Stormchaser - Chapters 1 to 3: Attributes and Characteristics

by Stormchaser

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Stormchaser Roleplaying Game

Introduction

My first memory of the word Stormchaser is the name of a skyship in The Edge Chronicles by Paul Stewart. The book of the same title was sat on the bookshelf beside my desk when I, as a child, looked around for a name for the Excelsior-class starship that I was in the process of building in Star Trek Starship Creator. So began a lifelong love affair with the name. It spoke to something inside me. It conjured up images of heroes and adventure, of a drive to explore and discover.

He who chases the storm.

My first email adress was stormchaser6. My first RPG character was Kyne Stormchaser. It's a name that I've carried through my life with me, be it as an online handle, or as the name of what would become my own venture into the gaming industry; Stormchaser Roleplaying. So, in a way, the name of my very own full-fledged RPG was a foregone conclusion.

Enter the Stormchaser Roleplaying Game.

The Stormchaser Roleplaying Game is first and foremost a spiritual successor to GURPS, the Generic Universal Roleplaying System. However, it also follows in the footsteps of many other games that have gone before it. World of Darkness, Call of Cthulu, Warhammer Fantasy Roleplaying, Stars Without Number, and, of course, Dungeons and Dragons. It's also a game written with the play-by-post medium in mind, making it uniquely suited to my own needs.

In an age of simplified and rules-light systems, Stormchaser prefers 'crunchier' mechanics and more detailed representations, while still learning from more modern and elegant design principles wherever possible.

I hope you enjoy playing Stormchaser.

– Kyle Taylor

Dice

To play this game the Game Master (or GM) and players will need a set of dice. Stormchaser only uses 10-sided dice (d10s) and 100-sided dice (d100s). The letter d stands for the word "die" or dice. The number after the d stands for the range of random numbers that can be rolled. For example, a d10 generates a random number between 1 and 10, while a d100 generates a random number between 1 and 100.

Reading the d100

d100 usually consist of two 10-sided dice rolled at the same time. These dice are sold in pairs, where one die (the units die) is numbered 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, and the other die (the tens die) is numbered 10, 20, 30, 40, 50, 60, 70, 80, 90, 00. When these dice are rolled, read the top numbers on the dice to get the result. The single digit is the units, the double digit the tens, and you read them together. A roll of 00 on the tens die combined with a 0 on the units die indicates a result of 100. A roll of 00 on the tens die combined with any other roll on the units die indicates a roll of under 10; for example, a roll of 00 on the tens die and 3 on the units die would be read as a result of 3.

Alternatively use two "units" dice of different colors, each numbered 1, 2, 3, 4, 5, 6, 7, 8, 9, 0. Read the die of one color consistently as the tens-digit and the other as the units-digit: thus a result of 2 and 3 reads as 23, a result of 0 and 1 reads as 1, and a result of 1 and 0 reads as 10. A result of 0 and 0 reads as 100.

Dice Roll Variations

Sometimes a dice notation in the rules or in a scenario is preceded by a number: it tells the reader that more than one such die should be rolled and that their results should be added together. For example, 2d100 means that two 100-sided dice should be rolled and totaled (or roll a d100 twice and add the scores together).

Sometimes additions are shown to die rolls. You might see 1d100+50, for instance. This means that the number following the plus sign should be added to the result of the d100 roll. For 1d100+50 the result must be between 51 and 150.

"Checks" and other rolls typically require you to roll a number of dice at once, add up the results, and compare the total to a difficulty class or "DC". For really huge numbers, dice can be multiplied. For example, “6d10×10” means "roll 6 dice and multiply by 10".

Rounding

A mathematical formula is often the best way to ensure that a rule is fair, realistic, or universal. But formulas sometimes yield inconvenient fractions. Except where instructed otherwise, round off fractions as follows:

Round up for point costs. When you modify a point cost by a percentage, or multiply it by a factor, round all fractions up. For instance, a 25% enhancement to a 15-point ability would result in 18.75 points, which would round to 19 points. For negative numbers, "up" means “in the positive direction”; e.g. if you multiply -7 points by 1/2 to get -3.5 points, round the result to -3 points.

Round down for character feats and combat results. When you use maths to determine what a character can do – how much he can lift, how far he can jump, etc. – or to calculate injury or other combat results, round all fractions down. For instance, for an attack that inflicts 3 points of injury with a 50% damage bonus, round down from 4.5 to 4 points.

Exceptions and special cases (such as "round to the nearest whole number" or "do not round off") are noted explicitly with the relevant rule.

Quick Start

This section is a brief guide to the whole Stormchaser game system. The Core Rulebook is extensive, but most of that is detail and special cases. The game system is actually easy.

Stormchaser is designed to be "friendly", both for the player and the Game Master. The rulebook includes a lot of detail, but it's indexed and cross-referenced to make things easy to find, and all of the detail is optional – use it only when it makes the game more fun.

There are only four basic "game mechanics" in Stormchaser. Learn these and you can start to play.

  1. Checks. A "check" is a dice roll made when you need to "test" one of your skills or attributes. For example, you might roll a Strength check to open a heavy door.
    Roll 2d100 for a check and add your skill to the roll. If your roll is greater than or equal to the DC of the task, you succeed. Otherwise, you fail. For example, if you are making a Strength check and your STR is 60, you roll 2d100 and add 60 to the result.
    Sometimes you will have additional modifiers to a roll. For example, if you are trying to stop a very heavy door from closing, you might have to make a Strength check at -10 (or STR-10, for short). In that case, with a Strength of 60, you roll 2d100+50, and it is thus harder to roll the necessary DC, just as opening a heavy door is harder than opening an ordinary one.
    For an especially easy task, you would get a bonus to your attempt. You might roll "Animal Handling+20" to make friends with a very friendly dog. If your Animal Handling skill were 60, you would then have a bonus of +80. Making a roll with a higher bonus is easier, just as a friendly dog is easy to deal with.

  2. Attack Rolls. An "attack roll" is made to hit an enemy in combat. For example, using your Guns skill to hit an enemy with your pistol.
    Attack rolls work much like checks, except you roll only 1d100 and add your skill to the roll. If your roll is greater than or equal to the target's defence, you hit them. For example, if you are shooting and your Guns skill is 45, you roll 1d100 and add 45 to the result.
    Attack rolls can also be modified by extraneous circumstances, such as distance or target size.

  3. Reaction Rolls. A "reaction roll" is a roll made by the GM to determine how his non-player characters (NPCs) react to the player characters. This roll is always optional; the GM may predetermine reactions, but sometimes it’s more fun to let the dice control the reactions.
    To check reactions, the GM rolls 2d100 and consults the Reaction Table. The higher their roll, the better the NPCs will react, and the better the treatment they will give the PCs.
    Many traits give reaction modifiers that add to or subtract from reaction rolls. If you have a +60 reaction due to your good looks, the GM will add 60 to any reaction roll made by someone who can see you. This is likely to improve the way they behave toward you!

  4. Damage Rolls. A "damage roll" is a roll made in a fight, to see how much harm you did to your foe.
    Many things can affect the final injury inflicted by your attack. Armour reduces the damage received by the wearer. Certain attacks do extra damage if they get through armor. "Critical hits" can do extra damage. All these things are explained in the combat rules. The combat system is "modular"; you can use all the rules for a complex, detailed, realistic combat simulation – or just the bare bones for a quick game.

Another important system that will be detailed later is the character creation system. The GM will give each player a number of points to spend on his character. High attribute levels cost points, as do perks and skills. Flaws, such as Greed and Berserk, are also available; these give you extra points. These rules let you do all your calculations before play starts, and enter them on the Character Sheet. That way, you don't have to bother with calculations during play!

Got all that? Good. Now you can play Stormchaser. The rest is just details. Have fun!

Mini-Glossary

Below are a few important terms used in this book.

Appearance (APP): An attribute that measures the physical attractiveness of a character and their ability to use it to their advantage.

attributes: Eight numbers – Strength, Fortitude, Coordination, Reflex, Intelligence, Willpower, Appearance and Confidence – that rate a character’s most basic abilities. Higher is always better!

cinematic: A style of play where the needs of the story outweigh those of realism, even when that would produce improbable results.

Confidence (CONF): An attribute that measures how sure of themselves a character is.

Coordination (CORD): An attribute that measures the manual dexterity of a character.

d: Short for "dice". "Roll 2d100" means "roll two one-hundred-sided dice and add them up".

enhancement: An extra capability added to a trait. This increases the point cost of the trait by a percentage.

flaw: A problem that renders you less capable than your other traits would indicate.

Fortitude (FORT): An attribute that measures physical grit and vitality.

Health Points (HP): A measure of ability to absorb punishment.

Intelligence (INT): An attribute that measures brainpower.

limitation: A restriction on the use of a trait. This reduces the point cost of the trait by a percentage.

perk: A useful trait that gives you an "edge" over another person with comparable attributes and skills.

point: The unit of "currency" spent to buy traits for a character. The more points you have, the more capable you are. Point costs for traits are often written in brackets; e.g. "Combat Reflexes [15]" means the Combat Reflexes trait costs 15 points.

prerequisite: A trait you must have to qualify for another trait. If the prerequisite is a skill, you must have at least one point in it.

Reflex (REF): An attribute that measures reaction speed and agility.

skill: A number defining your trained ability in an area of knowledge or broad class of tasks.

Stamina (ST): A measure of resistance to exhaustion.

Strength (STR): An attribute that measures physical muscle power and bulk.

trait: An attribute, flaw, perk, skill, or other character "building block" that affects game play and costs points to add, modify, or remove.

Willpower (WILL): An attribute that measures a character’s strength of resolve and determination.

