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vsMEngine

ByButchCurry
Basedonvs.MonstersbyPhilReed

1.Characters
InordertoplayavsMEnginegame,youfirstneedtocreateacharacter.Followthesestepstocreate
yours.

SelectaName.
WriteaBio.
RecordyourAttributes.
ChooseyourStuff.
RecordyourHealth.
RecordotherTraits.

1.1SelectaName
Chooseanameforyourcharacterappropriatetothesettingasdescribedbythegamemaster.

1.2WriteaBio
Thebioshouldbeasimple,onelinedescriptionofyourcharacter.Ifyouwanttocreateamoredetailed
background,youhavetheopportunitytodosolater(section1.6).

1.3Attributes
CharactershavefourAttributes:Offense,Defense,Mental,andPhysical.

OffenseandDefenseareusedtoattackanddefendincombat.Almostanyactionwhichcanpotentially
injureanopponentorpreventinjurytoyourselfisresolvedwiththesetwoattributes.

Insteadofskills,theEnginehastheattributesMentalandPhysical.Theseareusedtoresolveany
importantnoncombatactions.Mentalisusedforfeatsbasedonintelligence,knowledge,orperception.
Physicalisusedforanynoncombatactioninvolvingrunning,climbing,movingstealthily,etc.

Whencreatinganewcharacter,takethevalues6,4,3,and3andassignthemtoyourAttributes.

Thereareanumberofdifferentpossiblecombinations;hereareafewexamples:

Offense6,Defense4,Mental4,Physical3
Offense4,Defense3,Mental6,Physical3
Offense3,Defense3,Mental6,Physical4
Offense3,Defense6,Mental4,Physical3

1.4ChooseyourStuff
StuffreferstoanyadvantagesanddisadvantagesnotcoveredbyyourAttributescores.Therearetwo
types:GoodStuffandBadStuff.

ForeachGoodStuffthatyouchooseforyourcharacter,youmusttakeoneBadStuff.Youmaychooseup
tofourGoodStuffs,butitisrecommendedthatyoutakenomorethantwo:foreachGoodStuffyoutake
overtwo,youmustloweroneofyourAttributesbyonepoint.
1.4.1.GoodStuff
ThefollowingisalistofGoodStuffthatyoumaychoosefrom.Gamemastersshouldfeelfreetoexpand
thislist,renametheStuffstomakethemmoreappropriatefortheircampaign,etc.

Agile:IncreaseyourPhysicalAttributebyonepoint.
Attractive:Yourcharacterisconsideredphysicallyattractivebythosewhomightbe
interestedinthem.Wheninteractingsociallywiththem,drawanextracard.
Brave:Whenmakingafearcheck(section6.1),youdrawoneextracard.
Contact:Youhaveaconnectionwithsomeoneimportantinthecurrentgamesetting.Once
pergamesession,youmayrequestassistancefromthisperson.Thecontactcanhelpovercome
inconveniences,offeradvice,orprovideinformation.Acontactcannotprovideassistancein
combat.Seesection4.1formoredetailsonContacts.
Cunning:IncreaseyourMentalAttributebyonepoint.
DangerSense:Yourkeensensespreventyoufrombeingsurprisedbyanenemyattack
(section6.9).Opponentsdonotgetafreesurpriseattackagainstyou.
DoubleShot:Whenengagedincombat,youcanmaketwoattacksonyourturn;both
attacksmustbeagainstthesameopponent.
Equipment:Youbeginplaywithoneitemofequipmentwithavalueof6orless.Youare
notrequiredtomakeachecktopurchasethisitem.Additionally,youmayredrawonefailed
checkduringequipmentacquisition(section3).Note:Equipmentacquisitionisnotpartofthe
charactercreationprocess.Insteadittakesplaceduringthefirstgamesession.
FastRecovery:Youhealfasterthannormal.Youcanrecover1Healthwithafivehour
rest,or2Healthpointswithafullnightofsleep.
Lucky:Oncepergamesession,youmayredrawoneormorecardsforanyoneaction.
NaturallyHealthy:Youarenaturallyresistanttodiseaseandillness.Whenmakingacheck
toresistillness,drawtwoextracards.
Nimble:IncreaseyourDefenseAttributebyonepoint.
Resilient:Whenwounded,youignorethestandardrulesforreducedHealth(section2.4.5).
Instead,yousuffera1toallAttributeswhenreducedto2Health,anda2penaltywhen
reducedto1Health.
Scrappy:IncreaseyourOffenseAttributebyonepoint.
SharpEyed:Whenmakinganycheckstospotornoticesomething,drawanextracard.
Tough:Youbeginplaywith12Healthpointsratherthantheusual10.
Veteran:Youareanexperiencedcombatantandcanmakethemostofyourattacks.
Increasethedamagecapofallyourattacksbyone.

1.4.2.BadStuff
FollowingisthelistofBadStuff.AswithGoodStuff,Gamemastersmayexpandormodifythislistas
neededfortheircampaign.

