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Page 1: CREDITS - byterpg.com · QUICKSTART RULES BYTE ROLEPLAYING GAME INTRODUCTION This BYTE Roleplaying Game (BYTE RPG) Quickstart Rules is composed of selected parts from the complete
Page 2: CREDITS - byterpg.com · QUICKSTART RULES BYTE ROLEPLAYING GAME INTRODUCTION This BYTE Roleplaying Game (BYTE RPG) Quickstart Rules is composed of selected parts from the complete

CREDITS

Concept design and writing by R.G. de Barros

Editing by Stephi Cham

Graphic and editorial design by Diogo Martins

Cover art by Zahir Aghakhani

Interior art by Zahir Aghakhani, Oana Dascalu, Trí Nguyên

Published by Abascanto Press

All rights reserved

Copyright © 2019 by R.G. de Barros

byterpg.com

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INTRODUCTION

This BYTE Roleplaying Game (BYTE RPG) Quickstart Rules is composed of selected parts from the complete BYTE RPG Rulebook. It aims to give you a first impression of how the game works and what RPG experience it can offer to you and your gaming group.

In the complete BYTE RPG Rulebook, you will find an extensive ruleset for creating complete settings and characters for roleplaying games of your liking. The BYTE RPG Rulebook will have approximately ten times the size of this Quickstart Rules document, besides full-color illustrations from talented artists.

Tech Level 0 : the Stone AgeTech Level 1 : from the ancient civilizations of the Bronze Age to the fall of RomeTech Level 2 : the Middle Ages and its knights, Vikings and the samuraiTech Level 3 : from the Age of Sail of pirates and gunpowder to the Napoleonic WarsTech Level 4 : from cowboys and the gothic Victorian Era to the Great WarTech Level 5 : from the Roaring Twenties to the end of WWIITech Level 6 : the Atomic Age and the Cold War, from the late forties to the seventiesTech Level 7 : from the eighties to today’s technological worldTech Level 8 : the cyberpunk world of tomorrowTech Level 9 : the far-away era of space-faring civilizations

Besides being connected to TLs, most Skills, Abilities, equipment, and other rules may also refer to one or more BYTE RPG settings.

The BYTE RPG settings are:

ASHES OF THE HEAVENS: CHRONICLES OF NIORTHUS I

Player characters will be the Children of Ashes—people from diverse cultures imbued with mysterious powers during a devastating event in the world of Niorthus and sought after by queens, kings, powerful merchant corporations, and secret societies. This is a world filled with intrigue, swashbucklers and musketeers, magicians with deep arcane knowledge, and strange machinery fueled by meteorites with embedded divine power: the Gods’ Embers.

YERAKSYS: DYING WORLD

Player characters will be scavenging survivors from diverse ancestries roaming the deadly Yeraksys, a supernatural and superstition-filled carcass of a world bearing the scars of a long-forgotten cataclysmic event of global proportions. They will travel on the backs of strange creatures or inside rusty war roadsters in a

The BYTE RPG uses only one type of dice: eight-sided ones, with faces numbered 0 to 7. Five such dice will be enough for a gaming group, but you may also use regular eight-sided dice with the BYTE RPG—just treat any rolled eights as zeros.

The core resolution mechanism used in most situations in the BYTE RPG for actions that characters attempt is as follows: have the player roll a number of dice corresponding to the Score of one of the character’s four Attributes, and check whether at least one die rolled a result equal to or fewer than the number of Ranks in the Skill pertinent to the task. If so, the character succeeds in the action, otherwise, a failure happens.

TL 4

TL 5

TL 7

TL 8

TL 6

TL 1

TL 2

TL 3

TL 0

TL 9

TL 3

TL 2-8

The complete BYTE RPG Rulebook will have many rules modules that allow a game master to design a ruleset tailored specifically to the setting of their own liking. Rules are coded in a way that allows the game master and players to instantly know if they are bound to a specific era or to a BYTE RPG setting.

When creating entirely original settings, game masters may want to limit themselves to elements from one or a couple of technological levels. For that purpose, they should use the scale below for reference throughout the book:

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a slain empress and go on a journey to every corner of the known world, imbued with the mystical ability to perform incredible physical feats and the administrative power to deal justice whenever necessary. In their day-to-day struggle for righteousness, they will face both supernatural threats and evils that are very much man-made.

NO COIN FOR CHARON

A zombie apocalypse sample mini-setting included at the end of this book.

With the exception of the occasional stats regarding important characters and factions, BYTE RPG setting books will deal solely with the narrative peculiarities of a particular world (e.g., its history, geography, people, cultures, legends, conflicts, in addition to many options and randomizing tables to assist game masters in creating unique characters, locations, and stories on the fly), leaving the rules to be found in the main rulebook.

When a Skill, Ability, equipment, or any rule in this book refers to one or more TLs or settings, it automatically means that it is not applicable to any other TLs or settings not mentioned in that chapter. On the other hand, whenever a chapter doesn’t refer at all to any TLs and settings in its header, then it is applicable to all TLs and settings.

Also, some rules may be labeled as “other”: they are neither applicable to any specific TL, nor to any BYTE RPG setting, and are simply presented in the book as more options for game masters to create their own unique settings.

Nevertheless, it is important to note that game masters should always feel free to modify any rules found in the BYTE RPG Rulebook to tailor them to their tastes whenever necessary.

Check out at the end of this Quickstart Rules document the list of contents in the full BYTE RPG Rulebook.

continuous search for hope and the meaning of life in a desolate place, all the while having to avoid or confront the many human or inhuman threats found in its barren lands.

THE CITY AND THE NUMINA: CHRONICLES OF NIORTHUS II

Two hundred years after Ashes of the Heavens, a dream of prosperity fills the streets of the great metropolises, as Niorthus seems to have healed from the scars of the Great War of the Twenties. Player characters will be people hailing from diverse backgrounds and living in a world filled with new inventions, such as the car, the airplane, the semi-automatic pistol, and the telephone. These people will be pulled by the many mysteries residing in the dark corners of society where magic still exists, big corporations mingle secretly with the sacred or the profane, and rebels rise against authoritarianism and exploitation of the masses.

GHOSTS OF T’KELTI

A space opera filled with mysteries greater than those housed in the darkness between the stars. Player characters will be traveling aliens from many bizarre worlds in a universe where machines mingle with mystical powers and where the miracles of technology alone are useless against the invisible creators’ dark designs.

AUDIO TAPES FROM THE END TIMES: CHRONICLES OF NIORTHUS III

Fifty years after the events of the City and the Numina, players will return to a different Niorthus, a divided world filled with eighties-flavored memorabilia and retropunk elements. They will roleplay specialists from diverse backgrounds who take part in the mysterious League, a secret society dedicated to facing supernatural threats, while trying to avert nuclear Armageddon as the world’s superpowers come closer to triggering total annihilation with each new proxy war.

BLADES FOR THE DEAD EMPRESS

After a long war that shattered the Great Ancient Empire, the remaining kings, queens, and warlords signed the Eternal Treaty, a dream of peace resting on the shoulders of the Magistrates. Player characters will take this mantle and its responsibilities as delegates of

TL 5

TL 9

TL 7-8

TL 2

TL 7

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6 Choose a Culture, which will define the character’s native language and possibly give them additional special Abilities for certain Skills.

7 Choose additional desired languages and talents.

8 Spend Background Points to give the character unique powers or perks such as casting spells or being a noble.

9 See how much money the character begins the game with and spend some of it to buy equipment.

10 Give the character finishing touches by looking at the pertinent chapters in Sections III—VII from the BYTE RPG Rulebook. Are they a spellcaster, cybernetic warrior, or leader of a Faction?

ANCESTRIES

You will find a total of 25 Ancestries on thecomplete BYTE RPG Rulebook.

HUMANS

Description: The People with Many Tongues. Their adaptability and affinity to science changed the world and brought them to power. In many settings, they are bound to control and assimilate other cultures, making them the majority of the world’s population.

Native Language: per Culture

Character Points: 8

Special: Humans start with 1 bonus Background Point. A player may spend 1 Background Point once to give their Human character a single Advantage relating to an Attribute with a Score equal to 2, as long as they don’t have any Attribute with a Score above 2.

BRAU’HAQUES

Description: The Resilient Ones. The towering Brau’Haques are distinguished by their muscular bodies, lack of hair, yellow eyes with black irises, and multicolored,

Players create a character by writing on a sheet of paper all the relevant information about them. At the end of this document, players will find a generic form—called the character sheet—for any characters created with the BYTE RPG, which will be useful for organizing relevant details. Each BYTE RPG setting book will also come with a character sheet personalized for the corresponding setting.

The first thing a player should do when creating a character is choose an Ancestry. Some settings will only have Humans as the sole Ancestry, while others may have many. Sometimes Ancestries may refer to people living together in the same world, while in other settings they may refer to people hailing from different planets or even realities.

After choosing an Ancestry and giving the character a personality, general look, and backstory, the player will then get to the more mathematical side of things regarding the character’s creation. The player will:

1 Choose which Weaknesses to give their character (if any), both for roleplay purposes as well as means to obtain additional Attribute Points or Background Points, but in exchange for less Skill Points.

2 Spend Attribute Points to increase some or all of their character’s four Attribute Scores, which are the character’s foundation and will determine the aspects of life in which they have potential to perform efficiently. For instance, are they an athletic individual, a bookworm, or a people’s person?

3 Choose Advantages and Disadvantages. If the character’s Attribute Scores are, respectively, higher or lower than the average, are they Tough, Clumsy, Insightful, or Naïve?

4 Spend Skill Points to increase some of the character’s Skill Ranks, which will determine what practical things they specialize in, such as Martial Arts, Fencing, Engineering, and Leadership.

5 Choose Abilities to give the character an edge when trying to succeed in certain specific scenarios or perform unique actions such as deflecting an arrow with their bare hands or repairing starships.

CHARACTER CREATION

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Special: A Gherfidr may be a psychic for free—that is, without having to spend a Background Point for it—but only if they have a Presence Attribute Score equal to or higher than 2.

JEODS

Description: The First People. The elegant Jeods are, on average, slightly smaller and more slender than Humans, with skin tones varying from light red to white, light blue, brown, tan, light pink, and light golden. Their hairs are blue, black, brown, golden, or silvery, and they have goat-like ears and a pair of horns with various possible shapes.

Adulthood Age (in Earth years): 20Life Expectancy (in Earth years): 120Average Height (in cm): 165 (or 5’5”)Average Weight (in kg): 65 (or 140 lb)Native Language: Jeod

Character Points: 8

Attribute Bonuses: Wits (increasing this Score from 3 to 4 costs 3 Character Points)

Attribute Penalties: Vigor (increasing this Score from 2 to 3 costs 3 Character Points)

Weakness Modifiers: Pride (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), Wrath (grants 1 Character Point or, as a third or fourth Weakness, no Background Points)

Bonus Abilities: Start with the Nimble Ability from the Athletics Skill, regardless of the number of regular Skill Ranks in that Skill.

Special: In , it costs 1 more Background Point for a Jeod to be a noble.

MAIN STATS

ATTRIBUTES

Attributes constitute the foundation of character. In sum, they serve to measure the potential a character has regarding physical or mental tasks.

Depending on the character’s Attribute Scores, they may also have distinct Advantages or Disadvantages that will, respectively, give them an edge or hinder them during stories.

striped skin patterns.

Adulthood Age (in Earth years): 18Life Expectancy (in Earth years): 80Average Height (in cm): 200 (or 6’7”)Average Weight (in kg): 120 (or 265 lb)Native Language: per Culture

Character Points: 8

Attribute Bonuses: Vigor (increasing this Score from 3 to 4 costs 3 Character Points)

Attribute Penalties: Wits (increasing this Score from 2 to 3 costs 3 Character Points)

Weakness Modifiers: Wrath (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points)

Special: +1 damage for unarmed attacks against targets without worn and natural armor. In , it costs 1 more Background Point for a Brau’Haque to be a noble.

THE GHERFIDR

Description: The Silent Ones. A humanoid Ancestry with four pitch-black eyes, skins with vivid colors ranging from blue, purple, red and green tones, pointy ears, and six tentacle-like appendages on the backs of their heads, which grant psionic capabilities to most of its members.

Adulthood Age (in Earth years): 18Life Expectancy (in Earth years): 80Average Height (in cm): 170 (or 5’7”)Average Weight (in kg): 70 (or 155 lb)Native Language: per Culture

Character Points: 7

Attribute Bonuses: Presence (increasing this Score from 3 to 4 costs 3 Character Points)

Attribute Penalties: Vigor (increasing this Score from 2 to 3 costs 3 Character Points)

Weakness Modifiers: Hedonism (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), Wrath (grants 1 Character Point or, as a third or fourth Weakness, no Background Points)

Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Charm

Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Arcana, Intimidation

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Advantages must be chosen by the player from the following lists, depending on the Attributes with a Score equal to or higher than 3:

Vigor: Mighty (the character is very strong), Resilient (the character is less susceptible to diseases and other ailments and has good stamina), Tough (the character is generally harder to kill).

Dexterity: Agile (the character has good reflexes and is fast), Deadeye (the character has superior hand-eye coordination), Deft (the character has great finesse in physical activities).

Wits: Erudite (the character is very knowledgeable), Insightful (the character has a deep intuition about mystical powers), Inventive (the character is uniquely creative).

Presence: Astute (the character is hard to deceive and very apt about influencing other people’s actions), Beautiful (the character’s looks are remarkably above average), Brave (the character is fearless).

Besides specific rule effects, Advantages may be brought into play at any moment by the game master for roleplay reasons, to the benefit of the characters who have them.

DISADVANTAGES

Characters will receive a single Disadvantage per Attribute with a Score equal to 1.

Disadvantages must be chosen by the player from the following lists, depending on the Attributes with a Score equal to 1:

Vigor: Frail (prone to injuries), Sick (prone to getting sick, drugged, or poisoned), Weak (incapable of doing demanding physical tasks).

Dexterity: Clumsy (lacks coordination), Nearsighted (cannot see well beyond very close distance), Sluggish (slow of movement and reaction).

Wits: Superstitious (believer of stories and myths of all kinds), Technophobe (incapable of using technological devices, inventions and advanced equipment, according to the setting’s TL), Uneducated (lacking basic common knowledge; in , and settings with a TL equal to or lower than 3, an Uneducated character will also be illiterate).

Presence: Craven (afraid of everything), Naïve (easily deceivable and incapable of deceiving others), Unattractive (possibly scarred or born with a deformation).

The Vigor Attribute relates to strength, endurance, general health, and resistance against life-threatening wounds.

The Dexterity Attribute relates to speed, agility, reflexes, and hand-eye coordination.

The Wits Attribute relates to the character’s amount of knowledge as well as their awareness of their surroundings.

The Presence Attributes relates to looks, charisma, self-assuredness, social skills, and willpower.

At the start of character creation, each Attribute will have a Score of 1, but they may be increased up to a maximum of 5. To increase one or more of their character’s four Attributes, the player must spend Character Points, which may be obtained from two sources: the chosen Ancestry and any acquired Weaknesses.

The following table shows how many Character Points are needed to attain each Attribute Score:

Note: depending on the chosen Ancestry, the amount of Character Points to increase an Attribute from a certain Score to the next one may change.

ADVANTAGES

A character with one or more Attributes with a Score equal to or higher than 3 will receive one or more Advantages according to the table below:

ATTRIBUTE SCORE INCREASE

FROM 1 TO 2

FROM 2 TO 3

FROM 3 TO 4

FROM 4 TO 5

COST IN CHARACTER POINTS

2

2

4

4

TABLE 1

ATTRIBUTE SCORE

1

2

3

4

5

NUMBER OF ADVANTAGES

0

0

1

2

3

TABLE 2

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Greed: avaricious, corrupt, thief

Hedonism: addict, glutton, voluptuary

Note: a character may not be tested more than twice in a single gaming session for the same Weakness. Further Weakness tests should be considered automatic successes.

SKILLS

While Attributes refer to a character’s physical and mental potentials, Skills relate to the actual competences that the character took time to learn and develop; for instance, while a character may be naturally very strong (high Vigor Attribute), knowing how to effectively fight bare-handed is something that requires training (Martial Arts Skill). Likewise, a character may be naturally very knowledgeable (high Wits Attribute) but not know how to design an engine if they don’t take the time to study the subject (Engineering Skill).

The BYTE RPG has a total of 27 Skills. From that amount, settings will usually assemble a total of 24 Skills equally divided into four groups. Each group is related to one of the four Attributes.

In any given setting, a character will have access to all of the setting’s Skills, although they will only be competent with some of them.

The Skill groups in the BYTE RPG, with all of their respective Skills, are in Table 3:

Just like Attributes, Skills have a value associated with them, called the Skill Rank, which measures how much a character is proficient in it. All Skills start with a

Besides specific rule effects, Disadvantages may be brought into play at any moment by the game master for roleplay reasons to the detriment of characters who have them.

WEAKNESSES

Weaknesses are negative qualities that characters may have, as a means to foment roleplay opportunities and as a trade-off to achieve higher Attribute Scores or certain powers.

A character will earn 2 Character Points the first time they acquire a Weakness and 2 more Character Points the second time they acquire a Weakness.

A character will earn 1 Background Point the third time they acquire a Weakness and another Background Point the fourth time they acquire a Weakness.

Depending on the chosen Ancestry, the number of Character Points and Background Points earned through Weaknesses may vary.

