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  PLAYTEST VERSION 1.2 
   
   
  By Tom Doolan 
  
   
   
  All content © 2000-2006 
  Six Shooter Games 
   
   
   
  by Tom Doolan 
   
   
   
   
  This system is not Open Source.  All content within this publication is copyrighted and may not 
  be reproduced without the express permission of the author.  Such permission only extends to 
  free distribution of these playtest rules for personal use.  You may not publish your own 
  materials for profit using these rules. 
   
   
   
  Playtesters 
   
  If you would like to see your name here, please use these rules for any 
  genre or game you like.  And then send me an email and let me know 
  what you thought of them.  Tell me what you found lacking, what you 
  added, what you changed, and what kind of game you played. 
   
  Be sure to include the names of all of the people in your playtest group.  
  All names will be listed here in the final version, and those persons will 
  receive a large discount on a printed copy, should they wish one. 
   
  -Tom Doolan 
  mighty_fighter@yahoo.com 
  
   
   
  All content © 2000-2006 
  Six Shooter Games 
   
  TABLE OF CONTENTS 
   
   
  Introduction 
  Chapter 1: Character Creation 
  Chapter 2: Skills 
  Chapter 3: Special Effects 
  Chapter 4: Combat 
  Chapter 5: Equipment & Vehicles 
  Chapter 6: The Adventure 
  Chapter 7: Settings 
  Sample Characters 
  Character Sheet 
   
   
  
   
   
  All content © 2000-2006 
  Six Shooter Games 
   
  INTRODUCTION 
   
  What EGO is… 
  EGO is a generic role-playing system that can 
  be used to simulate just about any role-playing 
  setting, from Fantasy to Science Fiction to 
  Superheroes.  
   
  What EGO isn’t… 
  EGO is not a simulationist game.  The level of 
  realism is very low.  It is intended to be a way 
  to resolve combat and other actions quickly so 
  as not to impair the pace of a story. 
   
  Getting Started 
  First, some key concepts should be introduced, 
  so that when they are referenced later on, there 
  will be no question as to the meaning of each. 
   
  Player: You. The person pretending to be 
  someone else for a short time. 
   
  Game Master: Also called the "GM", this 
  person leads the Players and their characters 
  through the world of their adventure. He plays 
  the parts of those met by the characters, and 
  mediates the use of the rules and dice. 
   
  Character: The person that each player 
  "pretends to be" in the game. Represented by a 
  few numbers and descriptions. 
   
  NPC (Non-Player Character): These are the 
  people the characters meet and sometimes 
  oppose in the game. They are controlled by the 
  GM. 
  Dice: EGO uses one kind of die, the standard 
  6-sided die (d6). You can pick up a pack of 
  these at just about any game store, drugstore, or 
  anyplace that might sell standard playing cards, 
  for about a buck (as of this writing). You will 
  need at least 4, although a handful of about 10 
  or so is better. In the game you will be asked to 
  roll certain number of these dice, represented 
  by a "#d6" where the "#" represents how many 
  dice you need to roll, such as 2d6, 6d6, etc. 
   
  Abilities: These are represented by numbers 
  which measure the character’s natural physical 
  and mental capabilities. 
   
  Skills: As the name implies, these are the 
  things that the character knows how to do. 
   
  Adventure: The "story" that the GM takes the 
  players through. It is the narrative that the GM 
  and Players cooperatively tell, with the 
  characters as the stars. 
   
  Other terms will fall in as they are needed. 
  Suffice it to say that this game involves the 
  creation and evolution of a fictitious person, 
  and making that character live and breathe in a 
  fictitious world. 
  A note on Gender: This game uses the 
  masculine 
  pronouns 
  of 
  he/him/his 
  for 
  reference. This is not meant as a bias 
  towards the male of the human (or any) 
  species. Rather, it is used as a generic term 
  to avoid any complications. 
    
  
   
   
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  CHAPTER 1: CHARACTER CREATION 
   
   
  The first thing that you, as a player, need to do 
  is create a character. This is the persona you 
  will take on in the game your Game Master 
  (GM) will take you through. Creating a 
  character is a simple step-by-step process. 
  However, depending on the game and the 
  experience level of your playing group, as well 
  as the preferences of the GM, this process may 
  vary from group to group, and game to game. 
  Presented below is the standard method of 
  creating a character. Later in this book, there 
  will be some ideas for how to modify this 
  system to fit your own tastes and those of your 
  GM.  
   
   
  Step 1: Abilities 
  Each Character starts with a certain number of 
  Character Build Points (CBPs) to use for 
  Abilities and Skills (the default is 100).  Each 
  point put into an Ability Score costs 3 CBPs.  
  The upper limit to Abilities is 16.  However, 
  some settings may allow ranges beyond that, 
  based on non-human races and such.   
  Below are the four Abilities and what 
  they mean: 
   
  Muscle: The character’s overall physical 
  strength and health. You can consider this the 
  amount of muscle the character has, and how 
  good of shape those muscles are in. Muscle 
  effects the amount of damage you do in hand to 
  hand combat, as well as how much a character 
  can lift or carry. 
   
  Agility: This is a general ability that measures 
  the character’s agility, manual dexterity, 
  reflexes, and hand-eye coordination. This 
  ability effects how well you fight, as well as 
  how well you perform actions that require a 
  certain amount of finesse and acute ability. 
   
  Intellect: This is your character’s mental 
  powers of reason, intuition, learning ability, 
  and memorization capacity. In some settings it  
  will also effect certain abilities such as the use 
  of Magic or Psionics. Players will often be 
  called upon to test their character’s Intellect 
  ability to determine if the character knows 
  something that the player doesn’t. 
   
  Vitality: This is your character’s overall 
  resistance to pain and injury. In some game 
  systems, this could be considered the same as 
  "hit points." In EGO this represents how much 
  damage a character can take before they 
  succumb to death (at 0 Vitality). 
   
  Vitality is also used to determine the 
  character’s Stun points.  This is the amount of 
  non-lethal damage a character can withstand 
  before falling unconscious (at 0).  To determine 
  a character’s Stun points, multiply his Vitality 
  times 2.  The effects of Vitality and Stun 
  damage are explained under COMBAT. 
   
  
   
   
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  Montage of character developing. 
   
  Dice Ratings 
   
  Each Ability has a Dice rating. This is the 
  number of dice added to a Skill rating (see next 
  chapter) when a skill related to that Ability is 
  used. This represents a character’s natural 
  ability to use a given skill, or perform a certain 
  action. Dice Ratings are based on the score of 
  the Ability, using the following table: 
   
  Score 
  Dice Rating 
  0-3 
  1 
  4-6 
  2 
  7-9 
  3 
  10-12 
  4 
  13-15 
  5 
  16+* 
  6 + 
   
  * Add +1 to the Dice Rating for every 2 points thereafter 
   
  Ability Dice Ratings can also be used as 
  a dice pool to perform an action normally 
  covered by a skill. In this instance, the 
  difficulty of the action may be increased by 
  one, reflecting the character’s lack of skill 
  and/or training.  The GM is free to make this 
  call. 
   
  Advantages/Disadvantages 
   
  Advantages and Disadvantages are ways to 
  customize a character by making him better in 
  some areas and/or not so good in others. 
   
  Advantages cost 2 Character Build 
  Points each.  Often a single advantage can be 
  taken multiple times, with the benefits stacking.  
  Generally this is limited to three times.  
  However, a GM may wish to modify this one 
  way or the other. 
   
  Disadvantages will grant a character 
  bonus CBP’s to use on skills and attributes, or 
  even Advantages.  Disadvantages will hinder a 
  character in certain situations, but may not 
  effect the character in any other way.  For each 
  Disadvantage taken, the character gains 2 
  bonus 
  CBP’s. 
   
  Just 
  like 
  Advantages, 
  Disadvantages can sometimes be taken more 
  than once each.  Again, the GM is the final 
  arbiter on this. 
   
  Below is a list of common Advantages 
  and 
  Disadvantages, 
  along 
  with 
  a 
  brief 
  description, and any special rules.  This list is 
  meant as a sample, and GM’s are encouraged to 
  
   
   
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  work with Players to add to it in order to 
  customize EGO for each specific game. 
  Advantage 
  Description 
  Special 
  Lucky 
  Player may add 1 success to any single roll in a gaming session. 
   
  May be taken up to 3 times, for 
  use on 3 separate rolls. 
  Attractive 
  Re-roll a single failure die on any rolls when dealing with a 
  member of the opposite sex. 
   
  May be taken up to 2 times. 
  Agile 
  Re-roll a single failure die on any Agility-based rolls. 
   
  May only be taken once. 
  Stout 
  Re-roll a single failure die on any Vitality-based rolls. 
   
  May only be taken once. 
  Personable 
  Re-roll a single failure die when trying to persuade an NPC 
  (stacks with Attractive/Unattractive). 
  May only be taken once. 
  Disadvantage Description 
  Special 
  Unlucky 
  GM may subtract 1 success to any single roll in a gaming session. 
   
  May be taken up to 3 times, for 
  use on 3 separate rolls. 
  Unattractive 
  Re-Roll a single success die on any rolls when dealing with a 
  member of the opposite sex. 
   
  May be taken up to 2 times. 
  Clumsy 
  Re-Roll a single success die on any Agility-based rolls. 
   
  May only be taken once. 
  Frail 
  Re-Roll a single success die on any Vitality-based rolls. 
   
  May only be taken once. 
  Offensive 
  Re-Roll a single success die when trying to persuade an NPC 
  (stacks with Attractive/Unattractive). 
   
  May only be taken once. 
   
  Karma Points 
   
   
  Karma represents the good fortune that 
  heroes generally enjoy.  They are there for use 
  in emergencies, when skill just isn’t enough, or 
  when failure is not an option. 
   
  A character begins play with a number 
  of Karma points equal to the total of all of his 
  Dice Pools for his basic attributes. 
  For example, Dirk Simmons has the 
  following attributes and subsequent dice pools: 
  Muscle 10 (4), Agility 8 (3), Intellect 9 (3) and 
  Vitality 12 (4).  Adding the dice pools together, 
  Dirk begins play with 14 Karma points.   
  This may seem like a lot, but through 
  the 
  course 
  of 
  a 
  particularly 
  harrowing 
  adventure, these can be burned up rather 
  quickly.  There are several ways Karma can be 
  used.  GM’s are encouraged to come up with 
  new ways, using the following as guidelines. 
   
