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[RCFG] RCFG Ongoing Development!
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<blockquote data-quote="Raven Crowking" data-source="post: 5066465" data-attributes="member: 18280"><p><strong>Appendix IV: Option: RCFG Modern (Partial Text)</strong></p><p></p><p>It is not uncommon for fantasy novels to feature modern characters, either transported to a fantasy world, or encountering the fantastic within the real world. Less common, but equally valid, are stories where the fantasy world itself is an analogue of the real world, where elves and dragons deal with M16s and aircraft. This appendix will help create characters and setting elements that relate directly to the modern era.</p><p></p><p>Game Masters and players alike should remember that the term “modern” is somewhat nebulous, and these rules can be used to create characters and/or settings from the early Industrial Era through to the near future.</p><p></p><p><strong><span style="font-size: 12px">Characters</span></strong></p><p></p><p>Characters in a standard RCFG Modern setting are universally Normal Men. Adults are typically NM3, teenagers NM2, and adolescents NM1. Unless the campaign milieu allows for an unusual modern era, all characters will be human.</p><p></p><p>An RCFG Modern character can gain normal class levels after gaining experience points. The character’s level as a Normal Man count only as the character’s 1st level, even if the character is a NM3. Thus, the character can always gain 14 normal class levels.</p><p></p><p>This gives RCFG Modern characters a slight advantage in a milieu where the modern characters are transported to a fantasy world. This is intentional, and supports the most common tropes of fantasy literature, where modern people transported to fantasy lands and distant worlds do surprisingly well in comparison with the native populace.</p><p></p><p>Children may be size Small, and if so have the following special qualities:</p><p></p><p style="margin-left: 20px">• Small characters gain a +1 bonus to Armour Class, attack rolls, and Reflex saves, as well as skill modifiers based on size.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">• A small character’s carrying capacity is three-quarters that of a medium character.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">• Small characters take a –1 penalty to Prowess saves.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">• Small characters must use smaller weapons than medium characters (see page 15).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">• Small children have a base move speed of 20 feet.</p><p></p><p><span style="font-size: 12px"><strong>Skills</strong></span></p><p></p><p>Universal education in the modern era means that most characters have the opportunity to learn more than their fantasy-world counterparts. Thus, a modern character gains 18 skill points if NM1, 24 if NM2, and 30 if NM3. Skill ranks cannot exceed NM level + 1. Note, however, that after gaining class levels, skill points are limited to NM level + class level + 1, again giving the imported modern character a slight advantage.</p><p></p><p>Unlike other characters, a modern character must use his skill points both for standard skills and weapon skills. Few people in the wealthier countries of the modern world have strong weapon skills, and some Game Masters might desire that modern Player Characters reflect this. Literature suggests, however, that the modern characters that get involved with fantasy worlds have an unusually strong martial or occult bent – they practice fencing, study marksmanship, or have developed a keen interest in folklore.</p><p></p><p>In addition, there are a few new skills and weapon skills that are relevant to the modern era. These are described below.</p><p></p><p><strong><span style="font-size: 12px">Skill Descriptions</span></strong></p><p></p><p><strong>Computer Use</strong> (Key Ability Intelligence; Secondary Ability None; ACP Yes; Size Mod No)</p><p></p><p>This skill is used to operate a computer. Programming a computer requires the Programming skill.</p><p></p><p><strong>Demolitions</strong> (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No)</p><p></p><p>This skill allows characters to set, and to disarm, explosives.