Weaknesses have roleplay effects that should be enforced by the game master regardless of any dice rolls. The game master may bring them into play for various roleplay reasons. Below are some examples of possible characteristics or quirks related to each Weakness, which may be explored by the game master and players alike when roleplaying characters:

Wrath: bloodthirsty, intolerant, vindictive

Pride: overconfident, stubborn, vain

VIGOR SKILL GROUP WITS SKILL GROUP

ATHLETICS ARCANA*

CRAFT ENGINEERING

EXOTIC WEAPONS MEDICINE

HEAVY WEAPONS PERCEPTION

MARTIAL ARTS

MELEE WEAPONS

SEAMANSHIP

SURVIVAL

TECHNOLOGY

DEXTERITY SKILL GROUP PRESENCE SKILL GROUP

ARCHERY CHARM

DODGE DECEPTION

DRIVING INTIMIDATION

FENCING LEADERSHIP

LEGERDEMAIN

MARKSMANSHIP

PILOTING

STEALTH

PERSUASION

TAMING

TABLE 3

TL 1

TL 1

TL 3

TL 4-8

TL 9TL 1-3

TL 3

TL 4 TL 6

A character may have up to four Weaknesses: Wrath, Pride, Greed, and Hedonism.

TL 4

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Rank of 0 and may reach up to Rank 5.

During character creation, a Skill Rank may go up through the expenditure of Skill Points—regular or bonus ones. Each Skill Rank acquired also grants the character an Ability from those related to that Skill.

Characters will receive a number of regular Skill Points to be spent in each Skill group depending on the Score of the Attribute related to said Skill group according to the table below:

Regular Skill Points not used in Skills from the Skill group related to their Attributes may be used in Skills of another group with a 2-per-1 rate. For instance, an unspent Skill Point from the Vigor Skill group may be added to another unspent Skill Point from the Dexterity Skill group to be converted into a single Skill Point to be spent in the Wits Skill group.

Characters may also receive a number of bonus Skill Points depending on the number of Weaknesses they possess according to the table below:

These bonus Skill Points may be used to acquire Ranks in any Skills regardless of the group they belong to, as if they were regular Skill Points from the group Skill in question. The following table shows the cost in Skill Points (either regular or bonus ones) to increase a Skill Rank:

ATTRIBUTE SCORE

1

2

3

4

5

AMOUNT OF REGULARSKILL POINTS

2

4

5

6

7

TABLE 4

NUMBER OF WEAKNESSES ACQUIRED

0

1

2

4

3

AMOUNT OF BONUS SKILL POINTS

6

4

2

0

1

TABLE 5

Note: depending on the chosen Ancestry, the amount of Skill Points required to increase the Rank of a certain Skill may change.

ABILITIES

Abilities function as special perks or specializations that give the character an edge when trying to succeed in certain specific scenarios, or that allow the character to perform unique actions. The effects of an Ability will usually pertain to the related Skill, but some may grant a bonus to a different Skill or to some actions or situations that do not involve any Skill.

To acquire an Ability, the character must satisfy all of its requirements: Advantages they must possess, Disadvantages they may not possess, or other criteria, such as an Ancestry they must belong to. Besides that, an Ability may only be used during a scenario if its condition (if any) is satisfied.

Some Ancestries may also grant Abilities to its members; if so, the character will receive the Ability for free as a bonus, regardless of any Ranks in the related Skill. However, the character may not be able to receive the benefits of said Ability if they do not possess all the requirements for that Ability, such as having a specific Advantage.

In the BYTE RPG Rulebook, five generic Abilities are available for choosing in every Skill. Below there are two such Abilities:

COOPERATIVE

Situation: Giving or receiving assistance during a normal or hard test or contest with this Skill.Bonus: The assisted character receives 1 bonus Skill Rank

INCREASE IN SKILL RANKS

FROM 0 TO 1

FROM 1 TO 2

FROM 2 TO 3

FROM 3 TO 4

FROM 4 TO 5

COST IN SKILL POINTS

1

1

1

2

2

TABLE 6

Characters acquire Abilities through Skill Ranks: one Ability chosen from each Skill for each Rank a character has in the said Skill.

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not from a rolled 7.

ARCHERY

The Archery Skill is used for attacks with bows and crossbows.

DEADLY

Advantage requirement: DeadeyeSituation: Attacking with a crossbow.Special: If the attack is successful with a margin of 1 or more successes over the target’s defensive roll, negate all of their natural and worn armor rating. This Ability may not be used with non-regular bolts such as flaming or explosive ones, or ones with a rope tied to their end.

STRONG DRAW

Advantage requirement: MightySituation: Attacking with a bow.Special: If a hit occurs, increase damage dealt by the bow by 1. This Ability may not be combined with the Rain of Arrows Ability. This Ability may not be used with non-regular arrows such as flaming or explosive ones, or ones with a rope tied to their end.

ATHLETICS

The Athletics Skill encompasses many physical actions such as running, jumping, climbing (with or without equipment), swimming, deep diving, parachuting, gliding, flying with a jetpack, tight roping, swinging with a rope or whip over a chasm, and performing acrobatics.

ACROBATICS

Advantage requirement: DeftConditions: Neither wearing any armor nor holding a shield or heavy firearm.Situation: Dodging a melee attack.Special: Once per round, may use the Athletics Skill instead of the Dodge Skill to dodge an incoming melee attack. The contest will be a hard one for the defender. If successful by a margin of 1 or more successes over the attacker (even if the attacker didn’t roll any successes at all), the defender jumps over (or rolls under) thee attacker and automatically deals damage with an unarmed strike or with any melee weapon the character might be wielding. This Ability may not be used against the Assassin or Death from Above Abilities. This Ability may not be combined with the Danger Sense, Endurance, and Sixth Sense Abilities.

NIMBLE

Advantage requirement: Not being WeakConditions: Neither wearing any armor nor holding a shield or heavy firearm.Situation: Taking a normal or hard Athletics Skill test or

for all normal or hard tests or contests with this Skill; this is in addition to the usual 1 extra die to be rolled.

EFFORT

Situation: Taking a normal or a hard test or contest with this Skill.Bonus: If no success is obtained or if all successes are cancelled out by rolled sevens, the player may reroll a single die once with a result other than 7, if any.

There is also a possible sixth generic Ability, depending on the setting and the character’s Culture.

Besides generic Abilities, Skills have specific Abilities—ten for each Skill, with the exception of the Arcana Skill, that has twenty—, but some may be restricted to some Ancestries, settings, or TLs.

Depending on the setting or TL, certain Abilities may be available in a Skill other than the one they were originally attached to. For instance, this may occur when the original Skill is not in the setting.

Besides lots ofmore Abilities, youwill also findmore detailed descriptions of skill usage in the BYTE RPG Rulebook.

ARCANA

The Arcana Skill is mostly used to cast spells. Casting a spell is always a hard test or contest.

The Arcana Skill may also be used for theoretical purposes, when a character is trying to remember specific information regarding occult things or supernatural beings, with a normal or hard test.

HEALING TOUCH Advantage requirement: InsightfulSituation: Trying to stop someone from dying.Special: Once per day, may do a hard Arcana Skill test instead of a hard Medicine Skill test to stop someone from dying. Such a test is considered to be a mystical healing and thus may be used even if a Medicine Skill test has already failed, and vice versa. This Ability, however, won’t stop someone from dying from a disease, a poison, or lack or food or water.

ORACLE

Advantage requirement: InsightfulMiscellaneous requirements: Being a spellcaster and knowing the See Arcane Symbol.Situation: Casting a spell with the See Arcane Symbol.Bonus: Subtract 1 from the result of a single rolled die, but

TL 3

TL 3

TL 3

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Special: The crafter will be able to make an item of superior quality. The Craft Skill test, which would be a normal one, will be a hard one instead. If successful, besides being a beautiful thing, the object will be capable of being enchanted by a spell. It will also grant its user a bonus: while taking a test or contest with a Skill pertinent to the item being used, a single rolled 1 will count as a rolled 0 for all purposes, including not being cancelled by a rolled 7, adding up to another rolled 0 for purposes of achieving a critical success, and counting as two successes if a critical success is achieved or if the player has the Token. An item of superior quality will have a price of 2 more points than the price of a similar item of regular quality.

DECEPTION

The Deception Skill has many uses such as acting on a stage, disguising oneself, impersonating someone else, dissimulating intentions, lying convincingly, and withholding information.

ACTOR

Advantage requirement: Not being NaïveConditions: Having the necessary material means to disguise their identity.Situation: Taking a normal or a hard Deception Skill contest to try to disguise oneself or to impersonate someone else.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

DISSIMULATING

Advantage requirement: AstuteConditions: Having at least as many Ranks in the Deception Skill as in the Legerdemain Skill (at the time this Ability is acquired).Situation: Taking a normal or hard Legerdemain Skill contest to pickpocket someone.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

DODGE

The Dodge Skill is used to avoid incoming attacks and other threats. It encompasses characters using reflexes, shields, cloaks, and nearby cover to avoid harm. It may be used against both melee and ranged attacks, including area-of-effect attacks such as explosions.

SIDESTEP

Advantage requirement: AgileConditions: Neither wearing any armor, nor holding a shield or a heavy firearm.Situation: Dodging a melee attack.Special: Once per round, may use the Dodge Skill to

contest.Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests or contests with the Athletics Skill.

CHARM

The Charm Skill may be used to gather information by socializing with others or to charm someone as a means to obtain an advantage of any kind.

BEWITCHING

Advantage requirement: BeautifulSituation: Taking a normal or hard Charm Skill contest to charm someone.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

MANIPULATIVE

Advantage requirement: AstuteSituation: Taking a hard Charm Skill contest against the target’s Deception Skill to obtain a secret.Special: The contest will also become a hard one for the target, unless the target is also Astute.

CRAFT

The Craft Skill is used to make or repair objects (eg., melee and ranged weapons, suits of armor, shields, clothing, utensils, tools, jewelry, other personal items) and art pieces (e.g., sculptures and paintings) using diverse materials (e.g., metal, wood, leather, stone, bone, textiles).

ARTISAN

Advantage requirement: Not being WeakConditions: Having all the necessary tools and materials.Situation: Taking a normal or hard Craft Skill test.Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests with the Craft Skill. Also, when crafting delicate things such as paintings, statues, jewelry, and clothing, the related Craft Skill test will be a normal one by default instead of a hard one, but it may become hard again because of other factors. This Ability may not be combined with the Damage Control Ability.

SUPERIOR QUALITY

Advantage requirement: DeftMiscellaneous requirements: Having the Artisan or the Master Crafter AbilityConditions: Having all the necessary tools, besides materials of superior quality, for crafting the item, which may be expensive and rarely found.Situation: Crafting an object for which the character possesses the appropriate Ability.

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repair structures, large or electric machines, electronic devices, vehicles, flying machines, mechas, sailing ships, and starships.

INVENTOR

Advantage requirement: InventiveConditions: Having all the necessary space, machines, tools, materials, and support personnel. More often than not, an invention will demand the use of rare and expensive materials to power them, such as the Gods’ Ember .Situation: Designing, building, or repairing an invention. An invention is anything out of the ordinary for the setting that pushes its technological possibilities. The airship AAAAA, the submersible AAAAA, the Ironclad AA, the Difference Engine and its programs AA, the automaton’s body AAAAAAAAAA, the automaton’s programming AAA, the mecha AAAAAAA , the computerAAAAA , the cyber-netic implant , and the rocket are all examples of inventions regarding their respective settings’ TLs.Special: Without this Ability, no attempt to create an invention is possible. The character may try to create an invention with a hard Engineering Skill test. In settings with a TL equal to or below 4, this Ability allows the character to operate mechanical computers and to program them as well program the minds of primitive automata.

MECHANIC Advantage requirement: Not being a Technophobe Conditions: Having all the necessary space, machines, tools, materials, and support personnel.Situation: Designing, building, or repairing small or large land vehicles, from motorcycles and cars to large, heavy-duty vehicles such as haulers, excavators, and tanks, but not hovercars or Mecha Vessels. Special: The Engineering Skill test will be a normal one by default instead of the usual hard one, unless other present conditions make the test a hard one again.

EXOTIC WEAPONS

The Exotic Weapons Skill is used to attack and parry with exotic weapons, which are melee or throwing weapons that don’t fit in the category of fencing weapons (light blades) or melee weapons, which pertains to many kinds of heavy melee weapons. The Sling, a unique, exotic, ranged weapon, also uses this Skill.

ACCURACY

Advantage requirement: Not being ClumsySituation: Attacking with an exotic melee weapon.Special: If a hit occurs, negate 1 point of the target’s both worn and natural armor rating, if any. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability.

dodge an incoming melee attack and counterattack it. The contest will be a hard one for the defender. If successful by a margin of 1 or more successes over the attacker—and even if the player rolled no successes—the defender steps to the side and automatically deals damage with an unarmed strike or with any melee weapon they might be wielding. This Ability may not be used against the Assassin or Death from Above Abilities. This Ability may not be combined with the Danger Sense, Graceful, Reflexes, Sixth Sense, Swiftness, or Tumble Abilities.

TUMBLE

Advantage requirement: Not being ClumsyConditions: Neither wearing armor nor holding a shield or heavy firearm.Situation: Dodging an attack or a harmful event that would be difficult to avoid.Bonus: Once per round, subtract 1 from the result of a single rolled die, but not from a rolled 7, when trying to avoid an attack with a hard Dodge Skill contest regardless of it being hard because it is a ranged attack, a second attack against the same target in a single round, or any other condition. This Ability may not be combined with the Danger Sense, Sidestep, or Sixth Sense Abilities.

DRIVING

In settings with a TL between 4 and 8, the Driving Skill is used to maneuver land vehicles such as cars, motorcycles, and pickups.

ATTENTIVE

Advantage requirement: Not being NearsightedConditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free.Situation: Taking a Driving Skill test to avoid a collision against an obstacle or a Driving Skill contest to tail another vehicle without being noticed.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

ROAD WARRIOR

Advantage requirement: Not being CravenConditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free.Situation: Taking a Driving Skill test to ram into another vehicle.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

ENGINEERING

Depending on the setting, its technological level, materials and support personnel available to the character, the Engineering Skill may be used to design, build, and

TL 4-8

TL 4-8

TL 4-8

TL 1

TL 1

TL 4

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Also, in settings with a TL of 4 or higher,the Heavy Weapons Skill is likewise used to attackwith personal heavy firearms that have high recoil(e.g., lightmachine guns) and other exotic, personalheavy-rangedweapons such as rocket launchers andflamethrowers.

BIPOD Advantage requirement: Not being WeakSituation: Attacking with a personal heavy firearm while it is mounted on a bipod, or with a mounted heavy machinegun.Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests with the Heavy Weapons Skill while using a heavy firearm mounted on a bipod or a mounted machinegun.

BURST FIRE Advantage or Miscellaneous Requirement: Either the Mighty Advantage or the Bipod AbilitySituation: Attacking with a fully-automatic personal heavy firearm, a heavy firearm with a 3-round burst setting, or a mounted heavy machinegun.Special: May fire a burst of 5 bullets against a single target with a single Ranged action. It is a hard Heavy Weapons Skill contest for the attacker. If a hit occurs, double the amount of damage dealt by the margin of success. If the character is not Mighty, the weapon must be mounted for this Ability to be used. This Ability may not be combined with the Auto Fire or the Suppressive Fire Abilities.

INTIMIDATION

The Intimidation Skill is used to interrogate someone to try to extract information, to blackmail someone to try to force them into doing something in the near future, or to threaten someone to try to make them immediately back down from an imminent or current confrontation.

BERSERK

Advantage requirement: BraveMiscellaneous requirement: Having the Wrath DisadvantageSituation: Rolling for Initiative at the start of non-duel combat.Bonus: Add 2 to the Initiative roll for a non-duel combat.

INQUISITOR

Advantage requirement: AstuteSituation: Taking a normal Intimidation Skill contest to interrogate someone.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

PRECISION

Advantage requirement: Not being WeakConditions: Not wearing armor with an armor rating of 2 or more.Situation: Taking a normal or hard Exotic Weapons Skill test or contest.Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests or contests with the Exotic Weapons Skill.

FENCING

The Fencing Skill is used to attack and parry with light or balanced blades, as well as when a character throws one such weapon against a target (if it is designed for that purpose).

GUARD

Advantage requirement: Not being ClumsySituation: Parrying an incoming attack with a fencing weapon other than an Energy Sword while having a Dagger, Combat Knife, or Tanto as an off-hand weapon. Situation: Parrying with a one-handed fencing weapon while having the off-hand free.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: This Ability may not be combined with the Riposte Ability.

RIPOSTE

Advantage requirement: AgileConditions: Not wearing armor with an armor rating of 2 or more.Situation: Parrying a melee attack with a fencing weapon other than a Dagger, Combat Knife, Energy Sword, or Tanto.Special: Once per round, may use the Fencing Skill to parry an incoming melee attack and counterattack it. The contest will be a hard one for the defender. If successful by a margin of 1 or more successes over the attacker—and even if the attacker rolled no successes—the defender parries the attacker and automatically deals damage with the fencing weapon that the defender used to parry. This Ability may not be used against the Assassin or Death from Above Abilities. This Ability may not be combined with the Defensive Stance Ability or—if the character is blind, blinded by darkness, or targeted by the Assassin Ability—with the Prescient Warrior Ability.

HEAVYWEAPONS The Heavy Weapons Skill is available in settings with a TL of 1 or higher and is used to attack with artillery pieces.