Coward:ReduceyourOffenseandDefenseAttributesbyone.
Hunted:Someone(orsomething)istryingtofindyou,mostlikelytodoyouharm.
Dependinguponthecharacterandsetting,thiscouldbethepolice,theghostofafallenenemy,
ademonprince,etc.Atleastoncepergamesession,yourhunterwillattack,interferewith,or
otherwisecausetroubleforyourcharacter.
Inexperienced:Youareaninexperiencedfighter.Eachroundincombat,beforetakingyour
turn,drawasinglecard.Ifthiscardisaspadeoraclub,youcantakenoactionthatturn.
Minority:Youareamemberofarace,socialclass,religion,etc.,whichispersecutedinthe
gamesetting.TherearenomechanicaleffectstothisBadStuff,butyouwillfindmostsocial
interactionsdifficultatbest.Note:IfyouareusinganadditionalAttribute(6.10)relatingto
socialinteractions,youtakea2Attributepenaltywhendealingwiththosewhowould
persecuteyou.
Nemesis:Youhaveanarchenemy,asingleopponentwhoseexistencedefinesyourown.
Thegamemastershouldcreateaspecialenemyspecificallyforyourcharacteranddesignedto
tormentthem.Vanquishingthisenemyshouldyoueverdosowillbealifechangingevent.
Seesection4.1.1foradviceoncreatinganemesis.
Old:Yourcharacteriselderlyorphysicallyinfirmduetodisease,illness,orpoorfitness.
ReduceyourOffense,Defense,andPhysicalAttributesbyone,butaddthreetoyourMental
Attribute.
OneArm:Yourcharacterismissinganarm.Thegamemastershouldfeelfreetousethis
againstyouinplay.Note:ThiscanbemodifiedtoincludelimitationssuchasOneHand,One
Leg,OneEye,etc.
Poor:Whenselectingequipmentatthestartofthegame,youmaynotattempttoacquire
anyequipmentwithavaluegreaterthan5.Also,whenattemptingtopurchaseanyequipment
youmustdrawtwocardsandtaketheworstofthetwo.
RequiresAid:Yourequiresomesortofphysicalaidtofunctionnormally:glasses,acane
orwalkingstick,aspecialspacesuitorrebreather,etc.Whendeprivedofthisaid,allyour
AttributesexceptMentalarereducedbyone.Note:Thiscanalsobeusedtodescribea
luckyitemthatthecharacterisuncomfortablewithout.
RestlessNights:Somerecurringsituationillhealth,nightmares,etc.preventsyoufrom
restingproperlysomenights,keepingyoufromhealing.Eachmorning,drawacard.Ifyou
drawaspadeoraclub,youwereunabletorestandthusdidnotheal.Also,aftermissinga
nightofsleep,anyAceorKingyoudrawistreatedasadeuce.
Sickly:Yousufferfromoneormoreillnessesorconditionswhichkeepyoufromhealingat
theusualrate.Youneedtwofullnightsresttorecover1pointofHealth.
Slow:ReduceyourPhysicalAttributebyonepoint.
Stubborn:Youareoppositionalandsetinyourways.Itisalmostimpossibletoconvince
youtotakeacourseofactionotherthantheoneyouhavechosen.
Unobservant:Youdonottakemuchnoticeofyoursurroundings,andareeasilysurprised.
Opponentsautomaticallysurpriseyouinthefirstroundofcombat,andyoudrawonelesscard
whenattemptingtosearchforornoticesomething.

1.5RecordyourHealth
CharactersbeginplaywithaHealthscoreof10,exceptwhenmodifiedbyGoodorBadStuff.Health
representstheamountofdamagecharacterscanwithstandincombat,asdetailedintheMechanics
section.

1.6RecordotherTraits
Youcanalsorecordanyotherofyourothercharacterstraits:height,weight,personalitytraits,styleof
clothing,amoredetailedbackground,etc.Theseothertraitshavenomechanicaleffectinplayandare
completelyoptional.

1.7CharacterAdvancement
Attheendofeachsession,theGMmayrewardtheplayerswithoneormoreofthefollowingbenefits.

RemoveaBadStuff:Whenappropriate,thecharactermaybeabletoremoveoneoftheir
BadStuffs.OnlythefollowingBadStuffsareeligibleforremoval:Coward,Hunted,
Inexperienced,Nemesis,Poor,RestlessNights,Sickly,Slow,andStubborn.RemovalofBad
Stuffshouldbetherarestformofreward.
ImproveanAttribute:OneofthecharactersAttributesisincreasedbyonepoint.The
Attributetobeimprovedisselectedbythegamemaster,andshouldreflecttheeventsofthe
completedadventure.ParticipatinginabrutalfightmightincreaseOffenseorDefense,solving
atrickypuzzlecouldincreaseMental,etc.
AddaGoodStuff:ThecharacterisrewardedwithonenewGoodStuff.LiketheAttribute
increase,thisshouldreflectoneormoresituationswhichoccurredinthepreviousadventure,
andischosenbythegamemaster.ThefollowingGoodStuffscanbeaddedinthisfashion:
Agile,Brave,Contact,DangerSense,DoubleShot,Equipment,Resilient,Scrappy,Tough,and
Veteran.
Takeabonuscard:Thisshouldbethemostcommonformofreward.Theplayeris
allowedtodrawacardandkeepitwiththeircharactersheet.(Thiscardshouldbetakenfroma
differentdeckthantheonebeingusedinplay;itsrecommendedthatyouuseadeckina
differentcolororstyle,toeasilydifferentiatebonuscardsfromtheplaydeck.)Thisbonuscard
canbeusedtoreplaceanycardtheplayerdrawsduringlatergamesessions.Onceused,the
bonuscardislost.Playersmaystockpileearnedbonuscards.IfthebonuscardisaTwo,the
playercanuseittoadd2tothevalueofanycardusedduringthegame,ratherthanreplacingit
withthedeuce.CardscannotbeimprovedoveranAceinthisfashion.

2.Mechanics
ThevsMEngineusesastandarddeckofplayingcards,minustheJokers,toresolveimportantactions.

2.1TheCoreMechanic
DrawanumberofcardsequaltotheappropriateAttribute.Comparethevalueofyourhighestcard
againstthetargetvalue.Ifthecardvalueisequaltoorhigherthanthetargetvalue,theactionsucceeds.If
itislower,theactionfails.

