TEXT: SPEED
  RULES
  Strength - Presence - Ego - Education – Dexterity
  (c) 2000, Joseph Steven Coleman
  speedrpg@aol.com
  September 2000 - Version 1.0
  SPEED Rules was written for players
  who are familiar with Role Playing
  Games, but want to generate a character
  quickly for a pick-up game, a  spur-of-the-
  moment game with new friends or a new
  campaign 
  where 
  concept 
   
  is 
  more
  important than volumes of special rules.
  CONTENTS
  Introduction
  Body
  Luck
  Actions And Dice Mechanics
  Combat And Damage
  Hit Locations
  The Conceptual Character
  Character Generation
  Why Are There Four Groups Of Points?
  Generation (Quick Reference)
  Game Options
  Weapons
  Armor
  Sample of Weird (Voodoun)
  Character Sheet
  Special Thanks to Di Luo and Richard Eide for their
  assistance in the shaping of the final form of this
  document.
  My own in–person group had been using a
  reduced set of HERO rules (which  we called
  HERO LITE). I had released PLUS to the
  web in the early 90s and shepherded that
  system through seven versions (the most
  recent is  being released at the same time as
  SPEED Rules). We found that the HERO
  system use of three six sided dice was
  comfortable and offered immediate  results for
  the success or failure of an action. Several
  people liked  the open nature of PLUS and its
  Career/Benefit system, which allowed each
  player to define a character through the
  concept, rather than the  restriction of skill
  points.
  The SPEED Rules began with two
  problems. HyperCard wizard Quentin Long
  was trying to help me build a generation stack
  for PLUS, but the many  variables in the early
  stages of generation made it almost impossible
  to break down into a clear algorithm for
  programming.
  At the same time, my friend James West
  (Dr. Perfect, a player from  my days in Denver)
  asked for a reduced set of PLUS for an online
  RPG he  was developing. PLUS is still
  playable, but the system has grown too  damn
  big during seven revisions.
  SPEED Rules is a distillation of the
  HERO 
  mechanic, 
  PLUS 
  Careers 
  and
  Benefits, with further reductions to speed up
  character generation.  The most complicated
  part of the system is character development –
  the mechanics of game play are kept as simple
  as possible – die roll with modifiers and player
  controlled Luck rolls.
  NOTE:  The system generation works best if you
  use the spreadsheet. The web site offers an MS
  Office 97/98 sheet that guides you through the
  details of character generation, then prints a clean
  character sheet.  If you do not have access to a
  spreadsheet program, instructions are given at the
  end of this document with a plain text character
  sheet.
  
  INTRODUCTION TO
  SPEED RULES
  The basic SPEED Rules structure gives
  you 5 Characteristics, 14 Given Skills with
  bases from your Characteristics,  Hobbies, and
  user defined groups; a  Background, a Primary
  Career, and a  Secondary Career - which
  provide you with Benefits for use in game play.
  Characteristics have a base value and you
  have points to increase those  values to shape
  your character's innate abilities.
  Given Skills have base values according to
  your 
  distribution 
  of 
  points 
  into
  Characteristics, and you have points to
  increase those values to give a  set of basic
  skills you feel your Character would have
  developed.
  Background and Careers are structured to
  give you a general set of  abilities according to
  the shared conception of that group, and you
  define certain Benefits you received (skills,
  knowledge or abilities)  as a result of your
  choice of Background and Careers.
  Each player describes what Benefits were
  obtained through the Career  or Background.
  Aside from being more interesting in the
  description  of the character, the named
  Benefits receive one bonus die when rolled
  during game play. This allows more flexibility
  in your character by  allowing the normal
  things certain people in certain careers are
  able  to de
  Hobbies are free form points you use to
  create skill you decide are  important to your
  Character.
  BODY
  BODY is the amount of damage your
  character can take. BODY is your STRENGTH
  plus your EGO. When you receive damage the
  point  value of the damage is deducted from
  your BODY. When you heal, the  restored
  number of your healing is added to BODY.
  When you reach zero  BODY, the character
  falls 
  unconscious 
  and 
  can 
  not 
  regain
  consciousness  until positive point of BODY is
  regained through healing and medical  care.  A
  character with negative BODY will take 1d6
  additional damage  until the negative number
  is equal to the positive number of full BODY.
  At negative 100% BODY, the character is
  dead.  No healing or resurrection  is possible
  unless the GM has determined a method of
  resurrection (a magic spell, a superscience
  device, etc.)
  Your rate of healing is BODY/4.  This
  means BODY/4 on the first day  and BODY/4
  per week thereafter until healed.
  LUCK
  LUCK is a pool of extra dice you can throw
  to improve your roll. LUCK is rolled separate
  from the dice rolled for your task or action.
  This can be rolled at the same time as the
  other dice if the LUCK die is a different color,
  size or easily identified as a seprate die.
  LUCK die restore after one week of game
  time (time as experienced by the character).
  Each die restores independently one week
  after it was used, unless the die was “burned”.
  When you roll dice, a separate die is
  designated as the " LUCK " die - the number
  on  this die is deducted from the other 3d6.
  You may want to indicate  the LUCK die by
  throwing a particular color die, rolling the die
  in a  separate location, or some other man you
  devise, but you must indicate WHICH die is
  your luck die before it is rolled.
  Only one LUCK die may be rolled in an
  action die roll. If, after a  failed roll, you decide
  you must have a LUCK roll, you may “burn”
  one  LUCK die, but your LUCK pool is
  permanently reduced by one.
  See THE PUSH as an alternative when
  you run out of luck.
  MOVEMENT
  Movement 
  is 
  figured 
  in 
  "hexes",
  approximately two meters across. Ranges  are
  also figured in hexes. You can move the same
  number of hexes per  combat round as you
  have points in DEXTERITY. There may be
  more than  one action in a combat round, so
  you may want to divide your movement to  fit
  the number of actions you have. You cannot
  move more than your  allotted number of hexes
  in any combat round, no matter how many
  actions  you have. You have exactly the same
  number of hexes to move in the next  combat
  round - no unused hexes are carried from the
  previous round.
  