TL 1

TL 9TL 1-3

TL 1-3

TL 1-3

TL 4

TL 4

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PICKPOCKET

Advantage requirement: Not being ClumsyConditions: Not wearing armor with an armor rating of 2 or more nor holding a shield.Situation: Taking a normal or a hard Legerdemain Skill test or contest to pickpocket.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

MARKSMANSHIP

The Marksmanship Skill is used to attack with light personal firearms such as flintlock pistols, muskets, revolvers, submachine guns, and rifles.

AKIMBO Advantage requirement: DeftSituation: Attacking with two one-handed light firearms in each hand.Special: May fire once with each firearm in a single turn with the Ranged action against the same or two different targets. The number and choice of targets must be made before any dice roll. Both attacks are hard, separate Marksmanship Skill tests or contests for the attacker. If the character targets a single opponent with both attacks, the second shot will be an automatic miss if the first one hits and knocks them out. This Ability may not be combined with the Bullseye Ability.

BULLSEYE Advantage requirement: DeadeyeSituation: Attacking with a flintlock weapon or a light firearm that has the Single fire rate option, while holding it with two hands.Special: Only a single shot may be taken. If the attack is successful with a margin of 1 or more successes over the target’s defensive roll, negate all of their natural and worn armor rating. This Ability may not be combined with the Akimbo, the Burst Mode, the Double Tap, or the Fan Shot Abilities.

MARTIAL ARTS

The Martial Arts Skill is used to parry and attack opponents without any weapons, using punches, kicks, throws, ground techniques, etc.

COUNTERMOVE

Advantage requirement: Not being ClumsyConditions: Not wearing armor with an armor rating of 2 or more and having both hands free.Situation: Taking a Martial Arts Skill contest to parry an armed melee attack or a creature’s one.Special: The attempt, which otherwise would be impossible, becomes possible with this Ability. Also, if

LEADERSHIP

The Leadership Skill is mostly used to motivate people—from a single person to millions—as a means to perform some desired action.

FEARLESS

Advantage requirement: BraveMiscellaneous requirement: Having the Leading by Example Ability.Situation: Commanding allied characters during a combat with a Parley action.Special: The leader must take a Parley action and succeed in a normal Leadership Skill test. If successful, any allied characters with the Craven Disadvantage temporarily lose said Disadvantage for the duration of the combat. In addition to that, all allied characters gain the Brave Advantage for the duration of the combat if they don’t already have it. The allied characters must be able to hear the commanding character to receive these benefits.

LEADING BY EXAMPLE

Advantage requirement: Not being CravenSituation: Taking a normal Leadership Skill test or contest during combat.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

LEGERDEMAIN

The Legerdemain Skill is used to steal things unnoticed, set up or disarm traps and explosives, open non-electronic locks, hot-wire a vehicle, conceal objects between the character’s clothes or in a place, and perform prestidigitation (such as card tricks or the shell game).

LOCKSMITH

Advantage requirement: Not being ClumsySituation: Taking a normal or hard Legerdemain Skill test to open a lock with a lock pick, but not from a lock on handcuffs worn by the character.Special: May immediately redo the test once if it failed, unless the player only rolled sevens.

TL 3

TL 3

TL 3

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OVERHEAD STRIKE

Advantage requirement: MightySituation: Attacking with a melee weapon from the Blunt or the Slashing types with a Base Damage Rating of 3 or more while holding it with both hands.Special: Any parry attempts against this attack will be considered hard ones for the targeted character. This Ability may not be used with thrown weapons. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability negates the effects of an opponent’s Cloak Use Ability from the Dodge Skill. This Ability may not be combined with the Non-Lethal Strike or the Whirlwind Attack Abilities.

POWERFUL ATTACK 

Advantage requirement: Not being WeakSituation: Melee attacking with a melee weapon held with two hands.Special: If a hit occurs, increase damage dealt by 1. This Ability may not be used with thrown weapons. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Non-Lethal Strike Ability.

PERCEPTION

The Perception Skill encompasses the active or passive use of one’s senses to detect threats or search for items of interest. Note, however, that the ability to find and examine tracks to follow someone falls under the scope of the Survival Skill.

PERCEPTIVE

Advantage requirement: Not being NearsightedSituation: Taking a hard Perception Skill test to spot a trap, a hidden object, a clue, or a secret passage, or a hard Perception Skill contest to do a body search.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

WATCHFUL

Advantage requirement: Not being NearsightedSituation: Taking a hard Perception Skill contest to spot ambushers or trespassers.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

PERSUASION

The Persuasion Skill represents the use of reason to convince someone of something. It has many uses: it may be used to negotiate a trade or to haggle, to actively try to convince others of a certain truth or falsehood, to fast-talk someone into doing something, to bribe someone, to publicly debate a question, or to defend a case in a court.

successful with a margin of 2 or more successes over the defender, disarm the attacker from the weapon they used to attack; either the martial artist gets the weapon with a free hand, or the weapon is thrown out of the immediate reaches of both characters for the remainder of the combat. This Ability may not be combined with the Blind Fury Ability. FINESSE

Advantage requirement: Not being WeakConditions: Not wearing armor with an armor rating of 2 or more and having both hands free.Situation: Taking a normal or a hard Martial Arts Skill test or contest.Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests or contests with the Martial Arts Skill.

MEDICINE

The Medicine Skill is used to heal characters and creatures.

DOCTOR

Advantage requirement: EruditeConditions: Having all the required ingredients and equipment.Situation: Taking a Medicine Skill test.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.Special: Whenever a patient is saved from dying by this character, they will automatically heal at a rate of 1 Wound Point per one full night of sleep instead of 1 Wound Point per two full nights of sleep.

PARAMEDIC

Advantage requirement: Not being CravenConditions: Having both hands free.Situation: Trying to stop someone from dying.Special: If the character has a First Aid Kit, the Medicine Skill test becomes a normal one by default instead of a hard one, unless another condition makes the test a hard one again. The character may also try to stop someone from dying without the required First Aid Kit, but such attempts will revert into the test being a hard one again.

MELEE WEAPONS

The Melee Weapons Skill encompasses the use of heavy or unbalanced melee weapons that are differentiated from their exotic counterparts by a common style of handling. It also encompasses certain melee weapons also designed to be thrown, such as the Spear and the Small Axe.

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rating equal to 2 or more, having both hands free, and piloting any mecha, flying machine, or starship with a Maneuverability Stat of 4 or 5.Situation: Taking a normal or a hard Piloting Skill contest to avoid enemy fire.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

SEAMANSHIP

The Seamanship Skill is used to steer sailing ships, from small rowboats to huge frigates.

In settings with a TL equal to or higher than4, theSeamanshipSkillmaygive room to thePilotingSkill, which—among other things—covers the use ofsteamboats, submarines and naval ships powered byengines.

Thus, in suchsettings, thePilotingSkillwillbeused for tests or contests to steer a sailing ship. Still,charactersmayacquireSeamanshipSkillAbilitieswithRanksfromthePilotingSkill,butsuchAbilitieswillonlyapplytosailingshipsand,dependingonthesetting,toairships,ironclads,andsubmersibles.

BATTERY

Advantage requirement: Not being NearsightedSituation: Taking a normal or hard Heavy Weapons Skill test to do a Broadside action during a Naval Battle.Bonus: Roll 1 extra die.

CORSAIR

Advantage requirement: Not being CravenSituation: Taking a normal Seamanship Skill contest to do a Boarding action during a Naval Battle.Bonus: Roll 1 extra die.

STEALTH

The Stealth Skill encompasses hiding, ambushing, sneaking, and shadowing.

CAMOUFLAGE

Advantage requirement: Not being ClumsyConditions: Not wearing armor with an armor rating equal to 2 or more.Situation: Taking a normal or hard Stealth Skill test or contest to hide in a single spot from searchers or pursuers, or to set up an ambush against opponents.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

INFILTRATOR

Advantage requirement: Not being Sluggish

HAGGLER

Advantage requirement: Not being NaïveSituation: Taking a normal Persuasion Skill contest to negotiate a trade or to haggle.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

ORATORY

Advantage requirement: Not being UneducatedSituation: Taking a normal or hard Persuasion Skill contest to convince a third party, such as an audience or a judge, while debating or defending a case.Special: May substitute Presence for Wits as the related Attribute for such contests.

PILOTING

In settings with a TL equal to or higher than 4, the Piloting Skill is used to maneuver fling machines such as balloons, helicopters, and airplanes.

The Piloting Skill is also used to maneuverMechaVesselsinsettingswithaTLequalto8or9andstarshipsinsettingswithaTLequalto9.

In settings with TL9, the Piloting Skill willreplacetheDrivingSkill,aslandvehicleswillgiveroomto their more sophisticated hovering successors.

The Piloting Skill may also replace theSeamanshipSkillinsomesettingswithaTL5orhigher,as sailing ships will be replaced by steamboats and,later,modernshipsandyachts,asthepreferredmeansfor naval travel. If that is the case, characters mayacquire Seamanship Skill Abilities with Ranks fromthe Piloting Skill, but such Abilitieswill only apply tosailingshipsand,dependingonthesetting,toairships,ironclads, and submersibles. However, Piloting SkillAbilitieswon’tthenapplytosuchships.

BIRD OF PREY Advantage requirement: DeadeyeConditions: Not wearing armor with an armor rating equal to 2 or more, having both hands free, and piloting any mecha, flying machine, or starship with a Maneuverability Stat of 4 or 5.Situation: Taking a normal or hard Piloting Skill test or contest to fire fixed forward-facing guns on a target from the pilot seat inside a cockpit.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

EVASIVE Advantage requirement: Not being CravenConditions: Not wearing armor with an armor

TL 4

TL 5

TL 5

TL 4

TL 4

TL 4

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test to ride a mount.

TECHNOLOGY

The Technology Skill encompasses many things, such as programming software for computers, electronic hardware, AI, and automata; hacking servers, computers, AI, and automata; navigating traditional or virtual networks; and using computers and other advanced equipment operated through software, such as a starship’s astrogate.

ASTROGATOR

Advantage requirement: Not being a TechnophobeMiscellaneous requirements: Having 1 or more Ranks in the Piloting Skill.Situation: Plotting an astrogation course with the Technology Skill.Special: In TL9 other than GTK (or without GTK-like astrogation), a character with this Ability may plot an astrogation course in accordance with the normal rules. If a character doesn’t have this Ability, all Technology Skill tests to plot an astrogation course will be hard ones and all failures in such tests will be critical ones.

HACKER

Advantage requirement: Not being a TechnophobeSituation: Taking a normal or hard Technology Skill test or contest while hacking a computer or a server.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.Special: If the character is successful in a Technology Skill contest to hack a computer or a server, they will receive 1 additional bonus Hacking action.

BACKGROUND POINTS

Background Points are spent during character creation to give a character uncommon powers such as casting spells or being part of nobility.

Usually those powers and traits cost 1 Background Point each, but the setting or the game master may specify a higher cost for those who are very powerful or truly extraordinary.

A player may increase their character’s Background Points by either acquiring enough Weaknesses or converting Character Points into Background Points. Character Points may be converted into Background Points at a 1-per-1 basis up to a maximum of 2 additional Background Points, but only if the character has 2 or fewer Weaknesses.

Conditions: Neither wearing armor with an armor rating equal to 2 or more, nor holding a shield or heavy firearm.Situation: Taking a hard Stealth Skill test or contest to move through an area without being noticed.Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.

SURVIVAL

The Survival Skill encompasses many areas of expertise necessary to travel in and live in the wilderness or hostile urban environments, such as orientation, tracking, finding water and food, identifying medicinal herbs, scavenging for materials, finding shelter, making camp, improvising protective gear and clothing against hazardous conditions, and avoiding dangerous predators.

FORAGER

Advantage requirement: Not being UneducatedSituation: Taking a normal or hard Survival Skill test to find materials, water, or food while in the wilderness.Special: May immediately redo the test once if it failed, unless the player only rolled sevens.

HUNTER

Advantage requirement: Not being NearsightedSituation: Taking a normal or hard Survival Skill test to track characters or creatures, including identifying their number, type, and condition, if their tracks weren’t erased already.Special: May immediately redo the test once if it failed, unless the player only rolled sevens.

TAMING

The Taming Skill is used to calm, approach, break, domesticate, breed, train, command, and ride creatures; this includes driving vehicles powered by animal traction, such as carriages and stagecoaches. The Taming Skill may also be used in some situations to try to scare off a menacing wild creature.

ANIMAL WHISPERER

Advantage requirement: BraveSituation: Taking a normal or hard Taming Skill contest to try to calm and possibly approach a creature.Special: Consider the creature’s Ferocity Attribute Score 2 points lower for this contest only.

RIDER

Advantage requirement: Not being CravenSituation: Taking a normal or hard Taming Skill test to ride a mount.Special: May substitute Presence for Dexterity as the related Attribute to take a normal or hard Taming Skill

TL 6

TL 6

TL 9

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success (an exceptionally good outcome) happens. On the other hand, if a player rolls only sevens on all their dice, a critical failure (an exceptionally bad outcome) happens. The game master will adjudicate freely on the consequences of a critical success or critical failure.

A normal or critical failure also means the Attribute test cannot be retaken by the same character, unless some special circumstance allows it (e.g., the character finds a new, better tool for the task; the character increases their Attribute between sessions). Even when a test may be retaken, usually a day must pass in the game between the tests.

ATTRIBUTE CONTESTS

An Attribute contest happens only when no Skill applies to a situation where a character is testing their Abilities against a sentient opponent such as another character, a creature, an automaton, or an AI

Each contestant must roll dice and check for success the same way as in an Attribute test. A contest may be considered hard for one, some, or all contestants.

If a player obtains a critical success, every rolled 0 counts as two successes, but without any additional consequences.

The contestant who rolled more successes is the winner of the contest. In the event of a tie, the active contestant (the one who initiated the contest) is considered the winner if they rolled at least one success. If no party obtained a success, the passive contestant is considered the winner.

DICE AND MODIFIERS

No matter what, a player will never roll more than a maximum of 5 dice for tests and contests; excess dice are simply lost without any other effects. This limit of 5 dice applies before any dice are lost by possible modifiers.

ATTRIBUTE TESTS

An Attribute is tested when no Skill whatsoever could possibly apply to a situation where a character is going against their own limits, inanimate things, or the laws of nature—that is, when there is no sentient opposition.

To test an Attribute, roll a number of dice equal to the pertinent Attribute Score. To achieve success in the test, the player must roll at least one (non-canceled) success result as follows:

♦ a rolled 0 is always a success (and cannot be cancelled by rolled sevens)

♦ a rolled 1 is a success if the Attribute has a Score of 1 or more, otherwise it is a miss

♦ a rolled 2 is a success if the Attribute has a Score of 2 or more, otherwise it is a miss

♦ a rolled 3 is a success if the Attribute has a Score of 3 or more, otherwise it is a miss

♦ a rolled 4 is a success if the Attribute has a Score of 4 or more, otherwise it is a miss

♦ a rolled 5 is a success if the Attribute has a Score of 5 or more, otherwise it is a miss

♦ a rolled 6 is always a miss ♦ a rolled 7 is always a miss and cancels out any one

rolled success (except a rolled zero)

If the test is considered hard by the game master because of any factors, success is achieved only with a rolled 0, and all other results are misses.

If the player rolls two or more zeros, a critical

GAME RULES

ATTRIBUTE SCORE

1

2

3

4

5

NORMAL TEST HARD TEST

25% 13%

55% 23%

75% 33%

88% 41%

96% 49%

TABLE 7 CHANCE OF SUCCESS

The BYTE RPG uses customized eight-sided dice to randomize results between 0 and 7. Players may use regular eight-sided dice, where a result of 8 will correspond to a rolled 0.

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If the test is considered hard by the game master because of any factors, the character is considered to have two fewer Ranks in the Skill being tested (and a maximum of 3 for the roll, regardless of any temporary bonus Skill Ranks). If the character originally had only 1 Skill Rank, the player will roll 1 fewer die. If the character originally had no Skill Ranks, then the player will roll 2 fewer dice.

Whenever a player would have no dice to roll because of the above rule, they will instead roll two dice, discard the lowest rolled result, and apply the highest result as the test outcome (so only two rolled zeros will mean a normal, non-critical success, while a mere single rolled seven among the two rolled dice will mean a critical failure).

If the player rolls two or more zeros during a Skill test, a critical success (an exceptionally good outcome) happens. On the other hand, if a player rolls only sevens on all of their dice, a critical failure (an exceptionally bad outcome) happens. The game master will adjudicate freely on the consequences of a critical success or critical failure.

A normal or critical failure also means the Skill test cannot be retaken by the same character unless some special circumstance allows it (the character finds a new, better tool for the task; the character increases their Skill between sessions; etc.). Even when a test may be retaken, usually at least a day must pass in the game between the tests.

SKILL CONTESTS

A Skill contest happens in a situation where a character is testing one of their Skills against a sentient opponent such as another character, a creature, an automaton, or an AI

When involved in a Skill contest, each contestant must roll dice and check for success the same way as in a Skill test. A contest may be considered hard for one, some, or all contestants.

If no party obtained a success or if both obtained the same number of successes—and in both situations, if no contestant can be considered the active one—the contest ends in a draw, or if it is not possible for “status quo” to remain, then decide randomly with the roll of a die: whoever rolls lower wins.

WEAKNESS TESTS

SKILL TESTS

A Skill test applies to situations where a character is using one of their Skills against their own limits, inanimate things, or the laws of nature—that is, when there is no sentient opposition. A Skill test cannot be used in a way as to emulate a Skill Ability that the character doesn’t possess.