2.1.1TheCardDeck
Atthebeginningofthegamesession,thegamemastershufflesthedecktocreatethedrawpile.Bonus
cardsinthecharacterspossession(section1.7)arefromaseparatedeckandarenotplacedinthedraw
pile.

Ascardsaredrawnandused,theyareplacedinadiscardpile.Whennomorecardsremaininthedraw
pile,theGMshufflesthediscardpiletoformanewdrawpile.Cardscurrentlyinplayarenotshuffledat
thistime.

Onlythegamemasterisallowedtoshuffle.Playersmaydrawtheirowncardsfromthedrawpile.

Facecardsarenotequalto10,astheyareinblackjack;Jacksareequivalenttoan11,Queensto12,etc.
Acesarehigh.

2.2Challenges
Whenacharacterattemptsanactionheisfacingachallenge.Achallengerequiresatestusingthecore
mechanictodeterminethesuccessorfailureoftheiraction.Onlythoseactionswhosesuccessorfailure
willeffectthecourseofthegameshouldbetested.Charactersshouldbeabletocompleteroutineor
trivialtaskswithoutrequiringatest.
Notethatsomeactionswhichwouldnormallyberoutinecansometimesbepresentedaschallenging.
Walkingacrossatwofootwidebeamlyingonthegroundisnotachallenge;walkingacrossthesame
beamahundredfeetoffthegroundis.Crawlingfromonesideoftheroomtotheotherisnotachallenge,
butdoingitinadarkroomfilledwithrazorwireis.Thegamemastershouldusetheirbestjudgmentto
determineexactlywhatconstitutesachallenge.

2.2.1CollaborativeActions
Whentwoormoreplayersworktogethertoperformasingleaction,theplayerwiththehighestAttribute
scoredrawstheirnormalallotmentofcards,plusoneadditionalcardforeachassistingcharacter.

IfallthecontributorshaveanequalAttributescore,thecharacterwhogoesfirstininitiativedraws.The
samerulesapply:theydrawtheirusualallotmentplusoneperextracontributor.

2.2.3OpposedActions
WhentwocharactersplayercharactersorNPCsopposeoneanotherinatask,theydrawtheirAttribute
scoreincards;thecharacterdrawingthehighestcardwins.Inthecaseofatie,thecharacterwiththe
highestAttributevaluewins.Ifthesearealsoequal,drawagain,andrepeatasneededuntilavictorcanbe
determined.

2.3TargetValues
Whenattemptinganunopposedchallenge,thegamemastermustassignatargetvalueforthecharacterto
drawagainst.Usethefollowingcharttohelpdetermineanappropriatevalue:

Challenge Value
Easy Four
Average Six
Hard Ten
VeryHard King
Impossible Ace

2.4Combat
CombatisacentralpartofthevsMEngine.Thissectioncoversalltherulesnecessaryforhandling
Enginecombat.

2.4.1Turns
CombatintheEngineisdividedintoturns.Aturnisnotastaticperiodoftime;itlastsaslongasis
requiredforallparticipatingplayersandNPCstotaketheiractions.

Inanygiventurn,acharactermaymoveandattack.Otheractionstalking,drawingaweapon,reloadinga
firearm,etc.donotcountagainsttheirmovementorattackactions.

2.4.2Initiative
Theplayertothegamemastersleftactsfirst.Playproceedsaroundthetableclockwise.Onceallthe
playershaveacted,anyNPCsandenemiesactinanordertheGMconsidersappropriate.Note:Two
morecomplexinitiativesystemsareincludedinsection6.6.

2.4.3Movement
UnlessyouareusingtheoptionalMovementrules(section6.4),movementinthevsMEngineishandled
narratively.TheGMinformstheplayershowlonginturnsittakestomovefromPointAtoPointB;the
actualdistancecoveredisunimportant.

Anytimemovementisimportanttothecourseofthegameiftheplayersarerunningafterorawayfrom
someone,forinstanceuseaPhysicalchallengetodeterminetheoutcome.

IfyouareusingtheoptionalMovementrules,charactersmaychoosetomovetwiceratherthanmoveand
attack.

2.4.4Attack
TherearetwoformsofattackinthevsMEngine:meleeandranged.

Tomakeameleeattack,drawanumberofcardsequaltoyourOffensescore.Compareyourhighestcard
totheDefensevalueofyourtarget.IfyourcardisequaltoorhigherthanthetargetsDefense,youhit
them.Ifitislower,youmissed.

Tomakearangedattack,determinethetargetsrange.Consultthechartbelowandcomparethelisted
valuetothetargetsDefensescore;thehigherofthetwoisthetargetnumberforyourcharactersattack.
ThecharacterthendrawsanumberofcardsequaltotheirOffenseandcomparestheirhighestcardtothe
defensevaluenormally.

Range Value
PointBlank(6orless) Four
Close(712) Six
Medium(1318) Ten
Long(1924) King
VeryLong(25+) Ace

Note:Therangeslistedareappropriateformosthandgunsandthrownweapons.Whenusinglonger
rangeweapons,thegamemastershouldfeelfreetoincreasethelistedranges.Doublingthedistancesfor
militarystylelongarmsandtriplingorquadruplingthemforprecisionriflesareexamplesofrange
increases.

Donotdiscardyourattackcardsimmediately.Youwillusethemtohelpdeterminethedamagedealtby
yourattack.

2.4.5DeterminingDamage
Ifacharacterhassucceededintheirattack,theyhavedamagedtheiropponent.

Foreachofyourattackcardswhichwasgreaterthanorequaltoyouropponentsdefensevalue,drawone
newcard.Comparethevalueofthiscardwithyourattacksdamagecap.Eachnewcardthathasavalue
equalorlessthanthedamagecapdeals1Healthpointofdamage.