  Add to a dice pool – During any given round, 
  a character may spend up to 3 Karma points to 
  add that number of dice to a pool for a single 
  roll. 
   
  Change a failure to a success – By spending a 
  Karma point, a player may convert a failure on 
  a single die (roll of 1-4) to a success.  Only one 
  point can be spent this way per round. 
   
  Perform extra actions – For each Karma point 
  spent at the beginning of a round, a character 
  gains an extra Action Point for that round. 
  
   
   
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  Someone dodging a missile weapon. 
   
  Regaining Karma 
   
  Karma points are received during an Adventure 
  for being brave and performing heroic actions.  
  There are no hard and fast rules for what this 
  entails.  So, the GM must use his best 
  judgment.  Generally, no action should yield 
  more then two Karma points.  These “on the 
  spot” 
  awards, 
  are 
  given 
  immediately.  
  Additionally, if a player describes a particularly 
  heroic action he is about to attempt, a GM may 
  award the point(s) before the roll, essentially 
  allowing the Player a freebee.   
  Bonus Karma points will also be 
  awarded at the end of a session for actions 
  taken during that session only.  If a session is 
  played wherein no truly heroic actions are 
  taken, it would be natural that no Bonus Karma 
  points are awarded. 
  
   
   
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  CHAPTER 2: SKILLS 
   
  Every player character starts the game with 
  some Skills. After the character’s abilities are 
  assigned, the remaining CBPs are used to 
  distribute among the skills the character is to 
  have from the game-specific list. 
   
  To buy levels with CBPs, a character 
  spends a number of CBPs equal to the new 
  rating for each level bought.  For example, 
  buying a skill at level three would cost 6 CBPs 
  (1 for level 1, 2 for level 2 and 3 for level 3).  
  Although there is technically no limit to how 
  high a character’s rating in a given skill can 
  get, the game itself (as well as the desires of the 
  GM) will impose “limits” to something within 
  reason. 
  Skill levels represent the number of dice 
  rolled in a test of that skill, referred to in the 
  last chapter as a Dice Pool. This Dice Pool is a 
  total of dice equal to the number of levels a 
  character has in a given skill, plus the Dice 
  Rating of the Skill’s related Ability. There is no 
  official limit to how high a character’s Dice 
  Pool can get.  However, GM’s may wish to set 
  standards. Once a Character reaches a certain 
  level of expertise, the GM may wish to retire 
  the character, or just not allow him to advance 
  in that skill any more. 
  Skill rolls are based on a number of 
  successes rolled on the Skill Rating roll. This is 
  determined by rolling the dice in a Pool, and 
  counting the number of 5’s and 6’s. These are 
  considered successes. If none are rolled, the 
  character can be considered to have "failed" his 
  attempt. There are two types of Skill Rolls, 
  Opposed and Unopposed. 
  Opposed Rolls are made when a 
  character pits his skill directly against that of 
  another character or NPC, usually in the case of 
  Combat. When this happens, the two characters 
  roll their respective Dice Pools, and the 
  character with the most successes wins. If no 
  successes are rolled by either side, nobody 
  wins. If a tie is rolled, the GM can either 
  determine that both were successful, or he may 
  ask for a re-roll, depending on the situation, 
  and the Skill being tested. For more detail on 
  this aspect, see the chapter on COMBAT.  
  Unopposed rolls are made when the 
  character is putting one of his skills to the test. 
  When this is the case, the GM decides the 
  Difficulty Rating (see below), and the player 
  must roll that number of successes or more on 
  his roll. 
   
  Difficulty Ratings 
   
  Whenever an action is attempted, the GM must 
  first decide how difficult the task is. Then, 
  based on the Rating, a certain number of 
  successes is required in a roll to test the 
  character’s ability to perform the task in 
  question.  There are six basic difficulty ratings: 
   
  Automatic: These are the everyday mundane 
  tasks associated with any given skill. Using 
  Driving as an example, the Automatic rating 
  can be likened to driving to the office. Each 
  day literally millions of people do it without 
  incident. This Rating requires no roll to 
  determine success. 
   
  Easy: These are the tasks that require a bit of 
  skill, but not much. Swerving to avoid a 
  pothole on a not-so-busy road would require a 
  roll with Easy difficulty. This Rating requires 
  only 1 success in a dice pool roll. 
   
  Moderate: These are the tasks that require a bit 
  more skill. Swerving to avoid a car crash in 
  front of you would be a Moderate test of your 
  Driving skill. This Rating requires 2 successes 
  in a Dice Pool roll. 
   
  Hard: These are the tasks that require some 
  major skill. Swerving to avoid an accident on a 
  busy road, while driving 70 mph would be a 
  Hard test of your skill. This Rating requires 3 
  successes in a Dice Pool roll. 
  
   
   
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  Picture depicting someone using a non-
  combat skill.  Perhaps picking a lock or 
  working on a computer. 
  Very Hard: These are tasks that are so difficult 
  that a bit (or even a lot) of luck is needed in 
  addition to some major skill. Swerving to avoid 
  an accident during rush hour while driving 90 
  mph and being chased by machine-gun-firing 
  bad guys would be Very Hard, to say the least. 
  This Rating requires 4 successes in a Dice Pool 
  roll, based on the judgment of the GM. 
   
  Near Impossible: This category is reserved for 
  especially difficult tasks. The number of 
  successes will vary depending on how the GM 
  sees the situation. 
   
  Specialties 
  Some Skills have one or more Specialties.  
  These are specialized sub-skills related closely 
  to the base skill, and are gained by spending 
  CBPs as if they were separate skills. 
  When using a Specialty, treat it as if it 
  were a skill unto itself.  Do not add the base 
  skill levels to the check.  Additionally, do not 
  add the character’s related attribute to the 
  Specialty rank. 
   
  Specialty Progression 
  Specialty levels cannot be gained without the 
  character having a greater number of levels in 
  the base skill.  This applies during Character 
  Creation and through the use of Experience. 
   
  Example:  Martial Arts is a Specialty of 
  the Hand-to-Hand Combat Skill.  If a 
  character takes 3 levels in HtH, he 
  cannot take more than 2 levels in MA.  
  When the character gains experience, he 
  must first raise his HtH to 4 before he 
  can raise his Martial Arts to 3. 
  SKILL LIST 
   
  Below is a sample list of skills available in the 
  EGO game. This list is by no means complete, 
  but it does provide a basic list to which the GM 
  and Players can add as the setting demands. 
  Each Skill listing has the name of the Skill, the 
  related Ability in parenthesis, and a brief 
  description of the Skill. 
   
  Acrobatics (Agility): The ability to perform 
  flips, jumps and tumbling maneuvers.  
   
  Breakfall:  Breakfall is the character’s 
  ability to roll when he lands, avoiding 
  injury.  Roll the dice pool for this 
  specialty as if it were Damage, and 
  subtract the total from the damage taken 
  from a fall. 
   
  Tumbling:  In hand to hand combat 
  Tumbling allows the character to make 
  himself a harder target to hit.  Add the 
  number of successes on a Tumbling 
  check to his TN for that Round. 
   
  Area of Knowledge (Intellect): A catch-all 
  skill that represents knowledge on a particular 
  subject such as Literature, Law, Games, one’s 
  Homeland, and the like. When this skill is 
  taken, the player must designate which area it 
  represents. This skill can be taken as many 
  times as the player wants. 
   
  Climbing (Muscle): The ability to climb 
  vertical surfaces and structures.  The difficulty 
  is based on what is being climbed, and if any 
  tools are being used to assist the character. 
   
  Crafting (Intellect):  Crafting is the ability to 
  create objects from mundane materials.  This 
  category includes such things as blacksmithing, 
  wood-carving, bow making and the like.  The 
  more complex and high quality the desired 
  outcome, the higher the difficulty, and the more 
  time consumed. 
  
   
   
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  Demolitions (Intellect): The safe and effective 
  use of explosives, including the ability to set 
  and disarm mines and bombs.  The difficulty 
  will depend on the complexity of the task being 
  attempted. 
   
  Engineering (Intellect): The ability to design 
  and build structures such as buildings and 
  bridges. Also allows the character to determine 
  if such a structure has any weak points. 
   
  Gun Combat (Agility): The use of small arms, 
  from a pistol to an assault rifle. 
   
  Fast Draw:  Add this dice pool to the 
  Initiative roll for the first round of  
  Ranged combat.  Drawing a weapon 
  takes no action points (normally it takes 
  1 AP to draw a weapon). 
   
  Sharpshooter:  Add one die to the Gun 
  Combat pool for each level when 
  shooting at Medium, Long or Extended 
  range. 
   
  Gunnery (Agility): Covers the operation of 
  crew-serve weapons, (i.e. weapons that require 
  more than one person to operate), and weapons 
  mounted on vehicles and buildings, including 
  remote and turret weaponry.  
   
  Hand-to-hand Combat (Agility): Covers all 
  unarmed close-quarters combat. 
   
  Martial Arts:  The character can add 
  his level in MA to either his Attack or 
  Damage dice pools (or both, if he has 
  enough 
  to 
  split) 
  when 
  attacking 
  unarmed.  
   
  Heavy Weapons (Muscle): The use of 
  weapons 
  of 
  mass-destruction, 
  such 
  as 
  incinerators, grenade launchers, and rocket 
  launchers.  
   
  Language(Intellect): The ability to speak, read 
  and write a foreign language. The player may 
  add a bonus level to this ability, if he 
  designates that he only speaks the language, 
  and cannot read or write it. 
   
   
   
  Mechanical(Intellect): Ability to maintain and 
  repair complex mechanical devices such as 
  firearms, vehicles, generators and robots.  
   
  Medical (Intellect): This skill is basically first 
  aid at low levels, but at high levels it can 
  represent the abilities of a skilled surgeon or 
  medical researcher.  
  Melee Combat (Agility): Covers all armed 
  close-quarters combat. Muscle Dice are added 
  to the Damage rating of weapons used in Melee 
  Combat. 
   
