Crimson Skies Role-Playing

Roger Burton West
26 November 2001


Table of Contents


1. Introduction

1.1. Acknowledgements

Crimson Skies is a trademark of FASA Interactive, used without licence. Some of the material herein (specifically for character generation) is derived from the GDW House System and is also used without licence.

1.2. Terminology

Asset: the number against which one rolls when attempting a task.

CSBG: The Crimson Skies boardgame.

CSCG: The Crimson Skies computer game.

CSRPG: The Crimson Skies role-playing game, combining elements of both the others. This document.


2. Characteristics

Also known as "stats". Characteristics are shown on a grid, with columns for Speed, Power, Accuracy and Endurance in each of the general fields (rows) of Physical, Mental and Interpersonal. For example, Physical Power represents raw strength; Physical Speed is the quickness with which the character can act; Physical Accuracy is the level of dexterity the character is able to use; and Physical Endurance represents the character's ability to resist pain and damage.

Each stat has the range 1-10.


3. Skills

This procedure is used for all tests of skill.

3.1. Obtain effective skill level

If skill is not one of a similar skill group, this is the quoted skill level. If skill IS one of a similar skill group (i.e. it is listed in the form Group / Specific skill), this is the highest of:

3.2. Obtain governing stat

As specified in test (e.g. Piloting+MS); if not specified, use default stat from master skill list.

3.3. Generate asset level

asset=skill+stat+min(stat,skill).

3.4. Test skill

Roll 3d8, attempting to get asset level or less.

3.5. Special cases

3.5.1. Opposed skills

Each character rolls a skill test; the one which succeeds by more has the advantage.


4. Character generation

4.1. Introductory notes

All skill levels received in character generation are cumulative; no skill or stat may exceed 10.

4.2. Choose age

This is not vital (it can be done at the end of career selection), but it makes for a more rounded character; the current campaign year may be correlated with age to determine the actual year when specific events (e.g. military service) occurred.

Career term length is 4 years. Starting age is 17; the current year in the campaign is 1937.

4.3. Generate attributes

Two methods are available:

A: roll 2d6-2 for each stat, rerolling zeroes. If total is less than 60, add points to bring it to 60; stats may not otherwise be changed.

B: divide 60 points between all stats.

Range is 1-10 for all stats.

4.4. Choose nationality

Native languages are based on nationality. A character's first native language is at level 10; a second language (if acquired) is at a level equal to the character's starting MP. Secondary languages must be checked for in order, though any individual language or languages may be skipped at the player's discretion. Normally, only one secondary language may be gained. Roll the number given or lower on a d10 to gain a secondary language.

Nationality Subcategory Native Language
American American English
    3 Spanish
    2 Japanese
    1 German
    1 Italian
    1 Polish
    1 Yiddish
British English English
  Welsh English
    2 Welsh
  Scottish English
    3 Scots Gaelic
  Irish English
    2 Gaelic
Canadian Anglo-Canadian English
    2 French
  French-Canadian French
    3 English
Czech Czech Czech
    2 Slovak
    1 Hungarian
    1 Romany
  Slovak Czech
    8 Slovak
    1 Hungarian
    1 Romany
Danish Danish Danish
    5 English
Finnish Finnish Finnish
    8 Swedish
    2 Lapp
French French French
    3 English
    1 Breton
    1 Basque
    1 Catalan
German German German
    3 English
Hungarian Hungarian Hungarian
    1 German
    1 Romany
Icelandic Icelandic Icelandic
    1 English
Italian Italian Italian
    3 English
Japanese Japanese Japanese
    5 English
    1 Korean
    1 Mandarin
    1 Cantonese
Mexican Mexican Spanish
    5 English
    1 Nahuatl
    1 Maya
Norwegian Norwegian Norwegian
    5 English
Polish Polish Polish
Portugese Portugese Portugese
    1 English
Soviet Armenian Armenian
  Azerbaijani Azerbaijani
  Byelorussian Byelorussian
  Chuvash Chuvash
  Estonian Estonian
  Georgian Georgian
  Kazakh Kazakh
  Kirgiz Kirgiz
  Latvian Latvian
  Lithuanian Lithuanian
  Mordvinian Mordvinian
  Romanian Romanian
  Russian Russian
  Tajik Tajik
  Tartar Tartar
  Turkoman Turkoman
  Ukrainian Russian
  Uzbek Uzbek
Spanish Spanish Spanish
    3 English
    2 Catalan
    2 Basque
Swedish Swedish Swedish
    1 Lapp
    5 English

Notes: A Finn who gains proficiency in Swedish may check for another native language. A Soviet who does not have Russian as his native language gains skill in Russian at level d10+2.

