unlock 1920

Up
skill list
PaddySpic

 

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 ˝ 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

 

˝

1

2

3

4

5

6

7

8

9

10

1

1

1

2

3

4

5

6

7

8

9

10

2

1

2

4

6

8

10

12

14

16

18

20

3

2

3

6

9

12

15

18

21

24

27

30

4

2

4

8

12

16

20

24

28

32

36

40

5

3

5

10

15

20

25

30

35

40

45

50

6

3

6

12

18

24

30

36

42

48

54

60

7

4

7

14

21

28

35

42

49

56

63

70

8

4

8

16

24

32

40

48

56

64

72

80

9

5

9

18

27

36

45

54

63

72

81

90

10

5

10

20

30

40

50

60

70

80

90

100

11

6

11

22

33

44

55

66

77

88

99

110

12

6

12

24

36

48

60

72

84

96

108

120

13

7

13

26

39

52

65

78

91

104

117

130

14

7

14

28

42

56

70

84

98

112

126

140

15

8

15

30

45

60

75

90

105

120

135

150

16

8

16

32

48

64

80

96

112

128

144

160

17

9

17

34

51

68

85

102

119

136

153

170

18

9

18

36

54

72

90

108

126

144

162

180

19

10

19

38

57

76

95

116

133

152

171

190

20

10

20

40

60

80

100

124

140

160

180

200

                         

 

Examples:

1.        Striker is attempting to walk along a three inch wide wall. The GM gives him an ease factor of 4 which with his athletics BC of 12 means he requires a roll of 48 or less not to fall.

2.        Striker next attempts to sneak past a security guard, his stealth has a BC of 13. He rolls a 42, which is between ease factors 3 and 4, which gives the guard a base ease factor of 4. As the guard has an awareness/notice BC of 11 her percentage chance of success is 44 without any other modifiers to the ease factor such as Striker being very close or security lights.

3.        Striker is spotted and attempts to run for it as the guard raises her shotgun. He doesn’t have the dodge & escape skill so rolls on his athletics BC of 12 getting a 47, just below ease factor 4. The guard is then on an ease factor of 5, 3 (4 - 1) for Striker’s roll plus 2 for Striker not having the required skill. The guard’s rifle skill is on a BC of 14 which gives her a percentage chance of 70. With a roll of 23 it doesn’t look good for old Striker.

Note that in the third example Striker gave the guard two ease factors, instead of having his ease factor reduced by two like normal, as he did not have the required skill and his roll was only to set up the guard’s ease factor.

Exceptional Rolls

There are two types of exceptional rolls: successes and fails. Exceptional success is achieved on a roll of 01 or a roll that made four ease factors less than was required. Exceptional failure occurs on a roll of 100 or a roll four ease factors or more worse than was required.

Exceptional rolls indicate either great achievement or abject failure in what was being attempted. Exceptional success in combat for example would mean that the player could choose the target point of the attack, reduce the armour value of the target by one, or do maximum damage for the attack. Exceptional failure can mean a weapon jams or the character is opened up to an attack with +2 to the ease factor. The actual effect is up to the player and GM to decide based on the situation at hand.

Luck

Luck points can be used in many ways to favourably influence the game, each costs at least one luck point, such as:

1.        Reroll any roll made by the player.

2.        Add one to the ease factor of an attempt.

3.        Get a favour or hint from the GM (at GM’s discretion of course).

Combat Procedures

Note

Combat with this system is much more dangerous than in most RPGs. Any hit that penetrates the target’s armour is likely to cause serious damage so be careful out there.

Initiative

Base initiative is equal to REFLEX plus Combat Sense plus a D10. Highest total goes first, rest in descending order. Reroll for ties.

Modifiers are made depending on the actions being performed, details are on the Combat Modifiers Table. If modifiers reduce an action’s initiative to zero or less then it passes on to the next turn.

Attacks

Attacks follow a four-tiered procedure.

For each attack the defender decides whether or not to dodge. If so then a roll is made to determine the attacker’s base ease factor, otherwise the ease factor is calculated from a base of 5. The attack roll is then made. If it is a success then check whether or not the attack penetrated the defender’s armour. If it did penetrate then roll for damage.

