1. Introduction
1.1. Acknowledgements
Crimson Skies is a trademark of FASA Interactive, used without licence. Some of the material herein (specifically for character generation) is derived from the GDW House System and is also used without licence.
1.2. Terminology
Asset: the number against which one rolls when attempting a task.
CSBG: The Crimson Skies boardgame.
CSCG: The Crimson Skies computer game.
CSRPG: The Crimson Skies role-playing game, combining elements of both the others. This document.
2. Characteristics
Also known as "stats". Characteristics are shown on a grid, with columns for Speed, Power, Accuracy and Endurance in each of the general fields (rows) of Physical, Mental and Interpersonal. For example, Physical Power represents raw strength; Physical Speed is the quickness with which the character can act; Physical Accuracy is the level of dexterity the character is able to use; and Physical Endurance represents the character's ability to resist pain and damage.
Each stat has the range 1-10.
3. Skills
This procedure is used for all tests of skill.
3.1. Obtain effective skill level
If skill is not one of a similar skill group, this is the quoted skill level. If skill IS one of a similar skill group (i.e. it is listed in the form Group / Specific skill), this is the highest of:
- The quoted skill level
- INT(highest other skill level in the group / 2)
3.2. Obtain governing stat
As specified in test (e.g. Piloting+MS); if not specified, use default stat from master skill list.
3.3. Generate asset level
asset=skill+stat+min(stat,skill).
3.4. Test skill
Roll 3d8, attempting to get asset level or less.
3.5. Special cases
3.5.1. Opposed skills
Each character rolls a skill test; the one which succeeds by more has the advantage.
4. Character generation
4.1. Introductory notes
All skill levels received in character generation are cumulative; no skill or stat may exceed 10.
4.2. Choose age
This is not vital (it can be done at the end of career selection), but it makes for a more rounded character; the current campaign year may be correlated with age to determine the actual year when specific events (e.g. military service) occurred.
Career term length is 4 years. Starting age is 17; the current year in the campaign is 1937.
4.3. Generate attributes
Two methods are available:
A: roll 2d6-2 for each stat, rerolling zeroes. If total is less than 60, add points to bring it to 60; stats may not otherwise be changed.
B: divide 60 points between all stats.
Range is 1-10 for all stats.
4.4. Choose nationality
Native languages are based on nationality. A character's first native language is at level 10; a second language (if acquired) is at a level equal to the character's starting MP. Secondary languages must be checked for in order, though any individual language or languages may be skipped at the player's discretion. Normally, only one secondary language may be gained. Roll the number given or lower on a d10 to gain a secondary language.
Nationality | Subcategory | Native Language |
American | American | English |
3 Spanish | ||
2 Japanese | ||
1 German | ||
1 Italian | ||
1 Polish | ||
1 Yiddish | ||
British | English | English |
Welsh | English | |
2 Welsh | ||
Scottish | English | |
3 Scots Gaelic | ||
Irish | English | |
2 Gaelic | ||
Canadian | Anglo-Canadian | English |
2 French | ||
French-Canadian | French | |
3 English | ||
Czech | Czech | Czech |
2 Slovak | ||
1 Hungarian | ||
1 Romany | ||
Slovak | Czech | |
8 Slovak | ||
1 Hungarian | ||
1 Romany | ||
Danish | Danish | Danish |
5 English | ||
Finnish | Finnish | Finnish |
8 Swedish | ||
2 Lapp | ||
French | French | French |
3 English | ||
1 Breton | ||
1 Basque | ||
1 Catalan | ||
German | German | German |
3 English | ||
Hungarian | Hungarian | Hungarian |
1 German | ||
1 Romany | ||
Icelandic | Icelandic | Icelandic |
1 English | ||
Italian | Italian | Italian |
3 English | ||
Japanese | Japanese | Japanese |
5 English | ||
1 Korean | ||
1 Mandarin | ||
1 Cantonese | ||
Mexican | Mexican | Spanish |
5 English | ||
1 Nahuatl | ||
1 Maya | ||
Norwegian | Norwegian | Norwegian |
5 English | ||
Polish | Polish | Polish |
Portugese | Portugese | Portugese |
1 English | ||
Soviet | Armenian | Armenian |
Azerbaijani | Azerbaijani | |
Byelorussian | Byelorussian | |
Chuvash | Chuvash | |
Estonian | Estonian | |
Georgian | Georgian | |
Kazakh | Kazakh | |
Kirgiz | Kirgiz | |
Latvian | Latvian | |
Lithuanian | Lithuanian | |
Mordvinian | Mordvinian | |
Romanian | Romanian | |
Russian | Russian | |
Tajik | Tajik | |
Tartar | Tartar | |
Turkoman | Turkoman | |
Ukrainian | Russian | |
Uzbek | Uzbek | |
Spanish | Spanish | Spanish |
3 English | ||
2 Catalan | ||
2 Basque | ||
Swedish | Swedish | Swedish |
1 Lapp | ||
5 English |
Notes: A Finn who gains proficiency in Swedish may check for another native language. A Soviet who does not have Russian as his native language gains skill in Russian at level d10+2.