4.5. Choose background skills

Pick four skills from the background skill list, each at level 2; skills may not be chosen more than once. This represents the character's accumulated knowledge to age 17. Characters may take other skills than these, if players can justify this to the GM with character background information.

4.6. Careers

Unless otherwise noted, all careers give ME x $100 income, and allow one secondary activity, per term.

Under Contacts, the indicated contacts are gained per term; the number following the type is the number which must be equalled or exceeded on d10 for the contact to be foreign.

A "save vs" a stat is successful if a d10 roll is less than or equal to the stat.

4.6.1. Education careers

4.6.1.1. Undergraduate University

Entry: ME 5+

Skills: ME levels from this list, no more than 3 levels in any one skill. Physical Science, Economics, Engineer, Social Science, Fine Arts, Language, Leadership

Contacts: 1 academic or journalism, 10

Special: may join ROTC or NROTC (or national equivalents), in which case next career must be (a) entry into armed forces as lowest officer grade or (b) active reservist status. No income received.

4.6.1.2. Graduate University

Entry: undergraduate degree, ME 5+, MP 5+

Skills: 4 levels in a single specialty, 2 levels in electives.

Specialties: Physical Science, Economics, Engineer, Social Science, Fine Arts, Language

Electives: Instruction, Language, Leadership

Contacts: 1 academic or government, 8

Special: first term provides M.A. or M.S.; second and later terms provide Ph.D. (or equivalent). Degree must be in specialty. No income received.

4.6.1.3. Law School

Entry: undergraduate degree, MP 5+, ME 5+

Skills: Admin/Legal 2, Bargain 1, Interrogation 2, Observation 1, Persuasion 2

Contacts: 1 academic or government, 9

Special: no income received.

4.6.1.4. Medical School

Entry: undergraduate degree, Biology 3+, Chemistry 2+, MA or ME 8+

Skills: Medical 6, Observation 1

Contacts: 1 medical, 8

Special: may enter military with commission as captain. No secondary activities allowed. No income received.

4.6.1.5. Military Academy

Entry: ME 6+

Skills: all basic training skills for the appropriate branch of the armed services, plus ME levels from: Determination, Engineer, Interaction, Social Science, Technician

Contacts: 2 military, 10

Special: must immediately enter a military career at lowest officer grade and serve at least one term. No income received.

4.6.2. Civilian careers

4.6.2.1. Air Security

Entry: No criminal record, PP 5+, PA 4+

First term skills: Act/Bluff 1, Gunnery 2, Martial Arts / Unarmed 1, Perception 2

Subsequent term skills: 6 levels from: Charm, Communications, Driving / Wheeled, Firearms, Gunnery, Interaction, Leadership, Martial Arts, Perception, Pilot, Stalking, Stealth

Contacts: 1 business 7, law enforcement, criminal 7 or security specialist 7.

Special: if more than one term is served, add 1 to Grace under Fire.

4.6.2.2. Athlete

Entry: PP 7+, PA 7+

First term skills: Acrobatics 4, Medical 1, Martial Arts 1

Subsequent term skills: 6 levels from: Acrobat, Determination, Martial Arts, Personal Transport

Contacts: 1 journalist, 1 business, entertainment, medical or specialist (acrobatics), 10

Special: income is the second-highest of (PP, PA, PE, PS) x $100.

4.6.2.3. Attorney

Entry: Law school

Skills: 6 levels from: Charm, Economics, Interaction, Perception, Social Science

Contacts: 1 government or criminal, 8

Special: 2 secondary activities allowed. Income is ME x $200.

4.6.2.4. Bodyguard

Entry: Martial Arts 5+, Firearms 4+

Skills: 6 levels from: Acrobat, Combat Engineer, Determination, Firearms, Interrogation, Martial Arts, Perception

Contacts: 1 criminal, business, or law enforcement, 9

4.6.2.5. Bounty Hunter

Entry: PS or PA 4+

First term skills: Firearms 1, Determination 2, Martial Arts 1, Perception 2

Subsequent term skills: 6 levels from: Charm, Determination, Firearms, Martial Arts, Perception, Personal Transport, Vice

Contacts: 1 criminal or law enforcement, 10

Special: income is Streetwise x $100.

4.6.2.6. Clergy

Entry: Charisma 5+, Education 4+

First term skills: Leadership 2, Persuasion 2, Psychology 2

Subsequent term skills: 6 levels from: Charm, Determination, Psychology

Contacts: any, 10

Special: No secondary activities allowed in first term. Note that most "reputable" religions will require a degree before clergy training is entered.

