
  attacks and actions performed by your vehicle. It bestows a Penalty on 
  your rolls but not your enemies’. 
  Whenever the rules tell you to take a token, take a token of the exact colour 
  specified. Whenever instructed to count red or green tokens, count white 
  tokens among both red and green tokens. 
  Example: a vehicle has one white token and a red token. If counting green 
  tokens, it has one (the white token). If counting red tokens, it has two (the 
  real red token and the white token).
  DECLARING MOVEMENT
  When evaluating vehicular movement, consider that all movement within a 
  zone costs nothing in terms of tokens. It just takes place at the appropriate 
  Strike Rank for the vechicle. Each full zone moved costs the vehicle one white 
  token. No vehicle can move further than its basic Move in zones. All tokens 
  picked because of movement after the third are red tokens, not white tokens. 
  The first white token picked by a flying vehicle is always replaced with a green 
  token.
  DETERMINING STRIKE RANK
  During Statement of Intents Phase, after determining their plan for the 
  current Round, players whose vehicle will move  calculate their Strike Rank 
  by checking the number of tokens they have picked. The Narrator does the 
  same for all non-player characters, noting which vehicles act at a Strike Rank 
  which is lower than DEX.
  Strike Rank is based on the DEX of the pilot. However, if a vehicle has more 
  than one crew, consider the main gunner’s DEX if the vehicle is trying to fire 
  that round, and the pilot’s DEX if it is just manoeuvring. This value is treated 
  as the pilot’s DEX for the duration of that Round.
  If the final Strike Rank is zero or less, then the vehicle cannot attack that 
  round, and its Strike Rank drops to one. 
  Token 
  Effects 
  on 
  Strike 
  Rank
  White/Red tokens
  Strike Rank
  Up to one
  DEX
  Two
  DEX -5
  Three or more
  DEX -5, and can only move and not act
  ALTERNATE DELAY. 
  If you are not afraid of some extra 
  maths, you can calculate the Strike 
  Rank of a vehicle with two or more 
  red tokens as half of  the pilot’s DEX 
  instead of subtracting ﬁve points.
  RECORDING STRIKE RANK.  
  At the start of each round, after 
  Statement of Intents, players will 
  mark their character’s Strike Rank 
  on the Strike Rank track of their 
  Character Sheet with a pencil mark 
  or better with a paper clip. Players 
  should not release their tokens after 
  determining Strike Rank, as they will 
  take them into account again when 
  determining Penalties to attacks. At 
  the end of each round, all marks are 
  removed from Strike Rank tracks.
  STRIKE RANK FOR 
  OPPONENTS. 
  When the party is ﬁghting against 
  several opponents, the Narrator 
  may ﬁnd it convenient to mark each 
  opponent’s DEX by placing a d20 
  close to the counter, box or miniature 
  representing the enemy vehicle. By 
  placing the relevant tokens for that 
  vehicle close to the d20, the Narrator 
  also determines the Strike Rank on 
  which the vehicle will act.
  ADVANCED LINE OF FIRE.
   If a planned attack is impossible 
  from the ﬁnal position of the 
  planned 
  movement, 
  but 
  the 
  trajectory travelled crosses a spot 
  from which the attack becomes 
  possible, the vehicle may ﬁre from 
  that spot instead, but must pick 
  one extra red token and modify its 
  chances to hit accordingly. Note 
  that this extra red token might 
  prevent the attack altogether. The 
  attacking vehicle must continue in 
  its course after ﬁring, unless the 
  attack it performed “on the way” 
  is some sort of “boarding” attack.
  NARRATOR ADVICE. 
  In any uncertain case, the Narrator 
  is required to make a judgement 
  about whether an attack is allowed 
  and the relevant modiﬁers. Always 
  try to allow a planned attack if it 
  is somehow plausible, and always 
  apply the conditions and modiﬁers 
  that are the least favourable to the 
  side with the lowest Strike Rank.
  LARGE TARGETS. 
  Bonuses and Penalties for size should 
  not be used in vehicular combat. 
  Fixed installations or capital ships 
  or spacecraft, on the other hand, 
  are really easy targets. Whenever a 
  vehicle fires a weapon within effective 
  range against a capital ship or a fixed 
  installation, it can automatically 
  target a specific location instead 
  of rolling a random one. If the 
  target has no hit locations, 
  the attacker can target 
  a specific subsystem 
  instead.
  
  125
  REVOLUTION D100 CHAPTER 4
  VEHICULAR ATTACKS
  During the Action Phase, each vehicle executes its movements, attacks and other 
  actions according to its stated plans. In general, a player may change his or her 
  statement of intent once the planned Strike Rank arrives,. However, this will always 
  add one extra red token to the standard cost of the new actions, which may imply 
  that they become impossible.
  TARGET RANGE AND LINE OF FIRE
  The validity of the range for a planned attack, as well as the presence of a line 
  of sight, must be checked using the position of the target during Statement of 
  Intent and the presumed position of the attacker after he or she has performed 
  the planned movement. If range or obstacles do not allow the attack, then the 
  player can neither declare it during the Statement of Intents phase, nor execute 
  it during the Action phase.
  It may happen that the intended target is no longer in the expected position 
  after a vehicle executes its move. If this is the case, and the attack becomes 
  impossible, then it must be aborted. If the attack is not impossible, it will be 
  carried over with the range and modifiers related to the new position of the 
  target. 
  It may also happen that a target is not yet in the position for which the attack is 
  declared when the attacker’s Strike Rank comes, but it has declared a movement 
  that would bring it there for a subsequent DEX Rank. In this case, the attacker 
  can delay the attack until a subsequent Strike Rank at no penalty. The target can 
  abort its movement to avoid being hit, but this will cost it the extra red token 
  for altering intents.
  MODIFIERS TO THE ATTACK ROLL
  Most attacks in vehicular combat are ranged attacks. For each green or white token 
  the target has, an attack suffers one Penalty. For each red or white token the attacker 
  has, the attack suffers one Penalty.
  Vehicular weapons are more precise than individual ones, and they can always fire 
  within their effective range without any Penalty. For each Range Category beyond 
  effective Range, an attack suffers one Penalty. Firing Bursts provides a Bonus as in 
  personal combat.
  RANGED DEFENCE
  Vehicles can evade projectile and beam weapons, although such a feat is not 
  necessarily easy. Ground targets can only evade missiles by rolling their driver’s 
  Drive skill with a Penalty. They cannot evade gunfire or beam weapons. Flying 
  vehicles can evade any kind of attack with a normal Pilot skill.
  Evasion rolls are influenced by tokens, but less than attacks: they ignore the first two 
  red/white tokens, and become impossible when the defender has three or more.
  MISSILES
  Missiles are inaccurate weapons that can deal a lot of damage. Missiles are ideal for 
  use against big, slow targets, as they are easy to evade for aircraft but impossible 
  to avoid for capital ships or bases. Due to its limited speed, evading a missile fired 
  outside its normal range receives a Bonus, which in the case of a ground target 
  offsets the inherent Penalty for evading on land. 
  The best defence a slow target has against a missile is countermeasures. 
  Countermeasures are used with an Operate [specific countermeasure] roll that 
  EVADING MULTIPLE ATTACKS. 
  You may want to apply to vehicular 
  combat the same rule used in 
  Basic 
  Combat. 
  If 
  defending 
  against multiple opponents, all 
  evade rolls suﬀer one Penalty. 
  Failure to take the Penalty at the 
  time of the ﬁrst roll means the 
  pilot is focusing on one attack 
  only and cannot evade the others.
  POINT BLANK MISSILE 
  DEFENCE. 
  A rapid ﬁre weapon not speciﬁcally 
  designated as a countermeasure 
  can still be used to intercept 
  Missiles. Any weapon larger than 
  a machinegun will automatically 
  destroy a missile if it hits. In order 
  to intercept a missile with weapon 
  ﬁre, you must forfeit all other 
  attacks, and this is possible only if 
  you have not executed your attack 
  yet. The interception is carried 
  out as a reaction, as you would do 
  with countermeasures, but suﬀers 
  one Penalty due to ﬁring against 
  a fast ﬂying target. Consider it the 
  equivalent of a green token the 
  missile has, which may be oﬀset 
  by the Burst bonus if the weapon 
  is capable of burst ﬁre. As usual, if 
  the interception was not included 
  in your Statement of Intent, 
  performing it requires picking a red 
  penalty token for altering intents.
  ADVANCED MISSILE DAMAGE.
  When a missile hits a small vehicle, 
  it may do damage to more than 
  one hit location. The number of 
  dice rolled by a missile determines 
  how many hit locations are aﬀected. 
  Each hit location is rolled separately, 
  but after the ﬁrst location is rolled, 
  if the subsequent locations are not 
  adjacent to the original one then 
  the location receives no damage. 
  Damage for each hit location is 
  scored separately, and if one location 
  is rolled more than once then it is 
  damaged once per each hit scored.
  SPECIAL PENETRATION. 
  Instead of choosing a location, any 
  hit that obtains an Advantage can 
  result in an additional 1d4 damage 
  for special penetration. Missiles, 
  grenades and high explosive or 
  incendiary 
  ammunition 
  cannot 
  take advantage of this option, while 
  some energy attacks can. In general, 
  elemental attacks based on kinetic 
  energy, sound, heat or cold cannot 
  obtain a special penetration, while 
  particle, light and other radiation 
  beams can.
  
  126
  COMBAT
  opposes the attack roll. Turrets specialised in anti-missile fire are treated as 
  countermeasures, although they can also fire at aircraft.
  Missiles are not very precise weapons. Missile attacks cannot score an Advantage, 
  no matter the roll. 
  HITS
  When a vehicle is hit, roll for the location hit and then roll for weapon 
  damage. Subtract the armour that protects that specific location, and apply the 
  remaining damage to the Toughness of the area hit.
  Damage is always cumulative for vehicles. Damage from each hit is added 
  to any previous damage until total damage equals or surpasses Toughness. If 
  an Advantage was scored (remember, missiles cannot score Advantages), the 
  attacker can choose the location hit.
  Each point of damage that affects Toughness can destroy or disable sub-systems 
  present in the location. Each sub-system is identified with a number in the 
  vehicle description. The equipment marked with the same number as the unit 
  die of the attack roll is hit by the first point of damage inflicted. For each point 
  of damage after the first, roll 1d10 and disable the appropriate component. Any 
  roll of “0” on either the unit die or a d10 means that the attacker can choose 
  the disabled component. Disabling an engine can blow up a craft if the pilot or 
  chief engineer fails an Operate roll. A vehicle with a disabled engine can still 
  move if it has additional ones, but all Pilot rolls will suffer one Penalty.
  Once the Toughness of a location has been reduced to zero, it is disabled and all 
  components in it cease to function, although this will cause an explosion, when 
  the location contained an engine or other potentially explosive materials, only 
  if the specific sub-system was hit. For most ships, sinking is just a matter of 
  time once one of their locations is destroyed.
  AERIAL COMBAT
  This section includes detailed rules for aerial and space combat. We will use 
  the term “aircraft” to indicate anything that can fly, either in space or in the 
  atmosphere. 
  FIRST TOKEN RULE
  Whenever an aircraft moves and the rules decree that it has to pick one or 
  more white tokens, replace the first white token picked with a green one. This 
  represents the intrinsic difficulty of hitting a flying target.
  AERIAL RANGES
  Whether you use zones or actual distances, aerial combat ranges and movement 
  allowances are ten times as big as their equivalent on the ground. Multiply everything 
  by ten to obtain plausible zone sizes and range distances for aerial combat: one zone is 
  200-300 metres, short range is 500 metres, and so on. This means that one zone on an 
  aerial battlefield may be the equivalent of a whole ground battlefield.
  Even though distances are greater in aerial combat, the numeric ranges given 
  for vehicular weapons are valid when the vehicle is flying or is firing at an 
  airborne target. This represents the fact that it is much easier to have a clear line 
  of fire when one or more of the combatants are airborne. The only difference 
  with ground-based combat is that all kinetic (except HE), laser or particle 
  weapons used beyond Medium aerial range have their damage halved, no 
  matter what their listed effective range is. Missiles, which are not so effective on 
  MULTIPLE SCALES AND MAPS.
   Although this will be expanded 
  in future supplements, let us note 
  here that in the complex cases in 
  which you need to stage a battle 
  involving both land vehicles/
  troops and fast moving aircraft, 
  you might be forced to use two 
  diﬀerent scales at the same time. 
  The fastest solution is to consider 
  the whole theatre of land action, 
  whether you use a map or not, as 
  the equivalent of one zone on the 
  aerial theatre or map. Units on the 
  air scale can move or ﬁre into the 
  land theatre by moving or ﬁring 
  into that speciﬁc zone. Units on 
  the land scale can ﬁre at any unit 
  on the air scale by ﬁring “outside” 
  that zone, and adding one category 
  to range for purposes of Penalties.
  INERTIA IN SPACE.
  A vehicle need not move its 
  minimum movement in space, 
  as it cannot stall. However, as 
  there is no atmosphere to hinder 
  it, a vehicle in space will only 
  stop when its engines actively 
  counter its momentum. For the 
  sake of simplicity, assume that a 
  vehicle in space must perform an 
  active manoeuvre to stop moving 
  completely and start hovering, 
  which might require a Pilot Skill 
  roll. Failing this, the vehicle will 
  continue to move its minimum 
  movement.
  INERTIA IN SPACE.
  A vehicle need not move its 
  minimum movement in space, 
  as it cannot stall. However, as 
  there is no atmosphere to hinder 
  it, a vehicle in space will only 
  stop when its engines actively 
  counter its momentum. For the 
  sake of simplicity, assume that a 
  vehicle in space must perform an 
  active manoeuvre to stop moving 
  completely and start hovering, 
  which might require a Pilot Skill 
  roll. Failing this, the vehicle will 
  continue to move its minimum 
  movement.
  ABORTING ATTACKS TO SAVE 
  AMMUNITION. 
  An 
  attack 
  planned 
  during 
  Statement of Intent must be carried 
  out during the Action Phase if the 
  target is still visible and reachable 
  with a manoeuvre. If it has turned 
  into an automatic failure because 
  of excessive manoeuvring or 
  increased range, you will still 
  spend the ammunition. Your pilot 
  is assumed to have realized that 
  the target had become impossible 
  to hit after pulling the trigger.
  
  127
  REVOLUTION D100 CHAPTER 4
  the ground, become more useful when launched from a spacecraft, as they will 
  still be able to deal full damage when launched from kilometres away.
  MINIMUM MOVEMENT
  While an aircraft is moving in the atmosphere, it cannot stop completely unless it 
  can hover. It must move a minimum of one zone, which will give it one green token, 
  according to the First Token Rule. Whenever the vehicle is not moving at all because 
  it is hovering, it will not gain this green token, thus becoming an easy target.
  FIRING ARC
  Weapons not mounted on turrets can only fire straight in front of the firing 
  vehicle. While this is usually of limited importance for ground vehicles, which 
  can easily make a turn within the time frame of one Combat Round, it becomes a 
  major inconvenience for aircraft, which are always facing in the direction of their 
  last movement. At the same time, the enemy will undoubtedly try to be as far 
  as possible from an aircraft firing arc when its Strike Rank comes, so the vehicle 
  might have to perform some manoeuvres to keep its target in the line of fire. 
  When firing at another aerial target that is not immobile or moving directly 
  towards you, you must make sure to end your movement with the enemy 
  exactly in the direction your craft is facing. You can usually end your 
  movement facing a direction which forms up to a 45 degree angle with the one 
  your aircraft faced at the start of the Round. You can attempt to make greater 
  turns, up to 90 degrees, by succeeding in a Pilot skill roll, modified by any red/
  white tokens you have. Few aircraft can make turns of more than 90 degrees, 
  and those that can receive a further Penalty to the roll in any case.
  The Pilot Skill roll to keep the enemy in your firing arc must be made after making 
  your move and just before firing. The roll is not opposed. The enemy pilot will 
  have a chance to evade the attack itself,  according to the rules for aerial defence. A 
  failed roll will force you to pick an extra red token, possibly delaying your attack or 
  making it impossible (remember that three red tokens mean automatic failure).
  CAPITAL SHIP COMBAT
  Some naval or space battles will feature one or more capital ships or space 
  stations. Each ship can constitute a separate battleground for personal or 
  vehicular combat and occupy one entire zone on the in-flight battleground. 
  Capital ships may change facing by no more than 45 degrees per round 
  during combat, and even this simple manoeuvre requires the helmsman to 
  make a successful Pilot Skill roll. A capital ship receives no tokens when moving, 
  and is always considered immobile when firing, as its velocity is extremely stable 
  and its effect on accuracy is easy for its firing computers to calculate (or for its 
  experienced skipper to guess if your game is set during the age of sail).
  When a smaller vehicle hits a ship within normal weapon range, the location 
  where the blow lands is not rolled but chosen by the firer. If the roll is an 
  Advantage, the attacker can choose even the single subsystem targeted, hoping 
  to disable a vital system. Capital ships cannot evade any attack but they are often 
  equipped with heavy armour or energy shields or even more frequently with 
  point-blank guns, usually mounted in turrets, that they use to intercept incoming 
  missiles. Apply the rules for countermeasures to these guns. Player characters are 
  often found manning these devices in battle.
  Capital ships can fire any number of weapons per round, as each weapon is supposed 
  to be operated by a separate gunner. When a capital ship attacks another capital ship, 
  given the long range of ship weapons, the two are hardly ever located on the same 
  map. Combat between capital ships is better handled at a more abstract level if you are 
  not employing a specific advanced sub-system designed for this purpose.
  
  128
  COMBAT
  MASS COMBAT
  These Mass Combat rules are a direct derivative of the core Conflict rules. All 
  rules from Chapter 3 not overridden in this section remain in effect. Specific 
  genre supplements, or rules that you craft on your own for your campaign 
  might complement or replace this sub-system. These rules are recommended 
  for battles that involve only or mainly land units. We recommend you run 
  ship-to-ship or spaceship-to-spaceship battles with the rules for vehicle combat 
  found in the previous section.
  BATTLE SCALE
  First of all, determine the scale at which the engagement will operate. Assess 
  the size of all armies involved in number of warriors, and divide all numbers 
  by ten time and again until they are reduced to a reasonable scale, that is one of 
  them is lower than ten, or all of them are in the 10-50 range. The total number 
  by which you have divided (10, 100, 1000, etc) is the Scale of the engagement. 
  This many people will constitute one Resolution Point when computing the 
  Resolution Point Pools of the armies.
  Example: In the Battle of Thermopylae, about 10,000 Spartans fought some 
  200,000 Persians. By dividing everything by 1,000 we have a reasonable number 
  for Spartans (10) but an unmanageable number of Persians (200). Thus we divide 
  by 10,000 and must now stop as we have a 1 for Spartans, while the Persians 
  are now 20. The scale of this battle is thus 10,000 men for one Resolution Point. 
  RESOLUTION POINT DETERMINATION
  Mass battles are one typical example of a Conflict where the starting Resolution 
  Point pool is not based on individual Characteristics. Each army will have 
  Resolution Points corresponding to its relative strength, computed according to the 
  procedure provided in this section.
  Base RP totals
  In order to determine the Starting RP, calculate the total number of troops for 
  each side, as you did to find the total scale. However, only infantry counts as 
  one person per actual soldier. Mounted troops, artillery and vehicles count 
  for more than one per single soldier. Before adding them to the total number, 
  apply the following modifiers:
  • 
  Each soldier on a mount or fighting vehicle counts double: a rider counts for 
  two, an elephant with a mahout and four archers counts as ten, a war chariot 
  with two people counts as four, the US M4 Sherman tank with a crew of five 
  counts as ten.
  • 
  Passengers on a transport vehicle do not count double, although the crew does 
  if the vehicle also has independent offensive capabilities: a truck counts as the 
  number it transports plus one for the driver, a Russian BMP-1 APC with a 
  crew of 3 and 8 passengers counts as 14, as its weaponry makes its crew count 
  double.
  • 
  Each soldier operating or supporting a gun counts double: an AT gun with a 
  crew of four counts as 8.
  • 
  Each person operating or supporting an aircraft or fighter spacecraft, including 
  the personnel at the craft base who do not take part in active combat, counts as 
  two: a Sopwith Camel with a lone ace pilot and barely one supporting engineer 
  at the airfield counts as 4, a hi-tech fighter aircraft with two pilots, and the ten 
  on board its carrier counts as 24.
  TROOP LOSSES. 
  You might want to record actual 
  losses during the battle. To do so, 
  keep an eye on the current RP of 
  an army which has just lost an 
  exchange: if the RP left are lower 
  than its base RP total before the 
  improvements 
  for 
  technology, 
  morale and such, then the army 
  has suﬀered enough losses to 
  bring its Base RP in line with its 
  current RP. If the last exchange 
  lost had been described as 
  involving a speciﬁc unit, then it 
  is reasonable that the speciﬁc 
  unit was among the losses, or 
  permanently disabled or out 
  of ammunition.
  PC INTERVENTION
  Mass battles are a perfect 
  framework into which you can 
  ﬁt some interesting action for 
  the player characters. A personal 
  or vehicular challenge featuring 
  the PCs may substitute a Roll for 
  Eﬀect at any moment in which it 
  is narratively appropriate.
  Use 
  the 
  Secondary 
  Conﬂict 
  rules 
  on 
  page 
  60 
  to 
  represent individual or group 
  confrontations 
  involving 
  the 
  player characters and how they 
  inﬂuence the outcome of the 
  battle. Sometimes, a good result 
  by the PCs may even put an end 
  to the battle if their side was 
  already having the upper hand. 
  However, do not exaggerate the 
  result of their actions, either. 
  If not all the opponents were 
  vanquished, limit the eﬀect of a 
  PC victory to 1d6 RP “damage” 
  rather than 2d6.
  Staging 
  more 
  than 
  one 
  Secondary Conﬂict might make 
  the PC inﬂuence on the overall 
  battle too important, so we 
  recommend to limit them to 
  one per battle unless there are 
  speciﬁc reasons to do otherwise.
  MAPS AND COUNTERS. 
  The rules assume that positioning of 
  units on the battleﬁeld is not a factor, 
  to avoid imposing the use of maps. 
  However, you may use counters 
  as well to represent individual 
  groups of soldiers or vehicles if this 
  enhances your enjoyment.
  
  129
  REVOLUTION D100 CHAPTER 4
  Add the adjusted number to the number of infantry soldiers. Then divide the 
  total number by the Scale Factor and round up to find the Base RP total for 
  each side.
  Technology and morale
  Improvements due to technology and morale apply to the base RP total, not 
  to each individual. This means that even if most vehicles on one side are 
  technologically inferior, the presence of some advanced models will boost the 
  RP Pool as if all vehicles were high-tech.
  You should apply a Technology improvement for each type of arm present on 
  the battlefield (infantry, cavalry, AFV, artillery, anti-aircraft, aviation, battle-
  mecha, etc.). This improvement ranges from 0 to 5 and is largely dependent 
  on the context.
  Troop training, like technology, provide an improvement from 0 (levy) to 5 
  (ultra-elite). Similarly to technology, even a small number of elite troops will 
  raise the effectiveness of a whole army. You may subsume the morale of troops 
  in the training improvement, or handle it as Consequences. 
  FIGHTING THE BATTLE
  Once each side has determined its Resolution Point Pool size, list the applicable 
  Consequences that might influence the battle (fatigue and surprise act like in 
  Basic Combat) and determine the Command or Strategy skill of the respective 
  commanders. Particularly relevant troop types such as artillery, heavy vehicles, 
  aviation, counter-troops (anti-air, anti-cavalry pole weapons, etc.) can be noted 
  down and used as Consequences during the battle.
  The battle takes place like any Conflict, with each side Rolling for Effect at most 
  once per Round. Use Consequences (see above) rather than Support Bonuses to 
  alter specific rolls, in order to avoid giving an excessive advantage to the side where 
  the player characters are. 
  The specific Trait used to roll is normally the commander-in-chief’s 
  Communication [Command] or Knowledge [Strategy]. However, in a round in 
  which a specific unit is committed to attack or a specific technique or equipment is 
  employed, it may be more appropriate to use another officer or pilot’s specific skill. 
  For example, if the commander of the PC army orders another PC to perform an air 
  strike against the enemy lines rather than committing land troops, the pilot PC will 
  Roll for Effect with his or her Operate [AGM Missiles] Skill, perhaps hindered by a 
  Negative Consequence if the enemy has a “SAM Missile Battery”. In the absence of 
  specific rules for your setting, the Narrator will have to improvise a little bit.
  OUTCOME
  The outcome of a battle follows normal rules for effects and consequences. 
  The generic Conflict rules already include examples about the Consequences 
  of a victorious battle. A Quick Exit may or may not be appropriate to a battle, 
  depending on the context. In the case of a fortified position, you need to bring the 
  opposition to zero to capture it. A partial victory is essentially a withdrawal to retry 
  again on the following day, and might be more convenient for the loser than for the 
  winner.
  Consequences apply to participating PCs when they were somehow involved in the 
  battle. If they commanded the army or a specific unit, or performed a key attack 
  represented with a secondary Conflict, then they may receive the relevant Positive 
  or Negative Consequences.
  TECHNOLOGICAL SCALE. 
  A 
  5-point 
  tech 
  improvement 
  corresponds to a technology the 
  enemy has basically no idea how to 
  replicate, such as jet aircraft during 
  WW1). Better range for riﬂes 
  may be crucial on a Napoleonic 
  age battleﬁeld, while in an age 
  when most troops are carried on 
  APCs, any small arms advantage 
  becomes irrelevant while infantry 
  anti-tank rockets may make the 
  diﬀerence.
  KEY UNIT LOSSES. 
  The standard method for calculating 
  losses is more appropriate to large 
  clashes of ground troops or attacks 
  on fortiﬁcations, where morale 
  is a relevant part of an army’s 
  ability to overcome its opponents. 
  Contemporary and futuristic warfare 
  with a prevalence of vehicles on the 
  battleﬁeld makes it easier that the 
  most valuable units are destroyed by 
  countermeasures in the early stages 
  of a battle. In this kind of context, 
  you may adopt the following 
  alternate method of tracking losses:
  When an army loses an exchange 
  where a speciﬁc unit was involved, 
  the unit loses as many points of 
  strength (the number lost depends 
  on the Scale of the battle) as the 
  RP lost, minus the total number of 
  improvement points that the speciﬁc 
  unit can contribute to an army when 
  it is the top notch technology for its 
  kind of unit. Please note that this is 
  not always equal to the overall army 
  bonus for that technology. 
  For example, if you inﬂict 3 points of 
  RP damage to a German army which 
  has the PzKwVI“Tiger” tank available 
  (+3 armour tech) but the actual unit 
  involved in the lost exchange is made 
  of StuGIII assault guns (+1 armour 
  tech), then the unit takes actual 
  losses equivalent to two points of RP. 
  If a unit of top notch “Tiger” tanks 
  was involved, instead, no actual 
  losses would take place, just a retreat 
  under ﬁre.
  
  EQUIPMENT
  Price to Value Conversion
  Cost in credits 
  (cheap materials, 
  like wood)
  Cost in credits 
  (expensive materials, 
  like metal)
  Wealth level
  Value 
  (expensive materials, 
  like metal)
  Value 
  (cheap materials, like 
  wood)
  Value x2
  Value x5
  Poor
  1/5th of cost in credits
  ½ of cost in credits
  Value x10
  Value x20
  Average
  1/20th of cost in 
  credits
  1/10th of cost in credits
  Value x50
  Value x100
  Affluent
  1/1o0th of cost in 
  credits
  1/50th of cost in credits
  Value x200
  Value x500
  Rich
  1/500th of cost in 
  credits
  1/200th of cost in 
  credits
  Value x2000
  Value x5000
  Beyond
  1/5000th of cost in 
  credits
  1/2000th of cost in 
  credits
  The “Beyond” column is for items that are not generally available for sales (such as fortresses or operational military vehicles) but really rich people could 
  still reasonably hope to purchase.
  
  131
  REVOLUTION D100 CHAPTER 5
  GENERAL EQUIPMENT RULES
  T
  he first part of this chapter will deal with the basic rules for handling 
  equipment. The following sections contain plug-in subsystems that are 
  useful for specific genres or settings, and which provide additional levels of 
  detail for groups that are comfortable with extra variables and bookkeeping. 
  Most of them are for use in conjunction with one or more advanced 
  subsystems, such as Advanced Combat or Vehicular Combat.
  CURRENCY
  All prices are in currency units called credits (cr.),  a generic currency unit 
  equal to the minimum needed to sustain a person for one day in an urban 
  environment. This is roughly equivalent to 10 EUR or 10 USD.
  Other coinages may exist, but they are unique to game settings. For each setting 
  that uses currency, the equivalence between the cr. and the currency used in 
  that setting should be in the equipment chapter specific to the setting.
  VALUE
  Value is an item attribute that represents its usefulness in game and how 
  difficult it is to obtain. Usually, once you know the Value of an item, you are 
  also able to determine its monetary cost in games where you keep track of the 
  adventurers’ “cash on hand”.
  Value is relative to an item’s Wealth Level. It measures the difficulty to find the 
  item for sale in a social environment that is of equal or lower wealth (in a rural 
  area, you will usually find pick-ups and SUVs, but no limos), the ability to 
  persuade the item provider to sell or rent the item to a person of your Status or 
  Wealth, and the difficulty of somehow obtaining credit if you do not have the 
  money to purchase it. In general, you can state that an item belongs to a Wealth 
  Level if a person of that level, or of an equivalent Status in an environment 
  where wealth is not everything, is supposed to have it available at least for a 
  limited period of his or her life. This does not mean that a character of a lower 
  level cannot have the item, just that he is not supposed to. In this case the 
  purchase is not granted, and a Conflict against the item Value is required.
  Finally, keep in mind that the Value of an item is supposed to be something 
  that you face as enemy Resolution Points in a Conflict when needed, so its 
  rating should never exceed 20 points when used in game. Higher Value ratings 
  usually mean that the item Wealth level should be raised.
  EVALUATING VALUE AND COST
  Assuming you cannot or will not assess all the attributes that may contribute to 
  an item Value, there are two ways to assign it a numeric score. The first one is 
  that of hand-waving Wealth Level and Value. Although we have tried to provide 
  as many guidelines as possible to aid his or her judgement, there will be times 
  when the Narrator has to make a decision on the fly. Be fair and be consistent.
  However, you might also use an equipment list from other sources (for instance 
  other RPGs, Wikipedia or online stores). When doing so, first determine the 
  Wealth level for the item, and then apply the conversion factors from the Price 
  to Value Conversion Table at the beginning of the chapter to the cost listed 
  by your source. Remember that one credit is about €10, so round the price 
  The fact that one rule is labelled 
  for use with a speciﬁc sub-system 
  does not mean that it cannot be 
  used outside it. Feel free to mix 
  and match in order to obtain 
  your preferred level of “crunch”. 
  However, we recommend that an 
  element from a sub-system not in 
  use be imported only after careful 
  thought.
  HOW DO I FIND VALUE? 
  The Value of an item is usually 
  determined by adding up the 
  numeric scores of the various 
  attributes of the item. For non-
  numeric attributes of the item, the 
  chapter about equipment design 
  will indicate how much each of 
  them contributes to the Value 
  score. In any case, the calculation 
  procedure is described in the 
  speciﬁc subsystems for armour, 
  vehicles, weapons, etc., with each 
  subsystem and setting having the 
  precedence on the more generic 
  rules. This section contains only 
  the basic principles.
  
  132
  EQUIPMENT
  to the nearest 10 increment in USD, GBP or EUR before converting. If the 
  Value rating is very low, or if it goes beyond the 15-18 limit, then you should 
  reconsider the Wealth level you assigned to the item.
  Example: A Piaggio scooter like the one Gregory Peck rides in Roman Holidays 
  costs between 2,000 and 3,000 EUR including VAT. By dividing by ten, we 
  determine that the cost in credits for such a scooter is 200-300 cr. We imagine 
  that such an item is of Average level, as almost anyone in a modern society can 
  afford a scooter, and the item is made of expensive materials, so its Value is its cost 
  divided by twenty. This leaves us with an item with a Value between 10 and 15; a 
  person with an Average wealth level will be able to get one without difficulty, as the 
  official Piaggio retailer will look at his paycheck and grant him credit, while a Poor 
  character will have to face a Conflict, looking for a used one and probably a loan.
  Assume we want to buy a small boat instead. By looking at specialised sites we 
  learn that you can find a small sail boat for $20,000 or less (2,000 cr.). Such boats 
  are usually regarded as rich people stuff, so we check the Rich row of the table, and 
  they are made of wood; the final result is that the boat’s Value is 1/200th of its cost, 
  or 10. Only a Rich person can buy such an item without thinking, but an Affluent 
  character can still acquire one with an acceptable effort.
  OBTAINING EQUIPMENT
  Before getting involved in dangerous adventures, Player Characters may 
  want to acquire useful equipment. There are several ways to determine 
  whether they can find a specific piece of equipment or not, usually handled 
  in Downtime before adventures. One simple way could be adopting the 
  classic “shopping list” approach; let the characters choose the items they 
  want from a list of goods available in the setting and pay the listed price. 
  However, this requires keeping track of the money the Player Characters have 
  available, which is something you may be willing to avoid in favour of a more 
  abstract approach. The rest of this section will then deal with how to manage 
  procurement without keeping track of the exact amount of money the Player 
  Characters have available.
  For everyday equipment that is within the Wealth/Status level of the 
  purchaser,  assume that the character can  find enough resources to replace 
  any lost items like clothing, tools, weapons and means of transportation. 
  Mounts and personal vehicles are not exactly cheap, but in societies where 
  they are commonly available, your character, unless bankrupt or cut off from 
  his or her resources, will probably find a way to purchase one. He or she 
  needs a Status or Wealth Trait of the appropriate level. No Poor character can 
  afford a mount or a motorcycle, and you usually need to be Rich to purchase 
  a motorboat or a helicopter.
  Obtaining a special item or an item of a Wealth level different from the 
  character’s standard Status is something that might be worth a roll, or better 
  a Conflict. The Narrator might request a Conflict even for an item of your 
  Wealth level, if you are not in a social environment where your Status is 
  recognized. Obtaining items two levels higher than your Status is normally 
  not possible. Your character must use the Communication skill with the 
  Status Trait the Narrator requires, and beat the Value rating of the equipment. 
  Having Commerce or Bargain grants a stable Bonus to all rolls. If you lack 
  these traits, a friend can use them to provide a Support Bonus.
  SELLING EQUIPMENT
  Treasure gained from an adventure or other material or non-material rewards 
  can be “cashed in” in the appropriate context to gain reputation or financial 
  resources. Sometimes finding a purchaser is not automatic, and may require a 
  Conflict. You need the appropriate Status level even to sell an item. If you do 
  not, you are essentially marketing it to a fence, with all the related problems. 
  SHOPPING DURING 
  ADVENTURES.
  In some cases, you can run the 
  purchase of equipment in Narrative 
  Time during the adventure itself. 
  Browsing the merchandise on 
  the shelves of exotic bazaars 
  is a common trope of fantasy 
  adventures, and most groups will 
  enjoy some shopping sessions run 
  as adventures, at least occasionally. 
  In these cases, it is best to run 
  the encounter as a CHA-based, 
  social Conﬂict to persuade the 
  shopkeeper to part with the item(s), 
  or as an INT-based sequence to 
  examine the goods and ﬁnd what 
  is really worth purchasing. The 
  Narrator must determine the actual 
  nature of the goods beforehand, or 
  decide it at the end of the sequence 
  based on the result of the Conﬂict.
  Example. During an adventure, Jiro 
  the Ronin helps a swordsmith in 
  danger. While escorting the man to his 
  humble house afterwards, Jiro notices 
  that there is a Tachi (a longer version 
  of the katana) of great craftsmanship 
  hanging from the wall. By respectfully 
  enquiring about the Tachi, Jiro learns 
  that it is the artisan’s masterpiece, 
  infused with a part of the man’s Qì, 
  and that he is not willing to sell it. 
  The man is not afraid of robbers, 
  as the piece of his soul bound to 
  the blade would make the weapon 
  cursed for anyone else than him or a 
  person to whom he willingly trades 
  the weapon. Jiro decides to acquire 
  the weapon at all costs, and starts 
  a downtime Conﬂict against 
  the man’s reluctance to part 
  with the sword. The weapon 
  sheer value is far 
  beyond the amount 
  of wealth Jiro would 
  
  133
  REVOLUTION D100 CHAPTER 5
  This is particularly true of information; you need the right contacts to sell it, and 
  you will probably lack them if they are of a Status level below yours. Without 
  the appropriate Status Trait, you must roll on your raw Communication skill. 
  Mercantile Traits will always provide a permanent Bonus.
  Here is a typical table of difficulties and wealth levels required to sell items. The 
  opposition becomes stronger when you sell more of the same item because 
  you are basically creating an inflation of the goods you offer, or making people 
  suspicious of their origin. If no modifier is listed for quantity, then you can offer 
  only one item at a time.
  The outcome of the Conflict may be that the selling character gains the equivalent 
  of half of the item value in cash, or that he or she barters it with useful items of 
  the same value. A Quick Exit is only good enough for a barter. However, if you 
  prefer not to track cash, you may want to assign Positive Consequences to a 
  victorious Player Character. Unless you have a more appropriate idea, you can treat 
  these Consequences as “Status raised to X”, where X is the Status of the item or 
  information you were trying to sell. Such Consequences are never Recurrent, even 
  if they are Permanent, as they represent wealth or reputation that you will use up 
  in a subsequent Conflict to bribe or impress someone or to purchase something. 
  Remember also that acquiring a Status of Average or even Poor may be useful, too, 
  when you are in an alien location where you would normally have no Status at all.
  Equipment Selling Table
  Item
  RP
  Modifiers to RP
  CR
  Wealth/Status
  Looted enemy 
  armour/
  equipment
  9
  +1 per item
  50%
  Average
  Cattle
  7
  +1 per head
  50%
  Poor / Average
  Trade goods
  7
  +1 per crate or 
  barrel of items
  50%
  Average
  Special or 
  magical item
  10
  80%
  Poor to Rich
  Jewellery, rare 
  goods
  12
  +1 per gem or 
  crate of items
  50%
  Rich
  Intelligence
  10
  80%
  Affluent to Rich
  Secrets
  12
  80%
  Poor to Rich, 
  depending on the 
  secret
  accumulate over his entire life (Rich 
  level, Value 25, which means a fortune 
  of almost 180 koku), but since it is a 
  matter of honour and not money the 
  Narrator rules that Jiro’s Status as a 
  masterless-but-honourable Samurai 
  allows him to try, and luckily for Jiro 
  the honourable deed he has already 
  performed by saving the man grants 
  him a Positive Consequence to apply. 
  Unable to persuade the artisan with 
  sweet talk, Jiro displays his patience, 
  dedication and introspective virtues 
  by meditating under a nearby 
  waterfall each time the man goes 
  there to take a bath. Day after day 
  the man’s respect for the Ronin 
  increases, until one day he decides 
  that Jiro is Worthy, and lets him 
  have the sword. However, in order 
  to beat the 25 points of Value he had 
  to face in the confrontation Jiro lost 
  14 points from his Will resource pool. 
  This yields a Permanent, Recurrent 
  Negative Consequence (the Conﬂicts 
  took place in Downtime so any 
  Consequence is Permanent) which 
  represents the moral obligations 
  that the artisan bestows on the 
  Ronin when giving him the weapon, 
  which Jiro is forced to respect if 
  he does not want his weapon to 
  turn against him. Having lost the 
  Conﬂict, the Narrator will determine 
  these obligations according to the 
  swordsmith’s moral principles.
  THE DANGERS OF SELLING 
  LOOT.
  Negative 
  Consequences 
  when 
  selling 
  something 
  represent 
  suspicions about your goods’ 
  origins, or attracting the attention 
  of some ill-intentioned party. They 
  are a good source of plot hooks 
  for following adventures, and thus 
  another good reason to stage a 
  Conﬂict to sell loot.
  
  134
  EQUIPMENT
  CARRYING EQUIPMENT
  Another problem that can arise is how to manage what the adventurers carry 
  with them on a mission. In some settings, having or not having a specific 
  item can make a difference, but if the item is not exactly concealable or light,  
  the player should specify that the character is carrying the item, and take its 
  presence into account when the item should provide a hindrance.
  In general, we do not recommend keeping track of carried weight. If the players 
  start carrying around more items than the Narrator is willing to handle, he or 
  she should enforce Negative Consequences for Encumbrance in the appropriate 
  Conflicts (see page 73 in Chapter 3). The Encumbrance rules follow the 
  typical Revolution principle that “anything that affects a Player Character should 
  come from a roleplayed event”, and thus require only that unwieldy or socially 
  inappropriate items inconvenience him or her by being an active element in 
  Conflicts where it makes sense narratively. The Narrator should be particularly 
  careful with armour and items labelled as “Hand Carried”, as they are the ones most 
  likely to generate trouble. Otherwise, what the Player Characters are carrying is 
  fine, and its weight is a factor that will not provide any relevant effect in play. 
  The only other situation when equipment is relevant is during emergencies, 
  specifically during Combat Time. The character can use items kept in hand, 
  on a belt or in pouches with a simple Ready Item or Use Item action. The 
  remaining items are still available to the character, but he or she must be in 
  Adventure Time to use them freely, or spend an adequate amount of time to 
  search his or her backpack. 
  HAND-CARRIED ITEMS
  An adventurer cannot carry some long weapons or other pieces of equipment 
  at the belt or strap them to his or her back.  These items are designed to be 
  readied before a field battle, not to be kept ready at all times, and must be hand-
  carried. Examples of this are spears, polearms, crossbows, and vintage rifles, 
  all of which are full war instruments and not personal defence weapons like 
  swords, daggers and pistols. Bows and military rifles are an intermediate case, 
  and even when very long, they can be carried and readied with relative ease, so 
  they need not be listed as hand-carried. Crossbows, on the contrary, need be 
  shouldered when carried.
  Carrying more than one of these weapons is strictly forbidden. If a character 
  is carrying one of them, it must be noted in the Hand-carried box on the 
  character sheet. In addition to this, the weapon is not always ready, and a Ready 
  Item must be used to prepare it for use when the wielder is surprised while not 
  expecting combat. The weapon is assumed to be shouldered during travel. If 
  bound on the back, the weapon becomes unavailable in combat. 
  BELT ITEMS
  Items listed in the belt box are immediately available to the character with 
  a Ready action if a weapon or ammunition clip, or directly with a Use Item 
  action, if they are usable items (drugs, bandages, etc.). As a rule of thumb, a 
  character can have items at the belt equal to his or her DEX. Some items may 
  be on a sash rather than a belt. This is generally the case with ammunition clips 
  or drug vials. Specialised military outfits may have many pockets and extra 
  sashes, allowing dozens of items to be carried in a combat ready fashion. 
  Arrows in a quiver do not count as Belt items. You can have as many of them as 
  your quiver will hold, and some archers carry two quivers.
  In general, a character can only carry two medium-sized weapons at the belt, 
  plus a short one like a dagger or a handgun. A shield and a bow can be strapped 
  on the character’s shoulder. 
  WHAT TREASURES TO KEEP? 
  When your party ﬁnds too much 
  treasure to carry, the very act of 
  picking the most precious items 
  the adventurers can easily carry 
  may be worth of running a Conﬂict, 
  rather than trying to manually 
  optimize prices and weights. It is 
  one of those occasions where a 
  mercantile background and the 
  Evaluate Trait is priceless.
  ITEM BOXES. 
  Each character sheet has three 
  boxes that contain lists of items 
  that are immediately available 
  during 
  Combat 
  because 
  the 
  character is carrying them in hand, 
  on a belt/pouch, or concealed. The 
  size of the boxes will help you to 
  keep the size of these lists limited 
  to what your character could 
  conceivably carry.
  LOSING HAND-CARRIED 
  WEAPONS. 
  A hand-carried weapon is a clumsy 
  thing, designed for mass combat 
  and only storable on a rack, mount 
  or vehicle. The user cannot holster 
  or otherwise sheath it. If switching 
  weapons, he or she must drop 
  the long weapon. The Narrator 
  may enforce loss of the weapon 
  if the character drops it and ﬂees, 
  and “Long Weapon Lost -” is a 
  perfectly acceptable Consequence 
  for carrying such tools designed 
  for the battleﬁeld in cramped 
  spaces, or diﬃcult environments 
  like swamps or jungles.
  BANDAGES. 
  We encourage the Narrator to be 
  forgiving to players who do not 
  mark “bandages” among their 
  belt items and want to use their 
  First Aid Trait to quickly stabilize 
  a lethally wounded comrade. In 
  general, med kits and such should 
  be carried at the belt to be useful in 
  Combat, but we recommend that 
  you prioritize Player Character 
  survival.
  ITEM RACKS. 
  Items carried on a vehicle or mount 
  may be more available depending 
  on the situation. Special weapon 
  racks allow a quick readying of 
  unwieldy weapons as riﬂes.
  
  135
  REVOLUTION D100 CHAPTER 5
  CONCEALED ITEMS
  As a rule of thumb, a character can have a concealed item or weapon available 
  for quick, immediate use only if he or she has the Conceal or Sleight Trait. If 
  the character has both, the number of concealed items available becomes two, 
  and increases by one (or more) for each Stunt related to concealing items or 
  weapons the character has.
  WORN ITEMS
  When your character is wearing only his or her clothes, there is usually little or 
  no reason to remark this fact in game. However, there are many other situations 
  in which your adventurer will want to wear protective gear, and this fact must 
  be recorded and managed in game.
  Whether designed to stop hand weapon blows, bullets or other forms of 
  hazards, protective suits will be generically categorised as light and heavy 
  armour. Light armour is any protective suit that can easily be removed and 
  placed into your backpack. It provides moderate protection, and is not terribly 
  unwieldy. Heavy armour is any protective suit that you cannot carry, just wear. 
  It is designed for troops on a military campaign, not as personal protection 
  against hazards in any other situation. On the other hand, it provides very good 
  protection, and is usually able to stop the effect of light and medium weapons, 
  leaving you vulnerable only to those weapons that are equally unwieldy and 
  designed for use on the battlefield only.
  OTHER ITEMS
  Items stored in a backpack are not available to your character during Combat Time, 
  unless he or she spends three rounds to search the backpack where they are stored. 
  Once the Time Scale switches back to Adventure Time they are freely available.
  DAMAGING EQUIPMENT
  Apart from their weight, items are defined by a Toughness value like characters 
  in Advanced Combat. When an item takes damage, subtract its Toughness 
  from damage and apply any remaining damage to the item. No Combat effects 
  can be applied to bypass the item’s Toughness. Once the item has taken damage 
  equal to its Toughness, it is broken or unusable. For larger items like doors or 
  wall sections,  a hole of the size of a Medium creature has appeared. 
  In order to damage an inanimate object, a weapon must be capable of applying the 
  Slash or Stun/Crush effect. In general, an item of superior quality can damage an 
  item of inferior quality, but not the opposite, at least during combat or an adventuring 
  Conflict. Item quality depends on the materials it is made of (see below).
  MATERIALS AND ENERGIES
  Equipment quality is not a numeric attribute but just a means of comparing 
  the material durability of items. Two pieces of equipment are usually defined as 
  being of equal quality or not, with one being defined as being of superior quality. 
  Quality has nothing to do with craftsmanship and Value, although a piece of 
  equipment of a superior quality will probably cost more than a standard piece. 
  An item made of superior quality materials can easily damage one of inferior quality, 
  while the inferior quality item cannot harm the superior one. Items of equal quality 
  can damage each other but generally not in a short time (i.e. in Combat Time). See 
  the Sample Item Quality table on page 140 for guidelines for equipment quality 
  in your game.
  LIMITS TO TRANSPORTATION 
  OF HEAVY ARMOUR. 
  If your character is equipped with 
  heavy armour, a pack animal or 
  vehicle able to carry it must be 
  available, or else he or she must 
  be considered wearing it at all 
  times. Heavy armour brought 
  along on a dangerous journey has 
  a very high chance of getting lost 
  in hasty retreats.
  A good ﬁghter should always have 
  a secondary light armour available 
  for those occasions when wearing 
  full combat equipment is not 
  recommended. A typical medieval 
  soldier might wear only his relatively 
  light gambeson padding when not 
  expecting combat. The Narrator 
  should actively encourage the 
  players to adapt their equipment to 
  the situation rather than clinging to 
  their best combat gear even when it 
  is not appropriate.
  SEPARATE AP/HP VALUES. 
  Inanimate items in Revolution 
  break when they receive damage 
  equal to their Toughness. Some rare 
  items may have a diﬀerent value 
  for the damage they can take (Hit 
  Points) and the damage they ignore 
  before actually suﬀering permanent 
  Consequences (Armour Points). 
  This is the norm in other D100 
  OGL rule sets, where inanimate 
  objects have two values for their 
  resistance to damage. If you wish 
  to import item lists from other 
  games, you may want to keep track 
  of a double value (AP/HP) instead 
  of Toughness. You Might also ﬁnd 
  convenient to rename Toughness 
  as AP or HP for inanimate items.
  RECORD YOUR CONCEALED 
  ITEMS. 
  Write down the allowed number 
  of 
  concealed 
  items 
  in 
  the 
  concealed items box on your 
  character sheet. If an item is not 
  noted there, you do not have it, or 
  it is not concealed.
  QUALITY AS A FUNCTION OF 
  THE SETTING.
  Some speciﬁc parts of Advanced 
  Combat 
  make 
  references 
  to 
  Equipment Quality, although they 
  do not provide a deﬁnition for it. 
  This is because the rules for Quality 
  are strictly dependent on the 
  setting and vary from environment 
  to environment. The examples 
  provide some general rules that 
  apply to all settings with a 
  minimum of relationship with 
  the real world, but all setting-
  speciﬁc rules trump the 
  ones provided here.
  
  136
  EQUIPMENT
  ELEMENTAL/ENERGY DAMAGE
  Elemental and energy Attacks work differently than standard kinetic Attacks, as 
  they lack the basic weapon damage. However, where normal kinetic Attacks do 
  +1d2 damage per Might, elemental Attacks often deal a bigger die of damage 
  per Might point. The Attack type determines the exact die size, although typical 
  values are given per each type of energy.
  In some cases, the elemental damage may appear as damage dealt on top of 
  normal weapon damage. For instance, a flaming arrow with Might 1 will do 
  1d6 fire damage on top of its normal 1d6+1d2. A flamethrower or dragon 
  breath of Might 4 will deal a straight 4d6.
  ARMOUR AND ENERGY DAMAGE
  When an armour type has effect on an elemental Attack, it may either provide 
  protection with its full APs or half of them (round up), or provide an Absorb 
  effect (see the Power description in Chapter 6) that decreases the Might of 
  the elemental Attack. When the Attack deals pure elemental damage and the 
  armour provides only an Absorb effect, then the Absorb value is subtracted 
  from the Might of the Attack before rolling damage, and no APs are applied. 
  If protection is AP-based, or the elemental Attack provides additional damage 
  on top of normal weapon damage, then normal weapon damage is rolled, any 
  residual Might of elemental damage after the Absorb effect is rolled and added, 
  and then the adjusted AP value is subtracted.
  CREATING EQUIPMENT
  Player Characters will often want to create items on their own, either because 
  the item is not available for sale at that particular moment, too expensive for 
  them to acquire, or because they want to bestow enhancements on the item.
  To be able to craft an item, the character must have the specific Trait required. 
  While the Narrator may accept creative use of unrelated Traits when you 
  repair something, making a new item requires a specific know-how. Moreover, 
  the appropriate tools and location must be available. In order to create the 
  item, the Player Character initiates a Conflict in Downtime. Only some small, 
  consumable items like ammunition can be crafted in Narrative Time. The rest 
  of what you can craft usually requires days if not weeks.
  VALUE TO BEAT
  The first and most important thing to determine is the Resolution Pool of the 
  opposition that the crafter is to face. This is usually the Value rating of the item 
  to create or adapt. Although the Conflicts used to craft items are run as generic 
  Conflicts, the attributes that make up the Value rating are often relevant only in 
  Advanced Combat or other optional subsystems. 
  Some items have two or more ratings that must be beaten in a Conflict in order 
  to create them. One of these ratings is Value, while the others are ratings that 
  may be used as the base Resolution Point pool in a Conflict that involves using 
  the item (the Fortification score of a castle, the Manoeuvrability of a plane, the 
  Seaworthiness of a ship, etc.). The manufacturing Conflict may be against the 
  sum of all ratings, or, with Narrator approval, two or more characters or teams 
  may run different Conflicts against the different ratings.
  CRAFTING PROCEDURE
  In order to create an item, the crafter initiates a generic Downtime or Narrative 
  Time Conflict based on his or her INT and Craft skill. The Narrator should 
  limit Support Bonuses  to those that actually make sense.
  QUICK MANUFACTURING. 
  If your character wishes to create a 
  common item with a Value rating 
  up to 12 and there are no particular 
  conditions that make the process 
  diﬃcult or signiﬁcant, you may 
  skip the Conﬂict and assume that 
  an item with the desired attributes 
  was created.
  TEMPORARY 
  MANUFACTURING.
  Normally, 
  the 
  crafter 
  cannot 
  exploit a Quick Exit from a crafting 
  Conﬂict. If the Narrator allows 
  it, then the item will be able to 
  function for one adventure or 
  Conﬂict only, and then become 
  unusable. A situation where this 
  makes sense is making a raft to 
  navigate on a dangerous river. The 
  raft must have some well-deﬁned 
  attributes, as the adventurers will 
  have to rely on its buoyancy when 
  facing some threats along their 
  journey, but it will be discarded 
  as soon as the Player 
  Characters leave the river.
  The table for energy damage and 
  its eﬀects on armour is on page 
  141.
  
  137
  REVOLUTION D100 CHAPTER 5
  The Challenge Rating for the Opposition is usually 50%, but the Narrator 
  should modify this value if the crafter is attempting to create something that 
  is of a different Wealth level than his or her own. We recommend to apply one 
  Penalty for each Wealth level the item is lower than the crafter, and one Bonus 
  for each Wealth level the item is above the crafter. 
  CONSEQUENCES OF EQUIPMENT CREATION
  Once a crafting Conflict ends with a victory for the crafter, the desired item 
  is created. However, the character might have suffered some Resolution Point 
  loss, which would make him or her liable to Consequences. As Consequences 
  coming from a Downtime Conflict, they are Permanent. It does not make much 
  sense, though, to attribute Permanent Consequences to the character. These 
  Consequences translate into flaws in the item itself.
  Calculate the number of minuses you would normally assign as Consequences, 
  then add or subtract these values from the attributes of the equipment in order to 
  make it harder or less convenient to use. The Narrator can split the flaws among as 
  many attributes as desired. Whenever a numeric Penalty can be applied in two or 
  more ways to an attribute, the numeric value for the flaw must be split or applied 
  in one way only. For instance, if a weapon has an enhanced SR cost, it must either 
  apply to Attack or Parry only, or the Penalty must be split between the two.
  Non-quantifiable flaws can also be added. Typical examples of non-quantifiable 
  flaws are the inability to use the item for a known Stunt or the absence of an 
  effect normally possessed by the item, like a flail that can still do damage, but is 
  too weak to Entangle.
  What flaws can be assigned to items is left to the Narrator, with the 
  recommendation of being creative, and consistent. The subsystems that describe 
  each specific type of items (weaponry, enchanted items, scientific or steampunk 
  devices, alchemical concoctions, etc.) will have example lists of flaws appropriate 
  to the item type, but the Narrator is not limited to the official lists, nor to picking 
  effects from one list only. If it sounds plausible, it can be used. The only restriction 
  is that a flaw can neither negate an enhanced attribute that was assigned to the item, 
  nor make the item unfit for the main purpose devised by the crafter, as this would 
  negate the character’s victory.
  Example: Frida the Barbarian is a blacksmith. She wants to forge a longsword 
  she can use with her STR of 11 instead of the standard 13. She faces a difficulty 
  of 12 (10 base for the longsword, and 2 more for the two points of STR bonus) 
  with her INT of 15. Frida wins the Conflict, but loses 10 points of Resolution 
  in the process, so the sword is now easier to wield but has a flaw. The Narrator 
  initially rules that the weapon costs 1 SR more to Attack with, but Frida’s player 
  objects that this would make the weapon ineffective in combat, thus negating 
  her victory. The Narrator agrees that this is not in the spirit of the rules and 
  goes for another flaw: the weapon is harder to thrust with, so it loses its Impale 
  attribute. Normally the effect should be downgraded, but as a longsword can 
  already impale only on an advantage roll, it loses the effect completely.
  REPAIRING OR ADAPTING EQUIPMENT
  Repairing something broken or adapting it to a different use is normally easier than 
  creating it from scratch. A repair can thus be performed, assuming you have all the 
  necessary equipment, on a Time Scale that is one step lower than the one required 
  to create the item. 
  The opposition to beat is the Value of the item, plus one for any Consequence to 
  remove, or point of Toughness lost. The Challenge Rating of the opposition faced is 
  just 20%, with the usual modifications for different Wealth levels or circumstances. 
  If the repair is performed in adverse conditions, apply a Penalty to the crafter’s roll. 
  WHEN DO CRAFTING 
  CONSEQUENCES 
  APPLY TO ITEM MAKERS?
  There may be cases when the 
  Consequences 
  of 
  a 
  crafting 
  Conﬂict should apply to the 
  character and not to the item, like 
  ﬁnancial losses. Buying, renting or 
  building an item of a Wealth level 
  above one’s own Status may leave 
  you in want of cash. An “Indebted” 
  or “Broke” Consequence may be 
  appropriate in this case if the player 
  mismanaged 
  the 
  acquisition 
  process. As the player is the winner 
  of any successful Crafting Conﬂict, 
  it is up to the Narrator, as the loser, 
  to decide when to apply this kind 
  of Consequence or go for an item 
  ﬂaw. 
  Another example might be a 
  player exploiting the crafting rules 
  by creating huge quantities of 
  items, particularly of the scientiﬁc 
  gadget type, and then selling 
  them or using them to unbalance 
  the game. This is a good time to 
  impose Consequences on the 
  crafter or workshop instead of 
  the item. “Materials Depleted-” 
  or 
  “Saturated 
  Market-” 
  are 
  appropriate 
  Consequences 
  for 
  attempts 
  at 
  mass-production, 
  and they will apply again to the 
  next crafting Conﬂicts attempted, 
  thus forcing the crafter to stop 
  production for a while.
  
  138
  EQUIPMENT
  Adapting an item to a use that is not exactly what it was intended for is a procedure 
  similar to repairing it. Add the appropriate numeric values that represent the extra 
  features to add to the item Value rating. For weapons see the Modifications Table 
  on page 165. The required Time Scale is one level lower than the one required to 
  create the item. The Challenge Rating is 50%.
  Any Negative Consequences from the repair process will apply to the item, as flaws 
  and minor malfunctions due to the temporary nature of the works. In some cases, 
  depletion of important resources may also be appropriate.
  BLUEPRINTS
  Technological equipment and scientific gadgets are not as easy to build as a spear or 
  a helmet. A complex item like a fighter aircraft cannot be constructed from scratch 
  without blueprints, assuming the crafter has a workshop equipped for aircraft 
  assembly. Even repairing such an item without blueprints will be a problem.
  For a realistic treatment of equipment, the crafter need have an actual blueprint in 
  paper or electronic format. The Narrator can make some exceptions for equipment 
  the crafter has assembled or repaired often during his or her career. When the 
  weird gadgets of Weird Science, or the eidetic memories of some alien races, are 
  concerned, the crafter may know the blueprints by heart. More details are in the 
  Weird Science chapter. 
  Firearms are the most complex thing you can repair or adapt without having a 
  blueprint. Anything more complex will bestow a Penalty to your skill if you do not 
  have a blueprint. This is cumulative with lack of an applicable Trait. 
  CREATING BLUEPRINTS
  Of course, the most exciting part of playing a character with repair or craft abilities 
  in a hi-tech environment is that of inventing new gadgets or models of equipment. 
  In order to do so, the character must create a blueprint. This is a task that you 
  can normally perform only in Downtime, and is identical to the creation process 
  except that the designer need not have any materials available other than paper or a 
  computer. The Challenge Rating to beat to create a blueprint is 80%, as the crafter is 
  attempting something completely new.
  Once the blueprint is ready, any crafter can use it to create the item once the 
  necessary materials are available. Any Consequences of the blueprint creation 
  process are inherent faults of the design, that will be present in all item pieces 
  subsequently created until the blueprint itself is redesigned, using the equivalent of 
  a “repair” of the blueprint itself. The high Challenge Rating of the design process 
  implies that most initial versions of blueprints will contain flaws.
  Crafting Summary
  Action 
  attempted
  Time Scale
  Opposed RP 
  pool
  CR
  Quick Exit
  Creating a 
  blueprint
  Downtime always
  Value
  80%
  No
  Creating an item
  Usually downtime, 
  Narrative Time for 
  one-use items
  Value
  50%
  No
  Repairing an 
  item
  One level less than 
  crafting
  Value plus 
  Toughness lost 
  plus Consequences
  20%
  Yes, but the repairs will 
  work only once
  Adapting an item
  One level less than 
  crafting
  Value, including 
  new features
  50%
  Yes, but the 
  modification will work 
  only once
  FAST REPAIRING. 
  When repairing or adapting an 
  item, the crafter can use a Quick 
  Exit from the Conﬂict in order to 
  make haste or avoid Consequences. 
  However, 
  this 
  will 
  limit 
  the 
  eﬀectiveness of the intervention. 
  Once the item has been used again 
  for a Conﬂict or Combat, it will stop 
  working or need repairs again.
  RECIPES AND FORMULAS. 
  Alchemical recipes are rudimentary 
  forms of blueprints and follow the 
  same rules. You can use the rules in 
  this section and the Weird Science 
  chapter to guide your alchemist 
  character on the dangerous path 
  of creating formulas for new 
  concoctions.
  
