Exemplar Corebook.pdf
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Pobierz
By Jeffrey S. Schecter
exemplar
exemplar
A Role-Playing Game
By
Jeffrey S. Schecter
Copyright (c) 2004 Jeffrey Schecter
Page 1
By Jeffrey S. Schecter
exemplar
WARNING
THE FOLLOWING GAME IS ABOUT BLOWING THINGS UP. IF THIS IS OFFENSIVE TO YOU,BY YOUR RELIGION
OR PERSONAL VALUES CLOSE THIS DOCUMENT NOW.
Page 2
By Jeffrey S. Schecter
exemplar
t a b l e o f
contents
Title Page
1
Resistance
14
IGAC Personality
20
Warning
2
Prerequisites
14
Ch. 5: Setting 21
The IGAC, In General
Table of Contents
3
Alphabetical Listing
14
21
Intro: Concepts
4
Avalon Per. Trance
14
Exemplar Orders
21
The Universe, Briefly
4
Balance
14
Templar/Justicar
22
Role-Whatting?
5
Bypass
14
Navigator
22
Rules in a Nutshell
5
Compel
14
Infiltrator
22
Stuff You Need
5
Counterattack
15
Free Orders
22
Feel and Sources
5
Con. of Nonex.
15
Prime
22
Ch. 1: Characters
6
Diff. of Force
15
Connecting the Dots
23
Character Concept
6
Energize
15
Example Planet, Epsilon
23
Styles
7
Empowered Strike
15
Ch. 6: Wraiths 25
Scenario Summary 25
Named NPCs 25
Citizen Trenton 25
Cmdr. Samuels 26
Infiltrator Hyert 26
Cmdr. Conners 26
Civilian Remey 27
Noted Unnamed NPCs 27
Minor Exemplar 27
Wraiths 27
Fitting the PCs In 27
Scene 1: Lift Off 27
Samuels Explains 28
Conners Explains 28
Scene 2: Epsilon Orbital 28
Remey Explains 28
Scene 3: Boarding Purity 29
Hyert Explains 29
Scene 4: Return to Purity 29
Epilogue
Metaphysics
7
Force Dam. Field
15
Combat
7
Light. War. Stance
15
Plot Points
7
Mounting Tension
15
Statting Out
7
Omni. Per. Trance
15
Aims and Connections
8
Pinpoint Accuracy
15
A Few Examples
8
Prism. Per. Trance
15
Navigator
8
Psychic Per. Trance
16
Assassin
8
Psychic Refocus
16
Technician
8
Psychic Refresh
16
Ch. 2: Action 9
Recap 9
Difficulty Dice 9
Bonuses and Penalties 9
Chance Rolls 10
Combat 10
Effects of Attacks 10
Special Combat Situations 11
Plot Points
Step Without Walk
16
Strike First Stance
16
Telekinetic Force
16
Telepathy
16
Temperature Toll.
16
Thought Scanning
16
Warp Navigation
16
Ch. 4: Casting
17
12
Two Types of NPCs
17
Advancement
12
NPC Stat Template
18
Ch. 3: Metaphysics
13
Portraying NPCs
19
30
Using Willpower
13
Example Named NPCs
19
Reference Sheet
31
Nemesis
13
IGAC Exemplar
19
Character Sheet
32
Techniques
14
Exemplar Officer
20
Activation
14
Navigator
20
Page 3
By Jeffrey S. Schecter
exemplar
i n t r o d u c t i o n
concepts
shining white plastic and gleaming metal are the
bread and butter of Man’s universal pallet. White and
chrome are holy colors because they exemplify purity
and imitation of one’s surroundings.
S
o picture this. You’re all dressed out in your
shiny white plastic and aero-alluminum body armor,
striding through the main tube of one of the hugest
space faring constructs known to man. You’ve got a
shield across your back, a sword on one hip, rifle on
the other, pistol in a shoulder holster and knives up
your sleeves and in your boots, and you know how to
wield every last one. You’re a badass, pure and simple.
Or so sayeth IGAC, the Intergalactic Government
And Church, and what IGAC says is law. IGAC is
wise and all knowing and looks out for its own. Stay
with the pack, be like the pack, live the pack is their
mantra. Self discipline, suppression of desire, and
perfect control over one’s faculties are the highest
virtues that any man or woman could hope to achieve
in their lifetime. And such are embodied by the
Exemplar Orders Various.
White lights flash, which is okay, because lights flash
all the time and in these parts, everything that’s
anything is either white or chrome, and the techies
haven’t managed to make chrome lighting yet. But
these aren’t your standard flashing white lights.