4.6.2.7. Commercial Pilot

Entry: Pilot (fixed-wing or airship) 3+

First term skills: Navigation 2, Observation 2, Pilot 2

Subsequent term skills: 6 levels from: Pilot, Explore, Perception, Technician

Contacts: 1 specialist (pilot), 10

4.6.2.8. Con Artist

Entry: Persuasion 4+

First term skills: Charm 3, Interaction 1, Streetwise 1

Subsequent term skills: 6 levels from: Charm, Economics, Interaction, Luck, Streetwise

Contacts: 1 criminal, law enforcement, or con artist, 8

Special: income is IP x $100.

4.6.2.9. Construction Worker

Entry: PP 4+

First term skills: Acrobat 1, Artisan 1, Engineer 2, Technician 2, Vehicle 2

Subsequent term skills: 6 levels from: Artisan, Charm, Explore, Engineer, Technician, Vehicle

Contacts: 1 specialist (Construction), 10

4.6.2.10. Criminal

Entry: PS or PA 5+

First term skills: Charm 1, Determination 2, Firearms 1, Interaction 1, Martial Arts 1, Perception 1, Vice 1

Subsequent term skills: 6 levels from: Charm, Crime, Determination, Interaction, Perception, Vehicle, Vice

Contacts: 1 criminal or law enforcement, 10

Special: Save vs MP to avoid capture at end of each term. If failed, next career is Prisoner.

4.6.2.11. Drifter

Entry: no prerequisites

First term skills: Martial Arts 1, Perception 3, Vice 3

Subsequent term skills: 7 levels from: Charm, Climbing, Firearms, Language, Luck, Mechanic, Martial Arts, Perception, Swimming, Vice, Vehicle

Contacts: 1 business, criminal, government or law enforcement, 10

Special: No secondary activities allowed.

4.6.2.12. Entertainer

Entry: IP 8+

First term skills: Charm 2, Determination 1, Fine Arts 4

Subsequent term skills: 6 levels from: Acrobatics, Animal Handling, Charm, Determination, Fine Arts, Martial Arts, Vehicle

Contacts: 1 (70% entertainment, 30% government 8)

Special: random NPCs may recognise the character (GM's option), usually favourably. Income is IP x $100.

4.6.2.13. Factory Worker

Entry: no prerequisites

First term skills: Economics 1, Technician 3

Subsequent term skills: 6 levels from: Economics, Leadership, Technician

Contacts: 1 business, 10

Special: 2 secondary activities allowed.

4.6.2.14. Farmer

Entry: no prerequisites

First term skills: Animal Handling 1, Biology 2, Perception 1, Technician 2, Vehicle 1

Subsequent term skills: 6 levels from: Animal Handling, Determination, Explore, Perception, Personal Transport, Technician, Vehicle

Contacts: 1 criminal or specialist (listed skills), 10

4.6.2.15. Gambler

Entry: Luck 5+

First term skills: Bargaining 1, Charm 3, Vice 2

Subsequent term skills: 6 levels from: Charm, Interaction, Luck, Martial Arts, Psychology, Vice

Contacts: 1 criminal, law enforcement, or gambler, 8

Special: income is Luck x $100.

4.6.2.16. Government Agent

Entry: Undergraduate degree, MP 6+, IP 6+

First term skills: Firearms 2, Interaction 3, Perception 1

Subsequent term skills: 4 levels from: Charm, Crime, Determination, Firearms, Interaction, Martial Arts, Perception, Vice

Contacts: 1 government or intelligence, 8

Special: If more than one term is served, add 1 to Grace under Fire.

4.6.2.17. Homeless

Entry: no prerequisites

First term skills: Martial Arts / Unarmed 1, Observation 1, Scrounging 2, Stalking 1, Stealth 1, Streetwise 2

Subsequent term skills: 7 levels from: Archery, Intrusion, Language, Luck, Martial Arts, Observation, Persuasion, Pickpicket, Scrounging, Stalking, Stealth, Streetwise, Willpower

Contacts: 1 criminal, journalist, or law enforcement, 10

Special: No secondary activities. No income.

4.6.2.18. Journalist

Entry: Undergraduate degree or IP 7+

First term skills: Charm 2, Interrogation 2, Observation 1

Subsequent term skills: 4 levels from: Charm, Communications, Disguise, Interaction, Luck, Perception, Stealth

Contacts: 3 criminal, government, journalist or law enforcement, 7

4.6.2.19. Manager

Entry: Undergraduate degree

First term skills: Charm 1, Determination 2, Economics 2, Interaction 2

Subsequent term skills: 6 levels from: Charm, Determination, Economics, Interaction, Perception

Contacts: 1 business or government, 8

Special: income is Business x $100.