To test a Skill, roll a number of dice equal to the Score of the Attribute related to the Skill. To achieve success in the test, the player must roll at least one (non-canceled) success result as follows:

♦ a rolled 0 is always a success (and cannot be canceled out by sevens)

♦ a rolled 1 counts as success if the character has 1 or more Skill Ranks, otherwise it is a miss

♦ a rolled 2 counts as success if the character has 2 or more Skill Ranks, otherwise it is a miss

♦ a rolled 3 counts as success if the character has 3 or more Skill Ranks, otherwise it is a miss

♦ a rolled 4 counts as success if the character has 4 or more Skill Ranks, otherwise it is a miss

♦ a rolled 5 counts as success if the character has 5 or more Skill Ranks, otherwise it is a miss

♦ a rolled 6 is always a miss ♦ a rolled 7 is always a miss and cancels out any one

rolled success (except rolled zeros)

1 SKILL RANK 4 SKILL RANKS

ATTRIBUTESCORE OF 1

ATTRIBUTESCORE OF 2

ATTRIBUTESCORE OF 3

ATTRIBUTESCORE OF 4

ATTRIBUTESCORE OF 5

25% 63%

41% 73%

51% 84%

59% 88%

66% 92%

UNTRAINEDSKILL

3 SKILL RANKS2 SKILL RANKS 5 SKILL RANKS

13% 50%38% 75%

23% 66%55% 78%

33% 75%65% 90%

41% 82%72% 93%

49% 86%78% 96%

TABLE 8 CHANCE OF SUCCESS (NORMAL TEST)

Whenever a character is being tempted because of one of their Weaknesses, the game master may call for the player to take a Weakness test: the player will roll a single die and if a 6 or a 7 comes up, failure happens and the game master will decide the specifics of the outcome.

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extraordinary instances where the circumstances of the test or contest are very hard due to lack of minimum proper materials or extreme external conditions such as climbing a mountain under heavy rain and wind without climbing equipment or trying to land a shot against a moving target, over great distances and during a dark night.

If a certain action can be considered impossible (or even nearly impossible) for anyone, the game master may simply state that the test automatically fails and not allow it to be taken.

On the other hand, the game master should automatically adjudicate a success and avoid tests for common, easy actions, such as someone tries to climb a fence of low height, jump over a small puddle, or travel on their own horse without any hurry.

Likewise, a test should also be considered an automatic success when a task may be easily achieved through simple repetition, when there is no hurry to conclude it and no possible negative repercussion for failure.

Still, if a test is called for the task and no success is achieved, a retry is only possible by the same character under special circumstances (the character finds a new, better tool for the task, the character increases their Attribute or Skill between sessions, etc.), and only if at least a day passes in the game between the tests.

The game master may also note that failure in a test does not always mean the character is unable to complete the action. A failure may, in some instances, represent that the task takes much more time than expected, that it takes more resources than initially estimated, or that its final result is obviously subpar.

If a player obtains a critical success, every rolled 0 counts as two successes, but without any additional consequences.

The contestant who rolled more successes is the winner of the contest. In the event of a tie, the active contestant (the attacker, the spellcaster, etc.; that is, the one who initiated the contest) is considered the winner if they rolled at least one success. If no party obtained a success, the passive contestant (the defender or target) is considered the winner.

These Skills are typically associated withthe active character in a contest: Exotic Weapons,Fencing, Martial Arts, and Melee Weapons, whenperforming an attack during their turn; Archery,HeavyWeapons, andMarksmanship;Arcana,whentargeting someone with a malicious spell; Charm and Interrogation, when trying to obtain informationfrom someone; Driving, Piloting and Seamanship,when performing a maneuver during their own turn; Legerdemain, when trying to pickpocketsomeone;Stealth,whensneakingorshadowing;andTechnology,whentakinganactionduringtheirownturn in a hacking scenario.

Other Skills are usually the passive ones ina contest: Deception, except when the character istryingtodisguiseherself;Dodge;andPerception.

If no party obtained a success or if both obtained the same number of successes—and in both situations, if no contestant can be considered the active one—then the contest ends in a draw, or if it is not possible for “status quo” to remain, then decide randomly with the roll of a die: whoever rolls lower wins.

ASSESSING DIFFICULTY AND OUTCOME

A test or contest must be considered a normal one, except in situations where the description of the Skill or Ability being used states that it is a hard one, or in the

1 ORIGINAL SKILL RANK

4 ORIGINALSKILL RANKS

ATTRIBUTESCORE OF 1

ATTRIBUTESCORE OF 2

ATTRIBUTESCORE OF 3

ATTRIBUTESCORE OF 4

ATTRIBUTESCORE OF 5

2% 38%

13% 55%

23% 65%

33% 72%

41% 78%

UNTRAINEDSKILL

3 ORIGINALSKILL RANKS

2 ORIGINALSKILL RANKS

5 ORIGINALSKILL RANKS

2% 25%13% 50%

2% 41%23% 66%

13% 51%33% 75%

23% 59%41% 82%

33% 66%49% 86%

TABLE 9 CHANCE OF SUCCESS (HARD TEST)

Thus, throughout a gaming session, normal tests and contests should be the norm and hard tests and contests the exception.

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INITIATIVE

At the start of combat, to establish an Initiative order that will determine who goes first and who acts last, each character must roll a number of dice equal to their Dexterity Attribute Score and add up the results. If a character has the Agile Advantage from the Dexterity Attribute, add 4 to the rolled Initiative total. If the character has the Sluggish Disadvantage from the Dexterity Attribute, subtract 4 from the Initiative total (the total may be negative).

A character with a higher Initiative will act before the character with a lower Initiative. There should be no draws during the Initiative test, so break any ties with the roll of a single die: whoever rolls higher goes first.

In certain situations, a character or group of characters may catch the other by surprise when combat ensues. When this happens, both parties will roll for Initiative, but only the group who caught the other by surprise can act in the first round of combat.

session, the game master may give the Token to one, some or all of the players, as two or more players may receive the Token, simultaneously or not. On the other hand, the Token may be taken from a player at any time by the game master if the player is deemed currently lacking in that field.

While a player has the Token, they may reroll once per session a failed Vigor Attribute test to check whether their character dies, unless the player only rolled sevens. This rule, however, doesn’t protect the character from situations where death is certain, such as free falling from great heights, execution by firing squad, being swallowed whole by a colossal creature, etc.

Also, whenever the player has the Token, a rolled seven never adds up for critical failures (it still cancels out a non-zero success), and any single rolled zero will count as two successes in contests (however, a minimum of two non-modified rolled zeros are still needed for a critical success to happen in a test).

Note: a player who ends a gaming session with the Token won’t begin the next one with it.

ASSISTANCE

Any character participating in an Attribute or Skill test or contest may be assisted by another cooperative character.

If the assisting character has an Attribute Score of 2 or higher in the case of an Attribute test or contest, or 1 or more Skill Ranks in the case of a Skill test or contest, the assisted character will receive a bonus in the form of one extra die to roll (still, no more than 5 dice may be rolled).

Regardless of the number of assisting characters, the assisted character may not receive more than a single assistance bonus per test or contest.

THE TOKEN

Well-roleplayed characters contribute to the story and have a higher chance of survival, while badly roleplayed characters should be left to their own luck. The Token exists for this purpose.

A player should only receive a Token while roleplaying his character well; during the course of a

COMBAT

ROUNDS, TURNS,AND ACTIONS

A combat is divided into rounds, in which each character will have a turn to do one single action in Initiative order from highest to lowest. Each combat round lasts a few seconds, perhaps five or so.

The possible actions for a character during their turn are:

MELEE: the character moves up to 10 meters (or yards), perhaps draws a melee weapon from a scabbard or belt, and attacks with it (or with an unarmed strike).

RANGED: the character moves up to 5 meters (or yards) and attacks one enemy with a ranged weapon, such as a bow, a firearm or a throwing weapon. Also, the character may draw such a weapon from a holster or belt during a Ranged action, as well as arrows or bolts from a quiver. An attack with a ranged weapon is always hard if the attacker moves during the same turn or if they were targeted by a melee

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as when the character tries to parry or dodge an incoming attack targeting them, which any non-restrained character may try to do.

Other types of Reactions require Skill Abilities, such as those from the Riposte or the Sidestep Abilities, which are also examples of counterattacks.

Free Actions are actions a character may take together with a regular Turn Action or a Reaction because of certain Skill Abilities or because the actions are considered easy and fast to execute.

Examples of Free Actions include drawing a sword from its scabbard to attack an enemy or parry an incoming attack, drawing an arrow from a quiver, and dropping an item on the floor.

It may be possible for a character to perform more than one Free Action with their regular Turn Action or a Reaction. For instance, during a Reaction, a character may drop a bow and an arrow onto the floor, draw a sword from a scabbard, and use it to try to parry an incoming attack.

In the end, it is up to the game master to adjudicate how many Free Actions may be taken with a regular Turn Action or a Reaction, depending on the specifics of each situation.

ATTACK AND DEFENSE

When a character attacks an enemy, a Skill contest will take place between the attacker—using the Skill pertaining to their weapon—and the defender—using either the Dodge Skill or, as an option against a melee action, the Skill pertaining to a weapon being used to parry the attack.

A dodge may be interpreted as any action that tries to avoid the incoming attack, such as diving behind cover or rolling on the floor. It also encompasses the use of shields. A dodge against ranged attacks is always considered hard, such as those from bows, firearms, area-of-effect attacks (e.g., grenades, cannon shots, explosions, fires,), and weapons thrown.

A dodge or parry attempt will also be considered a hard one for the defender if they are stunned or in a position that restricts their movement, such as lying on the ground or sitting on a chair.

attack since their last turn.

RELOAD: the character moves up to 5 meters (or yards) and reloads a firearm, a crossbow or any ranged weapon that requires one or more actions to be reloaded before it can be fired.

FOCUS: the character moves up to 5 meters (or yards) and concentrates to cast a spell or perform some other action that requires careful thought. If the character needs to concentrate for more than a round, they may do so with consecutive Focus actions. During a Focus action, the character must be able to self-defend normally, but if they are hit by an attack, their concentration will be broken, regardless of any damage received. This will make the character automatically fail the action requiring concentration and, in the case of a spellcasting, all Mana gathered will automatically return to its source.

PARLEY: the character moves up to 5 meters (or yards) and talks to their enemies or allies. This action must be taken if the character wants to perform a Deception, Intimidation, Leadership, or Persuasion Skill test or contest of some sort. In the end, however, the game master will adjudicate whether the desired test or contest is possible.

FLEE: the character retreats up to 10 meters (or yards). If opposing characters start to take successive Flee and Melee actions as one pursues the other, an Athletics Skill contest should be called for to see if the pursuer reaches the pursued and gets within striking range—in which case combat resumes with the pursuer acting first—or if the pursued manages to escape successfully.

SPECIAL: the character does some other kind of action, whose limits the game master will judge. The game master must be mindful that some tasks may fall inside the category of the Focus action, and that they may require more than an action in successive rounds besides possibly a certain Skill test or contest. Also, the character usually cannot move more than 5 meters (or yards) per round.

During their respective Turn Actions, characters may only get up—instead of moving up to 5 or 10 meters (or yards)—if they are in a position that restricts their movement, such lying on the ground or sitting on a chair.

There are also other types of special, non-regular Turn Actions: Reactions and Free Actions.

Reactions are actions that a character may take outside of their Initiative during another character’s turn to act.

The most typical reactions are defensive ones, such

The attacker should always roll, make any possible adjustments and count their successes before the defender makes their roll.

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Such attacks, however, should be rare and must be called for only in situations where they are relevant for the session story-wise. Thus, the game master should avoid awarding such attacks with any type of damage bonuses: any rewards should come only in narrative terms or from specific rules.

DAMAGE, WOUNDS, HEALING,AND DEATH

The BYTE RPG uses three concepts—damage, damage threshold levels and Wounds—to assess the characters’ health during combat. Damage represents how well a blow was dealt against a target: it is influenced by the weapon being used, the attacker’s strength and precision, and the target’s armor, if any. Wounds, on the other hand, represent how close to death a character is. Damage is converted into Wounds by checking the target’s current damage threshold levels, which will also inform the player of any possible additional effects, such as their character being KO’d or gravely injured by an attack. Each time a character is wounded, all of their damage threshold levels will be reduced, which in turn will make them more likely to suffer an additional effect or even a killing blow. When an attack hits, the attacker will deal an amount of damage equal to:

♦ the weapon’s Base Damage Rating; ♦ plus 1, if the attacker used Martial Arts or a melee

weapon and if they have the Mighty Advantage from the Vigor Attribute, but do not apply this modifier if a melee weapon is thrown against the target;

♦ minus 1, if the attacker used Martial Arts or a melee weapon and if they have the Weak Disadvantage from the Vigor Attribute, including if a melee weapon is thrown against the target;

♦ plus 1 per success the attacker had over the defender, or, in the instance of a reactive attack such as the one from the Sidestep Ability, 1 per success the attacker had over the defender after the first;

♦ minus the target’s armor rating, if any; only either natural armor or worn armor will count (whichever is higher);

♦ plus modifiers from certain Abilities, when in play.

No matter what, a successful attack will always deal at least 1 point of damage, unless the target is specifically immune or resistant to the weapon material or attack type.

The damage dealt will then be checked against the following list of possible effects, according to the corresponding damage threshold (apply only the effects of the highest threshold reached):

Regarding parries, note that a character may use their hands to parry an incoming melee attack, but without the appropriate Ability, the Martial Arts Skill may only be used to parry unarmed strikes from other characters.

Alternatively, a character may still try to parry an incoming attack with a melee weapon even if they didn’t have the chance to act in the first round of combat. They may, for instance, draw a sword as a reaction to use it immediately for self-defense.

However, a character may not parry with a given weapon if they made an attack with a different one with their last Turn Action, unless the attack or parry is unarmed—made with the Martial Arts Skill—or if a certain Skill Ability allows them to attack with a weapon and parry with another in the same round.

Melee attacks dealt by creatures with a Vigor Attribute equal to or higher than 6, such as specific creatures or characters wearing Mecha Suits, may only be parried if the defender has a Vigor Attribute Score no more than two points lower than the attacker’s.

If a character is attacked before they act in a combat, or once between two of their turns, they will be considered “overwhelmed” whether or not the attack hits them. This overwhelmed status will disappear once it is the character’s turn to act again. When a character is overwhelmed, any further attacks directed at them will be considered hard to defend against, even if they are melee attacks.

Note, however, that the rule above doesn’t apply to “reactive” attacks: counterattacks dealt while the character is trying to self-defend from an attack, such as those dealt with the Sidestep Ability from the Dodge Skill. Conversely, since reactive attacks are dealt outside the turn of the character using them, they are not considered an action and thus may not be used by a character to remove their own overwhelmed status.

If the attacker doesn’t roll at least one success or if the defender rolls more successes than the attacker, then the attack is unsuccessful. Otherwise, the attacker succeeds and will deal damage to the defender (see further below): note that this principle, which always favors the acting character instead of the target, is also applied to any other non-melee, non-ranged combat actions such as spellcasting and some other Abilities that try to affect a target in other negative ways instead of damaging, such as making the target lose a Turn Action.

If it is important for any reason to attack a target’s specific location—such as an enemy’s head or a vehicle tire —the contest will most likely be a hard one for the attacker.

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energy type.

If the attacker used a piercing weapon, the target must succeed in a normal Vigor Attribute test to not die from the serious injury sustained, with death happening after 1 to 8 hours (the game master should roll a die in secret and add 1 to its result).

4/3 WOUNDS + KO’D + INJURED AND DEAD? (8-9):

If damage dealt is equal to 8 or 9, the target is wounded three times and will be knocked out for the remainder of the combat (or by a minute or so) because of intense pain and blood loss and must succeed in a hard Vigor Attribute test to not die from the serious injury sustained, with death happening after 1 to 8 minutes (the game master should roll a die in secret and add 1 to its result).

The target will also receive a fourth wound if the weapon used to deal damage is from the energy type.

If the attacker used a slashing weapon and if the target failed the hard Vigor Attribute test to not die, they will lose a limb (game master’s choice).

Finally, if the attacker used an energy weapon and

WOUNDED (2-3):

If damage dealt is equal to 2 or 3, the target will be wounded and all of the target’s damage thresholds will be reduced by 1 until the character heals their wound. Multiple Wound Points will stack their penalties to all damage thresholds.

2/1 WOUNDS + KO’D BY BLUNT? (4-5):

If the final damage is equal to 4 or 5, the target is wounded once. The target will also receive a second wound if the weapon used to deal damage is from the piercing, slashing, or energy type.

If the attacker used a blunt weapon, then instead of receiving a second Wound Point, the target must succeed in a normal Vigor Attribute test to not be knocked out for the remainder of the combat (or by a minute or so).

3/2 WOUNDS + KO’D + DEAD BY PIERCING? (6-7):

If damage dealt is equal to 6 or 7, the target is wounded twice and will be knocked out for the remainder of the combat (or by a minute or so) because of intense pain and blood loss. The target will also receive a third wound if the weapon used to deal damage is from the slashing or

ADDITIONAL WOUND POINT?

DEATH?

NO NO

NO NO (***)

Yes, from Piercing, Slashing or Energy

attacks.NO (***)

Yes, from Slashing or Energy attacks.