  ACTIONS and
  DICE MECHANICS
  When you attempt a task or action, you
  will roll 3d6 and need to you're  your skill
  number or less to succeed.
  BONUS DICE AND PENALTY DICE
  Your Gamemaster may require you to roll
  additional dice, as a Bonus or  a Penalty.
  With a BONUS, you may roll one or two
  extra dice, then remove one or two highest
  numbers of your roll for dice (the number of
  extra dice you  were required to roll). This
  makes it easier for you to roll below the
  number of your score.
  With a PENALTY, you remove the lowest
  numbers from your roll, making it  harder to
  achieve the Target Number. If removing the
  low numbered dice  would deprive you of a set
  of Fate Dice, then it really is a Penalty.  [insert
  evil laugh]
  FATE DICE
  A die mechanic called FATE DICE opens the
  door for spectacular success  with attempted
  actions and combat. If you roll you exact skill,
  you may  choose to reroll and DEDUCT that
  total from your skill  (you may choose  not to).
  This is the only time in the game where you
  want to roll high.
  TOXIC DICE
  If you choose to reroll FATE DICE, another die
  mechanic kicks in. TOXIC DICE make the risk
  much greater when attempting spectacular
  success. Rolling a natural 18 on a reroll means
  the action has turned  dangerously sour. You
  don't just fail with the roll, something bad
  happens to your character.
  QUALITY OF SUCCESS
  Results in SPEED RULES are based on
  the Quality of your Success – the difference
  between the results of your roll and the
  number of your skill or ability.
  Someone with a skill of 11 and a roll of 8
  has a success of 3.  Someone with a skill of 8
  and a roll of 3 has a success of 5.
  COMBAT and DAMAGE
  In 
  combat, 
  combatants 
  roll 
  on
  INITIATIVE to determine the order and
  number of their actions. Your number of
  actions is related to your  success in your roll.
  Measure the difference between your roll and
  your roll.
  INITIATIVE RESULTS
  ROLL
  ACTION
  Failed roll
  No action possible.
  by 0 -  3
  1 Actions
  by 4 -  8
  2 Actions
  by 9 – 12
  3 Actions
  by 13 – 15
  4 Actions
  by 14+
  5 Actions
  NOTE:  If you roll you INITIATIVE number
  exactly, the FATE DICE Rule applies. Reroll
  3d6 and deduct from your INITIATIVE. If you
  roll 18, you have no action for the next two
  rounds.
  Damage is the number of points between
  the Character's skill level and  the success of
  the die roll. This number can be modified by
  the "Factor"  of a weapon, if one is used.
  Most weapons have a FACTOR, which will
  modify the damage to your opponent  or target.
  A FACTOR is usually a number. The damage
  is increased by one  for each full set of that
  number.
  EXAMPLE 1:  With a Factor of 4 and a
  target of 13, you roll 3d6 for a total of 4. The
  difference between the two is 9, so you do 9
  points of no additional damage for the
  remaining 1 point.
  EXAMPLE 2:  With a factor of *3*H, and
  a target of 11, you roll 3d6  for each shot fired.
  The weapon is set for a burst of  three shots.
  You roll three times. The first shot missed
  with a roll of 13. The second roll hits with a
  roll of 8,  and the third roll hits with a total of
  6. You get two  hits with a burst of three with
  automatic weapon.  Damage is calculated as:
  
       1st roll 
  Miss
  0
       2nd roll
  Hit
  3  *  3 (Factor)=
  9
       3rd roll
  hit
  5  *  3 (Factor)=
  15
       
  24
  DAMAGE is deducted from BODY.
  ARMOR
  Characters are protected from damage
  with Armor.
  HEALING
  Your healing rate is a maximum of
  BODY/4 on the first day, BODY/4 per week
  after the first day.
  HIT LOCATIONS
  Hit location is by a 3d6 after a successful
  attack is made.
  3
  Head 
  4
  Hand
  5-6
  Arm
  7-8
  Shoulder 
  9-10
  Chest/Back 
  11-13
  Stomach / Back
  14-15
  Thigh
  16
  Calf
  17
  Foot
  18
  Gahoolies
  Right/Left, Front/Back is determined by
  the position of the characters to each other.
  The Gamemaster may need to adjust damage
  up or down if part of the target is hidden.
  Try to use some logic to results rather
  than depending on a quantified table to define
  the effect of damage.  When a character takes
  21 points of damage to the hand, that hand
  will be unusable.  18 points to the head will
  take you down, unconscious or dead.
  THE CONCEPTUAL
  CHARACTER
  Your concept is everything. With SPEED
  Rules you get a fist full of skills,  but you tell
  me about your background and your careers,
  then tell me  what you get out of that group -
  your Benefits. People have been very  creative
  and come up with great Benefits in our years
  of doing PLUS games;  chat up stranger, all
  about melons, PBS watcher, melt away in
  crowd, shade  tree mechanic, cute little
  animals, access street value, and crazy spin
  kick are some I remember fondly.
  GENERATION
  FIVE CHARACTERISTICS
  The game uses five specific CHARACT-
  ERISTICS. Each begins with a base score of
  10. You have an additional 15 points to
  distribute into the five characteristics.
  STRENGTH - Your physical/force ability,
  PRESENCE - How other people react to you,
  EGO - Your internal mental/emotional
  strength,
  EDUCATION - The information you have
  gathered,
  DEXTERITY - Your ability to manipulate
  your body.
  OPTIONAL SIXTH CHARACTERISTIC
  For specific campaigns or types of games,
  the GM may need an additional characteristic.
  For a game involving Magic, this might be
  SPIRIT or MANA. For a pulp campaign it can
  be WEIRD or PSYCHIC. In a science fiction
  campaign it can be PSIONICS.
  This 
  additional 
  Characteristic 
  is
  calculated. The following suggestions are
  provided for common additional needed.  For
  this version, it is called "Weird".
  NINE GIVEN SKILLS AND AN OPTION
  These skills are common to most people in
  the game, and  each skill has a BASE
  calculated from your distribution of points into
  CHARACTERISTICS. 
  You 
  have 
  an
  additional  30 points to distribute into Given
  Skills.
  