Thefollowingisalistofcommonweaponsandtheirdamagecaps.

Weapon DamageCap
Punch/kick Three
Knife Four
Club Four
Bow&arrow Five
Sword Five
Axe Six
Pistol Six
Revolver Seven
Huntingrifle Eight
Militaryrifle Nine
Cannon King

Someweaponsarecapableofinflictinggreaterthannormalamountsofdamage.Eachsuccesswithoneof
theseweaponsdoesmorethanthelisted1pointofHealthdamage,asindicatedbelow:

Weapon Damage/Success
HuntingRifle 2points
MilitaryRifle 2points
Cannon 6points

2.4.6EffectsofDamage
CharacterswhoareseriouslywoundedincombatsufferpenaltiestotheirAttributesasaresult.Further
injurycanresultindeath.Consultthefollowingtabletodeterminetheeffects.

CurrentHealth Effect
Fullstartingvalue None
Halfstartingvalue 1toallAttributes
Onepoint 2toallAttributes
Zeroorless Dead

Note:Optionally,acharacterwith0Healthcanbeconsideredunconscious,withdeathoccurringat1
Healthorless.

2.4.7RecoveringHealth
Injuredcharacterscanbehealedbyrestandmedicalattention.Eachfullnight(10hours)ofuninterrupted
restallowsthecharactertorecover1pointofHealth.Ifthecharacterisbeingtendedtobyaphysician,
theymaydrawonecardaftereachnightofrest.Ifthecardisaheart,theyregainanadditionalHealth
point.

CharactersmayneverbehealedabovetheirstartingHealthscore.

2.4.8CombatExample
Thefollowingisanexampleofasingleroundofcombatinvolvingtwocharacters,DanteandEmily,and
aghoul.

EmilyhasOffense3andDefense4.Sheisarmedwithabaseballbat(damagecap4)andhas10health.

DantehasOffense6andDefense3.Hesarmedwitharevolver(damagecap7)andhas10Health.

TheghoulhasOffense4,Defense5,adamagecapof4onitsbiteattack,and8Health.

Thetwoheroeshavejustwalkedintotheghoulslairandfounditfeastingonitslatestvictim.
Emilyisseatedimmediatelytothegamemastersleft,soshegetstheinitiativeandactsfirst.Shecharges
acrossthecryptandswingsherbatattheghoul,drawingthreecardsforherOffenseof3;shedrawsa
Two,aThree,andaSix.Shecomparesthesetotheghouls5Defense,gettingonesuccesswithherSix.
Sinceshegotoneattacksuccess,shedrawsonecardfordamage,gettingaJack.Thisishigherthanher
batsdamagecapof4,soshedoesnodamage.TheghoulslapsEmilysbatasideandhissesather.

Dantegoesnext.Hedoesntwanttogetanyclosertotheghoulthanhehasto,sohefiresfromwherehe
is.ThegamemasterdeterminesthatDanteisabout15awayfromtheghoul.ThatputshimatMedium
range,whichhasadefensevalueofTen.ThisishigherthantheghoulsDefenseof5,soDantewillhave
tobeataTeninordertohitthemonster.WithhisOffense6,Dantedrawssixcardsfortheattack;hegets
aSeven,Eight,Nine,Jack,Queen,andKing.Thatsthreesuccesses,afineshot!Hedrawsthreecards
fordamage,oneforeachattacksuccess,gettingaTwo,Five,andNine.Thatstwocardsunderhis
revolversdamagecapof7,ortwopointsofdamage.Thebulletslamsintotheghoulsshoulder,blowing
achunkofmeatoutandsprayingthecryptwallwithblackblood.Thegamemastersubtracts2fromthe
ghoulsHealthscore,reducingitto6.

Theghoulattackslast,snarlingandsnappingatEmily.Thegamemasterdrawsfourcards:Three,Jack,
Queen,andQueen.ThatsthreecardswithavalueoverEmilys4Defense,sotheghouldrawsthree
cardsfordamage.HegetsaFour,Five,andSeven.Withadamagecapof4,thatsonepointofdamage.
TheghoulsinksitsteethintoEmilysarm,comingawaywithabloodychunkofherflesh.Itsaminor
woundEmilyonlysuffers1pointofHealthdamagebutafterseeingtheghoulslastmealshehopesthat
shellgetachancetodisinfectthewoundsoon

Asyoucansee,combatissimple,straightforward,andplaysveryquickly.Thereisnomechanical
differencebetweenIkickhimandIleapintotheairandsnapaspinningDragonTailKickintohis
face,soplayersshouldfeelfreetodescribetheircharactersactioninasmuchdetailastheylike.

3.Equipment
Equipmentisacquiredatthebeginningofeachgamesession.Anyequipmentremainingfromthe
previoussessioniskept.

Takingstandardinitiativeorder,eachplayernamesoneitemofequipmentfromtheequipmentlistand
drawsacard.Eachpieceofequipmenthasavalue;ifthecarddrawnisequaltoorgreaterthanthevalue
oftheitem,thecharacterisabletopurchaseit.

Aplayermaycontinuedrawingforadditionalpiecesofequipmentuntiltheyfailadraworsucceedfour
times.Failingadrawendsthatplayersequipmentacquisition.

Ifaplayersuccessfullychecksforequipmentfourtimes,theyimmediatelygainabonuscard(1.7).This
endsthatplayersequipmentacquisition.

3.1EquipmentLists
Piecesofequipmentwithalistedvalueof0arefree;playersdonotneedtodrawtopurchasetheseitems.
Whileaplayercannotfailtopurchaseanitemwithacostof2,thecostoftheseitemsissufficientthat
theycountasoneofthefourpossibleitemsaplayercanpurchaseineachsession.