Maybe, from Piercing attacks, in 1-8 hours. Normal Vigor Attribute

test. (***)

YES, INSTANTLY

Yes, from Energy attacks.

Maybe, in 1-8 minutes. Hard Vigor Attribute

test. (***)

WOUND POINTSATTACK’S DAMAGE

(*)INJURY?KO?

00 - 1 NONO

12 - 3 NONO (**)

14 - 5 NO

Maybe, from Blunt attacks. Normal Vigor Attribute test. (**)

26 - 7

10+

NO

YES (*****)

Yes, for a minute or so.

38 - 9

Maybe, from Slashing attacks, if test for death fails. (****)

Yes, for a minute or so.

TABLE 10

(*) Add 1 to damage threshold ranges for characters with the Tough Advantage, and subtract 1 for those with the Frail Disadvantage. Also, subtract 1 for

each Wound Point the character currently has.

(**) The character will be KO’d for a minute or so when they reach a total of 6 Wound Points.

(***) The character will die in 1-8 hours if they reach a total of 6 Wound Points. They will die instantly with a total of 7 or more Wound Points.

(****) The character will instead lose a cybernetic implant if damage is dealt with an Energy weapon and if the test to check if the character dies fails.

(*****) A cybernetic implant will also be destroyed.

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Frail Disadvantage): Some special attacks may additionally make the target become stunned. Unlike a KO’d character, a stunned one is capable of self-defense for the duration of the effect, albeit possibly with more difficulty, as all of their tests and contests will become hard ones by default. A character will lose their stunned state after they have completed their next Turn Action.

A character may also receive healing through arcane means, either as a replacement for a regular medical treatment or as a backup plan when such treatment has failed.

Lost limbs or cybernetic implants usually cannot be restored through healing, be it from the Medicine Skill or through arcane means. However, a lost cybernetic implant may be replaced by a new one later. And a lost limb may, sometimes, be reimplanted or substituted by a prosthetic or cybernetic implant, depending on the setting’s technological level and the presence of the required medical means.

if the target failed the hard Vigor Attribute test to not die, they will have one of their cybernetic implants destroyed, if any.

DEAD (10+):

If the damage is equal to 10 or more, the target will lose a limb (game master’s choice) and die immediately. Also, one of their cybernetic implants will be destroyed, if any.

Modify all the above damage threshold values by +1 if the character has the Tough Advantage from the Vigor Attribute, and by -1 if the character has the Frail Disadvantage from the Vigor Attribute. Likewise, all the above damage threshold values must be reduced by 1 per Wound Point the character currently has.

The game master is free to decide which non-player characters die or live without the need to take a test. Also, for both player and non-player characters, death is certain in some situations regardless of dice rolling, such as free falling from great heights, execution by firing squad, and being swallowed whole by a colossal creature.

Table 10 surmises the damage thresholds and their effects (for characters without the Tough Advantage or the

If a character reaches a total of 6 Wound Points, they are knocked out for the remainder of the combat (or by a minute or so), will become unable to perform any physical tasks or demanding mental activity, and will die after 1 to 8 hours (the game master should roll a die in secret and add 1 to its result). If a character reaches a total of 7 or more Wound Points, they die instantly.

A character that is wounded but not dying will heal 1 Wound Point per two nights of full rest. With success in a normal Medicine Skill test, the character will heal 1 Wound Point per night of full rest instead. A dying character may be saved with success in a hard Medicine Skill. The character will then start to heal 1 Wound Point per two nights of full rest, but no additional tests may be taken to speed up the healing rate, and if the character had 6 or more Wound Points, they will immediately be brought back to 5 Wound Points as long as they are not dying from disease, poison, or lack of food or water.

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EQUIPMENT

WEAPONS

Below followsanon-exhaustive listofweaponsavailable foreacheraandsetting.Youwillalsofindmoreweapons,attachments,artilleryanditemsintheBYTERPGRulebook.

WEAPON OR ARTILLERY TRAITSNOTATION

Weapon may only be used with one hand.1H

Weapon may be used with one or both hands.1H / 2H

Weapon is a melee one that can be thrown.THROWN

Weapon is a firearm or missile-based ranged weapon.RANGED

Attacks dealt with this weapon are hard contests for the attacker by default.HARD ATTACK

Weapon is a ranged one that may only be fired once per round.SINGLE

Weapon must be used with both hands.2H

Weapon is a melee one not designed to be thrown.MELEE

Weapon is a ranged one that can only be thrown.THROWN ONLY

Weapon cannot be used to parry incoming attacks.CANNOT PARRY

Weapon is a semi-automatic ranged one that allows for the use of certain Skill Abilities.SEMI

Weapon is either a thrown one or a missile-based ranged one that deals damage to anyone and anything in an area.AOE

Trying to parry an attack dealt with the weapon will be a hard contest for the opponent being targeted.

HARD TO BEPARRIED

When the weapon hits, negate the target’s worn and natural armor ratings by a set number (#).-# AR

Weapon is a fully-automatic ranged one that allows for the use of certain Skill Abilities.AUTO

Number of turns (#) it takes to reload the weapon with consecutive Reload actions.RELOAD #

Weapon can be used to parry incoming attacks, but doing so is always a hard contest for the defender.HARD PARRY

Weapon is a ranged one with a 3-round burst setting that allows for the use of certain Skill Abilities.3-ROUND

Weapon has a clip or magazine that can hold multiple rounds (#), thus delaying the need to be reloaded.# AMMO

A second parry with the weapon in a single round will still be a normal one as long as the target has not tried to dodge during the round and as long as no other additional condition would make the parry a hard contest for the target.

2 NORMAL PARRIES

TABLE 11

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U N A R M E D STRIKE

M A R T I A L ARTS

BLUNT 1

A strike with a hand or foot. Without a specific Ability, it can only parry unarmed strikes.

CLUB (BATON, METAL PIPE)

MELEE WEAPONS

BLUNT 2 1H/2H. Melee.

STAFFMELEE

WEAPONSBLUNT 2 2H. Melee. 2 normal parries.

HAMMER (HEAVY WRENCH, MACE)

MELEE WEAPONS

BLUNT 3 1H/2H. Melee. Hard parry.

KINETIC STAFFEXOTIC

WEAPONSBLUNT 3 2H. Melee. 2 normal parries.

MAUL (WAR HAMMER)

MELEE WEAPONS

BLUNT 4 2H. Melee. Hard attack. Hard parry.

DAGGER (COMBAT

KNIFE, TANTO, MAIN GAUCHE)

FENCING PIERCING 21H. Thrown. Hard parry. Melee Weapon Skill ( ).

NANOTECH BLADE

MELEE WEAPONS

PIERCING 2 1H. Thrown. Hard parry. -1AR.

SMALLSWORD FENCING PIERCING 3 1H. Melee. 2 normal parries.

SPEARMELEE

WEAPONSPIERCING 3 1H/2H. Thrown.

RAPIER NONE FENCING PIERCING 3 1H. Melee. -1AR.

FUSION SPEARMELEE

WEAPONSPIERCING 4 1H/2H. Thrown. -2AR.

BOW ARCHERY PIERCING 3

2H. Ranged. Single. 1 ammo. Reload 1. Marksmanship Skill ( ).

CROSSBOW ARCHERY PIERCING 3

2H. Ranged. -1AR. Single. 1 ammo. Reload 1. Marksmanship Skill (AAAAAAAA).

SEMI-AUTO PISTOL

MARKSM. PIERCING 41H/2H. Ranged. -1AR. Single. Semi. 15 ammo. Reload 1.

SUBMACHINE GUN

MARKSM. PIERCING 42H. Ranged. -1AR. Single. Semi. 3-Round. Full. 30 ammo. Reload 1.

FLINTLOCK PISTOL

MARKSM. PIERCING 41H/2H. Ranged. -1AR. Single. 1 ammo. Reload 2.

MUSKET MARKSM. PIERCING 42H. Ranged. -2AR. Single. 1 ammo. Reload 2.

REVOLVER MARKSM. PIERCING 41H/2H. Ranged. -1AR. Single. 6 ammo. Reload 1.

PUMP SHOTGUN

MARKSM. PIERCING 4

2H. Ranged. Single. 5 ammo. Reload 1. +1 damage dealt if attacker and defender have the same number of successes.

HUNTING RIFLE MARKSM. PIERCING 42H. Ranged. -1AR. Single. 10 ammo. Reload 2. Reload 1 (5 ammo).

WEAPON TLS SETTINGS SKILL TYPE DMG TRAITS

TABLE 12

TL 0-9

TL 0-9

TL 0-9

TL 0-9

TL 0-9

TL 0-9

TL 1-9

TL 1-9

TL 8-9

TL 8-9

TL 2-3

TL 2-3

TL 3-4

TL 9

TL 3

TL 3

TL 5-9

TL 5-9

TL 4-9

TL 4-9

TL 4-9

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ASSAULT RIFLE MARKSM. PIERCING 52H. Ranged. Single. Semi. 3-Round. Full. 20 ammo. Reload 1.

FLECHETTE HANDGUN

MARKSM. PIERCING 4

1H/2H. Ranged. -1AR. Single. Semi. 3-Round. 40 ammo. Reload 1. Suppressed firearm.

RAIL SHOTGUN MARKSM. PIERCING 5

2H. Ranged. Single. 10 ammo. Reload 1. +1 damage dealt if attacker and defender have the same number of successes.

SNIPER RIFLE MARKSM. PIERCING 5

2H. Ranged. Hard attack (unless mounted). -2AR. Single. 5 ammo. Reload 1.

LIGHT MACHINE GUN

HEAVY WEAPONS

PIERCING 5

2H. Hard attack (unless mounted). Ranged. -1AR. Single. Full. 50 ammo. Reload 2.

RAIL MACHINE GUN

HEAVY WEAPONS

PIERCING 52H. Ranged. -2AR. Single, 3-Round. Full. 60 ammo. Reload 1.

CUTLASS (SHORTSWORD,

GLADIUS, WAKIZASHI)

FENCING SLASHING 3 1H. Melee.

SMALL AXEMELEE

WEAPONSSLASHING 3 1H. Thrown.

LARGE AXEMELEE

WEAPONSSLASHING 3 2H. Thrown. -1AR.

CAVALRY SABER

FENCING SLASHING 31H. Melee. +1 damage when charging from the back of a mount.

SCIMITAREXOTIC

WEAPONSSLASHING 3 1H. Melee. -1AR.

KATANAEXOTIC

WEAPONSSLASHING 3

1H/2H. Melee. -1AR. 2 normal parries if used with two hands.

LONGSWORDMELEE

WEAPONSSLASHING 3

1H/2H. Melee. +1 damage against unarmored targets.

OSCILLATING BLADE

MELEE WEAPONS

SLASHING 3 1H/2H. Melee. -2AR.

GREATSWORD (NODACHI)

MELEE WEAPONS

SLASHING 4 2H. Melee. Hard parry.

LASER CORDEXOTIC

WEAPONSENERGY 2

1H/2H. Melee. Hard attack. Cannot parry. Cannot be parried except by an Energy Sword (or, with the right Ability, with the Martial Arts Skill). -3AR.

FLAMETHROWERHEAVY

WEAPONSENERGY 4

2H. Ranged. AoE. Hits 1 or 2 targets (4-meter/yard radius). Single. 5 ammo (fuel). Targets hit will keep receiving the same amount of damage each round until flames are extinguished.

BEAM CANNONHEAVY

WEAPONSENERGY 5

2H. Ranged. -3AR. Single. 20 ammo. Reload 2. +1 damage dealt if attacker and defender have the same number of successes.

WEAPON TLS SETTINGS SKILL TYPE DMG TRAITS

TABLE 12

TL 8-9

TL 8-9

TL 8-9

TL 8-9

TL 8-9

TL 9

TL 5-9

TL 5-9

TL 4-9

TL 6-9

TL 3

TL 2

TL 9

TL 3-5

TL 2-4

TL 2-9

TL 2

TL 2

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PROTECTIVE ITEMS

Belowisanon-exhaustivelistofprotectiveitemsavailableforeacheraandsetting:

ENERGY SWORD

FENCING ENERGY 5

1H/2H. Melee. Hard attack. 2 normal parries (2H only). Cannot be parried except by another Energy Sword (or, with the right Ability, with Martial Arts). -3AR.

HAND GRENADEDEXTERITY ATTRIBUTE

ENERGY 5

1H. Thrown only. AoE. Hits 1 or 2 targets (4-meter/yard radius). -1AR.

ROCKET LAUNCHER

HEAVY WEAPONS

ENERGY 6

2H. Ranged. AoE. Hits 1 to 4 targets (8-meter/yard radius). -2AR. Single. 1 ammo (ammo price: 10). Reload 2.

HOLO-CLOAK NONE

May reduce 1 from a rolled result other than a 7 when trying to Dodge any kind of attack. No armor with an armor rating higher than 1 may be worn beneath it. Also, may reduce 1 from a rolled result other than a 7 while using the Stealth Skill to hide or shadow anywhere.

SHIELD NONE

If the target rolls the same number of successes as the attacker while using the Dodge Skill with a shield, they may substitute both their natural and worn armor rating by an armor rating of 4 (if the shield is made of wood), 5 (if it is made of metal), or 6 (if it is a ballistic one) against that attack only.

REPULSE BRACERS

NONE

May reduce 1 from a rolled result other than a 7 when trying to Dodge an attack of any type or to parry a melee attack with Martial Arts.

EXOSKELETON NONE

+2 Vigor Attribute bonus (maximum of 5). Wearer is considered to have the Mighty Advantage and to not have the Weak Disadvantage. All normal tests and contests with the Legerdemain and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -2.

LEATHER COAT (LEATHER JACKET, LEATHER ARMOR,

GAMBESON)

1 Nothing.

CUIRASS (BREASTPLATE,

BRIGANDINE, CHAINMAIL)

2

All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -2.

TACTICAL KEVLAR VEST (FLAK JACKET)

2

All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard.

WEAPON TLS SETTINGS SKILL TYPE DMG TRAITS

PROTECTIVE ITEM

TLS SETTINGS ARMOR SPECIAL

TABLE 12

TABLE 13

TL 9

TL 9

TL 9

TL 5-9

TL 5-9

TL 3-9

TL 8-9

TL 9

TL 8

TL 1-4

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To avoid the musketeers patrolling the front door of the main building, the group decides to access it through a balcony on the second floor. Marion has an iron hook tied to a 10-meter/yard rope and she throws it towards the balcony, hoping it will cling to it.

Valeria decides a normal Dexterity Attribute test is required. Marion has a Dexterity Attribute Score of 3. Catherine gets 3 dice and rolls a 0, 4 and 7. She obtains a success (a 0) that cannot be cancelled by the rolled 7. Valeria describes the arc that the hook draws in the air and how it firmly grasps the balustrade. Some noise was made, but apparently, they alerted no guards.

Now the characters have a way in. Still, climbing such a rope is not a simple affair, although still nothing so difficult for adventurers that would merit a hard test. Valeria, then, calls for a normal Athletics Skill test.

Today, Valeria, Paul, Catherine, and Michael are going to play again. As usual for the ongoing saga, Valeria will be the game master, and Paul, Catherine, and Michael will return to roleplay their characters in the Ashes of the Heavens BYTE RPG setting.

Paul’s character is a Jeod spellcaster named Emil from Onadotya. Catherine is Marion, a Human thief from Andralswan. And Michael is running a Human swashbuckler named Lucilla from Candalronia.

Approximately an hour has passed in the gaming session. Now the three player characters are hiding in the garden inside Varimir’s Estate near a small village in the southern coast of Lothalyon. It is close to midnight and they must get inside to recover the Azagar Stone, a powerful magical artifact stolen from the Thaumaturgical Order back in Lakefort at the orders of Lord Varimir for nefarious reasons.

MILITARY PLATE CARRIER

3

All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -2. May reduce 1 from a rolled result other than a 6 or a 7 using the Stealth Skill to hide or to set up an ambush, depending on the camouflage pattern of the vest and the area the character is in (tan for desert, white for snow, green for wilderness, grey for urban, and black for night).

REFLECTIVE VEST

3

All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. May reduce 1 from a rolled result other than a 6 or a 7 using the Stealth Skill to hide or to set up an ambush, depending on the camouflage pattern of the vest and the area the character is in (tan for desert, white for snow, green for wilderness, grey for urban, and black for night).

POWERED ARMOR

3

+1 Vigor Attribute bonus (maximum of 5). Wearer is considered to have the Mighty Advantage and to not have the Weak Disadvantage. +1 bonus to the Base Damage Rating of unarmed strikes. All normal tests and contests with the Dexterity Attribute or with the Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -4.

PLATE ARMOR NONE. 3

All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -4.

PROTECTIVE ITEM

TLS SETTINGS ARMOR SPECIAL

TABLE 13

A BRIEF EXAMPLE OF GAMEPLAY

TL 9

TL 8-9

TL 2

TL 7-8

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on the rope. Valeria allows it and decides that Lucilla—the strongest of the two, with a Vigor Attribute Score of 3—will make the roll, with a bonus extra die for Marion’s assistance (as she has a Vigor Attribute Score of 2). Although it will be a strenuous task, Valeria decides it is not something considered especially hard for heroes, so she decides the test will be a normal one.

Michael rolls 4 dice, scoring two zeros, a 2, and a 5, for a critical success: usually, a critical success should merit something special to happen, but nothing special comes to Valeria regarding the outcome of that action, and that is okay. Anyway, the hurt Emil has now joined his two friends in the balcony.