Chapter 1: Character Creation

When you roleplay, you take the part of another person – a "character" that you create. Stormchaser lets you decide exactly what kind of hero you will become. Asteroid miner? Wizard? Professional time-traveler? You can take your inspiration from a fictional hero or heroine, or create your new “self” from the ground up. Once you know what role you want to play, it’s time to bring that character to life!

The GM (Game Master – the person "running" the game) will give you a number of build points with which to "buy" your abilities. For instance, the stronger you want to be, the more points it will cost. You can also buy advantageous social traits, such as wealth, and special abilities called perks.

If you want more abilities than you can afford on the budget given to you by your GM, you can get extra points by accepting below-average strength, appearance, wealth, social status, etc. or by taking flaws – specific handicaps such as bad vision or fear of heights.

Advanced players can fine-tune these traits by adding enhancements and limitations. Such modifiers will raise or lower the basic point cost of the modified trait.

Start with a character sheet and fill it in as you go along, keeping track of the points you spend. We have included examples at each stage to illustrate the process.

Summary

For your convenience, here's a quick summary of the character creation process. Experienced players can simply go down the list to generate their next interstellar freebooter, while those new to the game can use it as a guide reference as they go through the steps detailed on the following pages. A blank character sheet can be found at the end of the book. Be sure to visit all of the following sections during character creation:

  1. Attributes. These affect almost everything else on your character sheet, so pick them first. Roll your eight attributes, assign them from an array or purchase them with points, using Strength, Fortitude, Coordination, Reflex, Intelligence, Willpower, Appearance and Confidence. Attributes reflect the basic potential of your hero. Roll 4d10 and multiply the result of the highest three by three. Do this eight times and assign them in order, or use an array of 70, 65, 60, 55, 50, 45, 40, 35 assigned as you wish. If you randomly roll your scores you may then pick one attribute to change to a score of 70.
  2. Skills and Techniques. The abilities in Chapter 3 describe what you can actually do. Be sure to match your skills to your occupation and character type.
  3. Perks. Chapter 4 lists dozens of special talents and powers that that can help individualise your character.
  4. Flaws. Chapter 5 lists a wide variety of negative traits, from inconvenient to crippling. Mental flaws can help you define your personality.

Aside from attributes, which you should normally select first, the order you work through these sections makes little difference... start with the one most important to you, and work from there.

Build Points (BP)

Build points are the "currency" of character creation. Anything that improves your abilities costs BP: you must spend points equal to the listed price of an ability to add that ability to your character sheet and use it in play. Anything that reduces your capabilities has a negative cost – that is, it gives you back some points. For instance, if you start with 625 points, buy 375 points of advantages, and take -75 points of disadvantages, you have 625 - 375 + 75 = 325 points remaining.

Starting Points

The GM decides how many BP the player characters (PCs) – the heroes – start with. This depends on how capable he wants them to be, and can range from under 125 points (small children) to 5,000 points or more (godlike beings), with 500-1000 points being typical for career adventurers.

This beginning point level is sometimes referred to as the power level of the campaign. This is not the same as the "stakes" of the campaign! Heroes with abilities that let them overcome even the toughest opposition in an optimistic fantasy campaign might face mortal danger in a dark horror scenario.

In most campaigns, all the PCs start at the same power level. This is simple and fair. However, not all people are equally capable in real life, and it is common in fiction for one character to be obviously superior. If everyone agrees, some players might play "lead protagonists", worth more points than the other PCs, or "sidekicks", worth fewer points.

Flaw Limit

A flaw is anything with a negative cost, including low attributes, reduced social status, and all the specific disabilities listed in Chapter 5. In theory, you could keep adding flaws until you had enough points to buy whatever perks and skills you wanted. In practice, most GMs will want to set a limit on the flaw points a PC may have.

The purpose of a flaw limit is to keep the game from becoming a circus, with the PCs' troubles stealing the spotlight from the setting, the adventure, and everything else the GM has created. Most GMs find it difficult to run an engaging game if the PCs are completely dysfunctional – e.g. clumsy, one-eyed, alcoholic outlaws who are afraid of the dark.

A flaw cap serves another purpose as well: it restricts the abilities available to starting characters, allowing the GM to set an upper limit on the capabilities of the PCs. A good rule of thumb is to hold flaws to 50% of starting points – for instance, -375 points in a 750-point game – although this is entirely up to the GM.

However, if the GM rules that all PCs must have certain disadvantages (e.g. all the PCs are spies, with a Duty to their agency), these "campaign disadvantages" should not count against the disadvantage limit. Disadvantages that are part of your racial makeup are also exempt.

Build Points in Play

Your character's starting point total is only relevant when they first enter play. Shortly thereafter, they will start to change. The GM will sometimes reward you with extra points to spend, or even new abilities... but you might lose capabilities, too. All of these things will change your point total.

Eventually, your PC will be worth more or fewer points than those of your companions, even though you all started out equal. Don't worry about it! Develop the habit of regarding your point total as a useful measure of your capability at this time – not as a gauge of overall campaign power level, or of your personal success or importance relative to the other players or PCs.

Realism and Game Balance

Character design in Stormchaser is intended to give a balanced hero, someone whose strengths and weaknesses more or less cancel each other out.

In real life, of course, being super-strong doesn't necessarily mean you have to give up something else. And being weak in body doesn't mean you'll automatically be good at something else. A totally realistic system would be one in which a character’s strength (for instance) was determined randomly, with no relationship to his intelligence or social status... and so on for all his other capabilities.

But random choices aren't really satisfactory for heroes. You might end up with a superman... or a weak, stupid, boring clod. You avoid people like that in real life; why would you want to become one, even for a minute, in a game?

In Stormchaser, two characters built on the same number of points start off "equal", but not the same. You can design the type of character you want while leaving room for growth and improvement.

Chapter 2: Attributes

Eight numbers called "attributes" define
your basic abilities:
Strength (STR), Fortitude (FORT), Coordination (CORD), Reflex (REF), Intelligence (INT), Willpower (WILL), Appearance (APP) and Confidence (CONF).

Theme Attributes
Stature Strength, Fortitude
Dexterity Coordination, Reflex
Mind Intelligence, Willpower
Appeal Appearance, Confidence
Attribute Affects
Strength Athletics, brute force, carrying gear, climbing, melee combat, swimming
Fortitude Enduring injury, fitness, going without food or sleep, hardiness, health, resisting toxins
Coordination Acrobatics, manual dexterity, ranged combat, sleight of hand, moving silently
Reflex Combat initiative, evasion, reaction time
Willpower Concentration, determination, patience, resisting enchantment, strength of mind
Intelligence Data processing, general education, hiding, insight, intuition, making judgements, memory, noticing things, quick thinking, reading situations, reasoning, technical skills
Appearance Attracting attention, beauty, reaction rolls
Confidence Assertiveness, being taken seriously, deception, force of personality, intimidation, leadership, performance, persuasion

The first step in creating a character is to determine their eight attributes. These attributes describe how strong, hardy, deft, quick, clever, determined, attractive or charming your hero might be. Attributes are measured by scores ranging from level 1 to level 100, with level 1 denoting the minimum and level 100 the maximum possible aptitude for a human.

To generate a character's attributes randomly, roll 4d10 and multiply the sum of the highest three by three. Do this seven more times, so that you have eight numbers, and assign the results to Strength, Fortitude, Coordination, Reflex, Intelligence, Willpower, Appearance and Confidence. If you prefer not to roll, you may instead assign the following array of scores to your attributes in any order you wish: 75, 70, 65, 60, 55, 50, 45, 40.

How to Select Attributes

The basic attributes you select will determine your abilities – your strengths and weaknesses – throughout the game. Choose wisely.

  • 29 or less: Crippling. An attribute this bad severely constrains your lifestyle.
  • 30 to 39: Poor. Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for "ablebodied".
  • 40 to 49: Below average. Such scores are limiting, but within the human norm. The GM may forbid attributes below 40 to active adventurers.
  • 50: Average. Most humans get by just fine with a score of 50!
  • 51 to 60: Above average. These scores are superior, but within the human norm.
  • 61 to 70: Exceptional. Such an attribute is immediately apparent – as bulging muscles, feline grace, witty dialog, or glowing health – to those who meet you.
  • 71 or more: Amazing. An attribute this high draws constant comment and probably guides your career choices.

All of the above assumes a human. For non-humans, these categories are shifted relative to their racial norm.

Customising Ability Scores

The method described here allows you to build a character with a set of attributes that you purchase individually with points.

A score of 50 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise most attributes by one level, 20 points to raise CORD or INT by one level. Similarly, scores lower than 50 have a negative cost: -10 points per level for most attributes, -20 points per level for CORD or INT. (Remember – negative point values mean you get those points back to spend on something else!)

Most normal humans have scores in the 40-60 range. Scores above 100 are typically reserved for superhuman beings. At the other end of the scale, a score of 0 is defined in special cases, but 1 is the minimum score for a human. No one may have a negative score.

Strength (STR)

±10 Points/Level
Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high STR lets you dish out more damage in hand-to-hand combat. Any adventurer will find STR useful for lifting and throwing things, moving quickly with a load, etc. STR directly determines Damage and Carrying Capacity, and and affects your character’s Build.

Carrying capacity is proportional to the square of ST. Compared to the average human adult (STR 50: 50×50 = 2500), STR 71 is about twice as strong (71×71 = 5041), STR 87 is roughly three times as strong (87×87 = 7569), and STR 100 is four times as strong (100×100 = 10000 = 4×2500). Likewise, STR 35 is about half as strong (35×35 = 1225), STR 29 is approximately 1/3 as strong (29×29 = 841), and STR 25 is only 1/4 as strong (25×25 = 625 = 2500/4).