4.6.2.20. Martial Artist

Entry: no prerequisites

First term skills: PP +1, PA +1, Acrobat 1, Determination 1, Martial Arts 3

Subsequent term skills: 6 levels from group A: for 2 levels not taken from group A, 1 level may be taken from group B.

Group A: Acrobat, Archery, Determination, Interaction, Martial Arts

Group B: P(any) +1

Contacts: 1 business, criminal, or specialist (melee combat), 7

Special: income is MP x $100.

4.6.2.21. Mechanic

Entry: PA 3+ and/or MP 3+

First term skills: Technician 6, Vehicle 1

Subsequent term skills: 6 levels from: Economics, Interaction, Intrusion, Pilot, Technician, Vehicle

Contacts: 1 specialist in listed skill, 10

Special: income is Mechanic x $100.

4.6.2.22. Medical Doctor

Entry: Medical school

First term skills: Biology 4, Medical 4

Subsequent term skills: 4 levels from: Charm, Determination, Interaction, Medical, Perception, Physical Science

Contacts: 1 medical, 7

Special: income is maximum Medical skill x $200.

4.6.2.23. Mercenary

Entry: PP 4+, prior military service

First term skills: Firearms 1, Interaction 2, Language 1, Martial Arts 1

Subsequent term skills: 6 levels from: Acrobat, Determination, Explore, Gunnery, Interaction, Martial Arts, Perception, Personal Transport, Pilot, Vehicle

Contacts: 1 criminal, government, intelligence, mercenary, or military, 6

Special: Roll d10 once per term. On 9, the next term must be spent in a non-combat career due to severe wounds. On 10, the character was captured and must spend the next term as a Prisoner. If more than one term is served, add 1 to Grace under Fire.

4.6.2.24. Merchant Air (enlisted)

Entry: PE 3+

First term skills: Firearms 1, Explore 2, Pilot 2, Technician 1

Subsequent term skills: 6 levels from: Charm, Explore, Pilot, Technician, Vice

Contacts: 1 business, law enforcement, or specialist (own major skill), 6

Special: 2 secondary activities per term.

4.6.2.25. Merchant Air (officer)

Entry: PE 3+, 2d6 for 6+

First term skills: Determination 1, Economics 1, Firearms 1, Explore 2, Pilot 2

Subsequent term skills: 6 levels from: Charm, Determination, Economics, Explore, Gunnery, Pilot

Contacts: 1 business, law enforcement, or specialist (own major skill), 6

Special: 2 secondary activities per term.

4.6.2.26. Merchant Marine (enlisted)

Entry: PE 3+

First term skills: Firearms 1, Explore 2, Technician 1, Vessel 2

Subsequent term skills: 6 levels from: Charm, Explore, Technician, Vessel, Vice

Contacts: 1 business, law enforcement, or specialist (own major skill), 6

Special: 2 secondary activities per term.

4.6.2.27. Merchant Marine (officer)

Entry: PE 3+, 2d6 for 6+

First term skills: Determination 1, Economics 1, Firearms 1, Explore 2, Vessel 2

Subsequent term skills: 6 levels from: Charm, Determination, Economics, Explore, Vessel

Contacts: 1 business, law enforcement, or specialist (own major skill), 6

Special: 2 secondary activities per term.

4.6.2.28. Paramedic

Entry: Medical / any 2+

First term skills: Charm 1, Medical 2, Perception 1, Physical Science 1, Technician 1, Vehicle 1

Subsequent term skills: Medical 1, plus five levels from: Charm, Firearms, Perception, Physical Science, Technician, Vehicle

Contacts: 1 medical, 10

4.6.2.29. Playboy

Entry: IP 8+, Luck 6+

Skills: 6 levels from: Charm, Economics, Explore, Interaction, Luck, Personal Transport, Vehicle

Contacts: 1 wealthy or government, 6

Special: income is Luck x $1,000.

4.6.2.30. Politician

Entry: IP 8+

First term skills: Charm 3, Determination 3

Subsequent term skills: 5 levels from: Charm, Determination, Economics, Interaction, Luck, Perception

Contacts: 3 government, journalism, or military, 7

4.6.2.31. Prisoner

Entry: as required by previous career

Skills: 6 levels from: Acrobatics, Charm, Crime, Determination, Economics, Interaction, ME +1, Martial Arts, Perception, PP +1, Vice

Contacts: 2 criminal, 10

Special: No income. No secondary activities. One term only. Must make Luck+IP skill test to be accepted to normal career, otherwise must take criminal, drifter, sky pirate or homeless; this continues until the save is made.