Armour

All armour has an Armour Value based on its stopping power. When armour is stacked it is best to use the system given for armour addition in 3G3 if possible. Alternatively (the quick and dirty approach) simply add the full SP of the heaviest armour to half the values of any other layers.

Once the total SP for an area has been calculated look up the SP value on the Armour Value table. At the same time look up the REFLEX loss for the item, SPs over 15 encumber the character. Encumbrance is calculated by areas, the three areas considered are head, torso & arms, and legs; the REF loss is counted separately for each of these. REF loss is halved for the head (round down) so there is no encumbrance until SP26. This REF loss should be applied to most actions involving REFLEX, but only when movement or rapid reaction is required. An emplaced sniper in heavy armour should not take a minus for taking an aimed shot, but would if he tried to run or shift position for a snap shot.

Armour Table

SP

AV

Examples

REF loss / item

0-5

A

Leather

 

6-10

B

Light Armour

 

11-15

C

Steel Helmet

 

16-25

D

Heavy Armour

-1

26-35

E

Combat Armour

-2

Penetration

Weapons each have a penetration value (PV) and a damage value (DV) assigned to them. If the penetration value is equal or higher than the armour value of the area attacked then the full damage value is inflicted on the target. If the penetration value is one less than the armour value then half damage is done. If the penetration value is two or more less than the armour value then no damage is done.

Projectiles increase their penetration by one level at point blank range. Projectiles reduce their penetration by one level at long range, two at extreme, but never below A.

Hand to hand weapons get a bonus to penetration equal to the character’s DM, with the exception of flexible weapons.

Firearms

Calibre

Pen

Damage

Cost/50 rounds

Revolvers & Pistols

.22 short – R or P

A

2D6

$1

9mm short - P

A

2D6+1

$1

.32  - R

A

2D6+2

$1

7.65mm - P

A

2D6+3

$2

.38 special - R

A

3D6

$1

9mm para - P

B

2D6+2

$2

.45 cal - R

A

3D6+3

$2

Rifles

.22 rifle

B

2D6+2

$1

.222 rifle

C

3D6

$2

30-06 rifle

C

4D6+1

$2

30-30 rifle

D

4D6+2

$3

.470 nitro

E

5D6+3

$5

Shotguns

20 gauge 00 bird

B & A

3D6 & 1D6+2 (3)

$2

20 gauge 00 buck

C & B

2D6+3 & 2D6

$4

12 gauge 00 bird

C & A

3D6+3 & 2D6-1 (3)

$2

12 gauge 00 buck

C & B

3D6+1 & 2D6+3

$4

10 gauge 00 bird

D & A

4D6+1 & 2D6+1 (3)

$3

10 gauge 00 buck

D & B

3D6+3 & 3D6

$5

Shotguns pen and damage differ for close and longer ranges

       

1920’s Firearms

Revolvers, bolt action rifles and break action rifles or shotguns very rarely have problems – they have a misfire, dud round, on a 100. This can be readily cleared by simply cocking the weapon once more (pulling the trigger on double action, pulling the hammer back on single action).

Pistols, pump action rifles or shotguns, and any form of machine gun have problems far more frequently – they have a  misfire on a 98, a jam on a 99 and a malfunction on a 100. Misfires require cycling the slide, jams require an action clearing the jammed round out of the mechanism and malfunctions require disassembling the weapon. As an alternate rule option treat 98 – 100 as a problem, the character will only realise what problem type it is once they try to clear it: roll D3 – 1 is a misfire, 2 is a jam, and 3 a malfunction.

Hand Weapons

Weapon

pen

damage

Cost

Hand or foot

0

varies

 

Club or nightstick

0

2D6 + DM

$0.50 - $1

Knife

B

2D6 + DM

$0.50 - $7

Machete

B

2D6 + 2 + DM

$1 - $3

Sword

B

3D6 + DM

$5 - $50

Naginata or Spear

B

3D6 + 1 + DM

Exotic, $5 - $20

Sai/Tonfa/Nunchaku

0

1D6 + 1 + DM #

Exotic, $1 - $3

Axe

C

2D6 + 3 + DM

$1 - $5

Shuriken

B

˝D6 DM #

Exotic, $0.50 - $1

Switchblade (small)

B

1D6 + DM

$0.50 - $1

Brass knuckles

A

1D6 + 2 + DM

$0.50 - $1

Sledgehammer

0

4D6 + DM

$1 - $2

Staff

0

2D6 + 1 + DM

Exotic, $0.50 - $1

# Plus characters Martial Arts level if any

Exotic Weapons

These are unusual weapons for the era, usually only used by the goons of pulp villains or as pick-up weapons if fighting in a castle or similar locale. As such they should only be bought by characters who have a good background reason to have them – weapons collectors, oriental martial arts specialists, etc.