Clothing Value
Tatteredrags 0
Poorshoes 2
Poorpants 2
Poorshirt 2
Fairshoes 3
Fairpants 3
Fairshirt 3
Expensiveshoes 4
Expensivepants 4
Expensiveshirt 4
Extravagantclothing 5

Transportation Value
Cheapbicycle 3
Trainticket 3
Oldhorse 4
Expensivebicycle 4
Matchedteam 5
Commonwagon 5
Finewagon 6
Motorcycle 6
Cheapcar 7
Averagecar 9
Finecar Jack

Weapons Value
Heavystick/club 0
Knife 2
Bow 3
Arrow(10)* 2
Sword 3
Axe 3
Pistol 4
Revolver 4
Huntingrifle 5
Militaryrifle 7
Cannon 10
Bullets(10)* 3

*Purchasingammunitionisnotrequiredinthebasicgame.Seetheoptionalammorulesinsection6.3.

OtherEquipment Value
Torch 0
Matches 2
Satchel 2
Rope(50) 2
Lantern 3
Flashlight 3
Blanket 3
Cellphone 3
Diary 3
Bible 4
Camera 4
Saddle 5
Laptopcomputer 7

4.Gamemastering
ItisassumedthatthoseplayingthevsMEnginehavesomeexperienceingamemastering.Whatfollows
aresometopicsspecifictothissystem.

4.1ContactsandotherNPCs
TheGoodStuffContactallowsplayercharacterstohaveanimportantconnectionthatcansometimesbe
usedtogaininformationorassistance.

Contactsandothernonplayercharactersmustbecreatedbythegamemaster.AllNPCsarecreatedas
follows:

Name:SelectanamefortheNPC.
Attributes:Takethevalues5,4,3,and2andassignthemtotheNPCsAttributes.
Health:AllNPCsbeginwith8Healthpoints.
Information:RecordanyimportantinformationabouttheNPC.IftheNPCisaContactor
Nemesis,notethisaswell.

NPCsareallowedtohaveGoodandBadStuffasdeterminedbythegamemaster.SomeStuffsare
reservedforusebyNPCsonly;seesection4.1.2fortheseStuffs.

4.1.1Nemesis
AnemesisisaspecialNPC,createdspecificallyforcharacterswiththeBadStuffNemesis.Nemesis
NPCsarecreatedusingtherulesforgeneratingplayercharacters;thegamemastercanalsoaddextra
Attributepoints,Good(orBad)Stuff,minions,etc.,asneededtomaketheNemesismoreinteresting.

4.1.2NPCStuff
NPCsareallowedasmuchStuff,GoodorBad,asthegamemasterallows.OneGoodandoneBadisthe
recommendedlimit.NPCsareallowedtochoosefromthefollowinglistofadditionalStuffs,whichare
reservedsolelyforusebyNPCs.

Note:NPCspecificStuffsarelistedinSmallCapstoclearlydifferentiatethemfromotherStuffs.

BadStuff
Addiction:TheNPChasanaddictiontoaparticularsubstance.Thissubstanceiseitherimpairing
(alcohol),difficultorillegaltoobtain(humanbloodorflesh)orboth(drugs).AnaddictedNPC
whodoesnotindulgetheiraddictiononceadaysuffersa2toeachAttributeforeachdaysince
theirlastusage.
Minion:NPCswiththisStuffarethewilling,loyalservantofanotherNPC.MinionNPCsare
createdasstandardNPCs,withallAttributesreducedby1andHealthreducedby2.Minionscan
havenoGoodStuff.Insomecircumstances,Minionscanberehabilitated,thoughthisis
exceedinglyrare.
GoodStuff
PowerfulInfluence:TheNPCisinapositionofpowerduetowealthorpoliticalstanding.An
NPCwithPowerfulInfluenceislikelytohaveseveralMinions,andcaneasilyovercomeany
socialchallenge.PlayercharacterContactswiththisGoodStuffareparticularlyvaluable.
Premonitions:SimilartotheDangerSenseGoodStuff,Premonitionsprovidethegamemasterwith
theopportunitytoforeshadowcomingevents.ThevisionsofthefutureprovidedbyPremonitions
areusuallyobfuscatedinsomefashion,andonlyrevealtheirtrueworthatthelastpossible
moment(orjustafewmomentstoolate,insomecases).
Wealthy:WealthyNPCshavenoconcernformoney,andareoftensurroundedbywealthy
friends,allies,andMinions.AWealthyContactwillsometimesbeabletoprovidemoneyor
equipmenttoacharacter.

5.Enemies
Thissectionwillaidthegamemasterincreatingenemiesfortheplayercharacters,andincludesashortlist
ofpregeneratedsampleenemies.

5.1CreatingEnemies
Enemiesarecreatedinmuchthesamefashionasplayercharacters.

Name:Recordthenameoftheenemy.
Description:Includeabriefdescriptionoftheenemy.
SpecialAbility:Manyenemieshaveaspecialpowerorparticularknackthatsetsthemapart.Ifthe
useofthisabilityrequiresatest,theabilitysrankislistedinparenthesesnexttoitsname.
Attributes:Therearetwoclassesofenemy:weakandstrong.Weakenemiesusethevalues5,4,3,
and2.Strongenemiesuse8,6,4,and3.Thegamemastershouldfeelfreetomodifythesevalues
asdesired.
DamageCap:NexttotheenemysOffense,notethedamagecapfortheirweaponor
naturalattack(claws,bite,etc.)asneeded.Whenindoubt,setthedamagecapequaltothe
Offensescore.
Health:Weakenemieshave1to4Healthpoints,whilestrongoneshave5ormoreHealth.