  139
  REVOLUTION D100 CHAPTER 5
  ARMOUR 
  The basic effect of armour in Revolution D100 is that of negating part of the 
  damage a character or item receives. 
  ARMOUR ELEMENTS
  In Basic Combat, armour is always handled as a full suit. In a game using 
  Advanced Combat but not Localised Damage, your characters will wear full 
  suits of armour, too. When using Localised Damage, you will keep track of 
  armour pieces that cover one or more locations, and each location will have its 
  own armour attributes. We will talk about armour elements to include both full 
  armour suits protecting their wearer’s whole body and armour pieces which 
  cover one or more locations.
  ARMOUR POINTS AND COVERAGE
  The most important value for armour are its Armour Points (AP), which 
  represent how much damage the armour stops. Armour Points are always a 
  fixed value, although some kinds of Attacks will halve or negate the AP value of 
  an armour element (see the Energies section).
  The second factor for armour is its Coverage, which is a range of numbers 
  and not a fixed value. A hit with a Coverage Roll outside this range has landed 
  outside the protected area, so the Armour Points of that particular armour 
  element do not count. The Coverage Roll of a blow is equal to the unit die of 
  the Attack roll, although some situations detailed in Chapter 4 yield a modifier 
  to this roll.
  OVERLAPPING 
  ARMOUR ELEMENTS
  In general, fighters wear harder 
  armour elements (plating) on top of 
  thinner ones used as padding; a mail 
  hauberk over a gambeson, a helm 
  over a mail coif, etc. In many cases 
  the main armour and its padding do 
  not overlap completely, and important 
  portions of the combatant’s body 
  are protected by the padding alone. 
  However, padding is always present 
  where plating is worn, so the AP value 
  for the main armour already takes 
  into account the effects of padding. 
  Whenever a Coverage Roll is in the 
  range of more than one armour layer, 
  always use the most effective armour 
  corresponding to that roll. In no 
  case are the APs of two overlapping 
  armour layers added up; a blow 
  always hits either one armour element 
  or another.
  AP ONLY. 
  What if you do not want to check 
  the armour Coverage roll and 
  prefer to apply an averaged ﬁxed 
  value to AP? You can use the 
  procedure on page 160 in the 
  second part of this chapter to 
  calculate ﬁxed AP values for all the 
  armour elements presented here.
  INVERTED EFFECTIVENESS. 
  Note that for energy-based Attacks, 
  as opposed to kinetic-only ones, 
  the lesser armour might be more 
  eﬀective in stopping damage from 
  that source of energy. In this case, 
  treat the underlying armour as the 
  main one. In all situations where 
  the damage has one kinetic and 
  one 
  energy-based 
  component, 
  treat it as kinetic only for the sake of 
  simplicity, thus counting the eﬀects 
  of the outer layer of armour only.
  
  140
  EQUIPMENT
  Fantasy Armour
  Element
  AP/Cov
  Enc
  Location(s)
  Wealth
  Value
  Price
  Notes
  Cloak
  1/2+
  1
  Torso 1/0+,  
  Limbs 1/3+
  Poor
  4
  8
  With hood, total value 1/1+ and Head 1/1+
  Gambeson
  2/1+*
  3
  Torso 0+,  
  Legs 3+,  
  Arms 2+
  Average
  8
  80
  An open helm should be purchased 
  separately (encumbrance does not 
  change). Add the gambeson to a stronger 
  armour for +1 Encumbrance and +50 cost.
  Nomadic 
  leather scale 
  armour
  4/5+ 
  8/9+
  3
  Torso 4/4+,  
  Legs 4/7+,  
  Arms 4/6+, 
  Head 8/6+
  Affluent
  6
  300
  Open helm included. This is just one of 
  the variants worn by steppe nomads.
  Mail hauberk
  5/2+*
  3
  Torso 5/0+,  
  Limbs 5/3+
  Affluent
  5
  480
  This is a very crude version with minimal 
  padding and no helm.
  Scale cuirass
  6/7+ 
  8/9+
  4
  Torso 6/4+,  
  Head 8/6+
  Affluent
  6
  520
  Includes open helm and padding for 
  uncovered areas. Add the protection/
  Coverage of a mail hauberk.
  Brigandine
  7/6+ 
  8/9+
  5
  Torso 7/3+,  
  Head 8/3+,  
  Arms 7/5+
  Affluent
  9
  820
  Includes full helm and padding for 
  uncovered areas. Add the protection/
  Coverage of a mail hauberk.
  Mail suit
  5/0+ 
  8/9+
  6
  All 5/0+,  
  Head 5/1+, 8/2+
  Affluent
  12
  1200
  Includes a full helm. If worn with a gothic 
  helm head is 5/0+, Enc is +1 and cost is 
  +120.
  Lorica 
  segmentata
  8/6+
  3
  Torso 8/4+,  
  Head 8/5+,  
  Arms 8/6+
  Affluent
  7
  650
  The Romans wore padding only 
  underneath the lorica, but you can add a 
  gambeson in a fantasy environment.
  Hoplite 
  armour
  8/3+
  7
  Torso 8/2+,  
  Head 8/3+,  
  Arms 8/4+,  
  Legs 8/5+
  Affluent
  10
  1200
  Heavy. The Greek wore padding only 
  underneath the plates, but you can add a 
  gambeson in a fantasy environment
  Gothic armour
  8/0+
  12
  All 8/0+
  Rich
  10
  5000
  Heavy, Penalty to Perception.
  The following armour pieces can complement suits with an equal or lower AP value. 
  Helm, open
  8/9+
  +0,5
  Head 8/6+
  Average
  8
  80
  —
  Helm, full
  8/9+
  +0.5
  Head 8/3+
  Average
  14
  140
  Penalty to Perception.
  Helm, gothic
  8/9+
  +1
  Head 8/1+
  Affluent
  5
  240
  Penalty to Perception. Use these stats 
  for a gothic helm worn over inferior 
  armour. Lack of neck articulation leaves 
  a weak spot covered by padding only.
  [*] - this Coverage number is only valid if a helm or coif is worn, otherwise increase it by 1;
  Sample Item Quality
  Lowest
  Highest
  Flesh and 
  other living 
  tissue
  Stone, 
  Wood, 
  Chitin, Horn
  Bronze, 
  Lead, Gold
  Iron
  Special alloys 
  (Titanium, etc.)
  IMAGINARY QUALITY LEVELS. 
  Fantasy settings introduce many 
  other materials of even higher 
  quality like mithril or adamant. 
  The 
  spectrum 
  of 
  materials 
  introduced by science ﬁction 
  settings may be even broader.
  ARMOUR TABLES
  These tables include the most popular armour types. Specific settings will have 
  more detailed armour tables.
  
  141
  REVOLUTION D100 CHAPTER 5
  Energy Damage and Armour
  Damage Type
  Damage per 
  Might
  Leather 
  and other 
  organic 
  materials
  Metal**
  Modern 
  (ceramic, 
  Kevlar), 
  heavy 
  natural 
  scales
  Kinetic
  1d2
  As per 
  normal 
  armour rules
  As per 
  normal 
  armour rules
  As per normal 
  armour rules
  Heat*, cold*, 
  plasma
  1d6
  Absorb Heat/
  Cold 1
  No effect
  Absorb Heat/
  Cold 2
  Electricity*
  1d6
  Absorb 
  Electricity 1
  No effect
  Absorb 
  Electricity 1
  Radiation
  1d4
  No effect
  Absorb 
  Radiation 1
  Absorb 
  Radiation 1
  Light/Laser
  1d8
  Half AP
  Half AP
  Half AP
  Particle 
  beams
  1d10
  Half AP
  Half AP
  Half AP
  Acid*
  1d4
  Normal, 
  but APs are 
  consumed
  Half AP, 
  and APs are 
  consumed
  Normal, 
  but APs are 
  consumed
  [*] This kind of damage may appear in addition to normal weapon damage.
  [**] Rules for speciﬁc metals may apply.
  Hi-tech Armour
  Element
  AP/
  Cov
  Enc
  Location(s)
  Wealth
  Value
  Price
  Notes
  Leather jerkin
  1/7+
  0.5
  Torso 1/0+, 
  Arms 1/1+
  Average
  2
  40
  —
  Cuirass
  8/6+*
  2.5
  Torso 8/2+
  Average
  13
  250
  —
  Kevlar vest
  10/6+*
  2
  Torso 10/2+
  Average
  15
  300
  Cloth 1/0+ on rest of torso.
  Military body 
  armour
  10/3+*
  4.5
  Torso 10/3+, 
  Legs 10/6+, 
  Arms 10/5+
  Affluent
  7
  700
  Cloth 1/0+ on rest of body.
  Polymer suit
  3/2+*
  1.5
  Torso 3/0+, 
  Legs 3/3+, 
  Arms 3/2+
  Affluent
  4
  370
  Also silk armour for planetary romance
  Space soldier 
  armour
  6/0+
  5
  All 6/0+
  Rich
  5
  2400
  Heavy, Absorb Laser 2
  Force field
  5/0+
  —
  All 5/0+
  Affluent
  16
  1600
  Absorb 3 against kinetic energy plus one 
  other energy
  The following armour pieces can complement suits with an equal or lower AP value. 
  Cuirassier helmet
  8/9+
  +0.5
  Head 3+
  Average
  14
  140
  Renaissance tech level.
  Colonial helmet
  6/9+
  +0.5
  Head 4+
  Average
  10
  100
  —
  Soldier helmet
  12/9+
  +0.5
  Head 4+
  Average
  6
  60
  —
  Pilot helmet
  6/9+
  —
  Head 3+
  Poor
  10
  20
  —
  [*] - this Coverage number is only valid if a helm or coif is worn, otherwise increase it by 1.
  EXOTIC ARMOUR VS ENERGY. 
  The armour/energy table is not 
  exhaustive. All armours can have 
  speciﬁc Absorb values against 
  certain 
  types 
  of 
  energy, 
  as 
  determined on the spot by means 
  of common sense. For instance, 
  the fur of a mammoth certainly has 
  Absorb Cold 2 or more.
  
  142
  EQUIPMENT
  CLOSE COMBAT WEAPONS
  Each close combat weapon does a base damage depending on the weapon 
  plus a number of d2s equal to the wielder’s Might, including bonuses for the 
  specific weapon and for two-handed use. The resulting Might value may be 
  negative.
  WEAPON CATEGORIES
  Weapons are grouped into three categories with regard to how you can wield them.
  LIGHT
  A light weapon is used in one hand. Weapon damage is always based on the 
  user’s Might plus any bonus from the weapon for Close Combat Attacks. Using 
  two hands to wield a light weapon gives no bonus to Might, and for some 
  weapons this is simply impossible. An unarmed strike is a light weapon.
  HEAVY
  A heavy weapon can be used with either one or two hands. Use the wielder’s 
  Might for Close Combat Attacks with a heavy weapon if it is used one-handed. 
  If a heavy weapon is wielded with two hands, use the character’s Might plus one 
  as for regular two-handed use.
  TWO-HANDED
  Two hands are required to use a two-handed weapon effectively. Apply the 
  character’s Might +1 to damage rolls for Close Combat Attacks with such a weapon.
  The above categories apply to Medium sized creatures. For Small sized adventurers, 
  all categories are shifted up by one step: Light weapons become Heavy; Heavy 
  weapons become two handed; and two-handed weapons become unusable. Large 
  sized creatures, on the contrary, treat Heavy weapons as Light. Creatures larger than 
  that usually wield only specially constructed weapons.
  WEAPON TABLES
  Here is the format for weapon entries (given as column headings on the Weapon 
  Table). Note that some of them are only used in Advanced Combat.
  Name: The weapon name
  Trait:   The Trait needed to wield the weapon.
  SR (Reach): The SR bonus for the weapon. It corresponds to the weapon Reach.
  SR toAtt/Def: The cost in SR to Attack/defend with the weapon.
  Damage: The weapon base damage.
  Parry: The base Parry value in number of dice blocked. This value is increased by the 
  wielder’s Might, including any two-handed bonus, but it cannot grow past twice the 
  base value for this reason.
  Toughness: The Toughness of the weapon (see page 135). The value also indicates 
  whether the weapon is made primarily of leather [l], wood [w] or metal [m]. This 
  influences which weapons can damage other weapons. Hafted weapons marked as 
  [mw] damage other weapons as if they were metal weapons, but take damage as if 
  they were wooden weapons.
  WHAT ABOUT AXES? 
  Axes, maces and hammers were 
  used widely on the battleﬁeld. 
  But why should a warrior prefer 
  them over a sword when there are 
  so many advantages that swords 
  have in terms of ﬂexibility, ease 
  of transport and social prestige? 
  Blunt weapons like the mace and 
  hammer have a speciﬁc function 
  represented by the Stun/Crush 
  Combat Eﬀect (see page 116 
  in Chapter 4), whereas the axe 
  has little or no advantage over 
  swords. In fact, the real boon of 
  these weapons is that you can 
  have a diﬀerent kind of weapon 
  mounted on the other side of the 
  “main” head. For a warhammer 
  or great hammer, this is already 
  included in the standard specimen 
  described in the rules, which has an 
  impaling point as secondary head. 
  But axes can have variants, too. The 
  tomahawk used by mariners had a 
  hammerhead as secondary head, 
  and many late medieval axes had 
  a sharp point opposing the blade. 
  The rules for designing equipment 
  on page 163 allow you to create 
  variants of those weapons, and 
  your players who specialize in axe 
  or hammer combat will want to 
  acquire a weapon with as many 
  variable functions as possible. 
  The base damage done by the 
  secondary head cannot exceed 
  1d4 or the primary head damage, 
  whichever his higher.
  
  143
  REVOLUTION D100 CHAPTER 5
  STR: The minimum Strength needed to wield a weapon. For heavy weapons, 
  it is the value needed to wield the weapon two-handed; add four to use it 
  with one hand. Using a weapon in the off-hand requires two more points of 
  Strength. If the character does not have the appropriate score, all Actions with 
  that weapon suffer a Penalty, and the cost in SR to Attack and Parry with it 
  increases by 1 point per missing STR point.
  Wealth/Value: This represents the weapon price level and its availability in a 
  culture that normally employs it. In an environment where the weapon is not 
  common, increase the Value by five, which might force you to raise the Wealth 
  level, too.
  Price: The weapon price in credits. The cost includes miscellaneous gear that 
  goes with the weapon like a scabbard.
  Weight: This column gives the weight in kilograms of the weapon. This 
  attribute usually has no mechanic effect.
  Notes: This includes the damage effects available for the weapon and other 
  peculiarities. The following entries may appear:
  • Might +X: the weapon provides a bonus to the wielder’s Might, in addition to 
  the standard +1 bonus for 2-handed use.
  • Penalty to Parry: Parrying the weapon, or with the weapon, suffers one Penalty. 
  A Stunt is usually required to inflict the Penalty when Attacking.
  • Block: standard defence with the weapon is Block.
  • Coverage +X: the weapon warrants a modifier to the Armour Coverage roll 
  whenever the defender is actively facing the Attacker (see page 111 in Chapter 
  4). This is in addition to normal modifiers for ranged Attacks, formation 
  fighting and Taking Cover.
  • Combat Effect (auto, effect or advantage): the weapon allows the application 
  of the specified Combat Effect whenever the trigger in brackets applies. Some 
  weapons (particularly swords) may require knowledge of a Stunt to apply an 
  effect marked with an asterisk (see below).
  • Energy, Heat: the weapon does elemental/energy damage of the suggested type.
  SPECIAL RULES FOR SWORDS
  The sword is a weapon of mystery, a symbol of nobility and the focus of  of 
  martial disciplines of the mind. We suggest that you make mastery of the sword 
  more difficult to attain than for other weapons, thus marking the difference 
  between “a powerful weapon for equipping the militia” and “the skilled 
  warrior’s weapon”.
  Here are some suggestions to portray the dedication that “the art of the sword” 
  requires to master it in a fantasy/historical setting. Of course, your own settings 
  can adopt a different approach, and future supplements will include more 
  suggestions.
  SWORD STUNTS
  In order to fully exploit the flexibility of the sword, you need to know the 
  appropriate Stunts, without which you will not have access to the full abilities of 
  your weapon. The only special attribute that anyone can use at full effectiveness 
  is Slash, while Impale and Keep Distance often lose one level, with effect 
  becoming advantage and auto becoming effect, if you do not have a related 
  Stunt. Anyone can use an attribute with an advantage trigger, though.
  Daggers (swords with a Reach of 3 or less) are exempt from this limitation. 
  The Dagger Trait includes all possible techniques with the weapon, including 
  Entangle with sword-catchers and such.
  CURVED VS. STRAIGHT 
  SWORDS. 
  Curved swords are optimised 
  for slashing but less eﬀective for 
  thrusting. They have also a slight 
  range disadvantage if compared 
  with a straight sword of the same 
  weight. The way we used to emulate 
  this in Advanced Combat is to 
  assign the curved slashing sword 
  (kukri, scimitar, sabre) an odd reach, 
  and its straight equivalent an even 
  one. The curved sword will have a 
  slightly cheaper Attack cost and 
  an equivalent damage, while the 
  straight one will let you Attack ﬁrst.
  SWORD ATTRIBUTES
  While the standard attribute list 
  for Daggers/Swords is Impale 
  (advantage), Slash (eﬀect), the 
  weapons on the standard list have 
  been all slightly modiﬁed with 
  special features from the table on 
  page 165 to give them some 
  unique features:
  • Curved knives, Straight swords: 
  Impale (advantage), Slash (eﬀect)
  • Daggers: Impale (eﬀect), Slash 
  (advantage), +1 Value; 
  • Curved swords: Slash (auto), +1 
  STR requirement; 
  • Thrusting swords: Impale (eﬀect), 
  Slash (eﬀect), +1 STR requirement, 
  +2 Value; 
  • 2H swords: Slash (eﬀect), +1 STR, 
  -2 Value
  Many more variants exist, and 
  if you prefer your swords to 
  be more eﬀective in terms of 
  Combat Eﬀects, you can decrease 
  the trigger level of one of them 
  by simply adding 2 to the Value 
  factor for the standard piece (see 
  page 164). Tinkering with all 
  these parameters by using the 
  item creation rules presented in 
  the next sub-chapter will let you 
  appreciate the variety present in 
  the world of swords.
  SPECIAL STUNTS. 
  Some 
  cultures 
  teach 
  more 
  advantageous or diverse Stunts. 
  In a Japanese or manga-inspired 
  setting, for instance, you might 
  have Kenjutsu as your main sword 
  Trait, and Iaijutsu, Ni-to-Jutsu and 
  Yadomejutsu as Stunts that allow 
  you, respectively, fast draw, double 
  wield and arrow catching.
  
  144
  EQUIPMENT
  Light Weapons
  Weapon
  Trait
  SR (Reach)
  SR to att/def
  Damage
  Parry
  Toughness
  STR
  Weight
  Wealth
  Value
  Price
  Notes
  Fist
  Brawl
  –
  3/2
  1d2
  1
  —
  —
  —
  —
  —
  —
  —
  Knife
  Dagger
  2
  3/2
  1d2
  1
  8[m]
  3
  —
  Poor
  4
  8
  Impale (effect)
  Dagger
  Dagger
  3
  3/2
  1d3
  1
  8[m]
  4
  —
  Average
  3
  60
  Impale (effect)
  Hatchet
  Axe
  3
  6/3
  1d4
  1
  6[mw]
  7
  —
  Average
  3
  60
  Might +1, 
  Slash (advantage)
  Stick/Club
  Mace
  3
  6/3
  1d3
  2
  6[w]
  4
  —
  Poor
  3
  6
  Might +1
  Cudgel
  Mace
  3
  6/3
  1d3
  2
  6[mw]
  5
  —
  Average
  6
  120
  Might +2
  Hammer
  Hammer
  3
  6/3
  1d3
  2
  6[mw]
  7
  —
  Average
  8
  160
  Might +1, 
  Impale (advantage)
  Flail
  Flail
  4
  6/4
  1d4
  2
  6[mw]
  6
  1
  Average
  10
  200
  Might +2, Entangle 
  (effect), 
  Penalty to Parry 
  Javelin
  Spear
  8
  4*/4
  1d6
  2
  6[w] / 
  6[m]
  7
  1
  Poor
  8
  15/ 
  30
  Impale (effect), 
  Keep distance (auto)
  Kukri
  Sword
  3
  3/2
  1d3
  1
  8[m]
  4
  —
  Average
  6
  120
  Impale (advantage), 
  Slash (effect)
  Gladius
  Sword
  4
  4/2
  1d4
  2
  8[m]
  5
  —
  Average
  10
  200
  Impale (effect), 
  Slash (effect)
  Scimitar
  Sword
  5
  5/3
  1d6
  2
  8[m]
  7
  1
  Average
  10
  200
  Slash (auto)
  Broadsword
  Sword
  6
  6/3
  1d6
  2
  8[m]
  7
  2
  Average
  12
  240
  Impale (advantage), 
  Slash (effect)
  Sabre
  Sword
  7
  7/4
  1d8
  2
  8[m]
  8
  2
  Average
  14
  280
  Slash (auto)
  Rapier
  Sword
  8
  8/4
  1d6
  2
  8[m]
  8
  2
  Average
  17
  340
  Impale (effect)#, 
  Slash (advantage), 
  Keep Distance (auto)#
  Plasma blade
  Sword
  6
  6/3
  1d8
  2
  —
  7
  —
  Affluent
  6
  600
  Heat, Impale (effect)
  Buckler
  Shield
  1
  3/2
  1d2
  1
  3[m]
  3
  2
  Average
  7
  140
  Bash, Block
  Heater
  Shield
  2
  4/2
  1d2
  2
  6[w]
  6
  3
  Average
  4
  40
  Bash, Block, Coverage +1
  Viking
  Shield
  3
  6/3
  1d3
  3
  9[w]
  9
  5
  Average
  6
  60
  Bash, Block, Coverage +2
  Kite
  Shield
  3
  6/3
  1d3
  3
  9[m]
  9
  5
  Average
  6
  120
  Bash, Block, Coverage +2
  Hoplite/ 
  Legionary
  Shield
  4
  8/4
  1d4
  4
  12[m]
  12
  8
  Average
  8
  160
  Bash, Block, Coverage +3
  [#] this effect may require a Stunt to use at full effectiveness 
  [*] the first attack (opening move) costs double, see page 93
  
  145
  REVOLUTION D100 CHAPTER 5
  Heavy Weapons
  Weapon
  Trait
  SR (Reach)
  SR to att/def
  Damage
  Parry
  Toughness
  STR
  Weight
  Wealth
  Value
  Price
  Notes
  Wood axe
  Axe
  5
  10/5
  1d6
  2
  8[mw]
  11
  2
  Average
  5
  100
  Might +1, Slash 
  (advantage)
  Battleaxe
  Axe
  4
  8/4
  1d6
  2
  8[mw]
  9
  1
  Average
  8
  160
  Might +1, Slash (effect)
  Warhammer#
  Hammer
  4
  8/4
  1d4
  2
  8[mw]
  9
  1
  Average
  10
  200
  Might +1, Impale (effect)
  Mace#
  Mace
  4
  8/4
  1d4
  2
  8[m]
  7
  1
  Average
  8
  160
  Might +2
  Morning 
  Star
  Mace
  5
  10/5
  1d6
  3
  8[mw]
  9
  2
  Average
  10
  200
  Might +2
  Ball & Chain#
  Flail
  6
  9/6
  1d4
  2
  8[mw]
  9
  2
  Average
  14
  280
  Entangle (effect), 
  Might +2, Penalty to 
  Parry 
  Short spear
  Spear
  10
  5*/5
  1d6
  2
  8[w]
  7
  2
  Poor
  10
  20
  Impale (effect), 
  Keep distance (auto)
  Longsword
  Sword
  8
  8/4
  1d8
  2
  10[m]
  9
  2
  Average
  16
  320
  Impale (advantage),  
  Slash (auto)
  Beam Sabre
  Sword
  8
  8/4
  1d10
  2
  —
  7
  —
  Affluent
  9
  900
  Energy, Impale (effect), 
  Slash (auto)
  [#] - historically, this weapon was seldom used two-handed 
  [*] the first attack (opening move) costs double, see page 93
  Two-handed Weapons
  Weapon
  Trait
  SR (Reach)
  SR to att/def
  Damage
  Parry
  Toughness
  STR
  Weight
  Wealth
  Value
  Price
  Notes
  Poleaxe
  Axe
  6
  12/6
  2d6
  2
  10[mw]
  13
  2
  Average
  12
  240
  Might +1, Slash (auto)
  Pole weapon/ 
  halberd
  Polearm 
  or Spear
  10
  10/5
  2d4/ 
  1d10
  3
  10[mw]
  11
  2
  Average
  10
  200
  Might +1, Slash (auto), 
  Impale (effect)
  War maul
  Mace
  6
  12/6
  2d4
  3
  10[mw]
  11
  2
  Average
  12
  240
  Might +2
  Great hammer
  Hammer
  6
  12/6
  2d4
  3
  10[mw]
  13
  2
  Affluent
  4
  400
  Might +2, Impale (effect)
  Large flail
  Flail
  10
  15/10
  2d4
  4
  10[mw]
  15
  4
  Affluent
  5
  500
  Might +2, Entangle 
  (effect)
  Long spear
  Spear
  12
  6*/6
  1d8
  3
  10[w]
  9
  2
  Average
  4
  40
  Impale (effect), 
  Keep distance (auto)
  Staff
  Staff
  8
  8/3
  1d4
  3
  10[w]
  7
  2
  Poor
  4
  8
  Might +1
  Greatsword
  Sword
  11
  11/6
  2d6
  4
  12[m]
  13
  4
  Affluent
  9
  900
  Slash (effect)
  Beam staff
  Staff
  8
  8/3
  1d10
  3
  —
  7
  —
  Affluent
  9
  900
  Energy, Impale (effect), 
  Slash (auto)
  [*] the first attack (opening move) costs double, see page 93 
  
  146
  EQUIPMENT
  RANGED WEAPONS
  As with close combat weapons, the damage inflicted by a ranged weapon has 
  two components: weapon damage and Might. While Might is provided by the 
  firing weapon (with some limitations imposed by the projectile type in some 
  cases), weapon damage and Damage Effects depend on the projectile type.
  RANGED WEAPON TYPES
  Thrown weapons are melee weapons thrown against the enemy, and so the 
  projectile fired is the weapon itself. It is the firer’s STR that powers the weapon 
  and shares his or her Might. 
  Projectile weapons provide their own intrinsic Might. While using the firer’s 
  Strength to power them like thrown weapons, slings and bows store it and release 
  it upon shooting, so they have a fixed Might depending on the maximum energy 
  they can store. However, for each Penalty imposed due to insufficient STR, they 
  also lose one Might.
  AMMUNITION
  Projectile weapons use ammunition: bows use arrows; crossbows use bolts; slings 
  and arquebuses use pellets; firearms use bullets and shells; and energy weapons 
  use clips. Projectiles provide the base damage, while the firing weapon provides 
  Might. Energy weapons work slightly differently, as their base damage is rolled a 
  number of times equal to the weapon Might.
  Some types of ammunition in the same category allow a better range than others. 
  In general, the effective range for a weapon/projectile combination is given by the 
  shortest between the weapon and ammunition range. Special optics may increase 
  the weapon effective range in order to match the ammunition range.
  AMMUNITION LOAD FOR 
  FIREARMS.
  Revolvers generally hold 6 shots. 
  Most modern automatic pistols 
  have 8-shot clips. Automatic riﬂes 
  use clips that hold up to 100 
  rounds. Energy clips do not contain 
  shots, but a certain amount of 
  Might points, usually 20 for pistol 
  clips and 100 for riﬂe clips. Each 
  weapon uses a diﬀerent amount of 
  Might points per shot.
  Explosive Launchers
  Weapon
  SR to 
  fire
  Projectiles
  Range
  Notes
  Thrown
  5
  Hand grenade
  20(C)
  Actual range is the 
  thrower's STR + 10
  Grenade 
  launcher
  5
  40mm grenade
  100(S)
  Can be attached to an 
  assault rifle.
  Bazooka
  10
  Rocket
  150(M)
  RPG launcher
  10
  Rocket
  500(L)
  Explosive Ammunition 
  Projectile
  Might
  Damage
  Notes
  Hand grenade
  15
  —
  —
  Smoke grenade
  —
  —
  Smoke only
  Incendiary grenade
  8
  —
  Fire (1d6 per Might)
  40mm grenade
  15
  —
  —
  40mm incendiary
  8
  —
  Fire (1d6 per Might)
  Rocket, HE
  20
  —
  —
  Rocket, AT
  10
  3d10
  Damage only on direct impact
  ENERGY DAMAGE. 
  Beam weapons have their own 
  Might like kinetic ﬁrearms, but 
  this is not a modiﬁer applied to 
  their projectile damage. Instead, 
  they do 1 die of elemental/
  energy damage per Might.
  EXPLOSIVES. 
  Some projectiles do not inﬂict 
  damage only on the target, but 
  explode and create a blast area in 
  which everyone is hurt. If someone 
  is hit by the explosive, it receives 
  the full Might of the explosion, 
  otherwise Might is reduced by 
  the distance in metres from the 
  explosion. Roll 1d10 for the distance 
  if not using a map. 
  An explosion automatically uses the 
  Stun Damage eﬀect, that is the full 
  Might of the explosion bypasses 
  armour and is applied to 
  Toughness. Armour protects 
  only from shrapnel, if any.
  
  147
  REVOLUTION D100 CHAPTER 5
  Fantasy/Historical Ranged Weapons
  Weapon
  Trait
  SR to fire
  Might
  Ammo
  Range
  STR
  Wealth
  Value
  Price
  Notes
  Thrown
  —
  5
  *
  Itself
  20 (C)
  **
  —
  —
  —
  blank scores are as per 
  close combat weapon
  Shuriken
  Shuriken
  5
  *
  Itself (1d3)
  20 (C)
  7
  Average
  2
  40
  Impale (advantage)
  Dart
  Spear
  5
  *
  Itself (1d4)
  20 (C)
  9
  Average
  3
  60
  Impale (effect)
  Javelin
  Spear
  5
  *
  Itself
  50 (S)
  11
  Average
  5
  50
  Impale (effect)
  Sling
  Sling
  8
  2
  Pellet
  80 (S)
  9
  Poor
  3
  30
  —
  Bow, short
  Bow
  5
  1
  Arrow
  100 (M)
  9
  Affluent
  3
  150
  STR 11 to use from 
  horseback
  Bow, long
  Bow
  5
  2
  Arrow
  300 (M)
  12
  Affluent
  6
  300
  Not usable from 
  horseback
  Bow, nomad
  Bow
  5
  2
  Arrow
  300 (M)
  11
  Affluent
  5
  250
  STR 13 to use from 
  horseback
  Crossbow, Lt
  Crossbow
  3
  2
  Quarrel
  200 (M)
  7
  Average
  10
  200
  Hand-carried weapon, 
  2 Rounds to reload
  Crossbow, Hv
  Crossbow
  3
  3
  Quarrel
  300 (M)
  12
  Average
  15
  300
  Hand-carried weapon, 
  3 Rounds to reload
  Arquebus
  Rifle
  4
  5
  Pellet 
  80 (S)
  12
  Affluent
  10
  500
  1-shot, 
  Hand-carried weapon, 
  5 Rounds to reload
  Flintlock 
  pistol
  Pistol
  5
  2
  Bullet
  50 (S)
  7
  Average
  7
  150
  1-shot, 2 Rounds to 
  reload
  Musket
  Rifle
  3
  4
  Bullet
  150 (M)
  9
  Average
  15
  300
  1-shot, 
  Hand-carried weapon, 
  4 Rounds to reload
  [#] Use the shortest between the weapon and the ammunition effective range.
  [*] Thrower’s Might bonus.
  [**] Same STR needed to use 1-handed in melee +2.
  Fantasy/Historical Ammunition
  Projectile
  Weapons
  Damage
  Range#
  Price##
  Notes
  Stone pellet
  Sling
  1d4
  50(S)
  —
  —
  Arrow, broad-head
  Bow
  1d6
  200(M)
  2
  Impale (effect)
  Arrow, mechanical
  Bow
  1d6
  200(M)
  2
  Slash (effect)
  Arrow, bodkin
  Bow
  1d4
  300(M)
  1
  Impale (effect)
  Quarrel
  Crossbow
  1d8
  500(L)
  2
  Impale (effect)
  Lead pellet
  Sling, 
  Arquebus
  1d6
  100(M)
  1
  Impale (advantage)
  Historical bullet
  Musket, 
  Pistol
  1d6
  300(M)
  1
  Impale (effect)
  [#] Use the shortest between the weapon and the ammunition eﬀective range.
  [##] Average wealth, price is per 10 projectiles or one clip.
  
  148
  EQUIPMENT
  Hi-Tech Ranged Weapons
  Weapon
  Trait
  SR to fire
  Might
  Ammo
  Range
  STR
  Wealth
  Value
  Price
  Notes
  M1917 S&W
  Pistol
  4
  1
  Bullet (.45)
  25 (C)
  11
  Average
  4
  80
  6 rounds to reload
  9mm Automatic
  Pistol
  5
  2
  Bullet (9mm)
  50 (S)
  11
  Average
  12
  250
  Automatic
  .45 revolver
  Pistol
  5
  2
  Bullet (.45)
  50 (S)
  13
  Average
  10
  250
  6 rounds to reload
  Shotgun
  Pistol
  4 
  4
  Shell
  20(C)
  7
  Average
  8
  150
  1 round to reload
  Winchester 1873
  Rifle
  3 
  3
  Bullet (.44)
  350 (L)
  7
  Average
  6
  120
  3 SR to reload, 
  Hand-carried weapon
  M1 Garand
  Rifle
  4
  4
  Bullet 
  (7.65mm)
  500 (L)
  9
  Average
  10
  200
  Automatic, 
  Hand-carried weapon
  Uzi SMG
  SMG
  4 
  2
  Bullet (9mm)
  200(M)
  11
  Average
  10
  200
  Burst fire 3+
  AK -47 Assault 
  Rifle
  SMG, Rifle
  4
  3
  Bullet 
  (7.62mm)
  300(M)
  11
  Average
  16
  320
  Automatic or Burst fire 3+
  Beam pistol
  Beam gun
  4 
  2*
  Energy**
  80 (S)
  7
  Average
  6
  120
  Automatic
  Beam rifle
  Beam rifle
  3 
  3*
  Energy**
  300 (M)
  7
  Average
  12
  250
  Automatic, or Burst fire 3+ 
  as per ammo
  Heavy beam 
  rifle
  Beam rifle
  4 
  4*
  Energy**
  800 (L)
  9
  Affluent
  10
  1000
  Automatic,  
  Hand-carried weapon
  [#] Use the shortest between the weapon and the ammunition eﬀective range.
  [*] Beam weapons in particular settings may have diﬀerent values for Might. 
  [**] This is not an ammunition type but a specialization of beam weapons. Beam weapons can only ﬁre one kind of beam and use one type of clip.
  Hi-tech Ammunition
  Projectile
  Weapons
  Damage
  Range#
  Price##
  Notes
  5.56 NATO
  Rifle
  2d4
  900 (XL)
  1
  Impale (effect), Burst
  7.65 NATO
  Rifle
  2d6
  700 (L)
  1
  Impale (effect), Burst
  7.62 Soviet
  Rifle
  2d6
  700 (L)
  1
  Impale (effect), Burst
  9mm parabellum
  Gun, Rifle
  1d8
  200 (M)
  1
  Impale (effect), Burst
  9mm parabellum, Hollow point
  Gun, Rifle
  1d10
  150 (M)
  1
  Burst
  .45 bullet
  Gun, Rifle
  1d10
  500 (L)
  1
  Impale (effect)
  12 gauge shell
  Shotgun
  3d4
  20 (C)
  1
  Lose 1d4 per 10m travelled
  16 gauge shell
  Shotgun
  2d4
  20 (C)
  1
  Lose 1d4 per 10m travelled
  Energy Clip [Taser]###
  Beam weapon
  Electric
  50 (S)
  1
  1d6 per Might
  Energy Clip [Radium]###
  Beam weapon
  Radiation
  2000 (XXL)
  10
  1d8 per Might
  Energy Clip [Laser]###
  Beam weapon
  Heat
  500 (L)
  5
  1d8 per Might, Burst
  Energy Clip [Particle]###
  Beam weapon
  Particle
  800 (XL)
  10
  1d10 per Might, Burst
  [#] Use the shortest between the weapon and the ammunition eﬀective range.
  [##] Price is per 10 projectiles, one bullet clip or one 20-Might energy clip.
  [###] This is not strictly an ammunition type but a specialization of beam weapons. Beam weapons can only ﬁre one kind of beam 
  and use one type of clip.
  
  149
  REVOLUTION D100 CHAPTER 5
  GENERAL ITEMS
  Here we provide a generic item list for historical, rural or fantasy environments. 
  If your setting includes its own list, it has the priority on this one.
  Generic Item List
  Item
  Weight
  Wealth
  Value
  Price
  Backpack
  1
  Poor
  1
  5 cr
  Holds about 20kg of equipment.
  Bedroll
  1
  —
  —
  1 cr
  —
  Belt
  1
  —
  —
  2 cr
  Holds up to 5 kg of items hooked.
  Craft tools
  3
  Average
  5 to 10
  50 cr to 
  200 cr
  Tools for various crafts that must be 
  kept in a backpack.
  Crowbar
  1
  Average
  3
  30 cr
  Used to gain a Support Bonus to 
  Brawn.
  First aid kit
  —
  Average
  2
  30 cr
  Bandages that you can carry in a 
  pouch at your belt.
  Flint & 
  tinder
  —
  —
  —
  1cr
  —
  Grappling 
  hook
  1
  Average
  1
  20 cr
  Can support a weight of about 100 
  kilograms (M Size Class).
  Healer’s kit
  1
  Average
  8
  150 cr
  Necessary for advanced healing or 
  surgery. Must be kept in a backpack.
  Lantern
  1
  Poor
  2
  10 cr
  It will burn for two hours on a ﬂask of 
  oil. Radius 3m
  Lock picks
  —
  Average
  8
  75 cr
  —
  Oil, flask
  1
  —
  —
  1 cr
  —
  Pole, 3m
  1
  —
  —
  1 cr
  Hand carried only
  Pouch
  —
  —
  —
  1 cr
  Holds up to ﬁve zero-weight items at 
  the belt.
  Quiver
  1
  Average
  1
  10 cr
  Quivers can hold up to 20 arrows or 10 
  crossbow bolts.
  Rope, 10m
  2
  Poor
  5
  10 cr
  Can support a weight of about 100 
  kilograms (M Size Class).
  Sash
  1
  Average
  2
  20 cr
  Holds up to ﬁve zero-weight items, 
  ammunition clips or small throwable 
  weapons for quick use. 
  Torch
  1
  —
  —
  1cr
  Burns for one hour. Radius 10m
  Vial
  —
  Average
  1
  20 cr
  Contains a drug, potion, antidote etc. 
  Price and availability are relative to a low-
  tech environment.
  Waterskin
  1
  —
  —
  1 cr
  —
  Whenever an item has a numeric value attached, each +20% increase to that numeric value doubles its Value and 
  cost. For instance, a grappling hook able to sustain 120 kg has a Value of 2, a sash holding 7 items has a Value of 
  8, and so on.
  
  150
  EQUIPMENT
  VEHICLES
  VEHICLE ATTRIBUTES
  Most attributes for vehicles are on a different scale than  characters. The speeds 
  at which they travel are superior, the range at which they can fire weapons 
  longer, and  the damage they can deal and withstand immense. For this reason, 
  we recommend to keep rules for creatures and vehicles separate, with the only 
  possible point of contact being a chase among slow vehicles and fast mounts.
  SPEED
  While it may be sometimes useful to record individual variations of vehicular 
  speed with the same granularity used for creature speed, this is hardly useful in 
  combat. The Move rate for vehicles is expressed in units that are roughly equivalent 
  to a move of 10 on the individual scale. That is, a vehicle with a Move of 2 is the 
  equivalent of a creature with a move of 20. 
  A vehicle’s Move represents the number of zones it can move in one turn in combat. 
  Each point of Move is thus the equivalent of 15 kilometres per hour (about 10 
  mph). Just to give you an idea, bipeds cannot go faster than Move 1, and a horse has 
  Move 5 on the vehicle scale, reaching Move 6 when galloping. Your typical WW2 
  tank has a move between 2 and 3, and Mach 1 is Move 82.
  ARMOUR AND TOUGHNESS
  Vehicles have Toughness like inanimate objects. Their armour, as an ability to 
  deduct some damage before it is deducted from their Toughness, is a separate value. 
  VEHICLES AND LOCATIONS. 
  We recommend that you use 
  localised damage for any vehicle 
  more complex than a motorcycle 
  or truck, that is assign a speciﬁc 
  Toughness 
  value 
  to 
  separate 
  sections of a vehicle, and keep track 
  of damage to each section. If you 
  use Localised Damage for vehicles, 
  all vehicles use a single hit location 
  roll, as they are hardly ever Attacked 
  in close combat by an enemy of 
  the same size. Each location has 
  its own value for Toughness, which 
  is equal to the general Toughness 
  value for the vehicle minus an 
  adjustment for the speciﬁc type of 
  location, provided in the hit location 
  template for the vehicle.
  Vehicle Movement
  Aerial 
  Move
  Ground 
  Move
  Maximum 
  Speed
  Examples
  —
  1
  15 km/h
  Average human walking, tractor
  —
  2
  30 km/h
  Olympic athlete running, slow WW2 tank
  —
  3
  45 km/h
  WW2 tank
  —
  4
  60 km/h
  Modern tank
  —
  5
  75 km/h
  Horse (galloping)
  —
  6
  90 km/h
  Wheeled AFV on road
  –
  7
  105 km/h
  Truck, Sportscar/Motorcycle on rough ground
  —
  15
  225 km/h
  Sportscar/Motorcycle on dirt road
  2
  20
  300 km/h
  Helicopter
  —
  21
  315 km/h
  Sportscar/Motorcycle on paved road
  4
  —
  600 km/h
  Propeller plane
  5
  —
  750 km/h
  Airliner, Bomber
  7
  —
  1050 km/h
  Subsonic Jet Fighter
  8
  82
  1224 km/h
  Mach 1
  16
  —
  2448 km/h
  Mach 2
  24
  —
  3672 km/h
  Mach 3
  
  151
  REVOLUTION D100 CHAPTER 5
  Thus a truck could have Toughness three and zero armour, meaning that even one 
  point of vehicular damage would damage it, and a total of five points of damage, in 
  one or more blows, would render it useless. Note doing three points of vehicular 
  damage means throwing the equivalent of an incendiary grenade at something.
  Apart from scale and the two values for Armour and Toughness, damage to 
  vehicles follows the same rules as other inanimate objects.
  GROUND VEHICLES
  Ground vehicles is a very broad category that ranges from motorcycles to 
  Armoured Fighting Vehicles (AFV).  The smallest vehicles have only one hit 
  location, while tanks and other combat capable ground vehicles have several 
  locations. Such ground vehicles often have areas that are more armoured than 
  others.
  While tracked vehicles have more or less the same speed everywhere, wheeled ones 
  have their speed doubled on a road, and tripled on a paved and well kept road like 
  a motorway. Unlike civilian vehicles,  AFVs that use wheels instead of tracks have 
  their Move increased by half again on a road, and doubled on a paved road. 
   Ground vehicles cannot withstand lots of damage and remain combat capable. Any 
  non-explosive hit that penetrates armour will disable the location struck, even if the 
  vehicle does not blow up. Tanks usually have very few hit points, at most 3 in the 
  hull and 2 elsewhere. Their survivability is granted by their armour. Unarmoured 
  vehicles have the opposite problem. They are usually doomed once hit by explosive 
  weapons, and any such damage will disable them.
  AFVs are usually equipped with a variety of weapons, including anti-personnel 
  machineguns, cannons, autocannons and anti-tank rockets. Some may even 
  mount anti-air autocannons  and anti-air missiles. Machineguns mounted as anti-
  personnel weapons are useless against armoured vehicles, and are assumed to deal 
  1d2-1 damage on the vehicle scale. 
  The table below represents the standard hit locations for your typical tank/
  personnel carrier.  Each location may have subsystems. The turret usually contains 
  both the main ordnance and the sensors.
  HELICOPTERS
  A typical helicopter will have one or two rotors, plus a big body holding the 
  engine, and a variable amount of passengers and supplies. If the helicopter has 
  a single rotor, it will have a tail that holds a small propeller used to keep it stable 
  in flight. An Attack helicopter usually has two wings that are not used to sustain 
  the vehicle but to host weapon pylons. As helicopters usually fly very close to the 
  ground, they are limited to the ground scale of movement, although they can fly 
  over any obstacle. Most helicopters fly at around Move 20.
  Tank Hit Locations
  D6
  Location
  Toughness
  Typical Subsystems
  1
  R Side
  -1
  Track/Wheel [1]
  2
  L Side
  -1
  Track/Wheel [1]
  3-5
  Hull
  —
  Engine [1], Cargo/personnel bay [2], Various weapons
  6
  Turret
  -1
  Sensors [1], Main ordnance [2]
  ARMOUR SIDES. 
  If you really want to enforce realism, 
  you may grant a +1 bonus to AFV 
  armour against kinetic weapons if 
  they are hit on their front armour. 
  Any hit by a target that has been 
  Attacked or will be Attacked during 
  the round is considered a front hit.
  ADVANCED IMMOBILISATION. 
  For a more realistic combat 
  simulation, check for disablement 
  of tracks even if armour is not 
  penetrated.
  
  152
  EQUIPMENT
  Helicopters usually only engage land enemies, being too slow for aerial combat. 
  Utility helicopters usually have no armour at all, while Attack helicopters have 
  one or two points of kinetic armour.  Transport helicopters have little or no 
  equipment mounted on them, having at most a machine gun doing 1D2-1 
  damage on vehicle scale. A combat helicopter is usually equipped with a turret 
  mounted gatling gun and several ordnance pylons on the wings, carrying 
  weapons ranging from short range unguided rockets that are fired in volleys, to 
  long range guided anti-tank missiles. 
  The table below represents the standard hit locations for an Attack helicopter. 
  Other types of helicopters are seldom engaged in combat, or are so weak that it 
  would be pointless to record their location hit points.-
  Hitting the fuel tanks triggers a blow-up roll, and hitting the secondary propeller 
  bestows a Penalty to all Pilot rolls. Hitting a rotor takes the helicopter down.
  AIRCRAFT
  Aircraft are atmospheric vehicles that fly by lift and thrust of their wings 
  and engines. A supersonic jet can reach Move 90 or more. Aircraft cannot 
  usually leave the atmosphere. When a craft can operate in space, it is 
  classified as a spacecraft. A typical aircraft has at most one point of kinetic 
  armour, and no defence against energy Attacks. Its survival depends on not 
  being hit.
  The table above represents the standard hit locations for a jet aircraft. The 
  cockpit often has two seats that can be hit separately, and engines usually 
  have a rudder above them. If the aircraft has only one engine, both engine 
  rolls will cause a hit in the same location.
  Helicopter Hit Locations
  D8
  Location
  Toughness
  Typical Subsystems
  1
  Tail
  -1
  Secondary Propeller [1]
  2-4
  Hull
  -
  Fuel tank [1], Cargo hold [2]
  5
  Rotor(s)
  -2
  Main rotor [1]
  6
  Nose
  -1
  Cockpit [1], Gatling gun [2], Sensors [3]
  7*
  Right Wing
  -2
  Various weapon pylons
  8*
  Left Wing
  -2
  Various weapon pylons
  [*] Optional for assault helicopters, roll 1d6 if the wings are missing
  Jet Fighter Hit Locations
   D6
  Location
  Toughness
  Typical Subsystems
  1
  R Engine
  -1
  Engine [1], Rudder [2]
  2
  L Engine
  -1
  Engine [1], Rudder [2]
  3
  Right Wing
  -3
  Various weapon pylons
  4
  Left Wing
  -3
  Various weapon pylons
  5
  Fuselage
  —
  Fuel tank [1]
  6
  Cockpit
  -2
  Pilot Seat [1], Gatling gun [2], Sensors [3], Navigator Seat [4]
  SPACE FIGHTERS. 
  A space ﬁghter for a space opera 
  game is easy to create with a ﬁghter 
  aircraft template, although the 
  shape and sub-systems may vary.
  
  153
  REVOLUTION D100 CHAPTER 5
  CAPITAL SHIPS
  A capital ship is anything too big to be controlled by a dozen crew-members, be 
  it a floating vessel or an air/spaceship. The two categories function in the same 
  way, except that one has sails or propellers and the other has high-tech engines. 
  Capital ships are piloted with the Pilot [Ship] or [Spaceship] Skill/Trait, and their 
  weapons are fired using the Operate [artillery type] Skill/Trait. As each weapon is 
  usually fired by a different officer, capital ships can fire multiple weapon systems 
  per round. However, only one weapon system per round can be fired against the 
  same target, unless the latter is at least as big as another capital ship.
  Ancient and Renaissance ships are made of wood and propelled by sails and 
  oars. They have no armour, but the biggest ones can have a considerable 
  Toughness value. The armour Coverage of modern capital ships is usually 
  considerable, and the hit point rate for each section is often high. 
  The table below represents a spaceship modelled after a 20th Century 
  battleship, so you can adapt it to many genres. To use the framework to 
  represent a real world battleship, roll D10 for location.
  VEHICLE WEAPONS
  VINTAGE WEAPONS
  These old siege engines and muzzle-loaded cannons are usually found only on 
  wooden ships. They are almost ineffective against armoured targets, but can still 
  sink a wooden ship or break fortress walls.
  Space Battleship Hit Locations
  D12
  Location
  Toughness
  Typical Subsystems
  1-2
  Bow
  -1
  Main Engine [1], Auxiliary Engine (x2) [2, 3], Rear 
  Cannon Battery [4]
  3-4
  Starboard
  —
  Point Defence Turret (x4) [1, 2, 3, 4]
  5-6
  Port
  —
  Point Defence Turret (x4) [1, 2, 3, 4]
  7
  Main Deck
  -2
  Command Room [1], Sensors [2], 
  Point Defence Turret (x2) [3, 4]
  8-9
  Weapon Deck
  -1
  Main Cannon Battery (x2) [1, 2]
  10
  Stern
  -1
  Motion Wave Cannon [1], 
  Missile Launcher (x2) [2, 3]
  11-12
  Lower Deck
  -1
  Observatory [1], Spacecraft Launch Port [2]
  CAPITAL SHIP DAMAGE. 
  A capital ship is guaranteed to take 
  a lot of hits during a battle, as it will 
  be targeted by almost everything 
  on the battleﬁeld, and it has no 
  defence capability at all, except for 
  missile interception provided by 
  point blank batteries. This means 
  that each section will take a lot of 
  punishment but will probably not 
  be destroyed in one blow, unless hit 
  by the main battery of another ship. 
  Subsystem disablement will be a 
  frequent event for a ship.
  Vintage Ship Weapon Range and Damage
  Type
  Damage
  Range#
  Arbalest
  1d2
  500 (L)
  Catapult
  2d2
  400 (L)
  Cannon, light
  1d4
  500 (L)
  Bombard
  1d6
  250 (M)
  
  154
  EQUIPMENT
  BALLISTIC CANNONS
  This weapon family represents the cannons used by 20th and 21st century tanks 
  and battleships. A cannon can often fire both Armour Penetration (AP) rounds 
  that do kinetic damage, which can obtain a Special Penetration in combat, and 
  High Explosive (HE) rounds that have an explosive type of damage similar to 
  missile fire.
  The amount of damage dealt by each cannon depends on the gun barrel calibre, 
  expressed in millimetres (mm). The Ballistic Weapon table lists the damage 
  and the basic range for different gun calibres. Round the calibre down when 
  determining damage capability. Any gun below 20mm in calibre is considered 
  effectively useless against an armoured target, and doing 1D2-1 damage against 
  unarmoured ones.
  Guns that have an asterisked range are very unlikely to be fired directly, and 
  will usually require an Operate [Artillery] roll to hit.
  MISSILES
  A missile launcher can be built into both ground vehicles and aircraft, and 
  has a variable missile size that influences damage. Hand held launchers use 
  the same table for range and damage.
  Ballistic Weapon Range and Damage
  Calibre
  AP 
  damage
  HE 
  damage
  Range#
  Example
  20mm
  1d2
  —
  50m (S)
  M61 Vulcan aircraft gun
  30mm
  1d3
  1d3
  250m (M)
  WW2  AT Gun, GAU-8 Avenger aircraft 
  gun (used by the A-10)
  50mm
  1d4
  1d4
  500m (L)
  WW2 tank gun, Cold war era naval 
  autocannon
  100mm
  1d6
  1d6
  1km (L)
  WW2 mortar, Cold war era tank gun
  120mm
  1d8
  1d8
  1km (L)
  Cold war era rapid fire naval gun or 
  tank destroyer gun
  150mm
  1d10
  2d4
  2km (XL)
  Howitzer, Cold war era naval gun
  200mm
  —
  2d6
  3km (XL)
  Heavy howitzer
  300mm
  —
  2d8
  5km* (XXL)
  Battleship gun
  500mm
  –
  3d6
  10km* (XXXL)
  Fictional only
  [#] multiply the range in metres by ten for aerial and naval range
  [*] very unlikely to be ﬁred directly, will usually require an Operate [Artillery] roll to hit.
  ADVANCED ANTI-TANK 
  ROUNDS. 
  Several types of specialized anti-
  armour rounds have been developed 
  in modern armoured warfare. To 
  represent High Explosive Anti-Tank 
  (HEAT) ammunition, decrease the 
  dice size of such weapons by one 
  step, and add a ﬁxed amount of +1. 
  In this way, a 100mm HEAT round 
  will deal 1d4+1 damage, ensuring 
  that the shot will penetrate most 
  armours.
  AUTO-CANNONS. 
  Cannons with a calibre up to 120 
  or even 150 mm can ﬁre bursts, 
  especially when mounted on a 
  turret specially designed as a point 
  blank missile or aircraft defence 
  weapon. This gives them a Bonus 
  to hit their target, as per normal 
  Ranged Combat rules. However, 
  the damage for all hits in a burst is 
  subsumed in one single damage 
  roll, and the range for the weapon 
  is reduced by one category.
  Missile Range and Damage
  Type
  Equivalent
  Damage
  Range
  Tiny
  Stinger
  1d4
  1km (M)
  Small
  Sidewinder
  1d6
  2,5km (M)
  Medium
  Maverick
  1d8
  3km (M)
  Large
  Harpoon
  1d10
  10km (L)
  Ship
  Tomahawk
  2d6
  50km* (XL)
  Capital
  ICBM
  3d6/4D6
  100km* (XXL)
  [#] this range is for aerial/naval; divide it by ten for ground vehicle range
  
  155
  REVOLUTION D100 CHAPTER 5
  Weapons with an asterisked range are usually used with indirect fire, which 
  requires the appropriate specialization of the Operate skill. The range 
  provided is valid only for anti-aircraft or anti-ship missiles. Missiles fired 
  against ground vehicles are limited to 300 (M) range. Real-world long-
  range AA missiles may have a range of 300km (XXXL).
  LASER
  A laser cannon is the equivalent of ballistic cannons, but it fires a laser 
  beam. When a target is hit by a laser weapon, only half of its physical 
  armour, rounded down, is applied. 
  PARTICLE CANNON
  A particle cannon is the energy equivalent of ballistic cannons, but it fires a 
  flow of hyper-charged sub-atomic particles. When a target is hit by a particle 
  weapon, only the target’s Energy armour is counted against the damage dealt by 
  the beam. If no energy armour rating is specified for a given target, half of its 
  kinetic armour, rounded down, is applied.
  Laser Range and Damage
  Type
  Damage
  Range#
  1 MW
  1d2
  80 (S)
  2 MW
  1d3
  150 (M)
  4 MW
  1d4
  200 (M)
  8 MW
  1d6
  500 (L)
  [#] multiply the range in metres by ten for aerial range
  Particle Cannon Range and Damage
  Type
  Damage
  Range#
  0 MW
  1d3
  50 (S)
  1 MW
  1d4
  100 (M)
  2 MW
  1d6
  300 (M)
  4 MW
  1d8
  1km (L)
  6 MW
  1d10
  2km (L)
  8 MW
  2d6
  5km (XL)
  10 MW
  2d8
  10km (XXL)
  12 MW
  2d10
  30km (XXXL)
  Motion wave
  kill
  50km (XXXL)
  [#] Multiply the range in metres by ten for aerial range
  ADVANCED ANTI-TANK 
  MISSILES. 
  You might need to represent HEAT 
  missiles as well as explosive ones. 
  Simply decrease the dice size of 
  such weapons by one step, and 
  add a ﬁxed amount of one. In this 
  way, a HEAT missile of the size of 
  a Sidewinder (the Hellﬁre missile 
  falls in this category) will deal 1d4+1 
  damage, ensuring that the missile 
  will penetrate most armours.
  PULSE LASERS. 
  Some lasers and particle cannons 
  can ﬁre bursts; apply the same rules 
  used for ballistic auto-cannons, 
  reducing range but giving a Bonus 
  to the to-hit roll.
  
  156
  EQUIPMENT
  DESIGNING EQUIPMENT
  This section deals with creating equipment with characteristics appropriate to 
  your game world. It is entirely optional, and you can play with just the basic 
  equipment list and any extended equipment included in your setting.
  DETERMINING VALUE
  This is a quick way to determine an item’s Value. Use it only when there is no 
  other construction procedure. It provides a basic procedure you can apply to 
  almost everything.
  STANDARD VALUE
  Common items have a standard Value. This represents the effort needed to 
  produce the item, not a Basic Score. Remember that the Value of an item is not 
  an absolute rating, but is relative to its Wealth level. A particularly elaborate 
  item might have a relatively low Value because its Wealth level has been 
  increased to avoid giving it a Value rating above 20. 
  BASIC SCORE AND MODIFICATIONS
  The Value of an item depends on two separate factors: the Basic Score of the item 
  (speed, toughness, etc.); and its Modifications. Not all items possess both factors.
  The Basic Score is a rating you can use instead of a characteristic to determine 
  the size of the starting Resolution Point pool in a generic Conflict. Some 
  items might have two or more Basic Scores, like Speed and Manoeuvrability 
  for an aircraft.  Modifications are components that are not used to replace 
  characteristics in Conflicts, but are nevertheless important in Conflicts. Some 
  Modifications have a numeric Value. 
  When both factors are present, there is usually one which is prevalent and is 
  used to determine the item Value. For instance, a sailing Conflict will use a 
  ship’s Seaworthiness Score, so the most important factor when trying to build a 
  ship is its Seaworthiness, rather than its Modifications.
  ITEMS WITH BASIC SCORE ONLY
  The effects of some items can be summarized by their Basic Score. A good 
  example of an item whose effects in game are fully described by a simple rating 
  could be an Antidote for poisons (described by its Might, see page 76 in 
  Chapter 3) or intrusion software, described by a Penetration score which will 
  be matched against the Security rating of the system it is attempting to violate, 
  or the Intelligence of a human guardian who is actively trying to block the 
  hacking attempt.
  ITEMS WITH MODIFICATIONS ONLY
  When an item cannot be used as the base for a Conflict, but has important 
  attributes that make it useful and desirable, then its Value is based on its 
  Modifications only. Many items connected to a Power lack a Basic Score, and 
  calculate their Value only on the Modifications that specific Powers imbue 
  them with. The Value of such items can be determined by adding up the 
  numeric ratings of their Modifications and consulting the Item Modification 
  table, which takes into account the number of uses of the item. 
  NUMBER CRUNCHING. 
  These rules are meant for Narrators 
  (and players) who like to tinker 
  with gadgets and items, and to 
  represent every single detail of 
  adventurer gear. They are by no 
  means necessary to play and enjoy 
  the rest of the game. You will ﬁnd 
  a sizeable amount of number 
  crunching, where we tried to keep 
  the parts of the game intended for 
  every audience as simple and maths 
  free as possible. Please note that 
  the complexity of this subsystem 
  is limited to the design phase and 
  does not aﬀect game play. Using 
  custom equipment does not slow 
  down play, as all the calculations are 
  done out of game.
  WHAT ARE BASIC SCORES? 
  The core rules do not provide 
  Basic Scores for items or item 
  categories, 
  but 
  just 
  some 
  examples. Like Stunts, Basic 
  Scores are heavily dependent 
  on what aspects of an adventure 
  story you wish to represent 
  in more detail in your game, 
  so it is up to you to decide 
  which variables will become a 
  standard Basic Score for items 
  and which are best represented 
  by a Characteristic or a hand-
  waived rating. In general, it is 
  better to adopt a speciﬁc rule 
  to calculate the Basic Score of 
  an item category in a consistent 
  way (ex. Speed may be twice the 
  vehicle Movement rate), and 
  this will often be the task of a 
  speciﬁc sub-system introduced 
  in a supplement or devised by an 
  enterprising Narrator.
  WHAT ARE MODIFICATIONS? 
  These rules consider essential 
  components and attributes of 
  an item as Modiﬁcations. For 
  instance, all tanks have armour, 
  but their Armour Value will always 
  be listed among its Modiﬁcations 
  along with optional components 
  such as weapons and sensors. A 
  component or rating should be 
  listed among the Modiﬁcations 
  if disabling it would alter 
  the item usefulness in a 
  Conﬂict or Combat.
  
