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BARE BONES
1.1 TECHS-ARCANA -- BARE BONES You have our permission to copy, redistribute, print, and
post this Bare Bones PDF file for any non-commercial
Welcome to Techs-Arcana – Bare Bones. purposes.
Techs-Arcana is a multi-genera tabletop role-playing
game that focuses on the details of combat, be they 1.2.2 So, why is it Copyrighted?
melee, magical, or missile, in fantasy, modern, or
futuristic settings. This Bare Bones version is intended We’ve copyrighted the game solely for the purposes of
as a demonstration set for the full rules version of the keeping it under our control so that we can continue to
Techs-Arcana game and its Supplements. share it as we see fit. Essentially, we’ve copyrighted it so
that no one else gets the bright idea to take it and
Both the Bare Bones version and the Full Rules version copyright out from underneath us.
are free downloads. But the Full Rules version—along
with the supporting Supplements—spans several 1.3 DICE AND OTHER SUPPLIES
hundred pages. The Bare Bones version gets you in an
out much quicker. This allows you to get a preview of So what sort of goodies do you need to play this game?
the game without investing a lot of time. In addition to these rules, each Player will need the
following:
While the full version of Techs-Arcana is intended as a • Access to a printer. While you can use the rules
role-playing game, this Bare Bones version does away in electronic format, you’ll want to print out a
with the role-playing aspect and the role of the Game character sheet which is provided at the end of
Master to concentrate only on demonstrating the very these rules.
basic elements of the combat and magic system.
• Pencil and paper. Retro. Old School.
Bare Bones is just about simplified characters knocking • Hex or square-grid graph paper are useful for
the snot out of each other with a few melee weapons, mapping out combats, but this is not essential.
primitive missile weapons, and a few magic spells.
• A simple calculator might come in handy.
If you enjoy the test-drive the Bare Bones version • A set of polyhedral role-playing game dice.
provides, and you see the potential for what the
expanded rules have to offer, consider taking a look at
the full version of the game system: Techs-Arcana Core 1.4 IF YOU’RE NEW TO ROLE-PLAY GAMING
Rules and Supplements.
If you’re new to table-top Role-Playing Games (RPG),
If Bare Bones doesn’t grab you, then you probably won’t this Section 1.4 provides a brief introduction to some of
like the full rules version of Techs-Arcana either. Thanks the basic terms and concepts. If you have previous RPG
for taking the time to look. experience, then... yawn... skip Section 1.4. There’s
nothing new for you here.
Role-Playing Games: In a RPG, each Player takes on
the role of a Character. You control his actions and his
speech. Your ideas and reactions are acted out through
your character. The Game Rules provide a structure for
resolving the success or failure of your actions. Does
your character slice his way through that horde of evil
goblins? Or does he end up in their cooking pot, stewing
with carrots and celery? The game is moderated by one
of the players, taking on the role of the Game Master.
Role-Playing Game Dice: The success or failure of
most of a character’s attempted actions are determined
by the roll of dice, modified for considerations such as
your character’s physical or mental attributes, and his
skills. These dice are available from a variety of sources
via the internet, or through your local hobby stores.
A typical RPG Dice set consists of 7 dice: D4, D6, D8, 1.5 ROUNDING NUMBERS
two D10s, D12, and D20. Dice may also be purchased
When working with numbers in the game, it will
individually. It is recommended to have at least one full
occasionally occur that a number is a fraction.
set of dice for each player. (You can share, but it will
bog down the speed of the game.) Additional dice may • Fractions of less than 1/2 are rounded down to
prove useful depending on the type of weapons your the nearest whole number. For example, the
character uses. number 4.33 is rounded down to 4.
• Fractions of 1/2 and greater are rounded up to
the nearest whole number. The number 4.5 is
rounded up to 5.
• Adding to (or Subtracting from) Dice Results: 2. Optionally, the players may skip the character
Frequently, dice results will also include an creation process and get right into the game. Pre-
additional number, added to or subtracted from the generated characters are supplied as part of this
dice results. For example, 3D4 + 2 means roll three rules set for that purpose.
four-sided dice, add up the three numbers, and then
add 2 to the result. In another example, 1D6 - 1 3. Smack the daylights out of other players’
means roll one six-sided die and subtract 1 from characters, until your character is the last one
the number rolled. standing.