Strength is more "open-ended" than other attributes; scores greater than 100 are common among beings such as large animals, fantasy monsters and robots. Those with nonhuman physiologies may, with the GM's permission, purchase their STR with one or both of the limitations below. You may not reduce a point cost by more than 80% through limitations; treat any total over -80% as -80%.

Special Limitations

No Fine Manipulators: If you have either level of the disadvantage No Fine Manipulators, you may purchase STR more cheaply at creation. -40%.
Size: Large creatures may purchase STR more cheaply. -10% × Size Modifier, to a maximum limitation of -80% (for Size Modifier +8 or higher).

Damage

Your STR determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from STR:

Thrusting damage (abbreviated "thrust" or "thr") is your basic damage with a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier.

Swinging damage (abbreviated "swing" or "sw") is your basic damage with a swung weapon, such as an axe, club, or sword – anything that acts as a lever to multiply your STR.

Consult the Damage Table for your basic damage. This is given in dice format, where "kl" indicates that you should keep only the result of the lowest dice. Note that specific attack forms and weapons can modify this!

Add 3d10 to both thrust and swing damage per full 50 points of STR above 500.

Damage is often abbreviated "dmg". On your character sheet, list thrust followed by swing, separated by a slash; e.g. if you had STR 63, you would list "dmg 1d30/2d30-5".

Strength Thrust Damage Swing Damage
9 or less 5d10kl 4d10kl
10-19 4d10kl 3d10kl
20-29 3d10kl 2d10kl
30-39 2d10kl 1d10
40-45 1d10 2d10
46-49 1d10 3d10
50-54 2d10 4d10
55-59 2d10 5d10
60-64 3d10 5d10
65-69 3d10 6d10
70-74 4d10 7d10
75-79 4d10 8d10
80-84 5d10 8d10
85-89 5d10 9d10
90-94 5d10 10d10
95-99 5d10 11d10
100-104 6d10 11d10
105-109 6d10 12d10
110-114 7d10 13d10
115-119 7d10 14d10
120-124 8d10 14d10
125-129 8d10 15d10
130-139 8d10 16d10
140-149 9d10 17d10
150-159 10d10 17d10
160-169 11d10 18d10
170-179 11d10 19d10
180-189 12d10 20d10
190-199 13d10 20d10
200-224 15d10 22d10
225-249 17d10 23d10
250-274 18d10 25d10
275-299 20d10 27d10
300-324 22d10 29d10
325-349 24d10 30d10
350-374 26d10 33d10
375-399 27d10 33d10
400-424 29d10 35d10
425-449 30d10 36d10
450-474 32d10 38d10
475-499 33d10 39d10
500 36d10 42d10

Carrying Capacity

The maximum weight you can lift over your head with one hand in one second is equal to (STR×STR)/250 kg. This is known as your Lift score. The average human has STR 50 and a can lift 10 kg with one hand in one second. The amount of equipment you can carry – armour, backpacks, weapons, etc. – is derived from this number.

Encumbrance

"Encumbrance" is a measure of the total weight you are carrying, relative to your STR. The effects of encumbrance are divided into five "encumbrance levels". All but the lowest level will reduce your Speed and give a penalty to your Reflex Defence, as follows:

  • No Encumbrance (0): Weight up to Lift Weight. Move=Speed. Full Reflex Defence.
  • Light Encumbrance (-5): Weight up to 2×Lift Weight. Move=Speed×0.8. Reflex Defence -5.
  • Medium Encumbrance (-10): Weight up to 3×Lift Weight. Move=Speed×0.6. Reflex Defence -10.
  • Heavy Encumbrance (-15): Weight up to 6×Lift Weight. Move=Speed×0.4. Reflex Defence -15.
  • Extra-Heavy Encumbrance (-20): Weight up to 10×Lift Weight. Move=Speed×0.2. Reflex Defence -20.

Encumbrance can never reduce Speed or Reflex Defence below 1. Note that these levels are numbered from 0 to 4. When a rule tells you to apply your encumbrance penalty to a die roll, this is the number to use. For instance, encumbrance gives a penalty to Climbing, Stealth, and Swimming skills.

Lift and Encumbrance Table

STR Lift (kg) None
(0)
Light (-5) Medium (-10) Heavy (-15) Extra-Heavy (-20)
5 0.1 0.1 0.2 0.3 0.6 1
10 0.4 0.4 0.8 1.2 2.4 4
15 0.9 0.9 1.8 2.7 5.4 9
20 1.6 1.6 3.2 4.8 9.6 16
25 2.5 2.5 5 7.5 15 25
30 3.6 3.6 7.2 10.8 21.6 36
35 4.9 4.9 9.8 14.7 29.4 49
40 6.4 6.4 12.8 19.2 38.4 64
45 8.1 8.1 16.2 24.3 48.6 81
50 10 10 20 30 60 100
55 12.1 12.1 24.2 36.3 72.6 121
60 14.5 14.5 29 43.5 87 145
65 16.9 16.9 33.8 50.7 101.4 169
70 19.6 19.6 39.2 58.8 117.6 196
75 22.5 22.5 45 67.5 135 225
80 25.6 25.6 51.2 76.8 153.6 256
85 28.9 28.9 57.8 86.7 173.4 289
90 32.4 32.4 64.8 97.2 194.4 324
95 36.1 36.1 72.2 108.3 216.6 361
100 40 40 80 120 240 400

Home Gravity

Gravity is measured in "Gs". Earth’s gravity is 1G. Note the gravity of your home world if it differs from 1G; e.g. "1.2G" for a world with 1.2 times Earth's gravity. All weights are multiplied by local gravity, so to function like someone with a given Lift Weight on Earth, multiply the desired Lift Weight by your home gravity and buy the STR corresponding to the adjusted Lift Weight. For instance, to operate in 1.2G as if you were a STR 50 person in 1G, start with the Lift Weight for STR 50, which is 10 kg, and multiply by 1.2 for gravity to get a Lift Weight of 12 kg. This Lift Weight corresponds to STR 55, so you'd need STR 55 in 1.2G to function as well as a STR 50 person in 1G.

Fortitude (FORT)

±10 Points/Level
Fortitude measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc.), and basic "grit". A high FORT is good for anyone – but it is vital for low-tech warriors. FORT determines Health and Stamina.

Health Points (HP)

Health represent your body's ability to sustain injury. By default, you have HP equal to your FORT. For instance, FORT 50 gives 50 HP.

You can temporarily lose HP to physical attacks (such as swords), energy attacks (such as lasers), supernatural attacks, disease, poison, hazards, and anything else that can injure or kill. You can also "burn" HP to power certain supernatural abilities. If you lose enough HP, you will eventually fall unconscious; if you lose too many HP, you will die. Lost HP do not reduce FORT, despite being based on it.

Injury is often compared to a multiple of your HP; e.g. "2×HP" or "HP/2". Where this is the case, use your maximum HP score in the formula, not your current HP total.

Stamina Points (SP)

Stamina Points represent your body's "energy supply". By default, you have SP equal to your FORT. For instance, FORT 50 gives 50 SP.

You burn SP gradually during strenuous activity. Disease, heat, hunger, missed sleep, and the like can also sap SP. You can deliberately "spend" SP to fuel extra effort and supernatural powers (e.g. magic spells). As well, some attacks cause SP damage instead of or in addition to HP damage. If you lose enough SP, you will slow down or fall unconscious – and if you lose too many, you risk death from over-exertion! Lost SP do not reduce FORT, despite being based on FORT.

Fatigue is often compared to some multiple of your SP; e.g. "2×SP" or "SP/2". Where this is the case, use your maximum SP score in the formula, not your current SP total.

Coordination (CORD)

±20 Points/Level
Coordination measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. Those with nonhuman physiologies may, with the GM's permission, purchase their CORD with the following limitation.

Special Limitations

No Fine Manipulators: If you have either level of the disadvantage No Fine Manipulators, you may purchase CORD more cheaply at creation. -40%.

Reflex (REF)

±20 Points/Level
Reflex is a measure of your reactions times and general physical quickness. It helps determine your running speed, your chance of dodging an attack, and the order in which you act in combat.

Speed

Your Speed is how fast you can run – or roll, slither, etc. – without encumbrance, in meters as one combat action (although you can go a little faster if you "sprint" in a straight line). Your speed is equal to your (Strength+Reflex)/20, rounded down; e.g. a STR of 49 and a REF of 57 gives a Speed of 5. An average person has a Speed of 5; therefore, they can run about 5 meters per action if unencumbered.

Speed in Other Environments

  • Water Speed is Speed/5, rounded down to a minimum of 1. If you're Amphibious, your water speed equals your Speed. If you're Aquatic, your water speed equals your Speed and your ground speed is 0.
  • Air speed is 0 without special advantages. If you have Flight, your air speed equals your Speed×2. If you have Walk on Air, your air speed equals your Speed, because the air is like solid ground beneath your feet.

Handedness

Decide whether you are right-handed or left-handed. Whenever you try to do anything significant with the other hand, you are at -20 to skill. This does not apply to things you normally do with your "off" hand, like using a shield.

Stormchaser assumes that you are right-handed unless you decide otherwise or buy Ambidexterity. If you choose to be left-handed, any combat result that would damage your right hand affects your left instead, and vice versa. Left-handedness is a feature worth 0 points.

Machines and Fatigue

Those with the Machine meta-trait should list SP as "N/A", regardless of FORT. This is both an advantage and a disadvantage: machines do not fatigue, but they cannot spend SP to use extra effort or fuel special abilities. When a machine operates beyond its normal limits, it risks lasting structural damage. This takes the form of reduced FORT, not lost SP. A character with the Machine meta-trait should buy up FORT to be more tolerant of being "red-lined". Overall, this is a 0-point feature.