Multiple Attacks

Many weapons have the ability to make multiple attacks. There are three basic forms.

Semi-automatic or single shot weapons can have a Rate of Fire (ROF) greater than one. In this case each is treated as a separate attack with the modifiers given for firing multiple attacks. It is possible to fire more than the expected ROF in which case the modifiers for firing excessive shots must be used. In order to use these modifiers correctly the player must state in advance how many shots will be fired during the turn.

Automatic or burst capable weapons can either fire a short burst (typically three shots) or a full burst (the ROF of the weapon, presuming the ammo is available) at a single target. Each of these is treated as a single attack. For a short burst that has hit roll a D3 to determine the number of shots that hit. For a full burst the difference between the percentage chance of the attempt and the percentage rolled is the percentage of the rounds fired that hit. Obviously the target cannot be hit by more rounds than were fired.

A full burst can also be sprayed into a group. Attacks are made on each member of the group until an attack fails or a number of targets equal to half the number of rounds fired have been hit.

Taking Damage

Before assigning damage the character receiving the damage reduces it by his BTM value. When damage is taken by a character one of the blocks on the character’s wound track is ticked off for each point of damage taken. The wound track gives a visual indicator of the character’s condition.

Each four points of damage taken reduces the ease factor for the WILL save by 1 from its starting point at 10. Failure of a WILL roll means that the character may take no action in the following turn other than to attempt another WILL roll. For defensive purposes the character is presumed to be seeking cover.

From 9 points of damage onwards the character must also make death saves. Failure to make a death save means the character has gone into shock and is dying, only medical attention can prevent death.

Every eight points of damage reduces the character’s ease factors for all actions (not saves) by one.

Wound Track

  Light       EF -1   Serious     EF -2   Critical     EF -3

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

W@10

 

 

W@9

 

 

W@8

B@10

W@7

B@9

W@6

B@8

W@5

B@7

  Lethal       EF -4   Mortal       EF -5   Fatal       EF -6

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

W@4

B@6

W@3

B@5

W@2

B@4

W@1

B@3

W@1

B@2

W@1

B@1

 

Initiative and Combat Modifiers

The full list of initiative and combat modifiers are given on the combat modifiers table. These are guidelines and it is not suggested that the GM go through them for every attempted combat action as it will slow the game down too much. In general it is best for the GM to assign guesstimated values.

Combat Modifiers Table

Action

Init

EF

Notes

Hand to hand attack

0

--

 

Melee attack

0

--

 

Sword (fencing) attack

0

--

 

Fire Single shot

0

--

 

Fire at point blank

0

+2

 

Fire at medium range

0

-1

 

Fire at long range

0

-2

 

Fire at extreme range

0

-3

 

Fire multiple shots

0/-3…

0/-1…

Minuses accumulate per shot up to ROF

Fire excess shots

-3/-6…

-2/-4…

Minuses accumulate per shot, shots exceeding ROF

Hip fire

0

-1

Any fire where not in a steady fire stance

Three round burst

0

-1

 

Full burst

0

-2

Will take a while (ie many initiative slots) to complete

Using weapon in off hand

0

-2

 

Using two weapons

0

-2

Each

Weapon steady

+2

+1

Weapon braced in position, ready for target

Take aim

None

+2

Fire on following turn, EF mod passed on, must be steady

Specific shot

-6

-2

Firing at a specific point on target

Firing while running/dodging

0

-2

 

Large target

0

+1 up

 

Target surprised

N/A

+2

Naughty! Target unaware or ambushed

Draw weapon

-5

-1

 

Quickdraw weapon

-3

-1

 

Unsling weapon

-8

-1

 

Change fire mode

-3

--

 

Change magazine

-5

-2

 

Load ammo

-4/-8

-2

Initiative loss is per shot loaded into mag/weapon

Fire while in hand to hand

-4

-3

Average firing skill with melee/brawl/MA skill

Serious wound

-2

-1

 

Critical wound

-3

-2

 

Lethal wound

-5

-3

 

Mortal wound

-9

-4

 

Fatal wound

-12

-6

Are you kidding?