There, they see a wooden door. They check whether it is open; it is closed. Marion, the thief, will try to pick the lock. She has 3 Ranks in the Legerdemain Skill (besides a Score of 3 in her Dexterity Attribute). For a greater chance of success, Emil, who has 1 Rank in the same Skill, asks to help her. Valeria disallows it, as four hands are too many for the delicate task of lock-picking. Still, the test will be a normal one, as Marion has the tools for the job.

Catherine makes the roll, getting a 4, 5, and 7. Her Skill Ability allows her to reduce 1 point from a single rolled die, which she does to the rolled 4, thus obtaining a 3 and, consequently, a success. However, she also rolled a 7, which cancels it. No luck—she doesn’t manage to open the door’s lock.

Lucilla suggests that she could try to force the door open with her Vigor Attribute; Valeria notes that Lucilla also has the Mighty Advantage and, if she tries to open the door, since it is not an especially reinforced door, no test would be called for and an automatic success would happen (but she doesn’t tell the players that yet).

But Paul and Catherine are against it, as they think the noise of a door being broken would most certainly alert the guards. Michael then says that Lucilla could, instead, try to open it by rolling 3 dice (her Dexterity Attribute Score) and hoping to roll a single 0 (she doesn’t have a Rank in the Legerdemain Skill, but rolled 0 is always a success and cannot be canceled out by rolled sevens).

Paul says he has a better idea still: Emil knows the Object, Move, and Shadow Arcane Symbols, which, together, allow him to try casting the Open Lock spell.

However, Marion and Lucilla think the spell’s required incantation could also attract the enemies’ attention. They go for the previous plan, but Michael also fails his character’s normal Legerdemain Skill test. It is, thus, either the Open Lock spell or bursting open the door

Marion decides to go first. She has a Vigor Attribute Score of 2, and 3 Ranks in the Athletics Skill. She rolls a 4 and 5. No success, but no critical failure either. Valeria could rule in other circumstances that Marion would manage to climb with difficulty and at a slower pace, but this time, the rope is loose in the air, more than a meter (or 3 feet) away from the nearest wall; sometimes people simply don’t have the strength or practice to climb a rope in those circumstances.

Michael tells the group that Lucilla has an idea: Lucilla and Emil could help Marion climb the rope. By raising Marion over the shoulders of the strong Lucilla (who has a Vigor Attribute Score of 3), together they can cut the climbing distance by half and make it easier.

Since Lucilla has also 1 Rank in the Athletics Skill, Valeria allows Marion to retry the test, this time with Lucilla’s assistance. Catherine rolls 3 dice this time—2 from Marion’s Vigor Attribute Score, plus 1 bonus die from Lucilla’s assistance. Catherine rolls a 2, 3 and 5—two successes and an easy climb.

Lucilla follows her. Michael rolls 3 dice, obtaining a 1, 2 and 7. The 7 cancels out a success (the 2, for instance). With still one success remaining (the 1), Lucilla makes the climb to the balcony.

Now, only Emil is left. He has a Vigor Attribute Score of 1 and is Weak. In other circumstances, Valeria would not allow Paul to make the roll, as such a climb would be nearly impossible for a weak character. However, Paul also has 1 Rank in Athletics that convinces Valeria to allow him to take the test, which, just like the others, will be a normal one.

Paul, however, rolls a 7. Even though Emil has an Athletics Skill Ability that would allow him to subtract 1 point from a rolled die, that Ability does not allow him to change the result of a rolled 7. Thus, a critical failure happens.

Valeria adjudicates that Emil managed to climb almost to the height of the balcony, but he then becomes tired and accidentally lets the rope slip from his hand. He falls from a height of approximately 3 meters (or 10 feet), receives 1 Wound Point (which reduces all of his Damage Thresholds by 1), but otherwise is still in one piece with a bruised shoulder. Not only that, Valeria adjudicates that, since a failure was rolled, the climb simply cannot be made by Emil.

Marion, however, has an idea: Emil could tie the rope around his thorax and under his arms, and Marion and Lucilla can try to raise him to the balcony by pulling

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successful and Valeria tells Catherine that Marion didn’t detect any traps.

She goes to the chest and tries to open it. It is locked. Another normal Legerdemain Skill test is called for, but this time Marion succeeds. She opens the chest to find old clothes and, between then, a necklace that appears to be of some value. Immediately, Valeria calls for a Weakness test, as Marion has the Greed Weakness.

Catherine rolls a 6—she fails the test, and Marion’s greediness overwhelms her. Even before Valeria has to say what will happen, Catherine knows what to do: she tells her that Marion discreetly puts the jewel inside her pouch without alerting her friends.

Of course, Paul and Michael know what is happening, but as good roleplayers, they know their characters don’t know this yet and will act accordingly. Paul tells Valeria that Emil is simply not paying attention to what Marion is doing. Michael, on the other hand, tells her that Lucilla might have noticed what Marion was doing. Catherine then reminds Valeria that Marion tried to put the necklace away inside her pouch “discreetly.”

Valeria calls for a contest between Marion and Lucilla, the former with her Legerdemain Skill and the latter with her Perception Skill. The contest, Valeria decides, will be a normal one for both.

Catherine and Michael roll a single success each. Valeria could break the tie by asking each player to roll a single die, but she decides that Marion is the active character in the contest and the winner—it was she who started the whole situation by trying to hide the necklace from her friends—while Lucilla, for her turn, is somewhat passive, as she is not actually suspicious of Marion, but is just looking around.

Thus, Marion wins the contest and hides the jewel without Emil and Lucilla learning of its existence for the time being. Again, as good roleplayers, Paul and Michael accept the result and let it pass: there is no reason for Emil or Lucilla to be suspicious of anything regarding Marion.

As Catherine has been roleplaying Marion well for some time in the current gaming session, Valeria awards her the Token immediately.

Suddenly, Valeria tells the players, the room’s door slams open: four Human musketeers wearing the black and gold uniforms from Lothalyon enter the room, swords in hand. “We have been waiting for you, you noisy rats!” one of the guards exclaims, as Valeria roleplays him. The game master could have decided to first make a secret normal

through brute force. They go with the spell plan.

First, Paul needs to assess how many Mana Points are available in Varimir’s Estate. This is a Free Action that doesn’t require any test. Valeria decides that the building, though surrounded by a beautiful garden, qualifies as an urban environment. As such, it will have as many Mana Points as the roll of a die minus 1. She rolls a 4 and tells Paul there are 4 Mana Points in the area.

With a Presence Attribute Score of 3, Emil may absorb all that mana if he wants to, but he won’t corrupt the place. He chooses to focus and absorb only 3 Mana Points. All those Mana Points are used by Emil to reduce its Time to Cast Spell Aspect from 1 hour to 4 rounds (or 20 seconds), as no other Spell Aspects need to be changed: Emil doesn’t think such an ordinary door would have an enchanted lock, so the default Arcane Power Spell Aspect of 1 should be sufficient; he is also standing right next to the door, so there is no need to increase the spell’s Range Spell Aspect beyond its initial value of 2 meters (or 7 feet); besides that, he is trying to open a single lock, so there is likewise no need to increase the spell’s Number of Targets (or Area of Effect) Spell Aspect beyond its default value of 1 (or 1 meter / 3 feet); finally, according to its description, the Open Lock spell is, by default, a spell with an instantaneous duration and permanent effects, so there is equally no need to increase its Duration of the Effects Spell Aspect.

As Emil has a Wits Attribute Score of 4, Paul decides to drop another die to increase the Time to Cast Spell Aspect by another level, effectively reducing the required spellcasting time to just 3 rounds, or 15 seconds.

Thus Emil spends 15 seconds focusing on spellcasting, chanting, and making gestures in the air representing the required Arcane Symbols. Paul then rolls for the Arcana Skill test—Emil has 4 Ranks in that Skill; however, all spellcasting tests are hard by default, so he will take the test as if he had 2 fewer Ranks. He rolls a 0, 2 and 6, and succeeds. Valeria describes a strange mechanical sound coming out of the lock as it magically opens.

The player characters get inside. Valeria describes the scene: a dark bedroom that appears to not have been in use for quite some time. It is somewhat dark inside. With the moonlight, they spot an unlit candle on a small table beside a dusty bed. Lucilla goes there and lights the candle with her brimstone—an action that requires no test.

On the opposite side of the room is a chest. Carefully, Marion approaches it. Catherine tells Valeria that Marion is looking for any traps near the chest. Valeria knows there is none, but to keep up the suspense, she calls for a normal test with the Perception Skill. Marion is

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non-player characters are easily dispatched or knocked out by as little damage as 2 points, and Marion dealt 6—4 from the Base Damage Rating of her flintlock pistol plus 2 from the number of successes she obtained over the target.

Like Marion, Emil decides to fire his flintlock pistol against another guard, but to no avail, as he rolled no successes. Nevertheless, it probably was Paul’s best call, as, with only a single point of Mana left for the time being in Varimir’s Estate, there was already very little that Emil could do in terms of magic, especially since he didn’t bring his Familiar on this mission. Now it is the guards’ turn. Valeria decides the first one will go after Lucilla, but he rolls no successes. Normally, Michael wouldn’t need to roll for defense, but as Lucilla has the Riposte Ability, he wants to try to capitalize on that mistake and strike back (this time with no risks). As the rules allow it, Lucilla draws her fencing sword as a reaction against the incoming (but failed) attack.

The contest will be a hard one for Lucilla. She has a Dexterity Attribute Score of 3 and 3 Ranks in the Fencing Skill. Michael rolls 3 dice and obtains a 1, 3, and 4. As the contest was a hard one, Lucilla obtained only one success, but it is exactly what she needed. Valeria describes the scene: Lucilla parries the attack, then delivers a lightning-quick and lethal strike to the guard. He falls to the ground.

Two guards remain. Will they press on the attack while outnumbered? Will they call for help? Are more guards waiting outside in the corridor or already on their way because of all the commotion taking place? Is Lord Varimir himself currently at his Estate? What supernatural powers he might have? Is his mighty Brau’Haque lieutenant nearby? Will the player characters abort the mission and make a run for the exit? Will they keep searching for the Azagar Stone?

The possibilities are as endless as the imaginations of Valeria, Paul, Catherine, and Michael, as the stories of Emil, Marion, and Lucilla in the world of Niorthus continue.

Perception test for the most perceptive guard, to see if he heard or saw the player characters, but Valeria chose not to, maybe because she decided the player characters were loud enough that no guard, no matter how incompetent, would be unable to hear them. Or perhaps the encounter was dictated either by the story itself or by a last-minute change of mind by Valeria simply for storytelling purposes.

Even though the combat about to take place will be quite simple, Valeria decides to make a simple drawing of the room, placing the door to the corridor, the door to the balcony, the bed, the chest, the guards and the player characters. She also draws a small, simple line on the side, representing a 1-meter/yard scale for reference if needed. Still, the scene was uncomplicated enough for Valeria—if she wished to do so—to simply set it up with just a few words and let the action take place entirely inside the players’ minds.

Valeria then asks all the players to roll for Initiative. Each player rolls a number of dice equal to their respective character’s Dexterity Attribute Score. Catherine gets a total of 16 for Marion. Paul rolls 12 for Emil. And Michael rolls a total of 6 for Lucilla—she will be the last one acting, as the guards are all secondary non-player characters with a default Initiative of 7.

Marion draws her flintlock pistol. “She came prepared,” Catherine tells Valeria, as she asks Valeria to allow Marion to fire her pistol during round one against one of the guards, thus without having to first lose a couple of rounds to load her weapon. Valeria allows it.

It is a normal Marksmanship Skill test. Catherine rolls a single 0 and two sixes, but, as she has the Token, she obtains two successes. As it was very likely—dodging is a hard contest for someone targeted by a ranged attack—the guard rolls no successes and is hit by the shot.

“Thunder echoes inside the room as it is filled with smoke.” Valeria describes the action as she tells the players that the guard falls dead with the precise shot—secondary

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so a spellcasting will never be a discreet, stealthy affair that could pass unnoticed by others.

When spellcasting, the spellcaster must also gather and spend at least one Mana Point. Most spells also require the spellcaster to have their targets in their line of sight, directly or not; this is especially true for spells that allow the target to try to resist its effects.

If the necessary conditions are met, the player will take an Arcana Skill hard test or contest to try to cast the spell. Success in the Arcana Skill test means the spell is cast as intended, and normal rules regarding critical successes in tests and contests apply. On the other hand, failure means the spell fizzles out and it is not cast, but a critical failure will mean the spell is cast with undesired—perhaps tragic—consequences for the spellcaster instead, such as a reversed effect.

If a spell is successfully cast, the spellcaster may choose to be immune to the magical effects of said spell, unless it is somehow deflected back by another spellcaster. Note that, while a spellcaster may declare herself immune to the magical effects, they may still be affected by the physical effects or consequences of a spell on the natural world. Thus, for instance, a spellcaster may still be burnt by a fire they magically cast or become wet from the rain they conjured from the sky.

Usually, a target of a malicious spell may try to defend himself from it with a contest against the spellcaster’s Arcana Skill using the Vigor Attribute or Presence Attribute, or the Dodge Skill, depending on the spell’s desired effect and how it would manifest in the physical world to achieve it: the contest is hard for the target too. Also, for spells that both deal damage and can be dodged, natural or worn armor will reduce the damage dealt if the spell hits.

ARCANE SYMBOLS

Arcane Symbols have the power to bend reality and materialize the effects from spells in the physical world. In any given setting with spellcasting, they are signs representing the true meaning of things in an ancient, arcane language, such as Sidhe AAAAAAA, Forest-Speech AAA, or Jeod AA.

The complete BYTE RPG Rulebook has 20thematic modules. Below are partial contents of one such module.

SPELLCRAFT

SPELLCASTERS

Some settings may allow a character to be a spellcaster, someone who can use the Arcana Skill to cast spells for various effects. The true nature of spellcasting depends on the setting, but it will most likely derive from divine or otherworldly powers channeled into the physical world by the character.

For a spell to be cast, the spellcaster must draw an invisible energy from their surroundings, usually referred to as Mana.

A new character begins the game with the Ability to cast spells if they have all of the following:

♦ the Insightful Advantage from the Wits Attribute ♦ the Spellcaster power: it costs 1 Background Point to

acquire this power, but depending on the setting, it may be acquired randomly as a divine power

♦ 2 Ranks in the Arcana Skill ♦ depending on the setting, a specific language (either

as a native or an acquired one): Sidhe AAAAAAA, Forest-SpeechAAA, or Jeod AAA

SPELLS

Each spell requires the character to know the specific “Arcane Symbols” for its casting. An Arcane Symbol is a rune-like sign capable of unlocking the power to cast spells in the world. Each Arcane Symbol will represent some characteristic of the spell.

When casting a spell, the spellcaster will have to trace in the air with complex hand gestures the Arcane Symbols related to it and have its associated occult sounds vocalized loud and clear. Thus, they must be able to speak and have at least one hand free to cast the spell. Once cast, it will be accompanied by visual and auditory cues or effects,

THEMATIC MODULES

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each symbol encompasses many concepts that, in one way or another, are related to a broader idea of what it can do.

Listed below are the 24 Arcane Symbols with their many meanings. Still, these definitions are not exhaustive, and both players and the game master are encouraged to be bold and embrace subjectivity when interpreting them. One rule of thumb remains: no two Arcane Symbols may share the same meaning.

FIRST ARCANE SYMBOLS LIST:

Blood: energy source, health, injury, life, power.Body: arm, armor, dexterity, deft, feet, hand, leg, shell, strength, vigor.Face: appearance, emotion, head, presence.Nature: creature, familiar, forest, jungle, place, plant, river, mountain.Object: ammunition, automaton, engine, machine, mechanism, shield, tool, weapon.Time: dead thing, future, ghost, past, old thing.Tongue: knowledge, language, spell, voice, wits.Void: faith, mind, soul, thought.

SECOND ARCANE SYMBOLS LIST:

Attack: collapse, damage, destroy, kill.Attune: control, enchant, imbue, meld.Cleanse: absolve, dispel, heal, purify.Corrupt: charm, curse, deteriorate, infect.Defend: bless, deflect, hide, protect, resist.Move: climb, jump, run, swim, throw, travel.See: discover, find, identify, remember.Transmute: change, disguise, mutate, transform.

THIRD ARCANE SYMBOLS LIST:

Air: cloudy, fast, gaseous, windy, stormy.Earth: fertile, healed, natural, stony.Ethereal: illusory, incorporeal, invisible.Fire: bright, electrified, energized, heated, sunny.Shadow: dead, hidden, obscured, occult.Virtue: good, lucky, new, strong.Water: frozen, icy, rainy, slow, snowy, wet.Wicked: evil, old, unlucky, weak.

Newly created spellcaster characters start with the knowledge of a number of Arcane Symbols equal to 3 plus their number of Arcana Skill Ranks, all freely chosen by the player.

If a character increases their number of Ranks in the Arcana Skill between stories (through Experience Points), they will automatically learn one additional Arcane Symbol (again, freely chosen by the player).

The character may learn new Arcane Symbols between stories by spending 3 Experience Points per

To cast a spell, the spellcaster’s player must state their intent (specific desired outcome for the spell) to the game master and do the following:

1. Select a First Arcane Symbol (also known as the True Subject): the arcane representation of the thing that is the spell’s target; sometimes, it is the spellcaster, sometimes, an area or another thing, material or immaterial, living or otherwise.

2. Select a Second Arcane Symbol (also known as the True Action): the arcane representation of the action that gives form to the spell’s effect; it is the process by which the desired outcome will be reached.