  157
  REVOLUTION D100 CHAPTER 5
  Note that some enchantments do have a Basic Score (Might) instead of several 
  Modifications. In this case, treat them like items that have the Basic Score only.
  ITEMS WHICH ADD MODIFICATIONS TO A BASE VALUE
  To design an enhanced version of a common item, start with the standard 
  Value for the item and add Modifications for enhanced attributes. The 
  available Modifications are listed in the specific rules for the design of 
  that kind of item, and each sub-system or setting may introduce new 
  Modifications.
  For example, the Narrator wishes to define a herbal salve that bestows a Bonus 
  to its user’s First Aid rolls. Treat the item as a one-use scientific gadget to which 
  we are adding the equivalent of the Improve First Aid power (see page 184 of 
  Chapter 6) which has the Might Attribute with a rating of 2. The item works on 
  a Target so there is another numeric Attribute to consider, Target 1. The total 
  Modification rating of the item is 3, which we have to multiply by 3 for a one-
  use, semi-permanent item, obtaining a Modification rating of 9. We add this to 
  the base Value for a First Aid kit which is 3 (see the equipment list on page 149) 
  for a total Value of 12 (120 credits in cash).
  Should we try and design a Healer’s Kit with the same effect on the Healing skill, 
  the multiplier would become x4, as the item is not consumed after use, and the 
  base Value is in this case 8, with a starting Wealth of Affluent. We have a Value 
  of 20 (8 base Value + 3 Modifications x 4 = 12), which translates into a Value of 
  10 with an improved Wealth level of Rich (1000 credits in cash).
  ITEMS WITH SEPARATE BASIC SCORE(S)   
  AND MODIFICATIONS
  Some pieces of equipment have both a Basic Score that can be used as the 
  Resolution Point pool in a Conflict, and a sum of features or Modifications 
  that allow special actions during a Conflict or Advanced Combat. Some 
  items may even have more than one Basic Score.
  When designing or building such an item, a manufacturing team must beat 
  the sum of all these different scores in a single Conflict. This represents 
  the inevitable compromises one has to make, like the balance among 
  speed, handling and equipment when designing a military vehicle. Only by 
  neglecting one of these aspects to optimize the others does the Resolution 
  Point Pool reach a level that the designers can hope to beat.
  When repairing an item with separate scores, instead, beating the specific 
  rating that was damaged is usually enough. If the damage affects the 
  Modifications, it is more appropriate to assign Consequences as damage 
  and have the repair crew beat them.
  Item Modifications
  Type of Item
  Value
  Magic Scroll
  Modification sum x3
  Spell Matrix or other permanently enchanted item
  Modification sum x4
  Potion or Drug
  Modification sum x3
  Scientific Gadget
  Modification sum x4
  Scientific Gadget, one-use
  Modification sum x3
  DEFAULTING ON WEIRD 
  SCIENCE. 
  If there is no sub-system that 
  details the design of the kind of 
  item you wish to create, have a look 
  at the Weird Science power sub-
  system in Chapter 6, particularly 
  the Improve [Trait] power, as a 
  template. Then apply the table for 
  Item Modiﬁcations and Value. Any 
  Modiﬁcations to an item with a 
  limited number of uses have their 
  ratings multiplied by three before 
  adding it to the base Value, while 
  any item that provides permanent 
  advantages requires the total 
  ratings to be multiplied by four.
  ENGINEERING EXAMPLE 
  Consider a Martian airship. It is 
  average in terms of agility, so we 
  assign it a Manoeuvrability factor 
  of 10. It is reinforced, so we assign 
  it a Toughness Value of 12. These 
  two ratings are Basic Scores in our 
  game. The main engine is the ﬁrst 
  equipment and it costs 4 points 
  as it provides a rated Speed of 4. 
  We add 3 points of hull armour 
  and two weapon mounts, plus one 
  standard cargo bay. This gives a 
  total of 10 points of Modiﬁcations.
  To create this ship or its blueprints, 
  a 
  team 
  of 
  engineers 
  must 
  beat the sum of three diﬀerent 
  Values: 12 for Toughness; 10 for 
  the Modiﬁcations; and 10 for 
  Manoeuvrability, for a total of 
  32. If the ship has been hit and 
  has taken only minor structural 
  damage, beating its Toughness in a 
  Repair Conﬂict should be enough. 
  If some systems have been hit, 
  repairing them will probably 
  require also a second Conﬂict 
  vs. the Modiﬁcation score or 
  some Consequences, at the 
  Narrator’s option.
  
  158
  EQUIPMENT
  DESIGNING ARMOUR
  Historical armour varied even more than historical weapons, and fantasy 
  iconography provides an even broader variation of plausible and slightly 
  less plausible armour suits and combinations. This section allows you 
  to create armour that fits the culture you are portraying in your game. 
  The rules will let you find a Value for Armour Points, Coverage and 
  Encumbrance for your custom armour elements. The guidelines will 
  also give you an idea of the armour Value, but since this depends also on 
  context, this parameter may require some hand-waving on your part.
  SPACES AND COVERAGE
  Each target covered by an armour element, whether the whole body or a 
  location, has ten spaces that armour can protect, corresponding to the ten 
  possible results of an armour Coverage roll, from 0 to 9, with 0 being the 
  lowest Value. Some armour components can cover all ten spaces, while 
  others can only cover some. The ability that an armour component has 
  to cover the maximum number of spaces corresponds to its Coverage 
  attribute.
  ARMOUR LAYERS
  Each armour element consists of one of the two main layer types, padding 
  or plating, plus joints if the armourer adds reinforced articulations. The 
  type of armour layer determines the starting Coverage Value for the armour 
  element.
  • Padding is the materials worn on the body. It must be soft and pliable. 
  Typical padding is made of cloth layers (gambeson) or leather. Padding has 
  a starting Coverage Value of 1+.
  • Plating is the armour main protection, and must be worn over padding. 
  Plating has a Coverage Value of 3+.
  • Joints are the mobile areas that connect the plating elements, allowing 
  you to move while protected from damage. They are usually made of soft 
  materials similar to padding, but advanced crafting techniques allow 
  joints made of rigid armour, like the articulations of gothic suits. Joints 
  always have a Coverage Value of 0+, regardless of modifiers for materials 
  or location, which means that an armour element with reinforced joints 
  can cover all spaces that plating or padding cannot cover. However, joints 
  greatly increase the armour encumbrance and cost.
  DESIGNING THE ARMOUR ELEMENT
  To start the design process, determine the type of element you are 
  creating, either suit or piece, and the location it covers. Treat armour 
  pieces that cover different locations as being separate for armour design.
  Consider the layers of your armour element one at a time, and determine 
  the starting Coverage for that layer. Then modify it for the type of armour 
  element and the materials used, according to the tables that follow, in 
  order to determine the final Value for Coverage. Starting from the one 
  with the Coverage number you have determined, all spaces in your 
  armour element will be occupied by the armour materials you chose for 
  it. The remaining spaces remain uncovered, although they might still be 
  protected by another layer.
  PLAYER DESIGNED ARMOUR. 
  This section is clearly intended 
  for the Narrator. However, some 
  players will absolutely want to dress 
  their character in the armour suit 
  they have envisioned for him or 
  her. The rules for armour design 
  let them create their dream armour 
  suit, which a competent armourer 
  provided by the Narrator will then 
  produce at an appropriate price.
  RECORDING SPACE 
  ALLOCATION.
  In order to design armours more 
  easily, write down a matrix of ten 
  squares for each armour layer, 
  representing the spaces of the 
  element you are about to create. 
  There you will note the materials 
  allocated to each space. You will 
  then write AP, encumbrance and 
  cost below the materials name in 
  each space.
  WHAT ARE JOINTS? 
  The area that cannot be covered 
  by padding represent hands, 
  feet and the face, as well as the 
  most delicate parts of the tail for 
  dragonlike beings. These areas 
  are not covered by standard 
  armour 
  pieces, 
  and 
  require 
  specially crafted pieces that add 
  weight and cost. Even when the 
  materials for these pieces are the 
  same as those used for plating/
  padding, they require much 
  longer to make, and have an 
  extra eﬀect on mobility.
  
  159
  REVOLUTION D100 CHAPTER 5
  ALLOCATING SPACES
  For each of the ten spaces in the armour element, assign the materials you wish to 
  use for the appropriate layer. Start with padding, and then add plating. Both must 
  cover the spaces with the highest numbers (up to 9) allowed by their Coverage. 
  You can assign fewer spaces to a component to save on weight and cost. Each 
  space covered by plating is assumed to have also padding underneath, but the 
  latter does not count for AP and Encumbrance determination.
  Example: We design a lamellar armour suit made of iron strips (plating layer 
  3+, modified by +1 for materials to 4+). Beneath we position chain mail (padding 
  layer 1+, no modifications) The final allocation of materials to spaces will be as 
  follows. Note that we have not recorded the mail when it is underneath the strips.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Padding
  Mail 
  Mail 
  Mail 
  Plating
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  All spaces you cannot cover with plating or padding can be covered with joints. 
  Note that while adding certain materials as padding is usually more convenient, 
  padding is subject to Coverage limitations, and thus it is likely that it cannot 
  cover all the spaces. The only way to offer total cover, particularly for limbs or 
  the head, is that of adding the more expensive and cumbersome joints. You 
  might also need to use different materials for joints as not all materials are fit 
  for this purposes.
  If you are adding joints, the minimum final coverage for the padding layer 
  will be 0+. However, the Value for minimum padding coverage will determine 
  which spaces are considered joints. All spaces that could not be normally 
  covered are marked as joints and have an increased cost and encumbrance.
  Example: If we determine that our lamellar suit is accompanied by mail joints 
  to cover the unprotected parts of the body, the final allocation of materials to 
  spaces will be as follows.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Padding
  Mail 
  joints 
  Mail 
  Mail 
  Mail 
  Plating
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  EVALUATING AP AND COVERAGE
  The armour points of an armour layer depend on to the materials used for it. Its 
  Coverage is determined by the assigned space with the lowest number.
  Example. In our lamellar armour example, iron strips are AP 6 and chain mail 
  AP 5. We note the AP and Coverage in the totals column.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Padding
  Mail 
  joints 
  Mail 
  Mail 
  Mail 
  5/0+
  Plating
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  6/4+
  VOLUNTARY REDUCTION OF 
  COVERAGE.
  You may opt to assign a greater 
  Coverage number in order to 
  save on encumbrance or cost by 
  reducing the number of covered 
  spaces. If your armour is designed 
  to stop mainly ranged attacks, the 
  ﬁrst two spaces will hardly ever 
  be hit, so a Coverage of 0+ is not 
  necessary. Advanced crafting may 
  also allow to increase Coverage to 
  produce a more eﬀective or more 
  comfortable armour.
  
  160
  EQUIPMENT
  EVALUATING ENCUMBRANCE AND PRICE
  In order to determine the encumbrance of an armour element, multiply the 
  Enc Value by the spaces covered by that armour. The Value for Enc is different 
  for those spaces covered as plating or padding, and those covered as joints, 
  even if the materials is the same. Multiply by the Enc multiplier provided in the 
  Armour Element Table (ten for an armour suit), and add up the total Enc for 
  each location. Finally, divide by 100 and round fractions up to obtain the total 
  Enc of your armour.
  Repeat the procedure for price, but do not divide the final total. This is the cost 
  of the full suit of armour. According to the table on page 130, Value is usually 
  equal to the price divided by 20 (10 for completely non-metal armour), with 
  the armour suit being of Average wealth level. If Value goes beyond 18, divide 
  the cost by 100 instead and make it Affluent level. If it is still beyond 18, divide 
  it by 500 and make it Rich. 
  Example: In our lamellar armour with mail finishing, we have the following 
  Values for encumbrance and cost per space.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Padding
  Mail 
  joints 
  Mail 
  Mail 
  Mail 
  5/0+
  Plating
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  6/4+
  Enc.
  8
  5
  5
  5
  7
  7
  7
  7
  7
  7
  65
  Price
  30
  8
  8
  8
  18
  18
  18
  18
  18
  18
  162
  We are designing an armour suit, so we multiply both Values by 10. The 
  encumbrance is thus 650 / 100 = 6.5, rounded up to 7, while the cost is 1620 
  credits, which corresponds to a Value of 17 (Affluent level).
  Remember to only count the outermost layer of armour. AP, price and weight 
  for the innermost ones are already counted.
  EFFECTS OF ELEMENT TYPE
  The Armour Element Table determines the Coverage modifier for the element 
  you are adding to your armour. Since lower Coverage Values are better than 
  higher ones, positive modifiers are detrimental while negative modifiers are 
  advantageous. It also determines the number by which you must multiply the 
  cost and encumbrance before adding them to the totals.
  EFFECT OF MATERIALS
  The materials used for your armour elements influence their APs, cost and 
  encumbrance, but they can also modify the Coverage of the element. Not 
  all materials can be used to produce all armour components. The Armour 
  Materials table provide the base parameters for historical/fantasy and hi-tech 
  armour materials. 
  PLAYER CHARACTERS CRAFTING ARMOUR
  When crafting armour, you will normally not enhance it with Modifications, 
  but rather experiment with weird materials and configurations, so the normal 
  procedure given in the armour design section should be enough to compute the 
  overall Value of the armour element that a Player Character wishes to create. 
  The character follows the standard procedure for items and create the armour 
  in a Crafting Conflict. The Narrator may allow you to craft armour one piece at 
  a time, but this should not reduce its Value in a significant way.
  FIXED PROTECTION ARMOUR. 
  Some groups will not require 
  the realism of the AP/Coverage 
  method of determining armour 
  protection and may want to use 
  a static number for armour, as in 
  other OGL D100 games. You can 
  do this by simply applying the 
  averaging procedure to AP and 
  not just to Encumbrance. Add up 
  the AP for each space and divide 
  by ten, rounding up. You will thus 
  obtain an averaged number that 
  you apply to all blows that land on 
  that armour element, regardless of 
  the Coverage roll.
  Going back to our previous 
  examples, that would mean 4 
  spaces with AP 5 and six with AP 6, 
  thus (5x4)+(6x6)=20+36=56, dividing 
  by 10 and rounding up we have 
  6. This means that the armour 
  suit oﬀers an averaged protection 
  equivalent to lamellar.
  
  161
  REVOLUTION D100 CHAPTER 5
  ADJUSTING ARMOUR VALUES. 
  If you are designing an armour 
  piece instead of a full suit, use the 
  Value for inferior materials even 
  if the armour element is made of 
  metal or rare substances. Round 
  fractions down rather than up for 
  the most common armour types, 
  like gambesons.
  Armour Elements
  Armour element
  Coverage
  Encumbrance multiplier
  Full Suit
  —
  10
  Head
  —
  1
  Arm (or quadrupedal leg)
  +1
  1 (each)
  Torso
  -1
  3
  Leg
  +2
  2 (each)
  Tail
  +3
  2
  Historical Armour Materials
  Materials
  AP
  Coverage
  Encumb. 
  (plating)
  Encumb. 
  (padding)
  Encumb. 
  (joints)
  Price
  Price, 
  Joints
  Pliable leather
  1
  —
  —
  1
  2
  1
  2
  Cloth (1 layer, heavy)
  1
  —
  —
  2
  —
  0.1
  —
  Cloth (multi-layer)
  2
  —
  —
  3
  –
  1
  —
  Fur, hides
  2
  +1
  —
  5
  6
  2
  5
  Mail
  5
  —
  —
  5
  8
  8
  30
  Leather scales
  4
  +2
  4
  —
  —
  4
  —
  Bronze scales
  5
  +2
  8
  —
  —
  8
  —
  Iron scales
  6
  +2
  8
  —
  —
  10
  —
  Leather strips
  4
  +2
  4
  —
  —
  6
  —
  Bronze strips
  5
  +1
  7
  —
  —
  15
  —
  Iron strips
  7
  +1
  7
  —
  —
  18
  —
  Iron bands
  8
  +2
  8
  —
  —
  20
  —
  Leather plating
  4
  +2
  4
  —
  —
  7
  —
  Bronze plating
  6
  —
  10
  —
  —
  15
  —
  Iron plating
  8
  —
  10
  —
  15
  20
  100
  Hi-tech Armour Materials
  Materials
  AP
  Coverage
  Encumb. 
  (plating)
  Encumb. 
  (padding)
  Encumb. 
  (joints)
  Price
  Price, 
  Joints
  Pliable leather
  1
  —
  —
  1
  2
  1
  2
  Cloth (1 layer, heavy)
  1
  —
  —
  1
  —
  1
  —
  Kevlar
  10
  +1
  7
  —
  —
  12
  —
  Flexi polymers / silk
  3
  —
  —
  2
  5
  5
  15
  Resin
  6
  —
  3
  —
  -
  3
  –
  Steel plating
  12
  —
  9
  —
  9*
  10
  50*
  Reflec plastic**
  6
  —
  4
  —
  5
  20
  30
  [*] - modern armour makers no longer create joints with plate, so this option is only available at the 
  Narrator’s discretion. 
  [**] - this armour has an Absorb Light Might 2 to protect the wearer from lasers.
  
  EQUIPMENT
  A warrior wears headgear 
  that 
  consists 
  of 
  mail 
  padding with Coverage 1+ 
  and an open helm (plating) 
  with Coverage 6+ will. To 
  avoid the vulnerability of 
  the zero slot we add plate 
  joints (a visor). This single 
  space would add more Enc 
  and cost more than one of 
  the spaces covered by the 
  regular helm.
  On the torso, the +1 bonus 
  to Coverage allows the mail 
  padding to cover everything.
  On the limbs, the warrior 
  chooses to wear leather 
  boots and gloves over the 
  parts that cannot be covered 
  by mail padding. Chain 
  leggings and gauntlets would 
  provide a better protection, 
  but they would count as 
  joints, thus adding a lot of 
  encumbrance and cost. Not 
  all warriors can afford to 
  carry such a weight, or to 
  pay for the extra price.
  Our armour suit would 
  have an Encumbrance of 5, 
  a cost of 816 credits, a Value 
  of 9 and a Wealth level of 
  Affluent. It is typically the 
  armour suit for a full time 
  warrior on whom a feudal 
  lord has invested some 
  money.
  The final armour Value for 
  our warrior is thus: 
  Head: 5/0+, 8/0+ 
   
  Arms: 1/0+, 5/2+ 
   
  Torso: 5/0+ 
   
  Legs: 1/0+, 5/3+
  Write down the statistics 
  for this armour suit and use 
  it as an alternative to the 
  pre-generated mail hauberk 
  found in the first part of this 
  chapter.
  LOCALISED ARMOUR EXAMPLE
  HEAD
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Padding
  Mail 
  Mail 
  Mail 
  Mail 
  5/0+
  Plating
  Plate 
  Joint
  Iron 
  Plate
  Iron 
  Plate
  Iron 
  Plate
  Iron 
  Plate
  Iron 
  Plate
  8/5+
  Enc.
  5
  5
  5
  5
  15
  10
  10
  10
  10
  10
  80
  Price
  8
  8
  8
  8
  100
  20
  20
  20
  20
  20
  180
  BODY
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Padding
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  5/0+
  Plating
  Enc.
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  50
  Price
  8
  8
  8
  8
  8
  8
  8
  8
  8
  8
  80
  Arms
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Padding
  Leath 
  Joint
  Leath 
  Joint
   
   
   
   
   
   
   
   
  5/0+
  Plating
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  6/4+
  Enc.
  2
  2
  5
  5
  5
  5
  5
  5
  5
  5
  65
  Price
  2
  2
  8
  8
  8
  8
  8
  8
  8
  8
  162
  Legs
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Padding
  Leath 
  Joint
  Leath 
  Joint
  Leath 
  Joint
   
   
   
   
   
   
   
  5/0+
  Plating
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  Mail 
  6/4+
  Enc.
  2
  2
  2
  5
  5
  5
  5
  5
  5
  5
  65
  Price
  2
  2
  2
  8
  8
  8
  8
  8
  8
  8
  162
  Encumbrance and price
  Location
  Encumbrance for 
  Components
  Encumbrance
  Price for 
  Components
  Price
  Head
  75
  180
  Torso
  50 x3
  150
  80 x3
  240
  Arms
  44 x2
  88
  68 x2
  136
  Legs
  41 x4
  164
  64 x4
  256
  Total
  477 (Enc 5)
  816
  162
  
  163
  REVOLUTION D100 CHAPTER 5
  DESIGNING CLOSE COMBAT WEAPONS
  This section will let you create weapons of your own invention with the same 
  algorithms we used to create the sample weapons provided in the tables. To 
  design a weapon, you must determine its type, its reach and the materials 
  with which it is made.
  A weapon’s reach (abbreviated in R in this section) is the distance in 
  decimetres from its tip to the point where the wielder usually keeps his or 
  her grip on the weapon. Even if some weapons allow a change in grip (see the 
  Stunt section in Chapter 4, on page 119), there is usually a default or average 
  position for that weapon. In Advanced Combat, a weapon Reach is added 
  as a bonus to Melee Strike Rank to determine your initial Strike Rank when 
  you declare a Close Combat Attack with that weapon as your Opening Move. 
  Once you have determined a weapon Reach and its type, the two sections and 
  tables below will let you find its other attributes. 
  WEAPON CATEGORY AND TOUGHNESS
  All weapons belong to one of the basic categories of light, heavy or two-
  handed. The Reach at which a weapon becomes heavy or two-handed varies 
  according to weapon types. The table below specifies these Reach intervals 
  and the Toughness a weapon of that type and category usually has, as well 
  as the typical materials with which the weapon is made.
  Weapon Categories and Toughness
  Light
  Heavy
  Two-handed
  Weapon Type
  Reach
  Tough
  Weight
  Reach
  Tough
  Weight
  Reach
  Tough
  Weight
  Club/staff
  1-3
  6[w]
  R/6 kg
  4-5
  8[w]
  R/6 kg
  6+
  10[w]
  R/6 kg
  Sword-club
  1-6
  8[w]
  R/5 kg
  7-8
  10[w]
  R/5 kg
  n/a
  —
  —
  Hafted weapons 
  (axe, mace, hammer, etc.)
  1-3
  6[mw]
  R/4 kg
  4-5 
  8[mw]
  R/4 kg
  6+
  10[mw]
  R/3 kg
  Flails
  1-4
  6[mw]
  R/4 kg
  5-9 
  8[mw]
  R/4 kg
  10+
  10[mw]
  R/3 kg
  Spears and polearms
  1-6
  6[w]
  R/6 kg
  7-9
  8[w]
  R/6 kg
  10+
  10[w]
  R/5 kg
  Sword, ancient or medieval
  1-7
  8[m]
  R/6 kg
  8-9
  10[m]
  R/4 kg
  10+
  12[m]
  R/3 kg
  Sword, modern; dagger
  1-8
  8[m]
  R/6 kg
  n/a
  —
  —
  n/a
  Shield
  1-4
  R*3 
  [w]
  R*1.5 kg
  n/a
  —
  —
  n/a
  [w] wooden weapons [m] metal weapons [mw] – these weapons damage other weapons as if they were metal weapons, but take damage as if they 
  were wooden weapons
  
  164
  EQUIPMENT
  OTHER WEAPON ATTRIBUTES
  Consult the table below to find the weapon other attributes. Always round up when 
  dividing. If two Values are listed for damage, the second one is used only for a two-
  handed version of that weapon (that is, a version that can be used only two-handed 
  such as a polearm). The STR Value refers to the amount of Strength needed to use the 
  weapon two-handed, unless the weapon is light. Add four to use a heavy weapon one-
  handed, and add two to the one-handed Value to use a weapon in the off hand.
  Close Combat Weapon Attributes
  Weapon 
  type
  Typical 
  Reach
  SR to 
  Attack **
  SR to 
  Defend**
  Damage
  STR
  Parry
  Wealth
  Value ***
  Notes
  Axe, 
  wood
  3-5
  R*2
  R
  1d(R*2-3)
  R*2 +1
  R/2
  Poor
  R
  +1 Might, Slash (advantage)
  Axe, 
  battle
  4-8
  R*2
  R
  1d(R*2-2) or 
  2d(R)#
  R*2 +1
  R/3
  Average
  R*2
  +1 Might, Slash (effect)
  Club
  2-8
  R
  R/2
  1d(R) or 
  2d(R/2)#
  R+1
  R/4
  Poor
  R*2
  +1 Might
  Sword/
  club
  4- 8
  R
  R/2
  1d(R)
  R-1
  R/4
  Poor
  R*2
  +1 Might, Slash (advantage)
  Staff
  4-8
  R
  R/2-1
  1d(R/2)
  R-1
  R/3
  Poor
  R
  +1 Might
  Mace or 
  Maul
  3-8
  R*2
  R
  1d(R) or 
  2d(R/2+1)#
  R*2 -1
  R/2
  Average
  R*2
  +2 Might
  Hammer
  3-8
  R*2
  R
  1d(R) or 
  2d(R/2+1)#
  R*2 +1
  R/2
  Average
  R*2 +2
  +1 Might, Impale (effect)
  Flail
  4-8
  R*2
  R
  1d(R-2) or 
  2d(R/2)#
  R+1
  R/3
  Average
  R*2 +2
  +1 Might, Entangle (effect), Penalty 
  to Parry
  Spear
  6-18
  R
  R/2
  1d(R/2+1)
  R-5
  R/5
  Poor
  R
  Impale (effect), 
  Keep distance (auto)
  Polearm
  8-12
  R or R* 
  1.5 ##
  R/2
  2d(R/2) or 
  1d(R-2)##
  R+1
  R/4
  Average
  R
  Impale (advantage), 
  Keep distance (auto)
  Sword or 
  Dagger
  2-12
  R
  R/2
  1d(R) or 
  2d(R/2)#
  R+1
  (R+1) 
  /4
  Average
  R*2
  Impale (advantage), 
  Slash (effect) ###
  Shield
  1-4
  R
  R/2
  1d(R)
  R*3
  R
  Average
  R*2
  Block, Coverage +(R-1)
  Whip
  5-6 
  (m)
  R*2
  -
  1d2
  R
  -
  Poor
  R*2
  Entangle (effect), 
  ranged attack
  [*] - may require a Stunt.
  [**] - minimum cost is 3 for attack and 2 for parry.
  [***] - when Value goes beyond 20, halve it and increase the Wealth level by one.
  [#] - for bludgeoning weapons, minimum 2d3 to have a double-die damage. For cutting weapons, minimum 2d6.
  [##] – these weapons can be used to thrust or to cut. When two Values are given, the ﬁrst one is for thrusting, the second for cutting.
  [###] – weapons in the standard list have already been modiﬁed with special features to reﬂect the great variability of historical swords.
  
  165
  REVOLUTION D100 CHAPTER 5
  MODIFICATIONS
  The table below specifies the most common Modifications for weapons. Some 
  are beneficial, and are used to improve the weapon performance, while others are 
  detrimental and are used to decrease the weapon Modification rating when designing it. 
  Many weapons have some specific feature that are so common that they are included 
  as default to that type of weapon, or to that specific weapon in its type. Standard 
  hammers used for war have a Modification that allows them to impale, so the 
  improvement cost is included in the standard Value rating of a hammer. Similarily, 
  the rapier is modified to become a primarily thrusting sword, so these Modifications 
  are integrated in its Value and price.
  Let us design a beaked axe. The standard specimen of battleaxe has a Value of 8. To 
  add two levels of the Impale effect we need to add a +4, which brings us to a Value 
  12 weapon. This will bring the cost of our axe with an Impale (effect) attribute to 240 
  credits, more than a normal battleaxe.
  A standard dagger has Value 9. To increase its Parry to the same levels as a sword (2) 
  we need +5, which brings its Value to 14. We can increase its STR requirements by two 
  to recover two points, bringing it to a STR 6 weapon with 12 Value. Given that it will 
  require STR 8 to use it in the off hand, it is not convenient to increase STR requirements 
  any more. Essentially, we have created a Main Gauche. What about going the Japanese 
  way instead? By completely dropping the Slash effect we recover 3 points, and recover 
  another point from increasing STR to 5 (7 in the offhand). Having dropped Value to 5, 
  we can now add 1 to Parry (+5) and add the Entangle (advantage) attribute (+2) and 
  we still have a Value 12 weapon that your average artisan can reliably craft. Ladies and 
  gentlemen, let us introduce the sai,a favourite weapon of comic book assassins.
  The Modifications you apply might bring the weapon Value beyond the 
  threshold of 18-20, in which case the standard rule for Value recommends to 
  halve the rating and increase the Wealth level of the weapon. However, this is 
  only applicable when you try to purchase such an item. Crafting a non-standard 
  weapon requires that the artisan faces the entire Value as opposition in a Conflict. 
  The Narrator may even require that when Value goes beyond 20, the Conflict to 
  craft a weapon or other item be against the full Value, but the Challenge Rating 
  be modified as though the weapon were in fact of another Wealth level.
  Melee Weapon Modifications
  Modification
  Value
  Notes
  Increase/Decrease 
  Occurrence of a combat 
  effect
  +2/-1 per effect 
  per level of 
  occurrence
  Decreasing one level from “advantage” 
  removes the effect altogether. A previously 
  absent effect starts at “advantage”. Only one 
  increase is possible, except for polearms, axes 
  and hammers with a secondary head.
  Increase/Decrease STR 
  requirement
  -1/+2 per STR point
  Increasing STR requirements decreases the 
  total Modifications score, and vice versa. 
  Increase/Decrease damage
  +10/-4 per die step
  —
  Increase/Decrease parry
  +5/-2 per point
  —
  Increase/Decrease 
  toughness
  +1/-1 per point
  Double cost to increase Toughness of wood
  Increase/Decrease SR cost 
  for Attack and Parry
  -2/+5 per SR
  Attack and Parry costs are modified 
  separately. Minimum cost is 3 for attack, 2 
  for parry
  Increase quality of material
  +2 per step 
  When upgrading from wood to metal this 
  often represents a reinforcement, not a 
  weapon with a haft made entirely of metal.
  
  166
  EQUIPMENT
  DESIGNING RANGED WEAPONS
  Ancient projectile weapons are classified according to four basic types: sling, bow, 
  crossbow, and flintlock/wheel-lock firearm. Some variations existed historically, 
  particularly for later version of firearms, but in general only a few variants are 
  available per setting. Modifications are more likely to be applied to ammunitions 
  than to weapons. 
  The exception to this are bows, which might have a wide range of variants. 
  More detailed rules for bows will appear in our medieval historical 
  supplements.
  The base attribute upon which the derived scores are based is the weapon 
  typical STR (S), which is different from the user required STR. The weapon 
  damage depends on the projectile, but the Might of the weapon depends 
  on its intrinsic STR, and is usually calculated as if it was the might of a 
  character with that STR using a thrown weapon, including the two-hand 
  weapon use bonus. Some categories receive a further bonus to Might, as per 
  weapon table.
  Ammunition for historical weapons present a wider variation. Apart from 
  the wide range of historical variants for arrows, you may want to create 
  Ranged weapon categories
  Weapon 
  type
  Typical STR
  Might
  SR to fire
  Projectile
  Range in 
  metres
  User STR
  Reload Cost
  Wealth
  Value
  Notes
  Sling
  6
  S/5
  5
  Stone/ 
  Pellet
  (S+4) 
  *10
  S+3
  10
  Poor
  S/2
  —
  Bow
  6 to 
  11
  S/5-1
  5
  Arrow
  S * 25
  S+3*
  5
  Average
  S+4
  * S for composite,  S+1 for 
  longbow
  Crossbow
  6 to 
  11
  S/5
  3
  Quarrel
  (S+4) 
  * 20
  S+1
  S/5 
  rounds
  Average
  S+4
  Hand carried
  Vintage 
  Pistol
  3 to 6
  S/5
  S/5+4
  Bullet
  (S-1) * 
  10
  S+1
  S/5 
  rounds
  Average
  S+1
  —
  Arquebus/ 
  Musket
  11 to 
  21
  S/5
  S/5 
  Pellet/ 
  Bullet
  (S-1) * 
  10
  S/2+1
  S/5 
  rounds
  Average
  S-1
  Hand carried
  Revolver
  6 to 
  10
  S/5
  S/5+3
  Bullet
  S*5
  S+3
  1 round/ 
  shot
  Average
  S
  Automatic
  Pistol
  6 to 
  10
  S/5
  S/5+3
  Bullet
  S*5
  S+1
  10
  Average
  S+2
  Automatic
  SMG
  6 to 
  15
  S/5
  S/5+2
  Bullet
  S*20
  S+1
  10
  Average
  S
  Burst Fire 3+
  Rifle
  11 to 
  25
  S/5
  S/5
  Bullet
  S*30
  S/2+1
  10
  Average
  S/2
  Hand carried
  Assault Rifle
  16 to 
  25
  S/5
  S/5
  Bullet
  (S-
  1)*20
  S/2+3
  10
  Average
  S
  Burst Fire 3+, Hand carried
  Shotgun
  11 to 
  20
  S/5
  S/5
  “Slug”/ 
  Shell
  S*2
  S/2+2
  1 round
  Average
  S/2
  Often double barreled
  Beam 
  weapon
  2 to 4
  S
  S#
  Energy
  S+1##
  S*2+1#
  10
  Average
  S*5
  —
  [#] - +2 for pistols.
  [##] - this range is in categories and not metres, and is the equivalent of the maximum in metres for the category (if ammo allows it).
  EXPLOSIVES
  Grenades, 
  Explosives 
  and 
  Molotov cocktails use the Throw 
  trait, and the procedure for 
  damage calculation is in the 
  Science (as a Power System) 
  section of Chapter 6, even for 
  those that are the equivalent 
  of a real world grenade. The 
  same goes for energy weapons. 
  Use the rules for Weird Science 
  Gadgets to modify their energy 
  clips or the weapon themselves.
  
  167
  REVOLUTION D100 CHAPTER 5
  some special types of projectiles crafted from peculiar materials present 
  in your fantasy world. The following table lists the base attributes for the 
  various types of projectiles.
  MODIFICATIONS
  The Modification table below allows you to personalize ammunition, and we 
  recommend that you add more features for fantasy worlds.
  Ammunition Attributes
  Ammunition 
  type
  Weapon
  Damage
  Range*
  Value**
  Notes
  Pellet, stone
  Sling
  1d4
  50 (S)
  1
  Pellet, lead
  Sling, 
  Arquebus
  1d6
  80 (S)
  2
  Arrow
  Arrow
  1d6
  200 (M)
  8
  Impale (effect)
  Quarrel
  Crossbow
  1d8
  500 (L)
  10
  Impale (effect)
  Bullet 
  (vintage)
  Firearms
  1d6
  300 (M)
  12
  Impale (advantage)
  Bullet, 5mm+
  Rifle
  2d4
  1000(XL)
  16
  Impale (effect), Burst
  Bullet, 7mm+
  Rifle
  2d6
  700(L)
  14
  Impale (effect), Burst
  Bullet, 9mm+
  Gun, Rifle
  1d8
  300 (M)
  10
  Impale (effect), Burst
  Bullet .44-.45
  Gun, Rifle
  1d10
  300 (M)
  12
  Impale (effect)
  Slug
  Shotgun
  1d10
  100 (M)
  10
  Impale (effect)
  Shell
  Shotgun
  2d4
  20(C)
  2
  Lose 1d4 per zone travelled
  Energy 
  cartridge
  Beam 
  weapon
  Per 
  energy
  1000 (XL)
  15
  [*] – The actual range is the shortest one between the weapon range and the projectile range.
  [**] - Value refers to a set of 100 projectiles, ten clips or a 100 Might energy cartridge. Wealth level is always poor. 
  Adjust the price for smaller quantities, but the Value remains the same.
  [***] - Damage is per might.
  Ammunition Modifications
  Modification
  Value
  Notes
  Increase/Decrease 
  Occurrence of a combat 
  effect
  +5/-2 per effect 
  per level of 
  occurrence
  Decreasing one level from “advantage” removes the eﬀect 
  altogether. A previously absent eﬀect starts at “advantage”. 
  No eﬀect can be increased beyond “eﬀect”.
  Add/Remove Burst
  +4/-2
  Also applies to weapon.
  Increase/Decrease damage 
  for kinetic weapons
  +10/-4 per die 
  step
  Shells gain 1d4 instead.
  Increase/Decrease Might 
  for energy weapons
  +15/-5 per 
  Might
  Only one Might possible, and the modiﬁcation applies to 
  the weapon, not the ammunition.
  Add/Remove automatic
  +4/-2 per Might
  Modiﬁcation applies to the weapon, not the ammunition.
  Increase/Decrease range
  +2/-1 per 50m
  —
  Increase/Decrease clip size
  +2/-1 per shot
  Same price for adding/removing 2 Might to energy clips
  
  There are five main types of powers you will encounter in an adventure game. Forthcoming supplements will detail new 
  systems and variant versions of the five base systems described here.
  Arcane Magic is the ability to manipulate reality with paranormal forces in the form of spells. 
  Divine Magic allows worshippers to call upon their deities in times of need, in the form of Divine Blessings and Cantrips.
  Psychic powers allow an individual to impose his or her will upon the material world, or upon other, weaker minds. 
  Weird Science includes gadgetry found in steampunk or space opera settings, as well as alchemical concoctions and 
  mutagens that the power user uses to gain supernatural abilities.
  Innate powers are exceptional abilities. Using them does not require activation for use, like walking or listening for a 
  human. They are considered to be always ”on”, except for some specific abilities like fire breathing. More innate powers 
  and their effect on the game can be found in Chapter Seven.
  POWERS 
  
  169
  REVOLUTION D100 CHAPTER 6
  P
  owers are capabilities beyond a human being’s reach. This may include: innate 
  physical abilities that only natural animals have, such as seeing in the dark, flying 
  or remaining underwater for hours; para-psychological abilities like clairvoyance and 
  precognition; the ability to call upon the help of the transcendental world, like a Saint 
  or a Bodhisattva, and supernatural rituals like magic spells or curses. Each type of 
  power works in a different way. The term Power System indicates the set of powers 
  belonging to a given type, and the associate procedures used to learn and activate 
  each individual powers. 
  This chapter includes powers and power systems suitable for many fantasy and 
  sci-fi environment, and the setting you use may integrate or replace them with 
  more detailed subsystems. Whenever your setting contradicts the core rules, 
  the setting rules and power list take precedence.
  POWER ATTRIBUTES
  Most powers have attributes which represent their individual features. Attributes can be 
  both Numeric and Non-numeric. Each Numeric Attribute has a score that determines 
  by how much the attribute influences the power effects. Specific rules found in a Power 
  System description supersede the generic rules found in this section.
  FIXED AND VARIABLE ATTRIBUTE SCORES
  If the power description lists a Numeric Attribute with a number (or the equivalent letter 
  in the case of range) following its name, then the attribute is automatically applied to the 
  power with that score whenever it is used. If there is an asterisk (*) following the attribute 
  name in the power description, then the actual attribute score depends on a variable factor. 
  If there is a number followed by a + instead, the attribute normally assumes the specified 
  value, but can be enhanced as explained in the power or Power System description. 
  The most common way to replace an asterisked variable attribute score with an 
  actual number is by applying a Manipulation Trait when using the power, if the 
  Power System allows Manipulation (see below). For those Power Systems which 
  do not allow Manipulation, the asterisk for variable attributes must be replaced 
  with the default rating for the attribute in that system, or with a variable rating 
  determined with other means, again specified in the Power System description. 
  In both cases the rating cannot be changed dynamically when using the power.
  Example: for Divine Magic, the Might of the Protection power has a fixed value ranging 
  from 1 to 4 if acquired as a Cantrip, or a value depending on the caster’s Allegiance when 
  acquired as a Blessing. In both cases this value is determined when the believer acquires the 
  power and cannot be further increased when he or she uses it. For Arcane Magic, which 
  uses Manipulation Traits, the Might of a Protection spell is always determined by the caster, 
  assuming he or she has the Manipulation Trait for Might and applies it to the power.
  VALUE
  A power Value gives a rough representation of the “order of magnitude” of its 
  effects. Note also that this rating is different from Might, which is only one 
  of the attributes that constitute Value. Nevertheless, Might and Value often 
  coincide for the simplest powers. 
  You obtain the Basic Value of a power effect by adding up the actual scores of each 
  Numeric Attribute the power has. Duration is a special case, as there is no attribute in 
  the rules that represents how long a power remains in effect. However, keeping a power 
  active for a long time should clearly affect its order of magnitude, so the overall Value 
  score for a power is its Basic Value multiplied by the power Time Scale (see the Power 
  Duration section on page 174 for how to determine the Time Scale of a power). As 
  Combat Time is represented by the number one on the Time Scale Table, the Value of 
  any power that lasts only for the duration of a Combat is equal to its Basic Value.
  POWER SYSTEM ATTRIBUTES
  The power rules in Revolution 
  D100 are based on a set of one or 
  more attributes that regulate the 
  eﬀectiveness of a power user. The 
  most common attribute used is 
  Channelling (called also Holiness 
  for clerics), but a character may 
  have other attributes, or multiple 
  values for Holiness in diﬀerent 
  cults. Attributes determine the 
  number of powers your character 
  can acquire or keep active, the 
  total sum of variable attributes 
  for powers, etc. However, what 
  changes from one Power System 
  and another is the way characters 
  gain their current score in these 
  attributes. The Channelling score 
  is a fraction of Concentration, 
  but can depend on vows for 
  a believer, or on the number 
  of True Names known for a 
  conjurer. While not interfering 
  at all with the mechanical parts 
  of the rules, such details have a 
  great impact on your character’s 
  roleplaying choices. By exploiting 
  the determination method for 
  attributes like Channelling, the 
  Narrator can tailor paranormal 
  powers to the speciﬁc ﬂavour of 
  the game world.
  WHEN DO WE USE VALUE?
  A power Value is never used 
  or calculated during normal 
  play. You require it only for 
  enchantments 
  and 
  other 
  permanent eﬀects. The Narrator 
  will also need to calculate Value 
  for new Blessings he or she 
  wishes to devise for Divine 
  Magic, but this will also take 
  place between adventures.
  
  170
  POWERS
  MANIPULATION TRAITS
  Manipulation Traits are Concentration Traits you can learn like powers, but 
  that you do not cast or activate on their own. Instead, you use them to enhance 
  the effects of powers with variable attributes.
  In order to apply a Manipulation Trait, the power description must list the 
  relevant attribute followed by an asterisk (*) sign. Might can always be manipulated 
  with the corresponding Trait, even when the attribute is not marked with a *, in order 
  to overcome defensive powers or protect the power from dissipation. The presence 
  of the asterisk only notes that the power effects are intensified when Might is greater 
  than one. If no Manipulation Trait is applied to an asterisked attribute, the latter 
  assumes its default value. If a Trait is applied, each point of Manipulation increases the 
  default rating of the attribute by one. Some powers with variable attributes are useless 
  if you do not manipulate their attributes to a minimum value.
  There is usually a limit to the total number of Manipulation points a character 
  can apply to a single power. For the Power Systems presented in the core rules, 
  the limit depends on the character’s Channelling score, but other Systems 
  might introduce different methods.
  POWER MANIPULATION IN ADVANCED COMBAT
  Using a manipulated power in Advanced Combat costs one Life Point per 
  Manipulation explicitly applied. This is not cumulative with any base cost, so 
  a power with only one Manipulation costs one point, like a non-manipulated 
  one. The time required is usually one Concentration Action per Life Point cost.
  NON-NUMERIC POWER ATTRIBUTES
  The attributes which follow are never accompanied by a rating. Their 
  contribution to a power Value is always zero. 
  Concentration
  If the Concentration attribute is specified, the power requires the continuous 
  Concentration of the user (or target) to work. If pre-activated, the power is only 
  considered active for the time the target concentrates on it, otherwise it remains 
  “dormant” until Concentration is resumed. The power can be used without limitations 
  to Roll for Effect in a generic Conflict, as this option implies Concentration. 
  In Advanced Combat, a character must spend at least one Concentration 
  Action per round to keep Concentration powers active. If for any reason 
  the character’s Strike Rank drops below zero while concentrating, his or her 
  Concentration is broken and the power becomes temporarily ineffective 
  until Concentration resumes, or is cancelled if it has the Overcome attribute.
  Enchantment/Item
  This attribute means that the power cannot be used in Combat or Adventure time, and 
  its sole purpose is that of creating an enhanced item or individual. Enchantments usually 
  require Downtime to use. On the other hand, you can create potions or other perishable, 
  one-use items, such as steampunk grenades, in Narrative Time, if the description of the 
  related power specifies this option. All powers automatically have the Item attribute in 
  the Science Power System, as the can only be used to create gadgets.
  Instant
  A power with this attribute remains in effect only for one brief instant, although its 
  effects can be more lasting, such as causing damage in Combat. The power can still 
  benefit from Extended Duration when imbued in an item or potion, but only as a one 
  use effect that disappears after use (e.g. a Healing potion).
  MANIPULATION 
  WITHOUT TRAITS
  If powers play an important role 
  in your game, you may wish to 
  allow the manipulation of power 
  attributes even in the absence of 
  a Trait by applying a Penalty, or 
  to eliminate Manipulation Traits 
  altogether 
  and 
  allow 
  anyone 
  with the Power Trait to perform 
  manipulations 
  of 
  asterisked 
  attributes. We have chosen to 
  impose the Traits as a limitation 
  as the default approach to better 
  represent the advancement in 
  training of your magician or 
  psychic as he or she acquires more 
  conﬁdence with his or her abilities, 
  but your exigences might vary.
  MANIPULATION AS A STUNT
  Although we will consistently 
  name Manipulations as Traits 
  in the text, the concept itself of 
  Manipulation of supernatural 
  powers is in fact a Stunt. As a 
  matter of fact, you will never roll 
  against a Manipulation, but the 
  fact of having the Trait allows 
  you a feat that is not available to 
  other power users.
  
  171
  REVOLUTION D100 CHAPTER 6
  Overcome [Characteristic]
  This attribute means that the power user must overcome the target in a Conflict to 
  be effective. In Basic Combat or a generic Conflict, this means that you can use the 
  power to Roll for Effect, forcing the opponent to defend with the recommended Skill 
  or another suitable one that the Narrator deems appropriate. If the roll succeeds, the 
  target loses the usual number of Resolution Points and the power user describes the 
  result of the exchange according to the power description.
  Projection
  A power with this attribute generates a beam, jet, bolt, burst or other kind of 
  supernaturally-created projectile. The presence of this attribute negates any Overcome 
  attribute, as the missile must physically hit the target to affect it.
  In order to affect its target, the power user makes a Ranged Attack. The target can Take 
  Cover from the attack, Dodge it or Block it with a shield according to normal rules. If 
  the Projection power is also Instant, then only one missile is created on the exact Strike 
  Rank the power goes off, at the cost indicated for the power itself. The Activation roll is 
  also the attack roll.
  If the power persists in time, several missiles can be shot, starting with the round after 
  the Activation roll. Each attack costs one or more Life Points, according to the power 
  description. The number of missiles available depends on the power description, and is 
  unlimited if nothing is specified. Shooting each missile usually requires a Ranged Attack 
  action and ten Strike Ranks, and follows the Ranged Combat rules. Some powers do not 
  allow shooting more than one missile per round, regardless of the Strike Ranks available. 
  Usually, the range at which you can shoot the elemental projectile corresponds to the 
  Range attribute for the power. If nothing is specified, the range is Close (25 metres).
  Ritual
  The power is only available for use in its ritual form, and as such cannot be activated 
  in Combat, and sometimes not even in Adventure Time. All Enchantments are also 
  Rituals, but not all Rituals are Enchantments.
  NUMERIC POWER ATTRIBUTES
  The following attributes are always accompanied by a numeric score, even an 
  implicit one, and contribute said score to the total Value of a power.
  Combine
  This attribute allows a power to be activated with other powers. For each point in the 
  Combine attribute, a further power can be added to the first, normally from the same 
  Power System. 
  When Combine is added to a power with an asterisked Combine attribute via a 
  Manipulation Trait, all attribute Manipulations performed on the first power take 
  effect on the others, too. For example, if the first power is activated using a Range 
  Manipulation, Range applies to any other Combined powers, too, provided that their 
  Range can be manipulated. The attributes of all powers are counted only once towards 
  the Base Value of the power. Only the Combine attribute is added to Value.
  Some powers have a non-zero, non-asterisk Combine attribute to note that they can, 
  or must, be used in conjunction with another power without the intervention of the 
  Combine Manipulation Trait. Unlike it happens when the Combine Trait is applied, the 
  Combined powers do not automatically share the attributes of the base one; the power 
  or Power System description will explain whether Might, Range or Targets must be 
  improved separately for each power.
  Might
  The Might attribute is always present, even when not explicitly specified. The powers 
  of some systems can be acquired at different Might levels as though they were different 
  Traits. Other systems always have powers at a base Might of one and let users increase it 
  with a Manipulation Trait (see page 170).
  OVERCOME POWERS AS A 
  SUPPORT BONUS
  In several cases, using a power 
  with the Overcome attribute as a 
  Support Bonus in a Conﬂict may 
  be seen as an attempt to bypass 
  the 
  Overcome 
  requirement. 
  Thus, the Narrator can always 
  veto such use of the power. 
  However, there are times when 
  creative use of oﬀensive powers 
  contribute 
  to 
  the 
  group’s 
  enjoyment rather than detracting 
  from it (see the Conﬂict Example 
  in Chapter 3), so the possibility 
  of 
  Overcome 
  powers 
  as 
  Support Bonuses should not be 
  completely ruled out.
  COMBINE DEFAULT 
  The default value for a Combine 
  * power is zero when not 
  manipulated. If a power with 
  Combine of one or more is 
  not actually combined with 
  any other power, this attribute 
  counts as zero for the purpose of 
  calculating the power Value.
  ADVANCED OVERCOME 
  In Advanced Combat, using 
  a power with this attribute 
  requires the Parallel Conﬂict 
  procedure described on page 
  112 of Chapter 4. Additional 
  information on powers with 
  this attribute can be found in 
  the Overcoming an Unwilling 
  Target section.
  MIGHT DEFAULT 
  The default Might for a Might 
  * power is one when not 
  manipulated. The ﬁrst Might 
  point of a power is always 
  present, even when the attribute 
  is not listed. It is always necessary 
  to know a power Might score 
  for defending against it or for 
  dispelling its eﬀects. In some 
  cases, the power user may wish 
  to increase Might for the 
  sole reason of overcoming 
  defensive powers.
  
  172
  POWERS
  Range
  A power with this attribute is usable at a distance. When used in Combat, the exact 
  distance is equal to the attribute score on the Range scale used to represent distances 
  in Combat (see page 90 of Chapter 4). A power with a Range score of zero is usually 
  described as Range Touch or simply Touch, and it can be used only on someone or 
  something the power user is touching, even through gloves, clothing or armour.
  Target
  A power with this attribute can be used on something or someone other than the caster. The 
  number of targets affected is equal to the Target attribute score. In order to use it on targets it 
  is not touching, the power must also have the Range attribute. A power lacking this attribute, 
  or having it specified as Target: self, can only be used on the power user him- or herself. The 
  Target attribute can also mean that the power can create a target, like an illusion, and in this 
  case increasing the number of targets increases the number of created items.
  POWER USE
  POWERS AS TRAITS
  Most powers are just Traits that apply to the Concentration skill, or another skill in 
  some peculiar cases like Weird Science. In most cases, the mechanical procedure for 
  gaining a power is the same you use to gain any other Trait (see Chapter 2), but the 
  nature of the power system usually limits a character’s ability to learn a new Power. 
  Your character cannot learn an Arcane spell just because a slot is available for a new 
  Trait. The description of the power system will tell you what the pre-requisites are.
  Like all Traits, powers might be applied to other Skills than Concentration if it is 
  plausible that knowing (or using) them can help using the other Skill. For instance, 
  if you know the Fly spell and you are using a glider without training, you might 
  want to use the spell Trait together with the Pilot skill to compensate the lack of the 
  more appropriate Trait. Likewise, powers can be used to obtain Support Bonuses in a 
  generic Conflict when appropriate. Unless there is a limit to the number of times you 
  can use a power (for instance when it represents a potion or a one-use gadget), using 
  it during a non-Combat scene is in no way different than using a common Trait.
  COST OF USING A POWER
  If you use powers during Adventure Time or Narrative Time, or in Basic Combat, 
  the stress due to Power use is represented by the Resolution Points you lose when 
  the opposition wins an exchange. Thus, if you never lose a roll, using a power will 
  cost you nothing. Using a power in Advanced Combat costs  one or more Life 
  Points, which represent the energy spent in activating the power and keeping it 
  active. Even an innate power may have a cost in Life Points.
  POWER ACTIVATION
  Some innate powers, like extraordinary senses, are always active. Other 
  powers need Activation, which often requires an Activation Roll. You roll 
  for Activation on your Concentration skill, using the power itself as a Trait. 
  A power is also “already on” during Combat if it has been pre-activated and 
  extended during Narrative or Adventure time (see Power duration below).
  POWER ACTIVATION DURING CONFLICTS
  In generic Conflicts and Basic Combat, using a power as a Support Bonus will not 
  require an Activation roll. As per the normal Support rule, you can use each power 
  only once per Conflict. Some powers can be used to actively counter the opposition 
  (a Lightning spell can be used as a weapon in Basic Combat, and Detect Substances 
  RANGE DEFAULT 
  The default Range of this 
  attribute for a Range * power 
  is 
  zero 
  (Touch) 
  when 
  not 
  manipulated. When you use a 
  power on something you touch, 
  it is considered as having a Range 
  score of zero for the purpose of 
  calculating its Value, even when 
  its description speciﬁes a non-
  zero Range or Range *.
  TARGET DEFAULT 
  The default Target attribute for a 
  Target * power is one when not 
  manipulated. However, when 
  you use a power on yourself, it 
  is considered as having a Target 
  score of zero for the purpose of 
  calculating its Value, even when 
  its description speciﬁes a Target 
  score of one or *.
  
  173
  REVOLUTION D100 CHAPTER 6
  can be rolled for effect in an investigation Conflict). In this case, you use the 
  Concentration skill and the power Trait to Roll for Effect, and you can use them as 
  many times as you need, following normal Conflict or Basic Combat rules. 
  In other cases, the power user could want to activate a power to alter an attribute with 
  an influence on the current Conflict or Combat. You might want to use Resist Magic in 
  Basic Combat to prevent an enemy magician from using his offensive spells as attacks 
  against you. Such uses during a Conflict or Basic Combat require a Concentration 
  Action, which is considered an unrelated action since it does not influence the Conflict 
  outcome directly. In Basic Combat, an Activation roll is required, too, as the time 
  available to activate the power is much shorter. As soon as the Activation succeeds, the 
  power has the mechanical effect specified in its description.
  POWER ACTIVATION IN ADVANCED COMBAT
  In Advanced Combat, you always need to activate a power to use it. A power 
  pre-activated in Adventure Time is considered still active and will not require 
  re-Activation. If the Activation roll is a failure, the power does not activate 
  and one single Life Point is spent, unless its normal cost in Life Points was 
  zero. If the roll is a success, the power takes effect and its full cost in Life 
  Points is spent. The success level achieved is only important if the power has 
  the Overcome attribute. Some powers like Divine Blessings do not require 
  an Activation roll or the expenditure of Life Points, just the expenditure of a 
  Concentration action when in Combat.
  A Power activated in Advanced Combat takes effect on the Strike Rank 
  on which the caster takes the last required Concentration action. If the 
  Activation is interrupted or disrupted before it is completed, the user loses the 
  Concentration actions accumulated so far, and is forced to restart the casting, 
  paying the same Life Point cost for a failed roll.
  CHANNELLING
  Most power systems define a numeric variable called Channelling, which limits 
  the effectiveness of a power user. This is not a percentile score like a Skill but 
  rather an attribute, much like Toughness or Movement rate.  The exact effect 
  of Channelling depends on the Power System used, and will be explained in 
  the specific rules for each System. However, Channelling is usually at least 
  implicated in the pre-Activation of powers.
  Channelling is calculated in a different way for each Power System. The most common 
  way is using 10% of the Concentration skill, but you should always check the Power 
  System your character uses before determining his or her Channelling score.
  POWERS AS REACTIONS
  In Advanced Combat, a power user can activate an Instant power, like Neutralise, as a 
  last-moment defence against an incoming enemy power.  This requires a Concentration 
  Reaction and, if the Power Systems requires it, the expenditure of Life Points and an 
  Activation roll. Non-Instant powers which protect from incoming attacks can be used 
  in the same way, but the Activation roll suffers a Penalty, or an Activation roll becomes 
  necessary for those Power Systems which would not normally require it. Powers which 
  require more than one Concentration Action to activate cannot be used in this way.
  MULTIPLE EFFECTS
  If multiple instances of the same power, or different powers that influence the same 
  attribute, are active on the same target, their effects do not stack, unless the power 
  description specifically allows it. In this case, only the effect with the highest Might 
  will affect the target, although the lesser effect is not cancelled. If two effects have 
  the same Might, the one activated earlier takes precedence.
  FREEFORM POWERS
  Most details provided about 
  powers are only relevant in 
  Advanced Combat. The chapter 
  on 
  Basic 
  Combat 
  contains 
  instructions about how to use 
  powers as Support or to Roll for 
  Eﬀect during generic Conﬂicts. 
  Therefore, in games that do not 
  go beyond the level of complexity 
  of Basic Combat, it is easier 
  to treat powers as a freeform 
  aspect of the game, skipping the 
  majority of the details presented 
  in this chapter. Some groups 
  may ﬁnd this approach eﬀective. 
  Using powers this way means that 
  they become just like other Traits. 
  They come into play in the narration 
  or during a Conﬂict, when it makes 
  sense to mention them, and they 
  inﬂuence the overall result of a 
  scene, leaving the exact description 
  of their eﬀect to the Narrator or 
  to the players. Even in this case, 
  the description given in the power 
  summary may still be useful to 
  understand how to insert a power 
  into a scene in a meaningful way.
  KEEPING REACTION POWERS
  IN RESERVE
  By using the Wait Action (see 
  page 97 in Chapter 4), a 
  power user may keep a Free 
  Concentration Action in reserve 
  for an entire round. If you wish 
  to provide more options to 
  power users, you can cumulate 
  the free Action and a normal 
  Concentration 
  Reaction 
  to 
  activate 
  a 
  power 
  normally 
  requiring 
  two 
  Concentration 
  Actions at the cost of one, thus 
  permitting a power user to 
  exploit an eﬀect requiring 
  two Actions to activate as 
  
  174
  POWERS
  INTERACTION OF DIFFERENT POWER SYSTEMS
  For the sake of simplicity, when different Power Systems interact (such as a 
  defensive magic spell trying to block an offensive Psychic power), either the two 
  cannot have any effect on each other, or they interact as though they were the 
  same type of power. Which of the two rules applies depends on the game setting.
  OVERCOMING AN UNWILLING TARGET
  Each time a character successfully uses a power with the Overcome attribute on 
  an unwilling target in Advanced Combat, an Overcome Conflict starts between 
  the target and the power user. An Overcome Conflict is a special case of the 
  Parallel Conflict used in Advanced Combat (see page 112 of Chapter 4).
  The power user always uses Will as the Resolution Point Pool source. The target 
  uses the Characteristic specified by the Overcome attribute and the Skill and Trait 
  suggested in the table on page 68of Chapter 3, unless the player can suggest a 
  different one that the Narrator approves. The target can even use a Motivation against 
  an offensive effect that attacks emotions (such as the Demoralize power or some 
  innate seductive abilities), if it is higher than the Skill/Trait score.
  The power user can choose (or be forced, by being brought below zero Strike Ranks) 
  to stop concentrating on the Overcome Conflict at any time. This has the same effect 
  as a complete defeat in the Parallel Conflict, like suffering Consequences for the 
  psychic backlash, or the power taking effect on the user if the target had Reflect active.
  If the power has a Target attribute higher than one and affects more than one target 
  at a time, the power user makes one roll per Concentration action against all targets, 
  and each target rolls separately to resist the effects. Each target has its own Resolution 
  Point Pool to beat. Using Overcome powers on multiple targets is a huge effort.
  QUICK EXIT ON AN OVERCOME CONFLICT
  When a contestant chooses to terminate an Overcome Conflict with a Quick Exit, 
  the effects of the victory are partial. What this implies depends on the winner of the 
  Conflict. If the target wins with a Quick Exit, then the power fizzles but the power 
  user, as the loser of the Conflict, does not suffer any Consequences.
  If the power user wishes to apply a Quick Exit, the Narrator will check the power 
  description, and apply any special instructions. The power description can also 
  forbid a Quick Exit. If there are no specific instructions, the Narrator must 
  determine if a Quick Exit is possible and what its implications are. Here are two 
  suggestions, but the Narrator can find other solutions:
  • If the power has variable Might, then Might is halved, which may prevent the power 
  from affecting its target.
  • The power user must resort to his or her Channelling to “hold” the power as if 
  pre-activating it (see Pre-activation of Powers on page 175). The power user can drop 
  currently pre-activated powers to make room for this new one.
  POWER DURATION 
  Power duration depends on a human factor rather than a mechanical effect. An 
  effect will last only as long as the power user focuses on it, and will expire when he 
  or she takes the time to rest once the threat is over.
  Powers do not have a Duration attribute, but power duration is linked to Time 
  Scale. If a power is activated for a specific stress situation, then we can say that the 
  Time Scale which is appropriate for that situation is the Time Scale for that power. 
  The default situation for power use as presented in most power description is 
  Combat, so the default Time Scale for powers is Combat Time.
  DESIGNER’S NOTE
  The rules for Overcome Conﬂicts 
  are a complement to the general 
  rules 
  for 
  Parallel 
  Conﬂicts 
  presented there. Speciﬁcally, they 
  represent those details about 
  Overcome Conﬂicts that include 
  concepts that had not been 
  introduced in Chapter 4 and 
  thus could not be included in the 
  general rules.
  CLASSIC OVERCOMING
  Classic D100 games used only 
  Willpower to resist supernatural 
  attacks. If you prefer this approach, 
  you 
  can 
  use 
  Concentration 
  [Willpower] for all rolls to defend 
  against powers.
  If you want a quicker resolution 
  of Overcome Conﬂicts, take the 
  approach of letting the target roll 
  the skill related to the speciﬁed 
  Characteristic, and compare it 
  with the power Activation roll. 
  If the power user is victorious, 
  the power aﬀects the target. 
  Otherwise it is wasted. 
  DURATION OF OVERCOME 
  CONFLICTS
  Finding a good justiﬁcation for a 
  Quick Exit during an Overcome 
  Conﬂict can sound implausible, 
  so a Narrator might be tempted 
  to disallow this option altogether. 
  However, most power users will 
  strive to terminate Overcome 
  Conﬂicts as soon as possible in 
  order to focus their attention 
  on other possible targets and 
  avoid 
  losing 
  Concentration, 
  so they will ﬁnd it desirable. 
  If your game includes a lot of 
  Overcome powers, you should 
  consider carefully which of the 
  three available options to use: 
  Instant Overcoming; Overcome 
  Conﬂicts with Quick Exits; or 
  Overcome 
  Conﬂicts 
  without 
  Quick Exits. 
  IS TIME SCALE AN ATTRIBUTE? 
  Although 
  Time 
  Scale 
  is 
  a 
  number, it cannot be considered 
  a 
  Numeric 
  Attribute 
  of 
  a 
  power, as its numeric rating is 
  applied diﬀerently to Value: it 
  is multiplied by other attribute 
  ratings rather than added to 
  them. Furthermore, Time Scale 
  has 
  no 
  Manipulation 
  Trait 
  associated. For these reasons, 
  Time Scale and Duration are 
  not treated as attributes in 
  power descriptions. They follow 
  diﬀerent rules.
  