• Using Dice: Dice are most commonly used in this 4. And the true primary purpose: You’ll get an
game to determine the following game elements: introduction to the core concepts on which
Techs-Arcana is built, so you can determine if
Weapon or Magical Spell Damage: Different the game will interest you.
Weapons and Spells inflict variable amounts of
damage as defined in the rules. 1.7 ONWARD
Success or Failure of attempted Actions: D20 die With that, let’s get started.
rolls are used to determine the success or failure of
most attempted actions in this game. Each defined • Chapters 2.0 through 12.0 will take you through
action will have a calculated Chance of Success. the process of creating a character. You’ll also
For example, a character’s Chance to Hit his target need the blank character sheet provided in
with an arrow from his bow might be calculated to Chapter 23.0
be 8. To check the success or failure of the • Optionally, you can skip the character creation
attempt, the Player rolls a single D20 die. process and use the pre-generated characters
provided in Chapter 23.0. If you’re doing that,
o A D20 die result of 8 or less indicates success. jump on ahead to Chapter 13.0.
o A D20 roll of 9 or higher indicates failure.
2.0 CHARACTER CREATION 3.1 ATTRIBUTE GENERATION
Each switch of two Attribute Scores • Missile: Skill with all ranged weapons
Costs 3 Character Points
• Melee: Skill with all hand to hand weapons
Example: The player spends 3 Character Points and • Magic: Skill with magical powers
Switches his Character’s Starting Value Dexterity and
Charisma Scores. Characters with Magic Skill will also
need Spells, addressed in Chapter 5.0.
SWITCHED ATTRIBUTES
Adjusted Skills are obtained in “Levels”. Each character starts
Attribute Example with Level 0 in each skill. Having no skill does not
Value
prohibit the character from attempting the action
Strength 13
described by the skill. For example, a character with
Dexterity 12 Missile skill level 0 can use a bow and attempt to hit a
Constitution 10 target. He simply won’t be as proficient as a character
Intelligence 11 having Missile Skill level 4.
Charisma 9
Alertness 8
Skills cost 3 Character Points per skill level.
Willpower 14
1 Skill Level
Combat Morale 11
Costs 3 Character Points
Character Example:
Points We’ll give our sample character some levels in all three
Remaining 30 - 3 = 27 skills in order to provide examples throughout this
character-creation process.
Each Spell cost 3 Character Points Equipment in the Bare Bones rules is limited to the
following selection of weapons and armor:
Character Example:
Points
6-6=0
Remaining
7.0 MOVEMENT A character’s Strength Attribute determines how easily
he can move while wearing his armor, possibly affecting
The use of a Character’s Move will be explained in the Armor Penalty. Based on the Character’s Strength
Section 15.1 - Movement and Initiative. Attribute, determine his Strength Modifier on the Table
below:
The Armor Penalty is determined in Chapter 8.0
Attribute Modifier Table
Calculating a character’s Move is shown below: Attribute Modifier
Strength Attribute
Penalty or Bonus
Move Rate Calculation Example 4 to 5 -3
Strength Attribute 13 6 to 7 -2
+ Dexterity Attribute 12 8 to 9 -1
- Character’s Armor Penalty -1 10 0
Total: 24 11 to 12 +1
Total divided by 3: 8.0 13 to 14 +2
Round to nearest whole number 15 to 16 +3
8
= Move Rate
First, determine the character’s Attribute Modifiers for The following table provides characteristics on Missile
his Dexterity Attribute and his Combat Morale Attribute Weapons which will be used in the Missile Combat
from the following table. formulas.
Reload Check =
Dexterity Attribute
+ Missile Weapon Skill Level
- Weapon Reload Factor
- Armor Penalty
+ Reload Bonus
Time in Combat, whether by Missile, Melee, or Magical Combat often involves minor amounts of movement as
attacks, is measured in Combat Rounds. the combatants maneuver, advance, retreat, lunge,
defend, and fake attacks. These movements are
• Each Combat Round has a duration of 6 seconds. incidental to combat and are ignored.
• Each Round is divided into 12 Initiative Segments.
If a character wants to cover a more significant distance,
his Move rate is utilized.
15.0 INITIATIVE
Move Rate =
At the start of each new Combat Round, each player The distance (in feet) a character
rolls Initiative for his character. can move in One Initiative Segment.