  BRAWL ..................................... (STR x DEX) / 3
  CONCEAL ................................  (EDU x PRE) / 3
  DODGE..................................... (DEX x EGO) / 3
  FIRST AID................................  (EGO x EDU) / 3
  FOLLOW .................................. EGO - 6
  INFORMATION SEARCH......  EDU - 3
  INITIATIVE .............................  (DEX)
  PERCEPTION..........................  (PRE x EGO) / 3
  STEALTH .................................  (EDU x STR) / 3
  THROW.....................................  DEX – 3
  WEIRD......................................  (STR+EGO+PRE)/5
  THREE SKILLS GROUPS
  You have three "Groups" that will provide
  you with an idea of  your character's basic
  abilities and areas of knowledge. Each of these
  Groups begin with a broad description.
  Benefits are  a specific   You have 40 points to
  distribute into these three groups.
  A 
  BACKGROUND, 
  with 
  Two
  BENEFITS;  Where or How you were raised
  and what you got out of the experience.
  A 
  PRIMARY 
  Career, 
  with 
  Four
  BENEFITS; Your primary self identification,
  not NECESSARILY how    the world sees your
  character.
  A SECONDARY Career, with Three
  BENEFITS;  Another set of descriptors on how
  your character spent a large chunk of time.  It
  can be the same as your PRIMARY CAREER,
  but you do not increase skills you already had
  through your PRIMARY CAREER, but have
  three different benefits.
  ONE SPECIALTY - one additional bonus
  you assign to one BENEFIT.
  HOBBIES
  Your also get freeform HOBBIES - 40
  points to distribute as you see  fit, based on
  what your character decided was important
  enough to  learn.
  Weapons 
  are 
  only 
  obtained 
  through
  BACKGROUND, CAREERS, or HOBBIES.
  If the name of the BACKGROUND or
  CAREER 
  implies 
  specific 
  weapons, 
  the
  weapon does not need to be taken as a
  BENEFIT.  For example, SOLDIER implies
  knowledge of the weapon(s) of the era.  A
  Greek warrior would be assumed to have some
  skill with sword and spear.  A US Marine
  probably knows knife, rifle and sidearm.  A
  member of the Void Legion might have a bippy
  gun, Wammo rifle and some kind of drinking
  skills.
  Using the spreadsheet in the SPEED
  Rules archive, you can simply go down  the
  list, fill in the blanks - number or words, and
  the spreadsheet will  provide you with a
  printable character sheet, and a smaller sheet
  that  can be used to display your character on
  the web.
  WHY ARE THERE FOUR GROUPS OF
  SKILL POINTS SPEED
  SPEED RULES is designed to serve both
  experienced gamers and players who are
  generating their first character for their first
  game.
  CHARACTERISTICS 
  represent 
  your
  basic raw material, as a person walking
  around in the world.  This is your genetic
  potential, the environmental impact with the
  degree to which you have been able to learn
  how to interact with the world - mentally,
  physically and socially. Each one starts off
  with 10 points, and you have an additional 15
  points 
  to 
  put 
  into 
  those 
  five
  CHARACTERISTICS.
  GIVEN SKILLS - These are fall back
  abilities every adult should have at SOME
  level.  The base values are calculated from
  your CHARACTERISTICS and will carry the
  weight 
  of 
  your 
  first 
  choices 
  in 
  point
  distribution AND you will have 30 additional
  points to put into those skills.
  THE GROUPS - All characters have a
  BACKGROUND and two CAREERS.  Each
  of these GROUPS give you general definition
  of that GROUP, from which you will derive the
  abilities and skills you and your GM agree
  would be expected from someone with that
  definition. 
   
  Unlike 
  other 
  systems, 
  a
  "COWBOY" means something other than the
  specific skills you thought to put into it, a
  "FORESTER" 
  can 
  be 
  assumed 
  to 
  know
  something about trees and woodland fauna
  without having to buy them as separate and
  distinct skills.
  