  175
  REVOLUTION D100 CHAPTER 6
  In game terms, this means that the default duration for a non-instant power is 
  “until Combat Time ends”. In most cases, consider the power as being still active 
  for the first round of Adventure Time after Combat. This interval is considered a 
  brief extension of Combat Time, like the Fast Healing procedure that takes place 
  immediately after Advanced Combat. However, if there is a Conflict immediately 
  following Combat, then all Combat Time powers will expire before it starts.
  If a power is not activated during Combat but rather during or immediately 
  before a Conflict in Adventure Time (see pre-Activation below), it will last till the 
  Conflict ends as though Combat had occurred. To summarize, we can define that a 
  standard power lasts “until a Conflict or Combat ends”. If a non-violent Conflict 
  degenerate into violence, the power ends at the end of Combat, which in this case is 
  a Secondary Conflict included in the non-violent one.
  PRE-ACTIVATION OF POWERS
  A character may wish to activate a power, and keep it active in preparation of a 
  possible stressful situation. During any Round of Adventure Time, a player can 
  have his or her character activate one power (as an unrelated action if a Conflict 
  is in progress). The power effects will start at the beginning of the following 
  Round, and remain active until the end of the next Combat or Conflict. Note that 
  although pre-Activation occurs in Adventure Time, the Time Scale of the power 
  is still Combat Time, as the power will last for the duration of one Conflict or 
  Combat only. 
  A character’s Channelling usually imposes a limit on the number of powers 
  a character can pre-activate. Normally, each pre-activated power occupies 
  Channelling points equal to the number of Life Points it would cost in Advanced 
  Combat, but the relevant Power System description may include specific rules, 
  instead. A player can drop powers to make room for the Activation of new ones, as 
  long as the totals remains within the boundaries imposed by Channelling. If a one-
  use Power is pre-activated, it will be lost as soon as its natural duration expires.
  EXTENDED POWER DURATION
  Some Power Systems allow their users to extend the duration of their powers beyond 
  the usual limit of one Combat or Conflict. The procedure is the same used for pre-
  Activation of powers in Adventure Time, that is you spend one Round in the same 
  Time Scale. However, the extended power remains active until the Time Scale goes 
  up to a higher level, no matter how many Conflicts or Combats take place, and how 
  many times the Time Scale moves to a lower level.
  Not only does a power extended in this way usually count towards the power user’s 
  Channelling, but the number of Channelling points it uses are multiplied by the Time 
  Scale during which the power remains activated, that is two for Adventure Time 
  and three for Narrative Time. Keeping a power active in Downtime is essentially an 
  enchantment, and thus is only possible by using the enchantment rules.
  Example. Merlin the magician casts Protection 10 on himself before going on a quest. 
  As we will learn in the Arcane Magic chapter, extending the duration of a spell with only 
  its Might manipulated costs only one point of Channelling, which must be multiplied 
  by 3 for Narrative Time. Thus Merlin has used up only 3 points of his Channelling of 9. 
  Later during the quest Merlin realizes that King Arthur, Sir Lancelot and Sir Gawain 
  will need magic armour,  and casts the spell on them so that it may last during 
  Adventure Time. Merlin uses Protection 8 Targets 3 to cover all of them, which costs 
  two points of Channelling to extend, multiplied by two in Adventure Time for a total of 
  four. Even when added to the existing three points already used for his spell, the total is 
  still seven, and thus within Merlin’s Channelling limit of nine. When the party stops to 
  rest, the Time Scale will shift to Narrative Time and the spells cast on the sovereign and 
  his knights will expire, while Merlin’s will remain active.
  PRE-ACTIVATION AND 
  CONCENTRATION
  It is possible to pre-activate a 
  power with the Concentration 
  attribute, like an [Element] Wall 
  that moves with the power user 
  or a Fly power to levitate him or 
  her, but doing so will prevent 
  the power user from doing little 
  else but maintaining the power, 
  eﬀectively preventing him or 
  her from participating in most 
  Adventure Time Conﬂicts.
  COSTS OF PRE-ACTIVATION
  For the sake of simplicity, we 
  have not provided any cost for 
  the pre-Activation of powers. If 
  you wish to limit pre-Activation 
  or associate them with psychic 
  stress, use this optional rule: 
  Each time a character reaches the 
  limit of pre-Activation imposed 
  by his or her Channelling, a 
  “Drained-” 
  Consequence 
  is 
  automatically 
  applied. 
  This 
  Consequence will expire with 
  the powers, and translate to a 
  -10 to Life Points if Advanced 
  Combat begins. If a character 
  who is already suﬀering from 
  this Consequence drops a power 
  to exchange it with another, have 
  the player roll Concentration 
  [Willpower]; a failure will turn the 
  Consequence into a Recurring 
  “Drained (-)”, thus extending 
  its eﬀects beyond the duration 
  of the next Combat or Conﬂict. 
  If you use this option often, we 
  recommend you add a “Drained” 
  check-box to character sheets to 
  speed up book-keeping.
  CLASSIC POWER DURATION
  You can always go back to the 
  classic “countdown” approach 
  to power duration if you wish. 
  There are plenty of compatible 
  spell and power lists in other 
  OGL games from which you can 
  import ﬁxed or variable durations 
  for paranormal eﬀects. However, 
  there is one speciﬁc reason why 
  we have chosen this narrative-
  oriented approach to power 
  duration: in fantasy novels and 
  movies, a power usually expires 
  for dramatic reasons, after the 
  hero or one of his foes have 
  performed a signiﬁcant action, or 
  when danger is over. It does not 
  happen at ﬁxed intervals. Hence, 
  we believe that this method 
  may be more adherent to the 
  inspirational media you wish to 
  emulate.
  
  176
  POWERS
  IMPROVED AND RITUAL USE OF POWERS
  Given sufficient time and tranquillity, a character may choose to start a Conflict to 
  give an improved effect to a power. To activate an improved or ritual version of a 
  power, a character starts a Conflict of Willpower against an opposition normally 
  equal to the Value of the effect required, including modifications for the Time Scale 
  in use (see the Power Duration Summary table, page 178). The Challenge Rating 
  of the opposition is always 50%, unless the attempt takes place in an environment 
  that hampers or helps the power user. If a worshipper attempts a ritual casting from 
  sacred ground, the opposition might drop to 20%.
  The power user cannot opt for a Quick Exit, while the Narrator may use this 
  option to abort the procedure after a player character has failed a roll against an 
  overwhelming opposition. This might even be desirable as it will save the character 
  from Consequences.
  If the character wins the Conflict, the intended effect takes place. According to the 
  standard Conflict rules, the target(s) may gain a Positive Consequence consistent with 
  the power. The power, unless it has the Instant attribute, will stay in place until the 
  Time Scale exceeds the one used to activate it. Any Negative Consequences the power 
  user suffers are automatically Recurrent, and will stay in place at least as long as the 
  power effect(s) last. You will often label these Consequences as psychic fatigue, but the 
  Narrator may introduce other Consequences with interesting narrative effects.
  Enchantment and item creation always requires a Conflict against their Value to 
  make them permanent or semi-permanent, so the rules in this section always 
  apply in these cases.
  Example. Merlin needs to create a magic sword +2 for Sir Lancelot. In order to Enchant 
  a spell permanently, he must beat its Value in a Conflict. He can touch the sword (Range 
  0) in the process so he needs only count Target 1 and the Might he wishes to add. A 
  sword doing +2 damage is a Might 2 magic weapon, which gives us just three points of 
  attributes. However the Time Scale on which the item must be always on is Downtime 
  (4), so the Basic Value of three must be multiplied by four for a final Value of twelve. 
  Merlin is confident that he can beat a 12-point Resolution Pool in a Conflict, so he goes on 
  and begins the enchanting ritual, which will take several weeks as a Downtime Conflict.
  EXTENDED RANGE AND AREA EFFECTS
  When using powers in Combat Time, their Range attribute cannot extend their 
  area of influence beyond the immediate vicinity of the Combat theatre. On the 
  contrary, when a skilled power user unleashes his or her paranormal abilities 
  with an extended Activation procedure, this line of sight limitation is broken. 
  Extended Range
  Range 
  score
  Range, Combat Time
  Radius, Adventure 
  Time
  Radius, Narrative 
  Time or Downtime
  Touch (0)
  Touch
  Touch
  Touch
  C (1)
  Close, or WIL x2 metres
  WIL kilometres
  WIL x10 kilometres
  S (2)
  Short, or WIL x5 metres
  WIL x2 kilometres
  WIL x20 kilometres
  M (3)
  Medium, or WIL x10 metres
  WIL x3 kilometres
  WIL x30 kilometres
  L (4)
  Long, or WIL x20 metres
  WIL x4 kilometres
  WIL x40 kilometres
  XL (5)
  X-Long, or WIL x30 metres
  WIL x6 kilometres
  WIL x60 kilometres
  XXL (6)
  XX-Long, or WIL x50 metres
  WIL x8 kilometres
  WIL x80 kilometres
  XXXL (7)
  XXX-Long, or WIL x100 metres
  WIL x10 kilometres
  WIL x100 kilometres
  +1
  +WIL x50 metres
  +WIL x2 kilometres
  +WIL x20 kilometres
  IMPROVED AND EXTENDED USE. 
  Improved powers do not use 
  up Channelling, as they were 
  not pre-activated but followed 
  a diﬀerent procedure. However, 
  when the only goal of improved 
  Activation 
  is 
  extending 
  the 
  duration of a power eﬀect, 
  use the procedure for pre-
  activating a power, or disallow 
  the procedure altogether if that 
  particular power cannot normally 
  be extended on the desired Time 
  Scale. Some circumstances may 
  suggest employing a Conﬂict 
  rather than a pre-Activation for 
  narrative reasons, particularly 
  when 
  the 
  power 
  has 
  the 
  Overcome 
  or 
  Concentration 
  attributes. For instance, it makes 
  sense that using Dominate on 
  an individual to keep him or her 
  under control be treated as a 
  Conﬂict.
  
  177
  REVOLUTION D100 CHAPTER 6
  For powers that target specific items, this translates into a greatly extended 
  Range of action, which potentially allows for creative uses of powers. However, 
  some powers that do not affect a specific target may be used upon an entire 
  area, thus creating a magical zone or a cursed land of some kind.
  Being able to manipulate Range is not necessary to benefit from the extended 
  effects. If a power has a fixed range score of its own, its actual radius will still 
  change scale with ritual casting. However, in order to use a power over an entire 
  Area, your Power System must still allow you to manipulate Range, or the power 
  must be specifically designated as area-affecting.
  If the Range of a pre-activated or extended power is manipulated, the effective 
  Range score is the same you can achieve in Combat Time. Accessing the 
  extended radius is only possible when using the improved/ritual procedure.
  DISSIPATING LONG DURATION POWERS
  When a power effect is dispelled by means of the Neutralize power, the Might of 
  Neutralize must be at least equal to the Might of the target power. In this case, 
  the Might refers to the simple Might attribute, before any modifications for Time 
  Scale. This does not allow a relatively cheap power to counter an expensive, long-
  duration effect.
  Whenever a power user invokes a Neutralize-type effect on another power that was 
  ritually activated (like a Consecrated or Warded area), he or she must activate the 
  Neutralize power as a Conflict. The Resolution Points of the opposition are the higher 
  score between the normal Value of the Neutralise power being used and the Value 
  of the target effect, including modifications for duration. Extended duration powers 
  activated with a pre-Activation procedure, that is those which use up Channelling 
  points,are vulnerable to “quick”, non-ritual Neutralize effects cast during Combat or 
  Adventure time.
  To neutralise the effects of a power used on an entire area, it is necessary to use a 
  counter-power that can encompass the entirety of the area. This requires either being 
  at the centre of the area of effect (which usually coincides with the villain’s stronghold, 
  or similarly guarded places, in case of evil spells) or using an even greater Range score.
  Neutralizing a permanent Enchantment is an enchantment in itself, thus it is only 
  possible in Downtime. The dis-enchanter must bear the Consequences of the process 
  on him- or herself permanently, without any chance of ever transferring them to any 
  item or individual. For this reason, no magician will usually accept to disenchant an 
  item for money. If the item to disenchant is a cursed person, he or she can accept any 
  Consequences upon him- or herself.
  ENCHANTING
  Activating a power with a Conflict against its Value in Downtime is an attempt to 
  create an enchantment that benefits permanently of the power effects. The power 
  user must achieve a complete victory to make the power effects permanent, and any 
  Consequences he or she suffers are permanent, too.
  A number of powers of the Arcane or Divine type are usable only as enchantments. 
  Some minor effects of Enchantment powers, like potion creation, may be used to 
  create effects that are lasting but not permanent. In these cases, the enchantment 
  attempt may take place in Narrative Time, and yields a very short-lived or one-shot 
  effect. The Value to beat is multiplied by thee and not by four to reflect this fact.
  A generic Enchanting Trait exists that will help a magician transfer powers into 
  items. However, if a power is labelled as “Enchantment”, its Trait can be used in 
  the enchantment ritual even if the magician lacks the generic Enchantment Trait. 
  Otherwise, the enchanter must roll on his or her raw Concentration Skill. Enchantments 
  are typically carried out in a very quiet environment, but clever players will find a way 
  for the magician’s allies to provide Support Bonuses if the Narrator allows it.
  RITUAL USE OF MINOR 
  POWERS
  The rules discourage improved 
  or ritual Activation of powers 
  that 
  cannot 
  beneﬁt 
  from 
  extended duration. They imply, 
  for instance, that Divine Cantrips 
  that 
  some 
  worshippers 
  use 
  as everyday magic cannot be 
  ritually cast. However, sooner 
  or later in your adventures you 
  will encounter situations where 
  using minor powers as rituals 
  makes sense. Thus, despite the 
  recommendation not to use 
  ritual casting for powers which 
  cannot be temporally extended, 
  the actual limit is “whatever is 
  fun and enjoyable in your game”.
  ENCHANTMENT PROCESS 
  DURATION
  Do not underestimate the impact 
  of time on the feasibility of an 
  enchanting ritual. Each round 
  of the ritual will last one day or 
  week (Narrator’s choice), so even 
  if the enchanter is conﬁdent of 
  winning, each enchantment may 
  take months of time, during 
  which the enchanter cannot do 
  anything else of relevance.
  
  178
  POWERS
  CONSEQUENCES OF ENCHANTMENT
  While the Consequences of crafting items with mundane means or Science 
  Powers affect the items as flaws, an enchanter is actually putting part of his or her 
  essence into an artefact. If there are Consequences, they apply to the creator and 
  not to the item. Enchantment Consequences are annoying circumstances that 
  might have a detrimental effect in some particular Conflicts. For instance, the 
  creation of a demonic weapon might cause the demon to appear in your dreams, 
  disturbing your rest and Concentration. As a rule of thumb, these Consequences 
  should not come into play more than once per session.
  Getting rid of the Negative Consequences of a successful enchantment will 
  destroy the enchantment. 
  An enchanted item always has a unique owner. Enchantments cannot be passed 
  around the members of a group as you would do with a box of matches. The 
  death of its creator or last owner will put the enchantment in a “dormant” state 
  until someone else attunes to it again. Trading an enchanted item to a subject 
  who is aware of the Consequences and willing to accept them will also transfer 
  the detrimental effects, along with the ability to use the item.
  The following table provides some sample effects for enchanted items with strings 
  attached, and a quick way to randomize them, but the actual effect is always 
  determined by the Narrator, who is free to use other tables or to make up an effect 
  on the fly.
  Enchantment Consequences
  D10 roll
  Consequence
  Notes
  1-5
  Enchantment not self-sustained. Drains one Life Point per minus 
  sign each time the item enhancement takes eﬀect in Combat. The 
  enchantment must have had a tangible eﬀect in play (for instance, for 
  enhanced armour the damage must have been greater than the AP the 
  armour would have if non-enchanted). To avoid this eﬀect, the user must 
  dedicate one point of Channelling per minus sign to the enchantment as 
  though it was a pre-activated power.
  Appropriate 
  if you use 
  Advanced 
  Combat
  6-7
  Bestows a penalty to a Trait chosen at enchantment time, once per 
  adventure.
  8-9
  Bestows a penalty of 1d6 to a Characteristic, chosen at enchantment 
  time, when used to determine the starting Resolution Point Pool for a 
  Conﬂict, once per adventure.
  10
  Free will. The item acquires a volition of its own with WIL equal to 2d6 
  plus 1d6 per minus sign and a Motivation at 50% (it can increase as per 
  normal rules), and will object to any action against it. The item will annoy 
  its owner and initiate Conﬂicts of WIL to dissuade him or her from 
  acting contrary to its Motivation.
  Power Duration Summary
  Time Scale
  Power Type
  Duration
  CP*
  Value
  Notes
  Combat
  Standard
  One Combat or 
  Conflict
  x1
  attribute 
  totals
  Can be pre-activated in Adventure Time, expires when 
  a Conﬂict terminates.
  Adventure
  Extended Duration 
  Power
  Until next rest
  x2
  attribute 
  totals x 2
  Can span across multiple Combats or Conﬂicts. If 
  ritually cast, range may increase to kilometres.
  Narrative
  Extended Duration 
  Power
  One adventure
  x3
  attribute 
  totals x 3
  If ritually cast, range may increase to dozens of 
  kilometres.
  Downtime
  One-use Item
  Permanent, 
  one-use
  n/a
  attribute 
  totals x 3
  Used for one-use science or alchemy gadgets like 
  bombs or potions.
  Downtime
  Item/ Enchantment
  Permanent
  n/a
  attribute 
  totals x 4
  Used for enchantments and science gadgets. Range 
  may increase to dozens of kilometres.
  [*] Channelling Points occupied
  POWER DURATION
  We have so far examined the 
  four cases of power duration: 
  Activation during Combat Time; 
  pre-Activation in prevision of a 
  Conﬂict; extended duration; and 
  enchantment.  As shown in the 
  table, the Time Scale multiplier 
  aﬀects both the Value of the 
  power and the number of points 
  of Limiting Factor it uses when 
  pre-activated or extended.
  
  179
  REVOLUTION D100 CHAPTER 6
  POWER LIST
  This power list is for all Power Systems. Each entry includes the standard 
  name for the power and the attribute list. It also lists the Power Systems 
  that normally include the power. When the name or attributes of the power 
  vary according to the system, we have noted this in brackets after the system 
  name, or in the power description. The description of a Power System always 
  supersedes the information given in this section.
  Absorb [Energy]
  All 
  Combine *, Might *, Target * individual(s)
  This power subtracts its Might from the Might of any incoming energy attack of the 
  affected type. Absorb Kinetic decreases the Might of physical attacks, but it does not cancel 
  basic weapon or ammunition damage. This effect is applied before any armour or the 
  Protection power are taken into account. The innate version of this power is always on.
  Astral Projection  
  Arcane, Divine 
  Range *, Might *, Target self
  Astral Projection causes the recipient’s soul to leave its corporeal body, and 
  manifest itself as an independent disembodied being. The recipient’s corporeal 
  body slumps into a catatonic state for the remainder of the spell.  While Astral 
  Projection is sometimes useful for scouting purposes, as the recipient’s spirit can 
  pass through nearly any obstacle, it is usually employed to combat or confront 
  incorporeal beings.
  The recipient’s body remains vulnerable for the duration of the effect. The soul 
  will always know the direction its host body lies in, and the rough range to it in 
  metres, but it cannot use the body’s senses. It is possible for a wandering soul to 
  have its body destroyed and not realise it until it returns from its sojourn. 
  While disembodied, the recipient automatically gains the effects of Second Sight 
  (see page 186) of an equivalent Might for the duration of his or her Astral 
  journey. However, he or she will suffer a Penalty to all Perception tests to spot 
  mundane items or events while disembodied. A recipient may not travel further 
  than the Range of the power from his or her host body, and moves at double his 
  or her physical Movement Rate.
  Confusion 
  Arcane, Divine (Might 2), Psi (prerequisite: Telepathy) 
  Might *, Overcome [Will], Range *, Target * individual(s)
  Once its Willpower has been overcome, the affected target may not cast spells and may 
  only take non-offensive actions. The target may run and defends normally in Combat, 
  though it may not make any attacks unless attacked first. The power effects terminate at 
  the end of the round in which the target is attacked.
  Damage Boosting
  Combine *, Might *, Range *, Target * weapon(s) or individual(s) 
  Arcane, Divine, Science
  Each Might point adds one point to a weapon’s damage. When this power is used 
  on an individual, it affects all natural weapon attacks performed by the recipient 
  (kicks, punches, claws, etc.), but not attacks performed with artificial weapons. 
  The damage becomes part of the weapon intrinsic damage, and thus it is doubled 
  when applying the Slash Combat effect, and cancelled when applying the Stun 
  Combat effect.
  QUALIFIERS
  Many 
  power 
  names 
  are 
  accompanied by a qualiﬁer in 
  brackets. This means that the 
  description refers to a group 
  of similar powers identiﬁed by 
  replacing the qualiﬁer with an 
  appropriate noun, representing 
  an energy, item, creature, trait or 
  other entity, and removing the 
  brackets. A power can be included 
  in a power list in its generic form, 
  with the qualiﬁer in brackets, or in 
  its speciﬁc form with the qualiﬁer 
  replaced. A power can only be 
  acquired by a character in its 
  speciﬁc form, which means that 
  when you assign it to your player 
  character or to an NPC, choose a 
  replacement for the qualiﬁer.
  ABSORB [POWER]
  Variants of the Absorb eﬀect that 
  work on powers are extremely 
  rare, as this “ablative” eﬀect is 
  more powerful than the standard 
  “all or nothing” Resist [Power] 
  used against supernatural attacks. 
  If you allow such a power  require 
  a minimum Might of 4 for the 
  power to have any eﬀect. This 
  is due to the fact that an Absorb 
  [Power] of Might 1 would in theory 
  be able to block oﬀensive powers 
  of Might 2 or more (something 
  impossible for a Resist [Power] of 
  Might 1) by decreasing their Might 
  below their ﬁxed requirement.
  CONFUSION VARIANTS
  The divine version of Confusion 
  is a Might 2 Cantrip, and 
  is 
  eﬀective 
  against 
  sentient 
  humanoids, but not on animals 
  and supernatural creatures such 
  as spirits or magical entities 
  like dragons. The arcane version 
  works on any embodied creature 
  but requires a Might equal to 
  the Size Class of the target to 
  be eﬀective. The psionic version 
  works on anything, even with 
  non-manipulated 
  Might, 
  but 
  when used against a creature 
  that is very diﬀerent from the 
  power user, the Concentration 
  Skill of the caster suﬀers one 
  Penalty to activate the power and 
  to overcome the entity’s Will.
  DAMAGE BOOSTING VARIANTS
  The divine version of Damage 
  Boosting may have a limitation 
  on the kind of weapon it can be 
  used on, usually one signiﬁcant 
  to the cult that teaches it. Some 
  nature cults teach a version of 
  the spell that only works on claws 
  or teeth, and is thus only useful 
  to shapeshifters in their animal 
  form. These limitations are 
  normally speciﬁed by the 
  actual name of the spell 
  (Bladesharp, 
  Ironclaw, 
  Truesword, etc.).
  
  180
  POWERS
  Demoralize 
  Might 2, Overcome [Will], Range S 
  Divine
  This spell creates doubt and uncertainty. The target of this spell suffers a Penalty 
  to all attack rolls, and may not use any powers with the Overcome attribute. If this 
  spell takes effect before Combat begins, the target will try to avoid fighting and will 
  either run or surrender. The effects of this spell are automatically countered by the 
  Fanaticism spell, and vice versa.
  Detect Substances
  Might *, Range * 
  Arcane, Divine, Psi
  Useful for finding valuables from afar, this power allows the user to name one substance 
  per point of Might when the power is activated. The power will cause all sources of 
  the substance(s) within range of the spell to glow, visible only to the caster. Diamonds 
  gleam like ice, amber shines like a camp fire, and so on. The presence of a specific item 
  can be confirmed if the power user can exploit its shape to tell it from other sources of 
  the substance. The power cannot penetrate refined metal, energy fields, or protections 
  against paranormal effects, though it can penetrate ore, rock or dirt.
  Detect [Power]
  Might *, Range * 
  Arcane, Divine, Psi, Science
  Detect [Power] allows the user to sense the presence and location of an effect related 
  to the power type specified, or to any magical or supernatural source in the case of 
  a broader version of the power like Detect Magic or Detect Paranormal. The power 
  cannot penetrate refined metal, energy fields, or protections against paranormal effects, 
  though it can penetrate ore, rock or dirt.
  Diminish [Characteristic]
  Combine *, Might *, Overcome [Will], Range *, Target * individual(s) 
  Arcane, Science
  There are actually six Diminish spells, one for each Characteristic. The spell will 
  temporarily apply a Penalty to the specified Characteristic equal to the Might of the spell. 
  This Penalty may not reduce a Characteristic below one, and a creature must have the 
  Characteristic in question for the spell to affect it. Skills are never recalculated because 
  of this power, although Derived Attributes are. Conflicts based on the diminished 
  characteristics are not influenced if the Conflict has already started.
  Disruption
  Instant, Might *, Overcome [Will], Range *, Target * individual(s) 
  Divine
  This spell inflicts physical damage and excruciating pain, ignoring any armour and 
  affecting a random hit location if localised damage is in use. Damage done is equal to 1d6 
  plus the Might of the spell, but it is reduced to half the rolled damage, rounded up, if the 
  caster uses a Quick Exit in the Conflict to overcome the target’s Will. The damage applied 
  to Strike Rank is never halved, assuming the target does suffer the ill effects of pain.
  Dominate [Species]
  Combine *, Overcome [Will], Range *, Target * individual(s) 
  Arcane, Divine, Innate, Psi (Mesmerism, prerequisite: Telepathy)
  This power allows the caster to gain control over a creature belonging to a specific 
  category. If the target fails to resist, it must obey the commands of the power user for its 
  duration. A Quick Exit in the Conflict for domination in Advanced Combat does not 
  allow domination, but it leaves the target unable to attack the power user long enough 
  for the latter to flee. The power user must be able to see or sense the target directly in 
  order to dominate it, or have an item that allows the channelling of his or her will to the 
  target to use it at long range outside Combat.
  DEFENSIVE USAGE OF 
  ABSORB
  Absorb Energy, or any other 
  power that includes it, can 
  be activated as a reaction in 
  Advanced 
  Combat 
  against 
  an incoming spell or attack. 
  However, as the power is not 
  designed speciﬁcally for this 
  purpose, 
  the 
  activation 
  roll 
  suﬀers one Penalty. Using this 
  power as a reaction requires 
  that it be cast with one single 
  Concentration 
  action, 
  which 
  might pose some limitations 
  upon its Might or the distance at 
  which the power can work.
  ADVANCED DETECTION
  Other forms of detection powers 
  such as Detect Emotion or 
  Detect Enemy can be devised 
  by adapting the description for 
  Detect Substance and Detect 
  [Power]. Scientiﬁc devices might 
  include Detect [Energy] or Detect 
  Life.
  GENERIC DOMINATE
  The psionic version of Dominate 
  is non-species speciﬁc, but using 
  it against an individual of another 
  species bestows a Penalty. The 
  innate version represents the 
  charming abilities of vampires 
  or succubi, and usually works on 
  all sentient species, although 
  it can have other limitations, 
  such as the gender of the 
  target.
  
  181
  REVOLUTION D100 CHAPTER 6
  While within range of the power, the controlled creature shares a telepathic link with the user 
  If the master and the dominated creature do not share a common language, the former can 
  convey orders by forming a mental image of the actions he wishes the dominated creature 
  to perform. Once commanded, the target can leave the range of the power without breaking 
  control, but cannot receive more orders until it is back within range of the master.
  [Element] Arrow
  Might 2, Target 1 projectile, Touch 
  Divine, Science
  Using this power on a projectile will cause it to burst into flame or otherwise convert 
  into pure elemental energy when it strikes a target, adding elemental damage of Might 1 
  (1d6 damage for fire, for instance) to its normal damage. The kinetic Might provided by 
  the firing weapon or by the wielder is unaffected. Since the missile is now paranormally 
  enhanced, its extra damage affects creatures that are immune to normal damage. Its 
  normal damage is still useful to punch through any armour the creature might have.
  [Element] Blade 
  Might 4, Target 1 weapon, Touch 
  Divine, Science
  For the duration of the spell, the target weapon deals additional elemental damage 
  of Might 1(1d6 damage for fire, for instance) in addition to its normal damage. The 
  additional damage can affect creatures which are immune to normal damage.
  [Element] Wall 
  Might 3, Range S 
  Divine
  This spell creates a 10 square metre immaterial wall of the specific elemental substance, 
  usually Light, Fire or Darkness. The wall does not produce harm, nor does it block passage, 
  but it might scare unintelligent creatures uncomfortable with the specific element. When 
  shaped as a hemisphere, the wall has a diameter of about three metres. The caster may 
  shape the wall at will even after the initial casting and move it by one Zone (20-30 metres) 
  per Combat Round. In this case, the spell gains the Concentration attribute for that round.
  Walls have an external and an internal surface, and block vision from the outside to the inside. 
  Other senses such as a bat’s sonar, and Dark Vision for a Dark Wall, function normally. Light 
  sources within a Dark Wall area shed no light and normal sight ceases to function, requiring 
  Dark Vision to see while inside. Light or Fire walls also provide illumination like a bonfire.
  Enhance [Characteristic]
  Combine *, Might *, Range *, Target * individual(s) 
  Arcane, Divine, Innate, Science
  There are actually six Enhance powers, one for each Characteristic. Enhance allows the user 
  to apply a temporary bonus to the specified Characteristic equal to the Might of the power. A 
  creature must have the Characteristic in question to benefit from this power. Skills are never 
  recalculated because of this power, although Derived Attributes are. Conflicts based on the 
  enhanced characteristics benefit from this spell only if the Conflict has not yet started. 
  [Environment] Movement 
  Might 1, Target * individual(s) 
  Divine
  This spell allows the target to move with ease through the specified environment.
  Fanaticism 
  Might 1, Range S, Target 1 individual 
  Divine
  The target of this spell receives a Bonus to all attacks, but suffers a Penalty to all defences, 
  and may not attempt to cast spells that lack the Overcome attribute. For the duration of the 
  spell, the target has a Double Bonus to any non-paranormal Conflicts related to morale. 
  The Demoralize spell automatically cancels the effects of this spell and vice versa. 
  ORDERS AGAINST THE 
  TARGET’S NATURE
  If 
  the 
  dominated 
  creature 
  receives a suicidal order or a 
  command that goes against its 
  nature, loyalties or feelings (such 
  as a Motivation), it can initiate 
  a new Conﬂict of Will against 
  the master to break free of its 
  control. It will not complete the 
  command until this Conﬂict 
  is over, in one way or another, 
  although it will perform any 
  preparatory action while the 
  Conﬂict is still in eﬀect.
  COMBINING STANDARD AND 
  ELEMENTAL DAMAGE
  Normally, the damage from 
  [Element] Arrow and [Element] 
  Blade cannot be combined with 
  other damage-enhancing powers 
  and eﬀects. This means that 
  only the power with the highest 
  Might has eﬀect on the weapon, 
  the damage is not doubled 
  when applying the Slash eﬀect 
  and applying the Impale eﬀect 
  negates the elemental damage. 
  However, some Divine Blessings 
  (not Cantrips) might combine 
  elemental eﬀects and damage 
  enhancements in one spell. In 
  this case, no limitation is in eﬀect 
  except the fact that the Slash 
  eﬀect only doubles standard 
  damage.
  ENHANCE VARIANTS
  Divine or Innate versions of 
  Enhance Characteristic, being 
  tied to the spirits of nature, 
  cannot bring a characteristic to 
  more than twice its initial value. 
  Arcane spells do not have this 
  limitation, 
  while 
  alchemical 
  concoctions and other science 
  artefacts might or might not have 
  it, depending on the setting.
  
  182
  POWERS
  Fly
  Combine *, Concentration, Might *, Range *, Target * item(s) or individual(s) 
  Arcane, Divine, Innate (Flight, no Concentration required, self), Psi 
  (Levitation, prerequisite: Telekinesis)
  Using this spell allows the target to fly, provided that the levitated items have a Size 
  Class lower than the power Might score. Thus a Might 1 effect can only affect small 
  items or minuscule creatures.
  Characters or objects moved by this spell have a base Movement Rate of 1, plus 1 
  per Might point not used to sustain the target’s Size Class. All objects and characters 
  moved by this spell move at the caster’s behest, not their own.
  This power can be used offensively to levitate someone, or to steal an object he or 
  she is holding. In all of these cases, the power acquires the Overcome attribute, 
  against Will to use it directly on an unwilling target, and against Strength to snatch 
  an item. For the duration of the parallel Conflict to take an item away, its user 
  suffers a Penalty to any roll made which uses the item,such as an attack or parry 
  with a weapon.
  Another classic offensive use of Fly is that of levitating items and throwing them 
  at one’s opponent. This kind of attack requires a Concentration action and does 
  kinetic damage of Might equal to the item Size Class, with the ability to generate 
  an appropriate Combat Effect on a success. The attack cannot be Parried, but the 
  target can easily Dodge it at no Penalty if the item does not have a Move score at 
  least equal to its own.
  Form [Substance]
  Combine *, Concentration, Might *, Range *, Target * item(s) 
  Arcane
  There are an unlimited number of Form spells, one for every substance imaginable, 
  from steel to smoke to water. Each Might point allows the caster to shape one 
  kilogram of solid substance or one cubic metre of an ethereal substance (like 
  darkness or water). This spell can affect only inanimate substances. 
  The caster must be familiar with the shape he or she is forming. When the caster has 
  finished the forming process, the substance will retain its shape and the spell will 
  lose the Concentration attribute until the caster wishes to form the substance again. 
  Rigid substances like steel will hold the form they had at the end of the spell, while 
  fluids will immediately lose their shape.
  The caster can use this spell to mend damage. He or she must form the entire object, 
  and must undergo an appropriate Conflict. If successful, the caster will restore the 
  item to its original condition. Creating an item from raw materials by using this 
  power is extremely complex, and only possible at the Narrator’s option. In any case, 
  the availability of an appropriate Form spell can help in a Crafting Conflict.
  Glue 
  Might *, Touch, Target 1 item or individual 
  Arcane, Divine
  This spell causes a ten centimetre by ten centimetre surface (roughly the size of a man’s 
  palm) to become sticky and adhere to the first other surface it comes in contact with. 
  The basic bond has a STR of 3d6, on a Size Class scale equal to the power Might, and 
  requires a Conflict of STR to separate the glued surfaces. This spell can affect organic 
  and inorganic substances, but not living creatures. 
  Grant [Trait]
  Might 1, Range *, Target * individual(s) 
  Arcane, Divine, Innate, Science
  This power bestows a Trait on the recipient. If the target already has the Trait or lacks 
  a prerequisite, the power has no effect. If the Trait is a sense, the recipient acquires the 
  sense. This power cannot grant a Trait that is a power itself. Grant Fly, although it can 
  grant a Trait that is only useful in conjunction with a power,  Grant Fly will work if 
  another power has provided the target with wings.
  EXTENDED EFFECTS OF FLY
  Even after the power user has 
  dropped the eﬀect, the residual 
  energies of Fly automatically limit 
  the speed at which the target falls 
  to the ground, independently 
  from the user’s will. The target 
  can roll on Athletics with an 
  appropriate Trait (Jump, Balance) 
  to fall on its feet and avoid taking 
  damage equal to its Size Class, 
  no matter from how high it fell. 
  This eﬀect is independent of 
  the will of the caster and of the 
  Might of the power. This has two 
  consequence: ﬁrst, Fly cannot be 
  used to kill enemies by dropping 
  them to the ground, unless the 
  ground itself is deadly (lava, 
  quicksands); and second, a hasty 
  Fly spell of Might 1 can save the 
  caster or an entire party from an 
  unexpected fall.
  OFFENSIVE USE OF FORM 
  This spell can be also used 
  to render an item useless in 
  Advanced Combat by twisting 
  its shape. The caster must 
  aﬀect the entirety of the item, 
  or of the part of it that is made 
  of 
  the 
  aﬀected 
  substance. 
  Check its weight to know how 
  much Might is required. An 
  additional Concentration action 
  is required to deform the item, 
  and the Narrator might call 
  for extra time if the target is 
  particularly elaborate  or the 
  caster is attempting a complex 
  manipulation.
  
  183
  REVOLUTION D100 CHAPTER 6
  Haste
  Might *, Range *, Target * individual(s) 
  Arcane, Divine, Psi
  Each Might point of Haste adds 1m to the Movement rate of the recipient, and to his or 
  her Strike Rank in Advanced Combat.
  Heal
  Concentration, Might *, Target: * wound(s) on a single individual, Touch 
  Arcane, Divine (Instant), Psi, Science
  This spell must be cast upon a wounded character. It dramatically accelerates the natural 
  healing rate of the target, and immediately stabilizes the affected wounds, preventing death 
  and further bleeding, and restores one lost Life Point per Might, bringing the recipient to 
  a maximum of zero. The spell then repairs one point of damage done to Toughness per 
  subsequent Concentration action taken, up to the power Might. Heal cannot reattach or 
  regrow a severed limb, for which its advanced version Restore [Flesh] is required. 
  The effects of subsequent uses of Heal on the same wound are not cumulative. Only the 
  highest Might will be in effect at any time. Thus, if a wound that has received a Heal 2 effect 
  is subsequently treated with a Heal 4 effects, only two points of damage will be cured. The 
  situations in which this may occur are described on page 107 of Chapter 4.
  The divine version of this spell has the Instant attribute instead of Concentration. An 
  amount of damage equal to its Might is cured at once without any need to stay concentrated.
  Hinder 
  Might *, Range *, Overcome [Constitution], Target * individual(s) 
  Arcane, Divine, Psi
  Each Might of Hinder subtracts 1m from the Movement rate of the target, down to a 
  minimum of 1. Each Might point also subtracts 1 from the recipient’s Strike Rank in 
  advanced Combat.
  Illusion
  Concentration, Might *, Range *, Target * illusion(s) 
  Arcane, Divine, Psi
  This spell creates an illusion based on one or more senses, which will seem real and solid to 
  all witnesses unless they can disbelieve it. The illusion affects one different sense per point 
  of Might, chosen by the caster. The absence of a specific sense may nullify the effect of the 
  illusion. A scentless illusion will not fool a dog, and an illusion that is not specifically crafted 
  to register on sonar will not work on a bat or a creature relying on a similar sense. The absence 
  of a sense which is not crucial to the affected creature but which might induce suspicion, like 
  a completely soundless illusion might provide a Bonus to disbelieving attempts.
  The Illusion appears as a tiny creature or item familiar to the illusionist, of Size Class zero 
  unless he or she spends unused Might points on its Size Class. If the viewer succeeds in 
  disbelieving and the Illusion could cause damage if believed in, it can no longer cause damage 
  to that character. As soon as a viewer disbelieves the illusion, he or she starts to see it become 
  insubstantial and ghost like and all damage it dealt to him or her disappears.
  In order to disbelieve an Illusion, a character, once the latter has started suspecting the real 
  nature of what he or she is witnessing, must initiate a Parallel Conflict of Intelligence versus 
  the Illusion Might. The Skills used is Perception for the disbeliever and Concentration for the 
  Illusionist. In Combat, the disbeliever must use the Concentration action to Roll for Effect.
  An Illusion that can interact with the physical world by affecting the sense of Touch can cause 
  damage until disbelieved. The only limitation is that it cannot cause a Lethal Wound. It will 
  deal 1d6 damage plus the appropriate Might bonus for a creature of its Size class, wielding 
  a one-handed sword. The illusion cannot apply Damage Combat Effects except Choose 
  Location, and always fights with a Close Combat [selected weapon] and Athletics [Dodge] 
  score equal to the illusionist’s Concentration [Illusion] score. The Illusion has no Strike Rank 
  of its own and uses the caster’s Concentration actions to attack and defend, disappearing if 
  the caster is brought to negative SR. An illusion does not really take damage from weapons, 
  magical or otherwise, but a successful attack that does damage in excess of the illusion Might 
  will pass through it and the attacker will immediately realize it is not real.
  
  184
  POWERS
  Immunity to [Combat Effect]
  Might 2, Touch, Target * individual(s) 
  Divine, Innate (target self)
  The specified Combat effect cannot be applied to the recipient, even when it is automatic. 
  Immunity to [Energy or Power]
  Might 6, Touch, Target * individual(s) 
  Divine, Innate (target self)
  The recipient is immune to all damage from the energy source specified, or to any power of 
  the type specified. Immunity to [Kinetic] gives the target immunity to all physical weapons, 
  so it is a very powerful effect reserved for werewolves or otherworld creatures. The variant 
  that protects from powers is rare and usually protects from a very narrow power source, such 
  as “Immunity to Necromantic Arcane Spells” or “Immunity to Earth Divine Magic”.
  Improve [Trait]
  Might 2, Range *, Target * individual(s) 
  Divine, Innate, Science
  This power bestows a Trait on the recipient. If the target already has the Trait it either 
  receives the Acute version of it in case of a Sense, or receives a Bonus to rolls made on 
  the Trait in Advanced Combat or Conflicts. If the Trait is a sense, the recipient also 
  acquires the sense if he or she lacked it.
  If this power is used as Support in a generic Conflict, the Bonus can be used only once 
  per Conflict. The advantage of having the Trait, however, is present whenever the 
  recipient Rolls for Effect.
  Invisibility
  Might 4, Concentration, Touch, Target 1 individual 
  Divine, Innate (target self)
  For the duration of the effect, the recipient is invisible.  He or she can still be heard, felt 
  or smelled, with a Penalty to Perception tests. The effect is also automatically cancelled if 
  the power user loses concentration, the recipient uses a power on a target different than 
  him- or herself, or makes an attack.
  Light 
  Might 1, Range *, Target * item(s) 
  Arcane, Divine, Science
  This spell causes a glowing point of light to appear on a solid substance, creating an area 
  of light ten metres in radius, giving off the same illumination as a torch. 
  Location
  Might 1, Range *, Target * item(s) or individual(s) 
  Divine, Psi
  This power works on a specific item which the user must have already touched, or on 
  an individual of which he or she must have some personal bits. The user will become 
  aware of the general direction and distance of the target, provided it is still intact/alive 
  and within Range of the power, or will know the approximate location of the target on 
  an appropriately detailed map.
  Neutralise [Power]
  Instant, Might *, Range *, Target * effect(s) 
  Arcane, Divine, Innate, Psi
  This power allows its user to neutralise other powers of the specified type. It will 
  eliminate a combined Might of power effects equal to its own Might, starting with the 
  most powerful affecting the target. If it fails to eliminate the most powerful power effect, 
  then it will target the second-most powerful one. As soon as Neutralise can no longer 
  dismiss a target’s effects,  its effects immediately end. However, all effects that protect 
  against the power type of the Neutralise [Power] must be eliminated first before other 
  INVISIBILITY VARIANTS
  If you wish to include Invisibility 
  among Arcane Spells, you must 
  give it Might * and require that 
  it has Might at least equal to the 
  target Size Class.
  OFFENSIVE USE OF LIGHT
  The Arcane version of Light can 
  be cast on an opponent’s eyes. If 
  cast on a living being, the spell 
  gains the Overcome [Will] trait. If 
  the target is overcome, he or she 
  will suﬀer a Penalty to all Combat 
  rolls, and any Skills relying upon 
  vision.
  SCOPE OF NEUTRALISE
  Normally, one power type will 
  provide a version of this spell 
  that works on powers of the same 
  type or “enemy” power types 
  (ex. Neutralise Arcane Magic 
  for all divine magicians), but 
  some power lists may include 
  Neutralise Magic, which works 
  on any kind of spell, and 
  Neutralise 
  Supernatural 
  which works on anything 
  non mundane.
  
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  REVOLUTION D100 CHAPTER 6
  ones can be affected. The power use can target a specific effect among the ones affecting 
  the target, assuming he or she can actually sense its presence.
  Palsy 
  Might *, Overcome [Constitution], Range *, Target * individual(s) 
  Arcane, Psi, Science
  If the caster is able to overcome his target’s Constitution with this spell, he or she can 
  turn the victim’s own nervous system against itself. The power will paralyse the target, 
  provided that its Might is equal to or greater than the target’s Size Class.
  Project [Energy]
  Instant, Might *, Projection, Range *, Target 1 individual 
  Arcane, Divine, Innate (Target * individual(s) for some kind of breath 
  weapons), Psi, Science
  Energy produced by this power is projected as a beam, cone or sphere towards the 
  target(s), which can avoid the attack like any high-speed ranged attack.
  If the energy projection hits, the target takes elemental damage with a Might equal to 
  the power Might. Armour may protect against this kind of damage. Sample types of 
  energy (and the element they are most likely linked to) that can be projected by this 
  spell are Cold (Darkness or Water), Lightning (Air), Heat (Fire), Kinetic (Air or Earth).
  Project Senses
  Might *, Range * 
  Arcane, Psi (Clairvoyance)
  This power allows the caster to project his or her senses anywhere within its Range. The 
  power user can project one sense per point of Might, choosing among the senses he 
  or she possesses at the time of activation. The power forms an invisible and intangible 
  sensor,  which receives the specified type of sensory input and transmits it to the user. 
  The sensor can move one Zone per Combat Round at the user’s direction, and allows 
  use of Perception Skills through the sensor. 
  The user can activate other powers through the sensor of some Projections. Ranged 
  powers require Project Vision, while touch powers require Project Touch. The total 
  Channelling value of the powers activated through the sensor cannot exceed the sensor’s 
  Might.
  Characters using Second Sight can see the sensor and attack it if they wish, though it is 
  only vulnerable to supernatural energies. Magic weapons and powers employed against 
  the sensor will not destroy it, but transfer their damage and effects directly to the user.
  Protection 
  Combine *, Might *, Range *, Target * individual(s) 
  Arcane, Divine
  This power protects the body of the recipient, making it benefit from extra AP equal to 
  its Might in addition to physical armour. In Basic Combat,  an overall protection up to 4 
  AP counts as Light Armour , while higher values count as Heavy Armour. 
  Reflect [Power] 
  Combine *, Range *, Might *, Target * individual(s) 
  Arcane, Divine, Innate
  This protective effect shields the target from hostile powers of the affected type, and has 
  a chance of sending them back to the attacker. 
  Reflect only affects spells directed against the target specifically, and that have the 
  Overcome attribute. In order to affect an attack, Reflect must be of the same Might or 
  higher. It makes the Conflict used to determine whether the effect takes place two-way 
  instead of one-way. If the attacker is defeated, even with a Quick Exit, he or she suffers 
  the detrimental effects of the power instead of the target. Moreover, the attacker can 
  no longer drop the spell at will if the Conflict is going badly.The target can choose to 
  continue it, hoping to gain the upper hand. 
  The innate version of the power is always on.
  DEFENSIVE USE OF 
  NEUTRALISE
  Neutralise can be ﬁred as a 
  Reaction, but only when another 
  power that the character wishes 
  to counter is used within Range. 
  A successful Neutralise disrupts 
  the other power and nulliﬁes 
  it. As long as the Might of the 
  Neutralise equals or exceeds the 
  target power Might, the latter 
  is countered. Using Neutralise 
  as a reaction requires that the 
  power be cast with one single 
  Concentration 
  action, 
  which 
  might pose some limitations 
  upon its Might or the distance at 
  which the power can work.
  SPECIAL EFFECT OF KINETIC 
  DAMAGE
  Project 
  [Kinetic] 
  deals 
  less 
  damage than other energies, but 
  it has a Stun (auto) eﬀect, and 
  will knock down any target with 
  a Size Class lower than its Might.
  PROTECTION COVERAGE
  On a coverage roll of 1+, the 
  recipient of Protection beneﬁts 
  from the full Might of the power 
  in additional AP. On a coverage 
  roll of 0, this value is halved 
  (round up).
  DEFENSIVE USE OF REFLECT
  Like Neutralise [Power], Reﬂect 
  can be cast as a last resort against 
  an incoming attack power by 
  using a Concentration action. 
  However, as its natural use is 
  that of activating it prior to the 
  attack, when using the power in 
  this way the caster suﬀers one 
  Penalty to the activation roll. 
  Using this power as a Reaction 
  requires that it be cast with one 
  single Concentration Action, 
  which might pose some 
  limitations 
  upon 
  its 
  Might or the distance 
  at which the power 
  can work.
  
  186
  POWERS
  Resist [Power]
  Combine *, Might *, Target * individual(s) 
  Arcane, Divine, Innate, Science
  This power matches its Might against the Might of any incoming offensive power of an 
  affected type. If its Might score is equal to or greater than the incoming power’s Might, 
  the power has no effect. If the incoming power Might is greater than the Might of Resist, 
  then the power affects the target normally. 
  Resist [Power] does not discriminate between incoming spells; a comrade attempting 
  to magically heal the recipient of Resist Magic must overcome it in order to successfully 
  use a healing spell. 
  The innate version of the power is always on.
  Restore [Resource]
  Might *, Touch, Target: * individual(s) 
  Arcane (Prerequisite: Heal), Divine
  This power can reverse a characteristic loss or any other Consequence, provided it is 
  used in the same Time Scale that caused the Consequence, or in Downtime for generic 
  effects. This spell will not work against the Consequences of an enchantment, unless the 
  enchantment has been destroyed first.
  In order for the spell to work, the caster must win a Conflict against the Consequence 
  value, the Characteristic loss or the Toughness of the limb he or she wishes to regenerate. 
  Restore has two basic effects, and depending on the power system used and the setting, 
  your character might be able to use only one of them.
  • Restore Health will work as an Antidote of equal Might against poisoning and disease. 
  It can be used only once per ailment, and its effect must be long enough to allow the 
  recipient to counteract naturally the remaining Potency.
  • Restore Characteristic will work against a characteristic loss caused by a supernatural or 
  mundane effect. It will not counter the effects of ageing.
  • Restore Flesh can cause a severed or maimed limb to regrow or reattach, or treat wounds 
  caused by acid or fire that would not heal naturally, but cannot return a character from 
  death. This spell will cause a limb severed by a Lethal Wound to regrow or, if the detached 
  limb is still present, for the limb to reattach itself to its stump. If the limb can be reattached, 
  the contest can be run in Adventure time. To regrow a limb, the Conflict must take place in 
  Narrative Time. In some settings, the Arcane version of this power may require Downtime.
  Second Sight
  Might *, Range *, Target * individual(s) 
  Arcane, Divine, Innate (Perceive Aura), Psi (Sensitivity)
  This power allows the recipient to see magic or other paranormal effects. By augmenting 
  the recipient’s natural vision, the power allows him to determine a creature’s Life Points, 
  as well as enchanted items or power effects. The recipient must be able to actually see the 
  creature or object for this power to work. 
  By looking at a spell effect, a Second Sight user will automatically be aware of its origin 
  (divine, arcane, etc.). As long as Second Sight’s Might exceeds the other power’s, the 
  watcher will be able to determine the effects of the perceived power, and if the Might 
  is more than twice that of the other power he or she will also receive a mental image of 
  who activated the power effect.
  Shapechange to [Species]
  Combine *, Might *, Overcome [Will], Range *, Target: * individual(s) 
  Arcane, Divine (self only), Innate (self only, for shapeshifters)
  Each Shapechange is a separate power. Of all powers with multiple variations, the Shapechange 
  spell has the most, comprising a new spell for almost every creature imaginable. The spell 
  only works on living things. The dead or inanimate objects cannot be shapechanged. 
  The Might of the spell must be equal to or greater than the Size Class of both the target 
  and the specified species. Thus changing a mouse (Size Class 1) into a newt (also Size 
  Class 1) is Might 1. Changing a mouse into a lion (Size Class 4, or Large), or vice versa, 
  is Might 4.
  DEFENSIVE USE OF RESIST
  Like Neutralise [Power], Resist 
  can be cast as a last resort against 
  an incoming attack power by 
  using a Concentration action. 
  However, as its natural use is that 
  of activating it prior to the attack, 
  when using the power in this way 
  the caster suﬀers one Penalty 
  to the activation roll. Using this 
  power as a reaction requires 
  that it be cast with one single 
  Concentration 
  action, 
  which 
  might pose some limitations 
  upon its Might or the distance at 
  which the power can work.
  RESIST [ENERGY]
  Variants of this power usually 
  encompass only power systems, 
  and not energy types that cause 
  bodily damage. For the latter, use 
  Absorb [Energy].
  RESTORE VARIANTS
  In general, when Restore is used 
  as an arcane spell, it is called 
  simply Restore and has Heal as a 
  prerequisite, but it can be used as 
  both Restore Health and Restore 
  Flesh, indiﬀerently. When the 
  Restore eﬀect is part of a divine 
  blessing it has no prerequisites, 
  but it often has only one of the 
  eﬀects listed above, and it may be 
  limited to one characteristic only, 
  depending on the cult. Other 
  variants of the basic power may 
  exist for other power systems.
  
  187
  REVOLUTION D100 CHAPTER 6
  If the spell is successful, the target will be biologically changed, gaining the SIZ Class 
  and natural armour of its new form. Its other characteristics are unchanged, and the 
  target retains its memories and abilities, though it may be unable to use some of those 
  abilities in its new form. According to the power system used, the power may (innate) 
  or may not (arcane, divine) grant the target the normal Traits the creature possesses 
  (unique senses, etc.). Supernatural powers are never acquired.
  Shimmer
  Might *, Range *, Target * individual(s) 
  Arcane, Divine
  This spell renders the target figure blurred and difficult to focus on, hampering any 
  attempt to pick him or her as a target.  The target can always try to Dodge attacks or 
  to Take Cover even while moving, regardless of actual cover. Once per round, at the 
  target’s option, an attack against him or her suffers a Penalty, The Might of the spell must 
  be equal to the Size Class of the target to work. Each point of Might exceeding its Size 
  Class allows the target to bestow a Penalty to one more attack per round.
  Skin of Life 
  Range *, Target * individuals 
  Arcane, Divine
  This power protects the recipient from suffocation by air deprivation, due to such 
  factors as drowning or the Smother power. If the target of the spell breathes water or 
  other fluids, the spell will act as if it was immersed in water instead.
  Smother 
  Concentration, Might *, Overcome [Constitution], Range *, Target * 
  individual(s) 
  Arcane, Psi
  If successful, this spell neutralises the air or other fluid surrounding the target, 
  depriving it of oxygen. Each Might of the spell will cover one SIZ Class. A Might 3 
  Smother would suffocate a humanoid-sized creature. 
  In Advanced Combat, the power user must overcome the target’s Constitution 
  with his or her own Will in an Overcome Conflict (see page 174). Once his or her 
  Constitution has been overcome,  the target will drop to zero Life Points, unless already 
  suffering from Negative Life Points. Starting with the next Concentration Action that 
  the attacker uses, the target will start losing 1d6 Life Points per Concentration Action, 
  without the need to make any more rolls. Any Might points not used to equal the 
  target Size Class will yield +1 to this die roll per point. Unconsciousness and death 
  will ensue as per normal Life Point losses.
  Speedart
  Might 1, Target 1 projectile, Touch 
  Divine
  Cast on a projectile or thrown weapons, this spell activates when it is fired. The extra 
  speed granted gives a Bonus to the attack roll and +1 Might to the missile. A missile 
  under the effects of Speedart cannot benefit from other enhancing magic, but the 
  basic projectile damage is considered magic damage when checked against the target 
  vulnerabilities and immunities.
  Suppress [Trait]
  Might 1 (2 for a sense), Overcome [Will], Range *, Target * individual(s) 
  Divine, Science
  This power prevents the target from using a Trait. If the target lacks the Trait, the 
  power has no effect. If the Trait is a sense, the Might of the power becomes 2. All the 
  traits that use the same Slot (languages, for instance) can be Suppressed with one 
  single Suppress [Trait] power. This causes a Penalty to a magician trying to cast a 
  spell verbally (with Suppress [Language]) or from a book or scroll (with Suppress 
  [Literacy]).
  SCUBA ELEPHANTS
  Particularly for the arcane version 
  of Skin of Life, you might want 
  to require a Might equal to 
  the Size Class of the target for 
  this power to work. However, 
  this 
  requirement 
  might 
  be 
  unnecessary in some settings.
  EXTINGUISH
  The Smother power should 
  be able to extinguish any 
  ﬁre that can potentially do a 
  damage of the same Might, as 
  the ﬂames will be starved of 
  oxygen. Smother has no eﬀect 
  on magical ﬁre or on ﬁre-based 
  creatures. Versions of Smother 
  without the Overcome attribute 
  can, in fact, be used only to 
  extinguish ﬂames.
  ALTERNATE SOURCES OF 
  ONGOING DAMAGE
  While choking one’s opponent 
  to death is an adequate form of 
  oﬀensive power in many fantasy 
  sub-genres and in at least one 
  space opera setting, your group 
  may prefer other forms of 
  attacks. In order to create new 
  ongoing attacks use Smother as a 
  template and apply the adequate 
  limitations and enhancements to 
  the new power to ﬁt the alternate 
  damage source. Just keep an eye 
  on game balance before making 
  the changes, and check the need 
  to ﬁne tune the losses or prohibit 
  a Quick Exit. You might even 
  want to change the resource 
  loss inﬂicted after Constitution 
  is overcome. A decay-inducing 
  necromantic spell might subtract 
  Toughness 
  from 
  a 
  random 
  location rather than Life Points.
  
