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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. ContentsInitiative
and Combat Modifiers
Character GenerationThis 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).
Background FirstBefore 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. StatsThere 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 SavesDerived stats are based on a characters main stats and/or skills.
STUN rolls are based on WILL while DEATH saves are based on the character’s BODY. SkillsSkills 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
HandednessRoll for handedness: 1-7 Right, 8 Ambidextrous, 9 or 10 Left. Money and KitStarting money is assigned based on the Campaign Basics table All equipment purchases should be checked by the GM prior to play starting. ContactsEveryone 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.
Playing the GameBasically 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 FactorsEase 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. NoteIf 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).
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