  Each of these three GROUPS also have
  named BENEFITS - some specific abilities or
  areas of knowledge the Player decides are
  "what my character got out of being a [group
  name]."  As a "POLICEMAN" you might be
  assumed to have some ability with using a gun
  or a baton, the paperwork and bureaucracy of
  the job, some street contacts, some snippets of
  other languages common to your area to use in
  doing your job, and using standard equipment
  (like a patrol car, radio, field computer or call
  box).  But you decide what BENEFITS come
  with that career.  Each BENEFIT gives you 1
  BONUS DIE when you roll for that benefit.
  This means you have the level of the basic
  GROUP, for which you would roll 3d6, and the
  named BENEFIT means you roll 4d6 and take
  the lowest three numbers in the roll.
  At the end of the GROUPS is a named
  SPECIALTY.  The SPECIALTY is one of
  your nine named benefits from BACK-
  GROUND, 
  PRIMARY 
  or 
  SECONDARY
  career.
  Characters start between 21 and 35 years
  old. Your choice - tell me why  they are so old
  or so young.
  For easy generation, there are several
  downloadable versions of the  character
  generation system in spreadsheet form. There
  are Excel (4.0)  spreadsheets for the Die Pool
  and 3d6 methods, and because people have had
  problems with raw Excel sheets in the past,
  there are also .hqx archives  of the Die Pool
  and 3d6 generation sheets (decompress as
  Excel 4.0).
  The spreadsheets also have a nifty copy of
  the Arms & Armor section at the  bottom of the
  page so you can cut and paste weapon and
  armor detail. Or at  least as much detail as
  Speed offers.
  There is a Blank Character Sheet that can
  be used in d20, 3d6 or Die Pool  systems in .pdf
  format. There is an Arms & Armor page in
  .pdf.
  NOTE: Please let me know if you find
  problems. 
  Send 
  errors, 
  omissions 
  and
  suggestions to:  speedrpg@aol.com.
  CHARACTER GENERATION QUICK REFERENCE
  CHARACTERISTICS
  Bases 
  10
  Add to Base
  +15
  GIVENS
  GROUPS
  BASES
  (Calculated)
  Add to Base
  +40
  BACKGROUND
  40 Points
  Brawl
  (STR+DEX)/3
  w/2 Benefits
  Distributed
  Conceal
  (EGO+DEX)/3
  PRIMARY CAREER
  Between the
  Dodge
  DEX-3
  w/4 Benefits
  Three Groups
  First Aid
  (EDU+EGO)/3
  SECONDARY CAREER  
  Follow
  EDU-6
  w/3 Benefits
  Benefits  +1B ea.
  Info. Search
  EDU-3
  ONE SPECIALTY
  1 Benefit with an
  Initiative
  (DEX)
  additional Bonus die
  Perception
  (EGO+PRE)/3
  (+1B for a total of +2B)
  Stealth
  (EDU+STR)/3
  NATIVE LANGUAGE 
  under Background
  Throw
  DEX-3
  HOBBIES
  40 Points
  BODY
  STR+EGO       
  HEALING
  BODY/4 first day
  LUCK
  2+1d
  BODY/4 per week after
  NOTE: The Excel spreadsheet in the download archive will do your math,  track the points you spend and
  then print out a clean, easy to use  character sheet.
  
  GAME PLAY OPTIONS
  Characters start between 21 and 35
  years old. Your choice - tell me why  they
  are so old or so young.
  Florentine/Two Handed Combat
  A player may want to fight with two
  blades or two guns or two weapons,  one
  in each hand. There is no allowance for
  "Ambidextrous" in SPEED, but  you may
  still use this style of fighting. If you take
  up two weapons for  which you are
  trained, there is 1 PENALTY in each die
  roll. If the weapons  is named as a
  benefit, the BONUS for the benefit will
  cancel the BONUS -OR-  the player may
  choose 
  the 
  roll 
  both 
  BONUS 
  and
  PENALTY, throwing out the  highest and
  lowest dice in the roll. The off hand does
  not lose the PENALTY  with the use of
  the weapon in that hand.
  Out of Luck - The Push
  You are at the end of the game, you
  have used up all your LUCK. You have
  one last chance for an action. It is really a
  last ditch effort. It may be the effort that
  saves your character's life, or it may be
  going out in a blaze of glory.
  You may roll on EGO for a final
  action, and will have 2d PENALTY dice
  on any action or task for the following X
  minutes - and X equals the number of
  points of your success on the roll.  If you
  make your roll by 6, you have  the
  PENALTY dice for 6 minutes.  You then
  have a 1d PENALTY for any action for
  another X minutes. If the Character is
  still around after the 2d PENALTY and
  the 
  1d 
  PENALTY, 
  there 
  are 
  no
  additional penalties.
  A Push may not be tried if the
  Character still has LUCK remaining.
  Actions on a Push are rolled on EGO,
  but represent the Player's choice of a
  CHARACTERISTIC, GIVEN, BACK-
  GROUND, 
  CAREER, 
  HOBBY 
  or
  BENEFIT showing on the Character
  Sheet.  This includes any of the skills
  under Additional Characteristics (like
  Magic, Weird, etc.).
  You may only Push once.  After all
  LUCK has regenerated, another Push is
  allowed when that pool of LUCK has
  been used up.
  An Additional
  Characteristic
  Magic
  A Magic power pool (called Spirit,
  Mana or something specific for your
  campaign) can be created by providing a
  formula of (STR+PRE+EGO)/5 as a base
  and allowing players to add points from
  "Given Skills" to increase that value.
  In the model Magic system created for
  SPEED (check the home page), this pool
  is modified by how the player creates
  Background 
  and 
  Careers. 
  If 
  the
  Background, Primary or Secondary career
  include Magic training and use, then one
  point is added into the calculations. If the
  character 
  has 
  no 
  Magic 
  in 
  his/her
  Background or Careers, one or two points
  may still be created if there are one or
  more Magic-related activities in Hobbies.
  That would be one point for a single
  Magic-related hobby, two points for two
  or more.
  A set of six Gods is supplied in the
  SPEED magic system, but GMs will be
  able to create their own magic systems,
  should the spirit move them.
  Weird, Psychic, Occult
  Many Pulp, Supernatural or Horror
  campaigns 
  may 
  have 
  some 
  strange
  powers or abilities appropriate to the
  campaign. In our SPEED Pulp campaign
  that includes some psychic, magic or
  voodoo type possibilities. We have simply
  called it WEIRD. As with the Magic
  power pool a pool of Weird Points.  The
  base is the same as for Magic -
  (STR+PRE+EGO)/5 and you can add
  points 
  from 
  "Given 
  Skills". 
  If 
  the
  Background, Primary or Secondary career
  include Weird training and  use, then one
  