  188
  POWERS
  Telekinesis
  Concentration, Might *, Range *, Target * item(s) 
  Arcane, Psi
  This power allows its user to control inanimate matter up to one kilogram per 
  Might. The power user can cause it to move about and interact with the world, at 
  a Movement rate of 1. The user has a chance to have the animated object perform 
  any physical Skill successfully that is equal to his or her own chance to perform that 
  action with an extra Penalty,provided the action is judged plausible.
  If a wizard combines the arcane version of this power with the appropriate Form/Set 
  spell, he or she can perform much finer manipulation of the object. In this case, the 
  animated object will use the caster’s full chances for physical activities. Combining 
  it with Fly may create a very effective flying weapon which strikes at the user’s own 
  Close Combat score, plus the Weapon trait if known.
  The psychic version of this power already includes the ability to make the animated 
  object fly. The psychic need use Fly (Levitation) instead of Telekinesis only when 
  the target is a living being. A psychic cannot turn an animated item into a controlled 
  living weapon as a wizard does, but can use Fly offensively (see Fly).
  Telepathy
  Overcome [Will], Range *, Target * individual(s) 
  Arcane, Divine, Psi, Science
  This power allows mental communication between the user and any target. Targets 
  will not be telepathically linked with one another, and any communication between 
  them must be “relayed” by the power user. The words transmitted by telepathy will be 
  heard directly in the head of the recipient, in the same language in which they were 
  formulated. Mental images can be transmitted between two creatures who do not share 
  a common language.
  If the target is unwilling, the Overcome [Will] attribute applies. A Quick Exit in the 
  Overcome Conflict is enough to allow unwanted communication, while reading 
  thoughts that the target is trying to hide requires a complete victory. Some lesser or 
  special forms of Telepathy might not allow mind reading or other offensive uses, in 
  which case their description will not include the Overcome trait.
  Teleport
  Enchantment (optional, to create a circle), Instant, Might *, Range *, Target 
  * individuals or objects 
  Arcane
  Teleport allows a wizard to instantaneously move himself, or a target, to anywhere 
  within the range of the spell, as long as the destination can be directly observed 
  (Project Senses may allow the Caster to ‘see’ locations beyond physical line of sight), 
  assuming there is solid footing and no object bars their arrival. If these conditions 
  are not met, the spell fails. The caster can  teleport objects up to one Size Class per 
  Might.
  Web 
  Might *, Range *, Projection, Target * individual(s) 
  Arcane (prerequisite: Glue), Divine, Innate
  This power allows the user to spew forth sticky filaments that entangle the target if 
  it cannot Dodge. The filaments have a STR of 3d6 on a Size Class scale equal to the 
  Might of the power. The entangled target is affected only if its Size Class is equal or 
  lower, and suffers a Strike Rank penalty equal to the STR of the filaments, plus 1d6 
  per extra Size Class.
  The target can break free with a STR Parallel Conflict against the web, as though it 
  was being grappled, in which case it has an automatic Free Action per round to use 
  its Brawn. A Quick Exit allows disentanglement but at the cost of abandoning one 
  weapon or one layer of armour. It is also possible to cut the web with slashing weapon, 
  by inflicting cumulative damage equal to the web STR adjusted for the relative Size 
  Class, but this requires having enough Strike Rank to strike.
  GUIDED TELEPORT
  The caster can also teleport a 
  target to an especially enchanted 
  Teleport Circle within range 
  without the necessity of seeing 
  the arrival site. A Circle can be 
  enchanted with the same spell 
  used to Teleport, and its Might 
  must be at least equal to that of 
  the actual Teleport spell which 
  targets it.
  BLOCKING A WEB
  Using a shield to block a Web 
  will subtract the shield Coverage 
  factor from the power Might, but 
  the shield will become useless 
  until cleaned up.
  WEBBING VARIANTS
  The innate version of this power 
  has a STR dependant on the CON 
  or STR of the creature,  Might 
  usually equal to its Size Class, and 
  Range C. 
  OFFENSIVE TELEKINESIS
  Some settings might require 
  Telekinesis to be eﬀective on 
  living beings, causing damage 
  when applied by a specialist of 
  Combat psionics. If you have this 
  need, allow psychics who already 
  know Telekinesis to learn the 
  Project Kinetic power.
  
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  REVOLUTION D100 CHAPTER 6
  ENCHANTMENTS AND RITUALS
  The following powers can be encountered while adventuring, but you will not 
  find them in the list of Traits that non-player characters possess, as they are 
  mostly used in Downtime. Their use implies a specific Conflict for the creation 
  of a permanent or semi-permanent effect.
  Depending on your setting, it may be necessary to learn them as Traits.  The default 
  rule is to consider them as stunts of the generic Enchantment Trait, so that they use 
  up only one Slot if necessary. Particularly for divine power users, the Narrator may 
  allow a character who does not have the Enchantment Trait to learn these powers. 
  If the character later acquires the Enchantment trait, it will occupy the same Slot as 
  the already-known rituals. The Create Familiar ritual may have other requirements 
  when it comes to Slot occupation once you have invoked the power.
  Create Familiar
  Enchantment, Might *, Target 1 non-sentient creature 
  Arcane, Divine
  This spell allows the caster to bind a creature, which becomes his or her Familiar. The nature 
  of the Familiar depends on the setting and the source of the caster’s magic powers, but the 
  spell typically only works on a non-sentient creature, inanimate object or otherworld entity. 
  Some sorcerers make artificial beings such as a Homunculus to become their Familiars.
  A wizard can have multiple Familiars, but few have more than one or two. Divine casters 
  usually only have one, and it should be a creature holy to the deity. An arcane animal Familiar 
  can be of any species,  but it must be at least one Size class smaller than its master.
  To create a Familiar, the caster must undergo a Conflict of Will against the Familiar’s 
  desired Might. Once the Familiar is created, the caster distributes Might points among 
  the characteristics the creature lacks: Size Class for inanimate or otherworld creatures 
  (remember the Size class limitation), Intelligence for animals (which is added to the animal’s 
  fixed INT to give it full sentience) or inanimate items, and extra WIL or other characteristics 
  if desired. If the body is being created with the ritual, the caster can also, at the Narrator’s 
  option, spend Might points on Grant [Trait] effects to complement the peculiar shape of the 
  creature (wings, talons, bug eyes, etc.).This is only appropriate for arcane familiars, as divine 
  magicians will usually prefer to have a natural-looking animal companion. The creature 
  gains 3d6 STR, CON, DEX, WIL and CHA if it had none before.
  A Familiar has a permanent mental connection with its master within a range level, on 
  Adventure Time scale, equal to its own Might. Through this link, the Familiar allows the 
  caster to ‘see’ through its perceptual abilities. Within this range, the magician can cast spells 
  on the Familiar as if touching it, and the Familiar can cast any spells it knows on its master.
  A Familiar can perceive its surroundings. How this happens depends on the type of Familiar. 
  Animals can sense the world through their ordinary perceptions. Magical objects can detect 
  the world around them up to a range equal to their Might on Combat Time scale. A Familiar 
  devolves into its non-enchanted form in Might days when its master dies, and its life span 
  reverts to normal for the object or animal in which it is bound. Familiars may learn Skills, 
  but only the ones they are capable of performing. Most Familiars in objects can only learn 
  knowledge and magical Skills. Animals have the Skills that come naturally to them.
  Create Scroll
  Combine 1, Enchantment, Target 1 scroll 
  Arcane, Divine
  Scrolls are readable items that store Spells. To create one, the enchanter determines 
  the spell he or she wants to inscribe in the scroll and initiates a Conflict against its 
  Value, in Downtime. Success in the Conflict creates a one-use scroll, which upon a 
  successful Activation roll, casts the spell at the Might score originally determined by 
  the enchantment, with any attached manipulations, as though the user possessed the 
  appropriate Trait(s). The reader cannot further manipulate the spell with his or her own 
  Skills, and does not spend any Life Points to cast it. Upon a successful use of the scroll, 
  the spell fades from it. If the activation roll merely fails, the spell remains inscribed 
  in the scroll. 
  CONSEQUENCES OF 
  FAMILIAR CREATION 
  Like 
  all 
  enchantments, 
  this 
  spell 
  may 
  have 
  permanent 
  Consequences. Typically, these 
  consequences manifest when 
  the caster is not in direct line-of-
  sight contact with the Familiar, 
  making him or her somehow 
  dependent on it to operate at full 
  eﬀectiveness.
  A Familiar, like all of a character’s 
  permanent 
  companions, 
  occupies one Skill Slot. However, 
  the Slot requirement for a 
  character’s ﬁrst or main familiar 
  is satisﬁed by the Slot the spell 
  itself occupies. If the character 
  can and will have more familiars, 
  he or she must use a Slot in 
  the Concentration Skill. Most 
  religions do not allow multiple 
  familiars.
  SCROLL AVAILABILITY
  Not all fantasy settings have 
  scrolls. Their presence favours 
  magic item inﬂation, so always 
  check with the Narrator whether 
  this spell exists at all in your 
  campaign.
  CONSEQUENCES OF 
  CREATING SCROLLS
  Like all enchantments, this 
  spell may have permanent 
  Consequences. Typically, these 
  aﬀect whoever uses the scroll, 
  and manifest as soon as the 
  spell is cast. Second Sight is 
  required to determine which 
  Consequences will aﬀect the 
  scroll user.
  
  190
  POWERS
  Create Spell Matrix
  Combine 1*, Enchantment, Target 1 item 
  Arcane, Divine
  This spell creates items that store spells. To create one, the enchanter determines the 
  spell he or she wants to imbue in the matrix and initiates a Conflict against its Value in 
  Downtime. Success in the Conflict will create a magic item which bestows knowledge 
  of the spell(s) at the Might score originally determined by the enchantment, with any 
  attached manipulations, as though the user possessed the appropriate Trait(s). The 
  wielder of the item can further manipulate spells stored in matrices with his or her own 
  Skills, as though possessing the spell Trait. Spell matrices are reusable. Spell matrices are 
  mundane items, and breaking them will destroy the enchantment.
  Summon [Entity]
  Combine 1, Overcome [Will], Ritual, Target 1 otherworld creature 
  Arcane, Divine
  This ritual allows the caster to summon one Other World creature of the type specified, 
  per casting, to the mundane world. The spell requires a Conflict of Will between the caster 
  and the entity, whose Will is determined by the Narrator according to the normal statistics 
  for this kind of creature. Appropriate investigations may reveal the True Name of entities 
  of known Will, allowing to issue a call for an individual specimen and not a random one.
  The summoning must take place at least in Narrative time, and the creature will stay on 
  the mundane plane for a period determined by normal Conflict rules. The caster must 
  achieve a complete victory to summon the entity. A total victory by the entity will allow it 
  to enter the mundane world while the caster is left unconscious, or to mentally control or 
  possess the defeated caster. If the entity scores a partial victory, it will be able to enter the 
  mundane plane  but not to harm the caster in any way.
  The summoned creature is not automatically under the caster’s control. If the summoner 
  can Combine the ritual with a Dominate [Entity], then a victory in the Conflict of Will 
  is enough to grant control over the summoned entity. A second caster might be present 
  at the summoning site to take control of the entity if the summoner does not have the 
  required Trait.
  CONSEQUENCES OF 
  CREATING MATRICES
  Like 
  all 
  enchantments, 
  this 
  spell 
  may 
  have 
  permanent 
  Consequences. Typically, these 
  consequences are related to the 
  spell linked to the matrix and 
  manifest periodically when the 
  owner or creator does not have 
  the item available.
  SUMMONING VARIANTS
  In some settings, Summoning 
  will be a separate Trait like 
  Enchantment. If this is the case, 
  treat all Summon [Entity] powers 
  as Summon stunts and not as 
  Enchant Stunts. The forthcoming 
  Wind on the Steppes supplement 
  will provide more detailed rules 
  for spirit summoning along the 
  lines of shamanistic traditions.
  ARCANE MAGIC FEATURES
  The deﬁning characteristic of 
  Arcane Magic is the ﬂexibility 
  with which the spellcaster can 
  change spell attributes or learn 
  new ways of doing magic. Arcane 
  Magic requires players who take 
  time to read the rules and spell 
  list. A player should study the 
  most 
  eﬀective 
  Manipulation 
  conﬁgurations. If you are the kind 
  of player who prefers to learn 
  rules as the Narrator explains 
  them, Arcane Magic is not the 
  best 
  option 
  for 
  paranormal 
  feats. While 
  not 
  necessarily 
  amoral, Arcane magicians are 
  less likely to be bound by ethical 
  constraints than other power 
  users, and often do not shun 
  knowledge coming from magical 
  tomes or treasures connected 
  to inhuman powers. Though 
  dangerous, this exploration 
  of “forbidden” knowledge 
  can be fun to roleplay.
  
  191
  REVOLUTION D100 CHAPTER 6
  ARCANE MAGIC
  Arcane Magic is the ability to manipulate reality with knowledge of the supernatural. 
  It uses processes called magic spells, pre-set ways in which an Arcane magic user can 
  cause a non-natural effect. Casting a spell is a synonym for activating a power, and an 
  Arcane power user is often referred to as a spellcaster, magician, or wizard.
  Arcane Spells are Traits associated to the Concentration skill. Spellcasters may learn any 
  amount of new spells, though they require a teacher, a book, or other knowledge source 
  to learn them. Arcane Spells are manipulated with Traits. Most schools of magic teach 
  all available Manipulation Traits. Given the need to learn many spells and their associate 
  Traits, a magician usually chooses to Dedicate to the skill of Concentration.
  PREREQUISITE
  Before being able to learn arcane spells and Manipulation Traits, a character 
  must have the Arcane or Magic Knowledge trait.
  CHANNELLING
  Channelling for Arcane Magic is calculated with the standard method of 10% of a 
  character’s raw Concentration skill, rounded up. However, this is just the base value 
  for Channelling for magicians, which can be subject to modifications during play. 
  Record the current, adjusted value for Channelling on your character sheet.
  In addition to its standard function of limiting pre-activation of powers, the 
  Channelling score also limits the total number of Manipulation points a magician 
  can apply to a single spell. The limit is the total Channelling score, regardless of any 
  Channelling points occupied by extended duration spells. There is no maximum for 
  each single Manipulation, just a cap to the total manipulation points added.
  For example, a young magician with a Channelling of 6 might want to cast Heal 6 (Might 
  manipulation of +5) on one target (no Target manipulation, as the default value is 1) that 
  he is touching (no Range manipulation). This adds up to a total Manipulation of 5, so the 
  casting would be possible as the total is within the Channelling limit. Should the magician 
  try to cast Protection 6 with a +2 to Rangeto affect a friend at Short range, that would 
  add up to a total Manipulation score of 7, which would exceed his Channelling of 6 and 
  makes casting impossible. To reach the desired Range, the magician would be forced to 
  resort to a weaker spell, for instance Protection 5 with Range S.
  USING ARCANE MAGIC
  For each Manipulation Trait applied when casting Arcane Magic in Advanced Combat, 
  the caster must spend one Concentration action and one Life Point, with a minimum 
  of one for non-manipulated spells. The number of Manipulation points applied to the 
  various Traits is not important Only the total number of Manipulations used is counted.
  IS ARCANE MAGIC TOO 
  POWERFUL? 
  The eﬀects of a high Channelling 
  score increase exponentially, as 
  the magician becomes capable 
  of both sustaining more spells 
  and more potent ones, without 
  having to choose between the 
  two. This is consistent with the 
  fact that some fantasy literary 
  sources describe masters of 
  the arcane arts as immensely 
  powerful individuals, but not 
  necessarily in line with what 
  you want in your game. If your 
  group agrees with wizard player 
  characters being able to become 
  extremely powerful, then you 
  can proceed with the rules as 
  written. If you ﬁnd that this may 
  make magicians too powerful 
  in your game, you may wish to 
  change the default parameters 
  for Arcane Magic in one of the 
  following ways:
  • The Channelling score is not 
  just a cap to the total number 
  of spells the wizard can sustain 
  at the same time, but each pre-
  activation or extended duration 
  casting of spells actually reduces 
  a magician’s Channelling score 
  until the spell expires. 
  • Limiting the number of foci 
  to one focus item plus one 
  familiar, or perhaps just one of 
  the two.
  • Increasing the number of 
  Channelling points that each 
  focus item occupies.
  Arcane Magic Attributes
  Attribute
  Default rating
  Manipulation via Trait
  Combine
  —
  Yes
  Might
  1
  Yes
  Range
  Touch (0)
  Yes
  Targets
  1
  Yes
  
  192
  POWERS
  Arcane Magic allows all extension for the duration of powers. Thus a wizard can 
  either pre-activate a power, or use it with an extended duration, and in both cases 
  this will use up Channelling points. Improving powers with Rituals and enchanting 
  items with permanent power effects and specific powers that can only function as 
  enchantments is also possible, and does not use up Channelling points. 
  FOCUSING MAGIC
  Casting spells require that the magician concentrate on a specific implement 
  connected to the arcane world. Such implements are called magic focuses, and the 
  caster must be in a psychic resonance with his or her focus to use it in spellcasting. 
  The magician must have created this focus, or become intimately familiar with it 
  through an attuning Ritual. A magician without an available focus suffers a reduction 
  of his or her Channelling by one point for the purpose of determining the maximum 
  total Manipulation points applicable to spells.
  A spellcaster should have his or her hands free when casting magic, which prevents 
  most magicians from wielding weapons in combat. However, wielding items used to 
  focus magic counts as having your hands free when casting magic.
  A focus does not have a Value but a Might score. Enchanting a magic focus requires 
  a Conflict of Will against the item’s desired Might, without any modifications for 
  duration. The procedure for creating a focus is included in the basic knowledge of 
  Arcane Magic, so it does not require a specific Trait, although the Enchantment Trait 
  will clearly increase your chance of success as the lack of a specific Trait would force 
  you to roll on your raw Concentration skill otherwise. Attuning a focus that you have 
  found also requires a Conflict against the item’s existing Might, but the magician can 
  also attempt it in Narrative Time to obtain temporary control of the item. 
  A magician must devote one point of Channelling to each focus he or she has, as 
  though having pre-cast one single-Manipulation spell. This point cannot be freed 
  to use for other purpose, unless the focus is destroyed, un-attuned, or permanently 
  replaced with another focus.
  A magician uses a focus Might to replace and enhance his or her Channelling rating 
  in two different ways: by using it to “hold” pre-activated spells; and by using it to 
  improve his or her own Channelling score. 
  When a wizard pre-casts magic through a focus, he or she can choose to “occupy” 
  points of Might taken from the focus instead of points of his or her own Channelling. 
  Unlike personal Channelling points, these points are not just occupied, but actually 
  subtracted from the focus Might until the spell ends, making the focus less effective 
  in powering spells cast on the spot (see below). It is not possible to split the required 
  points among different repositories; a maintained spell must be entirely contained in 
  either a focus or the magician’s own Channelling. If a magician loses control of a focus 
  item or contact with a familiar, all spells held in the focus Might expire.
  If casting magic through a Focus with non-occupied Might greater than his or 
  her own Channelling, the magician can Manipulate spells as though his or her 
  Channelling was one point higher. This effect does not apply to pre-cast or extended 
  duration spells, although it applies to Rituals.
  A spellcaster can have as many focus items and familiars as he or she wishes, provided 
  a Channelling point is devoted to each of them. You might wish to impose limitations 
  in your game to fine tune the power of magic users in your setting (see notes).
  Arcane Spells
  Type
  List
  Spells
  Absorb [energy], Astral Projection, Confusion, Damage Boost, Detect Substances, Detect [power], 
  Diminish [characteristic], Dominate [species], Enhance [characteristic], Fly, Form [substance], Glue, 
  Grant [trait], Haste, Heal, Hinder, Illusion, Light, Neutralise [power], Palsy, Project [energy], Project 
  Senses, Protection, Reﬂect [power], Resist [power], Restore, Second Sight, Shapechange to [species], 
  Shimmer, Skin of Life, Shimmer, Telekinesis, Telepathy, Teleport, Web.
  Rituals
  Create Familiar, Create Scroll, Create Spell Matrix, Summon [entity].
  UNIQUE FOCUSING SOURCES
  A wizard with a good number 
  of powerful foci becomes very 
  vulnerable to their loss, but his 
  or her powers become immense. 
  Adding extra sources of Focusing 
  and methods for improving their 
  eﬀect on Channelling is a great 
  way to ﬁne-tune the impact and 
  diﬀusion of Magic in your game 
  world. Peculiar Focus items typical 
  of the setting may have enhanced 
  eﬀects on the total Manipulation of 
  spells. Some unique specimen may 
  have this eﬀect on some types of 
  spells only. Such items are usually 
  found as treasure and later attuned 
  for personal use. In other cases, 
  your game world or your character’s 
  philosophical approach to magic 
  may impose speciﬁc requirements 
  before a new focus can be created 
  or attuned. Such restrictions may 
  have a noticeable impact on role-
  playing (abstaining from some 
  mundane practices, meditating, 
  sacriﬁcing part of your soul to 
  otherworldly entities, etc.). You can 
  create entire new interpretations of 
  magic in this way.
  FOCUS AS A WEAPON
  Depending on your setting, 
  you may wish to allow focuses 
  to be weapons, too. This is not 
  consistent with historical magical 
  practices, where using focus 
  items in combat renders them 
  useless for magical use. However, 
  magicians from modern fantasy 
  literature 
  often 
  have 
  magic 
  focuses devised to back up as 
  weapons. Staves are usually a 
  magician’s favourite focuses. 
  FAMILIARS AS FOCUSES
  A familiar, if the magician 
  has one, counts as a focus for 
  casting magic if present, or if the 
  magician remotely casts the spell 
  through its senses. The Might 
  of the familiar represents its 
  Might as a focus. A familiar is the 
  fastest way to create an external 
  focus for a magician who lacks 
  the Enchant Trait, as the Create 
  Familiar spell Trait itself can be 
  used in the familiar creation 
  process. However, the Narrator 
  may require the expenditure of 
  a Concentration Slot per familiar 
  a magician has, according to the 
  rule presented in Chapter 2. This 
  is in addition to the Channelling 
  point requirement for all focuses.
  
  193
  REVOLUTION D100 CHAPTER 6
  DIVINE MAGIC
  In Fantasy stories, worshippers of deities can call upon their god or goddess in times 
  of need. This is represented by powers known as Divine Blessings. These powers are 
  similar to spells, and can be treated as such when compared against Arcane Magic, 
  but work in a slightly different manner, as each Blessing can be used only once after 
  requesting it from the deity at a holy site. Many Blessings have similar effects as Arcane 
  spells, but are often more powerful than their Arcane equivalent to compensate their 
  one-shot nature. In general, a worshipper is more powerful than a magic user in the 
  specific domain tied to his or her deity, but has little power outside this specific area.
  In some settings, worshippers can also use simple “utility” spells called Cantrips which 
  are the equivalent of inferior version of arcane spells. Some religions based mainly on 
  mysticism or spirit worship might lack Blessings and provide only Cantrips.
  Assuming you are not using a setting supplement, it is up to the Narrator to determine 
  what kind of powers, Cantrips or Blessings or both, each religion in your game world 
  will provide. The last section of this sub-chapter includes some sample cults that use all 
  of these approaches. 
  COSMOLOGICAL AND SOCIAL CONTEXT
  Divine Magic is much more dependant on the context of your game world 
  than other Power Systems. Both the game world cosmology and the mundane 
  hierarchies to which the worshipper belongs have a strong influence on the 
  ways he or she does magic.
  COSMOLOGY
  The cosmology of your game world has a strong influence on Divine Magic. Where do 
  the gods live? Is it a specific place in the material universe or do they dwell on another 
  plane of existence? Is this the same world where spirits, and other entities that the heroes 
  can meet as opponents, dwell? Can the Player Characters visit such a place?
  Answering these questions in a precise way is not within the scope of a rulebook. 
  From now on, we will assume that deities and other non-mundane entities exist in a 
  separate plane of existence called the “otherworld”, with which Player Characters can 
  get in contact through worship and/or through summoning Rituals. All other details 
  must necessarily vary with the setting, and in most game universes the otherworld will 
  be much more complex than this and include several planes of existence and specific 
  realms for the major deities.
  CULTS AND HIERARCHIES
  In your game, magicians, psychics and mad scientists may well be loners who develop 
  their arts in isolation, but it is hard to think of a cleric who is not an active part of a 
  religious organisation. We will call this kind of organisation a cult, but this term does 
  not imply the negative connotations that the word “cult” has assumed in contemporary 
  society. A cult, in this book, is just a form of organised religion.
  Apart from some mechanical details related to requirements and benefits, we will not 
  provide a detailed treatment of religious cult membership. This is not because this aspect 
  is not important, but rather because general rules might not be adequate to the level of 
  detail required. While there are some similarities between being a Shaolin monk and a 
  Scandinavian godi who worships Thor, the differences are so deep that it is better to detail 
  the two careers and the powers and responsibilities that they carry in the appropriate 
  section of a specific supplement and not in the core rules. You can use the short notes 
  accompanying the sample cults as guidelines for developing your own cults.
  DIVINE MAGIC FEATURES
  The 
  deﬁning 
  characteristic 
  of Divine Magic is the tight 
  connection between spell eﬀects 
  and the believer’s deity’s domain. 
  A Divine Blessing is more 
  powerful than any other spell 
  type, but its scope is narrower. 
  As the one who plays the role of 
  the deities, it is the Narrator who 
  will tinker with the rules to adapt 
  Divine Magic to the universe he 
  or she wishes to represent. If the 
  Narrator is not incline to creating 
  his or her own pantheon, you can 
  use the deities and cults provided 
  in a setting supplement or adapt 
  the short list of deities provided 
  here as an example.
  IS DIVINE MAGIC COMPLEX? 
  You will notice that the Divine 
  Magic section is the longest in 
  the power chapter. However, 
  Divine Magic, when used in 
  game, is the simplest form of 
  power: you invoke your deity and 
  the eﬀect happens. The players’ 
  contribution consists more in 
  portraying the character as being 
  loyal to the deity rather than in 
  optimizing spell combos like in 
  Arcane Magic. With Divine Magic, 
  the Narrator has the biggest 
  share of the job, and this section 
  aims at instructing him or her 
  about the creation of cults that 
  provide magic to worshippers. 
  Once the cult design process is 
  over, you will be left with short 
  descriptions of cults available to 
  Player Characters and the powers 
  they provide. At the end of the 
  chapter you will ﬁnd a short 
  example of pantheon based on 
  a less known European culture, 
  which is also easily adaptable to a 
  generic fantasy setting. However, 
  we encourage you to create your 
  own religions to make your game 
  more unique.
  
  194
  POWERS
  CANTRIPS
  Cantrips are quick magic tricks derived from Divine powers that low-level 
  worshippers can use. A worshipper who has learned a Cantrip knows how to 
  partake of a small fraction of his or her deity’s power, without calling on the deity 
  directly. The effect of the power is reduced accordingly, being only a shadow of 
  what the direct intervention of the deity can bring forth. In this sense, Cantrips 
  are a lesser form of magic created for everyday use.
  Any Divine power listed with a fixed numeric value for Might, or with the * 
  range of values, can be used as a Cantrip. A Cantrip is a Trait used in conjunction 
  with the Concentration skill, and thus it is learned as any Trait, and uses up a 
  Concentration slot. In case of variable Might, the Cantrip can be used with a 
  Might of 1 to 4, but never beyond 4. Note that the numeric value may still be 
  followed by a * in the power description, meaning that the actual Might value 
  can be further increased when the power is used as an Arcane Spell or full Divine 
  Blessing, but never as a Cantrip.
  Might for Cantrips is determined by the Might specified in the power 
  description, or by the Might you choose when you cast the spell for variable 
  Might Cantrips. The maximum number of targets for a Cantrip is 1, and the 
  power definition specifies whether the caster must Overcome the target in a 
  Conflict for the power to work, as usual.
  Those Cantrips that are not limited to touch range can be used at Short range 
  only. The exact distance is equal to the caster’s Concentration skill in metres.
  USING CANTRIPS
  In order to use a Cantrip, a character spends one Concentration action and one 
  Life Point per Might point of the spell, up to four Concentration Actions and four 
  Life Points for the most powerful effects. A variable-Might Cantrip can be cast at a 
  reduced Might to save time and stamina, but a fixed Might spell always require the 
  full expenditure to work. The activation roll for the power is on Concentration with 
  the Cantrip Trait itself, and when the Cantrip has the Overcome attribute you should 
  use the standard procedure for Overcoming an unwilling target (see page 174).
  DURATION OF CANTRIPS
  Cantrips can be pre-activated in Adventure Time, but their duration cannot be 
  extended beyond Combat Time, so all Cantrips expire after a Conflict or Combat. 
  Given their petty nature, Cantrips cannot normally be activated with extended 
  duration, or benefit of the enhanced attributes granted by Ritual casting. 
  As for other powers, the number of Cantrips your character can pre-activate 
  depends on a character’s Channelling. Unlike Arcane spells, each pre-
  activated Cantrip uses up a number of Channelling points equal to its Might. 
  Channelling for worshippers is not always equal to 10% of the Concentration 
  Skill. Consult the specific instructions for your religion, or the section about 
  Channelling and Holiness below.
  Cantrip Attributes
  Attribute
  Default rating
  Manipulation via Trait
  Combine
  —
  No
  Might
  1
  No
  Range
  S
  No
  Targets
  1
  No
  FAST CANTRIPS
  The standard rule makes many 
  Cantrips slower than Arcane 
  spells. In a game where Cantrips 
  are more frequent than Arcane 
  Magic, you might want them 
  to be more usable in battle. In 
  this case, halve the number of 
  Concentration Actions you need 
  to cast a Cantrip. 
  MULTIPLE MIGHT CANTRIPS
  Your game world may also 
  Trait variable Might Cantrips 
  as diﬀerent Traits that must be 
  acquired separately. In this case 
  you must ﬁrst learn the Cantrip 
  at Might 1, then at Might 2 and 
  so on. Once you have it at a 
  higher Might, the lesser version 
  “disappears” and no longer uses 
  a Concentration skill slot. 
  MIXING POWER SYSTEMS
  An Arcane Magic user cannot use 
  Cantrips. If he or she acquires a 
  Trait that is both a Cantrip and 
  an Arcane Spell, the magician 
  must use the Arcane version of 
  the power. In special cases, a 
  magician can learn a Cantrip that 
  has no arcane equivalent, but this 
  is not recommended and subject 
  to Narrator approval. A Cantrip 
  user can become an Arcane 
  spellcaster later in his or her 
  career. In this case the Narrator 
  may require that Cantrips be 
  changed 
  into 
  their 
  Arcane 
  equivalent. If no equivalent exists, 
  the character becomes unable to 
  use the Cantrip any longer and 
  the Narrator must determine if 
  and when he or she can forget 
  it and free the slot it occupies. In 
  the same way, if a creature with 
  Cantrips becomes a magician’s 
  familiar, the Narrator should 
  decide whether to allow the 
  entity to keep its inferior magic. A 
  familiar is supposed to partake its 
  master’s arcane knowledge and 
  not to cling to inferior powers.
  
  195
  REVOLUTION D100 CHAPTER 6
  AVAILABILITY OF CANTRIPS
  As this kind of “everyday spell” is not suited to settings where magic is rare 
  and reserved to dedicated characters, not all settings will have Cantrips. Some 
  worlds allow only the advanced version of Divine Magic, while others permit 
  magic use in everyday life and then encourage the knowledge of Cantrips. In 
  any case, if Cantrips are in use, a Divine Magician will probably use them as 
  utility spells and reserve Blessings for special occasions.
  Many magical creatures know one or more Cantrips that they use in combat. If your 
  game world does not allow Cantrips for characters, the Narrator is free to remove 
  them from opponents, or to keep them as an ability denied to mundane creatures 
  but not to the denizens of other planes of existence. Animal or spirit companions of 
  Divine Magicians can and should know Cantrips if appropriate to the setting.
  ALLEGIANCE AND HOLINESS
  A worshipper’s belief is what powers Blessings. A character’s belief in a philosophy or 
  in transcendent entity is measured by what we will call Allegiance. The mechanics 
  for Divine Magic presented here is only one of the possible variations you can use, 
  and future supplements will include more detailed and varied Divine Magic systems. 
  However, we recommend that all sub-systems for Divine Magic be based on the concept 
  of Allegiance, in order to give the player an objective measure of how well the character 
  is progressing in the path of worship, and linking his or her power to this factor. 
  Allegiance is a percentile score that measures how deeply your character is 
  committed to his or her faith. The exact name you record on the character sheet 
  usually specifies the nature of worship and the entity, pantheon or philosophy 
  followed. Examples are “Priestess of Ishtar”, “Worshipper of Odin”, “Practitioner of 
  the Unspeakable Arts”, and so on.
  You may be called to roll under your Allegiance on percentile dice, but this will happen 
  less frequently than it does with the Concentration Skill in other Power Systems. In any 
  case, your Allegiance score will determine the rough power you can call upon when you 
  invoke your god.
  STARTING ALLEGIANCE
  A starting character has 1d6% Allegiance to the deity he or she worships, which 
  means that your character is aware that the deity exists. The chosen profession or 
  the free skill points can increase this value during character generation. In general, 
  Allegiance will remain at a lower level than most skills at the beginning of a game.
  ALLEGIANCE AS A MOTIVATION
  Allegiance is also a Motivation. The player of a religious character should select one 
  Motivation (or more) as the expression of his or her beliefs. The Motivation can be 
  as simple as “Believes in [Deity]”, or as complex as a summary of the scriptures of an 
  esoteric cult This implies that the initial score for this Motivation will be calculated in 
  a different way than usual, and will be lower than that of other Motivations, in order 
  to limit access to high level cult membership and advantages that come automatically 
  with Allegiance. 
  CANTRIPS AS SPIRIT MAGIC
  In some settings, Cantrips come 
  from spirits connected to a 
  deity, or even from free spiritual 
  entities that are not powerful 
  enough to be considered gods 
  on their own right. Shamans 
  often know only Cantrips taught 
  by spirits, and not full Divine 
  Blessings.
  GENERALLY AVAILABLE 
  CANTRIPS
  In magical rich settings, Cantrips 
  may be taught to non-dedicated 
  worshippers of a deity, or even to 
  anyone who is not an enemy of 
  the deity’s cult. If you are playing 
  in a magic-rich world, you might 
  want to allow players of believer 
  characters to pick Cantrips as 
  optional Traits during character 
  creation, 
  even 
  when 
  their 
  character is not a priest.
  SYNONYMS FOR ALLEGIANCE
  Allegiance may be given a 
  diﬀerent name in your setting, 
  in order to better reﬂect the 
  characteristics 
  of 
  the 
  game 
  world. In Merrie England, for 
  instance, 
  religious 
  characters 
  have Piety and not Allegiance. It 
  is just a name change in order to 
  use the word that the character 
  would use to refer as his or her 
  devotion to God. Under a game 
  mechanics point of view, Piety is 
  the equivalent of Allegiance.
  RECORDING ALLEGIANCE
  In most variants of Divine Magic, 
  Allegiance 
  is 
  a 
  Motivation, 
  and thus you can record it 
  in the Motivation section of 
  your character sheet. In some 
  variants 
  of 
  Divine 
  Magic, 
  Allegiance 
  may 
  have 
  Traits 
  which represent Blessings the 
  worshipper can invoke. In this 
  case, take advantage of one of 
  the unused entries in the Skill 
  section to record the name and 
  score of your Allegiance and list 
  the Blessings known where you 
  would list Traits for a skill.
  Cantrips
  Type
  List
  Cantrips
  Confusion, Damage Boosting (renamed as Bladesharp, Bludgeon or Ironhand), Demoralise, Detect 
  Substances, Disruption, [Element] Arrow, [Element] Blade, [Element] Wall, Fanaticism, Glue, Haste, 
  Heal, Hinder, Light, Neutralise Magic, Protection, Resist Magic, Second Sight, Shimmer, Speedart.
  
  196
  POWERS
  MULTIPLE ALLEGIANCES
  A character may believe in more than one transcendent entity or philosophy. When 
  faith in such entities is ethically and philosophically compatible, the character will 
  only have one Allegiance expressing his or her belief in an entire pantheon of gods. 
  For example, a believer of the traditional Japanese religion, Shinto, works with 
  literally thousands of deities, but his or her faith is normally expressed with a single 
  “Practitioner of Shinto” Allegiance. If the different pantheons or philosophies do 
  not share a common nature, the character will have a different Allegiance score 
  for each belief. In the Shinto believer example, it is quite likely that he or she also 
  follows the tenets of Buddhism. In this case, the character sheet will contain two 
  different entries, “Practitioner of Shinto” and “Follower of Buddhism”.
  CHANNELLING AND HOLINESS
  Divine worshippers also use the standard Channelling attribute. For 
  worshippers only, we will also refer to Channelling as Holiness, which is a 
  better term for a power user who relies on the intervention of a transcendent 
  entity, rather than manipulating paranormal energies with his or her own Will. 
  The two terms are totally interchangeable for Divine Magic users.
  GAINING HOLINESS
  For religions that emphasize meditation and mysticism,  it makes sense that your 
  Holiness be proportional to your Concentration Skill, so its base value is the usual 
  10% of Concentration that you would use as Channelling in other Power Systems.
  In other forms of religion, though, Holiness may be based on your position in 
  the cult hierarchies, your WIL, a number of vows, pilgrimages, and other forms 
  of adherence to the tenets of the cult. A simple way of determining Holiness is 
  provided in the “Allegiance, Holiness and cult rank” section of this chapter, but the 
  specific instructions for your character’s cult always supersede the generic ones you 
  will find here.
  In less organised religions, like the cults present in Lovecraft’s mythos, Holiness (or 
  rather Unholiness) may depend directly on the worshipper’s personal knowledge, 
  and will therefore be equal to 1 point per 10% or fraction that the character has in 
  an appropriate Skill, or perhaps in Allegiance itself. In any case, we recommend that 
  you adopt a method that rewards appropriate character choices with an increase in 
  Holiness.
  USING HOLINESS
  As already explained, Holiness has the same function as Channelling, that is it 
  limits the number of multi-use powers that a believer can pre-activate or sustain 
  with extended duration. In addition to this, Holiness limits the number of one-
  use Blessings a character can obtain from his or her deity at the same time.
  MULTIPLE SOURCES OF HOLINESS
  While Allegiance is referred to a specific belief and possibly an object of worship, 
  Holiness may be more generic. If you regard Holiness as a simple measure of 
  spirituality, like the Concentration skill is the generic ability to focus one’s mind, 
  then it does not matter how many entities a character worships. The Holiness score 
  will always be unique, regardless of its sources. 
  On the other hand, there may be situations where Holiness from one source 
  is really different from Holiness from another source. To differentiate this 
  separation from the distinction among Allegiances, the different values of Holiness  
  refer to broader “domains” rather than deities. In this case you should record 
  multiple values in the space for Holiness on the character sheet. These values are 
  independent, although they might still influence each other.
  MULTIPLE HOLINESS 
  EXAMPLE
  Assume you have divided your 
  pantheons according to the 
  four Elements. One of our 
  worshippers might be a priestess 
  of Earth and have obtained a 
  score of ten Earth Holiness. 
  However, since the Earth and 
  Fire pantheons are not enemies, 
  the priestess also worships the 
  Fire Spirits of the Hearth, and 
  has gained a score of two in Fire 
  Holiness. Thus, our priestess 
  has a total of twelve diﬀerent 
  Blessings she can learn, and if 
  a separation of Blessings “by 
  domain” is in eﬀect she has to 
  choose ten from Earth and two 
  from Fire.
  OPPOSING ALLEGIANCES
  Future 
  supplements 
  will 
  expand these rules for using 
  Allegiance in a system of beliefs 
  that include compatible-but-
  somehow-opposed Allegiances.
  HOLINESS AND SETTING
  How much diﬀerence is there 
  between the Holiness from the 
  various domains depends on the 
  game world and on the belief 
  systems that are behind each 
  Allegiance. What follows is the 
  criteria we adopt in designing the 
  religions for our own settings. In 
  a world which includes mainly 
  monotheist religions, we do 
  not recommend a separation of 
  Holiness by religion. A character 
  will almost never be part of two 
  religions at a time, and if he 
  or she converts from one sect 
  to another, the process will be 
  more complicate and intimately 
  disruptive than just keeping track 
  of separate Holiness scores, and 
  often resulting in the character 
  keeping his or her Holiness in 
  the new religion. On the other 
  hand, in a world where each 
  deity or cult represents a natural 
  force or a philosophical concept, 
  separation 
  of 
  Holiness 
  by 
  domain might be the best way to 
  represent your character’s actual 
  powers and beliefs.
  
  197
  REVOLUTION D100 CHAPTER 6
  The Sample Domain table will help you when creating a cult. Each deity may 
  have from one to three domains, depending on the cult importance. Do not 
  feel limited by this list. Deities should be tailored to your campaign and game 
  world, not constrained in a grid of standard domains.
  ALLEGIANCE, HOLINESS AND CULT RANK
  Although the exact numbers will vary from setting to setting, there is usually a 
  correlation between a character’s Allegiance and rank in the mundane hierarchies of 
  his or her cult. Nevertheless, remember that a cult is also a mundane organisation,  so 
  promotion to a higher rank may depend more on factors which are unrelated to faith.
  The Sample Cult Rank Table gives you the suggested Allegiance values for ranks in a 
  sample religious cult, and the Holiness for a character who has attained that rank, if 
  the religion does not use the “Concentration / 10” method. All the Blessings and cults 
  described here will use this table, but any setting specific rules always supersede it.
  Sample Cult Ranks
  Rank
  Allegiance
  Holiness
  Lay Member
  1-10
  -
  Initiate
  11-30
  1/4 of WIL
  Acolyte
  31-60
  1/2 of WIL
  Priest
  61-90
  3/4 of WIL
  High Priest
  91+
  WIL
  Sample Domains
  Domain
  Traits
  Cantrips
  Energy/Power
  Suggested Blessings
  Life
  Nature, Endurance, 
  First Aid
  Confusion, Heal, 
  Neutralise Magic
  Magic
  Cloak of Life, Grant Immunity to Disease, Healing Touch of [Deity], 
  Turn Undead
  Death
  [Weapon], Willpower, 
  Command
  Disruption, Neutralise 
  Magic, Second Sight
  Magic
  Berserk, Parry, Shield of [Deity], True [weapon]
  Earth
  Brawn, Endurance
  Hinder, Protection, Resist 
  Magic
  Kinetic
  Shield of [Deity], Parry, Grant Immunity to Poison, Infallible 
  Endurance
  Fire
  [Ranged weapon], 
  Willpower
  Fireblade, Firearrow, 
  Speedart
  Fire, Enemy: Cold
  Fire Bolt, Cloak of Fire, Fiery Blade of [Deity], Grant Immunity to Fire
  Water
  Boat, Brawn, Swim
  Heal, Neutralise Magic, 
  Shimmer
  Cold, Enemy: Fire
  Frost Bolt, Cloak of Mist,  Grant Immunity to Frost, Infallible Swim
  War
  [Weapon], Willpower, 
  Command
  Bladesharp, Protection, 
  Fanaticism
  Kinetic
  Berserk, Parry, Shield of [Deity], True [weapon]
  Air
  Dodge, Jump
  Haste, Lighting blade, 
  Lightning arrow
  Lightning
  Flight, Grant Immunity to Lightning, Lightning Bolt, Lightning 
  Blade of [Deity]
  Darkness
  Hearing, Hide, Sneak
  Darkwall, Dark Vision, 
  Demoralize
  Darkness, Enemy: 
  Light
  Cloak of Darkness, Disappear, Infallible Acute Hearing, Mass 
  Demoralize
  Light
  Command, Vision, 
  Insight
  Light, Lightwall, Shimmer
  Light, 
  Enemy: Darkness
  Cloak of Light, Holy Blade of [Deity], Infallible Acute Vision, Light 
  Bolt
  Truth/
  Knowledge
  Persuade, Insight, 
  [any Knowledge]
  Detect Substances, 
  Detect Magic, 
  Second Sight
  Magic
  Analyze Magic, Detect Lie, Infallible Insight, Mind Read
  Beast
  Brawl, Nature, Track
  Ironclaw, 
  [Environment] Movement
  -
  Head of the [Beast], Holy talon of the [Beast], Totem of the [Beast], 
  True Lycanthropy
  CULT RANK AS A TRAIT
  It is usually appropriate to have 
  cult rank be a Trait, normally 
  a Status Trait which uses up 
  a Communication slot. What 
  level of wealth and nobility each 
  rank implies depends on the 
  context. In a theocratic society, 
  being part of the clergy is a 
  great advantage. In most cults, 
  your rank will also aﬀect your 
  ability to learn Blessings, as 
  well as your Holiness. All these 
  details are better left to your 
  game world and cult description, 
  although all the Blessings and 
  rules that follow will provide 
  a default interpretation, like 
  the suggestion that a Blessing 
  requiring an Allegiance of 61 or 
  more be reserved to Priests.
  
  198
  POWERS
  BLESSINGS
  Allegiance and Holiness determine how many and which Blessings you can 
  ask from your deity. While Cantrips are tricks that imply a small magical 
  manipulation, Blessings represent a direct intervention of the deity to help the 
  worshipper.  They are the most powerful form of supernatural power in the game, 
  and also the easiest to use once the deity has granted a character their use.
  PRAYING FOR BLESSINGS
  In order to gain Divine Magic, a character visits a temple, church, altar or sacred 
  sight, and prays for a specific Blessing. The character can gain one different Blessing 
  per point of Holiness, but can have multiple instances of the same Blessing, given 
  that each individual Blessing learned will work only once. There are specific pre-
  requisites for learning a Blessing, usually a minimum Allegiance score and/or a 
  specific position in the cult hierarchy. Other restriction may apply, at the Narrator’s 
  option, if the character’s Holiness comes from multiple sources.
  Praying to receive one Blessing requires one round in Narrative Time if the character 
  is assisted by a priest or a congregation of worshippers, and one round in Downtime if 
  the character is alone in the holy place and must seek to contact the deity without any 
  help. If the Holiness limit has been reached, the character may remove any unused 
  Blessing already prayed for during this process. It is customary that the worshipper 
  make a sacrifice to the deity, in the form of a financial offer (100 credits will be 
  enough), or the sacrifice of a suitable beast or agricultural commodity.
  Unlike powers based on Manipulation Traits, Divine Blessings come in an already-
  manipulated form, although some attributes will vary if the worshipper has an 
  Allegiance score above the minimum required. For this reason, it may be necessary 
  to note any enhancement to the Blessing attributes when the character prays for 
  them. For instance, some holy places, relics, or magic items provide a Bonus to a 
  believer’s Allegiance, allowing Blessings normally not accessible at his or her level of 
  Allegiance, or to obtain “overcharged” Blessings with enhanced effects.
  USING BLESSINGS
  The invocation of a Blessing in Combat takes one Concentration action, and costs 
  no Life Points. It is the deity that fuels the power, not the worshipper. Unless the 
  description itself specifies otherwise, all Blessings that are not limited to Touch range 
  can be used at Short range, in metres equal to the worshipper’s Allegiance.
  Using a Blessing requires no activation roll. However, whenever the general power 
  rules prescribe that an activation rolls suffer one Penalty, a cleric invoking a Blessing 
  must roll Allegiance, without any Penalty, to activate it. Blessings with the Overcome 
  or Projection attribute also require Concentration [Willpower] rolls, either to Roll for 
  Effect in the Parallel Conflict to Overcome the target, or as the Ranged Attack roll in 
  the case of a Projection power.
  The effect of the Blessing is exactly the one described when praying for the 
  Blessing, including all enhancements for having an Allegiance above the minimum 
  requirements. No further manipulation is allowed. Once a Blessing is used, it is 
  BLESSING EXAMPLE
  For instance, if you use Dismiss 
  Magic as a reaction against a 
  hostile spell, you need not roll 
  as this spell is usable at full 
  eﬀectiveness in defence. If you 
  decide to use a Blessing with 
  an Absorb Magic component, 
  such as Cloak of the Moon, 
  as a last ditch defence against 
  magic, you must roll Allegiance, 
  as the power description for the 
  Absorb [Power] spell dictates a 
  Penalty when the latter is used 
  as a Reaction. Using the same 
  Reactions while on a ground 
  sacred to a hostile deity 
  would require an Allegiance 
  roll for Dismiss Magic and 
  an Allegiance roll with a 
  Penalty for Cloak of 
  the Moon.
  ADAPTING HOLINESS TO 
  YOUR CONTEXT
  In a magically rich environment, 
  a believer will have access to 
  both Cantrips and Blessings. In 
  this situation, a high Holiness 
  may make a character “too 
  powerful”, as it inﬂuences both 
  the pre-activated Cantrips and 
  the Blessings he or she can have. 
  On the other hand, in a setting 
  where magic is not available to 
  everyone, the believer may be 
  limited to calling upon the deity 
  directly, thus restricting the use 
  of magic to those situations 
  where there is really no other way 
  out. We recommend that you 
  increase the Holiness available 
  to characters in any environment 
  which is not magically rich. For 
  instance, if you are playing in a 
  world where Cantrips are not 
  available to the clergy, Player 
  Characters will have to resort to 
  healing Blessings for any wounds 
  suﬀered, not just the major ones, 
  and thus need to have more 
  Blessings available.
  PRAYING FOR BLESSINGS AS A 
  CONFLICT 
  As praying for Blessings is a 
  routine action for a worshipper, it 
  does not usually imply a Conﬂict. 
  However, there are certain cases 
  when the Narrator may require a 
  Conﬂict of Willpower against the 
  Value of the Blessing.
  • The ﬁrst time a character 
  acquires 
  a 
  given 
  Blessing, 
  particularly if not assisted.
  • If the worshipper wishes to 
  learn the Blessing on a smaller 
  time scale than required.
  Blessing Attributes
  Attribute
  Default rating
  Manipulation
  Increases with 
  Allegiance
  Combine
  —
  No
  No
  Might
  As per spell
  No
  When marked +
  Range
  Allegiance in metres (S)
  No
  Yes
  Targets
  As per spell
  No
  When marked +
  
  199
  REVOLUTION D100 CHAPTER 6
  considered spent. To regain it the worshipper must pray for it again at an appropriate 
  holy site. A Blessing used as a Bonus in a non-violent Conflict is also considered 
  spent, save for the option of keeping it active as if it had been pre-activated.
  A big difference between Blessings and other powers is that they operate by default on 
  the Adventure Time Scale, rather than Combat Time. Once activated in Combat or 
  Adventure Time, a Blessing will remain active until the Time Scale goes up to Narrative 
  Time, and potentially last for several Combats and/or Conflicts. There is no limit to the 
  number of Blessings a character can activate at a time. 
  With Narrator approval, you can use Ritual casting to extend and improve a Blessing, 
  and even enchant it permanently into an item. However. Blessings have a high Base 
  Value, and you must defeat a score that is three or four times the Base Value to extend 
  or enchant them. 
  DEFINING BLESSINGS FOR YOUR RELIGIONS
  While we have provided several templates and examples of Blessings, the actual ones 
  used in play are defined by the setting, and we recommend that you create special 
  Blessings for your own deities. To create Blessings for your religion, first look at the 
  templates provided in this chapter. Some pre-designed Blessings, like Heal Wound, 
  may be appropriate. Cantrips, or even basic powers if you have not assigned Cantrips 
  to the cult, may be turned into simple Blessings using the Invoke, Invoke Minor and 
  Smite with templates.
  In order to create your own Blessings, add up the powers you wish to insert in the 
  Blessing and find the total Value of the Blessing, including Might, Range and Targets. 
  The Might of each power included in the Blessing is counted separately, while 
  Range and Targets apply to all effects in the same way. Remember to add at least 1 
  for Targets if the Blessing can be cast on someone else than the worshipper, and 2 if 
  it can be cast at range. Multiply the total Value  by five and subtract four; this is the 
  minimum Allegiance needed to pray for the Blessing. If cult positions are connected 
  to Allegiance in your game world, this will also determine which rank in your cult can 
  learn the Blessing. 
  If it fits the nature of the Blessing, add the possibility to increase Might if the worshipper 
  has a greater Allegiance score than the minimum required. The increase should be in 
  steps of two per each 10% of additional Allegiance. If the Blessing has more than one 
  effect where Might is important, split the extra Might between effects. In some cases, it 
  will be Range or number of Targets that increase with Allegiance increases. 
  If a Blessing comes from a deity whose domain include its constituent powers, it 
  should be less generic, but at the same time more effective than the general version 
  found in the power list.  Apply the following two changes to any Blessing you develop 
  for your religion in order to make them more unique to the deity, making sure that 
  they balance each other or balance some extra Bonus you have given to the spell:
  • Add one extra restriction appropriate to the deity to the usage of the Blessing.
  • Lift one restriction that the power usually has, or apply a particularly broad qualifier if 
  appropriate to the deity.
  Example. When developing a cult of the Bear God you might want to grant its 
  worshippers the ability to become their totem animal. This requires a combination of 
  Shapechange to Bear Might 4 (the bear Size Class), which you may want to combine 
  with Protection and Damage Boosting Might 1 to become a bear with enhanced 
  claw damage and extra armour on top of its fur. In addition to this, we wish to 
  add Grant [Smell] to the combination, as the Trait is not automatically granted by 
  Shapechange. Thus the Value of the Blessing will be 4 for the Shapechange Might, 
  plus 1 each for the three additional powers, for a total of 7. We do not want bear 
  worshippers to be able to cast this magic on other people, and thus we need neither 
  Targets nor Range. By multiplying the Value by five and subtracting four, we learn 
  that the basic Allegiance for this Blessing is 31+, exactly the value for acolytes in 
  our game world. We decide also that for each 10% of extra Allegiance the Damage 
  Boosting and Protection effect will gain 1 Might each. 
  OTHER WAYS OF GAINING 
  BLESSINGS
  The 
  approach 
  to 
  gaining 
  Blessings presented as default in 
  Revolution D100 is similar to the 
  earliest versions of D100 games, 
  or to D20 Divine Magic. It is 
  not the only possible approach, 
  and 
  many 
  RD100 
  fantasy 
  supplements 
  will 
  leverage 
  slightly diﬀerent Divine Magic 
  systems.
  Another 
  approach 
  that 
  has 
  become quite popular in recent 
  times is that of considering 
  Holiness as a pool of points that 
  can be tapped to fuel Blessings 
  known to the worshipper. In this 
  case, Blessings must be learned 
  as Traits (connected to Allegiance 
  as if it were a skill, or in some 
  cases to Concentration) and 
  consume one point of Holiness 
  per Blessing invoked. The act of 
  praying at a holy place does not 
  make you learn a new Blessing in 
  place of the lost one, but rather 
  replenishes this pool after several 
  Blessing castings, up to the limit 
  of Maximum Holiness which 
  is calculated as normal for your 
  game world.
  Yet another possibility is that 
  of not losing the Blessing if an 
  Allegiance roll is made after 
  casting. The time needed to 
  recover one use of a Blessing 
  varies according to the level 
  of the worshipper in the cult 
  hierarchy, and when the roll is 
  failed the caster is forced to go 
  and pray at a holy site. 
  The more the system variant 
  used allows a worshipper to re-
  use a Blessing after a successful 
  use, the less need there is for 
  Cantrips. We suggest you limit 
  access to Cantrips if Blessings 
  are easier to regain.
  DEVELOPING PLAYER-
  DEFINED BLESSINGS
  Players may suggest their own 
  Blessings by assembling a 
  combination of powers into 
  a global eﬀect, and adding 
  limitations 
  and 
  extensions 
  according to the guidelines 
  provided for the Narrator. The 
  Narrator is the ﬁnal arbiter of the 
  acceptability of a personalized 
  Blessing. Depending on the 
  campaign tone, this might be 
  an honour reserved for cult 
  heroes and Great Paladins, or 
  something that each worshipper 
  may ask from the deity. A 
  personalized Blessing may be 
  a one-of-a-kind favour that the 
  deity grants, or a repeatable 
  miracle 
  that 
  the 
  Player 
  Character 
  discovered 
  but 
  can 
  be 
  invoked 
  again at will and even 
  used 
  by 
  other 
  worshippers.
  
  200
  POWERS
  BLESSING LIST
  The list that follows is a sample of the type of Blessings available to a 
  worshipper in a generic fantasy environment, and is more an invitation to build 
  your own list than a complete system. 
  Each Blessing or Blessing Template lists the minimum Allegiance and cult 
  rank needed to pray for it. Temporary increases in Allegiance provided by holy 
  relics and sites allow to pray for stronger blessings. The cult rank provided 
  is only valid if you use the table on page 197, otherwise only the Allegiance 
  requirement remains valid and the cult rank is modified according to your cult 
  customs.
  UTILITY BLESSINGS
  This list includes Blessings that are often available to many religions, in one 
  variant or another. To create the specific variant of the Blessing for your 
  cult, replace the generic qualifier in brackets with a creature, energy, power 
  or Cantrip included in the description of your deity or of one of his or her 
  domains.
  Command [creature] 
  Initiate/Allegiance 11+
  Might 1+, Overcome [Will], Range S, Target 1 creature
  This spell works like Dominate, except that its Might must equal to the creature Size 
  class to be effective. The Might of the Blessing increases by 1 point per full 10% the 
  worshipper has in Allegiance beyond the minimum. For disembodied spirits, consider 
  one Size class per d6 of Will the creature has on average. Cults will only teach Command 
  spells for mundane creatures sacred to the cult and otherworld creatures if appropriate.
  Consecrate 
  Priest/Allegiance 61+
  Combine 1, Enchantment, Might 1, Range C (refers to the blessed area)
  This spell creates an area that is sacred to the caster’s deity. All creatures of the caster’s 
  religion receive a Bonus to Concentration or Allegiance within it. If any hostile creature 
  enters the area, the enchanter is immediately aware of the trespassing. The caster can 
  combine the casting with Ward if desired, extending the warding effect to the entire area.
  Consecrate is normally used to create a temple or holy site. Like all enchantments, this 
  spell may have Consequences. Typically, they manifest when the casting cleric is away 
  from the Sanctified area, making him or her bound to the temple, and rendering multiple 
  Sanctified areas inconvenient. When the original enchanter of a Consecrated area dies or 
  abandons it, another believer can take it over by challenging the Might of the Consecrate 
  and all combined Wards in a Conflict. Winning the Conflict makes him the equivalent of 
  the original caster. However, he or she can take advantage of the holy ground Bonus for 
  this Conflict, making this procedure more convenient than a simple re-casting.
  Create Familiar  
  Acolyte/Allegiance 31+
  Enchantment, Might *, Target 1 creature
  See the generic power description. The creature must be significant to the cult.
  Create Spell Matrix 
  Acolyte/Allegiance 31+
  Combine 1, Enchantment, Target 1 item
  See the generic power description. The Blessing is limited to one the creator knows, 
  and which requires a base Allegiance not greater than his or her own Allegiance. The 
  effects of the Blessing when cast will depend on the user’s Allegiance, not the creator’s. 
  Once cast, the spell matrix must be recharged with the same procedure used to pray for 
  a Blessing, including a pilgrimage to a suitable holy spot if necessary.
  PORTABLE SHRINES
  Sometimes, enterprising players 
  use Consecrate to regain spent 
  Blessings while on an adventure, 
  thus bypassing a limit imposed 
  by the rules. The Narrator should 
  decide and clarify beforehand 
  to the players whether this is 
  possible or not.
  
  201
  REVOLUTION D100 CHAPTER 6
  Dismiss Magic 
  Initiate/Allegiance 21+ 
  Instant, Might 2+, Range S, Target 1 power
  Equivalent to Neutralize Magic 2, plus 2 more points per each full 10% the worshipper 
  has in Allegiance beyond the minimum.
  Divination 
  Acolyte/Allegiance 31+ 
  Might 1, Ritual, Target 6+ words
  This Blessing allows the worshipper to ask a question to his or her god, who will provide 
  the required information to the best of his or her knowledge. Keep in mind that not all gods 
  are omniscient, and some only have power over a very specific domain. The answer should 
  be no longer than six words, plus two more words per each full 10% the worshipper has in 
  Allegiance beyond the minimum. If the worshipper fails an Allegiance roll the answer will 
  be obscure and cryptic.
  Heal Wound 
  Initiate/Allegiance 11+ 
  Instant, Might 2+, Target 1 wound, Touch
  The worshipper can use a Heal 2 effect on any single wound of a target, plus 2 Might per 
  each extra 10% he or she has in Allegiance beyond the minimum.
  Invoke Lesser [Cantrip] 
  Initiate/Allegiance 11+
  Attributes as per Cantrip, except Range which becomes Touch
  The worshipper chooses a non-offensive Cantrip taught by the cult up to Might 2. The 
  worshipper need not have the Cantrip as a Trait. It is sufficient that it is available to the 
  cult. The Blessing has the same effect as the Cantrip. If the Cantrip is normally usable at 
  range, it becomes Touch instead.
  Invoke [Cantrip] 
  Initiate/Allegiance 21+ 
  Attributes as per Cantrip, except Range which becomes Touch
  The worshipper chooses a non-offensive Cantrip taught by the cult. The worshipper need not 
  have the Cantrip as a Trait. It is sufficient that it is available to the cult. The Blessing has the same 
  effect as the Cantrip. If the Cantrip is normally usable at range, it becomes Touch instead.
  Smite with [offensive Cantrip] 
  Acolyte/Allegiance 31+ 
  Attributes as per base Cantrip
  The worshipper chooses an offensive Cantrip taught by the cult with an Overcome 
  attribute. The worshipper need not have the Cantrip as a Trait. It is sufficient that it is 
  available to the cult. The Blessing has the same effect as the Cantrip. Although the attack is 
  automatically successful without the need for any activation roll, the caster will have to use 
  his or her Allegiance score to Roll for Effect in the Overcome Conflict against the target.
  Soul Sight 
   
  Acolyte/Allegiance 31+
  Might 1+, Target self
  The worshipper gains the Second Sight power with Might 1, plus 2 Might per each extra 
  10% he or she has in Allegiance beyond the minimum. The worshipper also receives the 
  ability to check whether an observed character has an Allegiance with the deity granting 
  the Blessing. The exact value of the Allegiance is not known, although the observer will 
  understand if it is higher than his or her own Allegiance or not.
  Summon [entity] 
  Acolyte/Allegiance 31+
  Combine 1, Might 1+, Overcome [Will], Ritual, Target 1 creature
  This spell calls an otherworld creature or an elemental from the appropriate plane. The 
  Blessing Might increases by 2 per full 10% the worshipper has in Allegiance beyond 
  the minimum, and must be equal to the creature Size class for the spell to work. For 
  disembodied spirits, consider one Size class per d6 of Will the creature has. The Blessing 
  can be Combined with a Command spell, and in this case the Conflict used to call the 
  creature from the otherworld will also grant control over it.
  SPOILERING BY DIVINATION
  Divination is another spell that 
  sometimes creates trouble in a 
  campaign, as it gives the players 
  information 
  they 
  were 
  not 
  supposed to know. Rather than 
  cheating when players use it, 
  the Narrator should ban its use 
  altogether if spoilering can be a 
  problem.
  