4.5. Choose background skills
Pick four skills from the background skill list, each at level 2; skills may not be chosen more than once. This represents the character's accumulated knowledge to age 17. Characters may take other skills than these, if players can justify this to the GM with character background information.
4.6. Careers
Unless otherwise noted, all careers give ME x $100 income, and allow one secondary activity, per term.
Under Contacts, the indicated contacts are gained per term; the number following the type is the number which must be equalled or exceeded on d10 for the contact to be foreign.
A "save vs" a stat is successful if a d10 roll is less than or equal to the stat.
4.6.1. Education careers
4.6.1.1. Undergraduate University
Entry: ME 5+
Skills: ME levels from this list, no more than 3 levels in any one skill. Physical Science, Economics, Engineer, Social Science, Fine Arts, Language, Leadership
Contacts: 1 academic or journalism, 10
Special: may join ROTC or NROTC (or national equivalents), in which case next career must be (a) entry into armed forces as lowest officer grade or (b) active reservist status. No income received.
4.6.1.2. Graduate University
Entry: undergraduate degree, ME 5+, MP 5+
Skills: 4 levels in a single specialty, 2 levels in electives.
Specialties: Physical Science, Economics, Engineer, Social Science, Fine Arts, Language
Electives: Instruction, Language, Leadership
Contacts: 1 academic or government, 8
Special: first term provides M.A. or M.S.; second and later terms provide Ph.D. (or equivalent). Degree must be in specialty. No income received.
4.6.1.3. Law School
Entry: undergraduate degree, MP 5+, ME 5+
Skills: Admin/Legal 2, Bargain 1, Interrogation 2, Observation 1, Persuasion 2
Contacts: 1 academic or government, 9
Special: no income received.
4.6.1.4. Medical School
Entry: undergraduate degree, Biology 3+, Chemistry 2+, MA or ME 8+
Skills: Medical 6, Observation 1
Contacts: 1 medical, 8
Special: may enter military with commission as captain. No secondary activities allowed. No income received.
4.6.1.5. Military Academy
Entry: ME 6+
Skills: all basic training skills for the appropriate branch of the armed services, plus ME levels from: Determination, Engineer, Interaction, Social Science, Technician
Contacts: 2 military, 10
Special: must immediately enter a military career at lowest officer grade and serve at least one term. No income received.
4.6.2. Civilian careers
4.6.2.1. Air Security
Entry: No criminal record, PP 5+, PA 4+
First term skills: Act/Bluff 1, Gunnery 2, Martial Arts / Unarmed 1, Perception 2
Subsequent term skills: 6 levels from: Charm, Communications, Driving / Wheeled, Firearms, Gunnery, Interaction, Leadership, Martial Arts, Perception, Pilot, Stalking, Stealth
Contacts: 1 business 7, law enforcement, criminal 7 or security specialist 7.
Special: if more than one term is served, add 1 to Grace under Fire.
4.6.2.2. Athlete
Entry: PP 7+, PA 7+
First term skills: Acrobatics 4, Medical 1, Martial Arts 1
Subsequent term skills: 6 levels from: Acrobat, Determination, Martial Arts, Personal Transport
Contacts: 1 journalist, 1 business, entertainment, medical or specialist (acrobatics), 10
Special: income is the second-highest of (PP, PA, PE, PS) x $100.
4.6.2.3. Attorney
Entry: Law school
Skills: 6 levels from: Charm, Economics, Interaction, Perception, Social Science
Contacts: 1 government or criminal, 8
Special: 2 secondary activities allowed. Income is ME x $200.
4.6.2.4. Bodyguard
Entry: Martial Arts 5+, Firearms 4+
Skills: 6 levels from: Acrobat, Combat Engineer, Determination, Firearms, Interrogation, Martial Arts, Perception
Contacts: 1 criminal, business, or law enforcement, 9
4.6.2.5. Bounty Hunter
Entry: PS or PA 4+
First term skills: Firearms 1, Determination 2, Martial Arts 1, Perception 2
Subsequent term skills: 6 levels from: Charm, Determination, Firearms, Martial Arts, Perception, Personal Transport, Vice
Contacts: 1 criminal or law enforcement, 10
Special: income is Streetwise x $100.
4.6.2.6. Clergy
Entry: Charisma 5+, Education 4+
First term skills: Leadership 2, Persuasion 2, Psychology 2
Subsequent term skills: 6 levels from: Charm, Determination, Psychology
Contacts: any, 10
Special: No secondary activities allowed in first term. Note that most "reputable" religions will require a degree before clergy training is entered.