5.1.1MorePowerfulEnemies
Strongenemiescanbemadeevenstrongerbyusingoneofthefollowingmodifiers:

Master:IncreaseallAttributesandHealthby1.
UltimateEvil:IncreaseallAttributesandHealthby2,andaddoneormorespecialabilities.

5.1.2NewSpecialAbilities
Whencreatingnewenemies,agamemasterwilllikelywanttoprovidethemwithoneormorenewspecial
abilities.IntheEngine,yougenerallyonlyneedtoclearlydefinethosepowersandabilitieswhichhavea
directeffectoncombat.Otherabilitiesaresimplyassumedtoworkornotasneeded.

5.2SampleEnemies
Hereisalistofsampleenemiestogetyoustarted.

Apparition
Description:Apparitionsareghosts,spirits,poltergeists,andthelike,andvarywidelyintheirappearance
andbehavior.Notallofthemareevilormalevolent.
SpecialAbility:Incorporeal.Apparitionshavenophysicalmassorsubstancethancanbeinjuredor
otherwiseaffected.Mosthaveatleastonemeansofbeingdefeated(seebelow),butsomesimplycannot
bedestroyed.
Attributes:Offense4(DC5),Defense5,Mental2,Physical3
Health:n/a

DefeatinganApparition
Whileaghostcannotbeslaininthesamemannerascorporealopponents,mostcanbedestroyed
(oratleastbanished)byonemethodoranother.Hereareafewoptionsavailabletowouldbe
ghosthunters:
Resolvinganunfinishedtask:Someghostsremaininthematerialworldbecausetheyleftatask
importanttothemuncompleted.Ifthecharacterscandiscoverthistaskandfinishitonbehalfof
theghost,itwillmoveontothenextworld.
Destroyingtheanchor:Certainghostsaretiedtothephysicalworldbyanobject,suchasa
hauntedhouse.Destroyingtheobjectalsodestroystheghost.
Holdasanceorexorcism:Finally,thereareghostswhichcanbedrivenfromthephysicalworld
bythepowergeneratedduringasance,exorcism,orsimilarritual.Theseritualsrequirea
properlyskilledpersontoperformthem;playercharactersrarelyhavesuchskill,thoughoneof
theirContactsmight.

Cultist
Description:Cultistsaretheservantsofdemons,darkeldergods,orotherevilsupernaturalforces.They
arefanaticallyloyaltotheirmasters.
SpecialAbility:None.
Attributes:Offense4(DC5),Defense5,Mental2,Physical3
Health:4

GiantVermin
Description:Oversizedrats,bats,andspidersarealldifferentvarietiesofgiantvermin.Theyareusually
commandedbyawitch,vampire,etc.,butcanalsobeencounteredalone.
SpecialAbility:None.Attributes:Offense2(DC3),Defense2,Mental1,Physical2
Health:1
Note:GiantverminareanexampleofanenemywhichhashaditsAttributesmodifiedbythegamemaster
toreflecttheirability.Anoptionforhordesofverminandothercompositecreaturescanbefoundin
section6.11.

Goblin
Description:Thesesmall,vicioushumanoidsareusuallyfoundintheserviceofmorepowerfulmasters.
Theyhavebeenknowntoattacksmallvillagesandthelikeinthemiddleofthenighttoindulgetheirtaste
formanflesh.
SpecialAbility:Nightvision.Goblinscanseeincompletedarknesswithease,andsuffernopenaltiesdue
topoorlighting.
Attributes:Offense4(DC5),Defense5,Mental2,Physical3
Health:2

Mummy
Description:Amummyisanembalmedandwrappedcorpse,usuallyofancientEgyptianoriginand
animatedbymagic.
SpecialAbility:MummysCurse(6).Ifamummysuccessfullyattacks,itcanchoosetoinflictacurseon
thetargetratherthandrawingfordamage.Thisisanopposedtest(themummyscurserankvs.the
targetsMentalscore).Ifthemummysucceeds,thegamemasterisfreetodeviseacurseandapplyitto
thetarget.
Attributes:Offense8(DC8),Defense6,Mental4,Physical3
Health:10

Ogre
Description:Ogresaremassive(seventoeightfeettall)greenskinnedbrutesrenownfortheirstrength
andferocity.
SpecialAbility:ReallyStrong(8).Ogrescanliftmassivebouldersorbenchpresscompactcars.They
haveaneffectivePhysicalscoreof8forallstrengthrelatedchallenges.
Attributes:Offense4(DC5),Defense3,Mental2,Physical5
Health:8

Skeleton
Description:Theseareanimatedskeletonsusuallyarmedwithancient,rusted(butstillserviceable)
weapons.Theyareoftenfoundguardingancientcryptsandtombs.
SpecialAbility:None.
Attributes:Offense4(DC3),Defense5,Mental2,Physical3
Health:2

TerrorfromBeyondSpace
Description:Thesearemassive,ancientbeingsoriginatingfrombeyondspaceandtime.Theydefy
conventionaldescription,andtheirappearancehasbeenknowntodrivemenmad.Cultistscanoftenbe
foundintheirservice.
SpecialAbilities:Toughness.ThedamagecapofallattacksusedagainstaTerrorarereducedby2.
Madness(10).Onceperturn,inadditiontoitsnormalattack,aTerrormaytargetanyopponentwithin
visualrangeandattempttodriveitinsane.Thisisanopposedaction(theterrorsMadnessvaluevs.the
targetsMentalAttribute).Iftheactionsucceeds,thecharacterisdrivenmadandremovedfromplay.
Attributes:Offense5(DC10),Defense4,Mental6,Physical0
Health:20
Note:TheTerrorfromBeyondisanotherexampleofanenemywhichhashaditsAttributesmodifiedby
thegamemaster,andservesasanexampleofanexceptionallypowerfulenemy.