  202
  POWERS
  Calling an unknown entity from another plane requires Narrative Time, whereas 
  Adventure Time is enough for an entity whose True Name is known to the magician or 
  whom has been summoned before.
  Warding 
  Acolyte/Allegiance 31+ 
  Combine 1, Enchantment, Might 1+, Target 1 area
  This spell creates a magical trap triggered when a creature hostile to the cult or temple enters 
  the location affected by the ward. The triggered creature is immediately hit by an elemental 
  attack of the type appropriate to the deity (kinetic energy if there is no appropriate elemental 
  attack) which hits like a Project [Energy] effect of equivalent Might and 100% accuracy. 
  The target can still Dodge the attack. The attack can be triggered Might times per day. 
  Might increases by one point per 10% Allegiance the caster has in excess of the minimum 
  requirement.
  Many clerics combine this spell with Consecrate to protect their temples. In this case, the 
  Consequences of the enchantment are subsumed in those for Consecrate.
  SAMPLE BLESSINGS
  The following list includes specific Blessings that you can use as they are if they 
  fit the cult you are describing, or treat as templates like the ones presented in 
  the following section. However, adapting them to other cults will require more 
  creativity on the part of the Narrator than template Blessings.
  Analyze Magic 
  Acolyte/Allegiance 31+
  Might 1+, Target 1 item
  The worshipper chooses an object or individual as a target and starts concentrating on 
  it. The Blessing allows the caster to receive information on the item as though having a 
  Second Sight active with a Might equal to 1 point, plus five points per each full 10% the 
  worshipper has in Allegiance beyond the minimum.
  Berserk 
  Initiate/Allegiance 21+
  Might 1+, Target self
  The worshipper becomes affected by Fanaticism, and automatically succeeds in any 
  Endurance rolls to resist disablement. He or she becomes also immune to the detrimental 
  effects of Negative Life Points until they reach the point when death ensues. Might 
  increases by 2 per full 10% the worshipper has in Allegiance beyond the minimum, but 
  the only effect is to make the Blessing more difficult to Neutralise.
  Detect Lie 
   
  Acolyte/Allegiance 31+
  Might 1+
  The worshipper can determine if anyone in his or her presence is lying. Only a Resist 
  [appropriate power type] of sufficient Might can block the effects of the Blessing 
  and allow the protected subject to lie to the worshipper without being caught. Might 
  increases by 2 per full 10% the worshipper has in Allegiance beyond the minimum, but 
  the only effect is to make the Blessing more difficult to resist.
  Disappear 
  Acolyte/Allegiance 31+
  Might 6, Target 1 individual, Touch
  The worshipper gains the Invisibility power, assuming that the element sacred to his or her 
  deity (darkness, mist, etc.) is present to hide him or her. It also makes the recipient harder to 
  hear by granting an Improve Sneak effect. Invisibility goes on as per normal Blessing rules, 
  but dissipates normally as soon as the recipient initiates combat.
  Flight 
  Initiate/Allegiance 21+
  Concentration, Might 1+, Range S, Target 1 item or individual
  The worshipper can use this Blessing to levitate an item, or an individual if the Might 
  of the Blessing is sufficient. The Might of the spell increases by 1 point per full 10% the 
  
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  REVOLUTION D100 CHAPTER 6
  caster has in Allegiance beyond the minimum. All other information provided in the 
  basic Fly power description remains in effect, including the cases in which the power 
  acquires the Overcome Trait.
  Infallible [Trait] 
  Initiate/Allegiance 21+
  Might 3, Target 1 individual, Touch
  The target of the spell receives the same effect as the Improve [Trait] power whenever 
  using the Trait for an opposed roll or a Conflict. If an unopposed roll is called for, it 
  automatically succeeds.
  Mind Read 
   
  Acolyte/Allegiance 31+ 
  Might 1, Overcome [Will], Range S, Target 1 individual
  The worshipper starts a telepathic link with an unwilling target, subject to the rules for 
  Overcoming the target’s resistance. As long as the worshipper concentrates, he or she can 
  read the conscious thoughts of the victim. Having won the Conflict of Will necessary 
  for the Blessing to work implies that the victim could not help but let at least some of the 
  information desired by the caster surface among his or her explicit thoughts. Further 
  investigation to gather more information might require a further Overcome Conflict.
  Parry 
  Initiate/Allegiance 11+
  Might 1+, Target 1 weapon, Touch
  The blessed weapon or limb gains 1 point of Parry per Might of the Blessing, making 
  it more difficult to Overwhelm its parry. The weapon also gains one level of quality per 
  Might, thus making it harder to break with a Damage Weapon effect. The basic Might of 
  the Blessing increases by one point per each full 10% the worshipper has in Allegiance 
  beyond the limit.
  Turn Undead 
  Initiate/Allegiance 21+
  Might 2, Overcome [Will], Range S, Target 1 undead
  This Blessing has the same effects as Demoralise if it overcomes the Will of the target 
  with a Quick Exit, and as Palsy if it overcomes it completely. It only works on creatures 
  with the Undead attribute. For undead creatures of Size Class bigger than Medium, 
  Confusion replaces Palsy.
  BLESSING TEMPLATES
  The following list includes templates for Blessings that your cult may provide. 
  The descriptions that follow are meant for being adapted and personalised by 
  specifying an appropriate creature, energy, power or Cantrip as suggested in the 
  description of your deity or of one of his or her domains.
  Blessed [tool] of [Deity] 
  Initiate/Allegiance 11+
  Might 2, Target 1 Tool, Touch
  The worshipper bestows a Bonus to a Trait favoured by the deity on the specified tool (not 
  weapon) or cult paraphernalia, which he or she must be touching. While the Blessing lasts and 
  a character uses or wears the item while applying the Trait in a Conflict, he or she receives the 
  Bonus. The usual limitations on Bonuses are still in effect.
  Cloak of [Deity] 
  Acolyte/Allegiance 31+
  Might 2+, Range S, Target 1 Individual
  The worshipper blesses the recipient with the Absorb power for an energy type 
  appropriate to the deity and an appropriate Resist power depending on the deity 
  (usually Magic but other power definitions may apply). Both effects start at Might 2, 
  plus one extra point of Might each per each full 10% the worshipper has in Allegiance 
  beyond the minimum.
  
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  POWERS
  [Element] [weapon] of [Deity] 
  Acolyte/Allegiance 31+
  Might 4+, Touch, Target 1 weapon
  The worshipper bestows an [Elemental] blade effect and an additional Damage Enhancement 
  2 on a cult weapon of the deity he or she is touching, plus two extra points of damage 
  enhancement per each full 10% the worshipper has in Allegiance beyond the minimum. 
  The limitation that no other damage enhancement effect can be used on the weapon is still 
  valid, only the enhancement intrinsic to the Blessing is exempt. If the weapon has not been 
  Ritually dedicated to the deity, a roll on the Allegiance score is necessary to activate the power 
  or the Blessing will fail. Using the Blessing on a weapon of the right kind, but holy to an 
  enemy deity is possible, but the Allegiance roll will suffer a Penalty.
  [Element] bolt 
  Acolyte/Allegiance 31+
  Might 3, Projection, Range C, Target 1 individual
  The worshipper fires a bolt of Might 3 elemental energy towards one target at Close range. 
  Grant Immunity to [Energy] 
  Acolyte/Allegiance 31+
  Might 6, Touch, Target 1 individual
  The worshipper makes a touched target immune to an energy appropriate to the deity. 
  Variants for Poison, Disease, and Combat Effects exist.
  Greater Shield of [Deity] 
  Priest/Allegiance 61+ 
  Might 5+, Touch, Target 1 individual
  This Blessing has the same effect as Shield of [Deity], including the fact that both effects 
  start with a Might of 5 with the minimum required Allegiance of 61. However, the 
  recipient of the Blessing can choose to exchange three points of both protective effects 
  in order to acquire Immunity to an energy of the appropriate type for the deity. The 
  recipient can make the swap on receiving the Blessing, or at a later time by spending one 
  Concentration action and one Life Point. The same procedure can be applied to change 
  back the Immunity into three points of both effects.
  Head of the [beast] 
  Initiate/Allegiance 11+ 
  Might 1+, Target self
  The worshipper’s head becomes that of the cult’s totem animal. The caster gains the 
  Bite Trait,  and all other sensory Traits. The caster gains one free attack with the head in 
  Advanced Combat, after which each bite attack costs 5 SR. If the beast’s bite is normally 
  capable of injecting venom, the Allegiance requirement becomes 21+ and the bite injects 
  venom with a Might equal to the caster’s CON. Any headgear worn must be removed, 
  but the head location gains 2 AP per each extra 10% the worshipper has in Allegiance 
  beyond the minimum, up to the normal AP value for the animal. The coverage for this 
  armour is 0+ on the head, 9+ for non-localized armour.
  Healing touch of [Deity] 
  Acolyte/Allegiance 31+ 
  Might 3+, Target 1 individual, Touch
  The worshipper imbues the touched target  with an Antidote against poisoning and disease 
  of Might 3, and applies a Restore Flesh effect of Might 3 that can be used to cure acid burns 
  or maimed limbs that are beyond the capabilities of the basic Heal power. Both effects gain 
  1 Might per each extra 10% the worshipper has in Allegiance beyond the minimum.
  Holy [weapon] of [Deity] 
  Acolyte/Allegiance 31+
  Might 2+, Range S, Target 1 weapon
  The worshipper bestows a Bonus to use and an additional Damage Enhancement 2 on 
  a touched cult weapon of the deity , plus two extra points of Damage Enhancement per 
  each full 10% the worshipper has in Allegiance beyond the minimum. If the weapon 
  has not been Ritually dedicated to the deity, a roll on the Allegiance score is necessary to 
  activate the power, or the Blessing will fail. Using the Blessing on a weapon of the right 
  kind, but holy to an enemy deity is possible, but the Allegiance roll will suffer a Penalty.
  
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  REVOLUTION D100 CHAPTER 6
  Mass [offensive power] 
  Priest/Allegiance 61+ 
  Might 2, Overcome [as per basic power], Range S, Target 7+ individuals
  The worshipper chooses an offensive power  with an Overcome attribute available to the 
  cult. The power can be used at once on up to seven targets, plus two additional targets 
  per each full 10% the worshipper has in Allegiance beyond the minimum.
  Shield of [Deity] 
  Acolyte/Allegiance 31+
  Might 2+, Range S, Target 1 individual
  The worshipper blesses the recipient with the Protection power and an appropriate 
  Resist power depending on the deity (usually Magic but other power definitions may 
  apply). Both effects start at Might 2, plus one extra point of Might each per each full 10% 
  the worshipper has in Allegiance beyond the minimum.
  Totem of the [beast] 
  Acolyte/Allegiance 31+
  Might 3+, Self
  The worshipper shapechanges into an animal up to Medium size class which is holy to 
  the cult. In addition to this, the caster receives the following benefits:
  • Either the ability to shapechange into an animal of Large Size Class if the totem animal 
  is bigger than Medium, or the acquisition of a major innate power the animal form has, 
  like breathing underwater, flying or using venom.
  • All Traits, senses and natural attacks, that the totem animal has and humans usually lack.
  • One point of Protection and one point of Damage Boosting on the animal’s natural 
  weapon, plus one additional Might to each per each full 10% the worshipper has in 
  Allegiance beyond the minimum.
  True Lycanthropy 
  Priest/Allegiance 61+ 
  Might 6+, Self
  The worshipper gains the same benefits as Totem of the Wolf, plus Immunity to kinetic 
  weapons. Elemental-based attacks still affect him or her, as does magical damage. The 
  variable Traits and Powers gained are Bite, Smell and Track. Other were-beast variants 
  can be devised from this template by improving Totem of the [beast].
  True [weapon] 
  Initiate/Allegiance 31+ 
  Might 6+, Target 1 weapon, Touch
  The worshipper bestows a Damage Enhancement 6 on a cult weapon of the deity, plus 
  two extra points of damage enhancement per each full 10% the worshipper has in 
  Allegiance beyond the minimum. If the weapon has not been Ritually dedicated to the 
  deity, a roll on the Allegiance score is necessary to activate the power or the Blessing 
  will fail. Using the Blessing on a weapon of the right kind but holy to an enemy deity is 
  possible, but the Allegiance roll will suffer a Penalty. This Blessing is very powerful, and 
  only the most single-minded war cults grant it. Other war cults will grant the variant 
  that includes elemental damage or a Bonus.
  
  206
  POWERS
  THE BALTIC PANTHEON
  Rather than including a generic list of cults not connected to any 
  mythology or setting, we have chosen to present here a selection of deities 
  taken from the ancient Baltic religion practised in Latvia, Lithuania and 
  Prussia until the 14th or 15th Century. These deities are unusual enough to 
  sound unfamiliar to most readers, yet easy to adapt to a fantasy setting of 
  your invention if you do not want to create a new pantheon at first. We have 
  used the Latvian spelling for some deities and the Lithuanian spelling for 
  some others.
  Baltic people are initiated to the cult of the gods (Romuva in Lithuanian, 
  Dievturiba in Latvian) during their adulthood rites, when they become 
  lay members of their religion. Common worshippers with an Allegiance 
  of 11+ become Initiates and can learn simple blessings from any deity. 
  Any member with an Allegiance of 31+ can be considered a full time 
  priest and should choose a specific deity to worship, although he or she 
  can learn blessings from other deities if their priests permit. There are no 
  formal ranks among priests, so the only requirement in effect for learning 
  Blessings is that of Allegiance. The only title with an actual position of 
  prestige is that of High Priest, reserved to the mysterious Kriwe, a holy man 
  hiding in the woods of Prussia.
  LAIMA, MISTRESS OF FATE
  Laima is the goddess of fate, fertility, and good luck, who determines the 
  destiny of children and adults alike. She is also the patron goddess of mothers-
  to-be, who ensure a fruitful pregnancy and prevent miscarriages 
  Domains: Life, Truth
  Favoured Traits: Nature, First Aid, Persuade, Insight, any Knowledge
  Cantrips: Confusion, Detect Magic, Heal, Neutralise Magic, Second Sight
  Blessings: Analyze Magic, Blessed [plough, robe] of Laima, Cloak of Laima*, 
  Detect Lie, Dismiss Magic, Divination, Heal Wound, Healing Touch of 
  Laima, Infallible Insight, Mind Read, Soul Sight.
  [*] Includes Absorb Kinetic and Resist Magic
  PERKUNAS, LORD OF THUNDER
  The Lord of Thunder is an important deity in the Baltic pantheon. While some 
  other populations on the Baltic coast revered the Thunder God in his aspect 
  as the bringer of fertility through rain, Lithuanian tribes mainly worshipped 
  Perkunas as a war god.
  Domains: Thunder, War
  Favoured Traits: Command, Endurance, Jump, any Weapon, Willpower
  Cantrips: Bladesharp, Protection, Fanaticism, Haste, Lightning Arrow
  Blessings: Berserk, Heal Wound, Lightning Blade of Perkunas, Lightning 
  Bolt, Mass Disruption, Grant Immunity to Lightning, Greater Shield of 
  Perkunas, Invoke [Bladesharp, Fanaticism, Haste, Protection], Shield of 
  Perkunas, Smite with Disruption.
  SAULE, LADY OF THE SUN
  Saule is the Baltic goddess of the sun, the most powerful and most beautiful of all 
  female deities. She rides her magic chariot in the sky during the day, and sails on 
  
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  REVOLUTION D100 CHAPTER 6
  the waves of the world sea during the night. Saule is the bride of Mēness, but is 
  constantly enraged with him, because the Moon God has cheated on her. For this 
  reason, the two deities do not meet each other in the skies.
  Domains: Fire, Light
  Favoured Traits: Command, Insight, any Ranged Weapon, Vision, 
  Willpower
  Cantrips: Light, Light Wall, Fire Blade, Fire Arrow, Speedart
  Blessings: Cloak of Fire*, Fiery Spear of Saule, Fire Bolt, Grant Immunity 
  to Fire, Infallible Arrow/Javelin, Infallible Vision, Invoke [Fire Arrow, Fire 
  Blade, Fire Wall, Light, Speedart].
  [*] Includes Absorb Fire and Resist Magic
  MENESS, THE MOON
  Mēness is the Baltic moon god, who shines in the sky at night, where his wife 
  Saule shines during the day. The myth tells that Mēness counted the stars 
  and found that Auseklis, the morning star god, was missing. At this point, he 
  kidnapped his bride, with whom he had fallen in love. For this adultery Saule is 
  constantly enraged with him. 
  Domains: Darkness, Water
  Favoured Traits: Boat, Deceit, Hearing, Hide, Sneak
  Cantrips: Darkwall, Demoralize, Grant Dark Vision, Heal, Shimmer
  Blessings: Cloak of the Night*, Dark Blade of the Moon, Dark Bolt, 
  Disappear, Dismiss Magic, Grant Immunity to Frost, Heal Wound, Infallible 
  Dagger, Invoke [Dark Wall, Dark Vision, Shimmer], Mass Demoralize, Smite 
  with Demoralize.
  [*] Includes Absorb Cold/Darkness and Resist Magic
  VILKATIS, THE WOLF
  Originally a lonesome creature of the wilds, the man-wolf has turned into a 
  fearful monster in Baltic mythology. Worshippers of this entity gain the power to 
  become beasts of prey. As a minor deity, the Vilkatis can grant very few Blessings, 
  but some of them are truly fearsome. This deity is more appropriate for enemies 
  than for Player Characters.
  Domains: Wolf
  Favoured Traits: Brawl, Nature, Track
  Cantrips: As a minor cult, the Vilkatis teaches no Cantrips.
  Blessings: Command Wolf, Create Wolf Familiar, Grant Immunity to 
  Kinetic, Infallible Track, Invoke Night Vision, Head of the Wolf, Totem of the 
  Wolf, True Lycanthropy.
  RAGANA, THE WITCH
  The term Ragana originally referred to village witches who practiced petty 
  magic, but it has become associated with a sort of malignant deity of the woods 
  and swamps. Members of this cult do not actually worship this entity, but 
  rather indulge in shamanistic practices and communication with the spirits 
  of the dead and their queen (Velu mate in Latvian), from which they receive 
  Cantrips instead of Blessings.
  Domains: Death, Spirit.
  Cantrips: All.
  Blessings: as a witch cult, the Ragana teaches no Blessings.
  
  208
  POWERS
  PSIONICS
  Psionics is the ability to impose the power of one’s mind upon the physical 
  world or the mind of others. Like all powers, psionic abilities are Traits 
  associated to the Concentration skill. A psychic is usually born with these 
  abilities, and requires  training to control and master them. Depending on your 
  setting, psionic abilities and Manipulation Traits may require a teacher, a book, 
  or other knowledge source to learn them.
  POWER FAMILIES
  Psionic powers belong to one of four main families: Heal, Sensitivity, 
  Telekinesis and Telepathy. All other powers are considered Stunts of one of 
  these four, and have the basic power in the family as a prerequisite. Depending 
  on the setting, your psychic may need to be born with the basic Trait of each 
  family in order to learn it, whereas he or she can learn new stunts that belong 
  to the same family. Alternatively, some species may have the innate potential 
  of using one core power (usually Telepathy or Sensitivity), although they need 
  someone to teach them the Trait to use it properly and to learn its Stunts. You 
  may need a mentor to learn the base power for each family, and can discover 
  the other Traits as you progress in the exploration of your mind’s potential.
  ATTRIBUTES OF PSIONICS
  Psionics is a power type that a practitioner can manipulate with Manipulation 
  Traits. Several attributes of psionic powers are non-standard, and behave 
  slightly differently than how explained in the general rules for powers. 
  The Combine Manipulation Trait is not available to psychics. The few powers 
  that have the Combine attribute usually have several variants. A psychic can 
  use the default levels of Combine to use the different variants together, if he or 
  she knows both. Psychics can also acquire the non-standard trait of Overcome.
  The default values for non-manipulated attributes is always zero, with the 
  exception of Might. This is different from other Power Systems, as the default 
  value for Targets is zero and not one. This means that a non-manipulated psi 
  power can only be cast on oneself if it lacks the Target attribute, and on a target 
  one is touching if it lacks Range. 
  A Psychic can always add 1 point to any asterisked attribute in absence of the 
  appropriate Trait by taking one Penalty per missing Trait. Thus a Psychic who 
  knows only Telepathy can use it on a single target he or she is touching by 
  rolling on the raw skill, or on a single target at Close Range by rolling on the 
  raw skill with a further Penalty. This represents the difficulty of using latent 
  powers without training.
  Psionic Ability Attributes
  Attribute
  Default rating
  Manipulation via Trait
  Combine
  —
  No
  Might
  1
  Yes
  Overcome
  —
  Yes
  Range
  —
  Yes
  Targets
  –
  Yes
  EXTRA POWERS
  Two speciﬁc powers may be 
  included in the Psionic category 
  although they do not belong 
  to any of the base families: 
  Cryokinesis 
  and 
  Pyrokinesis. 
  These are variants of the Project 
  [Energy] powers, respectively for 
  Cold and Fire, and also allow to 
  acquire Resist [Cold] or [Fire] as 
  stunts. Psychics may have these 
  powers in addition to one or 
  more of the standard families, 
  or may have just this power as a 
  form of mutation. These powers 
  have been included to ensure 
  compatibility with some popular 
  novels and comic books, and 
  should be acquired only with 
  Narrator permission.
  
  209
  REVOLUTION D100 CHAPTER 6
  Unlike other power systems, Psionics treats the Overcome attribute as not 
  being automatically applied to powers that can work on an unwilling target. 
  The psychic must have Overcome as a Trait in order to use powers at full 
  efficiency on unwilling targets, otherwise he or she will suffer the Penalty for 
  lack of a Manipulation Trait.
  With the exception of Overcome, attributes that do not have a * score do 
  not cause any Penalty for the lack of the appropriate Trait. The default value 
  provided is used instead. For instance, Heal can be used on a wound without 
  need of the Target Manipulation Trait. 
  CHANNELLING
  Channelling for a psychic is equal to 10% of the character’s raw Concentration 
  skill, rounded up. In addition to its standard function of limiting pre-activation 
  of powers, the Channelling score also limits the total number of Manipulation 
  points a psychic can apply to a single power. There is no maximum for each 
  single Manipulation, just a cap to the total manipulation points added.
  For example, a young psychic might want to cast Heal 6 (Might manipulation 
  of +5) on one target (no Target manipulation, as the default value is 1) that he 
  is touching (no Range manipulation). This adds up to a total Manipulation of 
  5. Assuming the magician had a Concentration skill of 51%, his Channelling 
  would be 6, and the casting would be possible. Should the power user try to cast 
  Protection 6 with a +2 to Range, instead, to affect a friend at Short range, that 
  would add up to a total Manipulation score of 7, which exceeds his Channelling 
  of 6 and makes the feat impossible. To reach the desired Range, the psychic would 
  be forced to resort to a weaker Might, for instance Protection 5.
  USING PSIONICS
  For each attribute manipulated when using a Psionic Power in Advanced 
  Combat, the psychic must spend one Life Point. Overcome is not counted, 
  as the attribute is not actually manipulated but just added. The number 
  of Manipulation points applied is not important, only the total number 
  of Manipulations used. The time needed to use the power is just one 
  Concentration action, no matter the manipulations used. If a power is not 
  manipulated at all, it still requires one Concentration action and costs the 
  psychic one Life Point.
  Psionics allows all forms of extension for the duration of powers, except 
  permanence. Thus a psychic can either pre-activate a power or use it with 
  an extended duration, and in both cases this will use up Channelling points. 
  Improving powers with long meditations similar to a magician’s rituals is 
  also possible for a psychic, if appropriate to how Psionics is described in your 
  setting.
  Psionic Abilities
  Prerequisite
  Power
  Heal
  Haste, Heal, Palsy, Smother
  Sensitivity
  Detect Paranormal, Location, Neutralize [Paranormal or Psionics], Project Senses, 
  Sensitivity (Second Sight)
  Telepathy
  Confusion, Dominate, Illusion, Telepathy
  Telekinesis
  Hinder, Levitation, Project Kinetic, Telekinesis
  —
  Cryokinesis, Pyrokinesis, Absorb [Energy]
  SQUARING EFFECT
  The eﬀects of a high Channelling 
  score increase exponentially, as 
  the psychic becomes capable of 
  sustaining both more powers 
  and more potent ones at the 
  same time, without having to 
  choose between the two. If you 
  ﬁnd that this makes psychics too 
  powerful in your game, you may 
  wish to change pre-activation 
  and long duration activation 
  of powers so that they actually 
  reduce a psychic’s Channelling 
  score instead of the score just 
  being used as a cap for the total 
  number of powers the psychic 
  can sustain at the same time. 
  In this way each power that the 
  psychic is maintaining reduces 
  his or her eﬀectiveness in using 
  further powers.
  
  210
  POWERS
  SCIENCE AND ALCHEMY
  Weird Science is a sub-system that does not grant powers, but rather the ability to 
  create and operate gadgets which, while described as scientific devices, are in fact 
  more akin to powers in their effect than to real world devices. It is typically found 
  in pulp, planetary romance or steampunk settings. By limiting their use to the 
  creation of potions and poultices, as well as bombs or enhanced projectiles, you 
  can use these rules for Alchemy, too.
  PREREQUISITE
  Before learning Devices as Traits, a character needs the appropriate Science 
  Trait. This is always a Knowledge Trait, and it allows the scientist to create power 
  sources and basic ammunition without the need for specific Device Traits.
  BLUEPRINTS
  Weird Science requires the creation of blueprints for its artefacts, or “recipes” for 
  Alchemy. Blueprints can also be found as treasure. Although a Device Trait allows 
  the scientist to create any variant of the device or drug, the creations are usually 
  limited to gadgets for which the scientist has a blueprint ready (see page 138). 
  DEVICE CREATION
  To create an object from scratch, make a Conflict against the Item Value. To 
  repair, reactivate, recharge, or figure out how to use an item, the Conflict is 
  against the Value of the device, plus damage if quantified, but the Challenge 
  Rating is will be lower (see below). The Skills used are Craft to repair or create, 
  and Knowledge to create something new or learn how to use something the 
  scientist has never seen before.
  The opposition Challenge Rating is always 50%, except when creating a 
  blueprint or creating an item without a blueprint, in which case it is 80%. 
  When restoring or repairing a device, of simply figuring out how to use it, the 
  Challenge Rating is 20%.
  STARTING EQUIPMENT
  As a rule of thumb, a scientist starts the game with a number of memorised 
  blueprints equal to his or her Knowledge slots, and their basic Value cannot 
  exceed 10% of the scientist’s Craft or Knowledge Skill, whichever is higher. He 
  or she usually has one sample item per Blueprint known.
  DEVICE ATTRIBUTES
  Many devices have the Combine attribute, which means that they can be combined 
  with one or more powers labelled as Science in the basic power list. Each Combined 
  effect adds 1 to the Basic Value of the item, but all effects share the same Range and 
  Target attributes as the main device. Might is a special case, and the device description 
  will specify if all Combined effects have the same Might as the main device (the 
  default case) or Might must be added separately to each effect, in which case the 
  Might of all effects is counted towards the device Value.
  If an item is listed as Combine 0+, it means that it usually has a typical, intrinsic effect 
  that does not need the addition of other powers, but this effect can be substituted with 
  something else from the power list or other devices. If an item is listed as Combine 
  1+, then it must be combined with other effects or devices or it becomes useless.
  
  211
  REVOLUTION D100 CHAPTER 6
  DEVICE FLAWS
  Many devices or Blueprints will have flaws because of Consequences suffered 
  in their creation. You may use the Flaw Tables, or borrow ideas from the tables 
  provided for enchantments or weapons.
  DEVICE LIST
  Clockwork Device
  Item, Might 1+
  This trait allows the creation of clockwork devices that can push, hold, operate or 
  do something that goes beyond the scientist’s capabilities. The STR or DEX of the 
  device is equal to its Might, and can be added to the user’s Characteristic when 
  assessing the Starting Resolution Points in a Conflict of the appropriate type. Some 
  sample devices are: 
  • Coil Ram: a small device usable to bash doors open with the Operate Skill.
  • Clockwork Glove: a device that increases the wearer’s DEX when operating on 
  small devices.
  •  Spring Ladder: a device that helps climbing any surface up to Might metres.
  •  Auto-injector: a device that can be tied to a character’s arm, ready to inject 
  Might doses of a potion or drug without spending Strike Ranks for a Use Item 
  Action.
  Sample Device Flaws
  D10 roll
  Consequence
  Notes
  1-3
  Overcharge-prone. Whenever activated, the user rolls Operate versus a 
  resistance of 50%, plus 30% for each extra minus sign. If the roll is failed, 
  the device stops functioning after that use and must be reactivated with a 
  Repair Conﬂict.
  4-6
  When active, emits a buzzing noise that bestows a Penalty to any 
  Concentration roll within 3d6 metres.
  8-9
  When active, emits smoke that bestow a Penalty to Stealth rolls made by 
  anyone in the party.
  10
  Unstable. Whenever activated, the user rolls Operate versus a resistance 
  of 50%, plus 30% for each extra minus sign. If the roll is failed, the user 
  suﬀers electric or other energy damage of Might equal to the total number 
  of minus signs. The item will still work if the Operate roll is a success.
  Usually 
  appropriate to 
  equipment used 
  in Combat.
  Sample Drug Flaws
  D10 roll
  Consequence
  Notes
  1-5
  Also acts as a poison of Might equal to 5 points plus 5 per minus sign, 
  eﬀect Immediate Paralysis.
  6-7
  Bestows a Penalty of 1d6 to a Characteristic, chosen at creation time, when 
  used to determine the starting size of a Resolution Point pool, once per 
  adventure.
  8-9
  Dizzyness. The drug will cause a Penalty to a Skill roll, similar to a Negative 
  Consequence. The Narrator decides when to assign the Penalty.
  10
  Paranoia. The drug user becomes incapable of overcoming one of his or 
  her Motivations (Narrator’s choice). The Motivation becomes immediately 
  active and remains such for the duration of the potion eﬀect. The character 
  cannot perform direct actions against the Motivations, and must resist 
  the Motivation with Willpower whenever the Narrator suggests he or she 
  should do something bold or inconvenient because of the motivation, or 
  actually do it.
  The player MUST 
  be informed 
  that the potion 
  will limit the 
  character’s free 
  will.
  
  212
  POWERS
  Clockwork Spider 
  (prerequisite: Clockwork Device) Combine 1+, Item, Might 1+
  A self-operated device that can contain any combination of other devices, crafted 
  separately, and be programmed to execute simple tasks. Its Size Class, equal to 
  its Might, is normally not sufficient to allow Close Combat attacks, but it can use 
  other devices or specially modified weapons. It can hold a number of devices and 
  weapons equal to its Combine attribute. The general type of devices the creature 
  can mount must be specified at design or build time, but the actual device can be 
  exchanged for another provided it belongs to the same broad category (limb, sensor, 
  energy weapon, projectile weapon, etc.). 
  The creature gains 3d6 STR (proportional to the Size Class) and 1d6 DEX, plus 1d6 
  DEX per Might not spent on Size Class. It contains a replaceable energy source 
  equal to its Basic Value sufficient to power all of its devices for one Combat, or one 
  hour of other activities. All of its basic Skills are equivalent to the Operate Skill of 
  the person programming it.
  Energy Projector 
  Item, Might 1+, Projection, Range 1+
  This device projects a peculiar kind of energy in a radius equal to its Range on the 
  Combat scale. The energy may also be useful to harass something particularly sensitive 
  to it, providing a Bonus in generic Conflicts or Basic Combat.
  The energy can also be focused in a concentrated beam through a system of shutters. 
  This allows also to use the projector as a rudimentary weapon which produces a one-
  time energy discharge of Might equal to the item’s Might. Light, in this case, does not 
  produce a laser, but rather a bright discharge that blinds the opponent if the damage 
  is higher than its Constitution, or gives a temporary Penalty to its next roll if lower. 
  Heat, Cold, Radiation and the like do damage normally to organic matter. The Projector 
  trait is applied to the scientist’s Ranged Combat or Operate. Someone with a very high 
  Ranged Combat value can also use it. 
  After the discharge is released, or one hour of normal use, the projector needs to be 
  recharged. A projector connected to a permanent energy source can fire one discharge 
  per Combat round.
  Enhanced Blade
  Combine 0+, Item, Might 1+
  The scientist creates a special blade with a saw or chainsaw effect, and may also combine 
  one [Element] Blade effect provided the total Might is at least 3. The blade can also be 
  given an improved damage effect at the cost of one point of basic Value per level of 
  effect. Adding Slash (effect) to a non-slashing weapon adds 2 to Value. The effects can 
  be applied to any type of weapon, but a different Blueprint is required for each.
  A non-weapon item like a glove or a robot limb can be turned into a weapon in this 
  way. In this case its basic damage is 1d(Might*2) and needs the addition of any Damage 
  effects, but it can ignore any negative Might due to low STR or Size Class.
  Enhanced Projectile
  Combine 0+, Item, Might 1+
  The scientist creates a special projectile with improved mundane characteristics as 
  described in the equipment section, and/or adds the [Element] Arrow effect. The Palsy 
  effect can be added by combining the ammunition with the Paralyzer device. The effects 
  can be applied to any type of ammunition, but a different Blueprint is required for each.
  Enhancing Drug
  Combine 1, Item, Might 1+, Target 1 individual
  This potion must be combined with one Enhance [Characteristic] power. It has the same 
  effects and limitations as the basic power. Usage of other basic powers such as Grant 
  [Trait] or Absorb [Energy] require Narrator’s permission, and usually the possession of 
  a specific Stunt or of an equivalent power.
  AMMUNITION COST
  Ammunition is a one-use device, 
  so its total Value is equal to 
  the base Value multiplied by 
  three, not by four. It can be 
  manufactured in batches by 
  adding one to Value (after 
  the 
  multiplication, 
  not 
  before) 
  per 
  projectile 
  after the ﬁrst.)
  
  213
  REVOLUTION D100 CHAPTER 6
  Goggles
  Item, Might 1+
  These devices can either be used to give the character Acute Vision when looking at 
  something small or in adverse conditions (darkness, smoke, etc.), or to detect something 
  peculiar and specific when worn (Infrared/Heat, Radium radiations, a toxin, etc.) They 
  provide a Support Bonus to Perception in investigation Conflicts, or even in other 
  Conflicts not directly related to their object when appropriate, and add their Might to 
  the starting Resolution Point total when facing the exact problem they were designed for.
  Grenade
  Combine 1, Item, Might 1+
  This device is an explosive grenade of equal Might, or a flashing or energy-releasing 
  grenade. The effects are similar to those of the one-time discharge of an energy projector. 
  It also allows the creation of Smoke grenades which can fill an area with smoke, lasting 
  for Might Combat rounds. If combined with Potions or Poisons it allows the creation of 
  various poison gas grenades, or tear gas if combined with Paralyzer.
  Healing Potion
  Item, Might 1+, Target 1 individual
  The potion works like a Heal power of equivalent Might. The scientist can also create 
  antidotes for venoms or diseases with this Trait, assuming he or she has a clear knowledge 
  of the target ailment. Their Might is the same as that of the potion.
  Paralyser
  Combine 1, Item, Might 1+, Target 1 individual
  This device paralyses the target like the standard power. Paralysis lasts for the current 
  Round plus one Round per Might in excess of the target Size class, and cannot occur 
  at all if the target is of Size Class greater than Might. It must be combined with another 
  device that acts as the vessel to deliver its effect. The total Might of the Combined device 
  must be split among Paralyser and other effects, if any.
  • If combined with Energy Projector it acquires the Projection and Range * attributes. 
  It works as a one-time discharge when not connected to its own energy source, or as 
  a weapon that can be fired once per round if connected to an energy source. 
  •  If combined with Enhanced Blade, it must hit its target in Combat to release a one-use 
  paralysing discharge of the appropriate Might.
  •  If combined with Grenade or Enhanced Projectile it allows the creation of paralysing 
  ammunition or grenades.  
  Poison
  Item, Might 1+, Target 1 individual
  The potion is a poison with Might equal to 1d6 per Might of the potion, rolled at application 
  time. The standard effect of a poison is Death. The scientist can add effects like Confusion 
  or Palsy from the list of those available to Science. These contribute to the potion Value 
  according to their basic Might, and replace the standard effect of Death. Instant effects add 
  double their Might to the potion Value, and allow the poison to be deadly, too.
  The scientist can also create an antidote to any Poison he or she knows, with a Might equal to 
  1d6 per Might of the potion (thus more than antidotes created with the Healing Potion Trait).
  Protective Coil
  Combine 0+, Item, Might 1+
  This device protects a single person or a human-sized object from an energy type. It 
  provides Absorb [Energy] of that type, absorbing up to its Might from all attacks from 
  that energy type, losing Might as it soaks off damage. As the device is effectively one-
  use, its total Value is its Might multiplied by three. A coil designed to absorb kinetic 
  energy will “soak up” the damage bonus of physical attacks, but not the damage dice of 
  the weapons proper. Using the Combine attribute allows the coil to block more than one 
  kind of energy, but the total Might stopped is always the same.
  SCIENCE EXAMPLE
  Professor Rathas knows the Clockwork 
  Device, Clockwork Spider, Enhanced 
  Blade and Energy Projector devices. 
  He wishes to create a powerful defence 
  automaton.
  First of all, he designs the spider chassis. 
  He goes for a Might of 3, which he splits 
  between Size Class 1 and +2 dice to DEX 
  for a total of 3d6 DEX, and a Combine 
  of 2, so the total Value of the chassis is 5, 
  which becomes 20 for a permanent item. 
  Rathas has an INT of 17 and a total Skill 
  of 79, including Traits, so he manages 
  to create the Blueprint losing only 12 
  Resolution Points. The Narrator splits 
  the resulting Consequences between a 
  permanent “Reputation as a Creator of 
  Monsters -” that will forever haunt him 
  when he interacts with people in his 
  home town and a 1d6 STR ﬂaw for the 
  automaton. The permanent social Penalty 
  is harsh, but it is a fair price for being able 
  to build a legion of automatons.
  Then the Professor designs the ﬁrst two 
  of the many interchangeable devices. 
  He decides that the creature will mount 
  a weaponized limb and an energy 
  discharger.
  The weaponized limb is a variant of the 
  Enhanced Blade. The Professor goes for 
  a classic rotating saw limb of Might 
  3 (1d6 damage) with the addition of 1 
  point of Slash eﬀect (it will trigger on 
  an Advantage roll), which gives us a 
  basic Value of 4. The Professor faces a 
  total Value of 16 and prevails with only 
  8 points lost, for a total of one ﬂaw. The 
  Narrator consults the additional features 
  table in Chapter Five and decrees that the 
  weapon has a +1 SR cost when attacking, 
  for a total of 4 SR. Annoying, but still 
  functional.
  The energy projector is just a simple 
  electricity discharger. The Professor 
  goes for a one-use ﬁrst prototype with 
  Close Range, Might 2 and Target 1, for 
  a total Value of 4 (12 when modiﬁed for 
  a one-use item). He manages to win the 
  Conﬂict without losses, and the one-shot 
  discharger Blueprint is ready for mass 
  production.
  The ﬁnal result for version 1.0 of the small 
  automaton is:
  STR 2d6 DEX 3d6 Size Class XS
  Base SR (5d6) /2 (average 9), with a -4 
  Penalty in Close Combat with human 
  sized opponents.
  Weapon 1: saw, SR 9+3, SR used to 
  attack/parry 4/2, damage 1d6, Slash 
  (advantage)
  Weapon 2: electricity projector, SR 
  DEX+20, SR used to attack 5, damage 
  2d6 (one shot per Combat)
  
  CREATURES
  Natural Weapons
  Weapon
  Trait
  Reach
  SR to att/def
  Damage
  Notes/Effects
  Fist
  Brawl
  -
  3/2
  1d2
  Kick
  Brawl
  3
  5/-
  1d2
  +1 Might
  Tail (reptile)
  Tail
  4
  8/4
  1d4
  Bash (eﬀect)
  Teeth (humanoid)
  Bite
  -
  5/-
  1d3
  Teeth (ferine)
  Bite
  -
  3/-
  1d6
  Slash (eﬀect)
  Beak
  Bite
  -
  3/-
  1d8
  Slash (auto)
  Claw (blunt)
  Claw
  2
  3/-
  1d4
  Slash (advantage)
  Claw (sharp)
  Claw
  2
  3/-
  1d4
  Slash (eﬀect)
  Pincer
  Claw
  4
  4/-
  1d4
  Crush (auto)
  Tentacle 
  Tentacle
  6 to 12
  6/-
  1d6
  Crush (auto), Entangle (eﬀect)
  
  215
  REVOLUTION D100 CHAPTER 7
  CREATURES & INTELLIGENCE
  A 
  creature with a randomly determined INT is considered sentient. It is a 
  rational, capable of both logical thought and self-determination. A creature 
  with an INT listed as a single number, rather than a die roll, is not sentient. The 
  INT of a non-sentient creature is considered the equivalent of 10 for the purposes 
  of calculating skill base values. The creature’s instincts allow it to use Skills like 
  Perception and Stealth with the same effectiveness as an average human.
  Non-sentient creatures usually also lack CHA. To determine CHA for a 
  creature that usually has no use for it, roll 2d6.
  CREATURE INNATE POWERS
  Unless noted otherwise, all innate powers have the Target: Self attribute, and 
  are always on. Some Innate powers like a dragon’s fire breath, require activation. 
  This requires a Concentration action, a skill roll, and a Life Point cost. The 
  power description will specify the required Skill and Trait, if any. 
  The following powers are only available as creature innate abilities. The powers 
  listed as having a Might of * or +* are always accompanied by a numeric score 
  when assigned to a creature. For instance, if a creature Might is 2 points greater 
  than normal, it will have the Heavy Build +2 power.
  Strong Build 
  Might +*
  The creature is significantly stronger than its apparent size suggests and gains 
  one point of Might per point of Might of the power. At the Narrator’s option, 
  the creature might also gain additional Resolution Points ranging from one to 
  five in a STR-based conflict.
  Immunity to Pain
  The creature does not suffer any reduction in Strike Rank when wounded in 
  Advanced Combat. 
  Incorporeal
  The creature is  a spirit or denizen of another plane of existence, which lacks a 
  true physical form, and has only the INT, WIL and CHA characteristics.
  Not all incorporeal creatures can interact with the physical world. Those who can 
  form a translucent  body. The body is usually of Size Class M, and has STR and CON 
  equal to the creature’s WIL, and DEX equal to its INT. Calculate all other attributes 
  normally once you have determined these three characteristics. Weapons, skills, 
  and other details depend on the creature type. Incorporeal creatures are immune to 
  mundane weapons and can only be damaged by magic or elemental attacks. They 
  have only one location, even when localised damage is in use. In many cases, their 
  attacks ignore armour and Parries, and can only be Dodged or absorbed by magical 
  protections. The few incorporeal creatures who form truly believable bodies lack 
  weapon immunity, and can be destroyed by any kind of damage. They have a fully 
  formed human body, and are subject to localised damage if that rule is in use.
  Killing an incorporeal creature just sends it back to its natural plane of 
  existence, from where it may return if bound to the mundane plane.
  Regeneration 
  Might *
  A creature with this power regenerates damage to its Toughness at the rate 
  of one point per Might per Round. Lethal Wounds regenerate only in certain 
  circumstances. A maimed or severed limb may still regenerate if the creature has 
  
  216
  CREATURES
  not suffered a Lethal wound in a vital location, or a non-localized Lethal Wound 
  may regenerate if the creature has not been killed instantly by a failed Endurance 
  roll. In Advanced Combat regeneration costs one Life Point per round.
  There is a slower form of regeneration that works in Adventure Time, and does 
  not cost Life Points.
  Skeletal
  A creature with this power has half the Toughness for its Size Class. However, 
  it also gains Immunity to [Bleed, Slash, Impale]. Many Skeletal creatures are 
  also Undead.
  Toughness 
  Might +*
  The creature is significantly stronger than its apparent size suggests and gains 
  one point of Toughness per point of Might of the power.
  Undead
  An Undead creature cannot suffer from Negative Life Points. If it has Life Points, 
  it uses them only to activate powers. An Undead creature is immune to poison 
  and disease, and automatically succeeds in all Endurance rolls. Many Undead 
  creatures are Immune to Pain, but some of the most powerful, like vampires, are 
  not. If present, Immune to Pain must be listed as a separate power.
  CREATURE DESCRIPTIONS
  When not using non-localised damage, the creature’s general Toughness is equal to 
  the value provided for the torso. Non-localised armour values are provided under the 
  armour entry, while the values for specific locations are besides the toughness values.
  All scores provided for Skills include the listed Traits. The raw Skill score is 30 
  points lower.
  NATURAL WEAPONS
  Most animals use their claws, teeth, pincers and tails like people use weapons. 
  Natural Weapons have the same statistics as man-made weapons, although 
  some creatures have Natural Weapons with modified attributes. The general 
  values are those given in the Natural Weapon Table. Animals can freely use any 
  of their attacks after the Opening Move, which determines the initial Strike 
  Rank according to weapon Reach.
  The statistics for Natural Weapons do not vary with the creature’s Size class or 
  Strength. The Might of the creature, and the Strike Rank Penalty that its size 
  imposes on smaller opponents, represent the danger posed by the creature’s 
  mass.
  NATURAL ARMOUR
  The hide of an animal provides one point of Armour for each Size Class 
  greater than Medium. The layer of armour has a Coverage of 0+. Heavy fur or 
  feathers may increase this armour by one or two points. Natural Armour is the 
  equivalent of leather armour under all other aspects.
  Reptilian scales are thicker, and the above values are usually doubled, with 
  Medium sized reptiles having one single point of armour. You may apply the 
  STR bonus for Might to the armour. The scales are thinner at the joints, thus 
  raising their Coverage to 1+.  On a coverage roll of 0, the armour value is 
  halved, rounding down.
  Arthropods have carapaces made of chitin, worth 1 point per Size Class of the 
  creature. The plate-like nature of this kind of armour gives it a coverage of 1+. 
  On a coverage roll of 0, the armour value is halved, rounding down.
  
  217
  REVOLUTION D100 CHAPTER 7
  NATURAL CREATURES
  BEAR
  Ursus sp. (Linnaeus, 1758)
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  L
  1
  RH Leg
  -/-
  2/0+
  7
  CON
  10
  3d6
  Might 
  +2
  2
  LH Leg 
  -/-
  2/0+
  7
  DEX
  10
  3d6
  Strike Rank
  10
  3,7,8
  Body  
  -/-
  2/0+
  8
  INT
  5
  —
  Encumbrance
  —
   4
  RF Leg
  -/-
  2/0+
  7
  WIL
  10
  3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  2/0+
  7
  CHA 
  —
  2d6
  Move
  6
  6
  Head
  -/-
  2/0+
  7
  Weapon
  SR
  SR to  Att/Def
  Damage
  Parry
  Special
  Claw
  12
  3/-
  1d4+2d2
  —
  slash (advantage)
  Bite
  10
  3/-
  1d6+2d2
  —
  slash (eﬀect)
  Skills:
  Agility [Swim] 50%, Close Combat [Bite, Claw] 50%, Perception [Smell, Track] 50%, Stealth [Hide] 
  50%.
  Armour:
  Fur and hide 2/0+. 
  Notes:
  Medium sized opponents are -2 SR when ﬁghting a bear, -4 for a polar bear.
  CROCODILE
  Crocodilus niloticus (Laurenti, 1768)
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  17
  3d6
  Size Class
  L
  1
  Tail 
  1/0+
  2/2+
  9
  CON
  10
  3d6
  Might 
  +3
  2
  LH Leg 
  -/-
  2/0+
  8
  DEX
  10
  3d6
  Strike Rank
  14
  3
  LH Leg
  -/-
  2/0+
  8
  INT
  4
  —
  Encumbrance
  —
  4,9,10
  Body  
  1/0+
  2/2+
  11
  WIL
  10
  3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  2/0+
  8
  CHA 
  —
  2d6
  Move
  6
  6
  RF Leg
  -/-
  2/0+
  8
  7,8
  Head
  1/0+
  2/2+
  9
  Weapon
  SR
  SR to Att/Def
  Damage
  Parry
  Special
  Tail
  18
  8/4
  1d4+2d2
  —
  crush
  Bite
  14
  3/-
  1d6+3d2
  —
  slash (advantage)
  Skills:
  Agility [Brawn, Swim] 57%, Close Combat [Bite, Tail] 57%, Stealth [Hide, Sneak] 50%.
  Armour: 
  Hide 1/0+, Scales 2/1+.
  Notes:
  Medium-sized opponents are -2 SR when in melee with a large crocodile.
  BEAR VARIANTS. 
  These statistics are for a black or 
  brown bear. A  larger bear would 
  be STR 14. A Kodiak or Polar bear is 
  one Size Class bigger (+2 to Might 
  and Toughness, +1 armour).
  CROCODILE VARIANTS. 
  These statistics represent the Nile 
  crocodile and the black cayman. 
  Smaller alligators  are Size Class 
  M (-2 to Might and Toughness, -1 
  to armour everywhere), while the 
  salt water crocodile is Size Class 
  XL (+2 to Might and Toughness, 
  armour points are respectively 2 
  and 4 for weaker and tougher body 
  areas). Very old specimens may be 
  considerably bigger than average, 
  and become Size Class XL (see 
  above for statistics). 
  
  218
  CREATURES
  HORSE 
  Equus caballus (Linnaeus, 1758)
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  XXL
  1
  RH Leg
  -/-
  2/0+
  10
  CON
  10
  3d6
  Might 
  +7
  2
  LH Leg 
  -/-
  2/0+
  10
  DEX
  10
  3d6
  Strike Rank
  12
  3,7,8
  Body  
  -/-
  2/0+
  12
  INT
  4
  —
  Encumbrance
  —
   4
  RF Leg
  -/-
  2/0+
  10
  WIL
  10
  3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  2/0+
  10
  CHA 
  —
  2d6
  Move
  12
  6
  Head
  -/-
  2/0+
  11
  Weapon
  SR
  SR to Att/Def
  Damage
  Parry
  Special
  Kick
  12
  3/-
  1d4+7d2
  —
  slash (advantage)
  Rear & 
  plunge
  12
  8/-
  2d4+7d2
  —
  slash (eﬀect)
  Skills:
  Agility [Jump, Running] 50%, Close Combat [Kick, Plunge] 54%.
  Armour:
  Fur and hide 2/0+. 
  Notes:
  Medium-sized opponents are -6 SR when in melee with a horse.
  LION
  Panthera leo (Linnaeus, 1758)
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  L
  1
  RH Leg
  -/-
  1/0+
  7
  CON
  10
  3d6
  Might 
  +3
  2
  LH Leg 
  -/-
  1/0+
  7
  DEX
  14
  4d6
  Strike Rank
  12
  3,7,8
  Body  
  -/-
  1/0+
  9
  INT
  5
  —
  Encumbrance
  -
   4
  RF Leg
  -/-
  1/0+
  7
  WIL
  10
  3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  1/0+
  7
  CHA 
  —
  2d6
  Move
  7
  6
  Head
  1/0+
  3/5+
  8
  Weapon
  SR
  SR to Att/Def
  Damage
  Parry
  Special
  Claw
  14
  3/-
  1d4+3d2
  —
  slash (eﬀect)
  Bite
  12
  3/-
  1d6+3d2
  —
  slash (eﬀect)
  Skills:
  Agility [Dodge, Jump] 50%, Close Combat [Bite, Claw] 58%, 
  Perception [Acute Hearing, Smell, Track] 50%, Stealth [Hide, Sneak] 54%, Survival [Savannah] 50%.
  Armour:
  Fur and hide 1/0+, Mane 3/9+.
  Powers:
  Night Vision.
  Notes:
  Medium-sized opponents are -2 SR when in melee with a big feline of Large size class.
  EQUINE VARIANTS. 
  These statistics are for the average 
  European riding horse. A pony 
  is one size class smaller, but not 
  slower.
  FELINE VARIANTS. 
  These statistics are for a male lion, 
  a lioness has 3d6 STR and thus -1 
  to Might and Toughness. She also 
  lacks the mane on the head. Other 
  great felines have statistics similar 
  to those of the lion, including the 
  fact that the female is weaker and 
  less massive (3d6 vs. 4d6). No other 
  feline has a mane like the lion.
  A tiger or jaguar is as big as a lion, 
  and has Athletics [Climb, Swim] 
  and Survival [Forest] instead of 
  [Savannah]. The other big felines 
  are signiﬁcantly smaller than a lion 
  or tiger, and thus have a size Class 
  of M (-2 Might and Toughness). 
  A leopard has Athletics [Climb] 
  and Survival [Forest] like a tiger. 
  A puma is generally smaller than 
  a leopard (3d6 for both male and 
  female) and has Athletics [Climb]. 
  A cheetah is as big as a puma and 
  has Athletics [Running]. Its claws 
  are less sharp than those of other 
  felines are, and have the Slash 
  (advantage) attribute.
  
  219
  REVOLUTION D100 CHAPTER 7
  PYTHON
  Python sp. (Daudin, 1803)
  Characteristic
  Attribute
  d4       
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  17
  5d6
  Size Class
  L
  1
  Tail 
  -/-
  1/0+
  8
  CON
  10
  3d6
  Might 
  +3
  2,3
  Body  
  -/-
  1/0+
  9
  DEX
  10
  3d6
  Strike Rank
  14
  4
  Head
  -/-
  1/0+
  8
  INT
  4
  —
  Encumbrance
  —
  WIL
  10
  3d6
  Life Points
  20
  CHA 
  —
  2d6
  Move
  4
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  14
  5/-
  1d4+3d2
  —
  —
  Coils
  14
  5/-
  3d2
  —
  Entangle (eﬀect)
  Skills:
  Close Combat [Bite, Coils] 50%, Perception [Vision] 50%.
  Armour:
  Scales 1/0+.
  Notes:
  Due to the creature’s body shape and Combat tactics, Medium-sized opponents suﬀer no SR 
  Penalty when in melee with a large snake. The snake’s skin is less scaly than that of other reptiles.
  WOLF 
  Canis lupus (Linnaeus, 1758)
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  S
  1
  RH Leg
  -/-
  -/-
  2
  CON
  10
  3d6
  Might 
  -1
  2
  LH Leg 
  -/-
  -/-
  2
  DEX
  14
  4d6
  Strike Rank
  12
  3, 7, 8
  Body  
  -/-
  -/-
  4
  INT
  5
  —
  Encumbrance
  —
  4
  RF Leg
  -/-
  -/-
  2
  WIL
  7
  2d6
  Life Points
  17
  5
  LF Leg 
  -/-
  -/-
  2
  CHA 
  —
  2d6
  Move
  6
  6
  Head
  -/-
  -/-
  3
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  12
  3/-
  1d6-1d2
  —
  slash (eﬀect)
  Skills:
  Agility [Dodge] 54%, Close Combat [Bite] 54%, Perception [Smell, Track] 47%, Survival [Steppe or 
  other home environment] 50%.
  Notes:
  Wolves are -2 SR when in melee with Medium-sized opponents (already counted in the sample 
  weapon statistics). A wolf bite is unlikely to cause signiﬁcant wounds to the torso of a Medium or 
  large creature, so the beast usually goes for the throat or an arm when ﬁghting a human.
  CANINE VARIANTS. 
  Use these statistics for  wolves or 
  dogs. A very large dog may be one 
  Size Class bigger.
  
  220
  CREATURES
  PREHISTORIC CREATURES
  ALLOSAURUS
  Allosaurus sp. (Marsh, 1877)
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  XXL
  1
  Tail
  -/-
  4/0+
  11
  CON
  10
  3d6
  Might 
  +7
  2
  RH Leg 
  -/-
  4/0+
  11
  DEX
  14
  4d6
  Strike Rank
  14
  3
  LH Leg
  -/-
  4/0+
  11
  INT
  4
  —
  Encumbrance
  —
  4,9,10
  Body 
  -/-
  4/0+
  13
  WIL
  10
  3d6
  Life Points
  20
  5
  RF Leg 
  -/-
  4/0+
  7
  CHA
  —
  2d6
  Move
  8
  6
  LF Leg
  -/-
  4/0+
  7
  7,8
  Head
  -/-
  4/0+
  11
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  14
  3/-
  1d6+7d2
  —
  slash (eﬀect)
  Skills:
  Close Combat [Bite] 58%, Perception [Hearing] 50%.
  Armour:
  Hide 4/0+.
  Notes:
  Medium-sized opponents are -6 SR when in melee with an allosaurus; its huge size provides a Bonus to 
  hit it.
  DIMETRODON
  Dimetrodon limbatus (Cope, 1878)
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  XXL
  1
  Tail
  -/-
  3/0+
  10
  CON
  10
  3d6
  Might 
  +6
  2
  RH Leg 
  -/-
  3/0+
  8
  DEX
  10
  3d6
  Strike Rank
  10
  3
  LH Leg
  -/-
  3/0+
  8
  INT
  4
  —
  Encumbrance
  —
  4,9,10
  Body 
  -/-
  3/0+
  12
  WIL
  10
  3d6
  Life Points
  20
  5
  RF Leg 
  -/-
  3/0+
  8
  CHA
  —
  2d6
  Move
  9
  6
  LF Leg
  -/-
  3/0+
  8
  7,8
  Head
  -/-
  3/0+
  10
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  9
  3/-
  1d6+6d2
  —
  slash (eﬀect)
  Skills:
  Close Combat [Bite] 50%, Perception [Vision] 50%.
  Armour:
  Scaly Hide 3/0+.
  Notes:
  Medium-sized opponents are -6 SR when in melee with a dimetrodon. Its huge size provides a 
  Bonus to hit it.
  OTHER USES FOR DINOSAURS. 
  This creature list includes extinct 
  animals. If you want to stage a 
  “lost world” scenario where extinct 
  fauna has survived in a remote 
  region of the world, feel free to 
  mix specimens from diﬀerent eras. 
  Dinosaurs and prehistoric beasts 
  are a good source of templates for 
  creatures from other worlds in the 
  sword and planet genre.
  TYRANNOSAURUS. 
  To create a T-rex, add two size 
  classes to the Allosaur.  Armour 
  also goes up by two points 
  everywhere.
  SAURIAN VARIANTS. 
  Use these statistics for any gigantic 
  preying lizard.
  
  221
  REVOLUTION D100 CHAPTER 7
  MAMMOTH
  Mammuthus sp. (Brookes, 1828)
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  XXXL
  1
  RH Leg 
  -/-
  4/0+
  10
  CON
  10
  3d6
  Might 
  +8
  2
  LH Leg 
  -/-
  4/0+
  10
  DEX
  10
  3d6
  Strike Rank
  10
  3
  Body  
  -/-
  4/0+
  14
  INT
  6
  —
  Encumbrance
  —
  4,9,10
  RF Leg 
  -/-
  4/0+
  10
  WIL
  10
  3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  4/0+
  10
  CHA
  7
  2d6
  Move
  9
  6
  Head
  -/-
  4/0+
  12
  7,8
  Trunk
  -/-
  2/0+
  8
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Tusk
  12
  3/-
  1d8+8d2
  —
  impale (eﬀect)
  Trunk
  14
  8/-
  1d4+8d2
  —
  entangle (eﬀect)
  Trample
  10
  5/-
  8d2
  —
  unparriable, stun (auto)
  Skills:
  Agility [Brawn] 50%, Close Combat [Trample, Trunk, Tusk] 50%, Perception [Hearing, Vision] 50%., 
  Survival [Taiga or Steppe] 50%.
  Armour:
  Fur and hide 4/1+, Lesser Hide (on the trunk) 2/0+
  Notes:
  Medium-sized opponents are -8 SR when in melee with a mammoth. Its huge size provides a 
  Bonus to hit it.
  PLESIOSAUR
  Plesiosaurus dolichodeirus (Conybeare, 1824)
  Characteristic
  Attribute
                     d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  XL
  1
  Tail 
  -/-
  2/0+
  8
  CON
  10
  3d6
  Might 
  +4
  2
  rh paddle
  -/-
  2/0+
  8
  DEX
  14
  4d6
  Strike Rank
  12
  3
  lh paddle
  -/-
  2/0+
  8
  INT
  4
  Encumbrance
  —
  4,9,10
  Body  
  -/-
  2/0+
  10
  WIL
  10
  3d6
  Life Points
  20
  5
  rf paddle
  -/-
  2/0+
  8
  CHA
  7
  2d6
  Move
  9
  6
  lf paddle
  -/-
  2/0+
  8
  7,8
  Head
  -/-
  2/0+
  8
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  22
  3*/-
  1d6+4d2
  —
  slash (eﬀect)
  Skills:
  Agility [Dodge, Swim] 54%, Close Combat [Bite] 54%, Stealth [Sneak] 54%.
  Armour:
  Blubber 2/0+
  Notes:
  Medium-sized opponents are -4 SR when in melee with a plesiosaur. The ﬁrst attack costs 10 SR.
  ELEPHANTINE VARIANTS. 
  You may use these statistics for an 
  elephant, by decreasing Size Class 
  by 1 (Toughness and Might go 
  down by two) and armour to 3/0+ 
  (1/0+ on the trunk). The Survival 
  Trait is [Savannah] in this case.
  DINOSAUR ARMOUR
  Dinosaur hide is not as tough as 
  the scales of modern saurians. Its 
  AP are just one point higher than 
  those of a mammal of the same 
  Size Class. The coverage for this 
  hide is 0+.
  