4.6.2.7. Commercial Pilot
Entry: Pilot (fixed-wing or airship) 3+
First term skills: Navigation 2, Observation 2, Pilot 2
Subsequent term skills: 6 levels from: Pilot, Explore, Perception, Technician
Contacts: 1 specialist (pilot), 10
4.6.2.8. Con Artist
Entry: Persuasion 4+
First term skills: Charm 3, Interaction 1, Streetwise 1
Subsequent term skills: 6 levels from: Charm, Economics, Interaction, Luck, Streetwise
Contacts: 1 criminal, law enforcement, or con artist, 8
Special: income is IP x $100.
4.6.2.9. Construction Worker
Entry: PP 4+
First term skills: Acrobat 1, Artisan 1, Engineer 2, Technician 2, Vehicle 2
Subsequent term skills: 6 levels from: Artisan, Charm, Explore, Engineer, Technician, Vehicle
Contacts: 1 specialist (Construction), 10
4.6.2.10. Criminal
Entry: PS or PA 5+
First term skills: Charm 1, Determination 2, Firearms 1, Interaction 1, Martial Arts 1, Perception 1, Vice 1
Subsequent term skills: 6 levels from: Charm, Crime, Determination, Interaction, Perception, Vehicle, Vice
Contacts: 1 criminal or law enforcement, 10
Special: Save vs MP to avoid capture at end of each term. If failed, next career is Prisoner.
4.6.2.11. Drifter
Entry: no prerequisites
First term skills: Martial Arts 1, Perception 3, Vice 3
Subsequent term skills: 7 levels from: Charm, Climbing, Firearms, Language, Luck, Mechanic, Martial Arts, Perception, Swimming, Vice, Vehicle
Contacts: 1 business, criminal, government or law enforcement, 10
Special: No secondary activities allowed.
4.6.2.12. Entertainer
Entry: IP 8+
First term skills: Charm 2, Determination 1, Fine Arts 4
Subsequent term skills: 6 levels from: Acrobatics, Animal Handling, Charm, Determination, Fine Arts, Martial Arts, Vehicle
Contacts: 1 (70% entertainment, 30% government 8)
Special: random NPCs may recognise the character (GM's option), usually favourably. Income is IP x $100.
4.6.2.13. Factory Worker
Entry: no prerequisites
First term skills: Economics 1, Technician 3
Subsequent term skills: 6 levels from: Economics, Leadership, Technician
Contacts: 1 business, 10
Special: 2 secondary activities allowed.
4.6.2.14. Farmer
Entry: no prerequisites
First term skills: Animal Handling 1, Biology 2, Perception 1, Technician 2, Vehicle 1
Subsequent term skills: 6 levels from: Animal Handling, Determination, Explore, Perception, Personal Transport, Technician, Vehicle
Contacts: 1 criminal or specialist (listed skills), 10
4.6.2.15. Gambler
Entry: Luck 5+
First term skills: Bargaining 1, Charm 3, Vice 2
Subsequent term skills: 6 levels from: Charm, Interaction, Luck, Martial Arts, Psychology, Vice
Contacts: 1 criminal, law enforcement, or gambler, 8
Special: income is Luck x $100.
4.6.2.16. Government Agent
Entry: Undergraduate degree, MP 6+, IP 6+
First term skills: Firearms 2, Interaction 3, Perception 1
Subsequent term skills: 4 levels from: Charm, Crime, Determination, Firearms, Interaction, Martial Arts, Perception, Vice
Contacts: 1 government or intelligence, 8
Special: If more than one term is served, add 1 to Grace under Fire.
4.6.2.17. Homeless
Entry: no prerequisites
First term skills: Martial Arts / Unarmed 1, Observation 1, Scrounging 2, Stalking 1, Stealth 1, Streetwise 2
Subsequent term skills: 7 levels from: Archery, Intrusion, Language, Luck, Martial Arts, Observation, Persuasion, Pickpicket, Scrounging, Stalking, Stealth, Streetwise, Willpower
Contacts: 1 criminal, journalist, or law enforcement, 10
Special: No secondary activities. No income.
4.6.2.18. Journalist
Entry: Undergraduate degree or IP 7+
First term skills: Charm 2, Interrogation 2, Observation 1
Subsequent term skills: 4 levels from: Charm, Communications, Disguise, Interaction, Luck, Perception, Stealth
Contacts: 3 criminal, government, journalist or law enforcement, 7
4.6.2.19. Manager
Entry: Undergraduate degree
First term skills: Charm 1, Determination 2, Economics 2, Interaction 2
Subsequent term skills: 6 levels from: Charm, Determination, Economics, Interaction, Perception
Contacts: 1 business or government, 8
Special: income is Business x $100.