4.6.2.32. Private Investigator

Entry: MP 5+, IP 5+

First term skills: Charm 2, Firearms 1, Perception 2, Vice 1

Subsequent term skills: 6 levels from: Charm, Crime, Economics, Firearms, Interaction, Luck, Martial Arts, Perception, Stealth, Vice

Contacts: 2 criminal, government, or law enforcement, 9

4.6.2.33. Professor

Entry: Ph.D. (this defines Specialty)

First term skills: Specialty 1, Charm 1, Interaction 3, Language 1

Subsequent term skills: 5 levels from: Specialty, Charm, Determination, Interaction, Language, Research

Contacts: 2 academic or government, 7

Special: 2 secondary activities allowed.

4.6.2.34. Psychiatrist

Entry: Medical school and M.A. (or M.S.) in psychology

Skills: 4 levels from: Charm, Determination, Economics, Interaction, Medical, Perception

Contacts: 1 specialist (psychology) or medical, 8

Special: income is ME x $300.

4.6.2.35. Public Employee

Entry: no prerequisites

First term skills: Charm 1, Economics 3, Interaction 2, Perception 1, Vice 1

Subsequent term skills: 6 levels from: Charm, Economics, Interaction, Perception, Vice

Contacts: 1 business or government, 10

Special: 2 secondary activities allowed.

4.6.2.36. Sky Pirate

Entry: PA 5+

First term skills: Acrobat 1, Determination 2, Firearms 1, Interaction 1, Martial Arts 1, Parachute 1, Vice 1

Subsequent term skills: 6 levels from: Acrobat, Charm, Communications, Crime, Determination, Firearms, Gunnery, Interaction, Martial Arts, Parachute, Perception, Pilot, Vice

Contacts: 1 criminal or law enforcement, 10

Special: Save vs MP to avoid capture at end of each term. If failed, next career is Prisoner. If more than one term is served, add 1 to Grace under Fire.

4.6.2.37. State/Local Law Enforcement

Entry: no prison record

First term skills: Firearms 2, Interaction 2, Perception 2

Subsequent term skills: 4 levels from: Determination, Firearms, Interaction, Martial Arts, Perception, Stalking, Stealth, Tracking, Vehicle

Contacts: 1 criminal or law enforcement, 10

Special: If more than one term is served, add 1 to Grace under Fire.

4.6.2.38. Stunt Flyer

Entry: PA 6+, PS 6+

First term skills: Acrobatics 2, Pilot / Fixed Wing 2, Mechanic

Subsequent term skills: 6 levels from: Acrobat, Charm, Firearms, Luck, Mechanic, Medical / Trauma Aid, Observation, Parachute, Pilot / Fixed Wing

Contacts: 1 specialist (Pilot) or law enforcement, 8

Special: Income is (highest Pilot skill) x $100.

4.6.3. Military careers

Note that basic training does not consume a term of its own. At the end of each term, save vs MP for a promotion, at +2 if changing branch of service.

4.6.3.1. Army (ground forces)

Entry: no prerequisites

Basic training: Martial Arts / Unarmed 2, Firearms / Rifle 2, Stealth 1, Thrown Weapon 1

OCS: characters with MP 7+ and ME 7+ may enter OCS. If so, they gain Leadership 1, are commissioned as 2nd lieutenants, and continue the term normally.

4.6.3.1.1. Enlisted

Entry: no prerequisites

First term skills: 4 levels from: Acrobat, Bargain, Combat Engineer, Driving, Firearms, Gunnery, Medical, Technician, Navigation, Observation, Stealth

Subsequent term skills: 4 levels from: Acrobat, Bargain, Combat Engineer, Determination, Driving, Firearms, Forward Observer, Gunnery, Language, Leadership, Martial Arts, Medical, Navigation, Observation, Parachute, Scrounging, Stealth, Survival, Swimming, Tactics, Technician, Thrown Weapon, Willpower

Contacts: 1 military, 8

4.6.3.1.2. Officer

Entry: OCS, military academy or commission.

First term skills: Leadership 2, Observation 1, Willpower 1

Subsequent term skills: 3 levels from: Business, Climbing, Firearms, Interrogation, Language, Leadership, Martial Arts, Navigation, Observation, Psychology, Stealth, Willpower

and 2 levels from: Engineer, Gunnery, Mechanic, Swimming, Vehicle, Vessel

Special: Income is ME x $200

4.6.3.1.3. Elite Forces Enlisted

Entry: Sum of all P stats = 24+

First Term Skills: Firearms 2, Gunnery 1, Martial Arts / Unarmed 2, Navigation 1, Thrown Weapon

Subsequent Term Skills: 6 levels from: Acrobat, Combat Engineer, Explore, Firearms, Gunnery, Interrogation, Language, Leadership, Martial Arts, Navigation, Observation, Parachute, Stalking, Thrown Weapon, Vehicle, Watercraft / Small, Willpower

Contacts: 1 military, 8

Special: For each term served after the first, add 1 to Grace under Fire.