Vampire
Description:Thesearetheclassicblooddrinking,garlicfearingundeadoflegend.
SpecialAbilities:HardtoKill.Vampirescanonlybekilledbyremovaloftheirhead,drivingastake
throughtheirheart,orexposingthemtodirectsunlight.Youcanattemptthefirsttwowithacalledshot
(section6.8),oryoucanreducethemto0Healthfirstandfinishthemoffwithoutrequiringatest.
Attributes:Offense6(DC6),Defense8,Mental4,Physical3
Health:10

Werewolf
Description:Ahumanwhoturnsintoamanwolfbythelightofthefullmoon.Theyarefearsomekillers
withanendlesshungerforfreshmeat.
SpecialAbilities:HardtoKill.Onlysilvercankillawerewolf.Theycanbereducedto1Healthpointby
otherattacks,butcanbereducednofurtherwithoutbeingstruckwithasilverweaponorimplementof
somesort.Awerewolfstruckwithasilverbulletdiesinstantly.
Attributes:Offense8(DC7),Defense4,Mental3,Physical6
Health:7

Witch
Description:Anevilsorceress,usuallywearingapointedhatandridingabroomstick.
SpecialAbility:Magic(6).Witchesusemagicand,inplaceofanattack,canattempttocastaspellonan
opponent.Thisisanopposedaction(thewitchsMagicvaluevs.thetargetsMentalAttribute).Ifthe
spellsucceeds,thewitchdrawsacardtodeterminetheeffect:

Card Effect
TwoorThree TargetsAttributesloweredby1forhisnextturn
FourtoSix Targetischarmedandcannotattackthewitchtilhisnextturn.
SeventoTen Targetiscoveredinwartsfortherestoflifeandloses1Health.
Jack: Targetisunabletotakeanyactionsfor2turns.
Queen Targetloses2pointsofHealth.
King Targetloses3pointsofHealth.
Ace Targetloses4pointsofHealthandbecomesatoadfor 6hours.

Attributes:Offense4(DC3),Defense8,Mental6,Physical3
Health:8

Zombie
Description:Acorpseanimatedbysomemeans.Manyareknowntofeastonhumanflesh;somepreferto
eatonlybrainmatter.
SpecialAbilities:HardtoKill.Theonlywaytokillazombieistodestroytheirbrainorcutofftheir
head.AnAcedrawnduringanattackindicatesanautomaticheadshotwhichinstantlydestroysthe
zombie.Alternately,acalledshot(section6.8)totheheadwillkillone.Youdonotneedtodrawfor
damagewhenfightingazombie:onlyaheadshotwillkillthem,andanyheadshotthathitskillsthem
automatically.
Attributes:Offense4(DC4),Defense5,Mental2,Physical3
Health:Special(seeabove)

6.OPTIONS
ThevsMEngineisintentionallyverysimple,allowingforfast,easyplay.Thisalsomakesitextremely
easytomodify.Thissectioncoversanumberofoptionalrulesandsystems;youcanintroducetheminto
yourgameasis,orusethemasexamplesofhowtomodifythesystemyourself.

6.1FearChecks
YoucanusethisoptionwhenrunningahorrorgamewiththevsMEngine.

Charactersmustmakeafearcheckwhenfacingoneofthefollowingsituations:

1)Thecharacterisconfrontedbyahorrificmonster,usuallyonethatissupernaturalinnature,or;
2)Whenthegamemasterdeterminesthatsomeingameeventwouldtriggerfearandpanic(being
buriedalive,beingcoveredinspiders,discoveringahorriblymutilatedcorpse,etc.).
Whenmakingafearcheck,drawanumberofcardsequaltoyourcharactersMentalAttribute.Thetarget
valueisequaltoeithertheopponentsOffense+Defensescores,oravaluedeterminedbythe
gamemaster.

Characterswhofailafearchecksuffera2penaltytotheirAttributesforalengthoftimedeterminedby
thegamemaster.Iftheyfailasecondfearcheckwhilethispenaltyisstillinplace,thecharacterwillrun
fromwhateverscaredthem,andremainasfarawayfromitaspossibleuntiltheyhaveachancetocollect
themselves.

Itisrecommendedthatfearchecksbeusedsparingly;onceortwiceagamesessionisusuallysufficient.

6.2SituationalModifiers
Testsmaybemodifiedbythecircumstancessurroundingthechallenge,intheformofabonusorpenalty
totherelevantAttribute.Herearesomeexamples:

Situation Modifier
Itsfoggy 1
Itsdark 2
Firingintoacrowd 3
Takingtimetoaim +1foreachturnspentaiming,upto+3

6.3Ammunition
Iftheplayersandgamemasterwouldprefermoredetailinhandlingsuchweaponsasbows,crossbows,
andfirearms,playerscanpurchaseandtracktheuseofammunition.

ThevsMEngineassumesthatthecharactershavesufficienttimetoreloadduringtheirturn.Optionally,
youcanrequirethecharacterstosurrendertheirmovementactiontoreloadtheirweapon.

6.4MovementandDistance
Groupswhowishtointroduceatacticalmovementsystemintotheirgamecandosoeasily.Ontheirturn,
acharactercanmoveanumberofinchesequaltotheirPhysicalAttribute,ordoublethatdistanceifthey
donotattack.

Forthepurposesofthissystem,aninchisassumedtobeequivalenttoonesquareorhexonabattlemator
othermap,orroughly3inrealworldmeasurement.