Intelligence (INT)

±20 Points/Level
Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, and reason. It rules your basic ability with most "mental" skills. Any wizard, scientist, or gadgeteer needs a high INT first of all.

Willpower (WILL)

±10 Points/Level
Willpower measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.).

Sentience and Sapience

Sentience is self-awareness. Any being with a Stormchaser INT of at least 1 is sentient by definition. To create non-sentient beings – plants, brainless clone bodies, etc. – take INT 0, for -1000 points. Non-sentient creatures cannot learn skills or have any purely mental traits.

Sapience is defined as the ability to use tools and language. In Stormchaser, this requires at least INT 30. Those with INT 29 or less cannot learn technological skills or possess Languages – not even the initial Language that most characters get for free. They can still communicate primitive concepts (such as hunger or danger) through gesture or vocalization, and may be trained to respond to a few commands.

Appearance (APP)

±1 Points/Level
Physical appearance plays a major role in how others perceive you. Choose carefully! Except in settings with magic or advanced biotechnology, you will be unable to change your mind after the game begins.

Appearance is mostly a "special effect" – you may choose any physical appearance you like. At minimum, note the color of your skin, hair, and eyes (or other features appropriate to your race: scales, feathers, paint job, etc.). However, certain traits count as perks or flaws.

Most people have an average appearance with a reaction bonus close to +50. Good looks give a larger reaction bonus, and unappealing looks give a smaller reaction bonus, in each case equal to your Appearance score. These reaction modifiers only affect those who can see you! Those who cannot see you might have to make a new reaction roll upon first meeting you in person (GM's option).

Reaction modifiers due to appearance only affect members of your own race, a very similar race, or a dissimilar race that finds your race attractive (for whatever reason). In all cases, the GM's word is final; humans are "very similar" to elves, but bug-eyed monsters are unlikely to care about a human's appearance except in a silly campaign.

Reaction modifiers for rolls made by those not attracted to members of your sex are capped at +60.

Special Options

The following options are available for above-average appearance, and do not affect point costs:

Androgynous: If your Appearance is greater than 60, you may specify that your looks appeal equally to all genders. Subtract 60 from your Appearance score and add half the remaining value to your reaction bonus for all genders; e.g. if your Appearance is 80, then your reaction modifier is +70.

Impressive: If you are Attractive or better, you can specify that you have exceptional physical presence that doesn't manifest as sexual magnetism. This is typical of tigers and aged royalty. If your appearance is Beautiful or above, use the "flat" reaction boni given for Androgynous.

Special Enhancements

Universal: Your reaction modifier applies to everyone who can see you, regardless of race. If your appearance is Beautiful or above, use the "flat" reaction boni given for Androgynous. This modifier is most common for Hideous or worse monsters and for Attractive or better gods, faeries, and the like. The GM may deem it off-limits to normal mortals. +25%.

Special Limitations

Off-the-Shelf Looks: You can apply this to any appearance better than Attractive. Through ultra-tech or magic, your looks are a variation on a standard type or famous person. You're as beautiful as ever, but you get half the usual reaction bonus with people from your own culture, because they’ve seen it all before. ("Oh, look! Another Mr. Universe 2003!") -50%.

Appearance Levels

  • 4 or less: Horrific. You are indescribably monstrous or unspeakably foul, and cannot interact with normal mortals. The GM may decide that this trait is supernatural and unavailable to normal characters.
  • 5 to 14: Monstrous. You are hideous and clearly unnatural. Most people react to you as a monster rather than a sapient being. Again, this trait might not be appropriate for normal characters.
  • 15 to 24: Hideous. You have any sort of disgusting looks you can come up with: a severe skin disease, wall-eye... preferably several things at once.
  • 25 to 34: Ugly. As above, but not so bad – maybe only stringy hair and snaggle teeth.
  • 35 to 44: Unattractive. You look vaguely unappealing, but it’s nothing anyone can put a finger on.
  • 45-54: Average. You can blend easily into a crowd. A viewer's impression of your looks depends on your behaviour. If you smile and act friendly, you will be remembered as pleasant-looking; if you frown and mutter, you will be remembered as unattractive.
  • 55 to 64: Attractive. You don't enter beauty contests, but are definitely good-looking.
  • 65 to 74: Beautiful. You could enter beauty contests.
  • 75 to 84: Very Beautiful. You could win beauty contests – regularly. Exception: Members of the same sex with reason to dislike you (more than -20 in reaction penalties, regardless of bonuses) resent your good looks, and react as though your appearance were 10 lower instead. As well, talent scouts, friendly drunks, slave traders, and other nuisances are liable to become a problem for you.
  • 85 to 94: Sublime. You aren't allowed to enter beauty contests, because the other contestants weep and wail in hopelessness. This comes with all the troublesome side effects of Very Beautiful.
  • 95 or more: Transcendent. You are an "ideal specimen". This comes with all the troublesome side effects of Very Beautiful. The GM is free to reserve this trait for angels, deities, and the like.

Confidence (CONF)

±10 Points/Level
A measure of your ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real confidence is independent of these things. Each level above 50 gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.) and +1 to Influence rolls. Each level below 50 imparts a corresponding penalty. The GM may rule that your Confidence does not affect members of extremely alien races.

Chapter 3: Characteristics

Build Table

Strength Height Range Skinny Average Overweight Fat Very Fat
34 or less 135-160 cm 18-36 kg 27-54 kg 36-73 kg 41-82 kg 54-109 kg
35-39 140-165 cm 23-41 kg 34-61 kg 45-79 kg 52-93 kg 68-123 kg
40-44 150-175 cm 27-45 kg 41-68 kg 54-89 kg 61-102 kg 82-136 kg
45-49 155-180 cm 32-50 kg 48-75 kg 64-98 kg 73-113 kg 95-150 kg
50-54 160-185 cm 36-54 kg 52-79 kg 68-104 kg 79-120 kg 104-159 kg
55-59 165-190 cm 39-59 kg 57-89 kg 75-116 kg 86-134 kg 113-177 kg
60-64 170-195 cm 43-68 kg 64-100 kg 84-132 kg 95-150 kg 127-200 kg
65-69 175-200 cm 48-75 kg 70-111 kg 93-145 kg 107-168 kg 141-222 kg
70 or more 180-205 cm 52-82 kg 77-123 kg 102-161 kg 116-184 kg 154-245 kg

Build

You are free to select any height and weight the GM deems reasonable for a member of your race. These choices do occasionally matter in play – for instance, when you attempt to impersonate an enemy, wear someone else's armor, cross a rickety bridge, reach a high ledge, or hide behind cover.

If you are lighter or heavier than usual for your STR, you may qualify for a build-related disadvantage. The following table gives the thresholds for these disadvantages for normal humans.

The extremes of each weight range usually match the extremes of the associated height range. Overlaps are intentional. Consider two STR 50 men who stand 173 cm and weigh 79 kg: one might be big-boned and lean, the other fine-boned and chubby. Depending on muscle tone, a 73 kg man could have any STR from 45 to 65 and claim "Average" build.

Regardless of weight, you never have to take a build-related disadvantage. If you want to be STR 45, 155 cm and 113 kg with "Average" build, the GM should allow it.

Build-related disadvantages are described below. In some settings, the GM may require you to take reaction modifiers if you select these traits, but this is not automatic.

Skinny

-25 Points
You have approximately 2/3 the average weight for your STR. This gives you -10 to STR when you resist knockback. You get -10 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. Your FORT may not be above 70.

Overweight

-5 Points
You have approximately 130% the average weight for your STR. You get -5 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. However, your extra fat gives you +5 to STR when you resist knockback.

Fat

-15 Points
You have approximately 150% the average weight for your STR. You get -10 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. However, your extra fat gives you +10 to STR when you resist knockback. Your FORT may not be above 75.

Very Fat

-25 Points
You have approximately twice the average weight for your STR. You get -15 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. However, the extra fat gives you +15 to STR when you resist knockback. Your FORT may not be above 65.

Size Modifier (SM)

Size Modifier rates a person or object's most significant dimension: length, width, or height. It is a modifier to rolls to hit you in combat and to Vision rolls made to spot you. Thus, it is a bonus for large creatures, a penalty for small ones. Although large creatures are easier targets, a positive SM qualifies them to buy STR and FORT more cheaply by taking the “Size” limitation.

Most humans – and humanoids, robots, etc. that can pass for human – have SM 0, and can ignore this rule. Nonhumans use the SM on their racial template. However, your SM may deviate from racial average if you are not full-grown, or if you are a genetic dwarf or giant.

When creating a creature that is larger or smaller than a human, find its SM by looking up its longest dimension – height for upright creatures such as giants, length for horizontal creatures such as cats and dragons, diameter for blobs – on the Size Modifier Table.

If a creature’s longest dimension falls between two entries on the table, base its SM on the higher value. Box-, sphere-, or blob-shaped characters add +10 to SM; elongated boxes, like most ground vehicles, add +5.

STR, Mass, and Speed

It would be more realistic to calculate Speed from STR-to-mass ratio; for instance, a Fat character would move slower than one of Average build. If you want to simulate this, buy +5 REF if your PC is Skinny, -5 if they are Overweight, -10 if they are Fat, or -15 if they are Very Fat, all at the usual point cost.

Women are on average lighter and weaker than men. You can simulate this by buying -5 or -10 to STR for the usual point cost. Choose a weight appropriate to this lower ST.

The GM should never require either of the above options. Most players prefer to choose STR, height, weight, and sex without being penalised!

Stormchaser handles mass considerations descriptively for nonhumans; e.g. a race that stumbles along under excess body weight will have a racial penalty to REF.