</p><p></p><p><strong>Drive</strong> (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No)</p><p></p><p>The Drive skill is used to drive automobiles, trucks, motorcycles, and even tanks. When a character selects this skill, she must determine what type of vehicle she knows how to drive. A character can have multiple Drive skills for multiple types of vehicles. Flying and water vehicles use the Pilot skill. Muscle-powered land vehicles, such as bicycles and skateboards, use the Ride Vehicle skill.</p><p></p><p>Although there is no Size Mod for the Drive skill, most vehicles restrict driver size by their very nature.</p><p></p><p><strong>Pilot</strong> (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No)</p><p></p><p>The Pilot skill is used to operate flying vehicles and watercraft. When a character selects this skill, he must determine what type of vehicle he knows how to drive. Examples include small planes, jetliners, helicopters, canoes, motorboats, and ocean liners. A character can have multiple Pilot skills for multiple types of vehicles. Land vehicles use the Drive skill.</p><p></p><p>Although there is no Size Mod for the Pilot skill, most vehicles restrict driver size by their very nature.</p><p></p><p><strong>Programming</strong> (Key Ability Intelligence; Secondary Ability None; ACP Yes; Size Mod No)</p><p></p><p>This skill is used to write computer programs. A character’s skill at Programming cannot exceed their skill at Computer Use.</p><p></p><p><strong>Repair</strong> (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No)</p><p></p><p>This skill is used to perform repairs on mechanical and electronic devices, such as automobiles, bicycles, and computers.</p><p></p><p><strong>Ride Vehicle</strong> (Key Ability Dexterity; Secondary Ability Wisdom; ACP Yes; Size Mod No)</p><p></p><p>The Ride Vehicle skill is used to operate muscle-powered land vehicles, such as bicycles and skateboards, as well as advanced versions of the same vehicles. When a character selects this skill, she must determine what type of vehicle she knows how to operate. A character can have multiple Ride Vehicle skills for multiple types of vehicles. Motor-powered land vehicles use the Drive skill.</p><p></p><p>Although there is no Size Mod for the Ride Vehicle skill, most vehicles restrict driver size by their very nature.</p><p></p><p><strong>Sciences</strong> (Key Ability Intelligence; Secondary Ability None; ACP Yes; Size Mod No)</p><p></p><p>Sciences is similar to the Craft, Knowledge, and Profession skills. When a character selects this skill, she must select a single science that she is knowledgeable about. Example sciences include anatomy, biology, chemistry, ecology, palaeontology, physics, and zoology.</p><p></p><p>The primary purpose of this skill is to provide characters with information that the players themselves are lacking. If a skill check fails, it indicates that the character doesn’t know the information sought. If it fails by 5 or more, the character believes he has information, which may be misleading or incorrect. For this reason, these types of Sciences skill checks are usually made by the GM in secret. </p><p></p><p>Sciences can also be used in a manner similar to the Craft and Profession skills.</p><p></p><p>It is obviously possible to be skilled in multiple sciences, and each of these counts as a separate skill.</p><p></p><p><strong>Sport</strong> (Key Ability Strength; Secondary Ability Dexterity; ACP Yes; Size Mod Variable)</p><p></p><p>The character is skilled in a single sport, such as baseball, boxing, hockey, football, rugby, skiing, soccer, or water polo. The character may use this skill to perform tasks related to that sport, including playing the sport in question. Variable Size Mod allows the GM to modify the skill to better represent individual sports.</p><p></p><p>A character can be skilled in multiple sports, and each of these counts as a separate skill.</p><p></p><p><strong><span style="font-size: 12px">Weapon Skills</span></strong></p><p></p><p>The modern era offers many weapons that are unavailable in a normal fantasy milieu. In RCFG terms, these weapons use the Modern Pistols, Modern Rifles, or the Ordinance skill, described below:</p><p></p><p><strong>Modern Pistols</strong> (Key Ability Dexterity; ACP Yes)</p><p></p><p>This skill is used to shoot modern pistols of all types.</p><p></p><p>Combat Modes: Accurate, Aggressive, and Standard.</p><p></p><p><strong>Modern Rifles</strong> (Key Ability Dexterity; ACP Yes)</p><p></p><p>This skill is used to modern rifles of all types, including automatic rifles, but not machine guns (which are covered by the Ordinance weapon skill).</p><p></p><p>Combat Modes: Accurate, Aggressive, Brutal, and Standard.