4.6.2.20. Martial Artist
Entry: no prerequisites
First term skills: PP +1, PA +1, Acrobat 1, Determination 1, Martial Arts 3
Subsequent term skills: 6 levels from group A: for 2 levels not taken from group A, 1 level may be taken from group B.
Group A: Acrobat, Archery, Determination, Interaction, Martial Arts
Group B: P(any) +1
Contacts: 1 business, criminal, or specialist (melee combat), 7
Special: income is MP x $100.
4.6.2.21. Mechanic
Entry: PA 3+ and/or MP 3+
First term skills: Technician 6, Vehicle 1
Subsequent term skills: 6 levels from: Economics, Interaction, Intrusion, Pilot, Technician, Vehicle
Contacts: 1 specialist in listed skill, 10
Special: income is Mechanic x $100.
4.6.2.22. Medical Doctor
Entry: Medical school
First term skills: Biology 4, Medical 4
Subsequent term skills: 4 levels from: Charm, Determination, Interaction, Medical, Perception, Physical Science
Contacts: 1 medical, 7
Special: income is maximum Medical skill x $200.
4.6.2.23. Mercenary
Entry: PP 4+, prior military service
First term skills: Firearms 1, Interaction 2, Language 1, Martial Arts 1
Subsequent term skills: 6 levels from: Acrobat, Determination, Explore, Gunnery, Interaction, Martial Arts, Perception, Personal Transport, Pilot, Vehicle
Contacts: 1 criminal, government, intelligence, mercenary, or military, 6
Special: Roll d10 once per term. On 9, the next term must be spent in a non-combat career due to severe wounds. On 10, the character was captured and must spend the next term as a Prisoner. If more than one term is served, add 1 to Grace under Fire.
4.6.2.24. Merchant Air (enlisted)
Entry: PE 3+
First term skills: Firearms 1, Explore 2, Pilot 2, Technician 1
Subsequent term skills: 6 levels from: Charm, Explore, Pilot, Technician, Vice
Contacts: 1 business, law enforcement, or specialist (own major skill), 6
Special: 2 secondary activities per term.
4.6.2.25. Merchant Air (officer)
Entry: PE 3+, 2d6 for 6+
First term skills: Determination 1, Economics 1, Firearms 1, Explore 2, Pilot 2
Subsequent term skills: 6 levels from: Charm, Determination, Economics, Explore, Gunnery, Pilot
Contacts: 1 business, law enforcement, or specialist (own major skill), 6
Special: 2 secondary activities per term.
4.6.2.26. Merchant Marine (enlisted)
Entry: PE 3+
First term skills: Firearms 1, Explore 2, Technician 1, Vessel 2
Subsequent term skills: 6 levels from: Charm, Explore, Technician, Vessel, Vice
Contacts: 1 business, law enforcement, or specialist (own major skill), 6
Special: 2 secondary activities per term.
4.6.2.27. Merchant Marine (officer)
Entry: PE 3+, 2d6 for 6+
First term skills: Determination 1, Economics 1, Firearms 1, Explore 2, Vessel 2
Subsequent term skills: 6 levels from: Charm, Determination, Economics, Explore, Vessel
Contacts: 1 business, law enforcement, or specialist (own major skill), 6
Special: 2 secondary activities per term.
4.6.2.28. Paramedic
Entry: Medical / any 2+
First term skills: Charm 1, Medical 2, Perception 1, Physical Science 1, Technician 1, Vehicle 1
Subsequent term skills: Medical 1, plus five levels from: Charm, Firearms, Perception, Physical Science, Technician, Vehicle
Contacts: 1 medical, 10
4.6.2.29. Playboy
Entry: IP 8+, Luck 6+
Skills: 6 levels from: Charm, Economics, Explore, Interaction, Luck, Personal Transport, Vehicle
Contacts: 1 wealthy or government, 6
Special: income is Luck x $1,000.
4.6.2.30. Politician
Entry: IP 8+
First term skills: Charm 3, Determination 3
Subsequent term skills: 5 levels from: Charm, Determination, Economics, Interaction, Luck, Perception
Contacts: 3 government, journalism, or military, 7
4.6.2.31. Prisoner
Entry: as required by previous career
Skills: 6 levels from: Acrobatics, Charm, Crime, Determination, Economics, Interaction, ME +1, Martial Arts, Perception, PP +1, Vice
Contacts: 2 criminal, 10
Special: No income. No secondary activities. One term only. Must make Luck+IP skill test to be accepted to normal career, otherwise must take criminal, drifter, sky pirate or homeless; this continues until the save is made.