  Melee Weapon:  Designate a specific 
  weapon.  When attacking with that 
  weapon, the character can add his MW 
  skill to either his Attack or Damage dice 
  pools (or both, if he has enough to 
  split). 
   
  Pilot (Agility): The ability to operate a 
  particular class of vehicle, such as Ground 
  
   
   
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  Vehicles, Air Craft, Water Craft, or Space 
  Craft. This skill is taken once for each class of 
  vehicle.  
   
  Science (Intellect): Advanced knowledge of a 
  particular scientific field such as Biology, 
  Physics, 
  Astrophysics, 
  Psychology, 
  or 
  Anthropology. When this skill is taken, the 
  player must designate which discipline it 
  represents. This skill can be taken as many 
  times as the player wants. 
   
  Social Skills (Intellect): Social skills allow a 
  character to interact with other characters in 
  ways that are beyond the role-playing aspect.  
  When using a Specialty of this skill, you may 
  re-roll a single failure on Skill Check for that 
  Specialty.  This will stack with any Advantages 
  or Disadvantages that may affect this skill 
  (such as personable/Offensive, etc…). 
   
  Persuasion – This can be considered 
  your “poker face.”  Use this specialty 
  when lying, bluffing or otherwise 
  attempting to persuade another person 
  through words alone. 
   
  Intimidation – This can be affected by 
  several 
  factors, 
  such 
  as 
  actions, 
  appearance, size, etc.  Use this specialty 
  when trying to persuade another person 
  through force of will or intimidating 
  actions. 
   
  Diplomacy – Being able to use natural 
  abilities, such as tact and a personable 
  demeanor, can be very advantageous 
  when dealing with someone who is 
  hostile.  Use this specialty when trying 
  to persuade someone to change their 
  mind about an idea that they would 
  normally not agree with.  When dealing 
  with someone from a different culture, a 
  successful use of a relevant Knowledge 
  skill (or raw Intellect) will add aid.  Add 
  a number of dice to the Diplomacy pool 
  equal to the number of successes on the 
  Knowledge check. 
   
  Seduction – This is the art of gaining 
  the confidence and affection of a 
  member of the opposite sex.  Use this 
  specialty when the end result would be 
  an intimate encounter.  A successful use 
  of this skill will reduce all other Social 
  Skill checks against this single target. 
   
  Stealth (Agility/Intellect): The ability to hide, 
  move silently, or otherwise avoid detection.  
  This also represents a character’s ability to 
  follow or shadow someone.  When using this 
  skill in such a manner, use the character’s 
  Intellect as a base, rather then his Agility. 
   
  Survival (Intellect): Knowledge of survival 
  techniques 
  in 
  dangerous 
  environments, 
  including the ability to locate and catch/gather 
  food, construct shelter, and conserve resources.  
   
  Technical (Intellect): Knowledge of highly 
  technical systems and information, such as 
  electrical engineering, computer operation and 
  programming, communication systems, and 
  sensors. When this skill is taken, the player 
  must designate which discipline it represents. 
  This skill can be taken as many times as the 
  player wants. 
  
   
   
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  CHAPTER 3: SPECIAL EFFECTS 
   
  Special Effects is a term for abilities beyond 
  the normal scope of man. These can include 
  superpowers, magic, Psionics, and mutant 
  abilities, among others. In EGO, all of these 
  categories work in the same basic way. 
  Below is a list of some of the more 
  common "effects" found in any one of the 
  above mentioned genres. This list is by no 
  means complete, however it should form a 
  good basis for an inventive GM to create his 
  own additions, based on the nature of the game 
  he is running. 
  The list has been divided into four 
  separate 
  categories. 
  Each 
  ability 
  has 
  a 
  Maximum Rating and an Effect Description. 
  All Effects have a starting Rating of 1d.  The 
  description for each Special Effect has been left 
  intentionally vague, allowing GMs a maximum 
  amount of leeway when determining the exact 
  effects of a power/spell/etc. 
   
   
  Physical Alteration 
  These abilities effect the character himself, or his intended target, depending on whether it taken as a 
  spell effect or a power. 
   
  Effect 
  Max 
  Description 
  Natural Weapon 
  4 
  Slashing/Puncturing weapons (claws, etc.). 
  Body Armor 
  15 
  Thick skin, scales, plates, etc. 
  Morphing 
  15 
  Ability to assume another shape of the same mass. 
  Shrinking/Growth 
  15 
  Ability to change size and mass at will. 
  Enhanced Muscle 
  n/a 
  Added strength and physical toughness. 
  Enhanced Agility 
  n/a 
  Added agility and dexterity. 
  Enhanced Vitality 
  n/a 
  Added physical resilience and damage capacity. 
  Super Speed 
  15 
  Ability to move faster than normal, up to the speed of light. 
  Flight 
  n/a 
  Ability to fly unassisted, up to the speed of light. 
  Special Vision 
  n/a 
  X-ray, telescopic, infrared, etc. Choose one. 
  Regeneration 
  15 
  Heal the number of successes on a Rating Roll each round. 
   
   
  Mental Control 
  These abilities represent a character’s ability to control things with his mind, including other people’s 
  minds. 
   
  Effect 
  Max 
  Description 
  Telepathy 
  15 
  Ability to transmit and receive thoughts. 
  Telekinesis 
  15 
  Ability to move things with one’s mind. 
  Mind Control 
  15 
  Control the thoughts/actions of another. 
  Illusion 
  15 
  Ability to create illusions. 
  Enhanced Intellect 
  n/a 
  Added intellectual capacity. 
   
   
   
   
  
   
   
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  Picture depicting either a superhero or a 
  mage. 
  Element Control 
  These abilities represent the character’s ability to control a specific element or power source, such as 
  electricity, magnetism, or the weather. 
   
  Effect 
  Max 
  Description 
  Fire 
  15 
  Ability to create/control fire. 
  Water 
  15 
  Ability to control water. 
  Air 
  15 
  Ability to control air. 
  Earth 
  15 
  Ability to control earth and minerals. 
  Weather 
  15 
  Ability to control local weather conditions 
  Magnetism 
  15 
  Ability to create/control magnetic fields. 
  Electricity 
  15 
  Ability to create/control electricity. 
  Light 
  15 
  Ability to generate/control light waves. 
   
  The Weird Stuff 
  This category covers those effects that don’t anywhere else. 
  Effect 
  Max 
  Description 
  Energy Blast 
  15 
  Ability to create a blast of energy of unique origin. 
  Energy Absorption 15 
  Ability to absorb energy attacks rather than take damage. 
  Energy Deflection 
  15 
  Ability to redirect energy attacks. 
  Mimic 
  15 
  Ability to gain the Effect of another character for a limited time. 
   
  How It All Works 
   
  Whenever a character with a Special Effect 
  attempts to use his power, a Rating Roll must 
  be made, just as if it were a skill, against a 
  difficulty level. The difficulty will be based on 
  the desired result of the Effect. If the Effect is 
  being used in a simple, straightforward way, 
  the difficulty will be low. If it is being used in a 
  very specific way, or if it is being directly 
  opposed, the Difficulty will be higher. 
  Following are some exceptions: 
   
  1. Effects that have a time limit are generally 
  limited to a number of rounds equal to the 
  Maximum Effect Rating. 
   
  2. Effects that do direct damage use the 
  Maximum Effect Rating as the damage dice. 
   
  Effect Sources 
  As was stated earlier, the Special Effects listed 
  above can be used to simulate such things as 
  
   
   
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  Psionics. 
  Superpowers, Magic, and the like. Below are 
  the specific rules for doing so. 
   
  Superpowers 
  The hallmark of comic book style super hero 
  games, 
  Superpowers 
  are 
  those 
  inhuman 
  abilities granted the character through genetics, 
  accident, experimentation, or technology. Any 
  of the Effects listed above could be used as a 
  Superpower. When running a campaign in 
  which such abilities are prevalent, the GM must 
  make an addition to the basic rules. When the 
  character is in the "Skills" section of creation, 
  the player may elect to buy the "Superpowers" 
  skill. For each Skill Level the player puts into 
  the Superpowers skill grants him 2 Power 
  Rating Levels in any power(s) he wishes to 
  give the character. Initially characters are 
  limited to no more than 5 Superpowers at 
  creation, each with a power level limit of 6, but 
  this can be added to through experience in the 
  same manner as if the Power Rating Levels 
  were Skill levels. 
  Example: If a character has 3 skill levels in 
  Superpowers, he can have 6 Power Rating 
  levels in one Effect, or 2 PLs in one, and 4 in 
  another, etc... 
   
  Additionally, Superpowers could be 
  used to simulate the exceptional abilities of 
  alien/fantasy/mutant races in non-superhero 
  games.  For instance, when making a troll for a 
  fantasy game, the GM could opt to give it a few 
  levels in Enhanced Muscle and Regeneration, 
  to represent the exceptional abilities of that 
  race. 
   
  Magic 
  Spells are what separate Fantasy from History. 
  The presence of magical forces are the 
  cornerstone to truly exciting fantasy stories. 
  When using Special Effects as spells, the 
  following system applies: 
  The character has to take the added skill 
  of Magic. This grants the added attribute of 
  Magic Pool. His Skill level is the limit of his 
  ability to manipulate his spells. For each level 
  of Magic skill, the character is granted 2 initial 
  spells (Effects) that he knows. He can cast 
  these spells as many times as he has the 
  required magic points in his Magic Pool. 
  The character’s initial Magic Pool is 
  equal to his Intellect rating, plus his Magic 
  Skill levels. This can be added to with 
  experience. This Pool is the number of points a 
  character can spend to cast spells. For each 
  point spent the caster can put 1d into a Special 
  Effect. The points in the Magic Pool are 
  regenerated through sleep at a rate equal to the 
  character’s Vitality/4 per hour of sleep. 
  The GM is welcome to add extra rules 
  such as casting time, spell components and 
  gestures, or whatever he feels will add to the 
  flavor of his game. 
   