4.6.3.1.4. Elite Forces Officer

Entry: Sum of P stats 20+, and OCS, military academy or commission

First Term Skills: Firearms 1, Leadership 2, Martial Arts / Unarmed 2, Navigation 1, Thrown Weapon 1

Subsequent Term Skills: 5 levels from: Business, Climbing, Communications, Firearms, Interrogation, Language, Leadership, Martial Arts, Navigation, Observation, Parachute, Psychology, Stealth, Willpower

and 2 levels from: Engineer, Gunnery, Mechanic, Swimming, Vehicle, Vessel

Contacts: 1 military, 7

Special: Income is ME x $200. For each term served after the first, add 1 to Grace under Fire.

4.6.3.1.5. Army Air Force or Air Militia Officer

Entry: PA 6+, and OCS, military academy or commission

First Term Skills: Navigation 2, Pilot 4 (all in one subskill)

Subsequent Term Skills: 6 levels from: Firearms, Gunnery, Interaction, Leadership, Navigation, Observation, Parachute, Persuasion, Pilot, Technician

Contacts: 2 specialist (Pilot), 7

Special: Income is ME x $200

4.6.3.2. Marine

Entry: sum of P stats 20+, no prison record

Basic training: Firearms / Rifle 2, Martial Arts (any armed) 1, Martial Arts / Unarmed 1, Swimming 1, Thrown Weapon 1

Careers: as for Army

Special: characters with MP 7+ and ME 7+ may enter OCS. If so, they gain Leadership 1, are commissioned as 2nd lieutenants, and continue the term normally.

4.6.3.3. Navy

Entry: No prerequisites

Basic Training: Firearms / Rifle 1, Martial Arts / Unarmed 1, Swimming 2, Vessel 2

Special: characters with MP 7+ and ME 7+ may enter OCS. If so, they gain Leadership 1, are commissioned as ensigns, and continue the term normally.

4.6.3.3.1. Enlisted

Entry: No prerequisites

First Term Skills: Gunnery 2, Technician 1

Subsequent Term Skills: 5 levels from: Firearms, Gunnery, Instruction, Language, Leadership, Martial Arts, Medical, Navigation, Observation, Swimming, Technician, Vessel, Willpower

Contacts: 1 military, 8

4.6.3.3.2. Officer

Entry: OCS, military academy or commission

First Term Skills: Gunnery 1. Leadership 1, Navigation 2

Subsequent Term Skills: 3 levels from: Communications, Firearms, Gunnery, Instruction, Leadership, Mechanic, Navigation, Observation, Swimming, Vessel

and 1 level from: Engineer, Language, Psychology, Technician

Contacts: 2 military, 7

Special: Income is ME x $200

4.6.3.3.3. Elite Forces Enlisted

Entry: Sum of P stats 20+

First Term Skills: Combat Engineer 1, Martial Arts (not Unarmed) 1 Swimming 3, Watercraft / Small 1

Subsequent Term Skills: 7 levels from: Combat Engineer, Communications, Firearms, Gunnery, Navigation, Observation, Parachute, Stealth, Swimming, Watercraft / Small

Contacts: 1 military or intelligence, 8

Special: For each term served after the first, add 1 to Grace under Fire.

4.6.3.3.4. Elite Forces Officer

Entry: Sum of P stats 20+, and OCS, military academy or commission

First Term Skills: Combat Engineer 1, Leadership 1 Martial Arts 1 Swimming 2, Watercraft / Small 1

Subsequent Term Skills: 7 levels from: Charm, Combat Engineer, Communications, Firearms, Gunnery, Leadership, Martial Arts, Navigation, Observation, Parachute, Stealth, Swimming, Watercraft / Small

Contacts: 2 military or intelligence, 8

Special: Income is ME x $200. For each term served after the first, add 1 to Grace under Fire.

4.6.3.3.5. Naval Aviator

The Naval Aviator typically operates from a ship outfitted with cranes to allow seaplanes to be placed on, and recovered from, the water (the "bomb-proof runway").

Entry: must be officer, PA 8+

First Term Skills: Pilot 6 (all in one subskill) Navigation 1

Subsequent Term Skills: 3 levels from: Charm Communications, Firearms Instruction Leadership Navigation Observation Pilot Technician

Contacts: 3 military or specialist (Pilot), 7

Special: Income is ME x $200

4.7. Secondary activities

Each secondary activity gives one skill level from the secondary activities list.