4.6.2.32. Private Investigator
Entry: MP 5+, IP 5+
First term skills: Charm 2, Firearms 1, Perception 2, Vice 1
Subsequent term skills: 6 levels from: Charm, Crime, Economics, Firearms, Interaction, Luck, Martial Arts, Perception, Stealth, Vice
Contacts: 2 criminal, government, or law enforcement, 9
4.6.2.33. Professor
Entry: Ph.D. (this defines Specialty)
First term skills: Specialty 1, Charm 1, Interaction 3, Language 1
Subsequent term skills: 5 levels from: Specialty, Charm, Determination, Interaction, Language, Research
Contacts: 2 academic or government, 7
Special: 2 secondary activities allowed.
4.6.2.34. Psychiatrist
Entry: Medical school and M.A. (or M.S.) in psychology
Skills: 4 levels from: Charm, Determination, Economics, Interaction, Medical, Perception
Contacts: 1 specialist (psychology) or medical, 8
Special: income is ME x $300.
4.6.2.35. Public Employee
Entry: no prerequisites
First term skills: Charm 1, Economics 3, Interaction 2, Perception 1, Vice 1
Subsequent term skills: 6 levels from: Charm, Economics, Interaction, Perception, Vice
Contacts: 1 business or government, 10
Special: 2 secondary activities allowed.
4.6.2.36. Sky Pirate
Entry: PA 5+
First term skills: Acrobat 1, Determination 2, Firearms 1, Interaction 1, Martial Arts 1, Parachute 1, Vice 1
Subsequent term skills: 6 levels from: Acrobat, Charm, Communications, Crime, Determination, Firearms, Gunnery, Interaction, Martial Arts, Parachute, Perception, Pilot, Vice
Contacts: 1 criminal or law enforcement, 10
Special: Save vs MP to avoid capture at end of each term. If failed, next career is Prisoner. If more than one term is served, add 1 to Grace under Fire.
4.6.2.37. State/Local Law Enforcement
Entry: no prison record
First term skills: Firearms 2, Interaction 2, Perception 2
Subsequent term skills: 4 levels from: Determination, Firearms, Interaction, Martial Arts, Perception, Stalking, Stealth, Tracking, Vehicle
Contacts: 1 criminal or law enforcement, 10
Special: If more than one term is served, add 1 to Grace under Fire.
4.6.2.38. Stunt Flyer
Entry: PA 6+, PS 6+
First term skills: Acrobatics 2, Pilot / Fixed Wing 2, Mechanic
Subsequent term skills: 6 levels from: Acrobat, Charm, Firearms, Luck, Mechanic, Medical / Trauma Aid, Observation, Parachute, Pilot / Fixed Wing
Contacts: 1 specialist (Pilot) or law enforcement, 8
Special: Income is (highest Pilot skill) x $100.
4.6.3. Military careers
Note that basic training does not consume a term of its own. At the end of each term, save vs MP for a promotion, at +2 if changing branch of service.
4.6.3.1. Army (ground forces)
Entry: no prerequisites
Basic training: Martial Arts / Unarmed 2, Firearms / Rifle 2, Stealth 1, Thrown Weapon 1
OCS: characters with MP 7+ and ME 7+ may enter OCS. If so, they gain Leadership 1, are commissioned as 2nd lieutenants, and continue the term normally.
4.6.3.1.1. Enlisted
Entry: no prerequisites
First term skills: 4 levels from: Acrobat, Bargain, Combat Engineer, Driving, Firearms, Gunnery, Medical, Technician, Navigation, Observation, Stealth
Subsequent term skills: 4 levels from: Acrobat, Bargain, Combat Engineer, Determination, Driving, Firearms, Forward Observer, Gunnery, Language, Leadership, Martial Arts, Medical, Navigation, Observation, Parachute, Scrounging, Stealth, Survival, Swimming, Tactics, Technician, Thrown Weapon, Willpower
Contacts: 1 military, 8
4.6.3.1.2. Officer
Entry: OCS, military academy or commission.
First term skills: Leadership 2, Observation 1, Willpower 1
Subsequent term skills: 3 levels from: Business, Climbing, Firearms, Interrogation, Language, Leadership, Martial Arts, Navigation, Observation, Psychology, Stealth, Willpower
and 2 levels from: Engineer, Gunnery, Mechanic, Swimming, Vehicle, Vessel
Special: Income is ME x $200
4.6.3.1.3. Elite Forces Enlisted
Entry: Sum of all P stats = 24+
First Term Skills: Firearms 2, Gunnery 1, Martial Arts / Unarmed 2, Navigation 1, Thrown Weapon
Subsequent Term Skills: 6 levels from: Acrobat, Combat Engineer, Explore, Firearms, Gunnery, Interrogation, Language, Leadership, Martial Arts, Navigation, Observation, Parachute, Stalking, Thrown Weapon, Vehicle, Watercraft / Small, Willpower
Contacts: 1 military, 8
Special: For each term served after the first, add 1 to Grace under Fire.