  point is added into the calculations. If the
  character has  no Weird in his/her
  Background or Careers, one or two points
  may still be  created if there are one or
  more Weird-related activities in Hobbies.
  That  would be one point for a single
  Weird-related hobby, two points for two
  or more.
  Psionics
  Because of the nature of Psionics, the
  Characteristic is (EGO+PRE+STR)/5, at
  least in the model for SPEED.  Points can
  be added from "Given Skills".
  As with the Magic power pool a pool of
  Psionics 
  Points. 
  If 
  the 
  Background,
  Primary or Secondary career include
  Psionics training and use, then one point
  is added into the calculations. If the
  character 
  has 
  no 
  Weird 
  in 
  his/her
  Background or Careers, one or two points
  may still be created if there are  one or
  more 
  Psionics-related 
  activities 
  in
  Hobbies. That would be one point  for a
  single Psionics-related hobby, two points
  for two or more.
  Super Powers
  Superpower have not been developed
  for SPEED, but a system is under
  consideration.
  Ask me if you have any corrections,
  suggestions or questions.
  Joseph Steven Coleman
  speedrpg@aol.com
  
  Weapons
  MELEE
  FAC
  RANGE
  ROF Reload*
  Small Club/Stick
  9
  5
  -
  n/a
  Moderate Club
  7
  4
  -
  n/a
  Big Club
  5
  3
  -
  n/a
  Small Knife
  7
  7
  2
  n/a
  Moderate Knife
  6
  6
  1
  n/a
  K-Bar or Survival knife
  Big Knife
  5
  5
  1
  n/a
  Kukri
  Small Sword
  6
  5
  1
  n/a
  Machete, Rapier, Epee
  Moderate Sword
  5
  4
  1
  n/a
  Cavalry saber
  Big Sword
  4
  3
  1
  n/a
  Claymore
  RANGED 
  FAC
  RANGE
  ROF Reload*
  Small Sling
  7
  9
  1
  1/1
  Moderate Sling
  6
  12
  1
  1/1
  Big Sling
  5
  15
  1
  1/1
  Small Bow
  6
  10
  1
  1/1
  Moderate Bow
  5
  12
  1
  1/1
  Large Bow
  4
  14
  1
  1/1
  Small Crossbow
  5
  12
  1
  1/2
  Mod. Crossbow
  4
  14
  1
  1/2
  Large Crossbow
  3
  16
  1
  1/2
  Small Spear
  6
  12
  1
  n/a
  Moderate Spear
  5
  14
  1
  n/a
  Big Spear
  4
  16
  1
  n/a
  FIREARMS
  FAC
  RANGE
  ROF Reload*
  Small Handgun
  2
  12
  2
  6/1
  .22 or .25 caliber
  Moderate Handgun
  x3
  16
  2
  15/1
  .38 caliber / 9 mm  Barretta 92F
  Large Handgun
  x4
  20
  1
  7/1
  .45 caliber / 10 mm
  Shotgun, 12 gauge
  x3
  12
  1
  8/1
  Remington 870
  Shotgun, auto, 12 guagex3
  12
  7/13/09 5/1
  Atchisson Assault Shotgun
  Small Rifle *
  x3
  50
  1
  12/2
  .30-08 caliber Winchester .30-08
  Moderate Rifle *
  x3
  50
  1
  12/2
  .30-08 caliber Winchester .30-08
  Big Rifle *
  x4
  70
  1/3/30 15/2
  7.62 mm
  M4 assault rifle
  Small SMG
  x2xH
  25
  1/30
  30/1
  .25 caliber
  Skorpion
  Moderate SMG
  x3xH
  35
  1/3/30 15/1
  9 mm
  H & K MP5A4
  Big SMG
  x4xH
  45
  1/30
  30/1
  .45 caliber
  Ingram Mac 11
  GRENADES
  FAC
  RANGE
  ROF Reload*
  Flash/Dazzle
  3/2/1
  6
  1
  1
  Fragmentation
  30/15/7
  6
  1
  1
  Irritant Gas
  3/2/1
  6
  1
  1
  Smoke
  n/a
  6
  1
  1
  Stun
  5/2/1
  6
  1
  1
  *
  Reload shows 
  # of shot before reload / actions to reload.
  ** A scope on a rifle gives 1 Bonus die to the roll.
  
