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UNLOCK 1920s

 

This is a standalone version of the UNLOCK system.

 

Copyright © 1993, 2000, 2002 Steve Gill. Permission granted to use, copy and distribute freely so long as this copyright message is kept on each copy and no charge is made other than reasonable reproduction costs.

 

Contents

Character Generation

Background First

Stats

Skills

Handedness

Money and Kit

Contacts

Playing the Game

Ease Factors

Exceptional Rolls

Luck

Combat Procedures

Initiative

Attacks

Armour

Penetration

Multiple Attacks

Taking Damage

Initiative and Combat Modifiers

Gear & Expenses

Housing

Expenses

Wages

Vehicles

Weapons

Clothing

Gear

Tools

 

Character Generation

This is the important part where most of the work happens from the players’ point of view, also where there the most problems occur. It is most important that players have a character concept worked out in advance.

Prior to anything else the GM must decide on the campaign power level. This value will determine many of the basic parameters to be used in character generation.

The GM may also assign compulsory skills to the campaign. These are skills that ALL the characters in the campaign will have and are given to each character free of charge (i.e. they will not affect how many skill points the players have to spend when assigning skills to their characters from the skill point allocation).

Campaign Basics

 

 

 

 

 

Campaign Power

Stat Points

Skill Points

Money

Usual Age Range

Max Stat

Max Skill

Weak

35

30

1D10 x $30 only

13 – 18

6

4

Average

45

40

1D10 / 2 x $250

19 – 28

7

6

Strong

55

55

1D10 / 2 x $250 + $1,000

21 – 40

9

8

Major League

60

80

1D10 / 2 x $250 + $2,000

21 – 40

10

9

Superheroes

65

100

1D10 / 2 x $250 + $5,000

21 – 40

10

10

Background First

Before generating the numbers for the character run the concept through with your group. This will help all the players get a better idea of what makes the character tick and may bring any possible problems to light early on.

Stats

There are 7 stats – 2 physical: BODY & REFLEX; 4 mental: INTELLIGENCE, TECH, WILL & EMPATHY; plus LUCK.

Stats are bought with the Stat Points given on the Campaign Basics table. All stats start at 0 prior to allocating points. All stats should exceed 2 unless the character has a very important background reason for having a low value. No starting stat may exceed the Max Stat value for the campaign level.

Empathy can be reduced by Humanity Loss. The maximum Empathy a character can have is 10 – (Humanity Loss / 10). Humanity Loss is tracked separately as it indicates the chance of a character developing psychoses due to stressful events.

Derived Stats and Saves

Derived stats are based on a characters main stats and/or skills.

Run

(BODY + REFLEX) x 1.5

Leap

(BODY + REFLEX) / 8

Carry

BODY x 10

Lift

BODY x 40

 

Body

 

BTM

 

Body

DM

2

very weak

-0

 

2

-2

3-4

weak

-1

 

3-4

-1

5-7

average

-2

 

5-7

0

8-9

strong

-3

 

8-9

+1

10-11

very strong

-4

 

10

+2

12-13

superhuman1

-5

 

11-12

+4

14-15

superhuman2

-6

 

13-14

+6

16-17

superhuman3

-7

 

15+

+8

 

STUN rolls are based on WILL while DEATH saves are based on the character’s BODY.

Skills

Skills are also bought with skill points from the Campaign Basics table. No starting skill may exceed the Max Skill value for the campaign level. All skills start at 0 before allocating pointsunless the GM has assigned compulsory (free) skills for the campaign.

Skill levels are added to their relevant stat to get the Basic Chance of success (BC) for that skill. Please note that the stat given on the character sheet is only the most likely stat for that skill, skills can be added to other stats depending on the situation.

See the campaign skill sheet for a list of the skills available in the campaign and the stats they relate to.

Derived Skills

Combat Awareness

Combat Sense + Awareness/Notice skill levels

Base Initiative

REFLEX + Combat Sense

 

Handedness

Roll for handedness: 1-7 Right, 8 Ambidextrous, 9 or 10 Left.

Money and Kit

Starting money is assigned based on the Campaign Basics table

All equipment purchases should be checked by the GM prior to play starting.

Contacts

Everyone has some contacts, people they get on with more than just acquaintances; some of these even come in useful occasionally. Roll D10 plus streetwise and streetdeal for the number of contacts each character has. For each one roll D10 on the main table for category then D100 within the category. Once the type of contact has been determined roll D100 for the quality of the contact.

 

Category

 

Category

1

Businessman

6

Police

2

Medical

7

Local

3

Government

8

Press

4

Military

9

Local Criminal

5

Organised Crime

10

Special

 

Businessman

 

Police

01-30

Clerk

 

01-30

Patrol Officer

31-50

Department Head

 

31-50

Sergeant

51-75

Division Head

 

51-75

Lieutenant

76-95

Decision Maker

 

76-95

Captain

96-99

Board Member

 

96-99

Precinct Chief

00

Chairman

 

00

Chief of Police

Medical

 

Local

01-30

Quack

 

01-30

Shoe Shiner

31-50

Nurse

 

31-50

News Vendor

51-75

Doctor

 

51-75

Barkeep

76-95

Surgeon

 

76-95

Librarian

96-99

Medical Examiner

 

96-99

Priest

00

Plastic Surgeon

 

00

Union Official

Government

 

Press

01-30

Clerk in Mayor’s office

 

01-30

Stringer

31-50

Senior Official

 

31-50

Local Reporter

51-75

Governmental Aide

 

51-75

National Correspondent

76-95

Judge

 

76-95

International Correspondent

96-99

Senator

 

96-99

Major Freelancer

00

Cabinet Member

 

00

Press Baron

Military

 

Independent Criminal

01-30

Private

 

01-30

Wannabe

31-50

Sergeant

 

31-50

Low-life

51-75

Lieutenant

 

51-75

Professional

76-95

Major

 

76-95

Gang Leader

96-99

Colonel

 

96-99

Cat Burglar

00

General

 

00

Internationally Renowned

Organised Crime

 

Special

01-30

Hood

 

01-30

Private Detective

31-50

Heavy

 

31-50

Fire Chief

51-75

Hitman

 

51-75

Stock Exchange Dealer

76-95

Corrupt Lawyer

 

76-95

Licensed Bounty Hunter

96-99

District Boss

 

96-99

US Marshal

00

Crime Lord

 

00

Ambassador

 

Playing the Game

Basically the game is simple. All rolls are based on percentages. For each attempt the GM assigns an ease factor (EF) which is multiplied by the skill’s BC to get the percentage chance of success.

This system has one main advantage over most systems: there is always a chance of success, no matter how low the character’s skill.

Ease Factors        

Ease factors range from 10 (ridiculously easy) to 1 (extremely difficult), with an optional ½ for virtually impossible situations. The base number is 5, which is then modified by the GM depending on the difficulty of the situation.

Opposed attempts, i.e. those in which two characters are using skills against each other, require the defensive character to make a roll first without an ease factor being assigned. The offensive character then uses one ease factor less than the one the defensive character achieved as the base ease factor for the attempt.

Note

If the character doesn’t have the skill required for the attempt the GM must first decide whether an attempt is possible with the character’s skills. If so then the attempt must either be attempted from the base stat that would be used by the missing skill or by using a related skill with a loss of two ease factors (ie a base ease factor of three).

 

Ease Factor Guidelines

 

10

Ridiculously simple, virtually can’t fail

 

7

Very easy

 

5

Average situation

 

3

Difficult

 

1

Exceptionally difficult

 

 

Ease Factor table