  Psionics 
  Psionics is the ability to use the power of the 
  mind to manipulate one’s environment. The 
  rules for Psionics are very flexible. Psionics 
  uses the same system as magic. The character 
  has a Psionics Skill, and a Psionic Pool. The 
  pool is regenerated through sleep, just like 
  Magic. 
  The GM may wish to divide the Effects 
  into "Psionic Disciplines" and only allow a 
  character to know one discipline for each 
  
   
   
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  Psionic Skill he takes. The Discipline will have 
  a list of Effects of similar purpose and origin. 
   
  Other Sources 
  Most other sources, such as mutations in a post-
  apocalyptic setting, can be seen as just specific 
  uses of the above systems. With a little work, 
  the rules presented in this section can be added 
  to, taken away from, or modified to fit the 
  flavor of just about any campaign style and 
  setting. 
   
  Mixing and Matching 
  As can be seen by the descriptions of each 
  Source listed, a single game could conceivably 
  have all three (or more) types of sources. And 
  each could work just as well within the 
  framework of the game. 
   
  Special note on “Enhanced” effects 
  When a Special Effect Enhances one of the 
  base Abilities (Muscle, Agility, Intellect & 
  Vitality) each level adds a single die to the base 
  dice pool of that ability.  For example, if a 
  character has a Muscle of 16, he has a base 
  Dice Pool for Muscle rolls of 3.  If the 
  character is a superhero with 5 levels of 
  Enhanced Muscle, his base dice pool for 
  Muscle rolls is 8. 
   
  
   
   
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  Combat 
  CHAPTER 4: COMBAT 
   
  Invariably, there are those that will oppose your 
  character(s) during the telling of their story. 
  Often this will lead to combat. Combat in EGO 
  is very simple at its core, and the same rules 
  will apply to virtually all situations, including 
  ranged and vehicle combat. Below are 
  presented the basic rules for combat. 
   
  The Combat Round 
  In EGO, combat takes place in rounds. 
  Melee rounds, or rounds where there is man-to-
  man combat, this is about 10 seconds of time. 
  In other situations, this may be a bit longer. 
  Each round has two basic phases: Attack and 
  Damage.  
   
  Initiative 
  Before each round, all opponents decide 
  who is engaging who. Then each character (or 
  NPC group) rolls for initiative, and each party 
  acts in numerical order from highest to lowest.  
  For character initiative, roll a number of dice 
  equal to the character’s Agility Dice pool, and 
  add the character’s Intellect Dice Rating to the 
  result.  NPCs and Enemies will have an 
  Initiative die in their description. 
   
  The Attack Roll 
  When an attack is made, the target must 
  first make a defense roll.  This is a straight 
  Agility Rating roll.  The number of successes 
  rolled becomes the target number the attacker 
  must beat (roll above) in order to score a hit. 
   
  Parrying 
   
  In melee combat, a Target may use a 
  weapon to parry.  In order to do this, he must 
  have skill ranks in Melee Combat.  When 
  parrying, a character adds those skill ranks to 
  his Defense roll (plus any additional ranks for a 
  specialized weapon).  However, Parrying takes 
  1 Action Point for that round.  If the Target 
  acted first, and used all of his Action Points, he 
  cannot Parry.  If he goes second or later, he 
  uses one action point to parry, leaving the rest 
  for his own turn. 
   
  Damage 
  Damage is then assessed based on the 
  type of weapon used (see EQUIPMENT). If no 
  weapon is used, use the Character’s Muscle 
  Dice Rating. Once damage is assessed, the 
  round ends, and, if no one falls, the process 
  starts over. 
   
  Action Points 
  Each character can perform a number of 
  actions per round equal to the Dice Rating of 
  his Agility attribute. Most simple actions cost 1 
  AP. Some complex or difficult actions may 
  cost more. 
  If a character wishes to perform an 
  action in one round that costs more AP’s than 
  the character has, he may perform that action 
  alone, but at –1 die from his relative pool for 
  each extra point above his AP rating. 
   
  Examples: A character with 3 APs can perform 
  3 punches, 1 punch and 1 kick (2 APs), or 
  reload his gun (3 APs) in a single round. But if 
  the character tried to pick a lock in a single 
  round (5 APs) he could make a Lock Picking 
  Skill check at –2 die to his pool. 
   
  Below is a list of typical combat actions and 
  their basic descriptions: 
  
   
   
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  Action 
  APs 
  Description 
  Punch 
  1 
  Basic punch; Roll HtoH Combat, damage is Muscle Dice Rating.  
  Kick 
  2 
  Basic Kick; Roll HtoH Combat, damage is Muscle Dice Rating +1 dice. 
  Block/Dodge 
  1 
  Roll HtoH Combat, add successes to the character’s TN to be hit. 
  Shoot 
  1 
  Roll Gun Combat, Damage is according to weapon type. 
  Reload Weapon 
  2/3 
  Standard action; can do nothing else during this round.  Small and medium weapons 
  take 2 APs, Large Weapons take 3 APs. 
   
  APs are generally limited to actions 
  attempted during combat.  However, certain 
  things such as using skills can also be assigned 
  an AP value.  The more complex the skill, the 
  more APs it will require.  As a general rule, if a 
  skill use would take more than 10 seconds to 
  complete, it has a base AP of 3, with a +1 AP 
  for every 10 seconds of additional time 
  required.  By definition, certain skills will not 
  fall into this category, such as those that require 
  a protracted period of time to use. 
   
  Damage 
  When a character is hit, he takes 
  damage. The amount of damage, and the 
  overall effect on the specific character is based 
  on three aspects: The Damage Rating of the 
  weapon used, the amount of protection the 
  character is wearing, and amount of Vitality the 
  character has. 
   
  Damage Rating 
  Every weapon, from your basic fist, to a 
  broadsword, to an assault rifle will have a 
  Damage Rating. This is a number of dice that is 
  rolled when a hit is scored with that particular 
  type of weapon. Damage dice are rolled 
  differently than other dice. The standard d6 is 
  still used, but instead of counting the numbers 
  at face value, they are halved before totaled.  
   
  Roll 
  Damage 
  1-2 
  1 
  3-4 
  2 
  5-6 
  3 
  Another way to determine this amount 
  is to add the total of the dice and divide it by 2, 
  rounding up.  
   
  Effects of Damage 
  When a character takes damage, his 
  ability to perform skills and functions becomes 
  impaired.  Such impairments are based on the 
  amount of damage taken versus the amount of 
  Vitality the character has. 
   
  To determine the levels of impairment 
  the character can sustain, divide his Vitality 
  rating by four (4).  Below is a table to illustrate 
  the effects of each “level” of impairment: 
   
  Level Impairment 
  1 
  -2 to initiative 
  2 
  -4 to initiative, +1 to all Difficulties 
  3 
  -6 to initiative, +2 to all Difficulties 
  4 
  Make a Vitality roll, Diff 3 to stay conscious. 
   
  Non-Lethal Damage 
  When a character is punched, or is 
  stunned by a non-lethal weapon, he still takes 
  damage in the same manner.  However, this 
  damage is recovered from at a much faster rate.   
   
  Recovery from Damage 
  Under normal conditions, a character 
  recovers Vitality at a rate of one point per day.  
  If the character does no strenuous activity for a 
  day, he regains 2 points.  If he is under the care 
  of a medical professional, he regains 4 points 
  per day of care. 
   
  Lost Vitality from Non-Lethal damage 
  recovers at a rate equal to the character’s 
  
   
   
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  Vitality Dice Pool per round.  For example, a 
  character with a 17 Vitality would recover 3 
  points of Non-Lethal Damage per round, up to 
  his maximum.  However, if the character has 
  also sustained lethal damage, his “maximum” is 
  reduced by the amount of lethal damage taken.  
  For example, that same character with a 17 
  Vitality has taken 5 points of lethal damage.  
  He then takes 10 points of non-lethal damage, 
  effectively lowering his vitality to 2.  However, 
  he wins the fight this round, so he is no longer 
  taking damage.  The next round he recovers 3 
  points of non-lethal Vitality.  He will continue 
  to do so until his Vitality reaches 12.  From 
  here out the character must recover lethal 
  damage at the prescribed rates.  As a general 
  rule, characters will always recover non-lethal 
  Vitality before they recover any lethal hits. 
   
  Other Effects 
   
  Knocked back – Typically, KB occurs when a 
  character is hit with a large weapon, or 
  something with a larger amount of force then 
  the character has strength.  To make it simple, a 
  character will be knocked back 5’ for every 
  point of Stun damage he sustains above his 
  Muscle score. 
   
  Stunned – When a character takes as many 
  Stun Points in a single round as his Vitality 
  rating, he is considered stunned.  A stunned 
  character cannot act for a number of rounds 
  equal to the total Stun taken, minus the his 
  Vitality rating.  For instance, of a character 
  with a Vitality of 13 takes 15 Stun from a 
  single attack, he will not be able to act for 2 
  rounds. 
   
  Knocked out – A character who’s Stun Points 
  are dropped to 0 or less loses consciousness.  
  The duration of being knocked out is variable.  
  He can be revived with a successful First Aid 
  check (difficulty 2), or at the end of combat (no 
  roll required). 
   
  Armor 
  Often times a character will be wearing 
  some kind of protection, generically known as 
  Armor. This could range from chainmail in a 
  fantasy setting, to a flack vest in a modern 
  setting, to a suit of power armor in a sci-fi 
  setting. 
  Every type of Armor has just one 
  attribute, Armor Rating. The AR of any 
  protection represents the amount of damage 
  that the Armor will stop. When a character who 
  is wearing Armor is hit, damage is figured as 
  normal. Then the AR of the Armor worn is 
  subtracted from the total damage done, and the 
  remaining Vitality is subtracted from the 
  Character’s Vitality score. 
  Although armor provides a lot of 
  protection, it is rarely indestructible. Therefore, 
  if any type of Armor stops a total Vitality equal 
  to its AR in a single round, the AR is reduced 
  by one. This is known as the Damage 
  Threshold, and can be repaired at a later time, 
  usually at a cost to the character. 
   
