By Marcus L. Rowland
Copyright © 1998, portions Copyright © 1993-7
This summary was originally converted to HTML by Stefan Matthias Aust, to whom many thanks. Changes in this version update some rules and unify the style of the documents in this collection.
Files on the disk include larger versions of the game tables, and the full rules.
Forgotten Futures Character Record Player Name ___________________________________________ Character Name ___________________________________________ Profession _______________________________Sex___Age___ Characteristics Skills BODY [ ] ________________________________________ MIND [ ] ________________________________________ SOUL [ ] ________________________________________ Bonus [ ] Notes & Equipment __________________________________________________________ __________________________________________________________ Weapon Mult? Effect A B C __________________________________________________________ __________________________________________________________ __________________________________________________________ Wounds B[ ] F[ ] I[ ] I[ ] C[ ] |
A larger version of this record is provided as a separate page.
Players should record their names and the name (including any title or rank), sex, and age of the character. They may wish to give their characters aristocratic or military names and rank, academic honours, and the like; the referee must decide if this will cause problems.
Sex (Male or Female, and [optionally] sexual orientation) and age may be important in some game settings. For "profession", write in something appropriate to the game setting. The referee should explain the pros and cons of your choices.
The next sections of the form are completed using character points.
1: Purchase characteristics at the following costs:
Value 1 2 3 4 5 6 7* Cost Free 2 3 5 7 10 14** At the discretion of the referee ONLY.
Average human characteristics are 3 or 4. 5 is above average, 6 is very good (for example, BODY [6] is an Olympic athlete), 7 is extraordinarily unusual and is available only at the referee's discretion.
BODY (B) covers physical strength, toughness, speed, and dexterity.
MIND (M) covers all intellectual capabilities, reasoning, and observation.
SOUL (S) covers emotions, charisma, and psychic ability.
See section 1.2, below, for full details of the effect of characteristics.
2: Purchase skills.
This game uses very general skills; for example, Scientist covers
everything from Archaeology to Zoology, Pilot covers everything from
Autogyros to Zeppelins. Players may spend up to three points per skill
during character generation.
Skills are based on one or more characteristics, to which at least one point must be added. For instance, Actor is based on the average of Mind and Soul, plus at least one point. A character with MIND [3] and SOUL [3] would get Actor [4] for one point, Actor [5] for 2 points, or Actor [6] for 3 points.
Brawling and Stealth are available at the values shown without spending points on them. Naturally they can be improved if points are spent.
Skill Value Notes
-----------------------------
Actor AvM&S Any form of stage performance.
Artist AvM&S Any artistic endeavour.
Athlete B Swimming, running, etc.
Babbage Engine M Use also for computers, golems, etc.
Brawling B * Boxing, wrestling, & improvised weapons.
Business M Any financial or organisational work.
Detective AvM&S Good at noticing small details.
Doctor M/2 Knowledge and licence to practice.
Driving AvB&M Any ground vehicle.
First Aid M Emergency treatment to stop bleeding.
Linguist M # Covers reading, writing, speaking, etc.
Marksman M Use of directly aimed projectile weapons.
Martial Arts AvB&S/2 Any martial art. Allows multiple attacks.
Mechanic M Any form of engineering etc.
Medium S/2 A genuine medium, not a fake.
Melee Weapon AvB&M All close range non-projectile weapons
Military Arms M Use of field guns, explosives, etc.
Morse Code M Knowledge of Morse and telegraphy.
Pilot AvB&M/2 Use for aircraft, submersibles, etc.
Psychology AvM&S Use to spot lies, calm people, etc.
Riding AvB&S Riding all animals, and training them.
Scholar M $ Detailed knowledge of specialised topics.
Scientist M Use of any science.
Stealth B/2 * Hiding, camouflage, sneaking, etc.
Thief AvB&M/2 Pick pockets, locksmith, forgery, etc.
* Free at base value
# Characters with the Linguist skill initially know Linguist/2
languages (round UP). For example, Linguist [5] begins with 3
languages known.
$ Scholars have knowledge of Scholar/2 related fields (round UP);
eg., Scholar (Archaeologist, Antiques, Ancient Egypt) [5]
See section 1.3, below, for full details of the purchasing system and
use of skills, and 1.3.7 for a detailed explanation of each skill.
3: Saved for use in play.
Points can be used to improve skills at a later date, or optionally to
improve the odds in emergencies. If points are saved for this purpose,
double them and record them as bonus points.
The weapons section is used to record weapons that the character routinely carries. The columns list the weapon's name, whether it is capable of multiple attacks, the Effect number which determines how much damage it can cause, and the results of any damage caused. For now it isn't necessary to worry about the use of this system; it's explained in the section on combat below. Weapons are listed in section 1.5.4
The section marked "Wounds" is left blank for use during play. Note that this is the wound chart for humans and animals of roughly human size and toughness; some animals use different charts.