  LAUNCHERS
  FAC
  RANGE
  ROF Reload*
  M203
  by type
  30
  1
  1
  M79
  by type
  30
  1
  1
  Talon
  by type
  30
  1
  1
  ROUNDS
  ROUNDS RANGE
  ROF
  Reload*
  Flash/Dazzle
  3/2/1
  n/a
  n/a
  1
  Fragmentation
  30/15/7
  n/a
  n/a
  1
  Irritant Gas
  3/2/1
  n/a
  n/a
  1
  Flash Bang
  High Explosive
  40/20/10 n/a
  n/a
  1
  Armor Piercing
  40/20/10 n/a
  n/a
  1
  Smoke
  n/a
  n/a
  n/a
  1
  Stun
  5/2/1
  Knife
  1
  1
  MINES
  FAC
  RANGE
  ROF Reload*
  Claymore
  30/15/7
  5
  n/a
  1
  SCI-FI WEAPONS
  FAC
  RANGE
  ROF Reload*
  Fleschette - Pistol
  5
  20
  2
  6/1
  Fleschette - Rifle
  4
  45
  1
  15/1
  Gyro-jet - small
  4
  15
  1
  7/1
  Gyro-jet - Medium - Rifle3
  35
  1
  8/1
  Gyrojet - Large - Rifle
  2
  55
  1
  2/1
  Stun Rod
  3
  1
  1
  5/1
  Injector Dart Gun (Var)n/a
  12
  1
  30/1
  Rocket launcher (Var) n/a
  40
  0.5
  12/2
  Ships Cannon
  x5
  200
  0.3
  15/2
  Ship Torpedo
  x7
  500
  0.3
  30/1
  Chem. Flamethrower
  x5
  4
  1
  15/1
  Superheated Slab Gun x2
  9
  1
  30/1
  *
  Reload shows 
  # of shot before reload / actions to reload.
  ** A scope on a rifle gives 1 Bonus die to the roll.
  ARMOR TYPES
  AND VALUES
  ARMOR
  Protection Val.
  Abl.
  None
  None
   -
  -
  Cotton
  E F
  1d
  20
  Woolen
  S E F
  2+1d
  25
  Denim
  B S E F
  2+2d
  35
  Leather
  B S E F
  4+2d
  90
  Ring Mail
  B P S F
  2+3d
  120
  Plate
  B P S F
  4+3d
  150
  Kevlar
  B P S E F
  6+3d
  175
  Gha'aul Shield P E F
  6+3d
  200
  Ceramic
  P S E F
  4+4d
  250
  
  Sample Weird
  Voudoun
  Weird provides options for magic, mystic,
  psychic and unexplained powers.  These
  are simple models and each GM is free to
  modify the lists or create new lists for
  specific campaigns.
  Each style of Weird is dictated by the
  gamemaster, with a list of available skills
  or powers.  The player rolls under the
  “Weird” characteristic, most effects are
  defined by the number of points by which
  the roll succeeds (if it succeeds) and that
  same number is deducted from the Weird
  Pool.
  For You can create a character with a
  very faint connection to the reality of
  Voodoun, or you can create a true master
  who has been trained and is steeped in
  the culture.  You multiply the basic
  “Weird” score by the modifiers resulting
  from the related aspects in the character’s
  construction.
  A character’s modifier can range from 0 to
  6, depending on the way the player has
  created the character.
  STANDARD
  1 or 0
  BACKGROUND
  1 or 0
  CARRER – PRIMARY 
  1 or 0
  CAREER – SECONDARY 
  1 o 0
  HOBBIES                                      2 Max.
  MAXIMUM MODIFIER
  6
  The Weird Pool is created by multiplying
  the Weird characteristic by the modifier.
  The pool is reduced by the number of
  points of success during a roll on a
  Voudoun power.
  A SAMPLE VOUDOUN CHARACTER
  Marissa Danton is a 28 year old field
  researcher for a large chemical company.
  She was raised by her Grandma in
  Louisiana a few miles from Baton Rouge.
  She was an athelete in college and did a
  four year turn in the Army.
  C   H   A   R   A   C   T   E   R
  Marissa Charlotte Danton
  A 28 year old field reseracher, raised by her grand-
  mother outside Baton Rouge. Self styled tough guy.
   Height 5' 7"
   Weight 115#
  Hair
  Black
   Eyes
  Brown  Skin  Hi Yellow Race Creole
  CHARACTERISTICS
  GIVENS
  BODY
  12
  STRENGTH
  12  Brawl
  Base 26
  13
  PRESENCE
  12  Conceal
  Heal
  4
  14
  EGO
  11  Dodge
  14
  EDUCATION
  11  First Aid
  12
  DEXTERITY
  11  Follow
  LUCK 
  11  Info. Search Base 2
  BACKGROUND
  12  Perception
   1 Week
  12
   Raised by Granny
  11  Stealth
  Lang.  Creole/English
  11  Throw
  INITIATIVE
   +1B
  Folk Healer 
   
  14
   +1B
  Small Farm Life
  H O B B I E S
  PRIMARY CAREER
  12 Listen to the Spirits
  14
  Field Botonist 
  15 Serious Knife (Large)
   +1B
  English
  13 Electronic Gadgets
   +1B
  Latin
   +1B
  Botony
   +1B
  Field Technique
  SECONDARY CAREER
  WEIRD
  8
  Pool 
  23
  14
  Army 
  Night Shroud
   +1B
  Small Arms
  Dead Man's Eye
   +1B
  Obstacle Course
  It is a real human eye
   +1B
  Playing the Structure
  SPECIALTY
  Roll        Location*
  Adds 1B to 1 Benefit
  3
  Head
  Playing the Structure
  4
  Hand
  5-6
  Arm
  7-8
  Shoulders
  WEAPONS          FAC.RNG   ROF
  9-10
  Chest/Back
  Big Knife
  5
  5
  1
  11-13
  Stomach/Back
  Moderate Rifle
  x4
  60
  1
  14-15
  Thighs
  Small Handgun
  x2
  12
  2
  16
  Calf
  17
  Foot
  18
  Gahoolies
  