Size Modifier Table

Longest Dimension Size Modifier
5 cm -50
7 cm -45
10 cm -40
15 cm -35
20 cm -30
30 cm -25
50 cm -20
70 cm -15
100 cm -10
150 cm -5
200 cm 0
3 m 5
5 m 10
7 m 15
10 m 20
15 m 25
20 m 30
30 m 35
50 m 40
70 m 45
100 m 50
150 m 55

It is neither an advantage nor a disadvantage to have a nonzero SM – the benefits and drawbacks tend to cancel out. The exceptions are genetic dwarfism and gigantism, as these conditions affect bodily proportions (notably relative arm and leg length) and have social ramifications (you stand out in a crowd).

Shopping for the Big and Small

If you are Skinny, Fat, or Very Fat, or have Dwarfism or Gigantism, clothing and armor tailored for average folk will not fit you! A shop in a city or large town, especially at TL6+, might have a selection that fits. Otherwise, you will have to pay an extra 10% or 20% for Gigantism or Very Fat – to have something made for you. This premium almost always applies to medieval/fantasy armor.

Dwarfism (-5 SM)

-75 Points
You are abnormally short for your species. Regardless of STR, your height falls below the lowest value on the Build Table – under 132 cm for a human. This gives you Size Modifier -1. Choose your weight from the first line of the Build Table and reduce it by 15%.

You have -5 to Speed (short legs). In combat, your reach is reduced by 1 m. This is partly because you have short arms and partly because you must use scaled-down weapons (regardless of your STR, your arms lack the leverage to control full-sized weapons).

You get -10 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. In backward settings, the GM may require you to take a Social Stigma if you suffer from Dwarfism.

A member of any race may be a dwarf. Scale down height by a factor of 0.75 from the racial average, and modify racial SM by -1. Otherwise, the rules remain the same.

Gigantism (+5 SM)

0 Points
You are abnormally tall for your species. Regardless of STR, your height falls above the highest value on the Build Table – over 213 cm, for a human. This gives you Size Modifier +1 and +5 to Speed (long legs), and qualifies you to buy STR at a discount. Choose your weight from the last line of the Build Table and increase it by 10%.

You get -10 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. On the other hand, height often provides a bonus to Intimidation skill. In backward settings, the GM may require you to take a Social Stigma if you suffer from Gigantism.

A member of any race may be a giant. Scale your height up by a factor of 1.25 from the racial average, and modify racial SM by +1. Otherwise, the rules remain the same.

Age

You are free to pick any age the GM agrees is within the usual lifespan for your race. Adventurers usually fall somewhere between "young adult" and "old" – 18 to 70 years, for humans – but fiction is full of heroic youths and sharp 90-year-old veterans.

Children

In many game worlds, especially those based on cartoons and fairytales, children are just small adults. By real-world standards, such children would be exceptional. However, even in a realistic campaign, those who wish to roleplay "heroic" children do not have to play less-capable characters – they can create their characters normally.

Players interested in complete realism are welcome to make children smaller and less capable than adults. To create a believable child, decide what its attributes will be when it is fully-grown, reduce them, and purchase the reduced values instead of the full values.

A human infant has 25% of its adult STR, FORT, CORD, REF, INT and WILL scores, and Size Modifier -15.

A 5-year-old has 50% of its adult STR, FORT, CORD, REF, INT and WILL, and SM -10.

A 10-year-old has 75% of its adult STR, FORT, CORD, REF, INT and WILL, and SM -5.

A 15-year-old has adult scores.

Interpolate between these values for children in other age groups. FORT is usually unaffected by age, but young children might be at -5 or so relative to their adult FORT. Note that there is no point cost for Size Modifier; this is merely a special effect.

For nonhumans, use the above rules, but adjust the age categories upward or downward in proportion to the race's rate of development. For instance, a race that reaches adulthood at age 36 instead of age 18 doubles the age thresholds given above. Size Modifier is equal to the sum of the SM given for a human child and the racial SM.

In many societies, children are subject to social restrictions. A child generally is Dead Broke, worth -25 points, and has Social Stigma (Minor), for -5 points. These traits are usually balanced against Patron (Parents; 15 or less), worth 30 points – see Patrons.

As a child grows up, it should gradually improve its attributes toward their full adult values, reduce the appearance roll for his Patron (and eventually get rid of it altogether), increase its wealth, and buy off its Social Stigma. These changes have their usual point costs.

Elderly

If you age in play, you will eventually have to make FORT rolls to avoid attribute loss. These rolls start at the first "aging threshold” for your race, becoming more frequent at the second threshold and again at the third. These thresholds are 50, 70, and 90 years for humans.

If you start at an advanced age, you have no special disadvantages. Not everyone ages well, but heroes are exceptional, and you are free to make elderly characters as fit and as capable as you wish. There are plenty of examples of this kind of person in fiction – and in real life!

To create a character who has declined with age, first decide what their attributes were before they got old. Reduce their STR, FORT, CORD, REF and APP by 10% at the second aging threshold, or reduce STR, FORT, CORD, REF, and APP by 20%, and INT, WILL and CONF by 10% at the third aging threshold. Then purchase the reduced values instead of the values they had in their prime.

Note that in many societies, the elderly enjoy great respect. Represent this by taking Social Regard (Venerated).

Social Background

The next few sections discuss your society's level of technological development, cultures, and languages. It is an advantage to be technologically advanced, culturally literate, or linguistically talented. Inadequacy in these areas can be a crippling disadvantage.

Technology Level (TL)

"Technology level" (or "tech level") is a number that rates technological development. The more advanced the society, the higher its TL; see Tech Level and Starting Wealth for examples from Earth’s history. The GM will tell you the TL of his world. Be sure to note this, as it affects your access to certain traits – notably skills – and equipment.

Characters also have a TL, equal to that of the technology with which they are most familiar. Unless you are especially primitive or advanced, you should record the TL of your game world as your personal TL and move on.

In some game worlds, your personal TL may differ from the campaign average. A world might be TL8 on average, but the citizens of one advanced nation might be TL9 while those from an underdeveloped region might be TL7. And the TL of a space, time, or dimension traveler might differ radically from that of his current surroundings.

Being from a higher TL than the campaign norm is an advantage; being from a lower TL is a disadvantage.

Low TL

-25 Points/TL below campaign TL
Your personal TL is below that of the campaign world. You start with no knowledge (or default skill) relating to equipment above your personal TL. You will be able to learn CORD-based technological skills (pertaining to vehicles, weapons, etc.) in play, if you can find a teacher, but fundamental differences in thinking prevent you from learning INT-based technological skills. To overcome this limitation, you must buy off this trait, increasing your personal TL. This usually requires a lengthy period of re-education.

High TL

25 Points/TL above campaign TL
Your personal TL is above that of the campaign world. You may enter play with skills relating to equipment up to your personal TL. This is most useful if you also have access to high-TL equipment (see Tech Level and Equipment), but the knowledge of a high-tech doctor or scientist can be very useful in a low-tech setting, even without specialised equipment!

Culture

You are automatically familiar with the social peculiarities of one major culture of your choice. You suffer no skill penalties when interacting with people from that culture. The GM will provide a list of cultures to choose from (or let you invent your own – many GMs appreciate players' contributions to the game world!).

When dealing with an unfamiliar culture, you have -15 to use any skill when a significant cultural component is involved. Common examples include Business, Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Heraldry, Intimidation, Leadership, Poetry, Politics, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching. To get rid of this penalty, buy the following advantage:

Cultural Familiarity

5 or 10 points/culture
You are familiar with cultures other than your own, and do not suffer the -15 penalty for unfamiliarity. This costs 5 points per culture of the same (or very similar) race, or 10 points per alien culture.

To prevent point-cost inflation, the GM should use broad definitions of culture: East Asian, Muslim, Western, etc. A single nation would have to be very different to merit its own Cultural Familiarity. In fantasy worlds, the GM might wish to have one culture per race; in a futuristic setting, an entire planet or even a galactic empire might have a single, monolithic culture.

See Cultural Adaptability foradditional options.

Language

Stormchaser assumes that most characters can read and write their "native" language. This ability costs no points, but you should note your native language on your character sheet; e.g. "English (Native) [0]".

The rest of this section is only important if you can communicate in more than one language (an advantage) or have difficulty with your native tongue (a disadvantage).

Comprehension Levels

The point cost to learn an additional language depends on your "comprehension level": a measure of how well you function in that language overall. There are four comprehension levels:

None: You are completely incapable of functioning in the language. If you do not spend points on a non-native language, this comprehension level is assumed – there is no need to note every language you don’t know!
0 Points/Language.

Broken: You can recognize important words and understand simple sentences if they are spoken slowly. You have -15 when using skills that depend on language, such as Fast-Talk, Public Speaking, Research, Speed-Reading, Teaching, and Writing. This doubles to -30 for artistic skills that rely on the beauty of the language (Poetry, Singing, etc.). In stressful situations – e.g. encounters involving combat or reaction rolls – you must make a DC 100 INT check to understand or make yourself understood in the language. On a failure, you convey no information, but you may try again. Critical failure means you convey the wrong information! For hurried speech, bad phone connections, etc. this roll is at -10 to -40! Native speakers who dislike foreigners (see Intolerance) react to you at an extra -5.
10 Points/Language.

Accented: You can communicate clearly, even under stress. However, your speech and writing are idiosyncratic, and it is obvious that this is not your native language. You have -5 when using skills that depend on language, doubled to -10 for artistic skills. You receive no reaction penalty from native speakers, but you will be unable to pass for a native (this can be a major problem for would-be spies!).
20 Points/Language.