BODY represents general physique, well-being, stamina, and speed. If players expect their characters to spend a lot of time in combat, or performing manual labour, BODY should be high. Inanimate objects also have BODY. BODY is NOT necessarily indicative of size or weight; it's possible for something to be physically small or light and still have high BODY, or big and heavy and still have low BODY.
MIND covers all mental skills and traits including intelligence, reasoning ability, common sense, and the like. Anyone in a skilled job needs high MIND. MIND is also important in the use of most weapons.
SOUL covers artistic abilities, empathy, luck, and spiritual well-being. If SOUL is low the character should be played as aloof, insensitive, and unlikeable (as in the phrase "This man has no soul"); if high, the character does well in these areas. It is also used for other forms of human interaction, such as fast-talking, acting ("A very soulful performance"), and other arts (including martial arts). If your SOUL is low better not try to con anyone, and forget about learning baritsu or karate.
Characteristics cannot normally be improved.
A dash (-) indicates that there is NO chance of success, otherwise
2 is ALWAYS a success.
12 is ALWAYS a failure.
Attacking : Defending characteristic, skill, or difficulty number
characteristic :
or skill : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
---------------+------------------------------------------------------
1 : 7 6 5 4 3 2 2 2 - - - - - - - - - -
2 : 8 7 6 5 4 3 2 2 2 - - - - - - - - -
3 : 9 8 7 6 5 4 3 2 2 2 - - - - - - - -
4 : 10 9 8 7 6 5 4 3 2 2 2 - - - - - - -
5 : 11 10 9 8 7 6 5 4 3 2 2 2 - - - - - -
6 : 11 11 10 9 8 7 6 5 4 3 2 2 2 - - - - -
7 : 11 11 11 10 9 8 7 6 5 4 3 2 2 2 - - - -
8 : 11 11 11 11 10 9 8 7 6 5 4 3 2 2 2 - - -
9 : 11 11 11 11 11 10 9 8 7 6 5 4 3 2 2 2 - -
10 : 11 11 11 11 11 11 10 9 8 7 6 5 4 3 2 2 2 -
Depending on circumstances, characteristics may be used against other
characteristics, against skills, or against an arbitrary "difficulty
number". Skills give an edge in most of these situations, as explained
in later sections.Raw BODY is mostly used for feats of strength, endurance, and dexterity which are not covered by other skills. For example, to dodge a thrown bottle you might have to use your BODY against the skill of the thrower.
Raw MIND is generally used to notice things (such as partially hidden objects), to have bright ideas, and to solve puzzles (if they aren't solvable by the player).
Raw SOUL is used mainly for luck and intuition ("I've got a bad feeling about this..."), also as a measure of personality and charm.
This rule does NOT mean that you can spend points to perform the physically impossible. No matter how many points are spent, a BODY [1] weakling will not lift an elephant single-handed.
Skills are initially calculated from one or more characteristics, with the number of points spent added to the result. For instance, Marksman (the use of all forms of hand-held firearm and other hand-held projectile weapons) is based on MIND. Acting is based on an average of MIND and SOUL. Skills may be raised to a maximum value of 10.
Characters automatically have two skills at their basic values without spending points: Brawling and Stealth. Naturally points can be spent to improve them.
Bonus points can usually be spent to improve skill rolls, exactly as they are used to improve characteristic rolls.
Bonus points may not be used to help in this situation.
To try to improve a skill use the relevant characteristic(s) to attack the current skill rating.
If the result is a success, the skill has been improved.
If the attempt is a failure, but the dice roll is not a 12, the character loses the points but does NOT improve the skill; more training is needed. After some more experience (another adventure) you can try again. This can be repeated until the skill has been improved. A skill's rating may not be improved more than one point per adventure.
If the result is a 12 you have "peaked" with this skill; you lose the points, do not improve the skill, and CANNOT improve it at a later date.
Characters with the Linguist skill may add extra languages by practice during the campaign, as described in 1.3.3 of RULES.TXT, or by spending 1 bonus point per extra language for training between adventures. Only add one language per adventure. Improving the Linguist skill itself costs the new value of the skill, eg. 5 bonus points to raise Linguist [4] to Linguist [5], as above.
An attempt to add a new skill costs DOUBLE its rating; eg, an attempt to add a skill with rating 5 costs 10 bonus points. This represents the considerable investment in time and money needed to learn a completely new skill. Sometimes the referee may make things harder or easier.