</p><p></p><p>Restriction: Using this skill requires that both hands be free. A character cannot use Modern Rifles one-handed. A character cannot use both this skill and a shield.</p><p></p><p><strong>Ordinance</strong> (Key Ability Intelligence; ACP Yes)</p><p></p><p>This skill allows for the use of machine guns, grenade launchers, anti-aircraft guns, rocket launchers, and other items of heavy ordinance.</p><p></p><p>Combat Modes: Accurate, Aggressive, and Standard.</p><p></p><p>Restriction: Using this skill requires that both hands be free. A character cannot use Ordinance one-handed. A character cannot use both this skill and a shield.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5066465, member: 18280"] [b]Appendix IV: Option: RCFG Modern (Partial Text)[/b] It is not uncommon for fantasy novels to feature modern characters, either transported to a fantasy world, or encountering the fantastic within the real world. Less common, but equally valid, are stories where the fantasy world itself is an analogue of the real world, where elves and dragons deal with M16s and aircraft. This appendix will help create characters and setting elements that relate directly to the modern era. Game Masters and players alike should remember that the term “modern” is somewhat nebulous, and these rules can be used to create characters and/or settings from the early Industrial Era through to the near future. [B][SIZE="3"]Characters[/SIZE][/B] Characters in a standard RCFG Modern setting are universally Normal Men. Adults are typically NM3, teenagers NM2, and adolescents NM1. Unless the campaign milieu allows for an unusual modern era, all characters will be human. An RCFG Modern character can gain normal class levels after gaining experience points. The character’s level as a Normal Man count only as the character’s 1st level, even if the character is a NM3. Thus, the character can always gain 14 normal class levels. This gives RCFG Modern characters a slight advantage in a milieu where the modern characters are transported to a fantasy world. This is intentional, and supports the most common tropes of fantasy literature, where modern people transported to fantasy lands and distant worlds do surprisingly well in comparison with the native populace. Children may be size Small, and if so have the following special qualities: [indent]• Small characters gain a +1 bonus to Armour Class, attack rolls, and Reflex saves, as well as skill modifiers based on size. • A small character’s carrying capacity is three-quarters that of a medium character. • Small characters take a –1 penalty to Prowess saves. • Small characters must use smaller weapons than medium characters (see page 15). • Small children have a base move speed of 20 feet.[/indent] [SIZE="3"][B]Skills[/B][/SIZE] Universal education in the modern era means that most characters have the opportunity to learn more than their fantasy-world counterparts. Thus, a modern character gains 18 skill points if NM1, 24 if NM2, and 30 if NM3. Skill ranks cannot exceed NM level + 1. Note, however, that after gaining class levels, skill points are limited to NM level + class level + 1, again giving the imported modern character a slight advantage. Unlike other characters, a modern character must use his skill points both for standard skills and weapon skills. Few people in the wealthier countries of the modern world have strong weapon skills, and some Game Masters might desire that modern Player Characters reflect this. Literature suggests, however, that the modern characters that get involved with fantasy worlds have an unusually strong martial or occult bent – they practice fencing, study marksmanship, or have developed a keen interest in folklore. In addition, there are a few new skills and weapon skills that are relevant to the modern era. These are described below. [B][SIZE="3"]Skill Descriptions[/SIZE][/B] [B]Computer Use[/B] (Key Ability Intelligence; Secondary Ability None; ACP Yes; Size Mod No) This skill is used to operate a computer. Programming a computer requires the Programming skill. [B]Demolitions[/B] (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No) This skill allows characters to set, and to disarm, explosives. [B]Drive[/B] (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No) The Drive skill is used to drive automobiles, trucks, motorcycles, and even tanks. When a character selects this skill, she must determine what type of vehicle she knows how to drive. A character can have multiple Drive skills for multiple types of vehicles. Flying and