Missile Weapon Combat consists of the use of any All Missile Weapons in the Bare Bones rules are
weapons which inflict damage over an extended range. primitive Missile Weapons, which need to be Reloaded
after each shot to ready the weapon for the next attack.
The process of Missile Combat follows the following
procedure: In the same Initiative Segment in which a character fires
a Missile Weapon he may also begin Reloading.
18.1 MAKING A MISSILE ATTACK
When first attempting to Reload, the character rolls his
At his Initiative turn in the combat round, a character Starting Reload Check on a 20-sided die (D20).
with a loaded Missile Weapon attempts a possible
Missile Attack on his opponent. This is called his • If the result on the D20 die is greater than the
“Chance to Hit”. character’s Starting Reload Check, the Reload
Check is failed, the Reloading process is not yet
The Chance to Hit is rolled on a 20-sided die (D20). completed and will need to be continued.
• If the result on the D20 die is greater than the • If the D20 die result is equal to or less than the
character’s Chance to Hit, the shot has missed. Starting Reload Check, the Reload Check is
successful, the weapon has been Reloaded, and he
• If the D20 die result is equal to or less than the may fire again.
Chance to Hit, the attack is Hits the target.
o If the Attack is successful, the character rolls his 18.2.1 Time Required to Reload a Missile Weapon
Missile Weapon Damage.
For these Bare Bones rules, the following is assumed:
o The target of the Hit subtracts his Armor Rating
from the Damage. Any Damage in excess of the • If a character fired his weapon during the
Armor Rating causes a Wound and loss of Hit Combat Round, his Starting Reload Check will
Points. require the remainder of that Round, regardless
of his Initiative.
Example: A character makes a Missile Attack with his
Short Bow, which is already loaded. His calculated • If a character is continuing his Reload Check
process the Reload attempt will take a full
Chance to Hit is 8. The player rolls a D20 die:
Combat Round.
• The D20 die result is “13”. This is greater than the • Once a character has rolled a successful Reload
Chance to Hit of 8. The shot misses, expending one Check he may fire his weapon in the next
arrow from the character’s inventory. The Short Combat Round, rolling his normal Initiative.
Bow is no longer loaded.
or,
18.2.2 Missile Weapon Reload Bonus
• The D20 die result is “8”. This is less than or equal
For each previous attempt where a character attempted
to the Chance to Hit of 8. The arrow Hits the
(but failed) his Reload Check, he receives a Reload
target. The character expends one arrow from his Bonus of +5, reflecting that he is making progress on his
inventory and his Short Bow is no longer loaded. Reload efforts.
o The Missile Weapon Table lists the Damage for Reload Bonus Values
a Short Bow as 2D6. Rolling the Damage, the Reloading Attempt Reload Bonus
character gets a 7. His target is wearing 1st Reload Attempt 0
Padded Armor with an Armor Rating of 2. The 2nd Reload Attempt +5
Armor absorbs 2 points of Damage. The 5 3rd Reload Attempt +10
remaining points penetrate the Armor, causing 4th Reload Attempt +15
a 5-point wound and a loss of 5 Hit Points. 5th Reload Attempt +20
18.4 MISSILE COMBAT EXAMPLE
Example:
Round 1: The character fires his sling, and then makes Character Y Character Z
a Reload Check. His Starting Reload Check is 2. He rolls Initiative 1D6+1 1D6+3
D20 and gets a 9. A 9 is higher than 2, so his Reload is Armor Type Scale Mail Leather
Armor Rating 6 4
incomplete. The round ends.
Weapon Sling Short Bow
Chance to Hit 7 11
Round 2: The character continues his Reloading Reload Factor -10 -8
attempt. He failed in the previous round, so this round Reload Check 2 6
he receives a +5 Reload Bonus. His Reload Check is now Damage 3D4 2D6
(2 + 5) = 7. He rolls a D20 and gets a 15. Since 15 is
greater than 7, his Reload is still not completed. The Combat Round 1
round ends. Character Y Character Z
Die Roll Result Die Roll Result
Roll Initiative: 1D6+1 3 1D6+3 7
Round 3: The character continues Reloading. He has
Initiatives 12, 11, 10, 9, and 8: No actions taken by either character.
failed on two previous attempts, so his Reload Bonus is Initiative 7: Character Y has Initiative 7, so it is his turn to act.
now +10. His Reload Check is (2 + 10) = 12. He rolls D20 Z fires his Short Bow
and gets an 8. Since 8 is less than or equal to his Z Chance to Hit D20 14
Reload Check, his Reload is completed successfully. The 14 is greater than the Z’s Chance to Hit of 11. He misses.
round ends. Z’s Reload Check D20 6
Z’s D20 roll of 6 is equal to his Reload Check of 6. Success.