Reserves: a former military character (or former ROTC/NROTC) may join the reserves. Each term, he must choose active or inactive status. An inactive reservist takes secondary activities normally; an active reservist instead takes one skill from his military subsequent-term skills list (or army officer/naval officer if ROTC/NROTC), and makes an MP save for promotion as normal. A character may not be an active reservist if no secondary activities are allowed. If two secondary activities are allowed, only one of them may be as an active reservist.

4.8. Grace under Fire

May only be learned as specifically noted. Add d3 at the end of character generation, or d6 if the character has engaged in any military careers (i.e. involving having to maintain discipline under fire; GM's discretion).

4.9. Aging checks

Every four years from age 33, check for loss of each P* stat. If a save is successful, 1/2 point is lost from the relevant stat. Round stats down when character generation ends.

4.10. Choose equipment

Some professions automatically receive certain items of equipment. Doctors receive a medical bag. Special Forces receive a green beret.

Those who end character generation in specific careers may receive additional equipment. Use judgement.

Allocation of aircraft should be up to the GM. Very few characters will have the resources to purchase aircraft of their own.

Starting money may be spent on equipment; allowable categories are Very common and Common, without contacts. Other categories are at GM's discretion, dependant on the character type.

4.11. Skill clusters and cascades

Acrobat Acrobatics, Climbing, Stealth, Thrown Weapon

Animal Handling Farming, Guard/Hunting Beasts, Riding

Artillery Forward Observer, Gunnery / Artillery, Gunnery / Rockets

Artisan Carpenter, Jeweller, Mason, Metallurgy

Charm Act/Bluff, Carousing, Fast-Talk, Persuasion, Recruiting

Crime Forgery, Intrusion, Pickpocket, Scrounging

Determination Leadership, Streetwise, Willpower

Driving /Motorcycle, /Tracked, /Wheeled

Economics Admin/Legal, Business

Engineer Combat Engineer, Construction

Explore Climbing, Communications, Mapping, Navigation, Scuba, Survival, Swimming

Fine Arts Act/Bluff, Dance, Disguise, Music, Painting, Sculpture

Firearms /Pistol, /Rifle

Gunnery /Artillery, /Bombs, /Direct fire, /Rockets

Interaction Bargain, Instruction, Interrogation, Language, Recruiting

Martial Arts /Club, /Flexible, /Large Blade, /Polearm, /Small Blade, /Unarmed

Medical /Diagnosis, /Surgery, /Trauma Aid

Muscle Transport /Skates, /Skis, /Wheels

Music /Composition, /Keyboard, /Percussion, /Song, /Strings, /Wind

Perception Observation, Research, Tracking

Personal Transport Muscle Transport, Parachute

Physical Science Biology, Chemistry, Farming, Geology, Meteorology, Physics

Pilot /Airship, /Fixed Wing, /Glider

Social Science History, Instruction, Interview, Persuasion, Perception, Research

Technician Communications, Electrical, Gunsmith, Machinist, Mechanic

Vehicle Driving, Riding, Pilot / Fixed Wing

Vessel Watercraft / Large, Watercraft / Small

Vice Bribery, Disguise, Gambling, Scrounging, Streetwise


5. Experience

Experience is normally given out at the rate of one point per game session, with bonuses as the GM sees fit. (I usually give a point on the spot to a player who makes me laugh, for example, and another point per session to the player who got most into character.)

Experience can be used for two things:

5.1. Increase skills

To increase a skill from level X to level X+1 costs X+1 experience points. The GM should judge whether the skill has been used sufficiently to warrant an increase, and possibly impose training requirements.

5.2. Increase stats

To increase a stat from level X to level X+1 costs (X+1)*3 experience points. The GM should judge (leniently) whether the stat has been used sufficiently to warrant an increase, and probably impose training requirements.


6. Combat and damage

6.1. Who goes first?

Characters act in descending order of ?S+Grace under Fire asset; the specific S stat used is determined by the type of action being taken during the combat round.

6.2. Did it hit?

Relevant firearms/melee asset to quoted range. Halve for each doubling of that. +1 for each phase spent aiming, up to 2 for pistols, 5 for rifles. -5 if aiming at a specific location. +5 if just trying to hit the ground where the enemy is (e.g. with a grenade).

6.3. Where?

Roll Location
1 Head
2 R Arm
3 L Arm
4 Chest
5 Abdomen
6 Abdomen
7 R Leg
8 R Leg
9 L Leg
0 L Leg

6.4. How much damage?

(Damage d6) - ((Pen x location armour points) d6). Pen nil will be blocked by any armour. Damage "-1" = 1d6-1. Each 4 points removed by armour becomes 1 point of blunt trauma damage.