  ARMOR 
  AR 
  Special Properties 
  Cost 
  Padded 
  3 
  None 
  15 
  Leather 
  5 
  None 
  25 
  Studded 
  6 
  None 
  30 
  Scale 
  8 
  None 
  40 
  Chain 
  10 
  None 
  50 
  Plate 
  12 
  None 
  60 
  Ballistic vest 
  15 
  None 
  100 
  Ballistic Bodysuit 20 
  None 
  200 
  Powered armor 
  25 
  Double the damage threshold 
  1000 
  
   
   
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  Ranged Combat 
  Ranged Combat is when you are firing a 
  weapon of some sort at someone who is out of 
  melee range. This type of combat is handled 
  only slightly differently than melee combat. At 
  its basic level, Ranged Combat is considered an 
  Unopposed test of the relevant skill. Meaning 
  that rather then the character and his target both 
  rolling dice pools for their skill against each 
  other, the attacker rolls against a difficulty 
  number based on range and other factors. 
  To determine the basic Difficulty 
  Rating of a ranged attack, consult the following 
  Range Table: 
   
  Range 
  Difficulty 
  Short 
  1 
  Medium 
  2 
  Long 
  3 
  Extended 
  4 
   
  Additional factors will often effect the 
  Difficulty of making a ranged attack. Below are 
  listed some common factors, along with the 
  effect they have: 
   
  Factor 
  Effect 
  Target behind cover 
  +2 
  Target Moving 
  +1 
  Target concealed/camouflaged 
  +1 
  Moving and firing 
  +1 
  Target unaware of attacker 
  -1 
  Using Targeting Device 
  -1 
   
  All 
  effects 
  are 
  cumulative. 
  No 
  Difficulty Rating can be lowered below 1; there 
  are no automatic hits in ranged combat. 
  Damage in ranged combat is the same as 
  normal, with Armor having the same effect. 
   
  Thrown Weapons 
   
  Some weapons and other objects can be 
  thrown at a target.  The mechanics for this are 
  the same as for other ranged combat.  However, 
  the range increments for Thrown Objects are 
  based on the Thrower’s Muscle score. 
   
  The formula for determining how far 
  any given object can be thrown is rather 
  complex to look at.  However, creating a small 
  chart at character creation can help make it 
  easier.  It’s best to use this chart as a gage to 
  determine (using common sense) how far and 
  accurately an object can be thrown.  The 
  formula is [Max Lift / Weight of object] = 
  Max Distance in yards (or meters).  This will 
  be the extent of Extreme range.  Divide this 
  number by four, and you have range increments 
  to use for applying accuracy modifiers. 
   
  Example:  A character with a Muscle of 15 has 
  a max lift of 150 pounds.  He is throwing an 
  object weighing 10 pounds.  His max distance 
  is 150/10=15 yards, or 45 feet. 
   
   
  Additionally, some weapons and objects 
  are made to be thrown, or at least lend 
  themselves by design to be easier to throw.  
  Such objects lower the Difficulty by one. 
   
  Automatic Fire 
  Some modern and futuristic weapons 
  are capable of automatic fire.  When a character 
  uses this feature, they can choose to fire a Burst 
  or Full Auto. 
   
  A Burst uses 3 rounds of ammunition.  
  Burst fire reduces the character’s dice pool by 
  one, but a successful hit adds an additional die 
  to the damage rating of the weapon. 
   
  Full Auto depletes 10 rounds or the 
  remainder in the magazine, whichever is lower.  
  It requires there to be at least 6 rounds 
  remaining, and reduces the dice pool to hit by 
  3, but doubles the dice pool for damage of the 
  weapon. 
   
  Automatic weapons of medium or 
  smaller size have the option to use the 
  Automatic ability or fire a single shot.  Large 
  weapons with this ability can only fire Burst or 
  Auto. 
   
  
   
   
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  An assortment of weapons. 
  CHAPTER 5: EQUIPMENT AND VEHICLES 
   
  One can’t very well go adventuring in any 
  setting without at least some kind of 
  equipment, and this more often than not 
  includes some mode of transportation. This 
  chapter will detail how equipment works in 
  EGO, and give you examples of various types 
  of equipment. 
   
  OBTAINING EQUIPMENT 
  Each entry for equipment and weapons has a 
  cost.  This represents the relative value this 
  item is worth in the prevalent genre. 
   
  To decide how much a character can 
  “buy” the GM should determine an average 
  amount for that genre, and assign that amount 
  to the characters. 
   
  For example, in a “modern” setting, a 
  character could be assumed to have roughly 
  $5000 worth of equipment.  Therefore, each 
  character can buy that much equipment.  This 
  amount could be modified by such things as 
  advantages and disadvantages (rich/poor) and 
  the character’s background.  Obviously a 
  character whose background indicates he would 
  be flat broke, will start with less equipment. 
   
  An alternate method is to determine the 
  medium amount, and roll a number of dice that 
  will average to that.  For instance, in a fantasy 
  setting, a character might be assumed to have 
  roughly 100 gold pieces worth of equipment.  
  Rolling 3d6 and multiplying the total by ten 
  will give you an average close to 100.  Again, 
  other factors may modify this, adding or 
  subtracting dice from the basic method as 
  needed. 
   
  Generally, these methods cover what 
  the character is assumed to carry, or be able to 
  carry, on his person.  Such things as lodging 
  and vehicles should usually be assigned, based 
  on the background of the character, and any 
  advantages or disadvantages he may have.  For 
  instance, an average character could be 
  assumed to have a “standard” car, and a modest 
  apartment or house.  However, a wealthy 
  character would probably have a sports car 
  and/or a luxury car, and a nice house or condo.  
  Conversely, a poor character may not even 
  have a vehicle, and may live in a studio 
  apartment, or something similar.   Details of 
  this nature should be worked out with the GM 
  beforehand. 
   
  WEAPONS 
  Aside from clothing, weapons comprise one of 
  the most basic needs in most role-playing 
  games.  
  There are two basic types of weapons, 
  melee and ranged. They can range from a stone 
  dagger to a turret mounted cannon. 
   
  Melee Weapons 
  Melee Weapons have two basic attributes, 
  Muscle and Damage. The Muscle attribute is 
  not the strength of the weapon itself, but rather 
  the amount of strength required to wield it 
  properly. This is a very important topic when 
  
   
   
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  considering the Scottish Claymore or a 
  dwarven battle-axe. Not everyone has sufficient 
  muscle too use these weapons. That is not to 
  say that one can’t try. But for every two points 
  of Muscle below the weapon’s requirement, the 
  character sacrifices one die from his Skill Pool. 
  Damage is the Damage Rating of the 
  weapon. As was stated in the COMBAT 
  chapter, this is the amount of dice rolled for 
  damage when that weapon scores a hit. 
  Additionally, when a melee weapon is used, the 
  character adds his Muscle Dice Rating to the 
  damage dice rolled. For example, a character 
  with a 10 Muscle using a weapon with a DR of 
  3 would roll 4 dice for damage when he hits 
  with it. 
   
  Ranged Weapons 
  Ranged Weapons have four attributes; Muscle, 
  Range, Rate of Fire, and Damage. The Muscle 
  rating is the same as it is for Melee Weapons. It 
  is the amount of physical strength required to 
  fire the weapon accurately. As with Melee 
  Weapons, for every two points of Muscle 
  below the weapon’s requirement, the character 
  subtracts one die from his Skill Pool. 
  The 
  three 
  ranges 
  listed 
  are 
  for 
  determining the difficulty in firing at a target. 
  Each of the ranges is measured in meters. 
  When firing at a target, the GM will tell you the 
  range from your character. Depending on what 
  kind of weapon you use, this will either be 
  Short, Medium, Long or Extended range. This 
  range will tell you the base Difficulty Rating of 
  the shot.  Any range that exceeds the Long 
  range of the weapon is considered Extended 
  range.  The maximum range for the weapon is 
  usually based on common sense.  For instance, 
  a character can’t expect to fire a longbow a 
  mile, however Long range is up to 100’, so a 
  character may be able to fire it 150’ with a 
  small margin of accuracy.  As a general rule, a 
  GM may wish to state that the maximum range 
  for a weapon is equal to 1.5 times it’s long 
  range .  
  Rate of Fire is how many shots you can 
  fire off in a single round. Each shot requires a 
  separate Skill Roll. However, for weapons with 
  a ROF of more than 1, you may sacrifice shots 
  for better accuracy. For each shot less than the 
  ROF fired in a single round, the character may 
  add one die to his Skill Dice Pool. This 
  represents taking extra time to concentrate and 
  aim at the target. 
  Damage is the Damage Rating of the 
  weapon’s ammunition. Fired weapons, such as 
  guns and bows do not add the character’s 
  Muscle Dice to this. However, thrown 
  weapons, such as knives and spears, do. 
   
  Weapon Lists 
  Archaic – Melee 
  Weapon 
  Muscle 
  Damage 
  Cost 
  Stiletto 
  3 
  1d 
  2 
  Dagger 
  3 
  1d+1 
  3 
  Gauntlets 
  5 
  +1d 
  5 
  Battle Axe 
  10 
  2d 
  10 
  Sword, Short 
  8 
  1d+2 
  8 
  Sword, Long 
  10 
  2d 
  10 
  Sword, 2 handed 
  13 
  3d 
  20 
  Sword, Bastard 
  12 
  2d/2d+2 
  15 
  Warhammer 
  10 
  2d 
  10 
  Maul 
  15 
  3d 
  20 
  Mace 
  10 
  2d 
  10 
  Morningstar 
  10 
  2d+1 
  12 
  Whip 
  5 
  1d 
  7 
  Staff 
  5 
  1d+1 
  3 
  
   
   
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  Archaic – Ranged 
  Weapon 
  Muscle 
  Range S/M/L 
  ROF 
  Damage 
  Cost 
  Short Bow 
  8 
  30/50/70 
  2 
  1d+1 
  15/1 
  Long Bow 
  10 
  50/70/100 
  2 
  2d 
  30/2 
  Hand Crossbow 
  5 
  10/20/30 
  1 
  1d-1 
  15/1 
  Light Crossbow 
  8 
  20/40/60 
  1 
  1d+2 
  25/2 
  Heavy Crossbow 
  12 
  30/50/70 
  1 
  2d+1 
  35/2 
  Repeating Crossbow 
  13 
  20/40/60 
  2 
  1d+2 
  30/2 
  Spear/Javelin 
  6 
  Thrown* 
  1 
  2d* 
  5 
  Shuriken 
  3 
  Thrown* 
  3 
  1d-1* 
  2 
  Jakar 
  5 
  Thrown* 
  1 
  2d+1* 
  10 
  * Based on attacker’s Muscle. See Combat 
   