Round 4: With his weapon loaded, the character may Y Chance to Hit D20 5
5 is less than Y ’s Chance to Hit of 7. He Hits.
roll Initiative and fire at his turn in the combat round.
Y ’s Damage 3D4 9
Then he may make a new Reload Check. His Reload Missile Weapons cannot be Parried. But Z does have Armor.
Check “resets” to his Starting Reload of 2. He Rolls D20 9 points of Damage - 4 Points of Armor = 5 points penetrate the
and gets a 2. The Reload is a success. The round ends. Armor. Z takes a 5-point Wound, losing 5 Hit Points.
Y’s Reload Check D20 11
Round 5: With his weapon loaded, the character rolls 11 is greater than Y’s Starting Reload Check of 2. His Reload fails.
Initiative and fires. Again, his Reload Check “resets” to Combat Round 2
his Starting Reload Check value of 2... Z successfully made his Reload Check last round. He is loaded.
Y failed his Reload Check, his weapon is not yet Reloaded.
Roll Initiative: 1D6 5 1D6+3 5
Initiatives 12 to 6: No actions taken by either character.
Initiative 5: Characters Y & Z act simultaneously.
Y continues to Reload. Z Fires his Weapon
Y’s Reload Check D20 4
Y failed his previous Reload Check, so now has a +5 Reload Bonus.
(2 + 5) = a Reload Check of 7. His D20 roll was 4. Success.
Z Chance to Hit D20 9
9 is less than or equal to Z’s Chance to Hit of 11. He Hits.
Z’s Damage 2D6 6
18.3 DEFENDING AGAINST MISSILE WEAPONS Z’s Hit does 6 points of Damage.
Y has a 6-point Armor Rating
Missile Weapon Attacks cannot be Parried. If the (6 - 6 = 0), 0 Points of Damage Hit A, so he takes no Wound.
Chance to Hit is successful, the target has been Hit for Z attempts to Reload his weapon
the Damage shown in the Missile Weapons Table. Any Z’s Reload Check D20 8
Missile Weapon Damage which exceeds a character’s Z’s D20 Reload Check is greater than his Starting Reload of 6. Fail.
Armor Rating will result in a Wound and corresponding Combat Round 3...
loss of Hit Points. Y successfully made his Reload check last round. He is loaded.
Z failed his Reload check last round. He gains a +5 Reload Bonus in
this round as he continues to Reload...
19.0 MELEE COMBAT 19.2 MAKING A MELEE PARRY
The process of Melee Combat follows the following Similar to a Chance to Attack, the defending character’s
procedure: Chance to Parry is rolled on a 20-sided die (D20).
MAGIC SPELLS
Spell Description
For each Power of the spell casting, Armor - Normal
provides the caster with 1 point of armor protection
against any type of damage. Each point of damage
Armor
absorbed reduces its Armor Rating by 1. The Armor
Normal - Normal Spell causes the caster no Armor Penalty.
Only one Armor Spell of any time may be in effect on
the caster at any given time.
Armor - Magic is like the Armor - Normal spell except
that it is only effective against magical spell damage.
Armor
For each point of Power of the spell casting, Armor -
Magic Magic will absorb 4 points of spell damage before
being used up.
20.1 ATTEMPTING A SPELL CASTING
Body-Double will create an illusionary duplicate of
At his Initiative turn in the combat round, a character the spell caster, which will mimic his every motion.
The illusion can do no actual damage, and physical
attempts a Spell Casting. This is his “Chance to Cast”.
Body objects will pass through it without effect. When cast,
Double the illusion steps forth from the caster, and may be
The Chance to Cast is rolled on a 20-sided die (D20). directed to any location within 50 feet of the caster.
The illusion lasts one Combat Round per Power of
• If the result on the D20 die is greater than the the spell casting.
calculated Chance to Cast, the attempt has failed.