6.5. Is the target still conscious?

Compare total damage done so far to Willpower/PE asset.

Ratio % unconscious
1:10 or less 1
up to 1:1 10
up to 2:1 25
up to 3:1 75
more than 3:1 99

6.6. Is the target impaired?

Probably. Compare damage done in this attack to a d10 roll; if damage is greater than roll, location drops one step (normal -> impaired (-5) -> useless). (Subtract roll from damage done and check again until a check succeeds.)

6.7. Is the target at risk of death?

Check only after combat (when the adrenaline's worn off): total damage done = % chance of life-threatening injury requiring immediate attention. Trauma aid can defer this for a while (total roll adds to % die roll).


7. Interface with CSBG

In CSBG, a player normally takes the role of both a pilot and his wingman. Unless the wingman also takes part in the RPG, I suggest that such characters be built purely under CSBG rules.

7.1. Characteristics

Determine CSBG characteristics as follows:

Divide all assets by 3, and round up, to generate a number in the range 1-10.

7.2. Experience

Divide CSBG experience by 5 to get CSRPG experience.


8. Skills

8.1. Skill list

Skill Typical stat
Acrobatics PA
Act/Bluff IP
Admin/Legal ME
Archery PA
Bargain IP
Biology ME
Bribery IA
Business ME
Carousing IE
Carpenter PA
Chemistry ME
Climbing PE
Combat Engineer MA
Communications MA
Construction ME
Dance PA
Disguise IA
Driving / Motorcycle PA
Driving / Tracked PA
Driving / Wheeled PA
Electrical MP
Farming ME
Fast-Talk IS
Firearms / Pistol PA
Firearms / Rifle PA
Forgery PA
Forward Observer MP
Gambling MP
Geology ME
Grace under Fire ME
Guard/Hunting Beast-handling IP
Gunnery / Artillery PA
Gunnery / Bombs PA
Gunnery / Direct fire PA
Gunnery / Rockets PA
Gunsmith PA
History ME
Instruction IE
Interrogation IP
Interview IA
Intrusion PA
Jeweller PA
Language ME
Leadership IP
Luck ME
Machinist PA
Mapping ME
Martial Arts / Club PA
Martial Arts / Flexible PA
Martial Arts / Large Blade PA
Martial Arts / Polearm PA
Martial Arts / Small Blade PA
Martial Arts / Unarmed PA
Mason PP
Mechanic MP
Medical / Diagnosis MA
Medical / Surgery ME
Medical / Trauma Aid MS
Metallurgy ME
Meteorology ME
Muscle Transport / Skates PA
Muscle Transport / Skis PA
Muscle Transport / Wheels PA
Music / Composition MP
Music / Keyboard MP
Music / Percussion MP
Music / Song MP
Music / Strings MP
Music / Wind MP
Navigation MP
Observation MA
Painting ME
Parachute PA
Persuasion IP
Physics ME
Pickpocket PS
Pilot / Airship PA
Pilot / Fixed Wing PA
Pilot / Glider PA
Psychology MA
Recruiting IP
Research ME
Riding PA
Scrounging MP
Scuba PE
Sculpture MP
Stalking MA
Stealth PA
Streetwise MA
Survival MP
Swimming PE
Tactics MP
Thrown Weapon PA
Tracking MP
Watercraft / Large MP
Watercraft / Small PA
Willpower ME

8.2. Valid background skills

Archery, Driving / Motorcycle, Driving / Wheeled, Fast-Talk, Firearms / Pistol, Language, Luck, Martial Arts / Club, Martial Arts / Flexible, Martial Arts / Large Blade, Martial Arts / Polearm, Martial Arts / Small Blade, Martial Arts / Unarmed, Music / Song, Persuasion, Stealth, Streetwise, Swimming, Willpower

8.3. Valid secondary skills

Acrobatics, Act/Bluff, Archery, Climbing, Communications, Dance, Disguise, Driving / Motorcycle, Driving / Wheeled, Electrical, Fast-Talk, Firearms / Pistol, Firearms / Rifle, Language, Luck, Martial Arts / Club, Martial Arts / Flexible, Martial Arts / Large Blade, Martial Arts / Polearm, Martial Arts / Small Blade, Martial Arts / Unarmed, Mechanic, Medical / Trauma Aid, Music / Song, Observation, Parachute, Pilot / Fixed Wing, Pilot / Glider, Riding, Scuba, Stalking, Stealth, Swimming, Tracking, Watercraft / Small, Willpower, P(any) +1