  Modern – Melee 
  Weapon 
  Muscle 
  Damage 
  Cost 
  Baton 
  6 
  1d+1 
  15 
  Stun Baton 
  5 
  2dS 
  100 
  Hunting Knife 
  5 
  1d+2 
  25 
  Switchblade 
  4 
  1d-1 
  10 
  Brass Knuckles 
  4 
  +1d 
  15 
  Sap 
  4 
  1d 
  15 
   
  Modern – Ranged 
  Weapon 
  Muscle Range S/M/L ROF Damage Cost 
  Sm Cal, revolver 
  5 
  50/75/100 
  1 
  2d+1 
  250 
  Sm Cal, automatic 
  6 
  50/75/100 
  2 
  2d+1 
  350 
  Sm Cal, rifle 
  8 
  75/125/175 
  2 
  2d+1 
  350 
  Med Cal, revolver 
  6 
  75/125/175 
  1 
  3d+2 
  450 
  Med Cal, automatic 8 
  75/125/175 
  2 
  3d+2 
  550 
  Med Cal, rifle 
  10 
  150/225/350 
  2 
  3d+2 
  550 
  Lge Cal, revolver 
  8 
  75/125/175 
  1 
  4d+2 
  700 
  Lge Cal, automatic 10 
  75/125/175 
  2 
  4d+2 
  800 
  Lge Cal, rifle 
  13 
  150/225/350 
  2 
  4d+2 
  800 
  Assault rifle 
  10 
  150/250/350 
  2/A* 4d+2 
  1200 
  Shotgun 
  13 
  50/75/100 
  1 
  5d 
  700 
  Lgt machine gun 
  13 
  150/250/350 
  A* 
  5d 
  1800 
  Hvy machine gun 
  15 
  250/500/1000 A* 
  8d 
  3000 
  *Automatic fire. See Combat. 
   
  Futuristic – Melee 
  Weapon 
  Muscle 
  Damage Cost 
  Power Dagger 
  5 
  2d+1 
  50 
  Power Sword 
  8 
  3d+1 
  100 
  Power Hammer 
  10 
  3d+2 
  125 
  Power Gauntlets 8 
  +1d+1 
  75 
  Power Whip 
  5 
  1d+1 
  25 
  Energy Dagger 
  5 
  3d 
  150 
  Energy Sword 
  5 
  4d 
  300 
   
   
   
   
  
   
   
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  Six Shooter Games 
   
  Futuristic – Ranged 
  Weapon 
  Muscle Range S/M/L 
  ROF 
  Damage Cost 
  Beam Pistol 
  5 
  LOS* 
  2 
  3d 
  250 
  Beam Rifle 
  6 
  LOS* 
  2 
  3d+1 
  350 
  Heavy Beam Gun 
  10 
  LOS* 
  1 
  6d 
  650 
  Plasma Pistol 
  6 
  100/150/200 
  2 
  3d+1 
  300 
  Plasma Rifle 
  10 
  150/250/350 
  2 
  3d+2 
  400 
  Plasma Rifle, Auto 
  13 
  150/250/350 
  2/A** 3d+2 
  500 
  Heavy Plasma Gun 16 
  500/1000/1500 2/A** 6d+2 
  1000 
  *Line of Sight 
  ** Automatic Fire. See Combat. 
   
  Area Effect Weapons 
  Weapon(Era) 
  Muscle 
  Range 
  AoE 
  Damage Cost 
  Oil Flask(A) 
  3 
  Thrown* 
  10’ 
  3d 
  3 
  Frag Grenade(M/F) 3 
  Thrown* 
  15’ 
  4d 
  50 
  Catapult(A) 
  N/A 
  150/225/300 
  25’ 
  6d 
  1500 
  Ballista(A) 
  N/A 
  150/225/300 
  1-5 t 3d 
  1000 
  Mortar, small(M/F) N/A 
  500/1000/1500 
  50’ 
  7d 
  3000 
  Mortar, large(M/F) 
  N/A 
  1000/2000/3000 75’ 
  10d 
  5000 
  Artillery(M/F) 
  N/A 
  1000/2500/4000 100’ 15d 
  10000 
  * Based on attacker’s Muscle. See Combat 
   
  Note: Costs are listed in the normal currency of the setting, generally Gold Pieces (gp) for Archaic, 
  Dollars ($) for Modern, and Credits (cr) for Futuristic. 
   
  VEHICLES 
   
  Unless your characters are Superheroes who 
  can fly, chances are they will need some kind 
  of mode of transportation. This could be 
  something as simple as an economy car, to 
  something like an interstellar star craft. In EGO 
  vehicles are divided into four basic classes: 
  Ground Vehicles, Air Craft, Water Craft, and 
  Space Craft. 
   
  Ground Vehicles 
  Ground Vehicles represent anything that moves 
  along the ground, including motorcycles, cars, 
  and tanks, to name a few. 
   
  Air Craft 
  Air Craft is anything that flies inside an 
  atmosphere. 
   
  Water Craft 
  Water Craft is anything that moves primarily 
  on or under water. 
  Space Craft 
  To travel between planets, and even star 
  systems, one more often than not needs a space 
  ship of some kind.  
   
  The Rules 
  The basic rules for vehicles in EGO are 
  relatively simple, and flexible enough to apply 
  to all types of transportation. However there 
  will be Special Rules which apply to each 
  individual vehicle type, as explained later. 
  Every 
  vehicle 
  has 
  a 
  number 
  of 
  attributes, much like a character. These include 
  Structure Points, Damage Points, Speed, 
  Acceleration, and Maneuverability. 
   
  Structure Points 
  This represents the amount of space (in 
  sections) that is exposed on the outside of the 
  vehicle. Essentially, how big it is. Structure 
  Points are measured by factors of 2 (2, 4, 8, 16, 
  
   
   
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  A panoramic view of several types of vehicles. 
  etc.). This is represented by the "Type" number 
  of a vehicle. For instance, a Type 1 ship has 2 
  Structure Points. A Type 4 ship has 16 
  Structure Points. 
   
  Damage Points 
  This is the number of points of damage the 
  vehicle can take in each of its individual 
  sections. 
   
  Speed 
  Speed is a measurement of how fast a vehicle 
  is. It represents how many hexes on a map the 
  vehicle can travel in a turn at maximum 
  velocity. This number is measured in a 
  hyphenated format for Aircraft, which have to 
  be constantly in motion, lest they fall from the 
  sky. The first number is the maximum speed, 
  and the second number is the minimum speed. 
   
  Acceleration 
  Acceleration is handled in the same basic way 
  for each type of vehicle, in the form of an 
  Acceleration Rating. The vehicle can increase 
  its speed by that amount each round until it 
  reaches its maximum Speed. To decelerate, the 
  vehicle can decrease its speed by one half each 
  round until it comes to it’s minimum speed. 
  Maneuverability 
  This number represents how maneuverable the 
  vehicle is, measured in a Dice Pool to be added 
  to 
  the 
  pilot/driver’s 
  skill 
  rating 
  when 
  attempting a dangerous maneuver. This can be 
  a positive number for agile vehicles, or a 
  negative number for bulky freight carriers and 
  large war vehicles.  
   
  Deceleration Rules 
  Ground Vehicles 
  Emergency Stop: Ground vehicles can make an 
  emergency stop by "slamming on the brakes." 
  When this happens, the vehicle comes to a 
  complete stop at the end of the round. The 
  Driver must make a Moderate difficulty roll to 
  maintain control. If the roll fails, the vehicle 
  careens out of control and could strike an 
  object, taking damage, and possibly damaging 
  the character(s) inside as well. 
   
  Water Craft 
  Drift: Whenever a Water Craft performs an 
  Emergency Stop, it will drift forward an extra 
  hex before coming to a complete stop. 
  Additionally, the only way a Water Craft can 
  come to a complete stop like this is by turning. 
  So, at the end of the stop, the Water Craft will 
  be facing 90o from it’s original trajectory. 
   
  Air Craft 
  Minimum Speed: Most fixed wing aircraft must 
  maintain a foreword motion to remain in the 
  air. This is reflected by the minimum speed 
  attribute. Consequently, Air Craft may not 
  make an emergency Stop. The exceptions to 
  this rule are Helicopters and VTOL (Vertical 
  Take Off and Landing) air craft, such as the 
  Harrier jet. 
   
   
  
   
   
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  Space Craft 
  Emergency Acceleration/Deceleration: In the 
  case of an emergency acceleration, the 
  characters must make a Vitality Rating check, 
  Easy Difficulty, in order to keep from passing 
  out from the added G-forces. If the pilot makes 
  his roll, the ship is automatically bumped to 
  half it’s maximum speed. Should the need arise 
  to reach maximum velocity in an emergency, a 
  second check must be made, with a Moderate 
  Difficulty. If the pilot fails his Vitality Check, 
  he passes out, and the GM must decide what 
  kind of mishap will happen. 
  Emergency Deceleration works the 
  same way, but in reverse. A Vitality check will 
  allow the ship to slow to one half its current 
  speed. A second Check at Moderate Difficulty 
  will allow it to come to a complete stop. A 
  failed Vitality check in this instance will also 
  require a mishap, with exception of a full stop, 
  in which case the ship just stops and begins too 
  drift until the Pilot awakens (a Moderate 
  Vitality Rating check). 
   