The Bullet spell creates a missile of magical energy
that instantly and unerringly strikes its target. It does
o If a character fails his Chance to Cast roll, he is Bullet magical spell damage of 1D10 + 1 Point per Power
subject to a backlash of magical energy, and of the spell casting.
suffers 1 Hit Point of Damage. This damage
cannot be Parried, and normal or magical armor A successfully cast Heal spell will restore Hit Points
Heal to any single creature the caster touches. The spell
do not absorb this damage. restores 1 Hit Point per Power of the spell casting
• If the D20 die result is equal to or less than the Lightning does 1 Hit Point of Damage per Power of
Chance to Cast, the spell casting is successful. the spell casting. However, once cast, the caster
may “lock” the spell on his target and continue to do
Lightning damage round after round without requiring a new
o If the Chance to Cast is successful, the spell Chance to Cast check. The spell has a Range of 5
effect takes place immediately. Spells directing feet per Power of the spell casting. Metal armors are
damage at an opponent always Hit automatically ineffective against this spell damage.
once successfully cast.
20.4 SPELL CASTING EXAMPLE
Example: Casting Spells
Example: Determining Spell Power
With his Spell Power determined in the previous
A character with magic ability is about to engage in example, the character can proceed to use his spells
combat. He first needs to check the strength of his in Combat. His calculated Chance to Cast is 5.
magical Power, starting with his magical Tweak.
He knows the following spells: Heal, and Lightning.
Referring to Section 12.2 and the Magical Tweak He may cast either of those spells as desired, any
Table, he rolls 1D6 and gets a 5. This corresponds to a number of times.
Tweak of +1 on the Table.
At his Initiative turn in the Combat Round, he decides
Now the character’s Spell Power can be determined. to attack with a Lightning Spell. His opponent is 15
He has a Willpower Attribute score of 14 and his feet away. From the spell Description, the spell has a
Magic Skill level is 2. From the Spell Power formula in range of 5 feet per point of Power, so the opponent is
Section 12.3, within his (5 x 4 = 20), 20’ range. He rolls his Chance
to Cast on a D20 die.
14 (Willpower Attribute)
- 13 (from the formula) • The D20 die result is “9”. This is greater than the
+ 2 (Magic Skill Level) Chance to Cast of 5. The Chance to Cast fails, and
+1 (Tweak) no spell effect is produced.
----------------------
o He suffers 1 point of Damage due to the
= 4 (Spell Power)
magical backlash of a failed spell casting. He is
wearing 6-point Scale Mail Armor, but this
provides no protection against failed magical
backlash. He suffers 1 Hit Point of Damage.
or,
• The D20 die result is “4”. This is less than the
Chance to Cast of 5. The spell casting is successful
and he Hits his opponent with his Lightning Spell.
o Per the Spell Description of “Lightning”, the
spell does 1 point of Damage for each point of
Power of the casting. The character’s Spell
Power is 4, so the Lightning does 4 points of
Damage to his opponent.
o Also, per the Spell Description, metal armor
provides no protection against the effects of
“Lightning”. The opponent is wearing 8-point
Chain Mail Armor, which is metal. He gets no
protection from his Armor, suffering a 4-point
Wound and losing 4 Hit Points.
o And from the Spell Description, once cast, the
effects of the “Lightning” spell may be locked
onto a target continued into following rounds
with no need for a new Chance to Cast.
21.0 PULLING IT ALL TOGETHER 23.0 CHARACTER SHEETS
The individual aspects of Melee Combat, Missile
If you’re working through the Character Creation
Combat, and Magical Spell Casting can now be
process in Chapters 2 though 12, a blank character sheet
combined into a single combat system.
is provided on the following page.
• In each round, the character must choose his type of
action(s). He must choose Melee, Missile, or Magic.
If you’ve bypassed the Character Creation process and
• Movement is secondary to that action chosen for that want to use a pre-generated character instead, you’ll find
round. Travelling one Move incurs an Initiative those here too, following the blank character sheet.
penalty of -1.
A brief description is shown on each pre-generated
• Characters may only Parry if they are engaging in character sheet, providing a summary of the character’s
Melee Combat. If they choose Missile Combat or skills and equipment.
Magic, they lose the ability to Parry any Melee
attacks during that round.
• Only Melee Attacks may be Parried. Missile attacks
and Magic attacks automatically strike their target if
the Chance to Hit or Chance to Cast is successful.