 

Gear & Expenses

Costs are given in US dollars, divide by 2 for pounds sterling


Housing

Hotel – per night

Flophouse

$0.50 - $1

Average (with meals)

$5

Above-average

$10

Luxurious

$20 up

 

Apartment, unfurnished – rent per room per month

Cheap

$20

Average (kitchen & bathroom)

$35

Above-average

$45

Luxurious

$60

 

Apartment, furnished – rent per room per month

Cheap

$25

Average (kitchen & bathroom)

$45

Above-average

$60

Luxurious

$80

 

House – per room

Average

$500

Above-average

$750

Luxurious

$1000

Expenses

Living Expenses – per month

Borderline

$2

Cheap

$5

Average

$15

Above-average

$25

Luxurious

$100

Wages

Weekly Salaries (rough averages)

Domestic

$15 + board

Labourer

$20

Secretarial

$25

Semi-skilled Labourer

$30

Guard

$40

Clerical

$45

Policeman

$60

Engineer

$90

Lawyer

$100

Doctor

$100

Vehicles

Vehicles

Bicycle

$20

Motorcycle

$300 - $500

Car

$600 - $3000

Limo

$2500 up

Truck

$500 - $2000

Yacht

$2000 up

Aeroplane

$2500 up

Weapons

Weapons

Revolver or Pistol

$20 - $30

Normal Rifle

$20 - $30

Custom Rifle

$100 up

Shotgun

$20 - $30

SMG (usually BAR until 1928) - BM

$50 up

MG - BM

$100 up

Weapon Accessories

Weapons

Cartridge Belt

$1 - $2.50

Belt Holster

$0.50 - $2

Rifle Bag

$0.50 - $2

Rifle Sling

$0.50 - $2.50

Shoulder Holster

$1 - $3

Weapon Cleaning Kit

$1 - $3

Clothing

Clothes – untailored, increase for tailoring

Street

$10 - $30

Dress

$20 - $100

Work

$2 - $10

Tropical

$10 - $50

Arctic

$30 - $100

Overcoat

$15 - $50

Shoes

$1 - $5

Boots

$7 - $15

Riding Boots

$10 - $30

Hat

$1 - $5

Pith Helmet

$1 - $2

 

Protective

Leather

$10 - $30

Bullet-proof vest

$20 - $50

Bomb Armour

$75 - $100

Army Helmet

$2 - $10

Aviation Helmet

$2 - $5

Gear

General Kit

Binoculars

$40 - $60

Battery

$0.25 - $0.50

Camera

$5 - $20

High-speed Camera

$50 - $75

Camera Flash

$5 - $10

Flash Bulbs (per doz.)

$0.50

Flashlight

$2 - $5

Handcuffs

$1 - $2

Lockpicks - BM

$10 up

Telescope

$10 - $20

Watch

$5 up

 

Outdoors Kit

Blanket

$3 - $5

Camp Stove kit

$10 - $20

Canteen (2 or 4 pt, aluminium)

$1 - $2

Compass

$2 - $10

Cot

$3 - $4

Hunter’s Lamp (head mount, electric)

$4 - $5

Tent, 1 man

$4 - $8

Tent, 4 man

$20 - $50

Water Bag (2 gallon)

$1

Tools

Medical

Fist Aid kit with 10 bandages

$2

Doctor’s bag with 10 supplies

$20 - $40

Field Surgery with 20 supplies

$75 - $150

Refill Bandages

$0.25

Refill Medical supplies

$1

 

Mechanical

Bolt Cutters

$5 - $10

Crowbar

$.50 - $1.50

Electrical Kit

$15 - $50

Craft Kit

$2 - $5

Mechanical Kit

$13 - $20

 

The denotation –BM means the item is not for sale to the general public and is only available to federal agencies or on the black market. The price range given is for the black market, prices will be significantly lower for legitimate purchases.

 

 

 
 
© 2006 SystemFast Techniques Ltd