  Collisions 
  Occasionally, whether intentional or accidental, 
  vehicles will collide with other vehicles and 
  objects. When this happens the vehicle takes an 
  amount of damage equal to the Damage Points 
  of the object it collided with. In the case of two 
  or more vehicles colliding, all vehicles take an 
  amount of damage equal to the Damage Points 
  of each vehicle they collided directly with, 
  multiplied by the Speed Factor on the following 
  table: 
  % of Max 
  Speed 
  Multiplier 
  0-20 
  x1 
  21-40 
  x2 
  41-60 
  x3 
  61-80 
  x4 
  81-100 
  x5 
   
  In cases where the vehicle is Armored, subtract 
  the AR of the armor from the amount of 
  damage. As with personal armor, if it stops 
  more damage than its rating in one round, the 
  AR is reduced by half until it is repaired. All 
  damage is cumulative. Once the AR is below 1, 
  it is effectively destroyed. 
  When a collision takes place, the GM 
  must decide how it effects the character(s) 
  inside. If the vehicle has safety restraints, the 
  GM may have the character make a Agility 
  Check, Moderate Difficulty, to see if they 
  avoided taking damage. If they fail, they take 
  an amount of damage equal to ¼ of the amount 
  taken by the vehicle. 
  If the vehicle has no restraints, the 
  character must make a Agility check at 
  moderate difficulty. Success means they take ¼ 
  of the damage, and a failure means they take ½ 
  of the damage. 
  If the vehicle is ever outright destroyed 
  in a collision, the character automatically dies, 
  unless he possesses some form of Special 
  Effect that could save him (i.e., Regeneration, 
  Body Armor, etc.). 
   
  GROUND VEH 
  SP 
  DP 
  Spd 
  Accel 
  Men 
  AR 
  Motorcycle 
  1 
  15 
  12 
  4 
  3 
  0 
  Sports car 
  2 
  15 
  12 
  3 
  2 
  5 
  Sedan 
  3 
  15 
  8 
  2 
  1 
  8 
  Van 
  4 
  15 
  8 
  2 
  0 
  10 
  Pick-up 
  3 
  15 
  8 
  2 
  0 
  10 
  Semi 
  8 
  18 
  8 
  1 
  -1 
  15 
  Tank 
  10 
  20 
  6 
  2 
  0 
  25 
   
   
  
   
   
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  Six Shooter Games 
   
  WATER VEH 
  SP 
  DP 
  Spd 
  Accel 
  Men 
  AR 
  Fishing boat 
  2 
  10 
  3 
  1 
  0 
  5 
  Ski boat 
  2 
  10 
  6 
  3 
  2 
  5 
  Speed boat 
  2 
  10 
  8 
  4 
  2 
  5 
  Small yacht 
  6 
  15 
  6 
  2 
  1 
  8 
  Medium yacht 
  10 
  15 
  6 
  2 
  0 
  8 
  Large yacht 
  16 
  15 
  6 
  1 
  -1 
  10 
  Large ship 
  26 
  15 
  8 
  1 
  -2 
  15 
   
  AIRCRAFT 
  SP 
  DP 
  Spd 
  Accel 
  Men 
  AR 
  Helicopter 
  2 
  10 
  10/0 
  3 
  3 
  6 
  V-TOL craft 
  4 
  15 
  20/0 
  5 
  3 
  8 
  Prop plane 
  4 
  10 
  9/3 
  3 
  1 
  6 
  Small jet 
  4 
  15 
  20/5 
  5 
  2 
  6 
  Fighter jet 
  6 
  18 
  25/5 
  5 
  3 
  8 
  Jumbo jet 
  15 
  15 
  20/4 
  2 
  -1 
  6 
   
  SPACECRAFT 
  SP 
  DP 
  Spd 
  Accel 
  Men 
  AR 
  Small shuttle 
  2 
  15 
  20/0 
  5 
  2 
  8 
  Interplanetary shuttle 
  4 
  15 
  20/0 
  5 
  2 
  8 
  Fighter craft 
  6 
  18 
  25/0 
  5 
  3 
  8 
  Cargo craft 
  10 
  15 
  20/0 
  5 
  1 
  8 
  Battleship 
  30+ 
  20 
  20/0 
  2 
  -2 
  10 
   
  
   
   
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  Six Shooter Games 
   
  CHAPTER 6: THE ADVENTURE 
   
  When a GM takes Player Characters through a 
  story, it is generally called The Adventure. 
  Along the way, a great many things can 
  happen. 
  Along 
  with 
  the 
  aforementioned 
  combat, characters can drive a car, talk to an 
  informant, solve a puzzle, and a myriad of 
  other things. When you put all these things 
  together, you have a story. You have an 
  Adventure. 
  This chapter will deal with how to 
  handle all sorts of situations not covered by 
  basic combat. It will give GMs a method for 
  putting it all together into a cohesive story that 
  the Players can enjoy.  
   
  Character Size 
   
  In many games, most characters are 
  assumed to be human-sized.  However, in some 
  genres, it is not uncommon to have characters 
  vary from this norm, such as dwarves in fantasy 
  setting. 
   
  For general purposes, size is determined 
  by height.  However, a person with a 
  sufficiently large girth could be considered 
  Large.  This is a GM’s call.  Below is a table to 
  determine size based on height. 
   
  Height 
  Size 
  Less then 2’ 
  Tiny 
  2-4’ 
  Small 
  4-7’ 
  Medium 
  7-10’ 
  Large 
  10-15’ 
  Giant 
  15-20’ 
  Humongous 
  20’ or more 
  Gargantuan 
   
  Movement 
  Movement is generally handled by 
  using common sense. It should be readily 
  obvious 
  during 
  role-playing 
  whether 
  a 
  character can move fast enough to perform a 
  specific action. And sometimes, no matter what 
  the players think their characters are capable of, 
  the GM may wish for them to not be able to 
  catch that bad guy, because his freedom is 
  integral to the plot.  
  However, for those moments where a 
  rule is needed, it can be assumed that a 
  character can move twice his height per round 
  at normal speed.  Running doubles this, and 
  sprinting triples it. 
   
  Lifting 
  In general lifting objects is a matter of 
  numbers.  It can be assumed that a character 
  can lift over his head a number of pounds equal 
  to his Muscle ability rating times 20.  This is a 
  very general guideline, intended to give GMs a 
  basis for determining if a character can lift 
  something.  Additionally, characters with the 
  Special Effect of Enhanced Muscle can add 100 
  to the base total for the first level, and multiply 
  THAT by 2 for each additional level.  Example: 
  A character with a 8 Muscle can lift around 160 
  pounds of over his head.  If that character has 3 
  levels of the Enhanced Muscle special effect, 
  he 
  can 
  lift 
  a 
  total 
  of 
  860 
  pounds 
  (160+100+200+400=860).  Adding another 
  level to EM will add 800 to the total, making it 
  1660. 
  This basic Lifting score can be modified 
  by various situational factors.  Each factor 
  multiplies the base Lifting allowance by a 
  certain number: 
   
  Factor 
  Multiplier 
  Push/Pull/Drag 
  2 
  Push/Pull/Drag on wheels 
  3 
  Carry 
  .5 
   
  Experience and Improvement 
  Experience in EGO is very loose and 
  flowing.  Generally, a GM will award a 
  standard number of experience points at the end 
  of each gaming session, and again at the end of 
  an adventure.  This number will usually range 
  from 2-3 points per session, with a bonus of 5-7 
  points at the completion of the adventure.  
  
   
   
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  Six Shooter Games 
   
  Additionally, bonus points can be handed out 
  as the GM sees fit for such things as good-role-
  playing and such. 
   
  Spending EXP to improve skills works 
  the same as spending CBP’s during Character 
  Creation.  The same costs and rules apply.   
   
  Abilities, however, have a higher cost 
  for improvement.  When a player wishes to use 
  EXP to improve one of his character’s core 
  abilities, the cost for doing so is a number of 
  EXP equal to the new rating.  Additionally, 
  Abilities may only be improved by one point at 
  a time.  For instance, the cost to improve an 
  ability from 10 to 11 is 11 EXP.  Should the 
  player want to improve that 10 to a 12, the cost 
  would 23 (11+12) EXP. 
  A GM may wish to impose some 
  limitations on these rules.  An example might 
  be that Session EXP can only be spent on 
  improving the skills a character already has, 
  and possibly only those used during the 
  session.  Adventure Completion EXP are 
  primarily used on improving abilities and 
  gaining new skills, though they too can also be 
  spent 
  on 
  improving 
  existing 
  skills.  
  Additionally, Adventure Completion EXP can 
  usually be saved up over multiple adventures 
  and spent all at once if a player wishes. 
   
  Enemies 
   
  An enemy is anyone who is trying to 
  hurt or kill your character. To represent the 
  enemy, a sort of simplified character record is 
  kept for each type. Each enemy has four basic 
  attributes: 
   
  ?? Attack (Att): # of Dice rolled to hit in 
  combat  
  ?? Defense (Def): # of Dice rolled to 
  defend in combat  
  ?? Damage (Dam.): # of dice rolled for 
  Damage when a hit is scored 
  ?? Vitality: Amount of damage the enemy 
  can take before dying  
  ?? Armor 
  Rating 
  (AR): 
  Amount 
  of 
  Damage stopped by Armor  
   
  Each of these works exactly the same as it does 
  for player characters. Here is an example of an  
  Enemy profile you may find in a fantasy 
  setting: 
   
  Orc 
  Att: 5 (Somewhat skilled) 
  Def: 2 (Moderately easy to hit) 
  DAM: 4 (Strong with a decent weapon)  
  Vitality: 12 (High end of average) 
  AR: 5 (Good armor) 
   
  This listing includes the most basic 
  information a GM would need to include this 
  Enemy in a combat with player characters. 
  Any Source Book will include listings 
  of several such enemies, each of them often 
  unique to that specific type of setting, and 
  varying in degrees of skill and toughness. 
  Along with the above information, each entry 
  will also have a brief description of the 
  background of such a being. This will include 
  cultural information, as well as hints on how 
  the GM should role-play these characters, 
  should the Players wish to talk rather than just 
  fight them. 
  Additionally, most enemies can be 
  categorized into one of four types, depending 
  on their respective capabilities. 
   
  Rookies will generally have all 10’s in their 
  abilities, and 2 levels each in 2 skills. 
   
  Professionals will generally have a 12 in one 
  of their abilities, with 10’s in the others, and 3 
  levels each in 2 skills. 
   
  Veterans will generally have all 12’s in their 
  abilities, and 3 levels each in 3 skills. 
   
  Elites will generally have a 16 or better in one 
  of their abilities, with 12’s in the others, and 4 
  levels each in 4 skills. 
   