  VOUDON SPELLS AND TALENTS
  Voudon is also called Voo Doo or Santa Ria.  For
  gaming models a few actions are involved. This
  does not represent any belief in or actual
  description of either Voudon or Santa Ria.
  Some spells or talents may cost more than the
  direct number of points, deducting two or three
  times the number of points from the Pool.
  Dead 
  Man's 
  Ear 
  – 
  Character 
  carries 
  a
  mummified dead man’s ear, can hear X words
  from a distant, but visible, target, on a successful
  roll.
  Dead Man's Eye – Character carries a desiccated
  dead man’s eye, can see for X seconds from the
  point of view of a distant, but visible, target, on a
  successful roll.
  Dead Man's Hand – Character carries a
  mummified dead man’s hand and can manipulate
  an object as by hand from X yards away for X
  seconds, on a successful roll.
  Hand of Glory – Character carries a fresh hand
  of an executed prisoner and can take over the
  hand of a living person from X yards away for X
  seconds, on a successful roll.
  Create Zombie – Can reanimate one dead body.
  Must then use CONTROL ZOMBIE to control
  actions for X minutes.
  Control Zombie x minutes – Can vocally
  command an animated zombie for X minutes, even
  if the Character attempting to control the Zombie
  did not create the zombie.
  Flaming Spear -  Character can throw a spirit
  spear that does Factor 5 damage as fire.  Range is
  as a Moderate Spear (14 Hexes).
  Plague of (See Table) – Cost twice the number of
  points in the pool, but character can bring down a
  plague for X minutes onto a target area.
  Night Shroud – Character can become invisible
  for X minutes in shadow or at night, but not in
  direct sunlight.  The shroud can include anyone or
  anything within the armspan of the character.
  Make Invisible – Character can make self or
  target invisible, even in bright sunlight, for X
  minutes.  This spell can be used to detect
  something made invisible by another caster.
  Face of Terror – Character can cast the image of
  the target’s worst fear, larger than life size and
  threatening the target directly. Target can resist
  paralyzing fear with a roll on Ego with 2 Penalty
  dice.
  Zombie Army – Three times cost to the pool,
  caster can control up to ten zombies for X minutes
  Protect (X Hours) – Character can place a ward
  of magical alarm (to the caster) or barrier against
  magic or physical entry for X hours. Caster must
  define the Protection before the chicken is killed
  and it may not be changed once the sacrifice has
  been made. Requires the sacrifice of a white
  chicken for Barrier (physical), red chicken (alarm)
  or black chicken (magical barrier).  The barrier
  against magic is not useful against a non-magic
  intruder, and visa versa.
  Leave Body – Three times the cost to  the pool.
  Caster may leave own body for X hours and may
  reenter the body by choice before the end of that
  time.  The body is sustained but vulnerable during
  the absence of the spirit.  The spirit may travel to
  observe locations within one day’s walk, or my
  fight spirit forms as though they were physical.  If
  the spirit is prevented from returning to the body
  at the end of the time, the body dies and the spirit
  becomes a poltergeist, no longer controlled by the
  player.
  Defend with Fire – Two times the cost to pool,
  causes burn damage with a factor of X2 on the
  success.
  CREDITS:  The following people helped with the development of SPEED through
  cooperation with PLUS, ORACLE, Jorune-j20 systems and participation in over 90 game
  sessions as part of that development of those systems.  Andrew Leker, Christopher Pound,
  Thomas Biskup, Harold Ogle, Lloyd Wiebe, Paul Arden Lidberg, Nadine Miller, Shawn
  Smith, Richard Lee Eide, James West, Kieron Gillam, Charles Wade, Woody Woodward,
  Fuzzy Pratt, Hubert Bartels, Carol Smith, Tammantha Koonce, Fred Langen, John Fiala,
  Adam Janin, Di Luo, Quentin Long, and Kathleen  Ayotte.
  Downloads and additional resources through
  http://hometown.aol.com/speedrpg
  The following page has a regular full size character sheet, and two strip format sheets.
  
  S P E E D   R U L E S 
  Character Sheet       
  Copyright 2000, All Rights Reserved
  Campaign  _____________________________________________
  Height  ___________
  Player
   _____________________________________________
  Weight  ___________
  Character  _____________________________________________
  Hair  ___________
  Description _____________________________________________  
  Eyes  ___________
   _____________________________________________
  Origin  ___________
   _____________________________________________
  Skin  ___________
  CHARACTERISTICS
  GIVEN SKILLS 
  MONEY
  WEIRD
   ____
  S T R E N G T H 
   _____
  Brawl 
  On Hand   ________
  ___
  Base
   ____
  P R E S E N C E 
   _____
  Conceal 
  Banked     ________
  ___
  Pool
   ____
  E G O 
   _____
  Dodge
  NOTES  (and Weird)
  ___
  Current
   ____
  E D U C A T I O N 
   _____
  First Aid
  _______________________________
   ____
  D E X T E R I T Y 
   _____
  Follow 
   _______________________________
   