Native: You have full mastery of the language, including idioms. You can think in the language. You have no penalty to use skills that depend on language. You start with one language at this level for free. If you buy Native comprehension in a foreign tongue, you can pass for a native speaker.
30 Points/Language.

Sapience and Language

The Language rules are for sapient characters. You must have at least INT 30 to receive a native tongue for free and be able to learn new languages. Sapience does not guarantee the physical capacity for speech, though – you might need to rely on sign language.

Those with INT 29 or less do not get a native tongue for free and cannot learn languages. They can only communicate basic concepts. However, they can be taught a few commands.

Accents

If your spoken comprehension is Broken or better, you can attempt to fake a regional accent. To fool someone, you must win a Quick Contest of Deception or Mimicry (Speech) vs. their INT. You are at -30 for Broken comprehension, or -10 for Accented... but a non-Native listener has similar penalties to his INT roll!

Each accent is a separate familiarity for Deception or Mimicry. To memorize a new accent, you must listen to that accent used in conversation for at least one hour and make a successful DC 100 INT or a DC 80 Linguistics check, at +25 for Eidetic Memory or +50 for Photographic Memory (see Eidetic Memory).

Broken to Broken

If you and the person with whom you are speaking both have a comprehension level of Broken, conversation will be difficult. This is definitely a "stressful situation"! Each of you must make a DC 100 INT check once per piece of information; all the usual modifiers apply. If you both succeed, you get the point across. If one of you fails, you just fail to communicate. However, if both of you fail, the listener gets the wrong idea. This could be embarrassing or dangerous – possibly for both of you. The GM should be creative!

Exceptional Competence and Incompetence

Great orators, writers, and other masters of the language should start with Native-level comprehension, then learn skills such as Public Speaking and Writing at very high levels.

Poorly educated individuals who can barely get by in their native tongue should take the point difference between their actual level and Native level as a disadvantage. For instance, someone who has his native tongue at Broken level has a -4-point disadvantage.

Spoken vs. Written Language

The point costs above assume that you read/write and speak the language equally well. If your written and spoken ability differ, select separate spoken and written comprehension levels and pay half cost for each. For instance, if you learned to write French from a book, you might have "French: Spoken (None)/Written (Native) [3]".

Literacy

Your written comprehension level determines your degree of literacy in that language:

Literacy is a written comprehension of Accented or better. You can read and write competently and at full speed.

Semi-literacy is a written comprehension of Broken. A semi-literate person would require three minutes to read this sentence, and would have to make an INT roll to understand the full meaning! Many words are always unintelligible to a semi-literate person, including some in this paragraph.

Illiteracy is a written comprehension of None. If this is the case, you really can’t read! Signs, scrolls, books, and names on maps (though not the maps themselves) are completely incomprehensible to you. The player may pass secret notes to the GM (and vice versa), but the character cannot read anything.

At TL4 and below, it is quite possible to go all your life without needing to read. In settings like this, illiteracy or semi-literacy is the norm. Most people have a spoken comprehension level of Native, but their written comprehension is Broken or None.

Illiteracy in your native tongue – Spoken (Native)/Written (None) – is a disadvantage worth -15 points. Semiliteracy – Spoken (Native)/Written (Broken) – is worth -10 points. The GM should not count these points against the disadvantage limit if illiteracy is the norm in the game world.

Sign Language

A true sign language – e.g. American Sign Language – is complex, stylised, and can communicate almost any concept. Treat it as any other language, with one important difference: a sign language has one form (signed) instead of two (spoken and written). As a result, sign languages costs half as much: 5 points for Broken, 10 points for Accented, and 15 points for Native comprehension.

Characters with the Deafness or Mute disadvantages start with one sign language and written ability in one regular language – both at Native level – instead of spoken and written ability in one language. Those who are illiterate, or incompetent at sign language, can buy down their language abilities using the usual rules.

Learning Languages

To learn a new language, use the rules for learning skills: 200 hours of learning gives you one point to spend. Note that language study is four times as hard without a teacher!

If you live in another country and speak its language at all times, that is the automatic equivalent of 4 hours/day of training; there is no need to allocate specific study time unless you want to get more than this default. Thus, every 50 days, you get a character point to spend in that language.

Wealth and Influence

Now you need to determine your position in your society: How much money do you have, what privileges do you enjoy, and how do others react to you?

Wealth

Wealth is relative. A middle-class American lives in more luxury than a medieval king, though he may have fewer gold coins in his basement. It all depends on the game world – see Tech Level and Starting Wealth. In most worlds, the range of standard starting wealth and income is relatively great, and your skills determine your job and income; see Economics for more information.

Personal wealth is rated in "wealth levels". A level of "Average" costs no points, and lets you support an average lifestyle for your game world. The rest of these rules apply if you are unusually poor or wealthy, have a source of income that does not require you to work, or are in debt.

Wealth

Variable
Above-average Wealth is an advantage; it means you start with two or more times the average starting wealth of your game world. Below-average Wealth is a disadvantage; it means you start with only a fraction of average starting wealth. The precise meaning of each wealth level in a particular game world will be defined in the associated worldbook.

Dead Broke: You have no job, no source of income, no money, and no property other than the clothes you are wearing. Either you are unable to work or there are no jobs to be found. -125 points.

Poor: Your starting wealth is only 1/5 of the average for your society. Some jobs are not available to you, and no job you find pays very well. -75 points.

Struggling: Your starting wealth is only 1/2 of the average for your society. Any job is open to you (you can be a Struggling doctor or movie actor), but you don’t earn much. This is appropriate if you are, for instance, a 21st-century student. -50 points.

Average: The default wealth level, as explained above. 0 points.

Comfortable: You work for a living, but your lifestyle is better than most. Your starting wealth is twice the average. 50 points.

Wealthy: Your starting wealth is five times average; you live very well indeed. 100 points.

Very Wealthy: Your starting wealth is 20 times the average. 150 points.

Filthy Rich: Your starting wealth is 100 times average. You can buy almost anything you want without considering the cost. 250 points.

Multimillionaire: "Filthy rich" doesn’t even begin to describe your wealth! For every 125 points you spend beyond the 250 points to be Filthy Rich, increase your starting wealth by another factor of 10: Multimillionaire 1 costs 375 points and gives 1,000 times average starting wealth, Multimillionaire 2 costs 500 points gives 10,000 times starting wealth, and so on. 250 points + 125 points/level of Multimillionaire.

Wealth and Status

In some game worlds, Status is closely tied to Wealth. In a setting like this, if you are Wealthy or better, you get +1 Status for free. This bonus increases to +2 at Multimillionaire 1 and to +3 at Multimillionaire 2. No one may claim more than +3 Status from Wealth.

Independent Income

5 Points/Level
You have a source of income that does not require you to work: stock portfolio, trust fund, rental property, royalties, pension, etc. Your monthly income is 1% of your starting wealth (adjusted for wealth level) per level of this trait, to a maximum of 20%. If your income derives from investments, you need not specify their value; this trait assumes that you cannot or will not invade your capital.

This trait is unrelated to wealth level. A Filthy Rich heiress has Independent Income... but so do an Average pensioner and a Poor welfare recipient.

Independent Income most often means your occupation is something like dilettante, retiree, or welfare recipient – not an actual "job". However, you can have Independent Income and a job; just add the income from both sources. If you are wealthy, this allows you to work less than full time (e.g. 10 hours per week instead of 40, for 1/4 the usual salary) and still make a good living.

Debt

-5 Points/Level
You owe money. This could represent a loan, back taxes, child support, or alimony... or "hush money" paid to blackmailers... or "protection money" extorted by gangsters. You must make a monthly payment equal to 1% of your starting wealth (adjusted for wealth level) per level of this trait, to a maximum of 20%. Debt can accompany any wealth level above Dead Broke; plenty of multimillionaires owe significant amounts of money!

Your monthly payment is deducted from your monthly earnings at your job. If your job cannot cover your Debt, you have to pay out of your cash reserves, take a second job, or steal.

If you cannot pay – or choose not to pay – there will be trouble. For bank loans, this means repossession of your worldly goods. For alimony, child support, fines, or taxes, this means a court date. And if you owe money to the mob, you might end up being strong-armed into criminal activities... or staring down the barrel of a shotgun. The GM should be creative!

It is assumed that you cannot easily rid yourself of this obligation. It takes more than money to buy off Debt – you must pay off the points and work out a logical in-game explanation with the GM.

Starting Wealth

"Starting wealth" covers both money and property. Start with the amount of money your wealth level entitles you to for your game world. Buy the possessions you want to start with. Any unspent money is your "bank account".

Realistically, if you have a settled lifestyle, you should put 80% of your starting wealth into home, clothing, etc. which leaves only 20% for "adventuring" gear. If you are a wanderer (pioneer, knight-errant, Free Trader, etc.), or Poor or worse, the GM might allow you to spend all your starting wealth on movable possessions.

The GM should not allow wealthy PCs to bankroll their poorer associates. This makes below-average Wealth little more than "free points". The GM might allow rich characters to hire poor ones. If so, he should make it obvious – through such means as NPC reactions ("Oh, so you’re the hired help?") – that the poorer PC is earning his disadvantage points by giving up some of his independence.

Tech Level and Starting Wealth

Tech level determines starting wealth, as technologically advanced societies tend to be richer. Below is a comparison of TLs and suggested starting wealth.