  This system is supposed to represent 
  physical combat NPC’s, but it could also be 
  applied to other non-combat characters. 
  
   
   
  All content © 2000-2006 
  Six Shooter Games 
   
   
  CHAPTER 7: SETTINGS 
   
  FA NTA SY 
   
   
  Creating a fantasy world is perhaps both 
  the easiest and most difficult process a GM will 
  encounter.  There are several methods for doing 
  so, and each has it’s strengths and weaknesses.  
  One could model it after a favorite book or 
  series of books.  Or one could create something 
  new and fresh from ground up. 
   
  However you choose to do it, there are 
  going to be some common conventions that can 
  be easily translated into game terms. 
   
  Characters 
   
  Something that usually separates a 
  fantasy world from the real world is the variety 
  of races that exist.  Humans most often share 
  fantasy worlds with elves, dwarves, little folk, 
  orcs and the like.  Player characters should be 
  able to be members of almost any of these 
  races. 
   
  In the basic EGO rules, it assumes that 
  all characters are human.  However, to simulate 
  the differences between humans and the other 
  races, the basic system can be modified. 
   
  The main difference between humans 
  and other races is physical and mental 
  attributes.  Elves are more agile, but less hardy.  
  Conversely, dwarves are more hardy but less 
  agile.  To simulate this, simply change the 
  attribute maximums for each race.  Humans 
  have a maximum of 16 in any given ability.  To 
  create a set of maximums for another race, 
  subtract any number (in multiples of 2) from 
  one attribute, and add it to another.  For 
  example, an Elf would have a maximum 
  Agility of 18, but a maximum Vitality of 14.  
  This maintains a balance between the races, 
  ensuring that every strength has a weakness. 
   
   
  Special Effects 
   
  Special Effects can be used in a variety 
  of ways in a fantasy setting.  They can be used 
  to simulate a natural ability of a race (such as 
  Nightvision), magical effects of artifacts and 
  weapons, and most commonly as spells for 
  wizards and sorcerers (see the chapter on 
  Special Effects). 
   
  If one of your player races has a racial 
  ability that can be simulated by a Special 
  Effect, every member of the race has it, usually 
  at no more then two ranks.  However, to 
  balance it out, it is suggested that you either 
  lower an attribute maximum by two, or give the 
  race a Disadvantage that also applies to every 
  member. 
   
  Artifacts, often referred to as “magic 
  items,” are objects that grant a user specific 
  abilities beyond the normal ken.  Using the 
  Special Effects rules, Artifacts can be best 
  represented as having a Special Effect with one 
  or with two ranks, granting extra dice of 
  damage, or other abilities.  Additionally, other 
  descriptors can be added for flavor, such as 
  “needs to be activated by a command word” 
  and “causes combustibles to ignite.”  These are 
  merely descriptive additions, and really have no 
  bearing on the actual mechanics of the sword. 
   
  
   
   
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  Six Shooter Games 
   
  Spells and Magic 
   
  Using Special Effects as spells is pretty 
  simple.  To achieve the desired effect of the 
  spell is a simple matter of getting enough 
  successes on a Spell rating roll.  See the 
  Chapter on Special effects for what this entails. 
   
  Offensive spells work a bit different.  
  When a mage attacks a foe with magic, treat 
  the attack as a ranged attack, or if it involves 
  touching the foe, a melee attack, using his 
  Magic Skill rating.  However, when a hit is 
  scored, the extra successes to do not get added 
  to the damage roll.  Rather the number of dice 
  rolled is equal to the number of Magic Points 
  spent on casting the spell. 
   
  This 
  system 
  is 
  very 
  fluid, 
  and 
  subjective, and is ideal for a game where the 
  GM and the Players like to work things out on 
  the fly.  But for those who would rather have a 
  more precise presentation, below is a list of 
  common spells, derived from the Special 
  Effects lists.  These entries describe exactly 
  how the spell works.  As normal, this list is not 
  complete, and GMs should feel free to modify 
  it in any way they see fit. 
   
  
   
   
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  Six Shooter Games 
   
  Sample Enemies 
   
  Below are listed some sample enemies 
  to get you started.   
   
  Orc  
  Att: 5  
  Def: 2  
  DAM: 4  
  Vitality: 12  
  AR: 5  
  Description:  Orcs are the grunts of most evil 
  armies.  They are brutish, green-skinned 
  warriors.  They have little use for mercy, honor, 
  or hygiene, and prefer large weapons. 
   
  Goblin  
  Att: 3 
  Def: 3 
  DAM: 2  
  Vitality: 6 
  AR: 3 
  Description:  Goblins are believed to be smaller 
  cousins of Orcs.  They are nasty little creatures, 
  but are notorious cowards, preferring to attack 
  in groups.  Should they become outnumbered, 
  the remaining group will often attempt to flee. 
   
  Dragon  
  Att: 10 
  Def: 6 
  DAM: 12/7/5 
  Vitality: 50 
  AR: 15  
  Description:  Dragons are creatures of 
  nightmares.  Extremely large, reptilian and 
  cunning, these beasts will attack whole towns 
  without flinching.  With their choice of either 
  breathing fire, clawing or biting, they can 
  deliver instant death to almost anything. 
   
  Skeleton  
  Att: 2 
  Def: 2 
  DAM: 2  
  Vitality: 5 
  AR: 1 
  Description: Skeletons are the fodder of 
  necromancers and sorcerers.  Easily raised and 
  easily destroyed, they can be quite a nuisance, 
  and can even spell death for the unwary. 
   
  Zombie  
  Att: 3 
  Def: 2 
  DAM: 4  
  Vitality: 15 
  AR: 4 
  Description: Zombies are much tougher then 
  they appear.  Their rotting flesh gives them 
  armor-like qualities, but their mindless tenacity 
  makes them more dangerous then anything 
  else. 
   
  Bandit  
  Att: 5  
  Def: 5 
  DAM: 3 
  Vitality: 10 
  AR: 3 
  Description:  Bandits are the dregs of society 
  who prefer to prey on the weak and helpless.  
  Often skilled in combat, seasoned bandits can 
  pose a serious problem even for hardened 
  soldiers and guards. 
   
  Soldier  
  Att: 6 
  Def: 6 
  DAM: 4  
  Vitality: 12 
  AR: 6 
  Description: Soldiers live and die for their lord.  
  They are highly trained combatants, and make 
  warfare a way of life.  In times of peace, they 
  also serve as guards and mercenaries. 
   
  Gnoll  
  Att: 5 
  Def: 4 
  DAM: 4  
  Vitality: 14 
  AR: 5 
  
   
   
  All content © 2000-2006 
  Six Shooter Games 
   
  Description:  These “dog-men” resemble large, 
  bipedal canines, most often hyenas.  They are 
  nasty and brutal, but are also cunning and 
  intelligent.  They hunt in packs and often use 
  ambush tactics. 
   
  Warhorse  
  Att: 4 
  Def: 2 
  DAM: 4 
  Vitality: 15 
  AR: 4 
  Description:  A well-trained warhorse is a 
  Knight’s best asset.  Able to make attacks on 
  it’s own, it also allows it’s rider an amount of 
  speed and mobility that can save his life.  These 
  same statistics can be adapted to other types of 
  mounts, depending on the nature of the rider. 
   
  Large Wild Animal  
  Att: 7 
  Def: 4 
  DAM: 4  
  Vitality: 12 
  AR: 0 
  Description: Lions, tigers and bears.  These 
  animals will usually run away from a well-
  armed foe.  But if their territory is threatened, 
  watch out! 
   
  Roc  
  Att: 7 
  Def: 4 
  DAM: 8 
  Vitality: 20 
  AR: 0 
  Description: The Roc is a huge bird of prey, 
  large enough to carry off livestock and the 
  occasional unwary adventurer.  Though often 
  aloof and passive, when a Roc is on the hunt, 
  watch the skies.  
   
  
   
   
  All content © 2000-2006 
  Six Shooter Games 
   
  EGO CHARACTER SHEET 
   
  Name  
   
   
   
   
   
  Abilities 
  Score  
  Pool 
   
   
   
  Muscle 
   
   
   
   
  Karma Pts. 
   
  Agility 
   
   
   
   
  Action Pts. 
   
  Intellect  
   
   
   
  Initiative 
   
  Vitality 
   
   
   
   
  Impairment  
   
   
   
   
   
   
   
   
  Skills 
    
  Level 
    
  Rank 
    
  Specialties 
    Level 
  Agility Skills 
   
   
   
    
   
   
  Acrobatics 
   
    
   
   
   
    
   
    
  Gun Combat 
   
    
   
    
   
    
   
    
  Gunnery 
   
    
   
    
   
    
   
    
  Hand to Hand 
   
    
   
    
   
    
   
    
  Melee 
   
    
   
    
   
    
   
    
  Stealth 
   
    
   
    
   
    
   
    
  Pilot 
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
   
   
   
   
   
   
    
  Intellect Skills 
   
   
   
    
   
   
  Streetwise 
   
    
   
   
   
    
   
    
  Demolitions 
    
   
    
   
    
   
    
  Engineering 
    
   
    
   
    
   
    
  Language 
    
   
    
   
    
   
    
  Mechanical 
    
   
    
   
    
   
    
  Medical 
   
    
   
    
   
    
   
    
  Science 
   
    
   
    
   
    
   
    
  Survival 
   
    
   
    
   
    
   
    
  Technical 
   
    
   
    
   
    
   
    
  Crafting 
   
    
   
    
   
    
   
    
   
   
    
   
    
   
    
   
    
   
   
    
   
    
   
    
   
    
   
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
   
   
   
   
   
   
    
  Muscle Skills 
   
   
   
    
   
   
  Climbing 
   
    
   
   
   
    
   
    
  Heavy Weapons 
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
   
    
   
    
   
    
   
    
    
    
    
    
    
      
    
    
   
  Advantages/Disadvantages 
   
  Points 
   
  Weapons 
   
  Damage 
   
  ROF 
   
  Range 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Character Sketch 
  Notes 
  Equipment 
  
SOURCE: textdata/thevault/Endless Gaming Options/Endless Gaming Options Corebook.pdf