  222
  CREATURES
  PTERANODON
  Pteranodon longiceps (Marsh, 1876)
  Characteristic
  Attribute
  d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  XL
  1
  Tail
  -/-
  2/0+
  7
  CON
  10
  3d6
  Might 
  +5
  2
  R Leg 
  -/-
  2/0+
  7
  DEX
  14
  4d6
  Strike Rank
  14
  3,4
  L Leg
  -/-
  2/0+
  7
  INT
  4
  —
  Encumbrance
  —
  5
  Body 
  -/-
  2/0+
  11
  WIL
  10
  3d6
  Life Points
  20
  6,7
  R Wing 
  -/-
  2/0+
  7
  CHA
  7
  2d6
  Move
  6
  8,9
  L Wing
  -/-
  2/0+
  7
  Move (flying)
  9
  10
  Head 
  -/-
  2/0+
  9
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  18
  3/-
  1d6+5d2
  —
  slash (eﬀect)
  Skills:
  Agility [Fly, Dodge] 54%, Close Combat [Bite] 58%, Perception [Acute Vision] 50%.
  Armour:
  Hide2/0+.
  Notes:
  Medium-sized opponents are -4 SR when in melee with a pteranodon.
  SABERTOOTH TIGER 
  Smilodon sp. (Lund, 1842)
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  L
  1
  RH Leg
  -/-
  2/0+
  7
  CON
  10
  3d6
  Might 
  +3
  2
  LH Leg 
  -/-
  2/0+
  7
  DEX
  10
  4d6
  Strike Rank
  12
  3,7,8
  Body  
  -/-
  2/0+
  9
  INT
  5
  —
  Encumbrance
  —
   4
  RF Leg
  -/-
  2/0+
  7
  WIL
  10
  3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  2/0+
  7
  CHA 
  7
  2d6
  Move
  7
  6
  Head
  -/-
  2/0+
  8
  Weapon
             
                      SR to 
    SR           Att/Def
  Damage
  Parry
  Special
  Claw
     14           3/-
  1d4+3d2
  —
  slash (advantage)
  Bite
     12           3/-
  1d6+3d2
  —
  impale (eﬀect)
  Skills:
  Agility [Dodge] 50%, Close Combat [Bite, Claw] 54%, Perception [Smell, Track] 50%, 
  Stealth [Hide, Sneak] 50%, Survival [Savannah] 50%.
  Armour:
  Fur and hide 2/0+.
  Powers:
  Night Vision.
  Notes:
  Medium-sized opponents are -2 SR when in melee with a smilodon. The peculiar shape of its 
  canines allows its bite to impale, but not to slash.
  
  223
  REVOLUTION D100 CHAPTER 7
  TERROR BIRD
  Phorusrhacor longissimus (Ameghino, 1887)
  Characteristic
  Attribute
  d4/d6
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  L
  1
  RH Leg 
  -/-
  2/0+
  8
  CON
  10
  3d6
  Might 
  +3
  2
  LH Leg 
  -/-
  2/0+
  8
  DEX
  14
  4d6
  Strike Rank
  14
  3,5,6
  Body  
  -/-
  2/0+
  9
  INT
  4
  —
  Encumbrance
  —
  4
  Head
  -/-
  2/0+
  8
  WIL
  10
  3d6
  Life Points
  20
  CHA 
  —
  2d6
  Move
  7
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Beak
  14
  3/-
  1d8+3d2
  —
  slash (auto)
  Skills:
  Agility [Dodge, Running] 54%, Close Combat [Bite] 58%, Perception [Acute Vision] 44%.
  Armour:
  Feathers 2/0+.
  Notes:
  Medium-sized opponents are -2 SR when in melee with a terror bird.
  VELOCIRAPTOR 
  Velociraptor mongoliensis (Osborn, 1924)
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  M
  1
  RH Leg
  -/-
  1/0+
  5
  CON
  10
  3d6
  Might 
  —
  2
  LH Leg 
  -/-
  1/0+
  5
  DEX
  17
  5d6
  Strike Rank
  14
  3, 7, 8
  Body  
  -/-
  1/0+
  6
  INT
  4
  —
  Encumbrance
  —
  4
  RF Leg
  -/-
  1/0+
  4
  WIL
  10
  3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  1/0+
  4
  CHA 
  —
  2d6
  Move
  6
  6
  Head
  -/-
  1/0+
  5
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Claw
  16
  3/-
  1d4
  —
  slash (auto), impale (eﬀect)
  Bite
  14
  3/-
  1d6
  —
  slash (eﬀect)
  Skills:
  Agility [Dodge, Jump, Running] 57%, Close Combat [Bite, Claw] 57%, Perception [Acute Vision] 
  50%, Stealth [Sneak] 57%.
  Armour:
  Hide 1/0+.
  Notes:
  —
  
  224
  CREATURES
  FANTASY/HORROR CREATURES
  CENTAUR 
  Atop of the body of a well-bred and strong horse, this creature has the body of a strong 
  athletic human where the horse’s head should be. The centaur is the raw power and nobility 
  of nature incarnate. Often they act as the self styled protectors of the wilderness, which 
  brings them into conflict with more settled races who encroach on their territory.
  Characteristic
  Attribute
  d10/d12
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  3d6
  Size Class
  XL
  1
  RH Leg
  -/-
  2/0+
  9
  CON
  10
  3d6
  Might 
  +1
  2
  LH Leg
  -/-
  2/0+
  9
  DEX
  14
  4d6
  Strike Rank
  14
  3, 10
  Body
  -/-
  2/0+
  11
  INT
  10
  3d6
  Encumbrance
  -
  4
  RF Leg
  -/-
  2/0+
  9
  WIL
  10
  3d6
  Life Points
  24
  5
  LF Leg
  -/-
  2/0+
  9
  CHA 
  10
  3d6
  Move
  12
  6,11,12
  Torso
  -/-
  -/-
  11
  7
  R Arm 
  -/-
  -/-
  9
  8
  L Arm
  -/-
  -/-
  9
  9
  Head
  -/-
  -/-
  10
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Spear
  22
   8/4
  1d6+1d2
  3
  impale (eﬀect), keep distance (auto)
  Shield
  16
   4/2
  1d2+1d2
  3
  block, coverage +1
  Kick
  17
  5/-
  1d4+1d2
  —
  Bow
  34
   5*/-
  1d6+2d2
    300 (M)
  impale (eﬀect)
  Skills:
  Agility [Dodge, Jump, Running] 54%, Close Combat [Kick, Shield, Spear] 58%, 
  Perception [Hearing, Vision] 50%, Perform [Play Lyre] 50%, Survival [Endurance] 50%. 
  Armour:
  Fur and hide on equine body 2/5+, may wear other armour on human body.
  Powers:
  Weak Build -4 (only hand-wield weapons, when not charging); sometimes knows Divine Cantrips.
  Notes:
  The creature's body structure decreases its Might when using weapons with its human arms, except 
  when charging with a spear, in which case its Might goes up by +4. Medium-sized opponents are -4 
  SR when in melee with a centaur.
  DJINN 
  There are several types of Djinni, some malignant and some benevolent. The exact 
  powers of Djinnis vary by type, but most can become Invisible at will. Djinni can be 
  dominated by spells, and they can be bound to enchanted items, as in the tale of Al 
  Laddin and the Magic Lamp. Djinni can normally interact with the physical world 
  while retaining an immaterial nature. They fight physically with spectral daggers or 
  scimitars. Djinni are vulnerable to magic and magic weapons when visible.
  Characteristic
  Attribute
  STR
  (14)
  —
  Size Class
  n/a
  CON
  (14)
  —
  Might 
  (+1)
  DEX
  (10)
  —
  Strike Rank
  (12)
  INT
  10
  3d6
  Toughness
  (8)
  WIL
  14
  4d6
  Life Points
  14
  CHA 
  10
  3d6
  Move
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Scimitar
  17
  5/-
  1d6+1d2
  —
  ignore parries and non-magic 
  armour
  Skills:
  Close Combat [Dodge, Scimitar] 54%, Concentration [Willpower, Spell-like powers] 54%, Perception 
  [Sense Life] 54%.
  Powers:
  Incorporeal, Second Sight. Many have Invisibility as a Might 3 Cantrip, or other suitable Cantrips.
  
  225
  REVOLUTION D100 CHAPTER 7
  DRAGON
  The dragon is a creature of immense physical power, yet also skilled in the arcane 
  arts. European Dragons are winged,  often malignant, and eager to accumulate 
  treasure at the expense of unlucky adventurers. Their oriental counterparts 
  are wingless, but can still fly by walking on air, and are generally less hostile to 
  humanity. 
  Characteristic
  Attribute
  d10/d12
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  8
  1
  Tail
  8/0+
  16/2+
  17
  CON
  21
  6d6
  Might 
  +11
  2
  RH Leg 
  -/-
  16/0+
  15
  DEX
  14
  4d6
  Strike Rank
  14
  3
  LH Leg
  -/-
  16/0+
  15
  INT
  21
  6d6
  Encumbrance
  —
  4,11,12
  Body  
  8/0+
  16/2+
  19
  WIL
  24
  7d6
  Life Points
  45
  5
  R Wing
  -/-
  16/0+
  15
  CHA 
  17
  5d6
  Move
  10
  6
  R Wing
  -/-
  16/0+
  15
  Move (flying)
  18
  7
  RF Leg 
  -/-
  16/0+
  15
  8
  LF Leg
  -/-
  16/0+
  15
  9,10
  Head
  8/0+
  16/2+
  17
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  14
  5/-
  1d6+11d2
  —
  slash (eﬀect)
  Claw
  16
  3/-
  1d4+11d2
  —
  slash (advantage)
  Tail
  22
  16/8
  1d4+11d2
  8
  Skills:
  Agility [Fly] 54%, Close Combat [Bite, Claw, Tail] 98%, Communication [1d6 human languages] 
  88%, Concentration [Project Fire, various Cantrips] 75%,  Knowledge [various, particularly for 
  Oriental Dragons] 92%, Perception [Hearing, Insight, Smell, Vision] 75%.
  Armour:
  Skin 8/0+, Scales 16/1+.
  Powers:
  Flight, Breathe Flame (Project Fire, Might 4, Close Range equal to CON in metres, cost 4 Life 
  Points), often knows Cantrips or Arcane Spells.
  Notes:
  Medium-sized opponents are -10 SR when in melee with a dragon. Its huge size provides a Bonus to 
  hit it.
  
  226
  CREATURES
  DWARF 
  These short, stocky, bearded humanoids live in vast underground halls. Long lived 
  and proud off their work, Dwarfs are the natural enemies of Orcs and Elves, who 
  often encroach upon their realms. 
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  S
  1
  R Leg 
  2/3+
  5/7+
  6
  CON
  14
  4d6
  Might 
  +1
  2
  L Leg 
  2/3+
  5/7+
  6
  DEX
  10
  3d6
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  5/0+
  7
  INT
  10
  3d6
  Encumbrance
  5
  4
  R Arm 
  2/1+
  5/6+
  5
  WIL
  10
  3d6
  Life Points
  24
  5
  L Arm 
  2/1+
  5/6+
  5
  CHA 
  10
  3d6
  Move
  4
  6
  Head
  5/1+
  8/4+
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Hammer
  15
  6/3
  1d3+2d2
  3
  impale (eﬀect)
  Shield
  14
  4/2
  1d2+1d2
  3
  block, coverage +1
  Axe
  16
  8/4
  1d6+3d2
  4
  slash (auto)
  Crossbow
  30
  3*/- 
  1d10+3d2
    300 (M)
  impale (eﬀect)
  Skills:
  Close Combat [Hammer, Axe, Shield] 54%, Perception [Dark Vision] 50%, 
  Ranged Combat [Crossbow] 50%, Survival [Underground] 54%.
  Armour:
  Short gambeson (2/2+), mail shirt/coif (5/6+), helm (8/9+).
  Powers:
  Dark Vision, Strong Build +1, Toughness +2; may have Science or Alchemy gadgets.
  Notes:
  A dwarf is at -2 SR when in melee with a Medium-sized opponent. Usually has a hammer and one 
  of the other three weapons.
  Dwarf Background Table
  Background
  Traits (and applicable skills)
  Starting 
  Money per 
  Status
  Sample 
  Motivations 
  Warrior Clan of the 
  Bombardiers
  Craft [any related to gunpowder]
  Knowledge [Hills of the Bombardiers] 
  Communication [Language: Dwarven] 
  Perception [•Dark Vision]
  Close Combat [Hammer or Axe]
  Rich: 3D6x500 
  Aﬄuent: 3D6x200 
  Average: 3D6x100
  Despise elves.
  For the Bombardiers!
  Underground Clan of 
  Yado
  Craft [any related to mining]
  Knowledge [Dwarven Halls of Yado] 
  Communication [Language: Dwarven]
  Perception [•Dark Vision]
  Close Combat [Hammer or Axe]
  Rich: 3D6x500 
  Aﬄuent: 3D6x200 
  Average: 3D6x100
  Despise surface dwellers.
  Lust for treasure.
  Steampunk Dwarfs
  Craft or Operate [any]
  Knowledge [Engineering] 
  Communication [Language: Dwarven] 
  Perception [•Dark Vision]
  Ranged Weapon [any ﬁrearm]
  Rich: 3D6x500 
  Aﬄuent: 3D6x200 
  Average: 3D6x100
  Poor: 3D6x20
  Scorn adepts of the 
  supernatural.
  Lust for scientiﬁc 
  knowledge.
  [•] This Trait does not use up a Slot.
  
  227
  REVOLUTION D100 CHAPTER 7
  ELF 
  Elfs are slender, tall, forest dwelling people, with ears that end in a point. Haughty 
  and proud, they do not suffer the ravages of time like other mortal races. Bound 
  to their forest realms in ways no human can understand, they often come into 
  conflict with those who despoil their lands.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  M
  1
  R Leg 
  -/-
  1/1+
  5
  CON
  10
  3d6
  Might 
  —
  2
  L Leg 
  -/-
  1/1+
  5
  DEX
  17
  5d6
  Strike Rank
  14
  3, 7, 8
  Torso 
  -/-
  1/1+
  6
  INT
  14
  4d6
  Encumbrance
  1
  4
  R Arm 
  -/-
  1/1+
  4
  WIL
  14
  4d6
  Life Points
  24
  5
  L Arm 
  -/-
  1/1+
  4
  CHA 
  10
  3d6
  Move
  5
  6
  Head
  -/-
  1/1+
  5
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Short Spear
  22
  8/4
  1d6
  2
  impale (eﬀect), keep distance (auto)
  Shield
  14
  4/2
  1d2
  2
  block, coverage +1
  Bow
  37
  5*/-
  1d6+1d2
    300 (M)
  impale (eﬀect)
  Skills:
  Agility [Dodge] 57%, Close Combat [Spear, Shield] 57%, Craft [First Aid] 61%, Perception [Night 
  Vision, Track] 58%, Ranged Combat [Bow] 64%, Stealth [Hide, Sneak] 61%, Survival [Forest] 54%.
  Armour:
  cloak (1/1+).
  Powers:
  Night Vision or Dark Vision, may know Divine Cantrips or Arcane Magic.
  Notes:
  The skills provided are relative to a forest-dwelling elf. Other races of elves may exist that have 
  diﬀerent abilities. The background table includes the background for a race of Dark Elves living 
  underground.
  Elf Background Table
  Background
  Traits (and applicable skills)
  Starting 
  Money per 
  Status
  Sample 
  Motivations 
  Forest Clan of 
  Riverglade
  Knowledge [Riverglade] 
  Communication [Language: Elﬁsh] 
  Perception [●Night Vision]
  Ranged Combat [Bow]
  Survival [Forest]
  Rich: 3D6x100 
  Aﬄuent: 3D6x50 
  Average: 3D6x25 
  Poor: 3D6x10
  Love Nature.
  Loyalty to the King.
  Kingdom of Akesh 
  Isles
  Knowledge [Folklore or Religion or Arcane] 
  Communication [Language: Elﬁsh] 
  Perception [●Night Vision]
  Ranged Combat [Bow]
  Survival [Akesh Archipelago]
  Rich: 3D6x200 
  Aﬄuent: 
  3D6x100 
  Average: 3D6x50
  Despise Dwarfs.
  Love Knowledge.
  Underground City 
  of Aznabul
  Knowledge [Religion or Arcane] 
  Communication [Language: Dark Elﬁsh]
  Perception [●Dark Vision]
  Close Combat [Dagger]
  Survival [Underground]
  Rich: 3D6x200 
  Aﬄuent: 
  3D6x100 
  Average: 3D6x50
  Despise surface elves.
  Lust for knowledge.
  [•] This Trait does not use up a Slot.
  
  228
  CREATURES
  GHOST 
  Those that have passed beyond the veil, but not found peace, remain to haunt the 
  living as ghosts. They seek to do harm to the living, and often will try to possess a 
  victim, to experience the joys of living once again.
  Characteristic
  Attribute
  STR
  —
  —
  Size Class
  n/a
  CON
  —
  —
  Might 
  n/a
  DEX
  —
  —
  Strike Rank
  n/a
  INT
  10
  3d6
  Toughness
  7
  WIL
  14
  4d6
  Life Points
  14
  CHA 
  10
  3d6
  Move
  6
  Skills:
  Concentration [Willpower, Spell-like powers] 54%, Perception [Sense Life] 54%.
  Powers:
  Incorporeal; Second Sight; Undead. Suggested optional powers: Dominate; Illusion; Telekinesis; 
  Telepathy.
  Notes:
  A ghost can only harm a target through magical means or domination. Not all ghosts have the 
  same features. The Narrator can choose from the optional power list. The majority of ghosts are 
  bound to a place, and cannot use their powers if they are far from it.
  GIANT 
  Giants are  anthropophagus foes in many fantasy tales. Their taste for human 
  flesh is proverbial. The specimen provided here is three size classes bigger than a 
  human, and two bigger than a troll or minotaur. You may use it as a template to 
  construct a giant of any Size Class by giving it +2 Might, +2 Toughness, and +1 
  armour points per additional Size Class.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  XXL
  1
  R Leg 
  -/-
  3/0+
  11
  CON
  10
  3d6
  Might 
  +7
  2
  L Leg 
  -/-
  3/0+
  11
  DEX
  10
  3d6
  Strike Rank
  12
  3, 7, 8
  Torso 
  -/-
  3/0+
  13
  INT
  7
  2d6
  Encumbrance
  2
  4
  R Arm 
  -/-
  3/0+
  9
  WIL
  10
  3d6
  Life Points
  20
  5
  L Arm 
  -/-
  3/0+
  9
  CHA 
  7
  2d6
  Move
  6
  6
  Head
  -/-
  3/0+
  11
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Club
  17
  14/7
  2d6+10d2
  12
  —
  Fist
  12
  3/2
  1d2+7d2
  8
  —
  Skills:
  Agility [Brawn] 50%, Close Combat [Fist, Club] 54%, Perception [Smell] 47%.
  Armour:
  Tough skin 3/0+.
  Powers:
  Immunity to mind-aﬀecting powers such as Confusion, Demoralize, Dominate, etc..
  Notes:
  All smaller opponents suﬀer the appropriate Penalties when in melee with a giant. 
  
  229
  REVOLUTION D100 CHAPTER 7
  GOBLIN 
  Sneakier, crueller cousins of the Orcs, goblins are a quarrelsome bunch of green-
  skinned humanoids. They stand as tall as a human child, and their smiling 
  faces are dominated by large hooked noses and mouth full of razor-sharp teeth. 
  Constantly in the shadow of the larger humanoid races, and often used as slaves 
  or cannon fodder, these diminutive psychopaths take out their frustration on any 
  other creatures unlucky enough to be outnumbered by them or in their power.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  S
  1
  R Leg 
  -/-
  5/7+
  3
  CON
  10
  3d6
  Might 
  -1
  2
  L Leg 
  -/-
  5/7+
  3
  DEX
  14
  4d6
  Strike Rank
  12
  3, 7, 8
  Torso 
  -/-
  5/0+
  4
  INT
  7
  2d6
  Encumbrance
  4
  4
  R Arm 
  -/-
  5/6+
  2
  WIL
  7
  2d6
  Life Points
  17
  5
  L Arm 
  -/-
  5/6+
  2
  CHA 
  7
  2d6
  Move
  4
  6
  Head
  -/-
  8/4+
  3
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Spear
  20
  8/4
  1d6
  2
  impale (eﬀect),  
  keep distance (auto)
  Dagger
  15
  3/2
  1d3-1d2
  —
  impale (eﬀect)
  Bow
  34
  5*/- 
  1d6
  150 (M)
  impale (eﬀect)
  Skills:
  Agility [Dodge, Take Cover] 54%, Close Combat [Sword, Shield] 54%, Perception [Dark Vision] 44%, 
  Ranged Combat [Bow] 58%, Stealth [Hide, Sneak] 51%, Survival [Underground]47%.
  Armour:
  Rusty mail shirt (5/6+), helm (8/9+)
  Powers:
  Dark Vision.
  Notes:
  A goblin is at -2 SR when in melee with a Medium-sized opponent. Usually has a dagger and one 
  of the other two weapons.
  GRIFFIN 
  With the body of a lion and the head of an eagle and two eagle wings, the mighty 
  Griffin is associated with the nobility, who often hunt it for sport. It lairs in the 
  mountains and is often the lord of its terrain.
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  XL
  1
  RH Leg 
  -/-
  1/0+
  7
  CON
  10
  3d6
  Might 
  +5
  2
  LH Leg 
  -/-
  1/0+
  7
  DEX
  17
  5d6
  Strike Rank
  16
  3,9,10
  Body  
  -/-
  1/0+
  9
  INT
  6
  —
  Encumbrance
  —
  4
  R Wing 
  -/-
  3/0+
  7
  WIL
  14
  4d6
  Life Points
  24
  5
  L Wing 
  -/-
  3/0+
  7
  CHA 
  7
  2d6
  Move
  8
  6
  RF Leg
  -/-
  1/0+
  7
  Move (flying)
  15
  7
  LF Leg 
  -/-
  1/0+
  7
  8
  Head
  -/-
  3/0+
  8
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Claw
  18
  3/-
  1d4+5d2
  —
  slash (eﬀect)
  Beak
  16
  3/-
  1d8+5d2
  —
  slash (auto)
  Skills:
  Agility [Dodge, Fly] 57%, Close Combat [Beak, Claw] 61%, Perception [Acute Vision] 50%.
  Armour:
  Fur and hide 1/0+, feathers 3/7+.
  Powers:
  Flight.
  Notes:
  Medium-sized opponents are -4 SR when in melee with a griﬃn.
  
  230
  CREATURES
  MEDUSA 
  These creatures have the upper body of female humans, and the lower body of a 
  giant snake with metallic scales. To top off their gruesome visage, which can turn 
  other living creatures to stone, is a head that has living writhing serpents for hair. 
  Evil and vicious to the extreme, it is fortunate that Medusas are solitary creatures, 
  except in the occasional time that they gather to lord it over other evil creatures.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  M
  1,2
  L Body
  -/-
  1/1+
  6
  CON
  10
  3d6
  Might 
  —
  3,7,8
  Torso
  -/-
  -/-
  6
  DEX
  10
  3d6
  Strike Rank
  10
  4
   R Arm
  -/-
  -/-
  4
  INT
  10
  3d6
  Encumbrance
  —
  5
   L Arm
  -/-
  -/-
  4
  WIL
  14
  4d6
  Life Points
  24
  6
  Head
  -/-
  -/-
  5
  CHA 
  14
  4d6
  Move
  3
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  10
  5/-
  1d4
  —
  Poison, Might equal to CON, Eﬀect: 
  Death
  Gaze
  10
  5/-
  —
  20 (C)
  See notes
  Skills:
  Agility [Dodge] 50%, Close Combat [Bite] 50%, Communication [Deceit, Seduce] 58%, 
  Concentration [Gaze, sometimes Cantrips] 54%, Knowledge [Arcane] 50%, Perception [Dark Vision] 
  54%.
  Powers:
  Gaze (see notes); some medusas know Divine Cantrips like Damage Boosting, Protection, 
  Shimmer or Neutralise Magic.
  Armour:
  Serpentine scales on lower body 1/8+.
  Notes:
  The gaze is the equivalent of an Innate power with the Overcome attribute. It initiates a Parallel 
  Conﬂict of WIL vs. WIL. On a quick exit the victim is paralysed, on a complete defeat it is turned to 
  stone. The power has the equivalent of 5 points of Might for purposes of dispelling or blocking it.
  The Gaze can be used as a reaction against anyone attacking the creature while looking. If the 
  attack roll does not overcome the Medusa’s Concentration roll, then the character looked at the 
  creature and not only does the attack miss, but also the Gaze parallel Conﬂict is initiated.  An 
  opponent can choose to attack the creatures with his or her eyes shut, but this bestows a triple 
  Penalty on the attack, and the creature can still Dodge. A victorious Dodge means the attacker has 
  thrown itself on the medusa’s biting head serpents, risking a venomous bite. Treat this result as a 
  successful bite attack.
  MINOTAUR 
  A monster of Greek mythology, the Minotaur is a deadly creature, prone to 
  incredible fits of rage. Some variants of this monster may even be forced into a 
  killer fury against their will. Whether or not a Minotaur is suitable as a player 
  character depends on the game setting.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  L
  1
  R Leg 
  -/-
  1/0+
  9
  CON
  14
  4d6
  Might 
  +3
  2
  L Leg 
  -/-
  1/0+
  9
  DEX
  7
  2d6
  Strike Rank
  11
  3, 7, 8
  Torso 
  -/-
  1/0+
  10
  INT
  10
  3d6
  Encumbrance
  —
  4
  R Arm 
  -/-
  1/0+
  8
  WIL
  10
  3d6
  Life Points
  24
  5
  L Arm 
  -/-
  1/0+
  8
  CHA 
  10
  3d6
  Move
  6
  6
  Head
  -/-
  2/0+
  9
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Great Axe
  16
  10/5
  1d8+5d2
  6
  slash (eﬀect)
  Head Butt
  11
  3/-
  1d4+3d2
  —
  —
  Skills:
  Agility [Brawn] 51%, Close Combat [2H Axe, Brawl] 51%, Concentration [Fanaticism] 50%, 
  Perception [Hearing, Smell, Vision] 50%, Survival [Endurance] 50%.
  Armour:
  Tough skin 1/0+, tougher on head (2/9+); can wear any armour of appropriate size, except on head.
  Powers:
  Most Minotaur warriors know the Fanaticism Cantrip.
  Notes:
  A Medium-sized opponent is at -2 SR when in melee with a Minotaur. If the creature can strike 
  ﬁrst, it will try to Overwhelm its foe’s parry and chop it down with his axe. If it is forced to close 
  quarters, it will counterattack with head butts in order to push the enemy back.
  
  231
  REVOLUTION D100 CHAPTER 7
  ORC 
  An evil creature typical of roleplaying settings, the Orc is  not really human, but human 
  enough to provide plausible and understandable motivations for its wrongdoings. 
  And definitely more deadly than mere goblins, although not so overpowered as to be 
  unbeatable. If your players are fine with impersonating creatures that all other racer 
  regard as the bad guys, orcs can be player characters, too.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  M
  1
  R Leg 
  -/-
  5/7+
  6
  CON
  10
  3d6
  Might 
  +1
  2
  L Leg 
  -/-
  5/7+
  6
  DEX
  10
  3d6
  Strike Rank
  12
  3, 7, 8
  Torso 
  -/-
  5/0+
  7
  INT
  10
  3d6
  Encumbrance
  4
  4
  R Arm 
  -/-
  5/6+
  5
  WIL
  10
  3d6
  Life Points
  20
  5
  L Arm 
  -/-
  5/6+
  5
  CHA 
  7
  2d6
  Move
  5
  6
  Head
  -/-
  8/4+
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Scimitar
  17
  5/3
  1d6+1d2
  3
  slash (auto), impale (advantage)
  Shield
  14
  4/2
  1d2+1d2
  3
  block, coverage +1
  Bow
  30
  5*/-
  1d6+1d2
  250 (M)
  impale (eﬀect)
  Skills:
  Agility [Brawn] 50%, Close Combat [Sword, Shield] 54%, Perception [Night Vision] 50%, Ranged 
  Combat [Bow] 50%, Stealth [Hide, Sneak] 50%, Survival [Mountains, Steppe or Underground] 50%.
  Armour:
  Rusty mail shirt (5/6+), helm (8/9+).
  Powers:
  Night Vision.
  Notes:
  Usually carries a scimitar and either a shield or a bow.
  Orc Background Table
  Background
  Traits (and applicable skills)
  Starting 
  Money per 
  Status
  Sample 
  Motivations 
  Mountain Clan of 
  Moonpeak
  Knowledge [Moonpeak] 
  Communication [Language: Orcish] 
  Perception [●Night Vision]
  Ranged Combat [Bow] or Close Combat 
  [Scimitar]
  Survival [Mountains]
  Rich: 3D6x100 
  Aﬄuent: 3D6x50 
  Average: 3D6x25 
  Poor: 3D6x10
  Love carnage.
  Despise Elfs.
  Underground Clan 
  of Abyssus
  Knowledge [Abyssus] 
  Communication [Language: Orcish] 
  Perception [●Night Vision]
  Close Combat [Scimitar]
  Survival [Underground]
  Rich: 3D6x200 
  Aﬄuent: 3D6x100 
  Average: 3D6x50
  Poor: 3D6x20
  Despise surface 
  creatures.
  Lust for loot.
  Nomad Clan of 
  Wolfbrethren
  Communication [Language: Orcish] 
  Perception [●Night Vision]
  Ranged Combat [Bow]
  Ride [Wolf]
  Survival [Steppe]
  Rich: 3D6x100 
  Aﬄuent: 3D6x50 
  Average: 3D6x25 
  Poor: an escaped 
  slave?
  Live free on the 
  steppes.
  What is in the world 
  is for us to take, so 
  said the spirits to our 
  ancestors.
  [•] This Trait does not use up a Slot.
  
  232
  CREATURES
  SKELETON
  Skeletons have a score of 0 for CON, INT, POW and CHA, as they have no 
  intelligence, will or personalities of their own.  Attempts to control a skeleton’s 
  mind, or influence its personality will automatically fail.  
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  M
  1
  R Leg 
  -/-
  5/6+
  2
  CON
  —
  —
  Might 
  —
  2
  L Leg 
  -/-
  5/6+
  2
  DEX
  10
  3d6
  Strike Rank
  10
  3, 7, 8
  Torso 
  -/-
  5/1+
  3
  INT
  —
  —
  Encumbrance
  n/a
  4
  R Arm 
  -/-
  5/3+
  1
  WIL
  —
  —
  Life Points
  n/a
  5
  L Arm 
  -/-
  5/3+
  1
  CHA 
  —
  —
  Move
  5
  6
  Head
  -/-
  8/6+
  2
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Axe
  16
  6/3
  1d6+1d2
  2
  slash (eﬀect)
  Shield
  12
  4/2
  1d2
  2
  —
  Skills:
  Close Combat [Axe, Shield] 50%.
  Armour:
  Mail hauberk (5/3+) and helm (8/9+).
  Notes:
  Immunity to Pain/Impale/Slash/Stun, Skeletal, Undead.
  SUCCUBUS 
  An Incubus or Succubus is an evil demonic creature formed from the psychic 
  remnants of a particularly heinous sexual crime, like incest or rape. The entity can 
  change sex at will, and the term Incubus refers to the creature in male form, while the 
  name Succubus refers to the feminine form. Although disembodied in its natural form, 
  a Succubus must resort to physical damage to vanquish an opponent, and is vulnerable 
  to magic weapons when it manifests. If the Incubus is destroyed in Combat, it cannot 
  reform its body until it has drawn strength from a new sexual crime.
  An Incubus or Succubus can seduce a member of the opposite sex by winning a 
  Conflict of CHA, backed by its Seduction trait, against its victim’s WIL, backed by 
  Willpower. If the Incubus wins, the victim will surrender to its lust and lose the memory 
  of what happened, believing that the encounter was just a pleasant erotic dream. For 
  every subsequent night in which this happens, a male victim loses 1 point of CON 
  permanently. When CON reaches zero, the victim dies. A female will not lose CON, but 
  she will eventually give birth to a child that is tainted with a demonic heritage.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  (14)
  —
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  7
  CON
  (14)
  —
  Might 
  +1
  2
  L Leg 
  -/-
  -/-
  7
  DEX
  (14)
  —
  Strike Rank
  14
  3, 7, 8
  Torso 
  -/-
  -/-
  8
  INT
  14
  4d6
  Encumbrance
  —
  4
  R Arm 
  -/-
  -/-
  6
  WIL
  14
  4d6
  Life Points
  28
  5
  L Arm 
  -/-
  -/-
  6
  CHA 
  24
  7d6
  Move
  5
  6
  Head
  -/-
  -/-
  7
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Claw
  16
  3/-
  1d4+1d2
  —
  slash (eﬀect)
  Bite
  14
  5/-
  1d4+1d2
  —
  grapple (auto)
  Skills:
  Agility [Dodge] 58%, Close Combat [Brawl, Claw] 58%, Communication [Deceit, Insight, 
  Language: Local, Seduce] 98%, Concentration [Willpower, Arcane Spells and Manipulation Traits] 
  68%, Knowledge [Arcane, Literacy: Local] 54%, Perception [Dark Vision] 58%.
  Powers:
  Incorporeal. Often knows Arcane spells like Dominate Human, Enhance Charisma, Protection and 
  Shimmer. Some Succubi can grow wings and Fly.
  Notes:
  The creature can grow talon-like nails to ﬁght in melee, although this will nullify any seduction 
  attempt against victims who witness the process.
  
  233
  REVOLUTION D100 CHAPTER 7
  TROLL
  Standing over two metres tall, the troll is a fearsome humanoid monster with grey-
  green slimy skin. Its bulging bloodshot eyes, clawed hands, and a stooped posture 
  finishes off the grim countenance of this terrifying creature. Such creatures are of 
  incredibly low intelligence, and solitary, unless enslaved by other evil humanoids. 
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  —
  1
  R Leg 
  -/-
  1/0+
  8
  CON
  10
  3d6
  Might 
  +3
  2
  L Leg 
  -/-
  1/0+
  8
  DEX
  10
  3d6
  Strike Rank
  12
  3, 7, 8
  Torso 
  1/0+
  4/3+
  9
  INT
  7
  2d6
  Encumbrance
  2
  4
  R Arm 
  -/-
  1/0+
  7
  WIL
  10
  3d6
  Life Points
  20
  5
  L Arm 
  -/-
  1/0+
  7
  CHA 
  7
  2d6
  Move
  6
  6
  Head
  -/-
  1/0+
  8
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Maul
  18
  12/6
  6
  6
  —
  Claw
  12
  3/2
  2
  2
  slash (advantage)
  Skills:
  Agility [Brawn] 50%, Close Combat [Claw, Maul] 54%, Perception [Dark Vision] 47%, 
  Stealth [Hide] 50%, Survival [Underground] 47%.
  Armour:
  Tough skin 1/0+, furs 4/9+.
  Powers:
  Dark Vision.
  Notes:
  A Medium-sized opponent is at -2 SR when in melee with a troll.
  VAMPIRE 
  Dark overlords of the Undead, Vampires feed off the blood and life-force of the 
  living. They appear as normal humans, but their pallid complexion and over large 
  canines give them away. Vampires are either solitary hunters, or form societies where 
  weaker members of the brood must bring victims to the more powerful leaders.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  17
  5d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  9
  CON
  10
  3d6
  Might 
  +2
  2
  L Leg 
  -/-
  -/-
  9
  DEX
  10
  3d6
  Strike Rank
  14
  3, 7, 8
  Torso 
  -/-
  -/-
  10
  INT
  14
  4d6
  Encumbrance
  —
  4
  R Arm 
  -/-
  -/-
  8
  WIL
  14
  4d6
  Life Points
  35*
  5
  L Arm 
  -/-
  -/-
  8
  CHA 
  10
  3d6
  Move
  5
  6
  Head
  -/-
  -/-
  9
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  14
  5/-
  1d4+2d2
  —
  Life Point damage, drains LP
  Other weapon
  14+
  varies
  varies
  varies
  Anything it used in life
  Skills:
  Agility [Dodge, Fly] 50%, Close Combat [Bite, various weapons and Stunts] 61%, 
  Communication [Deceit, Insight] 54%, Concentration [Willpower, Arcane spells and Traits] 58%, 
  Knowledge [Arcane] 58%%, Perception [Acute Hearing, Dark Vision] 58%, Stealth [Hide, Sneak] 
  54%.
  Armour:
  Anything the creature was buried with.
  Powers:
  Strong Build +1, Toughness +2, Undead, Mesmerise (as Dominate Human, Might is 1, counts as 
  evil magic), Slow Regeneration, Shapeshift to Bat. Some vampires know Arcane Magic.
  Notes:
  Bite damage that penetrates armour aﬀects the victim’s Life Points, and gives the drained LP to the 
  vampire. This is the only way the creature can regain LP. However, as Undead, the Vampire does 
  not lose LP for fatigue or wounds, only for using its powers and spells. 
  VAMPIRE POWERS
  Most vampires, having being not 
  alive for centuries, have much 
  higher skills. Add +10 to +50 to 
  all skills if the vampire has not 
  just been raised. Presenting the 
  holy symbol of a benevolent deity 
  allows a Concentration action 
  to match an appropriate skill 
  versus the Vampire Willpower. If 
  successful, the vampire cannot 
  attack that character for that 
  round. On an advantage roll, 
  the vampire also loses 1d6 Life 
  Points.
  A vampire does not regenerate 
  LP, so its Life level must be 
  determined according to the 
  events that come before any 
  confrontation. If you are using 
  Basic Combat, the vampire still 
  has a huge advantage due to his 
  or her high CON. However, it 
  may suﬀer from a Bloodthirsty 
  consequence due to having not 
  fed for some days.
  In Adventure time, a vampire 
  heals from Major or Lethal 
  wounds at a rate of 1 point per 
  location per turn. A vampire 
  cannot regenerate damage in 
  sunlight, or damage taken when 
  exposed to the rays of the sun. 
  If an unconscious vampire is 
  staked while regenerating, it is 
  destroyed. If the vampire takes 
  wounds that could render him 
  unconscious, he will shapeshift to 
  a bat with a single Concentration 
  action and ﬂee to regenerate. It 
  is impossible to hit the vampire 
  while he is in bat shape with any 
  physical attack; the creature is 
  too small and nimble.
  
  234
  CREATURES
  WEREWOLF
  Human by day, and when the rage takes them, or under a full moon, they transform 
  into a giant savage wolf. The very embodiment of nature or the bane of mankind, 
  depending on your viewpoint.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  17
  5d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  6
  CON
  10
  3d6
  Might 
  +1
  2
  L Leg 
  -/-
  -/-
  6
  DEX
  14
  4d6
  Strike Rank
  14
  3, 7, 8
  Torso 
  -/-
  -/-
  7
  INT
  10
  3d6
  Encumbrance
  -
  4
  R Arm 
  -/-
  -/-
  5
  WIL
  10
  3d6
  Life Points
  20
  5
  L Arm 
  -/-
  -/-
  5
  CHA 
  10
  3d6
  Move
  6
  6
  Head
  -/-
  -/-
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Claw
  12
  3/-
  1d4+7d2
  —
  slash (advantage)
  Bite
  12
  8/-
  2d4+7d2
  —
  slash (eﬀect)
  Skills:
  Agility [Dodge] 54%, Close Combat [Bite, Claw] 61%, Perception [Smell, Track] 50%.
  Powers:
  Immunity to [non-magical, non-silver weapons]; Shapechange to [Wolf, Werewolf].
  Notes:
  The characteristics provided are for the werewolf in humanoid wolf form. When in human form, 
  the creature has normal statistics. Some specimens can turn into creatures indistinguishable from 
  normal wolves apart from the invulnerability. Use the body shape and size of the normal wolf in 
  this case (Size Class S, -1 Might, -2 Toughness, no claws).
  WRAITH 
  A wraith is the Undead psychic remains of a mortal being who died violently, or 
  suffered extreme anger in death. It seeks vengeance and hates all life. Although 
  disembodied in its natural form, a Wraith must resort to physical damage to vanquish 
  an opponent, and is vulnerable to magic weapons when it manifests. If the entity is 
  destroyed in Combat, it will not return to the mundane plane for several days or week. 
  Eventually its anger against life will bring it back to the place where it died.
  Characteristic
  Attribute
  STR
  (14)
  —
  Size Class
  (M)
  CON
  (14)
  —
  Might 
  (+1)
  DEX
  (14)
  —
  Strike Rank
  (14)
  INT
  10
  3d6
  Toughness
  (8)
  WIL
  14
  4d6
  Life Points
  14
  CHA 
  10
  3d6
  Move
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Claw
  16
  3/-
  1d6+1d2
  —
  Ignores Parries and non-magic 
  armour
  Skills:
  Close Combat [Dodge, Claw] 58%, Concentration [Willpower, Arcane Spells and Traits] 54%, 
  Perception [Sense Life] 54%.
  Powers:
  Dark Vision, Incorporeal, Second Sight. Many know evil Arcane magic.
  
  235
  REVOLUTION D100 CHAPTER 7
  WURM 
  A wurm is a limbless, wingless dragonkin that inhabits swamps, and preys 
  on Medium and large sized creatures. The creature can have a variable set of 
  additional powers, usually activated by its breath.
  Characteristic
  Attribute
  d3/d4
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  XXXL
  1
  Tail
  4/0+
  8/2+
  12
  CON
  14
  4d6
  Might 
  +9
  2,4
  Body
  4/0+
  8/2+
  16
  DEX
  10
  3d6
  Strike Rank
  12
  3
  Head
  4/0+
  8/2+
  14
  INT
  6
  —
  Encumbrance
  —
  WIL
  10
  3d6
  Life Points
  24
  CHA 
  —
  2d6
  Move
  7
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  12
  3/-
  1d6+9d2
  —
  slash (advantage), 
  poison (if granted as power)
  Coils
  12
  8/-
  9d2
  —
  entangle (eﬀect), stun (auto)
  Skills:
  Close Combat [Bite, Coils] 54%, Perception [Vision] 46%, Ranged Combat [Projection] 50%, Survival 
  [Swamp] 50%.
  Armour:
  Skin 4/0+, Scales 8/2+.
  Powers:
  Choose one or more of the following: Poison (Might equal to CON, death), 
  Project [Acid or Lightning] (Might 4, Range equal to CON (C), cost 4 Life Points).
  Notes:
  Due to its body shape, Medium opponents suﬀer only a -4 to their SR when facing a Wurm, but get 
  a Bonus to hit it.
  WYVERN 
  This slender green reptile is a sample of dragonkin, with no forelegs and animal 
  intelligence. Small when compared to actual dragons, of course, as it is as big as a horse.
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  XXL
  1
  R Leg 
  -/-
  6/0+
  12
  CON
  14
  4d6
  Might 
  +7
  2
  L Leg 
  -/-
  6/0+
  12
  DEX
  14
  4d6
  Strike Rank
  14
  3,4
  Body 
  3/0+
  6/2+
  14
  INT
  7
  —
  Encumbrance
  —
  5
  Tail 
  3/0+
  6/2+
  10
  WIL
  10
  3d6
  Life Points
  24
  6,9
  R Wing 
  -/-
  6/0+
  10
  CHA 
  7
  2d6
  Move
  9
  7,10
  L Wing
  -/-
  6/0+
  10
  Move (flying)
  14
  8
  Head 
  3/0+
  6/2+
  12
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Sting
  22
  8/4
  1d8+7d2
  4
  impale (eﬀect), poison
  Bite
  14
  3/-
  1d6+7d2
  —
  slash (eﬀect)
  Skills:
  Agility [Fly] 58%, Close Combat [Bite, Sting] 58%, Perception [Acute Vision] 47%.
  Armour:
  Scales 6/1+, Skin 3/0+.
  Powers:
  Flight, Poison (Might equal to CON, Eﬀect: death).
  Notes:
  Medium opponents suﬀer a -6 to their SR when facing a Wyvern. Any Sting that does damage injects 
  poison.
  
  236
  CREATURES
  PULP CREATURES
  These creatures are inspired by the public domain works of late Victorian and 
  pulp-era writers (Wells, Lovecraft, Burroughs and Howard). They are suitable for 
  both Fantasy and Science Fiction settings, and with a little conversion, they can be 
  used as templates for more detailed races. 
  DEEP ONE 
  This gilled horror dwells in cities at the bottom of the ocean, visiting the surface 
  to perform unspeakable deeds , include cross-breeding with humans. Although 
  corrupted by their worship of Cthulhu and other malevolent entities, the Deep Ones 
  are a civilised race and can use technology as developed as those of modern humanity.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  M
  1
  R Leg 
  -/-
  1/1+
  6
  CON
  10
  3d6
  Might 
  +1
  2
  L Leg 
  -/-
  1/1+
  6
  DEX
  10
  3d6
  Strike Rank
  12
  3, 7, 8
  Torso 
  -/-
  1/1+
  7
  INT
  10
  3d6
  Encumbrance
  3
  4
  R Arm 
  -/-
  1/1+
  5
  WIL
  10
  3d6
  Life Points
  20
  5
  L Arm 
  -/-
  1/1+
  5
  CHA 
  7
  2d6
  Move
  5
  6
  Head
  -/-
  1/1+
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Trident
  19
  7/4
  1d6+2d2
  4
  impale (eﬀect)
  Claw
  12
  3/2
  1d2+1d2
  —
  slash (advantage)
  Skills:
  Agility [Swim] 50%, Close Combat [Claw, Trident] 54%, Perception [Night Vision] 50%.
  Armour:
  Scaly skin 1/1+, any artiﬁcial armour.
  Powers:
  Water breath. The creature can survive on the surface, too. Some specimens will know Cantrips 
  from evil cults.
  Notes:
  Tridents are the most common weapons, but they can wield any.
  GHOUL 
  The ghoul is an Undead creature inspired by Arabic mythology. In pulp literature, 
  ghouls dig tunnels beneath cemeteries or other burial sites to feed on human 
  corpses. Their claws, which they use to dig into fresh graves, can become deadly 
  weapons if the creature is disturbed during its grisly meals.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  5
  CON
  10
  3d6
  Might 
  —
  2
  L Leg 
  -/-
  -/-
  5
  DEX
  10
  3d6
  Strike Rank
  10
  3, 7, 8
  Torso 
  -/-
  -/-
  6
  INT
  10
  3d6
  Encumbrance
  —
  4
  R Arm 
  -/-
  -/-
  4
  WIL
  10
  3d6
  Life Points
  20
  5
  L Arm 
  -/-
  -/-
  4
  CHA 
  3
  1d6
  Move
  5
  6
  Head
  -/-
  -/-
  5
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Claw
  12
  3/-
  1d6
  —
  slash (advantage)
  Bite
  10
  5/-
  1d6
  —
  slash (eﬀect), poison (optional)
  Skills:
  Close Combat [Bite, Claw] 50%, Perception [Dark Vision, Smell Corpse] 50%.
  Powers:
  Undead. In some settings their bite injects Poison (Might equal to CON, Instant Paralysis).
  Notes:
  Usually avoids Parrying.  Does not suﬀer from Life Point loss because of fatigue. However, not 
  being able to feed for several nights, ghouls gain Consequences that translate into a Life Point 
  Penalty when they enter Advanced Combat. Feeding on a corpse restores the creature’s Life 
  Points to their normal value. Those few ghouls who practice magic may ﬁnd that this is a severe 
  limitation.
  
  237
  REVOLUTION D100 CHAPTER 7
  GREAT RACE 
  The Great Race of Yith inhabited Earth millions of years before man. By swapping 
  their consciousness with a human, they are able to move forward in time, for 
  educational or safety purposes. This process resembles a demonic possession and 
  bestows the creature’s superior INT and WIL into the human body and appearance.
  Characteristic
  Attribute
  STR
  —
  —
  Size Class
  as host
  CON
  —
  —
  Might 
  as host
  DEX
  —
  —
  Strike Rank
  as host
  INT
  17
  5d6
  Encumbrance
  —
  WIL
  17
  5d6
  Life Points
  17+
  CHA 
  7
  2d6
  Move
  as host
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  As host
  —
  —
  —
  —
  —
  Skills:
  Concentration [Willpower, various Psionics] 64%, Knowledge [Weird Science] 64%, Operate [various 
  devices] 64%.
  Powers:
  Incorporeal; while they need a physical body to inhabit, they can project their consciousness 
  through time and space, escaping destruction. A typical member will have psychihc powers from at 
  least one family, usually Telepathy with Dominate as a favoured additional power, and know how to 
  craft scientiﬁc gadgets beyond human understanding.
  Notes:
  The Great Race can inhabit the body of any sentient or semi-sentient creature, preferring those 
  with functional manipulating appendages. Simply add their mental attributes and skills to the 
  hosts’ physical ones.
  GREEN MARTIAN 
  These fierce barbarian warriors wander on the plains of Mars, inhabiting cities 
  built by greater civilizations in the past. Their additional limbs can be used for 
  basic manipulation, but not for wielding weapons in Combat, as their “hands” 
  lack the precision of their upper limbs. However, they can use their extra limbs as 
  legs in order to improve their balance when pushed. Like all Martians, they have 
  limited telepathic powers, but never develop them into anything usable for more 
  than commanding their mounts.
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  L
  1
  R Leg 
  -/-
  1/0+
  7
  CON
  10
  3d6
  Might 
  +2
  2
  L Leg 
  -/-
  1/0+
  7
  DEX
  10
  3d6
  Strike Rank
  10
  3,9,10
  Torso 
  -/-
  1/0+
  8
  INT
  10
  3d6
  Encumbrance
  —
  4
  R Limb 
  -/-
  1/0+
  6
  WIL
  10
  3d6
  Life Points
  20
  5
  L Limb
  -/-
  1/0+
  6
  CHA 
  7
  2d6
  Move
  6
  6
  R Arm
  -/-
  1/0+
  6
  7
  L Arm 
  -/-
  1/0+
  6
  8
  Head
  -/-
  1/0+
  7
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Sabre
  17
  7/4
  1d8+2d2
  4
  slash (auto), impale (advantage)
  Fist
  10
  3/2
  1d2+2d2
  2
  —
  Radium Pistol
  30
  5*/-
  2d8
  80 (S)
  impale (eﬀect), energy damage
  Skills:
  Agility [Dodge] 50%, Close Combat [Sword] 50%, Perception [Hearing, Vision] 50%, Ranged 
  Combat [Radium Pistol] 50%, Ride [Thoat] 50%, Stealth [Hide, Sneak] 50%, Survival [Desert] 50%.
  Armour:
  Tough skin 1/0+, may wear any armour.
  Notes:
  Automatic Bonus against any attempt to knock them down. A Medium-sized opponent is -2 Strike 
  Rank when ﬁghting a Green Martian.
  
  238
  CREATURES
  MI-GO
  These entities from outer space have a secret base on the planet Pluto, from where 
  they fly to Earth to exploit its resources and conduct experiments on humans. 
  Although they worship entities that humanity would consider evil, they are amoral 
  and gain no pleasure from torturing living beings. Which does not imply that they 
  would not do so for scientific reasons. 
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  6
  CON
  14
  4d6
  Might 
  —
  2
  L Leg 
  -/-
  -/-
  6
  DEX
  10
  3d6
  Strike Rank
  10
  3, 7, 8
  Body 
  -/-
  -/-
  7
  INT
  17
  5d6
  Encumbrance
  —
  4
  R Wing
  -/-
  -/-
  5
  WIL
  14
  4d6
  Life Points
  28
  5
  L Wing 
  -/-
  -/-
  5
  CHA 
  3
  1d6
  Move
  4
  6
  R Claw
  -/-
  -/-
  5
  Move (flying)
  9,10
  L Claw 
  -/-
  -/-
  5
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Claw
  10
  3/2
  1d8+2d2
  1
  slash (advantage)
  Beam weapon
  30
  5*/-
  varies
  50 (S)
  impale (eﬀect), energy damage
  Skills:
  Agility [Fly, Take Cover] 54%, Close Combat [Claw] 50%, Concentration [Willpower, Telepathy, any 
  Cantrip or Psychic power] 61%, Knowledge [various sciences, Healing] 74%, 
  Operate [various technology, Surgery] 57%, Perception [Vision] 47%, 
  Ranged Combat [Beam weapons] 50%, Survival [Space] 61%. 
  Armour:
  None. May wear diﬀerent types of energy-absorbing devices. 
  Powers:
  Flight, Immunity to Slash/Impale. Uses any kind of advanced scientiﬁc gadgets, and can know 
  Cantrips.
  MORLOCKS 
  These creatures are the descendants of the “working class” of humanity in the far 
  future. Generations of life as servants of their machinery have turned them into 
  underground beings who fear light and lack the basic Vision Trait. They know how 
  to operate and maintain their technologically advanced machinery, but not how to 
  create new devices. Although never  verified, the Time Traveller who discovered 
  the Morlocks in the future suspected that they are cannibals.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  5
  CON
  10
  3d6
  Might 
  —
  2
  L Leg 
  -/-
  -/-
  5
  DEX
  10
  3d6
  Strike Rank
  10
  3, 7, 8
  Torso 
  -/-
  -/-
  6
  INT
  10
  3d6
  Encumbrance
  —
  4
  R Arm
  -/-
  -/-
  4
  WIL
  10
  3d6
  Life Points
  20
  5
  L Arm
  -/-
  -/-
  4
  CHA 
  7
  2d6
  Move
  5
  6
  Head
  -/-
  -/-
  5
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Club
  13
  6/3
  1d2+2d2
  2
  —
  Fist/Grapple
  10
  3/-
  1d2
  —
  —
  Skills:
  Close Combat [Fist, Club] 50%, Operate [any machinery] 50%, 
  Perception [Acute Hearing, Dark Vision] 50%, Survival [Underground] 50%.
  Armour:
  Dark Vision. If equipped with technological gadgets, they usually know how to use them.
  Notes:
  Usually unarmed, they tend to grapple rather than strike. They can see, but their eyes are so 
  sensitive that they lack the basic Vision Trait and have Dark Vision instead. Use the Morlock stats as 
  template for any race of underlings used as workforce by a technologically advanced culture.
  
  239
  REVOLUTION D100 CHAPTER 7
  NIGHT-GAUNT
  Although demonic in aspect, the Night-gaunt is not the most malevolent among 
  the Servitors of the Outer Gods. This entity is used as a messenger, or to run some 
  errand that requires speed and strength. The creature will simply carry it out, 
  without showing any cruelty. Or mercy, for what it is worth.
  Characteristic
  Attribute
                   d10/d12
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  L
  1
  Tail
  -/-
  1/0+
  7
  CON
  10
  3d6
  Might 
  +3
  2
  R Leg 
  -/-
  1/0+
  8
  DEX
  14
  4d6
  Strike Rank
  14
  3
  L Leg
  -/-
  1/0+
  8
  INT
  10
  3d6
  Encumbrance
  —
  4,10
  Torso 
  -/-
  1/0+
  9
  WIL
  14
  4d6
  Life Points
  24
  5,11
  R Wing
  -/-
  1/0+
  7
  CHA 
  3
  1d6
  Move
  6
  6,12
  R Wing
  -/-
  1/0+
  7
  Move (flying)
  12
  7
  R Arm 
  -/-
  1/0+
  7
  8
  L Arm
  -/-
  1/0+
  7
  9
  Head
  -/-
  1/0+
  8
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Tail
  18
  4/-
  1d4+3d2
  —
  slash (advantage)
  Claw
  16
  3/2
  1d6+3d2
  2
  slash (eﬀect)
  Skills:
  Agility [Dodge, Fly] 54%, Close Combat [Claw, Tail] 58%, Concentration [Willpower] 54%, 
  Perception [Night Vision] 54%.
  Armour:
  Tough skin 1/0+.
  Powers:
  Flight, Night Vision.
  Notes:
  Medium-sized opponents are -2 SR when in melee with a night-gaunt. The creature is strong 
  enough to snatch a human-sized target and carry it away in ﬂight. When ﬂying, the night-gaunt 
  can use the tail as its Opening Move, giving it a range and speed advantage.
  REPTILIAN
  Reptilians inhabited Earth long before history began, and built a lost civilization 
  based on principles unfathomable for the human mind. While usually encountered 
  in the form of ancient artefacts and archaeological findings, there are rumours of 
  some of these beings surviving through the aeons, and still dwelling in lost cities or 
  underground complexes. No one can tell what sort of powers these ancient creatures 
  can wield.
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  3d6
  Size Class
  M
  1
  Tail 
  -/-
  1/2+
  5
  CON
  10
  3d6
  Might 
  —
  2
  RH Leg 
  -/-
  1/0+
  5
  DEX
  10
  3d6
  Strike Rank
  10
  3
  LH Leg
  -/-
  1/0+
  5
  INT
  14
  4d6
  Encumbrance
  —
  4,9,10
  Torso 
  -/-
  1/2+
  6
  WIL
  10
  3d6
  Life Points
  20
  5
  RF Leg 
  -/-
  1/0+
  4
  CHA 
  7
  2d6
  Move
  5
  6
  RF Leg
  -/-
  1/0+
  4
  7,8
  Head
  -/-
  1/2+
  5
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Spear
  18
  8/4
  1d6+1d2
  3
  impale (eﬀect)
  Bite
  10
  5/-
  1d6
  —
  slash (advantage)
  Skills:
  Agility [Dodge] 50%, Close Combat [Bite, Spear] 50%, Concentration [Willpower, 
  any suitable magic] 54%, Knowledge [Forbidden Lore, Lost Science] 58%, Operate [any device] 54%.
  Armour:
  Scales 1/1+. Can wear any armour or protective device.
  Powers:
  Reptilian science is so advanced that it looks like magic to men.  Use Weird Science, Arcane Magic or 
  Cantrips to represent a reptilian’s supernatural abilities, according to your campaign setting and tone.
  Notes:
  A reptilian can wield any kind of weapon, including technological beam guns, but they have retained 
  a taste for Close Combat weapons from their glorious past. The specimen described here uses a 
  ceremonial spear which is a typical weapon for a reptilian guarding a place where humans are not 
  welcome. Although it provides no extra free action, the creature’s Bite is an eﬀective attack, too.
  
  240
  CREATURES
  TENTACLED MARTIAN
  These creatures inhabit Mars, where they have built an amoral yet technologically 
  advanced civilisation that poses a threat to all neighbouring races. The statistics 
  given here are for the creature as encountered in one of its dwellings, but when in the 
  field it is almost always encased in an invincible tripod-shaped fighting machine.
  Characteristic
  Attribute
                        d4
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  7
  2d6
  Size Class
  L
  1
  R tentacles
  -/-
  -/-
  8
  CON
  14
  4d6
  Might 
  +1
  2
  L tentacles
  -/-
  -/-
  8
  DEX
  7
  2d6
  Strike Rank
  7
  3,4
  Head
  -/-
  -/-
  9
  INT
  21
  6d6
  Encumbrance
  —
  WIL
  17
  5d6
  Life Points
  31
  CHA 
  7
  2d6
  Move
  2
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/Range
  Special
  Heat Ray
  27
  3*/-
  3d10
  500 (L)
  impale (eﬀect), energy damage
  Skills:
  Concentration [various psionics, Willpower] 68%, Knowledge [various Science branches] 72%, 
  Operate [Tripod Tentacles] 58%, Pilot [Tripod] 58%, Ranged Combat [Heat Ray] 44%.
  Armour:
  None, but can wear elaborate gadgets that bestow armour-like powers.
  Powers:
  Can have a wide array of Psi powers, and wield complex and powerful Science gadgets.
  Notes:
  Medium opponents suﬀer a -2 to their SR when facing a tentacled martian in Close Combat.
  