6.4.1RangeDifficulties
Therangedifficultychart,modifiedtoinches,readsasfollows:

Range Value
PointBlank(02) Four
Close(34) Six
Medium(56) Ten
Long(78) King
VeryLong(9+) Ace

6.5ArmorandShields
Herearetwooptionsforaddingarmortoyourgame.

6.5.1HealthBonus
Inthissimpleoption,armorprovidesabonustoyourHealthscore.Whenacharacterisinjured,healthis
removedfromthearmorfirst.Oncedamaged(i.e.,whenallthebonusHealthpointsareexpended)the
armorprovidesnomoreprotection,andmustberepairedorreplacedduringthenextequipment
acquisition.

Armor BonusHealthPoints
Light(leather) 2
Medium(chainmail,flakjacket) 3
Heavy(fullplate,riotgear) 4

6.5.2DefenseBonus
Withthisoption,armoraddstothecharactersDefensescore.

Armor Bonus
Light +1
Medium +2
Heavy +3
Kevlar vest* +2

*Note:Thisarmorisonlyeffectiveagainstfirearms.
6.5.3Shields
Usingashieldadds1toyourDefensescore.

6.6AdvancedInitiative
Youcanuseeitherofthefollowingoptionstohandleinitiative.

6.6.1InitiativeOptionOne
Alltheplayersdrawonecardatthebeginningofcombat;thegamemasterdrawsonecardforeach
opponentorgroupofopponents.Thehighestcardactsfirst,followedbythenexthighest,etc.

Iftwoplayersaretied,thecharacterwiththehighestPhysicalscoregoesfirst.Iftheyarestilltied,the
playerclosesttothegamemastersleftactsfirst.

Ifaplayeristiedwithanenemy,theplayeractsfirst.

6.6.2InitiativeOptionTwo
ThecharacterwiththehighesttotalOffenseplusPhysicalscoresgoesfirst,followedbythenexthighest,
andsoon.Intheeventofatie,bothsidesdrawacard,withthehighcardgoingfirst.Ifthecardsaretied,
drawagainasneeded.

6.7MultipleAttacks
Youcan,asanoption,allowcharacterswithhigherOffensescorestoattackmorethanoncearoundusing
thefollowingrule:

AcharacterorenemycanattackanumberoftimesequaltotheirOffensescoredividedby3,rounded
down.Thisequalsoneattack/roundforcharacterswithanOffenseor3,4,or5,twiceperroundat
Offense6,7,or8,etc.

6.8CalledShots
Acalledshotisanattempttohitaspecific,smalltarget.Tomakeacalledshot,theplayerdeclaresthe
targetbeforedrawingtheircards,thendrawshalftheirusualnumberofcards(rounddown)toresolvethe
attack.

6.9Surprise
Occasionally,anenemymaygetthedropontheplayers,orviceversa.Ifthegamemasterdeterminesthat
theplayersorenemiesaresurprised,thesurprisingcharactersareentitledtoafreeattackagainstthe
victims.Combatthenproceedsnormally.

6.10OtherAttributes
ThegamemastercanchoosetoaddadditionalAttributestothecharacters.Hereareafewexamples:

Aim:Aimisusedforrangedattacks;Offenseislimitedtomeleecombat.
Faith:Faithisusedtoresolveanyactioninvolvingstrengthofwillorthespirit.Ifyoureusing
theFearChecksoption,FaithisusedinsteadofThinkingtoresolvethem.
Perception:Perceptionisusedtonoticethingsorsearchforclues.
Social:Socialrepresentsyourcharmandinfluence,andismostoftenusedtopersuadeothersto
dothingsagainsttheirwillorbetterjudgment.
Wits:Witsisyourabilitytothinkandactquickly,andcanbeusedinplaceofthePhysical
Attributewitheitherofthetwooptionalinitiativerules(section6.6).Charactersmightalsomakea
Witstesttoavoidbeingsurprised(section6.9).

WhenanewAttributeisintroduced,assignanadditional4toyourAttributesduringcharactercreation.

6.10.1Assuming3
WhenaplayerwouldliketoattemptanactionwhichisnotclearlycoveredbyanexistingAttributeandit
wouldbemoreinterestingtoleavetheresultstochanceassumethecharacterhasanappropriateAttribute
rankedat3andresolvetheactionnormally.

6.11EnemyHordes
Largenumbersofweakopponents,suchasaswarmofratsorsmallarmyofgremlins,canbedifficultfor
thegamemastertotrackindividually.Theseenemygroupscanbetreatedasasingleentity,withasingle
setofAttributesandasingleHealthscore.Thesecompositeentitiesarereferredtoasahorde,andare
treatedlikeanyotherenemywiththefollowingexceptions:

DamageCap:Torepresenttheirreducedcapabilitiesasthehordeiswhittleddown,thehordes
damagecapisequaltoitscurrentHealthscore.
LimitedStrength:Hordesareusuallyineffectiveatphysicaltasksforinstance,aswarmofbees
cantforceopenadoor,nomatterhowbigtheswarmsotheyhaveaneffectivePhysicalratingof
0forfeatsofstrength.

6.12Dice
Ifyouprefertousediceratherthancards,youmaysubstitutethemrelativelyeasilywith12sideddice.
Usethefollowingrevisedcharttodeterminethedifficultyofchallenges.
Challenge Value
Easy Four
Average Six
Hard Eight
VeryHard Ten
Impossible Twelve

Range Value
PointBlank(6orless) Four
Close(712) Six
Medium(1318) Eight
Long(1924) Ten
VeryLong(25+) Twelve

6.12.1RerollMarkers
Ratherthanbonuscards,charactersreceivererollmarkers.BytradingoneofthesemarkersintotheGM,
theplayerisallowedtorollanychallengeoveragain.

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