TL0 Stone Age (Prehistory and later). $250.
TL1 Bronze Age (3500 B.C.+). $500.
TL2 Iron Age (1200 B.C.+). $750.
TL3 Medieval (600 A.D.+). $1,000.
TL4 Age of Sail (1450+). $2,000.
TL5 Industrial Revolution (1730+). $5,000.
TL6 Mechanized Age (1880+). $10,000.
TL7 Nuclear Age (1940+). $15,000.
TL8 Digital Age (1980+). $20,000.
TL9 Microtech Age (2025+?). $30,000.
TL10 Robotic Age (2070+?). $50,000.
TL11 Age of Exotic Matter. $75,000.
TL12+ Whatever the GM likes! $100,000.

Stormchaser gives wealth and prices in “$” for convenience. The $ can stand for "dollars", "credits", "pennies", or even units of barter. In a contemporary setting, $1 is a modern U.S. dollar. In other periods, $1 equates roughly with the amount of local currency needed to buy a loaf of bread or equivalent staple – not with historical U.S. dollars.

For example, in a high medieval society, each $ might be a copper farthing. In WWII-era America, each $ would convert to $0.10 in deflated 1940s-era dollars. And in a cyberpunk world with hyperinflation, each $ might equal $1,000 in grossly devalued 2030-era dollars! The Stormchaser $ is a constant, however. Variations in starting wealth by TL reflect increased prosperity due to civilization’s progress – not inflation.

Worldbooks might give starting wealth, wages, and prices in local currency – historical U.S. dollars, British pounds, pieces of eight, etc. In such cases, they will always give a conversion factor to constant $.

Tech Level and Equipment

You enter play with "starting wealth" appropriate to the campaign TL. If you are from a higher TL, you may start with access to the equipment of your personal TL. However, the price of an item of equipment is doubled for every TL by which its TL exceeds that of the campaign!

For instance, a TL8 character in a TL3 game world starts with the same $1,000 as everyone else at TL3. If he wants a TL8 assault rifle that normally costs $1,500, it costs him 32 times as much (five TLs of difference results in five doublings, or a factor of 32) – or $48,000 – since the rifle is far more valuable in a lowtech setting. He’d need to start with some Wealth!

There is no guarantee that high-TL adventurers will continue to have access to high-tech gear in play. If you want a piece of gear, then you should buy it when you start out. If your TL8 adventurer is dropped into a TL3 world with 100 rounds of ammunition for his assault rifle, then he had better use it wisely. Once it’s gone, it’s gone...

Reputation

It is possible to be so well-known that your reputation becomes an advantage or a disadvantage. This affects reaction rolls made by NPCs. A reputation has four elements: Details, Reaction Modifier, People Affected, and Frequency of Recognition.

Details

The details of your reputation are entirely up to you; you can be known for bravery, ferocity, eating green snakes, or whatever you want. However, you must give specifics. Reputation is, by definition, something noteworthy; there is no such thing as a "generic" reputation.

Reaction Modifier

Specify the reaction-roll modifier that you get from people who recognize you. This determines the base cost of your reputation. For every +1 bonus to reaction rolls (up to +20), the cost is 5 points. For every -1 penalty (up to -20), the cost is -5 points.

People Affected

The size of the group of people who might have heard of you modifies the base cost:

Almost everyone in your game world (but not those from other universes – at least, not until they have met you!): ×1.

Almost everyone in your game world except one large class (everyone but the French, everyone but Elves, everyone but offworld visitors): ×2/3 (round down).

Large class of people (all people of a particular faith, all mercenaries, all tradesmen, etc.): ×1/2 (round down).

Small class of people (all priests of Wazoo, all literate people in 12th-century England, all mages in modern Alabama): ×1/3 (round down).

If the class of people affected is so small that, in the GM's opinion, you would not meet even one in the average adventure, your reputation isn't worth points. This depends on the setting; for instance, mercenary soldiers are rare in some game worlds, common in others.

Frequency of Recognition

Either your name or your face is enough to trigger a "reputation check" to see if the people you meet have heard of you. Roll a d100 once for each person or small group you meet. For a large group, the GM may roll more than once if he likes. The frequency with which you are recognised modifies the cost of your reputation:

All the time: ×1.

Sometimes (roll of 51 or more): ×1/2 (round down).

Occasionally (roll of 85 or more): ×1/3 (round down).

Of course, your reputation extends only within a certain area. If you travel far enough away, the GM may require you to "buy off" the disadvantage points you received for a bad reputation. (There is no corresponding bonus for losing a good reputation.)

Multiple Reputations

You may have more than one reputation, and your reputations can overlap. The GM should check each one before determining how an NPC reacts to you. Your total reaction modifier from reputations cannot be better than +20 or worse than -20 in a given situation.

Multifaceted Reputations

A single reputation can give different reaction modifiers with different groups, provided the groups do not overlap. Set the reaction modifier for each group, modify the cost for the size of the group, and then add up the resulting costs. Modify this total for frequency of recognition. The reputation is an advantage if the net point cost is positive, a disadvantage if negative. The final point cost may be 0, but you should still record it on your character sheet!

Example 1: Sir Anacreon has a reputation for fearless monster-slaying. This earns him a +10 reaction from those who recognize him. Everyone has heard of him (no modifier), and he is recognised on a roll of 50 or less (×1/2). He has a 5-point advantage.

Example 2: The Green Dragon has a reputation as a crimefighter. He gets +15 reactions from honest citizens – which is almost everyone except the large class of dishonest citizens (×2/3) – for 10 points. He receives a -20 reaction from the underworld – a large group (×1/2) – for -10 points. The net point cost for his reputation is 0 points. If his player wished, he could specify a frequency of recognition, but the final cost would still be 0 points.

Importance

Your formally recognised place in society is distinct from your personal fame and fortune. To influence others through established channels (as opposed to relying on popularity or bribery), you must purchase one or more types of social rank, each of which has unique benefits and drawbacks.

Status

25 Points/Level
Status is a measure of social standing. In most game worlds, Status levels range from -2 (serf or street person) to 8 (powerful emperor or godking), with the average man being Status 0 (freeman or ordinary citizen). If you do not specifically buy Status, you have Status 0. Status costs 25 points per level. For instance, Status 5 costs 125 points, while Status -2 is -50 points. Status also costs money to maintain.

Status is not the same as personal popularity (see Reputation) or the popularity of your racial or ethnic group (see Social Regard, and Social Stigma). Status can sometimes influence others' reactions, but its main effect is to spell out where you stand in the social pecking order. In short, Status represents power.

High Status

Status greater than 0 means you are a member of the ruling class in your culture. Your family may be hereditary nobles (e.g. Plantagenet, Windsor), successful businessmen or politicians (Rockefeller, Kennedy), or some other type of big shots. You may even have achieved Status by your own efforts. As a result, others in your culture only defer to you, giving you a bonus on all reaction rolls.

High Status carries various privileges, different in every game world; your GM will give you this information. Note that any high-Status person is a likely target for kidnappers and social climbers, and that some criminal types hate "the ruling class".

Low Status

Status less than 0 means you are a serf or a slave, or simply very poor. This is not the same thing as Social Stigma. In medieval Japan, for instance, a woman could have high Status, but still get a -5 on reactions due to the Social Stigma of being female. A modern-day criminal could theoretically have any level of Status in conjunction with the Social Stigma of a criminal record.

The interaction of Status, Social Stigma, and Reputation can give interesting results. For instance, a person who is obviously from a lower social class, or even a disdained minority group, might earn such a reputation as a hero that others react well to him.

Recognising Status

Status only affects reaction rolls if it is obvious to those around you. In some settings, your bearing, dress, and speech communicate your Status. Indeed, if you have very high Status, your face may be easily recognised – or perhaps the gaggle of servants that surrounds you gets the message across.

Classless Meritocracies

In many societies, especially feudal ones, Status is the primary form of social rank. However, some societies, notably modern and futuristic ones, claim to be "classless". This does not mean that social rank doesn't exist! It just means that merit – most often in the form of wealth, education, or public service – replaces entitlement or birthright as the determiner of relative social position.

In a classless society, the GM may wish to limit the amount of Status that PCs can buy directly to only two levels. This represents some combination of higher education, professional license (such as in law or medicine), respected family name, and cultural achievements (anything from "rock star" to "poet laureate"). The only way to obtain higher Status is to get it for "free" from high Wealth or Rank.

In a society where some form of Rank – not Status – is the official yardstick of power, it takes finesse to turn high Status to your advantage. For instance, you might come from a "good" family and have a decent education, allowing you to buy Status 2 outright. You might also be rich (Multimillionaire 1) for +2 Status and hold local office (Administrative Rank 3) for +1 Status. This would give you Status 5 in total. To overrule a senior bureaucrat with Administrative Rank 6 and Status 2, though, you'll have to use your social connections. You might have more clout in high society (Status 5 vs. Status 2), but he outranks you in the eyes of the law (Rank 6 vs. Rank 3)!

In other societies, you will have to produce physical proof (ID cards, signet rings, etc.), pass a test, or submit to ultra-tech or magical scans before you will be recognised. Status costs no fewer points in such societies; you may get fewer reaction bonuses, but you can also live a normal life, and it is far more difficult for someone to impersonate you.

Status as a Reaction Modifier

When the GM makes a reaction roll, the relative Status of the characters involved can affect the reaction. The GM can roleplay NPCs as he likes, of course, but here are some general guidelines:

Higher Status usually gives a reaction bonus. When dealing with a social inferior, apply the difference between your Status levels ×5 as a reaction bonus – except, of course, when dealing with someone who resents Status. For instance, if you have Status 3, those of Status 1 react to you at +10, and those of Status 0 react at +15.

Lower Status may give a penalty. If you are dealing with a higher-Status NPC who is basically friendly, your Status doesn't matter (as long as it's positive). After all, the king has a far higher Status than his knights, but he reacts well to them... most of the time. But if the NPC is neutral or already angry, lower Status makes it worse ("How dare you, a mere knight, tell me my battle plan is foolish?"). Again, apply the difference in Status levels ×5 as a reaction modifier, but in this case it gives a penalty.