4.6.3.1.4. Elite Forces Officer
Entry: Sum of P stats 20+, and OCS, military academy or commission
First Term Skills: Firearms 1, Leadership 2, Martial Arts / Unarmed 2, Navigation 1, Thrown Weapon 1
Subsequent Term Skills: 5 levels from: Business, Climbing, Communications, Firearms, Interrogation, Language, Leadership, Martial Arts, Navigation, Observation, Parachute, Psychology, Stealth, Willpower
and 2 levels from: Engineer, Gunnery, Mechanic, Swimming, Vehicle, Vessel
Contacts: 1 military, 7
Special: Income is ME x $200. For each term served after the first, add 1 to Grace under Fire.
4.6.3.1.5. Army Air Force or Air Militia Officer
Entry: PA 6+, and OCS, military academy or commission
First Term Skills: Navigation 2, Pilot 4 (all in one subskill)
Subsequent Term Skills: 6 levels from: Firearms, Gunnery, Interaction, Leadership, Navigation, Observation, Parachute, Persuasion, Pilot, Technician
Contacts: 2 specialist (Pilot), 7
Special: Income is ME x $200
4.6.3.2. Marine
Entry: sum of P stats 20+, no prison record
Basic training: Firearms / Rifle 2, Martial Arts (any armed) 1, Martial Arts / Unarmed 1, Swimming 1, Thrown Weapon 1
Careers: as for Army
Special: characters with MP 7+ and ME 7+ may enter OCS. If so, they gain Leadership 1, are commissioned as 2nd lieutenants, and continue the term normally.
4.6.3.3. Navy
Entry: No prerequisites
Basic Training: Firearms / Rifle 1, Martial Arts / Unarmed 1, Swimming 2, Vessel 2
Special: characters with MP 7+ and ME 7+ may enter OCS. If so, they gain Leadership 1, are commissioned as ensigns, and continue the term normally.
4.6.3.3.1. Enlisted
Entry: No prerequisites
First Term Skills: Gunnery 2, Technician 1
Subsequent Term Skills: 5 levels from: Firearms, Gunnery, Instruction, Language, Leadership, Martial Arts, Medical, Navigation, Observation, Swimming, Technician, Vessel, Willpower
Contacts: 1 military, 8
4.6.3.3.2. Officer
Entry: OCS, military academy or commission
First Term Skills: Gunnery 1. Leadership 1, Navigation 2
Subsequent Term Skills: 3 levels from: Communications, Firearms, Gunnery, Instruction, Leadership, Mechanic, Navigation, Observation, Swimming, Vessel
and 1 level from: Engineer, Language, Psychology, Technician
Contacts: 2 military, 7
Special: Income is ME x $200
4.6.3.3.3. Elite Forces Enlisted
Entry: Sum of P stats 20+
First Term Skills: Combat Engineer 1, Martial Arts (not Unarmed) 1 Swimming 3, Watercraft / Small 1
Subsequent Term Skills: 7 levels from: Combat Engineer, Communications, Firearms, Gunnery, Navigation, Observation, Parachute, Stealth, Swimming, Watercraft / Small
Contacts: 1 military or intelligence, 8
Special: For each term served after the first, add 1 to Grace under Fire.
4.6.3.3.4. Elite Forces Officer
Entry: Sum of P stats 20+, and OCS, military academy or commission
First Term Skills: Combat Engineer 1, Leadership 1 Martial Arts 1 Swimming 2, Watercraft / Small 1
Subsequent Term Skills: 7 levels from: Charm, Combat Engineer, Communications, Firearms, Gunnery, Leadership, Martial Arts, Navigation, Observation, Parachute, Stealth, Swimming, Watercraft / Small
Contacts: 2 military or intelligence, 8
Special: Income is ME x $200. For each term served after the first, add 1 to Grace under Fire.
4.6.3.3.5. Naval Aviator
The Naval Aviator typically operates from a ship outfitted with cranes to allow seaplanes to be placed on, and recovered from, the water (the "bomb-proof runway").
Entry: must be officer, PA 8+
First Term Skills: Pilot 6 (all in one subskill) Navigation 1
Subsequent Term Skills: 3 levels from: Charm Communications, Firearms Instruction Leadership Navigation Observation Pilot Technician
Contacts: 3 military or specialist (Pilot), 7
Special: Income is ME x $200
4.7. Secondary activities
Each secondary activity gives one skill level from the secondary activities list.
Reserves: a former military character (or former ROTC/NROTC) may join the reserves. Each term, he must choose active or inactive status. An inactive reservist takes secondary activities normally; an active reservist instead takes one skill from his military subsequent-term skills list (or army officer/naval officer if ROTC/NROTC), and makes an MP save for promotion as normal. A character may not be an active reservist if no secondary activities are allowed. If two secondary activities are allowed, only one of them may be as an active reservist.