  _____
  Info. Search  ______________________________
  B O D Y 
  ________ ________
   _____
  Initiative
   _______________________________
  FULL
  CURRENT
   _____
  Perception  _______________________________
  B A C K G R O U N D 
   _____
  Stealth 
   _______________________________
  LANGUAGE  ___________________
  _____
  Throw
  _______________________________
  ____
  _________________________
     +___B_________________________
  L U C K  
  ________
  ________
     +___B ________________________
  FULL
  CURRENT
  P R I M A R Y  C A R E E R 
  ____
  _________________________
  A R M O R  
  PROTECTION
  VALUE
  ROLL LOCATION
     +___B ________________________
  ______________
  ______
  ________
  3
  Head
     +___B_________________________
  ______________
  ______
  ________
  4
  Hand
     +___B_________________________
  ______________
  ______
  ________
  5-6
  Arm
     +___B_________________________
  ______________
  ______
  ________
  7-8
  Shoulder
  S E C O N D A R Y  C A R E E R 
  ______________
  ______
  ________
  9-10
  Chest
  ____
  _________________________
  ______________
  ______
  ________
  11-13
  Stomach
     +___B_________________________
  ______________
  ______
  ________
  14-15
  Thigh
     +___B_________________________
  ______________
  ______
  ________
  16
  Calf
     +___B ________________________
  ______________
  ______
  ________
  17
  Foot
  ____
  _________________________
  ______________
  ______
  ________
  18 
  Gahollies
  S P E C I A L T Y  _________________
  adds +1B to Benefit from Background, First  or  Second Career, or Hobby
  H O B B I E S 
  W E A P O N S  
  FACTOR RANGERATE OF FIRE
  ____
  _________________________
  __________________________
  _____
  _____
  _____
  ____
  _________________________
  __________________________
  _____
  _____
  _____
  ____
  _________________________
  __________________________
  _____
  _____
  _____
  ____
  _________________________
  __________________________
  _____
  _____
  _____
  ____
  _________________________
  __________________________
  _____
  _____
  _____
  ____
  _________________________
  __________________________
  _____
  _____
  _____
  
  SPEED RULES           Character Strip
  Character   _________________________
  Description _________________________
              _________________________
              _________________________
  CHARACTERISTICS         Height  _______
    __  STRENGTH          Weight  _______
    __  PRESENCE          Hair    _______
    __  EGO               Eyes    _______
    __  EDUCATION         Origin  _______
    __  DEXTERITY         Skin    _______
  GIVEN SKILLS   ======================
    __  Brawl            __  Info. Search
    __  Conceal          __  Perception
    __  Dodge            __  Stealth
    __  First Aid        __  Throw
    __  Follow         WEIRD ============
  INITIATIVE   ____       Base    _______
  MONEY                   Pool    _______
   On Hand ___________    Current _______
   Banked  ___________
  BODY  F:___  C:___   LUCK  F:___  C:___
  BACKGROUND  _________________________
  LANGUAGE ____________________________
    +1B  ______________________________
    +1B  ______________________________
  PRIMARY _____________________________
    +1B  ______________________________
    +1B  ______________________________
    +1B  ______________________________
    +1B  ______________________________
  SECONDARY  __________________________
    +1B  ______________________________
    +1B  ______________________________
    +1B  ______________________________
  SPECIALTY  __________________________
  HOBBIES  ___  _______________________
           ___  _______________________
           ___  _______________________
           ___  _______________________
  NOTES   _____________________________
          _____________________________
          _____________________________
  WEAPONS              FAC.  RNG   ROF
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  PROTECTION      VALUE  ROLL  LOCATION
  ______________  _____    3   Head
  ______________  _____    4   Hand
  ______________  _____   5-6  Arm
  ______________  _____   7-8  Shoulder
  ______________  _____   9-10 Chest
  ______________  _____  11-13 Stomach
  ______________  _____  14-15 Thigh
  ______________  _____   16   Calf
  ______________  _____   17   Foot
  ______________  _____   18   Gahoolies
  SPEED RULES           Character Strip
  Character   _________________________
  Description _________________________
              _________________________
              _________________________
  CHARACTERISTICS         Height  _______
    __  STRENGTH          Weight  _______
    __  PRESENCE          Hair    _______
    __  EGO               Eyes    _______
    __  EDUCATION         Origin  _______
    __  DEXTERITY         Skin    _______
  GIVEN SKILLS   ======================
    __  Brawl            __  Info. Search
    __  Conceal          __  Perception
    __  Dodge            __  Stealth
    __  First Aid        __  Throw
    __  Follow         WEIRD ============
  INITIATIVE   ____       Base    _______
  MONEY                   Pool    _______
   On Hand ___________    Current _______
   Banked  ___________
  BODY  F:___  C:___   LUCK  F:___  C:___
  BACKGROUND  _________________________
  LANGUAGE ____________________________
    +1B  ______________________________
    +1B  ______________________________
  PRIMARY _____________________________
    +1B  ______________________________
    +1B  ______________________________
    +1B  ______________________________
    +1B  ______________________________
  SECONDARY  __________________________
    +1B  ______________________________
    +1B  ______________________________
    +1B  ______________________________
  SPECIALTY  __________________________
  HOBBIES  ___  _______________________
           ___  _______________________
           ___  _______________________
           ___  _______________________
  NOTES   _____________________________
          _____________________________
          _____________________________
  WEAPONS              FAC.  RNG   ROF
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  ___________________  ____  ____  ____
  PROTECTION      VALUE  ROLL  LOCATION
  ______________  _____    3   Head
  ______________  _____    4   Hand
  ______________  _____   5-6  Arm
  ______________  _____   7-8  Shoulder
  ______________  _____   9-10 Chest
  ______________  _____  11-13 Stomach
  ______________  _____  14-15 Thigh
  ______________  _____   16   Calf
  ______________  _____   17   Foot
  ______________  _____   18   Gahoolies
  
SOURCE: textdata/thevault/Speed/SPEED Corebook.pdf