3. Select a Third Arcane Symbol (also known as the True Effect): the arcane representation of the central, desired effect or outcome for the spell.

4. Spend Mana Points: spend at least one Mana Point to initiate the spellcasting.

For instance, a spell to levitate a person may be cast with the following Arcane Symbols: Body (the target: person), Move (the action to be performed on the target: movement) and Air (the desired effect: to move the person in the air).

Assuch,spellcasting,whiledifficultforacharactertoperform,alsoaimstobefreeformtomaximizecreativityand roleplaying opportunities; casting a spell may behardandperilous,butitseffectsmaybeaverypowerfulthing.

It is important that, before the dice roll for the spellcasting, the game master tells the player if the selected Arcane Symbols actually have a chance to combine with each other to achieve the desired outcome, or if different Arcane Symbols should be used: note that these Arcane Symbols may include one or more that the character hasn’t learned yet, and if that is the case, the player may change their selection of Arcane Symbols or even change their action (including abstaining from casting a spell at that time).

So the player may always check with the game master (during character creation or a session) if a particular combination of Arcane Symbols may have a chance to make the desired outcome happen.

For those who prefer a more traditional, set-in-stone type of spellcasting, the complete BYTE RPGRulebook will have a chapter with a spell list and their uniquecombinationsofArcaneSymbols.

LEARNING ARCANE SYMBOLS

An Arcane Symbol never has just one meaning;

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After the Arcana Skill test or contest is made, any remaining dice are discarded, and when the character wishes to cast a new spell, they will need to spend Mana Points again.

However, there are some limitations to the act of gathering Mana Points.

First, the spellcaster will have limits of their own: they will never be able to gather and spend more Mana Points in a single spellcasting than double their Presence Attribute Score (which, however, may be artificially increased by some magical artifacts).

Second, the spellcaster should find a Mana source from where they can gather the Mana Points needed to cast their spell. What constitutes a valid Mana source depends on the setting (see below).

Third, a spellcaster may never draw Mana Points from more than a single source for a single spellcasting, even though more than one source may be readily available to them. Thus, they may not add up Mana Points from two sources simultaneously.

Fourth, some settings may require that the spellcaster hold a special wand, staff or other item to both gather Mana Points and cast a spell through it.

Once Mana Points are gathered to try to cast a spell, they are lost forever (or, depending on their source, replenished after a certain time passes). This is true even if the spell is unsuccessfully cast, resisted or dodged by its target, interrupted by an attack, or dispelled or deflected by another spellcaster.

MANA SOURCES

Mana sources are places, objects, ingredients, beings or innate powers from which a spellcaster may gather the necessary Mana Points to cast a spell.

While some Mana sources may be freely accessed by any spellcaster characters that come into contact with them, others may only be used through specific techniques, some of which may have specific requirements such as Skill Abilities, equipment, or materials.

As a Free Action, any spellcasters may sense how many Mana Points are available in any nearby Mana source, and no test will be required for that.

Below you will find a sample of the Manasources available in the BYTE RPG Rulebook. Whendesigning a settingwith spellcraft, the gamemaster

Arcane Symbol. These Arcane Symbols, however, are neither chosen by the player nor randomly assigned. They must be directly related to a specific in-game event, such as the character finding a tome or tutor that will teach her about a particular Arcane Symbol. The character, then, will learn this new Arcane Symbol only if they study the book in question or as an apprentice of said master, and only as long as the Experience Points are spent.

While spellcasters are usually free to learn Arcane Symbols, some settings may limit access to the powers residing in some Arcane Symbols to those that truly submit themselves to certain beliefs or faiths, as those powers will be the domain of certain gods or supernatural beings and inaccessible to all but their most devoted followers.

Depending on the setting, such spellcasters are classified as clerics or cultists and additional requirements apply to gain access to the powers of specific Arcane Symbols, such as: possessing or not specific Weaknesses, having or not knowledge of specific Arcane Symbols, belonging to a specific Ancestry or Culture, having a specific Divine Power, having a specific Talent, having performed a specific offering, ritual or sacrifice.

The Arcane Symbols of the Third category are most likely to be the ones restricted to the followers of a divinity, especially Virtue and Wicked.

Having access to the powers of a restricted Arcane Symbol won’t depend on the spellcaster’s position within any formal cult hierarchy, but instead will rest on the character’s true beliefs and past actions.

Because of that, a spellcaster may fall from grace and lose access to the powers of a restricted Arcane Symbol when they perform any act considered disrespectful to their deity. Regaining access to lost powers is possible, but will usually call for considerable atonement and sacrifice on the part of the character.

MANA POINTS

Before taking a test or contest to cast a spell, a spellcaster will receive bonus dice to add to those from their Wits Attribute Score by spending one or more Mana Points.

This bonus will be one extra die per Mana Point, including the first one required to initiate the spellcasting. These extra dice may be used for the Arcana Skill test or contest, or discarded to increase one or more Spell Aspects by one or more levels. As usual, no more than 5 dice may be rolled.

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Still, to try to increase the rate at which a place replenishes its Mana Points as well as to shield other spellcasters from gathering power from the same surroundings, a spellcaster may try to attune herself to a certain location. The place in question must be a secluded location where they have lived for at least a month. Then, to attune herself to this place, they must enter a meditative trance ritual for approximately an hour and succeed in a normal test of the Arcana Skill. A failure will mean the spellcaster is rejected by the place and a retry is not possible.

A secluded place which the spellcaster is attuned to will replenish its Mana Points fully after a full day passes, as long as they don’t corrupt it (see further below).

Note: a secluded place may not be attuned to more than one spellcaster at the same time, but it may “change hands” between two spellcasters. For this to happen, either the first spellcaster must have passed away, or a dispel-like spell (such as Break Attunement or Dispel Magic) must be successfully cast on the place with such purpose (but remember that the second spellcaster may not gather Mana Points from a place attuned by another spellcaster, which may make things complicated regarding being able to cast said spell). Only after that may a new spellcaster try to attune herself to the same location, following the same rules above.

Finally, while a spellcaster may drain Mana Points from their surroundings freely, they must be mindful that if a place is totally drained of all its Mana Points, it will become corrupted: plants will wither, soil will spoil, small insects may die, and the location will never again reach its former power. That is why, in most societies where magic is regulated by law, corrupting is frowned upon and considered illicit, and it may be severely punished. A corrupted place will replenish its Mana Points at the rate of 1 point per week, and Mana Points will only be restored up to half of its original total (rounded down).

SPELL ASPECTS

When a spell is about to be cast, the player must together with the game master decide on the aspects of such spellcasting, that is, the scope of the casting itself and, if successful, the strength of the spell’s effects.

There are five Spell Aspects:

THE FIRST SPELL ASPECT - ARCANE POWER:

The first Spell Aspect is the Arcane Power, which represents the difficulty of a spell to be magically deflected or dispelled, as well as—more importantly—the strength

mustchoosehowmanyandwhichManasourcesexistin their world.

SURROUNDINGS AAAAAA:

In AAA and AAA, Mana may be found by spellcasters in most surroundings: in the air, on the earth, on the sea, on the grass, on a river, in the leaves of trees, in the lives of small insects, and even in some deserts and urban environments.

Spellcasters may gather such Mana through mystical arts, borrowing this invisible energy from nature to fuel their spells, and most of the time without any damage to their surroundings.

In game terms, gathering Mana Points from surroundings is a Free Action done by the spellcaster character together with their first Focus Action used to cast a spell. No test is required and the character will gather as many Mana Points as needed for the spellcasting as long as their surroundings still have them. Also, as usual, the spellcaster may not gather more Mana Points than twice their Presence Attribute Score per spellcasting.

So when a spellcaster character decides to gather Mana Points from their surroundings, the game master must decide how many are available. Usually, a natural surrounding will have Mana Points equal to the roll of one die plus 4, while a desert or an urban environment will have Mana Points equal to the roll of one die (minimum of 0); rare, special places called Mana Nodes will have one die plus 12 Mana Points, and some Mana Nodes may additionally provide spellcasters with bonuses to spellcasting tests and contests, depending on the Arcane Symbols used. Mana Nodes are usually magnificent places untouched by progress—an oasis, a natural clearing inside a forest, the snowy top of a high mountain, a chamber deep inside connected caves, a small island inside a lake, etc.—or mystical ones, such as a legendary temple or the intersection of ley lines.

All available Mana Points may be accessed by all spellcasters present, so if a certain spellcaster gathers some of them, that amount will be deduced from the surroundings’ total and thus won’t be available anymore to the other spellcasters also present.

Once the surroundings no longer offer sufficient Mana Points for a spellcaster, they have two options: change locations to try to find a new place with more Mana Points, or wait a certain amount of time for the Mana Points of their current surroundings to replenish. If not corrupted (see further below), a place will replenish its Mana Points at the rate of 1 point per day.

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source won’t work though, as gathering Mana withaFreeAction takesprecedenceovergatheringManawith a Reaction.

THE THIRD SPELL ASPECT - RANGE:

The third Spell Aspect is the range of the spell to be cast, or the maximum distance between the spellcaster and the target(s) of her spell. If the target is an area, the distance should be measured from the spellcaster to the center of the area in question.

Some spells may have an automatic minimum range, such as spells that can only be cast on the spellcaster herself.

Ifa spell is castwith themaximumRangeSpellAspect level, it can theoretically reach any point in theworld;however,mostspellsrequirethatspellcastershavethetarget(s)intheirlineofsight.

THE FOURTH SPELL ASPECT - DURATION OF THE EFFECTS:

The fourth Spell Aspect is the duration of the spell effects, which is the time it takes for them to disappear once they are successfully cast. Some spells may have an automatic minimum duration if they are considered spells with instant effects, such as most spells that deal damage to opponents.

For attacking spells with instant durations, this means two things: such spells won’t be able to deal recurring damage, and the damage inflicted by such spells are physical consequences of theirs on the natural world and not magical effects, so any Wound Points dealt will be permanent (until healed).

More often than not, a spellcaster may voluntarily interrupt the duration of a spell’s effects at any time, but any physical consequences of the spell in the natural world will remain: for instance, a magical rain may be made to stop sooner, but the resulting puddles will remain on the ground.

If a spell is castwith themaximumDurationofEffects Spell Aspect level, it may be able to last for aneternity.

THE FIFTH SPELL ASPECT - NUMBER OF TARGETS OR

AREA OF EFFECT:

The fifth and last Spell Aspect is the target of the spell, which may be measured either in numbers of targets (be it individuals, creatures, or objects) or in area size. The game master is free to adjudicate, depending on the

of its effects, such as the amount of damage dealt (usually from the Energy type) and the size of a bonus or penalty to an Attribute (in Score points) or Skill (in Ranks).

Unlike most other forms of attack, when a spell deals damage, said damage will not be increased by the margin of success that the spellcaster obtains over their target.

The game master is always free to state that some spells with powerful effects must require, by default, a minimum Arcane Power Spell Aspect level to be cast successfully.

THE SECOND SPELL ASPECT - TIME TO CAST:

The second Spell Aspect is the time it takes to cast a spell, from gathering Mana Points to the manifestation of the spell’s effects, in either hours, minutes, or rounds. A spellcaster may do nothing besides Focus actions during the whole casting time (besides perhaps some specific Free Actions), otherwise the spellcasting will be interrupted and the Mana Points gathered will be lost.

Still, during the spellcasting, the spellcaster may try to self-defend normally, but if they are hit, the spellcasting will be interrupted regardless of any damage taken, and all Mana Points gathered will be lost.

During combat and other kind of scenarios, once the spellcaster concentrates for the required amount of time, they may then immediately release the spell as a Free Action on the same turn of their last required Focus action, or hold it off indefinitely as long as they keep concentrating on following turns by continuing taking the Focus Action for this purpose exclusively. Thus, no other spellcasting may be attempted by the same spellcaster while a spell is still being held.

If the spellcaster holds a spell, they may release it at any time, even as a Reaction outside their turn, interrupting an enemy action: it is even possible to release the spell in the fraction of time after an enemy attacks or casts a spell of their own, and right before any defensive roll is made.

However, if a held spell is not released and the spellcaster is hit by an attack, the spell and all the Mana Points used to cast it will be lost, and no magical effects will take place.

With enough dice spent, a spell may even becast as aFreeAction oraReactionwithout theneedfor it to be “held”. Casting a spell with a Reaction during the turn of another spellcaster just for the sake ofdenyingthemtheManaPointsfromasharedMana

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in their Arcana Skill test or contest. Dice discarded this way come from either Mana Points gathered for the spellcasting or from the Wits Attribute Score itself.

A player may keep doing this until they have at least one die to roll in the Arcana Skill test or contest, regardless of the character’s Wits Attribute Score. Remember, however, that the Arcana Skill test or contest to cast a spell is always a hard one.

Sinceaplayermayneverrollmorethanfivedice,itisusuallyadvisabletoeithergatheronlythenecessaryManaPointstorollfivedice,orifmoreManaPointsaredrawn,toalwaysdiscardatleastthedicebeyondthefifthdietoincreaseanydesirableSpellAspects(ifnotmore). In the BYTERPGRulebook youwill also find agrimoirewithmorethan170premadespells.

desired spell effect, which way the target will be measured or whether it is the player’s choice.

Whenever a spell is cast over an area, it will always have the shape of a sphere and be measured by its radius. Depending on the nature of the spell, however, walls, ceilings, floors, and other solid obstacles will interfere and block the spell’s effects (game master’s discretion applies).

If a spell is cast with the maximum Number of Targets or Area of Effect Spell Aspect level, it would theoretically be able to affect everyone and everything in the world; however, most spells require that spellcasters have their target(s) in their line of sight.

Note: any and all Spell Aspects may be increased more than once per spellcasting.

To increase any Spell Aspect by one level, the player must decrease by one the number of dice to be rolled

POWER 1 2 4 8 12 16 20 25 30

CASTING 1HOUR 10MIN 1MIN 4 RND 3 RND 2 RND 1 RND FREE A. REACTION

RANGE2M / 7

FT10M / 10

YD50M / 55

YD200M / 220

YD1KM / 1 YD

10KM / 6MI

100KM / 60 MI

1,000KM / 620 MI

UNLIMITED

DURATION 1 RND 3 RND 1MIN. 1HOUR 8 HRS. 1 DAY 1 WEEK 1 MONTH UNLIMITED

TARGETS 1 3 5 10 100 1,000 10,000 100,000 UNLIMITED

RADIUS1M / 3

FT5M / 5

YD25M / 25

YD100M / 110

YD500M / 550

YD5KM /

3 MI50KM /

30 MI500KM /

310 MIUNLIMITED

ASP/DICE 0 -1 -2 -3 -4 -5 -6 -7 -8

TABLE 14 SPELL ASPECT INCREASE AND DICE EXPENDITURE

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Subchapter 1.4.5. CraftSubchapter 1.4.6. DeceptionSubchapter 1.4.7. DodgeSubchapter 1.4.8. DrivingSubchapter 1.4.9. Engineering Subchapter 1.4.10. Exotic WeaponsSubchapter 1.4.11. FencingSubchapter 1.4.12. Heavy Weapons Subchapter 1.4.13. IntimidationSubchapter 1.4.14. LeadershipSubchapter 1.4.15. LegerdemainSubchapter 1.4.16. Marksmanship Subchapter 1.4.17. Martial ArtsSubchapter 1.4.18. MedicineSubchapter 1.4.19. Melee WeaponsSubchapter 1.4.20. PerceptionSubchapter 1.4.21. PersuasionSubchapter 1.4.22. Piloting Subchapter 1.4.23. SeamanshipSubchapter 1.4.24. StealthSubchapter 1.4.25. SurvivalSubchapter 1.4.26. TamingSubchapter 1.4.27. Technology

Chapter 1.5. Finishing TouchesSubchapter 1.5.1. CulturesSubchapter 1.5.2. Languages and TalentsSubchapter 1.5.3. Background PointsSubchapter 1.5.4. Money and Social ClassesSubchapter 1.5.5. Multiple CharactersSubchapter 1.5.6. Superhero Characters

Section II – Gameplay Rules

Chapter 2.1. Game MasteringSubchapter 2.1.1. OverviewSubchapter 2.1.2. Dice and ModifiersSubchapter 2.1.3. Attribute TestsSubchapter 2.1.4. Attribute ContestsSubchapter 2.1.5. Weakness TestsSubchapter 2.1.6. Skill TestsSubchapter 2.1.7. Skill ContestsSubchapter 2.1.8. Assessing Difficulty and Outcome

Section I – Character Creation

Chapter 1.1. Overview

Chapter 1.2. AncestriesSubchapter 1.2.1. HumansSubchapter 1.2.2. The AmerfeinSubchapter 1.2.3. BeastmenSubchapter 1.2.4. Brau’HaquesSubchapter 1.2.5. CirimidsSubchapter 1.2.6. DaramohnsSubchapter 1.2.7. DweorgsSubchapter 1.2.8. The EdohynSubchapter 1.2.9. ElvesSubchapter 1.2.10. GherfidrSubchapter 1.2.11. GnomesSubchapter 1.2.12. GoblinsSubchapter 1.2.13. JeodsSubchapter 1.2.14. The JurkhyaSubchapter 1.2.15. MuratirsSubchapter 1.2.16. NondalusSubchapter 1.2.17. OrcsSubchapter 1.2.18. PurzarisSubchapter 1.2.19. RaikursSubchapter 1.2.20. The SidheSubchapter 1.2.21. TaulliansSubchapter 1.2.22. The VorshSubchapter 1.2.23. YasogonsSubchapter 1.2.24. ZaaveldsSubchapter 1.2.25. Demi-Humans