4.8. Grace under Fire
May only be learned as specifically noted. Add d3 at the end of character generation, or d6 if the character has engaged in any military careers (i.e. involving having to maintain discipline under fire; GM's discretion).
4.9. Aging checks
Every four years from age 33, check for loss of each P* stat. If a save is successful, 1/2 point is lost from the relevant stat. Round stats down when character generation ends.
4.10. Choose equipment
Some professions automatically receive certain items of equipment. Doctors receive a medical bag. Special Forces receive a green beret.
Those who end character generation in specific careers may receive additional equipment. Use judgement.
Allocation of aircraft should be up to the GM. Very few characters will have the resources to purchase aircraft of their own.
Starting money may be spent on equipment; allowable categories are Very common and Common, without contacts. Other categories are at GM's discretion, dependant on the character type.
4.11. Skill clusters and cascades
Acrobat Acrobatics, Climbing, Stealth, Thrown Weapon
Animal Handling Farming, Guard/Hunting Beasts, Riding
Artillery Forward Observer, Gunnery / Artillery, Gunnery / Rockets
Artisan Carpenter, Jeweller, Mason, Metallurgy
Charm Act/Bluff, Carousing, Fast-Talk, Persuasion, Recruiting
Crime Forgery, Intrusion, Pickpocket, Scrounging
Determination Leadership, Streetwise, Willpower
Driving /Motorcycle, /Tracked, /Wheeled
Economics Admin/Legal, Business
Engineer Combat Engineer, Construction
Explore Climbing, Communications, Mapping, Navigation, Scuba, Survival, Swimming
Fine Arts Act/Bluff, Dance, Disguise, Music, Painting, Sculpture
Firearms /Pistol, /Rifle
Gunnery /Artillery, /Bombs, /Direct fire, /Rockets
Interaction Bargain, Instruction, Interrogation, Language, Recruiting
Martial Arts /Club, /Flexible, /Large Blade, /Polearm, /Small Blade, /Unarmed
Medical /Diagnosis, /Surgery, /Trauma Aid
Muscle Transport /Skates, /Skis, /Wheels
Music /Composition, /Keyboard, /Percussion, /Song, /Strings, /Wind
Perception Observation, Research, Tracking
Personal Transport Muscle Transport, Parachute
Physical Science Biology, Chemistry, Farming, Geology, Meteorology, Physics
Pilot /Airship, /Fixed Wing, /Glider
Social Science History, Instruction, Interview, Persuasion, Perception, Research
Technician Communications, Electrical, Gunsmith, Machinist, Mechanic
Vehicle Driving, Riding, Pilot / Fixed Wing
Vessel Watercraft / Large, Watercraft / Small
Vice Bribery, Disguise, Gambling, Scrounging, Streetwise
5. Experience
Experience is normally given out at the rate of one point per game session, with bonuses as the GM sees fit. (I usually give a point on the spot to a player who makes me laugh, for example, and another point per session to the player who got most into character.)
Experience can be used for two things:
5.1. Increase skills
To increase a skill from level X to level X+1 costs X+1 experience points. The GM should judge whether the skill has been used sufficiently to warrant an increase, and possibly impose training requirements.
5.2. Increase stats
To increase a stat from level X to level X+1 costs (X+1)*3 experience points. The GM should judge (leniently) whether the stat has been used sufficiently to warrant an increase, and probably impose training requirements.
6. Combat and damage
6.1. Who goes first?
Characters act in descending order of ?S+Grace under Fire asset; the specific S stat used is determined by the type of action being taken during the combat round.
6.2. Did it hit?
Relevant firearms/melee asset to quoted range. Halve for each doubling of that. +1 for each phase spent aiming, up to 2 for pistols, 5 for rifles. -5 if aiming at a specific location. +5 if just trying to hit the ground where the enemy is (e.g. with a grenade).
6.3. Where?
Roll | Location |
1 | Head |
2 | R Arm |
3 | L Arm |
4 | Chest |
5 | Abdomen |
6 | Abdomen |
7 | R Leg |
8 | R Leg |
9 | L Leg |
0 | L Leg |
6.4. How much damage?
(Damage d6) - ((Pen x location armour points) d6). Pen nil will be blocked by any armour. Damage "-1" = 1d6-1. Each 4 points removed by armour becomes 1 point of blunt trauma damage.
6.5. Is the target still conscious?
Compare total damage done so far to Willpower/PE asset.
Ratio | % unconscious |
1:10 or less | 1 |
up to 1:1 | 10 |
up to 2:1 | 25 |
up to 3:1 | 75 |
more than 3:1 | 99 |
6.6. Is the target impaired?
Probably. Compare damage done in this attack to a d10 roll; if damage is greater than roll, location drops one step (normal -> impaired (-5) -> useless). (Subtract roll from damage done and check again until a check succeeds.)