Negative Status usually gives a penalty. If your Status is so low as to be negative, those of higher Status always react badly to you. Apply the difference between your Status and the NPC's as a reaction penalty, but no worse than -20.

Rank

25 or 50 Points/Level
Specific sectors of society – e.g. the civil service, the military, and certain powerful religions – often have internal ranking systems, distinct from Status. If an organization like this has significant social influence, or access to useful resources, then its members must pay points for their rank within the organization.

Rank comes in levels. Each Rank has authority over those of lower Rank – regardless of personal ability. In most cases, there are six to eight levels of Rank. The GM should determine the highest Rank available to starting characters, usually Rank 3-5.

Unlike Status, Rank costs no money to maintain. On the other hand, almost all forms of Rank come with a Duty. Rank often has stringent prerequisites, too – typically one of the traits given under Privilege or a minimum skill level. These things have their own point costs, not included in the cost of the Rank.

In a given society, there are usually several systems of Rank; the precise varieties depend on the game world. In most cases, you may hold more than one kind of Rank, although the GM is free to rule that holding one sort of Rank precludes holding another.

Rank may coexist with Status. If so, then high Rank grants additional Status at no extra cost: +1 to Status at Rank 2-4, +2 to Status at Rank 5-7, and +3 to Status at Rank 8 or higher. This represents society’s respect for senior members of important social institutions. If you hold multiple types of Rank, then you may claim a Status bonus for each of them.

Alternatively, one form of Rank might replace Status; for instance, Religious Rank in a theocracy. In societies like this, Status does not exist. Each level of Rank gives all its usual benefits plus the effect of an equivalent level of Status.

Rank is worth 25 points per level if it coexists with Status, or 50 points per level if it replaces Status. Common varieties of Rank include:

Administrative Rank: Position within a governmental bureaucracy. When dealing with other administrators, differences in Rank work just like differences in Status. At TL5 and higher, a large bureaucracy might have several varieties of Rank: one per government department, and possibly extra categories for the senate, judiciary, etc. (Defense or law-enforcement officials use Military or Police Rank instead.) Note this on your character sheet; e.g. Administrative Rank (Judiciary).

Merchant Rank: Position within a national or transnational organization of merchants. This could be anything from the mercantile culture of the Aztecs (where Merchant Rank verged on being Status) to the "merchant marine" of a modern or futuristic society (where Merchant Rank often parallels Military Rank during wartime).

Military Rank: Position within a military organization. Each organization is structured differently. In general, personnel that are not specifically leaders will be Rank 0-2, while low-level officers and senior enlisted men will be Rank 3-4. Rank 5 and higher is normally limited to major commands and duties where the officer is responsible for extremely valuable or rare resources. Limited-duty officers, specialists, and personnel with little actual responsibility or command authority have a lower Rank in Stormchaser terms, despite possibly possessing titles identical to those of a higher Rank (see Courtesy Rank).

Special Rules for Rank

A number of special situations might arise in play for those with Rank.

Temporary Rank

Those of higher Rank may temporarily increase your Rank for a predetermined amount of time – until the end of a project, battle, etc. This process is called brevetting in the case of Military Rank. To keep temporary Rank, you must meet all the usual requirements and pay the appropriate point cost.

Courtesy Rank

Those who have formerly held Rank may retain that Rank as "Courtesy Rank" for only 5 points per level. Those who currently hold a title that carries little real authority may also take Courtesy Rank. Courtesy Rank is for social situations only; it gives you a fancier title.

Rank for Spies

Officers of national intelligence services often possess a special category of Military Rank, distinct from that of line soldiers. Employees of civilian intelligence agencies usually possess some variety of Administrative Rank instead. Finally, some counterintelligence officers are actually police, and hold Police Rank. Those playing spies should consult with the GM before purchasing Rank of any kind!

Police Rank: Position in a police force. Each agency has its own variety of Rank. You must buy Legal Enforcement Powers before you can buy Police Rank; this is the difference between a patrol officer (Police Rank 0, for 0 points) and an ordinary citizen (no Police Rank, also 0 points). Note that in a police state, there is no difference between Police Rank and Military Rank.

Religious Rank: Position in a religious hierarchy. Each religion has its own variety of Rank. You must buy Clerical Investment before you can buy Religious Rank; this is the difference between a novice (Religious Rank 0, for 0 points) and a layperson (no Religious Rank, also 0 points). Other common requirements include a minimum level of Theology skill and being of a particular sex or race. Differences in Rank work just like differences in Status when dealing with co-religionists and those who respect your faith.

Priviledge

You may buy special privileges within your society – e.g. a hard-to obtain license, an "in" with an influential social group, or an exemption from certain laws – that allow you more latitude in your actions. Such advantages are not directly linked to Rank or Status. For instance, a spy with low Rank might have a "license to kill", while his commander, a bureaucrat with much higher Rank, is bound by all the rules of polite society.

Privileges include the advantages of Claim to Hospitality, Clerical Investment, Legal Enforcement Powers, Legal Immunity, Security Clearance, Social Regard, and Tenure.

Social Restraints

Your social situation can instead deprive you of freedom. This can take many forms: an onerous obligation; the need to hide your deeds or lifestyle in order to avoid persecution; or widespread disdain for your cultural group, occupation, or social class. Such traits are considered disadvantages – see Duty, Secret, and Social Stigma. All of these traits are externally imposed. If you are limited by your values, see Self-Imposed Mental Disadvantages instead.

Friends and Foes

You can claim to know just about anyone – and maybe you really do! Your life history should include at least some details about your relationships – good, neutral, or bad – with other people in the game world. It costs points to have associates you can rely on for assistance during an adventure. Likewise, individuals who complicate your life or actively seek to thwart you, personally, are worth points as disadvantages. Note that these NPCs need not be people – they might be spirits, animal sidekicks, or robots.

Associated NPCs

Some friends and foes physically enter play when they appear. These "Associated NPCs" have personalities, life histories, and character sheets, just like PCs. In each case, the GM will interview you regarding the attitude, character story, and general abilities of the NPC, and then use this information to create a character sheet.

Character sheets for Associated NPCs – like those of all NPCs – are for the GM's eyes only. You will not have access to them! When these NPCs become involved in the game, the GM plays their roles and control their actions. Thus, even your closest associates are never 100% predictable.

Buy advantageous Associated NPCs as Allies or Patrons. Disadvantageous ones include Dependents and Enemies. The GM's word is final in all cases. The GM is free to forbid an Associated NPC that he feels would be disruptive, unbalanced, or inappropriate. He might even choose to forbid entire classes of NPCs – Dependents, Enemies, Patrons, etc. – if he feels they would unduly disrupt the flow of the game.

Contacts

You may also have associates who provide useful information or very minor favors, but who do not become physically involved in dangerous adventures. They appear only for long enough to help out, and then quickly depart. The GM will roleplay them and give them personalities, but since they are no more likely than any other friendly NPC to get involved in the action, they do not require full character sheets. Purchase such NPCs as Contacts or Contact Groups.

Identities

By now, you should have a good idea of what you look like and who you are... but this might be only one of several faces that you show the world. Most people have just one identity – but a criminal, spy, super, or vigilante might have multiple identities.

A functional alternate identity costs points; see Alternate Identity. On the other hand, keeping your identity a secret can be troublesome and expensive enough to qualify as a Secret Identity disadvantage. And if you have no legal identity, you are Zeroed.

Pseudonyms

In many countries – including the present-day United States – it is legal to use a false name for privacy as long as you do not attempt to defraud or interfere with public records. You can rent an apartment as "Mr. Smith", paying cash, without problems. But you can't get a driver’s license, etc. legally. This sort of "weak identity" costs no points, and is popular with rock stars and actors (who often use a "stage name"), writers (in the form of a nom de plume), and traveling royalty.

Temporary Identities

Anyone can have a hasty or low-quality Alternate Identity. While useful, such a false identity will eventually be noticed and eliminated (and the user sought after!). This kind of identity is not considered an advantage, and costs no points; buy it with cash.

A standard Temporary Identity is guaranteed to be good for one week. At the end of that week, the GM rolls 1d100. On a roll of 25 or less, the authorities have discovered the false records. Otherwise, the identity holds up for another week and the process repeats itself, but the "discovery check" is at a cumulative +10 for every week past the first (35 or less at the end of the second week, 45 or less at the end of the third week, and so on).

The price of a Temporary Identity is negotiable, and depends on your contacts, skills, and the setting. The cheaper the identity, the more frequently the GM will roll – a really cheap one might only be good for a day, with rolls every day! More expensive identities, lasting longer or starting at a lower number, might also be available.

Someone who is Zeroed can use a Temporary Identity.

Alternate Identity vs. Secret Identity

A Secret Identity isn't the same as an Alternate Identity. If there are no false records to back up a Secret Identity, it doesn't count as an Alternate Identity. And if you use an Alternate Identity only to hold a secret bank account (for instance), and never try to "live" that persona, it isn't a Secret Identity.

Thank you for playing Stormchaser

The Stormchaser Roleplaying Game is a product of over fifteen years of experience designing and running pen-and-paper roleplaying games.

If you have enjoyed this game, please consider subscribing to the Stormchaser Roleplaying patreon.

Art Credits

Cover: "Surreal lightning over the ocean"
by Imgur Gallery 3CpCAad


Acknowledgements

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to:

  • Chip Llewellyn who over the course of over a decade pushed me to hold my mechanics to a high standard.
  • Deity tier patron Kane Taylor, aka "Zombie Cat ASMR".

and of course my beloved wife Nadine, for putting up with me all this time.