Chapter 1.3. Main StatsSubchapter 1.3.1. AttributesSubchapter 1.3.2. AdvantagesSubchapter 1.3.3. DisadvantagesSubchapter 1.3.4. WeaknessesSubchapter 1.3.5. Skills

Chapter 1.4. AbilitiesSubchapter 1.4.1. ArcanaSubchapter 1.4.2. ArcherySubchapter 1.4.3. AthleticsSubchapter 1.4.4. Charm

LIST OF CONTENTS FROM THE COMPLETE BYTE RPG

RULEBOOK

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Subchapter 3.1.10. Grimoire

Chapter 3.2. Divine PowersSubchapter 3.2.1. OverviewSubchapter 3.2.2. List of Divine Powers

Chapter 3.3. Vitality PowersSubchapter 3.3.1. OverviewSubchapter 3.3.2. List of Vitality Powers

Chapter 3.4. Psychic Powers Subchapter 3.4.1. OverviewSubchapter 3.4.2. List of Psychic PowersSubchapter 3.4.3. Psychic Creatures

Chapter 3.5. MutationsSubchapter 3.5.1. OverviewSubchapter 3.5.2. List of Mutations

Chapter 3.6. DreamscapesSubchapter 3.6.1. OverviewSubchapter 3.6.2. Creating a DreamscapeSubchapter 3.6.3. The Rules of a DreamscapeSubchapter 3.6.4. Dreamscape and the MindSubchapter 3.6.5. The Morpheus Machine

Chapter 3.7. TrackersSubchapter 3.7.1. OverviewSubchapter 3.7.2. DarknessSubchapter 3.7.3. FortuneSubchapter 3.7.4. Hope and Despair

Section IV – Thematic Modules – Bestiary

Chapter 4.1. CreaturesSubchapter 4.1.1. OverviewSubchapter 4.1.2. Companion CreaturesSubchapter 4.1.3. Sample Creatures

Chapter 4.2. Denizens of the NightSubchapter 4.2.1. The Undead Subchapter 4.2.2. Undead Types and the HordeSubchapter 4.2.3. VampiresSubchapter 4.2.4. Vampire Player CharactersSubchapter 4.2.5. LycanthropySubchapter 4.2.6. Fiends

Section V – Thematic Modules – Tech

Chapter 5.1. Networks and Hacking Subchapter 5.1.1. Overview Subchapter 5.1.2. Hacking Contests Subchapter 5.1.3. Programming Subchapter 5.1.4. Hacking Advanced Tech Subchapter 5.1.5. Neural Hacking

Subchapter 2.1.9. AssistanceSubchapter 2.1.10. Impromptu TestsSubchapter 2.1.11. The Token

Chapter 2.2. CombatSubchapter 2.2.1. InitiativeSubchapter 2.2.2. Rounds, Turns, and ActionsSubchapter 2.2.3. Attack and DefenseSubchapter 2.2.4. Damage, Wounds, Healing, and DeathSubchapter 2.2.5. Fencing DuelsSubchapter 2.2.6. Dueling with Flintlock PistolsSubchapter 2.2.7. ShowdownSubchapter 2.2.8. BrawlsSubchapter 2.2.9. Chases

Chapter 2.3. SurvivalSubchapter 2.3.1. Food and WaterSubchapter 2.3.2. DiseasesSubchapter 2.3.3. Drugs and PoisonsSubchapter 2.3.4. Radiation-like EffectsSubchapter 2.3.5. Hazardous ConditionsSubchapter 2.3.6. Drowning and SuffocationSubchapter 2.3.7. FallingSubchapter 2.3.8. Massive Destruction

Chapter 2.4. Money and EquipmentSubchapter 2.4.1. Money Subchapter 2.4.2. Buying Subchapter 2.4.3. Selling Subchapter 2.4.4. Rewards Subchapter 2.4.5. Equipment and PropertiesSubchapter 2.4.6. Weapons and ArtillerySubchapter 2.4.7. Firearm Attachments Subchapter 2.4.8. Protective ItemsSubchapter 2.4.9. Encumbrance

Chapter 2.5. Final Rules and Example of GameplaySubchapter 2.5.1. Between StoriesSubchapter 2.5.2. Experience and RetirementSubchapter 2.5.3. Non-Player CharactersSubchapter 2.5.4. A Brief Example of Gameplay

Section III – Thematic Modules – Mind, Soul and Powers

Chapter 3.1. SpellcraftSubchapter 3.1.1. SpellcastersSubchapter 3.1.2. SpellsSubchapter 3.1.3. Arcane SymbolsSubchapter 3.1.4. Learning Arcane SymbolsSubchapter 3.1.5. Mana Points Subchapter 3.1.6. Mana SourcesSubchapter 3.1.7. AlchemySubchapter 3.1.8. Spell AspectsSubchapter 3.1.9. Deflecting Spells and Dispelling Spell Effects

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Subchapter 7.1.6. Merchant CompaniesSubchapter 7.1.7. MissionsSubchapter 7.1.8. CorporationsSubchapter 7.1.9. The InstituteSubchapter 7.1.10. FundsSubchapter 7.1.11. Support PersonnelSubchapter 7.1.12. CommunitiesSubchapter 7.1.13. FollowersSubchapter 7.1.14. Crises

Chapter 7.2. Collapsed Economic SystemsSubchapter 7.2.1. Starting EquipmentSubchapter 7.2.2. Bartering

Chapter 7.3. Games and SportsSubchapter 7.3.1. Bastion and KnucklesSubchapter 7.3.2. Tento and Spikedball

Appendix – No Coin for Charon Mini-Setting

Chapter A.1. Rules IndexSubchapter A.1.1. Character CreationSubchapter A.1.2. Gameplay RulesSubchapter A.1.3. Thematic Modules

Chapter A.2. Setting Overview and Advice

Chapter A.3. Setting ToolkitSubchapter A.3.1. InstructionsSubchapter A.3.2. Non-Player Character TablesSubchapter A.3.3. Faction TablesSubchapter A.3.4. Location TablesSubchapter A.3.5. Community Tables

Chapter A.4. Sample Factions

Chapter A.5. Sample Characters

Subchapter 5.1.6. VR Net Subchapter 5.1.7. Relayed Feedback Burn Subchapter 5.1.8. Potentials

Chapter 5.2. AI and Automata Subchapter 5.2.1. AISubchapter 5.2.2. AI CharactersSubchapter 5.2.3. Automata Subchapter 5.2.4. Automaton Characters

Chapter 5.3. Cybernetic Implants Subchapter 5.3.1. Overview Subchapter 5.3.2. List of Cybernetic Implants Subchapter 5.3.3. Neural Software

Chapter 5.4. Mechas Subchapter 5.4.1. Overview Subchapter 5.4.2. Mecha Suits Subchapter 5.4.3. Mecha VesselsSubchapter 5.4.4. Building a Mecha VesselSubchapter 5.4.5. Mecha Combat

Section VI – Thematic Modules – Vehicles

Chapter 6.1. Rides Subchapter 6.1.1. Overview Subchapter 6.1.2. Building a Ride Subchapter 6.1.3. Road Wars Subchapter 6.1.4. Rides versus Creatures

Chapter 6.2. Flying Machines Subchapter 6.2.1. Overview Subchapter 6.2.2. Building a Flying Machine Subchapter 6.2.3. Air Combat Subchapter 6.2.4. Flying Machines versus Flying Creatures

Chapter 6.3. Ships and AirshipsSubchapter 6.3.1. OverviewSubchapter 6.3.2. Ship ClassesSubchapter 6.3.3. Naval Warfare

Chapter 6.4. StarshipsSubchapter 6.4.1. OverviewSubchapter 6.4.2. Starship ClassesSubchapter 6.4.3. Building a StarshipSubchapter 6.4.4. Starship Battles

Section VII – Thematic Modules – Society

Chapter 7.1. OrganizationsSubchapter 7.1.1. FactionsSubchapter 7.1.2. Noble HousesSubchapter 7.1.3. Secret SocietiesSubchapter 7.1.4. Religious OrdersSubchapter 7.1.5. Mercenary Companies

Page 43: CREDITS - byterpg.com · QUICKSTART RULES BYTE ROLEPLAYING GAME INTRODUCTION This BYTE Roleplaying Game (BYTE RPG) Quickstart Rules is composed of selected parts from the complete

DEXTERITY

AGILE DEADEYE DEFT

CLUMSY NEARSIGHTED SLUGGISH

VIGOR

FRAIL SICK WEAK

MIGHTY RESILIENT TOUGH

1 PRESENCE

ASTUTE BEAUTIFUL BRAVE

CRAVEN NAIVE UNATTRACTIVE

WITS

ERUDIT INSIGHTFUL INVENTIVE

SUPERSTITIOUSUNEDUCATED

TECHNOPHOBE

COOPERATIVE EFFORT KNACK COMPETITIVE

ARCANA

ARCHMAGE

ALCHEMIST

CULTIST

DREAMSCAPER

ENCHANTER

SIXTH SENSE

ELEMENTALIST

MONSTER HUNTER

NECROMANCER

ORACLE

FAR-SIGHTED

APPRAISER

HEALING TOUCH

VIRTUOUS

MINDFULNESS

PRODIGY

ANTIQUARIAN

SCHOLAR

SURGE

MYSTIC

ARCHERY

AIMED ARROW

STRONG DRAW

SWIFT SHOT

DOUBLE SHOT

DEADLY

CROSSBOW SPECIALIST

BOW PROFICIENCY

UNBALANCED ARROW

RAIN OF ARROWS

TRUE ARROW

ATHLETICS

ACROBATICS

PARKOUR

EXPERT CLIMBER

DEATH FROM ABOVE

ENDURANCE

FREE CLIMBER

PARACHUTIST

NIMBLE

IRON LUNGS

SUBMARINER

CRAFT

ARTISAN

BLADESMITH

MASTER CRAFTER

ARMORSMITH

WEAPONSMITH

FORGER

GUNSMITH

TOOLSMITH

BOWSMITH

SUPERIOR QUALITY

EXOTICWEAPONS

ACCURACY

BLIND WARRIOR

PRECISION

DANGEROUS

TECHNIQUE

DISARMING ATTACK

QUICK-DRAW STRIKE

THROWING WEAPONS

SKILLFUL WARRIOR

TWO-HANDED STANCE

HEAVYWEAPONS

AUTO FIRE

BURST FIRE

CALCULATED SHOT

BIPOD

EXPERT CREW

SUPPRESSIVE FIRE

GUNNER

HEAVY W. SPECIALIST

GUN-CAPTAIN

RECOIL CONTROL

MARTIALARTS

MASTER

BLIND FURY

COUNTERMOUVE

STRIKE TECHNIQUE

THROW TECHNIQUE

FINESSE

GROUND TECHNIQUE

PUSHBACK

MISSILE PARRY

BRAWLER

MELEEWEAPONS

POWERFUL ATTACK

BLIND FIGHTING

PIERCER

BREAK SHIELD

BREAK ARMOR

STICK FIGHTING

OVERHEAD STRICKE

WHIRLWIND ATTACK

NON-LETHAL STRIKE

LETHAL THROW

CHARM

ASKING AROUND

BEWITCHING

CHARISMATIC

CAPTIVATING

TEMPTER

FLAMBOYANT

SNOOP

INVESTIGATIVE

INTRIGUE

MANIPULATIVE

DECEPTION

ACTOR

BLUFFING

CUNNING

DASHING

TAUNTING

FEINT

MISLEADING

SCHEMER

DISSIMULATING

DUPLICITOUS

INTIMIDATION

BLACKMAILER

BERSERK

COLD STARE

INTIMIDATING

MENACING

FRIGHTENING

GOADING

INTERROGATOR

INQUISITOR

PROVOCATION

LEADERSHIP

AMBUSH

TACTICIAN

CHARGE

DECISION-MAKER

LEADING BY EXAMPLE

FEARLESS

COMMANDING

AUTHORITY

INSPIRING

STRATEGIST

PERSUASION

ORATORY

BRIBER

CONVINCING

STRAIGHTFORWARD

ELOQUENT

FAST TALKER

COMPELLING

HAGGLER

INSIDIOUS

NEGOTIATOR

TAMING

ANIMAL WHISPERER

BEASTMASTER

CAVALRYMAN

DOMESTICATOR

TRAINER

SPIRITUAL BONDING

WRANGLER

COACHMAN

RIDER

LOYAL COMPANION

DODGE

ARMOR PROFICIENT

SHIELD BEARER

CLOAK USE

DANGER SENSE

SECOND WIND

REFLEXES

GRACEFUL

SIDESTEP

SWIFTNESS

TUMBLE

DRIVING

ATTENTIVE

NATURAL

RACER

ROAD WARRIOR

STEADY

MOTORCYCLIST

MOTORIST

HEAVY FOOT

TANK OPERATOR

TRUCKER

MEDICINE

APOTHECARY

SHAMAN

CHEMIST

DOCTOR

VETERINARIAN

FIRM HANDS

PHARMACOLOGIST

HEALER

PARAMEDIC

XENOMEDIC

FENCING

LUNGE

BACKSTAB

PRESCIENT WARRIOR

POWERFUL STANCE

SWASHBUCKLER

FLAIR

GUARD

DEFLECT

RIPOSTE

PUNCTURE

PERCEPTION

ALERT

METICULOUS

CAUTIOUS

PERCEPTIVE

EXAMINER

WATCHFUL

GUARD

KEEN-EYED

SUSPICIOUS

AWARENESS

LEGERDEMAIN

ESCAPE ARTIST

SUBTLE

CONCEALING

PRESTIDIGITATOR

EXPERTISE

FAST DRAW

GEARHEAD

SPECIALIST

PICKPOCKET

LOCKSMITH

MARKSMANSHIP

AIMED SHOT

BURST MODE

BULLSEYE

DOUBLE TAP

SPRAYING BULLETS

FAN SHOT

DUELIST

QUICK RELOAD

AKIMBO

TRUE SHOT

SEAMANSHIP

WATERSAIL

BATTERY

COMMANDER

DAMAGE CONTROL

MANEUVERING

HOLDFAST

SEADOG

HELMSMAN

MARINER

CORSAIR

PILOTING

ACE

BIRD OF PREY

CAPTAIN

DAREDEVIL

EVASIVE

ASTRONAUT

MECHA PILOT

HOVERCAR PILOT

SLIPPERY

SUBMARINE CREW MEMBER

SURVIVAL

ADVENTURER

HERBALIST

SCAVENGER

NAVIGATOR

EXPLORER

FORAGER

GUIDE

HUNTER

INSTINCT

GHOST

TECHNOLOGY

ANALYTICAL

ID SURGE

ASTROGATOR

DEVELOPER

REROUTER

TECHNOMANCER

GATEKEEPER

HACKER

INVASIVE

TECH-SAVVY

STEALTH

ARTFUL

SNIPER

CAMOUFLAGE

SHADOWY

ELUSIVE

ELEMENT OF SURPRISE

ASSASSIN

CLEVER

INFILTRATOR

SNEAKY

ENGINEERING

ARCHITECT

AVIATION ENGINEER

MECHANIC

WEAPON DESIGNER

ENGINEER

ARTIFICER

STARSHIPWRIGHT

SHIPWRIGTH

INVENTOR

JURY-RIGGER

WEAPONS

ARMOR

CLOAK SHIELD

DMGTYPE

ARMORRATING

AMMO

UNARMED STRIKE

WOUNDS

DAMAGE THRESHOLDS

AMMO

AMMO

NAME

APPEARANCE

ANCESTRY CULTURE NATIVE LANG.

OCCUPATION FAITH ALLEGIANCE

FRIEND ENEMY COMPANION

PLAYER

TOTAL EXP EARNED

EXP SPENT

FR

AIL

NO

RM

AL

TO

UG

H

2

4

6

8

10

1

3

5

7

9

3

5

7

9

11 DEAD

1 WOUND

2 WOUNDSBLUNT - 1 WOUND + KO’D?

3 WOUNDS + KO PIERC - 2 WND + KO’D? + DEAD?

3 WOUNDS + KO + DIE TESTENRG - 4 WND + KO’D? + DEAD?

WRATH PRIDE GREED HEDONISM

METHODICAL

TOKEN

SPECIALIZATION

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DIVINE POWERS

MUTATIONS

CYBERNETICS

ARCANE SYMBOLS GRIMOIRE

FIRST (TARGET) SPELL SYMBOLS

BLOOD1

FACE3

BODY2

OBJECT5

TONGUE7

NATURE4

TIME6

VOID8

ATTACK1

CLEANSE3

ATTUNE2

DEFEND5

SEE7

CORRUPT4

MOVE6

TRANSMUTE8

AIR1

ETHEREAL3

EARTH2

SHADOW5

WATER7

FIRE4

VIRTUE6

WICKED8

SECOND (ACTION) THIRD (EFFECT)

SPELLCRAFT LANGUAGES/TALENTS

VITALITY POWERS

VITALITY POINTS

MAX

POWER COST

CURRENT

PSYCHIC POWERS

PSYCHIC POINTS

MAX

POWER COST

CURRENT

CARRIED ITEMS/PROPERTIES/TITLES

CHARACTER ILLUSTRATION

MONEY STAT

HOPE POINTS

FORTUNE POINTS

DARKNESS POINTS

MINIMUMDARKNESS

POINTS