water vehicles use the Pilot skill. Muscle-powered land vehicles, such as bicycles and skateboards, use the Ride Vehicle skill. Although there is no Size Mod for the Drive skill, most vehicles restrict driver size by their very nature. [B]Pilot[/B] (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No) The Pilot skill is used to operate flying vehicles and watercraft. When a character selects this skill, he must determine what type of vehicle he knows how to drive. Examples include small planes, jetliners, helicopters, canoes, motorboats, and ocean liners. A character can have multiple Pilot skills for multiple types of vehicles. Land vehicles use the Drive skill. Although there is no Size Mod for the Pilot skill, most vehicles restrict driver size by their very nature. [B]Programming[/B] (Key Ability Intelligence; Secondary Ability None; ACP Yes; Size Mod No) This skill is used to write computer programs. A character’s skill at Programming cannot exceed their skill at Computer Use. [B]Repair[/B] (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No) This skill is used to perform repairs on mechanical and electronic devices, such as automobiles, bicycles, and computers. [B]Ride Vehicle[/B] (Key Ability Dexterity; Secondary Ability Wisdom; ACP Yes; Size Mod No) The Ride Vehicle skill is used to operate muscle-powered land vehicles, such as bicycles and skateboards, as well as advanced versions of the same vehicles. When a character selects this skill, she must determine what type of vehicle she knows how to operate. A character can have multiple Ride Vehicle skills for multiple types of vehicles. Motor-powered land vehicles use the Drive skill. Although there is no Size Mod for the Ride Vehicle skill, most vehicles restrict driver size by their very nature. [B]Sciences[/B] (Key Ability Intelligence; Secondary Ability None; ACP Yes; Size Mod No) Sciences is similar to the Craft, Knowledge, and Profession skills. When a character selects this skill, she must select a single science that she is knowledgeable about. Example sciences include anatomy, biology, chemistry, ecology, palaeontology, physics, and zoology. The primary purpose of this skill is to provide characters with information that the players themselves are lacking. If a skill check fails, it indicates that the character doesn’t know the information sought. If it fails by 5 or more, the character believes he has information, which may be misleading or incorrect. For this reason, these types of Sciences skill checks are usually made by the GM in secret. Sciences can also be used in a manner similar to the Craft and Profession skills. It is obviously possible to be skilled in multiple sciences, and each of these counts as a separate skill. [B]Sport[/B] (Key Ability Strength; Secondary Ability Dexterity; ACP Yes; Size Mod Variable) The character is skilled in a single sport, such as baseball, boxing, hockey, football, rugby, skiing, soccer, or water polo. The character may use this skill to perform tasks related to that sport, including playing the sport in question. Variable Size Mod allows the GM to modify the skill to better represent individual sports. A character can be skilled in multiple sports, and each of these counts as a separate skill. [B][SIZE="3"]Weapon Skills[/SIZE][/B] The modern era offers many weapons that are unavailable in a normal fantasy milieu. In RCFG terms, these weapons use the Modern Pistols, Modern Rifles, or the Ordinance skill, described below: [B]Modern Pistols[/B] (Key Ability Dexterity; ACP Yes) This skill is used to shoot modern pistols of all types. Combat Modes: Accurate, Aggressive, and Standard. [B]Modern Rifles[/B] (Key Ability Dexterity; ACP Yes) This skill is used to modern rifles of all types, including automatic rifles, but not machine guns (which are covered by the Ordinance weapon skill). Combat Modes: Accurate, Aggressive, Brutal, and Standard. Restriction: Using this skill requires that both hands be free. A character cannot use Modern Rifles one-handed. A character cannot use both this skill and a shield. [B]Ordinance[/B] (Key Ability Intelligence; ACP Yes) This skill allows for the use of machine guns, grenade launchers, anti-aircraft guns, rocket launchers, and other items of heavy ordinance. Combat Modes: Accurate, Aggressive, and Standard. Restriction: Using this skill requires that both hands be free. A character cannot use Ordinance one-handed. A character cannot use both this skill and a shield. [/QUOTE]
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