6.7. Is the target at risk of death?
Check only after combat (when the adrenaline's worn off): total damage done = % chance of life-threatening injury requiring immediate attention. Trauma aid can defer this for a while (total roll adds to % die roll).
7. Interface with CSBG
In CSBG, a player normally takes the role of both a pilot and his wingman. Unless the wingman also takes part in the RPG, I suggest that such characters be built purely under CSBG rules.
7.1. Characteristics
Determine CSBG characteristics as follows:
- Natural Touch: MP+piloting asset
- Sixth Sense: MA+Observation asset
- Dead Eye: PA+Gunnery asset (if the GM wishes, give multiple values for different weapon types)
- Steady Hand: PP+Gunnery asset
- Constitution: PE+PP asset
- Quick Draw: PS+MS asset
Divide all assets by 3, and round up, to generate a number in the range 1-10.
7.2. Experience
Divide CSBG experience by 5 to get CSRPG experience.
8. Skills
8.1. Skill list
Skill | Typical stat |
Acrobatics | PA |
Act/Bluff | IP |
Admin/Legal | ME |
Archery | PA |
Bargain | IP |
Biology | ME |
Bribery | IA |
Business | ME |
Carousing | IE |
Carpenter | PA |
Chemistry | ME |
Climbing | PE |
Combat Engineer | MA |
Communications | MA |
Construction | ME |
Dance | PA |
Disguise | IA |
Driving / Motorcycle | PA |
Driving / Tracked | PA |
Driving / Wheeled | PA |
Electrical | MP |
Farming | ME |
Fast-Talk | IS |
Firearms / Pistol | PA |
Firearms / Rifle | PA |
Forgery | PA |
Forward Observer | MP |
Gambling | MP |
Geology | ME |
Grace under Fire | ME |
Guard/Hunting Beast-handling | IP |
Gunnery / Artillery | PA |
Gunnery / Bombs | PA |
Gunnery / Direct fire | PA |
Gunnery / Rockets | PA |
Gunsmith | PA |
History | ME |
Instruction | IE |
Interrogation | IP |
Interview | IA |
Intrusion | PA |
Jeweller | PA |
Language | ME |
Leadership | IP |
Luck | ME |
Machinist | PA |
Mapping | ME |
Martial Arts / Club | PA |
Martial Arts / Flexible | PA |
Martial Arts / Large Blade | PA |
Martial Arts / Polearm | PA |
Martial Arts / Small Blade | PA |
Martial Arts / Unarmed | PA |
Mason | PP |
Mechanic | MP |
Medical / Diagnosis | MA |
Medical / Surgery | ME |
Medical / Trauma Aid | MS |
Metallurgy | ME |
Meteorology | ME |
Muscle Transport / Skates | PA |
Muscle Transport / Skis | PA |
Muscle Transport / Wheels | PA |
Music / Composition | MP |
Music / Keyboard | MP |
Music / Percussion | MP |
Music / Song | MP |
Music / Strings | MP |
Music / Wind | MP |
Navigation | MP |
Observation | MA |
Painting | ME |
Parachute | PA |
Persuasion | IP |
Physics | ME |
Pickpocket | PS |
Pilot / Airship | PA |
Pilot / Fixed Wing | PA |
Pilot / Glider | PA |
Psychology | MA |
Recruiting | IP |
Research | ME |
Riding | PA |
Scrounging | MP |
Scuba | PE |
Sculpture | MP |
Stalking | MA |
Stealth | PA |
Streetwise | MA |
Survival | MP |
Swimming | PE |
Tactics | MP |
Thrown Weapon | PA |
Tracking | MP |
Watercraft / Large | MP |
Watercraft / Small | PA |
Willpower | ME |
8.2. Valid background skills
Archery, Driving / Motorcycle, Driving / Wheeled, Fast-Talk, Firearms / Pistol, Language, Luck, Martial Arts / Club, Martial Arts / Flexible, Martial Arts / Large Blade, Martial Arts / Polearm, Martial Arts / Small Blade, Martial Arts / Unarmed, Music / Song, Persuasion, Stealth, Streetwise, Swimming, Willpower
8.3. Valid secondary skills
Acrobatics, Act/Bluff, Archery, Climbing, Communications, Dance, Disguise, Driving / Motorcycle, Driving / Wheeled, Electrical, Fast-Talk, Firearms / Pistol, Firearms / Rifle, Language, Luck, Martial Arts / Club, Martial Arts / Flexible, Martial Arts / Large Blade, Martial Arts / Polearm, Martial Arts / Small Blade, Martial Arts / Unarmed, Mechanic, Medical / Trauma Aid, Music / Song, Observation, Parachute, Pilot / Fixed Wing, Pilot / Glider, Riding, Scuba, Stalking, Stealth, Swimming, Tracking, Watercraft / Small, Willpower, P(any) +1