These are your hey, buddy, wake the hell up because
someone’s shooting a stream of lead and microwave
radiation at your thorax. So you’re alert, you’re ready,
you form up with your buddies, stand in position, and
crack! there they are, grubby browns and greens and
blacks invading your nice pristine corridors.
The Templars are the guys who go around and beat
shit up in the name of the church. The Justicars are a
lot like the Templars, but their device is the scale of
justice. The Navigators navigate, charting Jumps and
making sure those great big heaps of shiny white
metal and plastic don’t end up so many atoms strewn
about the universe. Not everyone has what it takes to
be an Exemplar, but these guys, they have it and
more. There are others, but no one really cares about
them, because they’re not nearly as obvious as the
Templars, Justicars, and Navigators. The other guys
don’t do important stuff. Anyway, they wear black,
and if something’s not white and chrome it’s not
worth a second in the spotlight of the public’s eye.
Someone hurls a knife, but that’s okay; you’ve already
got your sword out, and no Justicar worth his salt
wouldn’t be able to knock a sluggish piece of scrap
metal out of the air with that. So the knife’s on the
floor now, but not before you’re on that bastard,
slash-slash and now they’re bleeding, damn--there
goes your shield--out comes your pistol and now the
party’s just got started...
Some folks don’t like IGAC. These poor schmucks
are universally accepted to be barbaric, uneducated,
ugly, undisciplined rabble, even if they go around
calling themselves Exemplars, too. And even if they
do take down a few Warpships, what of it? IGAC has
more! What can a few puny terrorists do in the face of
the majesty that is the Intergalactic Government and
Church
The Universe, Briefly
White and chrome are the colors of the day. From the
city-planet of Prime to the colossal Warpships to the
arms and armor of the Marines Templar and Justicar,
Page 4
By Jeffrey S. Schecter
exemplar
least as many dice. This process continues, back and
forth, until someone botches and misses a roll. In this
case, their opponent is declared victorious. If you care,
you can interpret each roll or pair of rolls as being a
minor conflict in and of itself, all of which together
lead up to the grand finale.
Role-Whatting?
Justicar is a Role-Playing Game, commonly referred
to as an RPG due to the intrinsic laziness of the
human race. If you’ve never played an RPG before,
you should probably go find one, as the next couple
sentences are this booklet’s only attempt at explaining
the thing.
Stuff You Need
Obviously, you need a couple players. One guy to be
the GM, and a few others to be the Players-with-a-
capitol-P. One Player is enough, but three or four is
preferable. It can get hard on the GM if five or six
other guys are sitting across the table, so more than
that isn’t recommended. Everyone will need a few ten
sided dice (six or seven per person should suffice),
and its useful to have a pencil with which to take
notes. A good eraser is vital. The GM should have a
few note cards or a spiral notepad, and each Player
should have a character sheet. And that’s about it.
In an RPG, one player thinks up an imaginary
situation (here one having to do with the galaxies of
IGAC) which they deem cool. This person is known
as the Game Master or Game Moderator or
Gargoyle Magnificent or just plain old GM. The
other guys, here on out just called the Players with a
capitol P, create characters. Then the fictional
characters of the GM interact with the fictional
characters of the Players, as determined by said real
human beings, to create a story about how the
Player’s Characters (called PCs) triumph over
obstacles. In theory, anyway--usually people just use
Role-Playing as an excuse to blow shit up (which is a
good thing).
The Feel, and Sources of
Inspiration
Rules In A Nutshell
Bright, shiny lights. Gleaming and deadly weapons.
Guys with cool haircuts and neat armor and big, sleek
spaceships that are aerodynamic for the sole purpose
of looking tres badass. The ubiquitous signatures of
Man, White and Chrome, starkly contrasting with
endlessly twinkling regions of Black. Such is the
imagery of Exemplar.
Every character has six Styles--being Prowess,
Stealth, Piloting, Charisma, Technology, and Wits--
that show what they are capable of. When a player
wants their character to do something tricky, a few 10
sided dice (available in any respectable hobby shop)
are rolled and added up, the precise number used
being an arbitrary decision of the GM’s based on the
perceived difficulty of the task. If the total of the roll is
equal to or under the character’s value for the
appropriate Style, the action is considered successful.
Where’s it come from? An amalgam of literary,
cinema, and role-playing sources. Star Wars has the
white and the space, The Matrix has chrome and
kung-fu. Navigators and Warpships are shamelessly
ripped off from Frank Herbert’s Dune. The games
Exalted, Wushu, and Feng Shui are excellent action
movie emulating masterpieces. And, of course, none
of my creativity would ever go anywhere without the
good folks at The Forge and RPG.Net.
Character-against-character conflicts get marginally
more tricky. In these cases, the initiator sets the
number of dice to be rolled, and makes their check. If
they succeed, the other guy makes a check using at
Page 5
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