Ce Toolbox

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Toolbox Edition Core Elements:

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Core Elements Toolbox Edition

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Toolbox Edition�Core Elements:�

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Core Elements - Toolbox Edition is Copyright © 2005 by Butch Curry. The term “Core Elements” is�hereby designated Product Identity as defined in the OPEN GAME LICENSE Version 1.0a; section�

1(e). All other content in this document is hereby officially designated Open Game Content as defined�in the OPEN GAME LICENSE Version 1.0a; section 1(d).�

Based on Core Elements Revised�by James D. Hargrove�

by Butch Curry�

Core Elements: Toolbox Edition�

A Zombie�Nirvana Production�http://zombienirvana.sitesled.com�

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Introduction�By Butch Curry�

When James announced his retirement from�gaming – hopefully only temporarily – he gener-�ously turned over the bulk of his material to me.�I’ve been a fan of his work for some time, and�consider it a privilege to be able to carry the�torch onward in his place.�

This Toolbox Edition reprints the original Core�Elements Revised published by James along�with a collection of optional rules. These rules,�contained in the sidebars and appendices (along�with a few revisions in the core rules them-�selves) will assist gamemasters in customizing�Core Elements to suit their campaigns.�

I can only hope that this, the first of James’ cre-�ations that I’ve had the opportunity to build on,�will provide you with some good gaming.�

What is Core Elements?�By James D. Hargrove�

Core Elements is a simple, comprehensible,�and functional distillation of the world’s most�popular roleplaying system. This revision of the�original Core Elements incorporates rules for us-�ing magic and fine tunes the character creation�rules and combat rules found in the previous re-�leases. Like previous editions of Core Elements,�the entirety of this release is OGC with the ex-�ception of the title. Core Elements can be used�either as a set of rules to play a game, or as the�foundation of a game that you plan to publish.�That said, however you choose to use the re-�vised edition of Core Elements, I hope that you�enjoy it.�

Contents�

Basic Character Abilities�.................................�. 3�Character Level�...............................................�. 3�Buying Abilities ...........�............................�..�.......�. 3�Character Skills ...�...................................�......�.... 3�Character Hit Points ..�.....................................�.. 4�Tougher and Weaker Heroes ...............�............� 4�How to Make Checks ...................�.............�........ 4�When to Make Checks .�....................................�4�Making Ability Checks�...�...................................�4�AB & DB Explained .�.........................................� 4�Making Skill Checks ......�...................................� 5�Making Attack Checks�.........................�.....�.....�...� 5�Quick Combat .........................................�.....�..... 5�Making Defense Checks�............�.........�.............� 5�Making Saving Throws�............................�.........� 5�Assigning a Difficulty Class ......................�......�... 5�Armor Class ..............................................�.....�... 6�Taking Turns in Combat ...........................�.....�... 6�Health & Damage .........................................�....� 6�Character Growth ..........................................�...� 6�

Appendices�A: Modifiers Only ....................................�........�.. 7�B: Degrees of Success ..................�..............�...�.. 7�C: Wound Track ............................................�....� 8�D: Range & Movement .................................�....� 8�E: Supernatural Powers .................................... 9�The Limelight Factor ......................................... 9�F: Weapons & Armor .........................�.......�....�.. 11�G: Skill Lists ................................................�....� 11�H: Action Points ..........................................�....� 12�I: Insanity ...................................................�.....� 12�J: Vehicles & Chases ..................................�....� 12�K: Races & Classes ....................................�...�. 13�L: Opponents ..............................................�....� 14�M: Feats .......................................................�....�16�

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Basic Character Abilities�

In Core Elements, all characters are initially de-�fined by six different basic abilities - physical and�mental qualities that all sentient characters in a�given setting are assumed to possess. These six�different basic abilities are:�

Strength�(STR): Strength is a measure of your�character’s muscle and physical power.�

Dexterity�(DEX): Dexterity is a measure of hand-�eye coordination, agility, reflexes, and balance.�

Constitution�(CON): Constitution represents�your character’s overall physical health and�stamina.�

Intelligence�(INT): Intelligence determines how�well your character learns and reasons.�

Wisdom�(WIS): Wisdom is a measure of willpow-�er, common sense, perception, and intuition.�

Charisma�(CHA): Charisma is a measure of a�character’s force of personality, personal mag-�netism, ability to lead, and physical attractive-�ness.�

For each ability, roll four six-sided dice (4d6) and�total the three highest results to determine the�ability’s score. Each ability will have a modifier�ranging from -4 to +4 based on its score as out-�lined on the table to the right.�

Character Level�

In addition to the six different basic abili-�ties, characters are also defined by a�number that serves as an abstract rep-�resentation of the experience that they�have accumulated throughout their life.�This is the character's level. By default,�characters in games that utilize Core�Elements begin play at 1st Level.�

The level at which a character begins�play initially determines two different�things - their defense bonus (DB) and�attack bonus (AB).�

First level characters begin with 5 points to divide�between their AB and DB, with a minimum of +1.�As they increase each level, both their AB and�DB increase by one.�

Example: You feel that Hiram the thief should be�better at dodging blows than hitting people, so�you give him an AB of +2 and a DB of +3. At 2nd�level, these increase to AB +3 and DB +4; at 5th�level, they are AB +6 , DB +7, etc.�

Character Skills�

In addition to the basic abilities and their�level, a character is further defined by�the skills that they possess. Characters�initially receive skill points equal to eight�plus their INT modifier (8+INT=Skill�Points) per level. These points are�traded on a one-to-one basis to acquire�ranks in a given skill. You are limited in�how many points you can spend on any�given skill; you may have up to your cur-�rent level +3 ranks in any given skill.�

Score� Mod�

3� -4�

4-5� -3�

6-7� -2�

8-9� -1�

10-11� 0�

12-13� +1�

14-15� +2�

16-17� +3�

18� +4�

Buying Abilities�Random rolling is an old-fashioned way to�generate ability scores for a character, and�the unpredictability of it can be fun. But if�you’d like a little more control over character�creation, try this instead.�

All your ability scores default to 10, and you�have 12 points to spend between your six abil-�ities. You can also lower some abilities below�10 in order to gain additional points, earning�one bonus ability point for each point you take�away from one or more other abilities.�

Example: When creating Hiram, a charming�rogue, you decide to put all your points into�Dexterity and Charisma, putting 6 in each.�You’d really like Hiram to be a bit smarter than�average though, so you lower his Wisdom by�2 to gain an additional 2 points of Intelligence.�

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If the GM allows, you can choose one skill to�specialize in; you can have up to your level +5�ranks in your specialty.�

That said, note that because Core Elements is�merely a system - not a game that is tied to any�one genre or setting - there is no default list of�skills. Skills in games that utilize Core Elements�can be handled in one of three different ways,�explained directly below.�

First, a referee may create their own list of skills�specific to the genre and setting of the game that�they are running. Second, players may be al-�lowed to create their own skills as they define�their character, having them approved by the ref-�eree at that time (this is often referred to as '”free�form” skill creation). Finally, if neither of those�methods suit you, hundreds of pre-defined skill�lists exist in other OGL supplements and can be�ported into games that utilize Core Elements with�very little or absolutely no modification neces-�sary.�

Character Hit Points�

Finally, the last step in defining a character in�Core Elements is to determine their initial�number of hit points. Hit points are an abstract�representation of a character's ability to sustain�physical damage. A character has a total number�of hit points equal to 10 plus their CON modifier�at 1st Level, and gains a number of hit points�equal to the result of one six-sided die (1d6) roll�plus their CON modifier per level thereafter.�

How to Make Checks�

In order to determine whether a character's�action is successful, a player rolls one twenty-�sided die (1d20), adds some numbers to the re-�sult of the die roll, and compares the final sum to�a difficulty class (DC). If the combined total of the�player's dice roll equals or exceeds the DC as-�signed to the action, then their character has�successfully completed the action that they were�attempting to perform.�

When to Make Checks�

Making a check means rolling dice, and any�time that players are rolling dice, they're not fo-�cusing on their character. The only time that�players should make checks is when a character�is performing an action under duress - that is,�when another character or force (including things�such as darkness, nature, time, etc.) stands be-�tween them and performing their intended action�successfully.�

Making Ability Checks�

An ability check is called for whenever a charac-�ter is attempting to perform an action that directly�relates to one of the six basic abilities or when�they are attempting to perform an action for�which they possess no relevant skill. When mak-�ing an ability check, the GM determines an ap-�propriate ability for the action being attempted�and assigns a difficulty number to the action. The�player then rolls against that difficulty number.�

Tougher & Weaker Heroes�Using the standard 10+ CON modifier for hit�points results in characters who are fairly�tough but still very beatable in a fight. If you’d�like to make characters tougher or weaker,�you can increase or decrease their starting hit�point total: 5 + CON for weak characters,�or 20 + CON for tough heroes, for example.�

AB & DB Explained�Skill checks in�Core Elements�function on a�simple mechanic: d20 + ability bonus + skill�ranks. In the case of combat rolls, your�character’s AB and DB are treated like ability�bonuses: d20 + AB or DB + skill rank. When�making a saving throw, DB steps in in place of�skill ranks: d20 + ability bonus + DB. You can�allow AB or DB to similarly “fill in” for either�skill ranks or ability bonuses for�any�roll,�where the use of skills or abilities doesn’t�seem appropriate.�

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Making Skill Checks�

A skill check is called for when a character is at-�tempting to perform an action that directly relates�to a skill that they possess. When making a skill�check, roll a d20 and add the modifier for your�appropriate ability plus any ranks you have in the�relevant skill.�

Example: Hiram the thief is trying to sneak past a�guard. He has the skill Stealth +4, and a DEX�modifier of +3, so he’ll add +7 to his roll.�

Making Attack Checks�

An attack check is called for whenever a charac-�ter attempts to strike an opponent in combat.�

When making an attack check, the numbers that�a player adds to the result of the d20 roll are their�character's AB and any ranks in the single most�relevant weapon or fighting skill that their charac-�ter possesses which corresponds to the attack�being made.�

Example: Your character is engaged in a few�rounds of fisticuffs with a sailor in the local tav-�ern. You decide to swing a haymaker at the sail-�or, so you roll 1d20 and add your characters AB�and Fisticuffs skill ranks to the roll result.�

Making Defense Checks�

A defense check is called for whenever a charac-�ter attempts to parry or dodge an incoming attack�during combat. When making a defense check,�the numbers that a player adds to the result of�the d20 roll are their character's DB and any�ranks in the single most relevant skill that they�have which corresponds to the defensive action�being taken.�

Example: Your character is locked in combat with�an enemy swordsman, who has just swung a vi-�cious blow aimed for your head! You try to parry�the blow, making a defensive check: you roll d20�and add your character's DB and ranks in his�Swordplay skill to the roll.�

Making Saving Throws�

A saving throw is a special kind of ability check�made whenever a character is trying to avoid the�effects of an outside force or condition, such as�disease, insanity, or an explosion.�

When making a saving throw, roll against the as-�signed difficulty, adding your DB and your appro-�priate ability modifier to the roll.�

Assigning a Difficulty Class�

For saving throws or character actions that are�not being actively opposed by another character�or creature, the referee assigns a difficulty class�ranging from five (easy) to thirty (near impossi-�ble) or possibly even higher (a snowball's chance�in hell). When in doubt, a DC of 15 is a good de-�fault.�

When a character is attempting to perform an�action that is being actively opposed (a combat�attack or defensive sword parry, for instance) by�an opponent, both sides roll and apply any skills�or other bonuses. The character with the highest�total wins.�

Quick Combat�There may be times, particularly when the�characters are fighting minor opponents, that�you want to speed up combat. One way to do�this is to remove initiative and Defence rolls,�and resolve each round of combat with a sin-�gle opposed attack check. The character with�the highest roll wins and damages their oppo-�nent. In the case of a tie, neither side dam-�ages the other.�

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Taking Turns in Combat�

During combat, time is divided into turns. During�any given turn, a character may attempt to per-�form one action, making check as previously de-�scribed. To determine the order in which�characters can take those actions, each player�rolls for initiative.�

To determine initiative, players whose characters�are involved in the combat make a DEX check.�Characters act in order during combat, counting�down from highest roll result to the lowest. In�every round that follows, the characters act in the�same order.�

If two or more combatants have the same initia-�tive roll result, the combatants who are tied act in�order of total initiative modifier (highest first). If�there is still a tie, the tied characters should roll�again to determine which one of them goes be-�fore the other.�

Health and Damage�

Successful strikes in combat inflict damage equal�to the sum of a weapon's damage rating (DR) of�the weapon that inflicted the attack and the STR�(for melee attacks) or DEX (for ranged attacks)�modifier of the attacking character, less the ar-�mor rating (AR) of any armor that the defending�character is wearing. This damage is subse-�quently subtracted from the hit point total of the�character who was struck.�

Once a character's hit points have been reduced�to zero, the character is disabled (not uncon-�scious, but close to it); if their hit points are re-�duced to less than zero, but not less than -10,�they are unconscious; and when their hit points�have been reduced to less than -10, they are�dead. Injured characters heal 1d6 hit points of�damage per eight hours of rest that they receive.�

Character Growth�

As characters interact with the world around�them, they gain life experience. This experience�(as previously mentioned), is reflected by a�character’s level. Generally, characters gain�enough experience to increase a level after every�two adventures they complete. The GM can�make this process more or less frequent depend-�ing on the demands of the campaign.�

When a character gains a level, they do the fol-�lowing:�

·� Add 1d6 + CON bonus to their maximum�Hit Points.�

·� Gain a number of skill points equal to their�INT bonus.�

·� Increase their AB and DB by one point.�

Every third level (3rd, 6th, 9th, etc.), they also�increase one of their ability scores by 1 point,�gaining any modifier bonuses that this increase�might grant.�

Armor Class�In the standard Core rules, combat is resolved�with a series of opposed die rolls. If you’d like�a little less dice-rolling, you can set a static�defence number, called Armor Class (AC),�which becomes the DC for any attack rolls�against that character.�

Your AC equals 10 + your DB.�

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Appendices: Options & Additions�

This section includes additional optional rules for�Core Elements. Choose any of them - or none at�all - to customize your experience with the Core�rules.�

Appendix A: Modifiers Only�

You might have noticed that your ability score�modifier is all you actually use in play; the ability�score itself is only referred to when your charac-�ter is leveling up.�

With that in mind, you can simply drop the ability�scores altogether. Every three levels, instead of�increasing one of your abilities by one point, in-�crease one of your modifiers instead.�

If you decide to use the Point Buy variant, you�can still ditch the numbers; starting characters�have +6 bonus levels to divide among their abili-�ties, and can get extra points by taking a penalty�in one or more other abilities.�

Example: This time, when building Hiram the�rogue, you give him a +3 in Dexterity and a +3 in�Charisma, for a total of +6. Since that’s all the�points he gets for free, Hiram takes a -1 to his�Wisdom to gain a +1 to his Intelligence.�

When a character would gain an additional ability�point in the standard Core rules, they gain a +1�modifier bonus instead.�

This option is particularly useful if you’re inter-�ested in running a superhero-level game, since it�saves you the trouble of having to calculate the�bonus for a particularly high ability score.�

Appendix B: Degrees of Success�

Core Elements, and d20 in general, uses a sim-�ple pass/fail system: your roll either succeeds�completely or fails utterly.�

You can add a degree of success or failure with�the following rule:�

If you exceed the DC of any roll by 10 or more,�you’ve made a critical success. Not only did you�do whatever it was you were trying, you made it�look easy! You can take a +2 bonus to your next�roll or force a -2 penalty on your opponents next�roll, whichever is appropriate. Or, the GM could�grant some other relevant bonus.�

Example: Hiram the thief wants to pick the�pocket of a passing merchant. The referee as-�signs a DC of 15; with his bonuses and a high�roll, Hiram gets a total of 27, a critical success!�The GM declares that not only did Hiram pick the�merchant’s pocket, he also managed to slip the�rings off the rube’s fingers! Alternately, the GM�could give Hiram a +2 to his Persuasion roll�when he tries to get a better price when fencing�the ring a few minutes later.�

If you fail a roll by 10 or more, you’ve made a�critical failure. You didn’t just fail, you flubbed it�badly. You take a -2 to your next roll, or your op-�ponent gets a +2 to their next roll, whichever is�appropriate. Alternately, the GM could incur�some other relevant penalty.�

Example: Unfortunately, when Hiram is trying to�fence the stolen rings, the negotiations go awry,�and Hiram ends up in a knife fight with his fence.�The fence makes an attack roll of 28, but Hiram�only gets a 12, a critical failure. The fence gets a�+2 to his damage roll against Hiram. The GM�could also declare that the fence disarmed�Hiram, and the thief will have to use an action to�retrieve his dagger or draw a new one.�

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Appendix C: Wound Track�

This section presents an alternative to the hit�point system. When a character is hit in combat,�the attacker rolls d20 plus the appropriate at-�tribute modifier (STR for melee attacks, DEX for�ranged attack) minus the target’s armor to deter-�mine damage.�

The injured character marks the damage on a�copy of the following table:�

A�Bruise�is a wound so minor that it has no ef-�fect.�Scratches, Wounds,�and�Injuries�have a�penalty attached to them. Characters with one of�these wounds take a penalty to all their rolls�equal to that of the greatest wound they’ve re-�ceived; the penalties are not cumulative. If all the�wounds on a row have been filled, mark the next�available wound on the following row.�

Incapacitated characters can take no actions.�They can be killed by any opponent who takes�an action to do so.�

After a combat scene, characters can remove all�their Scratch wounds automatically, and their In-�capacitated if they receive immediate medical�attention. Other wound marks are removed one�at a time for each 8 hours of rest the character�gets. Injury marks are removed first, then Wound�marks.�

The table can be easily modified to suit your own�campaign by changing result numbers or adding�or subtracting hit dots.�

Weapons and Armor�: Weapons in this system�have a fixed value (+1 for a dagger, +3 for a�sword, etc.), which add to the d20 damage roll.�Armor has a fixed value which subtracts from it.�

Appendix D: Range & Movement�

Powers and ranged attacks have four range�classes in Core Elements: None, Short, Medium,�and Long. Only one of these, None, is explicitly�defined: it either effects the user or someone he�can touch. Beyond that, it’s up to the GM to de-�termine how detailed the range system should�be. It’s entirely possible to use it with only these�loose definitions.�

Rather than use tactical movement - where char-�acters can move X number of feet a round - Core�Elements uses a similarly loose system for mov-�ing characters about. If a character wants to get�from point A to point B, the GM declares how�many rounds it will take. If you’re the GM, and�you’re not sure, roll a d6 to see how many ac-�tions it will take. This time can be increased or�decreased as needed, depending on the actions�of the characters involved.�

Example: Hiram needs to take out a guard at the�end of a long hallway. The GM determines that�he can sneak into Short range with two success-�ful Stealth checks over the course of about a�minute.�

Hiram don’t have time for that, and wants to�charge into knife range as quickly as possible.�The GM declares that he can hustle for a round,�then throw the next round with no penalty, or run�flat-out and throw his knife in the same round�with a -2 to his attack roll.�

If you want to introduce tactical movement, allow�characters to move 4 + their DEX modifier in�inches each round, or twice that if they don’t at-�tack. Characters with a DEX modifier of –4 can�either attack or move 1”; they can’t do both.�

1-5� Bruise: No effect�

6-15� Scratch: -1� O� O� O� O�

16-20� Wound: -2� O� O� O�

21-25� Injury: -4� O� O�

26+� Incapacitated� O�

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Appendix E: Supernatural Powers�

Hurling fireballs, reading minds, and leaping tall�buildings in a single bound are all different super-�natural powers and are all handled with the same�rules in Core Elements.�

Mechanically, supernatural powers are treated�identically to skills in Core Elements: they are�purchased with skill points, and are resolved with�a d20 + ability modifier + skill roll.�

To use a power, the player describes what�they’re attempting to do and the specific outcome�they’re trying to achieve. They then make a skill�check, based on a DC set by the GM; if they’re�successful, the power functions as they de-�scribed it.�

Setting DC for Powers�Determining a few basic factors will help you set�the difficulty for a power.�

Number of targets�: By default, a power effects a�single target (or a small area of effect for powers�which don’t have a specific target). The difficulty�for the power increases as the number of targets�or area of effect increases.�

Range�: There are four range classes for powers:�None�,�Short�,�Medium�, and�Long�. Powers default�to a range of None: they effect only the user or a�target they can touch. Increasing the range of the�spell effect increases the difficulty.�

Duration�: Powers default to a fairly short dura-�tion, only having an effect in the same round�they’re used. Increasing this length of time in-�creases the difficulty.�

The durations used are�Instant�,�Rounds�,�Minutes�(or for the duration of the scene),�Hours�,�Days�,�Months�,�Years�, and�Permanent�. Most powers will�have durations in the first three categories; in-�creasing the duration beyond these should result�in a sharp increase in difficulty.�

Variance�: Powers can often be used to accom-�plish feats for which they might not have initially�been intended. The greater the variance from the�norm, the more difficult the spell becomes.�

Effects of Powers�In some cases, the effects of a supernatural�power are binary: either you’re turned invisible or�you’re not, for instance. In these cases, a simple�skill roll to determine success or failure is all�that’s required.�

Damaging effects do 1 point of damage for each�point by which you exceeded the target number�when casting + your AB. This formula can also�be used to determine the amount of damage�blocked by shielding spells, the length of time�that certain spells last, etc.�

Limiting Powers�You may want to limit the use of powers in your�campaign. If so, here are two options.�

Slots.�You get a number of power slots equal to�your INT modifier + your current level. In a given�time period defined by the GM, each use of a�power uses one slot. Either scenes or days are�recommended for the time period in this method,�as they require the least amount of bookkeeping�to track.�

Points.�Characters begin with (INT modifier +�level)x10 in power points. Each use of a power�uses a number of points equal to the skill rank of�that power. Power points return after a full nights�rest.�

The Limelight Factor�Another factor you might want to take into ac-�count when setting the DC of a power is the�degree to which the user might be hogging the�limelight or horning in on the specialty of an-�other character. For example, a wizard trying�to use a spell to pick a lock rather than allow�the party thief to do so might have his DC set�much higher than if the group had no thief.�

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Purchasing Supernatural Skills�You can fine tune the utility and power of powers�in your game by defining exactly how supernatu-�ral skills are purchased in the campaign.�

One Skill�: Characters purchase a single skill to�handle any supernatural powers they might use.�One Skill campaigns are usually those where�magic is relatively rare or require a great deal of�preparation, special circumstances, or unique�equipment. In this system, a fantasy wizard might�have a Magic skill to resolve all his spell use.�

Skill Categories�: Powers are broken down into a�few categories. Each category is purchased sep-�arately. Depending on the nature of the catego-�ries and the specifics of the powers being used,�these categories can sometimes be combined on�the fly to create complex effects. In this system,�our wizard might have Fire Magic, Ice Magic, or�both.�

Many Skills�: In a Many Skills campaign, each�specific power has its own skill. This makes�magic fairly expensive and less flexible. In this�system, our wizard would have to purchase a�Fireball skill, a Flying skill, and a Wall of Fire skill�separately in order to use those spells.�

If you’re concerned that supernatural powers�might be too overwhelming in your campaign,�you can also increase their cost, requiring play-�ers to spend 2 or 3 skill points to purchase each�rank of a power skill.�

Example 1:�Ritual Magic (One Skill)�In this example, magic is rare, and involves com-�plex rituals and ancient tomes. Generally, it is�confined to the summoning and control of beings�from outside of space and time. Any use of this�spell takes at least an hour of preparation and�another hour of casting, and uses the Ritual�Magic skill, which requires special permission by�the GM to purchase. The GM also declares that�he’ll he using the Insanity rules (see Appendix�X), and that each use of the Ritual Magic skill,�successful or not, incurs a point of Insanity on�the player.�

Example 2:�Fantasy Magic (Skill Categories)�In this system, spells are divided into different�schools based on the type of effect they create.�Characters can buy one or more of these magic�skills, and mix them as desired to create complex�effects.�

Alteration�: Alteration magic changes the physi-�cal properties of a character, creature or object;�altering their body. Magical healing and shape�changing, for example, fall under this category of�magic.�

Banishment�: Banishment magic compels forces,�items, or characters in the caster’s immediate�vicinity to depart. Examples of Banishment magic�at work include dispelling a curse or turning un-�dead.�

Conjuration�: Conjuration magic creates items or�elements (magical or mundane in nature) where�none previously existed. The creation of magical�fire, for instance, falls under this category of�magic.�

Control�: Control magic physically manipulates�items or elements. For example, causing a flying�arrow to stop in mid-flight or drawing shadows to�oneself are both examples of Control magic at�work.�

Enchantment�: Enchantment magic endows�upon an a character or object magical properties�that it does not usually possess. Magic swords�and armor are all end products of Enchantment�magic.�

Summoning�: Summoning magic calls to the�caster creatures, characters, or elements that�already exist but are not in the immediate area.�Things commonly summoned include demons�and alien gods.�

Example 3:�Martial Arts (Many Skills)�In this setting, the characters play kung fu ex-�perts living in the modern era. Different attacks�and other maneuvers are all purchased as indi-�

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vidual skills. Rather than using the existing limit-�ers, the GM has declared that each power can�only be used once per scene. The players are�encouraged to create their own maneuvers and�give them fanciful names.�

Example maneuvers include:�

Soaring Dragon Kick:�A leaping, spinning back�kick that sends the target flying backwards.�

No-Shadow Punch:�A punch thrown so quickly,�it doesn’t cast a shadow.�

Paper Butterfly:�The ability to leap incredible�distances and land on impossibly thin perches.�

Eagle Claw Strike:�A raking attack to the oppo-�nents eyes, temporarily blinding them.�

Fang of the Serpent:�A lightning-quick nerve�strike that temporarily paralyzes the victim.�

Appendix F: Weapons & Armor�

By default, CE uses a simple system: Weapons�do a variable amount of damage, plus the appro-�priate attribute bonus (STR for melee attacks,�DEX for ranged attacks), minus the targets Ar-�mor Rating (AR).�

This allows you to easily modify how lethal you�want combat to be in your campaign. For more�cinematic campaigns, for instance, weapons can�be set to do minimal damage, with armor provid-�ing a lot of protection. In a grittier, more lethal�campaign, weapon damages are dialed up, while�armor is scaled down.�

If you don’t have the time to develop long�weapon and armor lists, here’s a simple method�you can use to create them in just a few mo-�ments.�

First, divide weapons and armor into three class-�es: Light, Medium, and Heavy. Assign a die type�to the weapons; an easy method is to use three�consecutive die types, like Small d4, Medium d6,�Heavy d8. Then assign the three armor types an�AR equal to half the die type of the correspond-�

ing weapon type. In this example, you would�have Light AR 2, Medium AR 3, and Heavy AR 4.�You can then increase or decrease any of these�values if necessary.�

Appendix G: Skill Lists�

If you’re pressed for time or simply don’t have the�desire or opportunity to create or find a skill list,�here are two you can use. The first is suitable for�fantasy-type games, while the second is appro-�priate for games taking place in the modern age.�

Fantasy Skill List�

Modern Skill List�

Climbing� Running�

Concealment� Search�

First Aid� Shield�

Intimidation� Stealth�

Knowledge� Survival�

Notice� Tactics�

Parry� Thievery�

Persuasion� Tracking�

Profession� Unarmed Combat�

Riding� Weapon (choose one)�

Computers� Medicine�

Con� Melee Combat�

Disable Device� Notice�

Disguise� Parry�

Dodge� Piloting�

Driving� Profession�

Firearms� Running�

Gather Information� Search�

Intimidate� Sleight of Hand�

Knowledge� Stealth�

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Appendix H: Action Points�

Action points are a hedge against bad luck, and�are appropriate for games where the characters�are larger-than-life heroes.�

After making any d20 roll, but before the GM de-�clares the results of it, a player can expend one�action point to add 1d6 to their roll.�

Players can spend more than one action point a�round, but they can only spend one on any given�roll. You could spend an action point to improve�an attack roll and a damage save in one round,�for instance, but you couldn’t spend two action�points on a single attack roll.�

The number of action points allotted to each�player is up to the GM. A cinematic, over-the-top�game might allow as many as five, while a gritti-�er, more realistic game might only allow one, or�none. Three is the recommended number for�most campaigns.�

Appendix I: Insanity�

When playing in a setting where the potential for�going insane is a factor, you can use this system�to track your character’s current mental health.�

A character’s degree of insanity is tracked on a�scale from 0 (perfectly sane) to 10 (totally nuts).�The bad news is that the more sane you are, the�more likely you are to be driven nuts when you�encounter something horrifying!�

When faced with something sufficiently horrify-�ing, you’ll need to make a Wisdom save, adding�your current Insanity score to the roll. If you fail,�you add 1 to your current Insanity level. If the GM�determines that the horror was particularly in-�tense, you could add even more.�

Player characters start with 1 Insanity (they have�to be a bit nuts to do the things they do, after all).�

Removing points of Insanity takes time. Charac-�ters with 5 or less Insanity points take 1 week per�point to recover. At 6 or more points, characters�need professional health care and 1 month per�point.�

Characters who gain 10 points are completely�insane and are effectively removed from play:�they’ll need to be institutionalized for at least a�year to bring them down to 9 Insanity.�

Note that you can also use the Insanity system�for tracking other, similar intangibles, such as�humanity, morality, or fear.�

Appendix J: Vehicles & Chases�

Core Elements uses a set of simple, character-�driven mechanics to handle vehicles and chases.�The emphasis is placed on the driver or pilot�rather than the machine. In this system, vehicles�have three stats: Speed, Handling, and Body.�

Speed and Handling are rated from –3 to +3,�though this rating is relative to other vehicles of�the same type. Average vehicles of any given�type will always have a Speed and Handling of 0.�For example, when dealing with ground vehicles,�a bulldozer and a single-engine prop plane might�both have a Speed rated at –3, but the plane is�considerably faster than the bulldozer. Should a�situation arise where you’re mixing and matching�vehicle types in this way, the GM should adjust�the relative bonuses and penalties as needed, or�simply rule that the faster or more maneuverable�vehicle will automatically win any contested rolls�of that type.�

Body measures how hardy the vehicle is, and�represents how much damage it can sustain�while still remaining functional. Vehicles have a�Body score ranked from 1 (flimsy) to 10 (a tank).�When a vehicle’s Body is reduced to 0, it is�stopped dead.�

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Here a few vehicles and their respective scores:�

Average Bicycle�: Speed 0, Handling 0, Body 1�Mountain Bike�: Speed 0, Handing 0, Body 2�Racing Bike�: Speed +2, Handling +2, Body 1�Skateboard�: Speed -2, Handling +3, Body 1�

Motorcycle�: Speed 0, Handling 0, Body 3�Big Hog�: Speed +1, Handling -1, Body 4�Crotch Rocket�: Speed +2, Handling +1, Body 2�

Typical Sedan�: Speed 0, Handling 0, Body 5�SUV�: Speed 0, Handling -1, Body 6�Sports Car�: Speed +2, Handling +1, Body 5�Race Car�: Speed +3, Handling +3, Body 4�

Vehicle chases are handled through a series of�opposed rolls, with each driver adding their ap-�propriate Skill rank and AB to the roll. The chase�ends when any one of the following conditions�are met: when one side accumulates X number�of successful rolls (5 for a short chase or 10 or�more for a longer one are recommended); when�one side wins 3 rolls in a row; or when the vehi-�cles on side or another are too damaged to con-�tinue.�

Vehicular weapons (machine guns, rocket�launchers, etc.) do 1d4 Body damage. Other sig-�nificant attacks do 1 or more Body, at the GM’s�discretion. Shooting a motorcycle with a handgun�would do 1 Body, while shooting a tank with one�would not, for example. Slamming into an ene-�mies vehicle with your own does 1 Body to both�vehicles, or more for a serious collision.�

Appendix K: Races & Classes�

By default, Core Elements contains no character�classes and no specific races such as elf, dwarf,�Vulcan, etc., but these can be easily built as�needed or desired for your campaign.�

In Core Elements, Races and Classes are noth-�ing more than a package of attribute modifiers�and skills. When creating a new race or class�package, all attribute modifiers should generally�total 0; if all the players are required to select a�race or class, you can adjust this up to give the�characters an attribute bonus, so long as the bo-�

nus is equal to all races and classes. Any in-�cluded skills must be purchased from the�character’s existing pool of skill points.�

Here are a few examples:�

Elf�Attributes: STR –1, DEX +1, CON –1, INT +1.�Skills: Bows, Notice.�

Dwarf�Attributes: STR +1, DEX –2, CON +2, CHA –1.�Skills: Hammer, Spelunking.�

Warrior�Attributes: STR +1, CON +1, INT –1, WIS –1.�Skills: Choose a melee weapon skill.�

Wizard�Attributes: STR –2, INT +2.�Skills: Choose a magic skill.�

Hacker�Attributes: STR –1, DEX –1, INT +2.�Skills: Computers.�

Librarian�Attributes: STR –2, INT +3, CHA –1.�Skills: Research, at least one Knowledge skill.�

Gunslinger�Attributes: DEX +1, WIS –1.�Skills: Pistols, Fast Draw.�

You can also introduce special racial or class�abilities if you choose, though whenever possible�these should be represented as a skill. Druids,�for example, might have the ability to change into�different animal shapes; this could be purchased�as a Shapeshift skill.�

Other abilities or penalties can be assigned an�attribute point value based on their usefulness. A�minor power might be substituted for a +1 bonus,�a fair power for a +2, or a substantial power for a�+3. Nightvision, flight, or bonuses to skills or�types of skills are all examples of powers and�abilities that could be attached to a racial pack-�age.�

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Appendix L: Opponents�

There are a number of different ways to repre-�sent opponents in Core Elements.�

One Number:�Useful for minor opponents who�are of little consequence to the storyline, this sys-�tem represents enemies with a single modifier,�like this:�

Skeleton�(+1), sword (1d6)�

Any roll the skeleton makes gets a +1 modifier.�It’s assumed that the GM will only make rolls that�are appropriate for the opponent; our Skeleton�wouldn’t be able to make a Profession: Black-�smith roll at all, let alone get a +1 when making it.�

Categories:�If the One Number system isn’t�quite detailed enough for your purposes, or isn’t�suitable for certain enemies, you can use this�version.�

Skeleton�: Physical +1, Mental –1, sword�(1d6).�

Like the One Number version, a Categories en-�emy is abstracted. In this case, our skeleton gets�+1 to any physical checks or saves: AB and DB,�STR, DEX, or CON rolls, physical Skills, etc. He�takes a –1 penalty to any mental activities: INT,�WIS, or CHA checks and saves, noticing things,�mental skills, and the like.�

Relevant Only.�Opponents recorded in the Rele-�vant Only notation only have their important abili-�ties and skills noted. Anything not recorded is�assumed to be at +0.�

Skeleton�STR –1, DEX +3, INT –2.�Combat�: Sword (+3, 1d6-1), DB +0, HP 6.�Skills�: Notice +1, Stealth +1.�

This version gives us a bit more detail. If there�aren’t many relevant attributes, it can provide a�good thumbnail sketch of an opponent. If there�are a lot, though, you might as well do a full wri-�teup.�

Full Writeup.�Even if you do a full writeup of�your opponents, they’re still quite simple.�

Skeleton�Abilities�: STR -1, DEX +3, CON n/a, INT –2,�WIS +0, CHA +0.�Skills�: Swords +1, Notice +1, Stealth +1.�Combat�: AB +2 (+3 sword), DB +0, damage�1d6–1 (sword), HP 6.�Traits�: Swords and other edged weapons are�less effective against a skeleton, taking a –1�penalty to hit and damage.�

This gives us all the detail we need to run our�Skeleton. When you have plenty of time to pre-�pare, or if you’re creating a personal bestiary, a�full writeup for each monster can come in handy.�But if you’re pressed for time, one of the other�options can allow you to whip up whole armies of�opponents on the fly without missing a beat.�

Damaging Opponents�Depending on which damage system you’re us-�ing, you have several options for tracking dam-�age to opponents other than hit points.�

One Hit Wonders.�Regardless of which damage�system you’re using, this is the simplest system:�any attack which hits the enemy drops them. You�can extend this to two or three hits, but beyond�that you’re better off using a more detailed sys-�tem.�

Altered Wound Track.�Minor enemies might�have a contracted wound track, looking some-�thing like this:�

1–15� Scratch (–1) OO�16-20� Wound (–2) O�21+� Out O�

Or for slightly tougher foes, like this:�

1-5� Bruise�6-15� Scratch (–1) OOO�16-20� Wound (–2) OO�21+� Out O�

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A�really�tough opponent might have a wound�track like this:�

1-10� Bruise�11-20� Scratch (–1) OOOOOO�21-30� Wound (–2) OOO�31+� Out O�

As you can see, the wound track can be easily�modified to help represent the toughness – and�importance – of any enemy or group of enemies.�

Opponent Hordes�When dealing with large numbers of weak or un-�important enemies, you can represent them as a�single entity. Rather than individual toughness,�you can use hit points or the wound track to rep-�resent how many of the enemy are left standing,�like so:�

1–15� Mob (–1) OO�16-20� Handful (–2) O�21+� All out O�

Or, as another example:�

1-5� All up�6-15� Mob (–1) OOO�16-20� Gang (–2) OO�21-25� Handful (–4) O�26+� All out O�

In each round, the players aren’t just attacking a�single opponent; they’re swinging, kicking,�punching, and shooting like mod, dropping foes�left and right.�

Depending on the type and size of the horde, it�might be able to attack only a single character or�all the characters within a given area. The GM�should determine who can be attacked by the�horde, but no character can be attacked more�than once a round.�

Example Opponents�This is a small collection of enemies to get you�started in your Core Elements game. They all�have Hit Points listed (5 + CON bonus/level for�quick figuring), but of course you can change�them to use one of the previously discussed vari-�ants.�

Note that these opponents are built with the�same skill points and AB/DB as player charac-�ters. You can easily make these opponents more�or less challenging by increasing or decreasing�their level.�

Giant Rat (1st level)�STR –1 DEX +3 CON –2�INT –3 WIS –2 CHA –2�Skills:�Climb +2, Hide +1, Melee combat +2.�Combat:�AB +2 (+4 bite), damage 1d4–1 (bite),�DB +3 (+5 melee), HP 3.�

Goblin (2nd level)�STR –1 DEX +1 CON +1�INT +0 WIS –1 CHA –2�Skills:�Hide +1, Move Silently +2, Notice +2,�Swords +1, Bows +2.�Combat�: AB +3 (+4 swords, +5 bows), damage�1d6-1 (sword), 1d8+1 (bow), DB +2 (+3 melee),�HP 12.�Traits:�Nightvision. Goblins can see in complete�darkness without difficulty.�

Orc (3rd level)�STR +3 DEX +0 CON +1�INT –1 WIS –2 CHA –3�Skills:�Notice +2, Axes +4, Bows +1.�Combat�: AB +6 (+10 axe, +7 bow), damage�1d8+3 (axe), 1d8 (bow), DB +3 (+7 melee),�HP 18.�

Ogre (4th level)�STR +5 DEX –1 CON +2�INT –2 WIS +0 CHA –2�Skills:�Intimidation +3, Notice +3.�Combat:�AB +7, damage 1d10+5 (big club),�DB +4, HP 28.�

Giant Spider (5th level)�STR +2 DEX +3 CON +1�INT +0 WIS +0 CHA –4�Skills:�Climb +5, Hide +5, Notice +2.�Combat:�AB +7, damage 1d10+2 (bite), DB +6,�HP 30.�Traits:�Poison. On a successful bite, the target�must make a CON save at difficulty 15 or take an�additional 1d6 points of damage.�

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Appendix M: Feats�

Many d20 games use Feats, special powers and�abilities the characters possess which really set�them apart from normal folk. Given the simplified�nature of�Core Elements�, many of these Feats�are unnecessary;�CE�simply lacks the mechanics�to support them.�

If you decide to include Feats in your game, here�are a few that you can use. It is recommended�that characters start with one Feat and gain a�new one every odd-numbered level after that�(3rd, 5th, 7th, etc.).�

You can easily add to this list by grabbing your�favorite d20 book and using any appropriate�Feats included there, with the GM’s approval.�

Accurate Attack�You can subtract up to 5 from your damage and�add it to your AB for a single attack. This attack�will do a minimum of 1 point of damage.�

Cleave�You’re adept at taking out lesser opponents by�the dozen. When engaged in melee combat and�you deal enough damage to drop an opponent,�you immediately get another attack against an�opponent in range of your attacks. You can con-�tinue Cleaving as long as you�

Combat Specialization�Choose one combat skill. You gain a +1 bonus�with that skill each time you choose this feat, up�to a total maximum bonus of +3.�

Defensive Maneuver�You can subtract up to 5 from your AB and add it�to your DB until your next action. You cannot do�this in response to a surprise attack. This can�reduce your AB to +0 or less.�

Hit and Run�You can attack and then move, or make a short�move, attack, and move again.�

Improved Initiative�When making a DEX check for initiative, you get�a +4 to your roll.�

Jack of All Trades�Once per game session, you can attempt to use�a skill you haven’t purchased. This skill has an�effective rank of +3.�

Lucky�If you’re using the Action Point system, your�character begins each session with one extra�Action Point. If not, characters with this feat can�gain the benefit of an Action Point (adding 1d6 to�any d20 roll) once per session.�

Martial Arts Master�Your unarmed attacks deal damage equivalent to�a medium-sized weapon, such as a large club, in�addition to your STR bonus.�

Offensive Maneuver�You can subtract up to 5 from your DB and add it�to your AB until your next action. This can reduce�your DB to +0 or less.�

Powerful Attack�You can subtract up to 5 from your AB and add it�to your damage for a single attack. This can re-�duce your AB to +0 or less.�

Skill Specialties�Choose two related non-combat skills. You get a�+2 to your skill checks with these skills each time�you take this feat, up to a total maximum bonus�of +6. Examples of related skills include Ride and�Handle Animals, Thievery and Move Silently, or�Running and Jumping.�

Tough�You gain an additional 5 hit points each time you�take this Feat. If you’re using a Wound Track in-�stead, you gain an additional Scratched dot.�

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OPEN GAME LICENSE Version 1.0a�

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15 COPYRIGHT NOTICE�Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.�

System Reference Document, Copyright 2000, Wizards of the Coast Inc., Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary�Gygax and Dave Arneson.�

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast Inc.; Authors Bill Slaviscek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle,�David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Skip Williams, Richard Baker, Peter Adkinson,�Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.�

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17