  241
  REVOLUTION D100 CHAPTER 7
  WHITE APE 
  This creature is midway between the Martian human and the Green Martian. The 
  apes’ additional limbs are more functional than the green Martians’, providing 
  them with an automatic Dual Wield Stunt even when unarmed. They usually wield 
  crude clubs to kill their enemies.
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  L
  1
  R Leg 
  -/-
  1/0+
  8
  CON
  10
  3d6
  Might 
  +3
  2
  L Leg 
  -/-
  1/0+
  8
  DEX
  10
  3d6
  Strike Rank
  12
  3,9,10
  Torso 
  -/-
  1/0+
  9
  INT
  6
  —
  Encumbrance
  —
  4
  R Limb 
  -/-
  1/0+
  7
  WIL
  10
  3d6
  Life Points
  24
  5
  L Limb
  -/-
  1/0+
  7
  CHA 
  —
  —
  Move
  6
  6
  R Arm
  -/-
  1/0+
  7
  7
  L Arm 
  -/-
  1/0+
  7
  8
  Head
  -/-
  1/0+
  8
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Club
  19
  10/5
  1d6+5d2
  4
  —
  Fist
  12
  3/2
  1d2+3d2
  2
  —
  Bite
  12
  5/-
  1d4+3d2
  –
  slash (eﬀect)
  Skills:
  Agility [Dodge] 50%, Close Combat [Club, Brawl, Dual Wield] 54%, Perception [Hearing, Vision] 
  46%.
  Armour:
  Tough skin and fur 1/0+.
  Notes:
  The Dual Wield Stunt provides a Free Attack or Parry with a ﬁst per round if no limb is disabled. A 
  Medium-sized opponent is -2 Strike Rank when ﬁghting a White Ape.
  ZOMBIE 
  The restless dead, rotting corpses animated by dark magic that shamble the world, 
  serving their masters or wandering lost, randomly attacking the living.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  6
  CON
  —
  —
  Might 
  +1
  2
  L Leg 
  -/-
  -/-
  6
  DEX
  3
  1d6
  Strike Rank
  9
  3, 7, 8
  Torso 
  -/-
  -/-
  7
  INT
  3
  1d6
  Encumbrance
  —
  4
  R Arm
  -/-
  -/-
  5
  WIL
  3
  1d6
  Life Points
  –
  5
  L Arm
  -/-
  -/-
  5
  CHA 
  3
  1d6
  Move
  4
  6
  Head
  -/-
  -/-
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Club
  12
  6/3
  1d4+3d2
  3
  Bite
  9
  3/2
  1d3+1d2
  —
  slash (advantage)
  Skills:
  Close Combat [Bite, Club] 47%, Perception [Sense Living Being] 36%.
  Powers:
  Immunity to Pain, Undead.
  Notes:
  Usually avoids Parrying. Zombies are tough to take down, as they are totally Immune to Pain and 
  incapacitation. You must hack them apart to stop them. In order to limit their lethality, you may 
  want to make them Skeletal.
  
  242
  CREATURES
  SPACE OPERA CREATURES
  EPHESTAN 
  These creatures are members of a race older than humanity, who are not necessarily hostile 
  to Earthlings but tend to look down to all other life forms as inferior or in need or guidance. 
  Depending on how you view their morality in your game, they may either wish to help 
  humanity,  or have no hesitation in performing gruesome experiments on human beings. 
  The statistics given here are for a physically weak race resembling grey aliens, but you can 
  make Ephestans more humanoid, physically capable and able to defend themselves in Close 
  Combat with Martial Arts.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  7
  2d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  3
  CON
  7
  2d6
  Might 
  -1
  2
  L Leg 
  -/-
  -/-
  3
  DEX
  10
  3d6
  Strike Rank
  9
  3,7,8
  Torso
  -/-
  -/-
  4
  INT
  14
  4d6
  Encumbrance
  —
  4
  R Arm 
  -/-
  -/-
  2
  WIL
  14
  4d6
  Life Points
  21
  5
  L Arm 
  -/-
  -/-
  2
  CHA 
  10
  3d6
  Move
  5
  6
  Head
  -/-
  -/-
  3
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Laser gun
  30
  5*/-
  2d8
  50 (S)
  impale (eﬀect)
  Skills:
  Agility [Take Cover] 47%, Communication [Ephestan] 54%, Concentration [any suitable Psi power] 
  58%, Knowledge [Ephestan. Literacy] 58%, Operate [any electronics] 54%, Ranged Combat [Beam 
  weapon] 50%.
  Armour:
  Can wear any armour or protective device, usually preferring force ﬁelds.
  Powers:
  Psychic powers or paranormal senses.
  Notes:
  Will probably use robots or servant creatures in Combat.
  INVERTEBRATE 
  This creature is a member of the race called The Hive in the Character Creation chapter. Use 
  its statistics for any other intelligent arthropod-like creature. These creatures have developed 
  a form of communal intelligence that makes them disregard the individual in favour of 
  the group, and so they rarely bother to defend themselves or to wear any protective device, 
  counting on numbers to overcome the enemy and ignoring casualties. In your campaign, they 
  might have other strengths or weaknesses related to their need to remain in close proximity 
  of other members of their race. Larger individuals devoted to leadership or reproduction may 
  also exist,  with common members of the race willing to do anything to protect them.
  Characteristic
  Attribute
                 d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  18
  4d6+4
  Size Class
  M
  1
  RH Leg 
  -/-
  3/1+
  4
  CON
  10
  3d6
  Might 
  +2
  2
  LH Leg 
  -/-
  3/1+
  4
  DEX
  10
  3d6
  Strike Rank
  14
  3
  RF Leg
  -/-
  3/1+
  4
  INT
  10
  3d6
  Encumbrance
  —
  4
  LF Leg
  -/-
  3/1+
  4
  WIL
  10
  3d6
  Life Points
  20
  5,9,10
  Body 
  -/-
  3/1+
  5
  CHA 
  10
  3d6
  Move
  7
  6
  R Arm 
  -/-
  3/1+
  3
  7
  L Arm 
  -/-
  3/1+
  3
  8
  Head 
  -/-
  3/1+
  4
  Weapon
  SR
  SR to
   Att/Def
  Damage
  Parry/
  Range
  Special
  Bite
  14
  5/-
  1d6+2d2
  —
  slash (advantage)
  Laser gun
  30
  5*/-
  2d8
  50 (S)
  impale (eﬀect)
  Skills:
  Agility [Climb] 50%, Communication [Telepathic Bond] 50%,  Close Combat [Bite] 58%, 
  Concentration [any suitable Psi power] 50%, Knowledge [Hive] 50%, Operate [any device] 50%. 
  Perception [Sense Pheromones] 50%, Ranged Combat [any beam weapon] 50%, 
  Survival [Jungle or Desert] 50%.
  The imaginary galaxy of your 
  Space Opera game will contain 
  many more races, but it would be 
  impossible to provide examples 
  of any possible race you might 
  encounter in a science ﬁction 
  saga. In order to create more 
  aliens, you may take the creatures 
  in the pulp section as templates 
  for the physical appearance 
  of other alien races, but for 
  their culture and technology 
  you will have to resort to your 
  imagination.
  
  243
  REVOLUTION D100 CHAPTER 7
  Armour:
  Chitin 3/1+
  Powers:
  Skeletal, racial Psi powers
  Notes:
  Their structure makes them less sensitive than vertebrates to edged weapons, and to beams that 
  can pierce their exoskeleton.
  OVERLORD 
  These statistics represents a race of high technological beings capable of faster than light space 
  travel and space colonization, but still bound to the brutal heritage of their tribal ancestors. 
  They are loyal to the race and to their appointed rulers, but highly individualistic and prone to 
  internecine struggles for power. They may be ruled either by a central government in the form 
  of a feudal empire, or by a loose alliance of houses governing individual star systems.
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  4d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  7
  CON
  14
  4d6
  Might 
  +1
  2
  L Leg 
  -/-
  -/-
  7
  DEX
  10
  3d6
  Strike Rank
  14
  3,7,8
  Torso 
  -/-
  -/-
  8
  INT
  10
  3d6
  Encumbrance
  —
  4
  R Arm 
  -/-
  -/-
  6
  WIL
  10
  3d6
  Life Points
  20
  5
  L Arm 
  -/-
  -/-
  6
  CHA 
  10
  3d6
  Move
  5
  6
  Head
  -/-
  -/-
  7
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Ritual blade
  21
  8/4
  1d8+1d2
  3
  slash (auto)
  Fist
  14
  3/2
  1d2+1d2
  —
  Laser Rifle
  30
  3*/-
  3d8
  500 (L)
  impale (eﬀect), burst 3+, energy 
  damage
  Skills:
  Agility [Take Cover] 54%, Close Combat [traditional weapon, Brawl] 54%, Communication [Overlord] 
  50%, Knowledge [Overlord, Literacy] 58%, Operate [any device] 50%, Ranged Combat [any beam 
  weapon] 50%.
  Armour:
  Can wear any armour or protective device, but sometimes regards it as a sign of weakness.
  Powers:
  Usually none except scientiﬁc gadgets.
  Notes:
  An Overlord warrior is master of beam weapons, but honour makes him prefer hand to hand 
  Combat.
  YOR NATIVE 
  These creatures have developed no technology of their own, but their great physical 
  advantages and adaptability to hostile environments have permitted them to spread 
  throughout the galaxy as crew or labour on board the ships of other races. When it comes to 
  unaided planetary survival, no one is superior to them, and if properly trained, they learn how 
  to use technology as quickly as the most advanced races. 
  Characteristic
  Attribute
                     d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  17
  5d6
  Size Class
  M
  1
  R Leg 
  -/-
  2/0+
  7
  CON
  14
  4d6
  Might 
  +2
  2
  L Leg 
  -/-
  2/0+
  7
  DEX
  14
  4d6
  Strike Rank
  16
  3,7,8
  Torso 
  -/-
  2/0+
  8
  INT
  10
  3d6
  Encumbrance
  —
  4
  R Arm 
  -/-
  2/0+
  6
  WIL
  10
  3d6
  Life Points
  24
  5
  L Arm 
  -/-
  2/0+
  6
  CHA 
  10
  3d6
  Move
  5
  6
  Head
  -/-
  2/0+
  7
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Bow
  34
  5*/-
  1d6+3d2
  200 (M)
  impale (eﬀect)
  Fist
  16
  3/2
  1d2+2d2
  —
  Skills:
  Agility [Brawn, Dodge] 58%, Close Combat [Brawl] 62%, Communication [Yor] 50%, 
  Knowledge [Yor Spiritism, Literacy] 50%, Ranged Attack [Bow] 58%, 
  Survival [Forest or other environment] 54%.
  Armour:
  Natural fur 2/0+, can wear any armour or protective device.
  Powers:
  Night Vision or other keen, almost supernatural senses.
  
  THE QUEST FOR EL DORADO
  INCEPTION
  I
  n the year of the Lord 1551, after the expeditions 
  in search of  El Dorado brought no result, Captain 
  Hernan de Mendoza followed a different trail  and braved 
  the jungles of the Amazons with a handful of valiant 
  companions. This is the story of  why no one ever learned 
  of what they found in the upper course of the Orinoco 
  River.
  On the morning of June 7th, Mendoza sailed from the port 
  of Trinidad, accompanied by his companions and a force 
  of fifteen soldiers on four boats. The Captain knew that El 
  Dorado lay on a plateau over a river, and that two frightful 
  creatures, known as the Malozongo and the Karkaré, 
  stood guard over its resting place. One month later, the 
  expedition was reduced to only three boats and five 
  escorting troopers, and the morning of July 10th saw them 
  pursued upriver by a fleet of canoes full of Jujulibe natives.
  Give a copy of this map to the players before the game 
  begins.
  
  245
  REVOLUTION D100 SCENARIO
  PLAYER-CHARACTERS
  Captain Hernan de Mendoza
  Leader of the expedition
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  9
  Size Class
  M
  1
  R Leg 
  -/-
  2/1+
  6
  CON
  13
  Might 
  -
  2
  L Leg 
  -/-
  2/1+
  6
  DEX
  16
  Strike Rank
  13
  3, 7, 8
  Torso 
  2/0+
  8/2+
  7
  INT
  15
  Encumbrance
  9
  4
  R Arm 
  -/-
  2/1+
  5
  WIL
  11
  Life Points
  24
  5
  L Arm 
  -/-
  2/1+
  5
  CHA 
  12
  Move
  5
  6
  Head
  -/-
  8/4+
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Sword
  21
  8/4
  1d8
  2
  slash (eﬀect), impale (eﬀect)
  Dagger
  16
  3/2
  1d3
  1
  impale (eﬀect)
  Pistol
  36
  5*/-
  1d6+2d2
  50 (S)
  impale (eﬀect), reload 2 Rounds
  Skills:
  Agility [Dodge] 59%, Close Combat [Dagger, Sword, Sword Finesse: Thrusting] 81%, Communication 
  [Command, Language: Spanish, Noble Status, Persuasion] 67%, Knowledge [Geography, Literacy: 
  Spanish, Religion] 65%, Perception [Acute Vision] 56%, Ranged Combat [Pistol] 62%, Ride [Horse] 57%.
  Armour:
  Quilted padding (2/1+), Cuirass and Morion Helm (8/6+), heavy.
  Equipment:
  Sword, Dagger, Pistol, Ammunition & Powder, Telescope, Maps, Waterskin. 
  Motivations:
  Found my own kingdom 60%, Prove my intellectual superiority 50%.
  Angelica de Alvarado
  Captain Mendoza’s fiancée
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  7
  Size Class
  M
  1
  R Leg 
  -/-
  1/1+
  5
  CON
  15
  Might 
  -1
  2
  L Leg 
  -/-
  1/1+
  5
  DEX
  16
  Strike Rank
  12
  3, 7, 8
  Torso 
  -/-
  1/1+
  6
  INT
  17
  Encumbrance
  1
  4
  R Arm 
  -/-
  1/1+
  4
  WIL
  14
  Life Points
  29
  5
  L Arm 
  -/-
  1/1+
  4
  CHA 
  13
  Move
  5
  6
  Head
  -/-
  1/1+
  5
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Pistol
  36
  5*/-
  1d6+2d2
  50 (S)
  impale (eﬀect), reload 2 rounds
  Dagger
  15
  3/2
  1d3-1d2
  -
  impale (eﬀect)
  Skills:
  Agility [Dodge] 71%, Close Combat [Dagger] 53%, Communication [Insight, Language: Spanish/
  Native, Noble Status, Persuasion] 70%, Concentration [Willpower] 71%, Craft [Cartography, First Aid] 
  63%, Knowledge [Anthropology, Natural History, Occultism, Religion, Literacy: Spanish] 74%, Ranged 
  Combat [Pistol] 68%.
  Armour:
  Cloak (1/1+).
  Powers:
  Dagger, Bandages, Pistol, Ammunition & Powder, Notes on local people and fauna. 
  Notes:
  Show Mendoza that he needs my help 60%, Make scientiﬁc or occult discoveries 50%.
  ARCANE ANGELICA? 
  The suggested version of Angelica 
  is a naturalist and somehow a 
  support character. You can give 
  her a more active role if you 
  wish by making her secretly an 
  occultist with arcane powers. This 
  might be particularly useful if the 
  priest is not in the game. Remove 
  Anthropology, 
  Cartography, 
  Natural History and Religion and 
  give her Might, Heal, Second 
  Sight and Shimmer (or any other 
  Arcane Spells which do not require 
  Range), with a Channelling value 
  of 5. Her Focus of Might 5 is in a 
  big ring with a skull.
  
  246
  THE QUEST FOR EL DORADO
  Don Alfonso de Ibiza
  Pious missionary
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  9
  Size Class
  M
  1
  R Leg 
  -/-
  1/1+
  6
  CON
  12
  Might 
  -
  2
  L Leg 
  -/-
  1/1+
  6
  DEX
  9
  Strike Rank
  9
  3, 7, 8
  Torso 
  -/-
  1/1+
  7
  INT
  15
  Encumbrance
  1
  4
  R Arm 
  -/-
  1/1+
  5
  WIL
  17
  Life Points
  29
  5
  L Arm 
  -/-
  1/1+
  5
  CHA 
  14
  Move
  5
  6
  Head
  -/-
  1/1+
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Staff
  17
  8/3
  1d4+2d2
  3
  Fist
  9
  3/2
  1d2
  1
  Skills:
  Athletics [Dodge] 48%, Close Combat [Brawl, Staﬀ] 48%, Communication [Language: Spanish, 
  Commoner Status, Oratory] 74%, Concentration [Willpower] 67%, Craft [First Aid] 54%, Knowledge 
  [Healing, Religion] 85%.
  Armour:
  Robe and hood (1/1+), encumbrance 1.
  Equipment:
  Bandages, Holy Items, Staﬀ, Waterskin. 
  Powers:
  (Holiness 9, Allegiance 60%): Dismiss Magic x2, Heal Wound x3, Invoke Protection, Invoke Shimmer, 
  Smite with Demoralize, Soul Sight.
  Motivations:
  Bring the Gospel to this land 60%, Cleanse the soul of the expedition members of sin 50%.
  Manoel
  Native scout
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  15
  Size Class
  M
  1
  R Leg 
  -/-
  2/1+
  7
  CON
  17
  Might 
  +1
  2
  L Leg 
  -/-
  2/1+
  7
  DEX
  12
  Strike Rank
  14
  3, 7, 8
  Torso 
  -/-
  2/1+
  8
  INT
  14
  Encumbrance
  2
  4
  R Arm 
  -/-
  2/1+
  6
  WIL
  12
  Life Points
  29
  5
  L Arm 
  -/-
  2/1+
  6
  CHA 
  11
  Move
  5
  6
  Head
  -/-
  8/6+
  7
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Axe
  18
  8/4
  1d6+2d2
  3
  slash (eﬀect)
  Dagger
  17
  3/2
  1d3+1d2
  2
  impale (eﬀect)
  Pistol
  32
  5*
  1d6+2d2
  50 (S)
  impale (eﬀect), reload 2 rounds
  Skills:
  Agility [Dodge] 59%, Close Combat [Dagger, Axe] 57%, Communication [Language: Native/Spanish, 
  Low Status] 55%, Craft [First Aid] 56%, Knowledge [Native Culture] 58%, Perception [Acute Hearing, 
  Acute Vision, Tracking] 70%, Ranged Combat [Pistol] 54%, Stealth [Hide, Sneak] 66%, Survival 
  [Jungle] 77%.
  Armour:
  Quilted padding (2/1+), Helm (8/9+).
  Equipment:
  Dagger, Axe, Pistol, Ammunition & Powder, Bandages.
  Motivations:
  Find enough treasure to make me rich 60%, Help the Spaniards but limit the damage they do to the 
  natives 50%.
  MANOEL OR MANUELA? 
  This character is eligible for a 
  gender change. Historically, all 
  local scouts were male, but we 
  play for fun and not for history, 
  so a scout named Manuela will 
  do.
  
  247
  REVOLUTION D100 SCENARIO
  Sergeant Ricardo Almeyda
  Competent squad leader
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  14
  Size Class
  M
  1
  R Leg 
  -/-
  2/1+
  6
  CON
  12
  Might 
  +1
  2
  L Leg 
  -/-
  2/1+
  6
  DEX
  13
  Strike Rank
  14
  3, 7, 8
  Torso 
  2/0+
  8/2+
  7
  INT
  11
  Encumbrance
  9
  4
  R Arm 
  -/-
  2/1+
  5
  WIL
  12
  Life Points
  24
  5
  L Arm 
  -/-
  2/1+
  5
  CHA 
  10
  Move
  5
  6
  Head
  -/-
  8/4+
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Sword
  22
  8/4
  1d6+1d2
  3
  slash (auto), impale (advantage)
  Dagger
  17
  3/2
  1d3+1d2
  2
  Arquebus
  33
  3*
  1d6+4d2
  400 (L)
  impale (eﬀect), reload 5 rounds
  Fist
  14
  3/2
  1d2+1d2
  1
  Skills:
  Athletics [Dodge] 56%, Close Combat [Brawl, Dagger, Polearm, Sword] 81%, Communication 
  [Command, Language: Spanish, Commoner Status] 51%, Craft [Weaponsmith] 54%, Knowledge 
  [Religion] 52%, Perception [Acute Hearing] 53%, Ranged Combat [Arquebus] 71%, Ride [Horse] 55%, 
  Stealth [Hide] 54%.
  Armour:
  Quilted padding (2/1+), Cuirass and Morion helm (8/6+), heavy.
  Equipment:
  Sword, Dagger, Arquebus, Ammunition & Powder, Waterskin. 
  Motivations:
  Conﬂicting loyalty between King and Captain 60%, Show the men who is in charge 50%.
  Notes:
  Ricardo does not carry a polearm, but can use the weapon of a fallen pikeman in case of need.
  Alberto, Bernardo, Carlos, Daniel, Esteban y Felipe
  Loyal soldiers
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  13
  Size Class
  M
  1
  R Leg 
  -/-
  2/1+
  6
  CON
  11
  Might 
  +1
  2
  L Leg 
  -/-
  2/1+
  6
  DEX
  10
  Strike Rank
  12
  3, 7, 8
  Torso 
  2/0+
  8/2+
  7
  INT
  12
  Encumbrance
  9
  4
  R Arm 
  -/-
  2/1+
  5
  WIL
  10
  Life Points
  21
  5
  L Arm 
  -/-
  2/1+
  5
  CHA 
  9
  Move
  5
  6
  Head
  -/-
  8/4+
  6
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Sword
  20
  6/3
  1d6+1d2
  3
  slash (auto), impale (advantage)
  Dagger
  15
  3/2
  1d3+1d2
  2
  impale (eﬀect)
  Arquebus
  30
  6
  1d6+4d2
  400 (L)
  impale (eﬀect), reload 5 rounds
  Pike
  28
  8*/8
  1d10+2d2
  6
  impale (eﬀect), keep distance (auto)
  Skills:
  Close Combat [Brawl, Dagger, Polearm, Sword] 53%, Communication [Language: Spanish, Commoner 
  Status] 50%, Perception [Hearing; Vision] 52%, Ranged Combat [Arquebus] 50%.
  Armour:
  Quilted padding (2/1+), Cuirass and Morion Helm (8/6+), heavy.
  Equipment:
  Sword, Dagger, Arquebus or Pike (not both). 
  
  248
  THE QUEST FOR EL DORADO
  PARTY SETUP
  The expedition to El Dorado includes Captain Mendoza, and the pre-generated 
  characters the players wish to roleplay. The only necessary character is the Captain. 
  The others are optional, although each of them can be useful at certain points of the 
  scenario.
  Apart from personal weapons and equipment, the party has ropes, torches, tools, and 
  all other supplies they could conceivably have brought from the Isle of Trinidad. If it is 
  plausible that it be there, they have it. However, if they must abandon their boats, they 
  will have to abandon any oversize or overweight equipment they cannot or will not 
  carry. Each party member has a backpack. 
  The party has a boat for each four members. Each boat contains two Player-Characters 
  and two soldiers. At least two characters able to fight effectively must be in each boat, 
  one of which might be rowing. The soldiers are wearing their armour, which may give 
  them  Consequences for fatigue in the first combat.
  RIVER CHASE
  The adventure starts with a group of Jujulibe natives in pursuit of the party upstream. 
  You can represent this situation with an INT Conflict between Mendoza and the 
  Jujulibe shaman. Follow the normal Conflict rules, with each party member doing 
  actions to accumulate Support Bonuses and one PC per round who Rolls for Effect. 
  Plausible Rolls for Effect may include Commanding the soldiers to row faster, or 
  exploiting the superior range of their weapons to shoot at the pursuers according to the 
  “one shot per round” rule for non-combat Conflicts. Remember that a 99 or 100 will 
  render the weapon useless.
  If the Jujulibe win a Quick Exit from this Conflict, they arrive at Close range to the 
  boats, and start Advanced Combat with their blowguns. Only a complete victory will 
  allow them to board the PCs’ boats. it is up to the Narrator to decide if the shaman 
  wishes to push the Conflict to this point, or whether poisoning an enemy or two with 
  the blowguns is enough. If the Spanish get a Quick Exit, they have put a safe distance  
  between them and their pursuers, although the latter are still following them. A 
  complete victory will repel the threat of the Jujulibe for that day, but fighters  may suffer 
  a Consequence from fatigue and encumbrance.
  If Advanced Combat begins, the adventurer party suffers disorganization (subtracted 
  from Strike Rank) during the first round equal to the Consequences suffered in the 
  initial Conflict. Muskets and pistols must still be readied. Spanish rifles can shoot once 
  SUPPORTING CAST
  The party includes also one 
  support soldier for each PC in 
  the group.  Half of them have 
  ﬁrearms, the other half have 
  pikes. The soldiers have plenty 
  of ammunition, if they manage 
  to keep the powder dry, but 
  each ﬁrearm that rolls 99 or 00 
  malfunctions and must be left 
  behind.
  A 
  soldier, 
  if 
  available, 
  will 
  always protect  Angelica and 
  Don Alfonso. You can have 
  the player roll the dice for his 
  or her character’s protector in 
  combat while a non-ﬁghter 
  main character is taking cover. 
  Mendoza and Ricardo are not 
  automatically protected, but they 
  can employ their Command trait 
  to have a soldier act on their 
  behalf in combat. Manoel will be 
  left on his own devices in case 
  of danger, unless he manages 
  to befriend a soldier and stay in 
  touch with him.
  As the adventure progresses, 
  the supporting soldiers will 
  start to die. Apart from losses 
  in 
  Advanced 
  Combat, 
  each 
  Consequence 
  in 
  a 
  generic 
  Conﬂict may translate into a lost 
  soldier. The soldier’s equipment 
  may or may not be recoverable, 
  according to the Consequences.
  
  249
  REVOLUTION D100 SCENARIO
  per five rounds, so after the first shot they are almost useless against the blowguns, 
  which have a recharge time of 5 SR. Pistols may be a better weapon against unarmoured 
  foes at this range. There are two or three canoes of Jujulibe, each holding four natives, 
  two of which row while the other two fire their blowguns. Once the party eliminates 
  two Jujulibe from a canoe, the vessel retreats. If the shaman suffers a major wound, all 
  Jujulibe retreat.
  The biggest threat comes from poisoned blowgun darts. Use the rules for poisoning in 
  Advanced Combat to determine if a poisoned character is disabled. The non-fighter 
  characters can be of great use if someone is poisoned, as their healing skills can provide 
  Support bonuses against the poison. The natives will try to poison two or three enemies 
  and then retreat, waiting for an opportunity to catch the expedition on land while they 
  are tending the wounded and disabled.
  NIGHT CAMP
  Whether or not the party has suffered any wounds from the encounter with the 
  Jujulibe, they will have to make camp for the night. In this area of the Orinoco, a heavy 
  jungle covers the banks, but they find a landing spot where they can negotiate the thick 
  vegetation. Once landed, the party can tend anyone who is wounded or poisoned with a 
  Healing Conflict (see Chapter 3). They are camping in a hostile place, so even guarding 
  the camp will require a Conflict. The only big difference is whether the initial setup of 
  the Conflict includes poison and wounds or just the hostile territory. Simply spending 
  the night near the jungle is an opposition of 12 which rolls at 50%.
  THE WATERFALL
  The morning after, the party arrives at a waterfall, which coincides with the one marked 
  on their map. The water comes down a steep cliff more than 100 metres high, which 
  hides the plateau from which the water falls from the sight of the adventurers. Climbing 
  up the cliff is almost impossible, even with proper equipment, and the map shows a 
  pass that leads to the plateau some kilometres west of there. At that point, the party 
  can either head for the old mission marked on the map, or try to enter the jungle from 
  here. The waterfall provides a perfect place to hide the boats from the Jujulibe, although 
  caution should suggest the party to check the mission before heading for the plateau.
  If the party tries to head straight for the jungle, treat the trip as an exploration Conflict 
  in a difficult terrain. The opposition has 16 Resolution and rolls at 80% this time, 
  so the journey will be a dangerous one. Losing the Conflict means that the Jujulibe 
  have located the party, or that two jaguars have ambushed the adventurers if they had 
  completely vanquished the natives in the previous confrontations.
  UNEXPECTED HELP
  At this point, the expedition might find itself in serious trouble because of the jungle 
  or its inhabitants. If things start to go badly, a loud bellow resonates in the jungle, 
  accompanied by the crack of firearms and the sound of a galloping horse. A lone, 
  mounted European man pops out of the thick vegetation and leads his stallion in a 
  charge against the Jujulibe or the jaguars with an impressive display of horsemanship, 
  including several jumps over fallen trunks or other obstacles. All this while a couple of 
  natives in European clothing advance beside him, cutting the underbrush with expert 
  hatchet blows and driving away any remaining opposition. The Jujulibe, who looked 
  triumphant just some seconds before, disappear into the jungle not to be seen any more.
  Once the battle ends, the rider introduces himself as Count Francisco Felipe de la Fuente 
  y Almodovar, a Spanish nobleman in retirement. He looks like a man in his late fifties, 
  but still energetic, able-bodied, and gifted with a jovial mood and a sharp humour. His 
  butler Buliko, a native convert, accompanies him along with a couple of other native 
  servants. The Count invites the party to his residence and accepts no excuse. He leads 
  them to the old mission. The Count promises to help the party reach the plateau the next 
  day, but insists that they be his guests for the night in order to rest and tend any wounds. 
  Regardless of what the Player Characters did, at least one of the soldiers has suffered 
  serious wounds because of the attack, so the party has no choice but accept.
  If the party performs well in the trip through the jungle, this scene does not take place. 
  EXTRACTING INFORMATION 
  FROM THE JUJULIBE. 
  The party might try to capture and 
  interrogate a native, or manage 
  to negotiate a truce with the 
  Jujulibe with some exceptional 
  diplomatic feats. This is only 
  possible if Manoel or Angelica 
  are in the group, and the native 
  guide is probably the only one 
  qualiﬁed to negotiate anything 
  peacefully. The Jujulibe may 
  provide important information 
  about the true nature of the 
  Count, if the players guess the 
  meaning of the allusions they 
  make to the creature they call the 
  Karkaré. For instance, they might 
  reveal that he is pale-skinned 
  and delights in drinking blood. 
  Manoel is not from that area of 
  the Orinoco and knows very little 
  about the local legends, but he 
  will undoubtedly understand this 
  information much better than 
  the Spaniards. The natives may 
  also reveal that the Malozongo 
  sets ambush “after the bridge”, 
  although it is beyond their ability 
  to let the Player Characters guess 
  the nature of the creature.
  NIGHT BATTLE
  We recommend that the Narrator 
  exploit the night Conﬂict to 
  stage an attack against the 
  party. If the Jujulibe are still 
  after the expedition, they show 
  up. Otherwise, have a jaguar 
  or cayman attack a lone party 
  member, PC or NPC, according 
  to the actions described during 
  the Conﬂict.
  A Quick Exit is enough to have 
  an enemy appear, surprising the 
  party. If the Player-Characters 
  decide to go for a Quick Exit, 
  they will receive hints that there 
  is someone or something nearby 
  and can setup an ambush for 
  their enemy. 
  To generate the statistics for 
  caymans and jaguars, use the 
  crocodile and lion templates on 
  pages 217 and 218.
  
  250
  THE QUEST FOR EL DORADO
  Proceed directly to “The Bridge” below. In this case, an overwhelming force of Jujulibe 
  will attack the adventurers on their way back from the El Dorado, and the scene will 
  take place in an even more dramatic context. 
  THE BURNT MISSION
  Whether they decide voluntarily to head for the mission, or Count Almodovar rescues 
  them on their trip to the plateau or back, the party will reach the old mission. If the 
  party arrives via the river, they see its ruins, and a European style residence a few 
  hundred metres from it. Upon arriving at the location, Count Almodovar meets them 
  and greets them warmly.
  The Player-Characters are treated with European customs.  Count Almodaovar tells the 
  adventurers that, having grown sick of war and conflict in Europe and the colonies, he 
  retreated to this far away land to enjoy solitude and contact with an uncontaminated 
  nature. Unfortunately, he arrived too late to prevent the Jujulibe from slaughtering of 
  the missionaries. All he could do was to build his humble residence there to honour 
  their memories.
  That night the Count holds a feast in the guests’ honour and provides them with a 
  comfortable accommodation in his house.
  Examining the burned mission can reveal a lot about the true nature of the Player-
  Characters’ host. This translates to a Conflict between the INT of the investigator and 
  an opposition of 10, with 50% Challenge Rating. Any Consequences mean that either 
  Jocko, the Count’s monkey familiar, or Buliko realize that the mission was searched, and 
  the truth about its destruction discovered The investigator might find himself in trouble 
  if he or she is alone. A Quick Exit may avoid or mitigate the Consequences, and might 
  be a better option than terminating the search.
  At sunset, any wounded or poisoned soldier dies despite the Count’s servants tending 
  them. If the body is examined, a successful investigation finds tiny marks on his neck, 
  and a complete victory reveals the body has been totally drained of blood, yet no blood 
  is present on the sheets. Which brings us to the big revelation.
  THE KARKARE
  Count Almodovar is the monster who gave rise to the local legends about the 
  Karkaré. He is a very old Vampire who found it more appropriate to hide far away 
  from civilization and exploit the fear of the native population, who appeases him with 
  sacrificial victims. He destroyed the mission and mesmerised some of the natives to 
  turn them into servants. He will try to keep the party at his residence as long as possible, 
  and feed on them each night.
  If the party does not investigate the mission, they will need to discover the truth 
  about the Count during their stay at his home. As described in the rules, initiate an 
  investigation Conflict as soon as one of the players tries to extract information from the 
  Count. The opposition is the Count’s Intelligence. Almodovar is skilled and cunning, so 
  he will not betray himself easily. The only thing that could give away his secret is a good 
  search of the mission, or an adventurer looking for clues about El Dorado. The Count 
  will not be available for such investigation until night, when everyone has dinner. This 
  means that when the party discovers the truth, the sun, which weakens the Vampire, 
  will not be in the sky. Even if they search the mission during the day, the Count will not 
  show up until after dusk, although the adventurers might take advantage of the situation 
  to dispatch the servants. The adventurers will have to confront the creature when he is 
  at the peak of his strength, hoping to survive to see another day.
  In the end, this part of the adventure is the one that will require a good deal of 
  improvisation on the Narrator’s part. Observe what the players have done, and think of 
  Count’s most likely reaction according to what he actually knows. Go with the solution 
  that you suppose to provide the most entertainment.
  THE BRIDGE
  Once the adventurers are on the move, they will discover that the path that runs from 
  the mission into the jungle is also the way to the plateau.
  SEARCHING THE MISSION
  Here are some hints that a Player-
  Character can ﬁnd at the mission 
  in case of a partial victory, or as 
  Positive Consequences in case of 
  a defeat:
  • There are four tombs at the site, 
  but no crosses on them.
  • Most holy symbols show signs 
  of purposeful deﬁlement. No 
  one tried to remove the marks of 
  vandalism.
  • There are strange writings in an 
  unknown language on one wall. 
  They use the Latin alphabet, and 
  show clear hints of black magic. 
  HINTS ABOUT THE COUNT
  Here are some hints that the 
  Player-Characters might notice 
  as they investigate the weirdness 
  of the Count’s Mansion:
  • The house has no mirrors or 
  other reﬂecting surfaces.
  • There are no religious symbols 
  in the house, and the Count’s 
  weapons do not bear any cross, 
  which is rather unusual for the 
  time.
  • Almodovar remembers much 
  about the court of Spain, much 
  of it dating back to more than a 
  century.
  FIGHTING THE VAMPIRE
  Here are some tactics that the 
  party might use to overcome 
  Almodovar’s threat:
  • Barricade themselves in one 
  room and wait until dawn. 
  Not very heroic, but eﬀective. 
  Of course, the Count and his 
  minions will enter the room 
  eventually. Use the monkey 
  familiar entering the room from 
  a chimney and shooting at the 
  party to create a memorable 
  surprise.
  • Find the Vampire’s coﬃn and 
  destroy it. The coﬃn is in the 
  basement, to which there is no 
  access. The adventurers must dig 
  their way into it. It is a Conﬂict, 
  and the Vampire might show up 
  when the adventurers are close 
  to their goal, although this gives 
  him negative Consequences that 
  inﬂuence the ensuing combat.
  • Recover holy items from the 
  mission. A silver cross is buried 
  there, and can be found with a 
  total victory in an investigation 
  Conﬂict. This is very eﬀective 
  against the Vampire. It grants 
  a Bonus to any roll to keep the 
  Vampire at bay, thus increasing 
  the chance of depriving it of Life 
  Points.
  • Flee during the day. Of course, 
  unless you handle the escape as 
  a Conﬂict, this will not prevent 
  the Count from pursuing 
  the party and showing up 
  at the least convenient 
  moment. 
  
  251
  REVOLUTION D100 SCENARIO
  The jungle path climbs on the western side. Once they reach the far end of the path, the 
  Player-Characters discover that a wide chasm interrupts the road they are following, 
  essentially cutting off the plateau from the outer world. An old-looking rope bridge 
  is the only way of crossing. The Player-Characters must negotiate it in a physical 
  Conflict to get to the other side. Stage the Dexterity of the leading character against an 
  opposition of 15 Resolution and 50% Challenge Rating. However, while the adventurers 
  use plenty of precautions to avoid a deadly fall, they might miss the real point of this 
  Conflict. The creature known as the Malozongo, a stegosaurus that survived the Jurassic 
  age, is waiting for them at the other end of the bridge. If they lose the Conflict or go for 
  a Quick Exit, they will end up on the other side of the chasm completely unprepared 
  to face the huge monster in close combat. The beast will leap out of the forest and 
  charge, with the adventurers suffering all Consequences of the previous Conflict as 
  unpreparedness. Pikes and rifles, the only weapons effective against the Malozongo, will 
  not be ready to confront its deadly fury. This will probably cost the adventurers the loss 
  of some soldiers.
  If the party wins the Conflict or manages to realize the danger and head back to the 
  near side of the bridge before the beast attacks, they will gain a tactical advantage. The 
  creature cannot cross the bridge, and if the adventurers spot it and initiate Advanced 
  Combat while they are still on the opposite side, they can fire arquebuses at it from a 
  relatively safe position. Gunfire is unlikely to kill the monster, but one or two impaled 
  pellets will wear it out for the killing with pikes. If they wound the creature, it will hide 
  back into the forest and let the adventurers cross the bridge undisturbed. However, 
  the beast will reappear later on the plateau, possibly after a bend in the path or on the 
  main square of the ruined city, and they will have to face it in close combat. The most 
  effective weapons against this creature are pikes, which can use the Keep Distance effect 
  to wear down its Strike Rank and thus give it a Penalty, particularly if the beast has been 
  wounded by gunfire and suffers from SR loss because of negative Life Points.
  THE TEMPLE
  Once the adventurers reach the plateau, an amazing view presents to their eyes. The 
  ruins of a majestic stone city are hidden by the overgrowth of the jungle, with all but the 
  highest buildings covered in green. A massive pyramid is visible at the centre of the city. 
  All other buildings are ruined and have been looted, if the adventurers search them, 
  but it is clearly the pyramid, recognizable as a temple, that attracts the attention of any 
  explorer. What does it hide in its stony depths?
  A stone staircase leads to the upper platform of the temple, where a huge altar made of 
  a single block of basalt is the only structure that stands in front of the door to the inner 
  sanctum. The area around the altar is littered with human bones of all size and shape, 
  leaving no doubts about the purpose of the altar. There are still some pieces of minor 
  jewellery on some of the bones, not looted by any previous visitor to the structure. 
  There is no way to access the inner sanctum without disturbing the human remains. 
  Magical senses will reveal that something lurks in the bone pile around the altar.
  As soon as someone touches the remains or otherwise tries to access the inner sanctum, 
  a spectre, the spirit of one of the past victims, rises from the bones and attacks the 
  trespasser. It will attack the adventurers without any mercy, adding their bones to the 
  century-old pile.
  Handle the metaphysical battle with the wraith as a Basic Combat, or even better a 
  generic Conflict, exploiting player creativity to find skills and Traits that can be of any 
  use against the undead. Each Player-Character and the spectre start the Conflict with 
  Resolution Points equal to their Will. Items and inscriptions found on the walls or on 
  some previous victim may provide Bonuses, if there are characters who can interpret 
  their meaning. Crosses may or may not have some effects against this fiendish foe, at 
  the Narrator’s option. 
  The big problem is to find an appropriate skill to Roll for Effect if the priest is not in 
  the party. The undead attacks the raw Concentration skill, unless the victim has the 
  Willpower trait or something else that applies. Weapons are useless against it, and 
  anyone trying to attack the creature risks being limited to raw Concentration, thus 
  having a much larger chance of taking damage, rather than dealing it. To make things 
  worse, the spectre sucks life energy from its victims, and thus can transfer Resolution 
  Points from the victim on an Advantage, while its victims cannot. The party will have to 
  THE LOST WORLD
  We do not know how many 
  dinosaurs 
  survived 
  in 
  this 
  inaccessible corner of the earth, 
  and why a herbivore specimen has 
  become so aggressive towards 
  intruders. Perhaps the beast has 
  evolved to become an omnivore, 
  or has just a bad temperament. 
  You may wish to replace the 
  stegosaurus with a dimetrodon, 
  which is a carnivore and thus 
  should be more incline to ﬁght 
  to the death, but the survival 
  of a carnivore in such a small 
  space is even more implausible 
  than the presence of a mutated 
  herbivore. Pterodactyl attacks 
  while crossing the bridge could 
  be really spectacular, but the 
  presence of such beasts should 
  not have passed unobserved to 
  any previous expeditions, and 
  thus is really implausible.
  
  252
  THE QUEST FOR EL DORADO
  be cunning to best this terrible foe. The spectre will not pursue a defiler once he or she has 
  left the pyramid, but at least a Quick Exit is required to disengage if the creature is focusing 
  its attention on a target.
  If the party manages to vanquish the spectre, they can enter the temple inner sanctum. 
  Here the most incredible sight awaits them. The halls are filled with gold items of any 
  shape and size, some of them decorated with emeralds. There is more gold than they can 
  conceivably carry, enough to make all of them rich beyond imagination.
  The adventurers have found the El Dorado. Will they manage to bring its treasure back to 
  the civilised world?
  ENCOUNTERS
  Morabe, Jujulibe Shaman
  Tribal leader
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  11
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  5
  CON
  9
  Might 
  -
  2
  L Leg 
  -/-
  -/-
  5
  DEX
  14
  Strike Rank
  13
  3, 7, 8
  Torso 
  -/-
  -/-
  6
  INT
  16
  Encumbrance
  -
  4
  R Arm 
  -/-
  -/-
  4
  WIL
  18
  Life Points
  27
  5
  L Arm 
  -/-
  -/-
  4
  CHA 
  9
  Move
  5
  6
  Head
  -/-
  -/-
  5
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Club
  16
  6/3
  1d2+2d2
  2
  Knife
  15
  3/2
  1d2
  1
  impale (eﬀect)
  Skills:
  Agility [Dodge] 53%, Close Combat [Dagger, Club] 55%, Concentration [Willpower, Cantrips] 74%, 
  Perception [Tracking] 54%, Survival [Jungle] 55%.
  Powers:
   Cantrips (Channelling 5): Confusion (2), Heal 4, Shimmer 4, Speedart (1).
  Notes:
  The shaman pre-activates Shimmer 4 before entering combat in person, or Speedart on four blowgun 
  darts for the warriors if he does not plan to participate in the battle.
  Jujulibe warriors
  Natives of the rain forest
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  11
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  5
  CON
  11
  Might 
  -
  2
  L Leg 
  -/-
  -/-
  5
  DEX
  13
  Strike Rank
  12
  3, 7, 8
  Torso 
  -/-
  -/-
  6
  INT
  13
  Encumbrance
  -
  4
  R Arm 
  -/-
  -/-
  4
  WIL
  12
  Life Points
  23
  5
  L Arm 
  -/-
  -/-
  4
  CHA 
  10
  Move
  5
  6
  Head
  -/-
  -/-
  5
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Spear
  20
  8/4
  1d6+1d2
  3
  impale (eﬀect), keep distance (auto)
  Knife
  14
  3/2
  1d2
  1
  impale (eﬀect)
  Blowgun
  33
  5*
  1d4
  20 (C)
  Skills:
  Agility [Dodge] 54%, Close Combat [Dagger, Spear] 54%, Perception [Tracking] 55%, Ranged Combat 
  [Blowgun] 56%, Survival [Jungle] 53%.
  Notes:
  Their weapons are of lesser quality, and are vulnerable to breaking against metal equipment.
  
  253
  REVOLUTION D100 SCENARIO
  Count Francisco Felipe de la Fuente y Almodovar
  Courteous Vampire known to the natives as the Karkaré 
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  17
  Size Class
  M
  1
  R Leg 
  -/-
  2/1+
  8
  CON
  12
  Might 
  +3
  2
  L Leg 
  -/-
  2/1+
  8
  DEX
  13
  Strike Rank
  15
  3, 7, 8
  Torso 
  -/-
  8/2+
  9
  INT
  15
  Encumbrance
  -
  4
  R Arm 
  -/-
  2/1+
  7
  WIL
  17
  Life Points
  29
  5
  L Arm 
  -/-
  2/1+
  7
  CHA 
  14
  Move
  5
  6
  Head
  -/-
  -/-
  8
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Sword
  23
  8/4
  1d8
  4
  slash (eﬀect), impale (eﬀect), keep 
  distance (auto)
  Dagger
  18
  3/-
  1d3+3d2
  2
  one free attack or parry per round 
  (stunt)
  Bite
  15
  5/-
  1d4+3d2
  Life Point damage, drains LP
  Pistol
  26
  5*/-
  1d6+2d2
  50 (S)
  Skills:
  Agility [Brawn, Dodge, Fly] 85%, Close Combat [Bite, Brawl, Dagger, Sword, Sword Finesse: Fencing, 
  Thrust, Sword&Dagger Dual Wield] 100%, Communication [Deceit, Insight, Language: Spanish/Latin/
  Native, Noble Status, Persuade] 77%, Concentration [Might, Range, Willpower,4 arcane spells of the 
  Narrator’s choice] 101%, Knowledge [Arcane, Literacy: Spanish, Religion] 65%, Perception [Acute Hearing, 
  Dark Vision] 62%, Ranged Combat [Pistol] 76%, Ride [Horse] 97%, Stealth [Hide, Sneak] 68%.
  Armour:
  Might+1, Toughness +2, Undead, Mesmerise (as Dominate [Human], Might is 1, counts as evil magic), 
  Regenerate, Shapeshift to Bat. If you wish to provide a greater challenge, you can also give the Count 4 
  Arcane Magic Spells of your choice. His familiar is Might 8, so his Channelling is 8.
  Powers:
  Although he has some, he usually does not wear it in battle, as it interferes with his shapeshifting 
  abilities. Should he don his armour (Quilted 2/2+, Cuirass 8/7+), the Count receives the listed protection 
  without suﬀering from its encumbrance, as his Undead status renders him immune to fatigue. 
  Jocko
  Small monkey, Count Almodovar’s familiar
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  8
  Size Class
  XS
  1
  R Leg 
  -/-
  -/-
  1
  CON
  10
  Might 
  -2
  2
  L Leg 
  -/-
  -/-
  1
  DEX
  17
  Strike Rank
  9
  3,7,8
  Torso 
  -/-
  -/-
  2
  INT
  5
  Encumbrance
  -
   4
  R Arm 
  -/-
  -/-
  1
  WIL
  9
  Life Points
  19
  5
  L Arm 
  -/-
  -/-
  1
  CHA 
  13
  Move
  3
  6
  Head
  -/-
  -/-
  1
  Weapon
  SR
  SR to Att/Def
  Damage
  Parry
  Special
  Hatchet
  9
  5/-
  1d4-1d2
  Knife
  37
  5*/-
  1d6+2d2
  50 (S)
  impale (eﬀect); carries two
  Skills:
  Agility [Dodge, Jump, Climb] 99%, Close Combat [Bite] 101%, Concentration [Combine, Might, Range, 
  Target, Willpower, uses all the arcane spells of the Narrator’s choice], Perception [Acute Hearing] 62%, 
  Ranged Combat [Pistol, Dual Pistol Stunt] 76%, Stealth [Hide, Sneak] 68%.
  Powers:
  Might 8 Familiar.
  Notes:
  Jocko carries two pistols and ﬁres both from ambush before retreating. The monkey is very small, and 
  bestows a Penalty to hit. It usually has Protection 9 or another defensive spell active on it when the 
  Count sends it for an inﬁltration attack. Should the creature enter close combat with a medium-sized 
  opponent, the SR disadvantage due to its size is already counted in the stats.
  NOTES ABOUT THE COUNT
  Bite damage that penetrates 
  armour aﬀects the victim’s Life 
  Point and gives the drained LP 
  to the Vampire. This is the only 
  way the creature can regain LP. 
  However, as an Undead creature, 
  the Vampire does not lose LP for 
  fatigue or wounds, only for using 
  its powers and spells. A character 
  presenting a holy symbol of a 
  benevolent deity to the Vampire 
  can use a Concentration action 
  to match an appropriate skill 
  versus the Vampire’s Willpower. 
  If successful, the Vampire cannot 
  attack that character for that 
  round. On an advantage roll, 
  the Vampire also loses 1d6 Life 
  Points.
  A Vampire does not regenerate 
  LP, so the Count’s Life level must 
  be determined according to the 
  events that come before any 
  confrontation. Assume it is at 
  20 LP, but if he drinks the blood 
  of a wounded soldier he will 
  rise to 25. Adjust this ﬁgure to 
  change the challenge level of the 
  encounter (if the Count is high in 
  LP he can aﬀord to Mesmerise or 
  cast spells).
  If you are using Basic Combat, 
  the Vampire suﬀers from a 
  Bloodthirsty consequence due to 
  having not fed for some days. 
  In Adventure time, a Vampire 
  heals from Major or Lethal 
  wounds at a rate of 1 point per 
  location per turn. This will cost 
  the creature one Life Point per 
  regenerated point. A Vampire 
  cannot regenerate damage in 
  sunlight or damage taken when 
  exposed to the rays of the sun. 
  If an unconscious Vampire is 
  staked while regenerating, it 
  is destroyed. If the Vampire 
  is taking wounds that could 
  render him unconscious, he will 
  shapeshift to a bat with a single 
  Concentration action and ﬂee to 
  regenerate. It is impossible to hit 
  the Vampire while he is in bat 
  shape with any physical attack.
  
  254
  THE QUEST FOR EL DORADO
  The Count’s servants
  Buliko and other enthralled natives
  Characteristic
  Attribute
  d6/d8
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  12
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  5
  CON
  11
  Might 
  -
  2
  L Leg 
  -/-
  -/-
  5
  DEX
  12
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  -/-
  6
  INT
  12
  Encumbrance
  -
   4
  R Arm 
  -/-
  -/-
  4
  WIL
  9
  Life Points
  20
  5
  L Arm 
  -/-
  -/-
  4
  CHA 
  11
  Move
  5
  6
  Head
  -/-
  -/-
  5
  Weapon
  SR
  SR to Att/Def
  Damage
  Parry
  Special
  Hatchet
  15
  6/3
  1d4+1d2
  2
  slash (advantage)
  Knife
  14
  3/2
  1d2
  1
  impale (eﬀect)
  Brawl
  12
  3/-
  1d2
  -
  Skills:
  Close Combat [Axe, Brawl, Dagger] 54%, Perception [Hearing, Vision] 51%, Stealth [Sneak] 54%.
  The Malozongo
  Surviving stegosaur
  Characteristic
  Attribute
  d8/d10
  Location
  AP/Cov
  AP/Cov
  Toughness
  STR
  10
  Size Class
  XXL
  1
  Tail
  -/-
  3/0+
  8
  CON
  10
  Might 
  +6
  2
  RH Leg 
  -/-
  3/0+
  8
  DEX
  7
  Strike Rank
  9
  3
  LH Leg
  -/-
  3/0+
  8
  INT
  4
  Encumbrance
  -
  4,9,10
  Body 
  3/0+
  8/7+
  12
  WIL
  10
  Life Points
  20
  5
  RF Leg 
  -/-
  3/0+
  8
  CHA
  7
  Move
  9
  6
  LF Leg
  -/-
  3/0+
  8
  7,8
  Head
  -/-
  3/0+
  10
  Weapon
  SR
  SR to 
  Att/Def
  Damage
  Parry/
  Range
  Special
  Tail
  17
  8/4
  1d4+6d2
  —
  Beak
  9
  3/-
  1d6+6d2
  —
  slash (eﬀect)
  Skills:
  Close Combat [Beak, Tail] 47%, Perception [Listen] 44%.
  Armour:
  Hide 3/0+, Dorsal Scales 8/9+.
  Notes:
  Medium-sized opponents are -6 SR when in melee with the Malozongo. Its huge size provides a Bonus to hit 
  it.
  The Spectre
  Otherworld guardian
  Characteristic
  Attribute
  STR
  (15)
  —
  Size Class
  n/a
  CON
  (15)
  —
  Might 
  n/a
  DEX
  (9)
  —
  Strike Rank
  12
  INT
  9
  3d6
  Toughness
  —
  WIL
  15
  4d6
  Life Points
  15
  CHA 
  13
  3d6
  Move
  6
  Skills:
  Concentration [Spectral Combat, Willpower] 54%, Perception [Sense Living] 51%, Stealth [Sneak] 39%.
  Powers:
  Dark Vision, Incorporeal, Second Sight. Many know evil Arcane magic.
  Notes:
  Can only ﬁght in Psychic Combat (use a generic Conﬂict). Magic senses automatically reveal its 
  presence before it attacks, otherwise an investigative Conﬂict is necessary to avoid its ambush.
  
  Actions, advanced combat 96; basic combat 84; free 95
  Activation, of powers 172
  Acute [sense], trait 32
  Aerial combat 126
  Acrobatics, trait 28
  Agility 28
  Aim, advanced combat 96; basic combat 84
  Aircraft 152
  Alchemy 30, 210
  Allegiance 195-197
  Allosaurus 220
  Ammunition 146, 167
  Animal Training, trait 34
  Antidote 77, 213
  Arcane Magic 191
  Armour 109, 139; basic combat 86; design and creation 
  158; localised 110; natural 110, 216
  Athletics 28
  Attributes, of powers 169, 191, 194, 198, 208, 210; non-
  numeric 170; numeric 171
  Background 9-11; Dwarf 226; Elf 227; Orc 231.
  Balance, trait 28
  Bargain, trait 29
  Bear 217
  Blessings 198
  Block 98, 100
  Blueprints 138, 210
  Brawl, trait 28
  Brawn, trait 28
  Bursts advanced combat 103; basic combat 88
  Cannon 154; particle 155
  Cantrip 194
  Capital Ship 127, 153
  Centaur 224
  Challenge Rating 46
  Channelling 173, 191, 195, 209
  Character generation 5-19; improvement 37
  Characteristic 5; bonus 5; improvement 35; overcoming 
  68
  CHArisma 5
  Charge 95
  Chases 69; example 49
  Climb, trait 28
  Close Combat, skill 28-29;
  Close Combat Attack, advanced combat 96, 99; basic 
  combat 84-86; as opening move 92
  Combat, advanced 89; aerial 126; basic 83; eﬀects 114 
  (see also eﬀects, combat); mass 128; mounted 88, 104; 
  sequence 84, 89, 122; summary 82; time 43; transition to 
  59; unarmed 88, 101; vehicular 122; weapons 142
  Combine, power attribute 171
  Command, trait 29
  Communication 29
  Concentration 30; action 96; attribute 170
  Conﬂict 44; best practices 62; consequences 50; example 
  66; goal 45; outcome 50; parallel 61, 112, 174; secondary 
  60; sequence 38, 52; withdrawing from 50
  Consequences 50, 55, 57-58; of damage 108
  CONstitution 5
  Cover 103
  Coverage, armour 109, 139, 158; of shields 111
  Craft 30 
  Credits 131
  Crocodile 217
  Cult 193, 197; example 206
  Currency 131
  Damage 104; as consequences 108; energy 136;  to 
  equipment 135
  Darkness 70
  Deceit, trait 29
  Deep One 236
  Defence, in advanced combat 99, 102; in basic combat 86 
  Devices 210
  Dimetrodon 220
  Disease 76
  Disguise, trait 32
  Divine Magic 193
  Domain, of deity 197
  Dragon 225
  Drive 31 
  DEXterity 5
  Djinn 224
  Dodge, trait 28; reaction 97, 99
  Downtime 42
  Dwarf 226
  Eﬀect, of a conﬂict 50
  Eﬀects, combat 114; close combat 116; damage 114; 
  ranged 118
  Elf 228
  Enchanting, trait 30; procedure 177
  Enchantment, power attribute 170; list 189
  Encumbrance 73 
  Endurance, trait 34
  Energy 135, 146, 167
  Environmental Trait 34, 37
  Ephestan 242
  Equipment 18, 130; carrying 73, 134; creating 136; 
  designing 156; general list 149; quality 135; repairing  137
  Explosives 146
  Exposure 74
  Familiar 189; as trait 30
  Fantasy Creatures 224
  Fate Points 78
  Fatigue 72, 94; see also Life Points
  First Aid 34, 107
  Flaws 211
  Focus, magic 190
  Ghost 228
  Ghoul 236
  Giant 228
  Goblin 229
  Grappling, in advanced combat 101, 113; in basic combat 
  88
  Gadgets, see devices
  Great Race 237
  Green Martian 237
  Griﬃn 229
  Heal 183
  Healing 31, 75; fast 107
  Helicopter 152
  Hide, trait 34
  Holiness 195-197
  Horse 218
  Illumination 70
  Improvement, character 35
  Incubus, see Succubus
  Insight, trait 29
  Instant, power attribute 170
  Intelligence 5; for creatures 215
  Interaction Time 42
  Invertebrate 242
  Item, power attribute 170
  Jump, trait 28
  Life Points 6, 91
  Language, trait 29
  Lion 218
  Literacy, trait 31
  Localised Damage 104
  Lockpicking, trait 32
  Knowledge 31
  Magic Points, see Life Points
  Mammoth 221
  Manipulation, traits 170
  Martial Arts, trait 29; in advanced combat 101, 121; in basic 
  combat 88
  Mechanisms, trait 32
  Medusa 230
  Melee Strike Rank, see Strike Rank, Melee
  Mi-go 238
  Might 6; in advanced combat 105; in basic combat 86; 
  for large creatures 6; of powers 171; of ranged weapons 
  105, 146
  Minotaur 230
  Missile 155; in combat 125
  Modiﬁcations, to items 156; to close combat weapons 165; 
  to ammunition 167
  Morlocks 238
  Motivations 8, 17, 79; improvement 37
  Move 6; in advanced combat 96; in basic combat 84
  Movement 70; advanced combat 90; aerial 126; basic 
  combat 84; as opening move 93; vehicular 123
  Narrative Time 42
  Natural Creatures 217
  Nature, trait 31
  Night-gaunt 239
  Obstacles 72
  Opening Move 92
  Operate 32
  Opposition 46
  Oratory, trait 32
  Orc 231 
  Overcome, power attribute 171; conﬂict 174
  Overlord 243
  Pantheon, example 206
  Parry 98, 100
  Perception 32
  Perform 32
  Persuade, trait 30
  Pilot 33
  Plesiosaur 221
  Poison 76, 113, 213
  Power 168; attributes 169; activation 172; basic combat 88; 
  duration 174; as opening move 93; use and cost 172
  Power Points, see Life Points
  Prehistoric creatures 220
  Profession 12-15
  Projection, power attribute 171
  Psionics 208
  Pteranodon 222
  Pulp Creatures 236
  Python 219
  Quality, of an item 135
  Quick Exit 55
  Range, advanced combat 90; aerial 126; basic combat 84; 
  of powers 172, 176;  vehicular 125
  Ranged Attack, advanced combat 96, 101; basic combat 
  85, 87; as opening move 93; outside combat 41; vehicular 
  125
  Ranged Combat, skill 33;  weapon 146
  Reaction, in advanced combat 97; in basic combat 84; 
  free 95
  INDEX
  
  Ready Item, advanced combat 96; basic combat 84
  Reptilian 239
  Resolution Points 46, 53; in combat  83; in mass battles 
  128
  Ride 34
  Ritual, power attribute 170; casting 176
  Roll, skill 21-23; and conﬂict 44; for eﬀect 47-48, 53; 
  opposed 22-23; repeating 59
  Rounds 41
  Run, trait 28
  Sabretooth Tiger 222
  Scale of combat 123
  Shield 29, 111
  Size Class 6
  Sleight, trait 34
  Skeleton 232
  Skill  7, 17, 20-23, 25; dedicating to 37; list 28; slots 35
  Sneak, trait 34
  Space Creatures 242
  Spell, arcane 191
  Spirit Combat, trait 30
  Stealth 33
  Status 16, 24-25
  Streetwise, trait 35
  STRength 6
  Strike Rank, in advanced combat 91; in basic combat 83; 
  melee 6; and opening move 92; in vehicular combat 124
  Stunt 26-27; weapon 101, 118; martial arts 124; sword 143
  Succubus 232
  Support 48, 54
  Surprise, in basic combat 84
  Surgery, trait 30
  Survival 33
  Swim, trait 28
  Target, power attribute 172
  Tank 151
  Take Cover, trait 28; reaction 98
  Tentacled Martian 240
  Terrain 71
  Terror Bird 223
  Throw, trait 28
  Time Scale 40; for powers 176
  Tokens, movement 124
  Toughness 7, 104; of an item 135
  Track, trait 32
  Trait 7, 17; required and synergistic 26; list 28;
  Traps 76
  Travelling, conﬂict 71
  Tracking, trait 32
  Troll 233
  Unities 39
  Use Item, advanced combat 97; basic combat 85
  Value, of items 131, 156; of powers 169
  Vampire 233
  Vehicle 150; combat 122; weapons 154
  Velociraptor 223
  Wait, action 95
  Wealth, level ; see also Status
  Weapon, trait 28, 33; close combat 142; design 163; 
  natural 214, 216; ranged 146
  Werewolf 234; deity 207
  White Ape 241
  WIL 6
  Willpower, trait 30
  Wolf 219
  Wound 106; as consequences 108
  Wraith 234
  Wurm 235
  Wyvern 235
  Yor Native 243
  Zombie 241
  OPEN GAME LICENSE Version 1.0a 
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SOURCE: textdata/thevault/Revolution d100 SRD/RD100-SRD - Core Rulebook.pdf