To try to acquire a new skill use the relevant characteristic(s) against the first rating the skill will have. If the result is a success, the skill has been acquired. If the attempt is a failure, you spend the points but do NOT acquire the skill; more training is needed. After some more experience (another adventure) you can try again. This can be repeated until the skill has been acquired, or until a 12 is rolled, indicating that the character is incapable of learning that skill.
B = BODY, M = MIND, S = SOUL, Av = Average, / = Divided byFor example:
AvM&S = average of MIND and SOULSkills marked with an asterisk are automatically acquired at their basic values.
M/2 = MIND divided by 2 (round UP)
AvB&S/2 = average of BODY and SOUL divided by 2 (round UP)
For humans and human-sized animals, humanoid aliens, etc. the Wounds record has five boxes, indicating the extent of damage:
Wounds B[ ] F[ ] I[ ] I[ ] C[ ]"B" means "Bruised"; if you are hurt to this extent you are stiff and a little slow, but otherwise unharmed, and recover in a day or two. It's possible to suffer multiple bruises without any additional effect, apart from spectacular flesh colours and superficial marks. "Bruised" includes all forms of minor cut and scald.
"F" means "Flesh Wound". This is a deep cut, concussion, or sprain, a moderately serious burn, and so forth. You are slowed, and may become infected or suffer other long-term medical effects, but there is little risk of death. If a flesh wound isn't treated promptly it may deteriorate and become an Injury (below). Recovery takes at least a week. Additional flesh wounds must be treated separately but have no other effects.
"I" means "Injury". This is nasty; a gaping wound, punctured lung, broken bone, skull fracture, serious poisoning, first degree burns, or the like. You need first aid and reasonably prompt medical attention; without it you will probably suffer serious medical effects. You can only move slowly. If you take two injuries (a tick in both boxes) you can barely crawl and cannot fight. Injuries need at least a month to heal, longer if there are medical complications. If all Injury boxes are ticked and you take another injury you are critically injured, as below.
"C" means "Critical". You are unconscious and will die without medical aid. If First Aid or the Doctor skill is used successfully you may revert to severely injured status (all injury boxes ticked), otherwise death occurs in a matter of minutes, hours at best.
Note that some weapons, and some other forms of damage, have two additional results possible. "KO" means knockout; the victim is knocked unconscious for a few minutes, but isn't necessarily permanently harmed. There is no need to record this since it is a temporary effect. Record bruises instead if appropriate. "K" means "Kill". For obvious reasons there isn't any need to have a tick box for this!
The table shows the effects of wounds. Temporarily reduce the value of BODY or BODY-related skills by the value shown, but not below a minimum of 1.
Wound Body Recovery Recovery Notes
Period Difficulty
--------------------------------------------------------------
Bruised - 1 Day 2 Purple marks etc.
Flesh Wound -1 1 Week 4 A nasty cut
Injury -2 1 Month 6 Broken bones etc.
2+ Injuries -4 1 Month 8 per injury Cannot fight or run
Critical N/A N/A 8 Unconscious, dying
Knocked out - 6D6 min 4
Without first aid the wound may eventually deteriorate; roll the recovery Difficulty against the patient's BODY, if the result is a success the wound will get worse. Flesh wounds become Injuries and Injuries become Critical if they get worse.
The Doctor skill acts like First Aid, and also speeds healing. If a successful roll is made recovery time is halved. Since the Doctor skill begins at a lower level than First Aid, devoted healers may wish to take both skills.
To recover from wounds without medical help, roll BODY against the recovery difficulty - AFTER the minimum recovery period. If the result is a success, the wound is healed. If the result is a failure, the illness drags on for another period before the roll can be made again.
Death is death, and is usually permanent. In some settings there may be some rationale for reanimation or resurrection, but in most games there is no recovery. Your referee will explain if this applies.
Some examples of common forms of injury follow the combat rules below; they are clearer if you understand some details that are introduced in the combat rules.
The following things can be done in a combat round
Anyone taken completely by surprise CANNOT fight, move, or dodge in the first round of combat, but CAN perform a simple action. For example, intruders would have a round to attack someone who was standing a few feet from an alarm button; he would not have time to get to it first. They could not stop him pressing the button if he already had his hand on it. By definition, someone with a weapon in his hand pointed at an attacker is NOT taken by surprise!
Attacker hasn't moved +1 Target is immobile/inanimate +1 Target is twice man sized or more +1 Target is very close +1 (projectiles only) Using a fully automatic weapon +1 (machine guns) Firing both barrels of a shotgun +1The following penalties apply, and should be subtracted from the attacking skill if appropriate (to a minimum of 1):
Target is TOO close -1 (NOT brawling) Target is running/moving fast -1 Target is half man sized or less -1 Target is distant -1 (Projectiles only) Target partially hidden or camouflaged -1 Attacking two or more targets -2 Attacker is ducking or dodging -1 Target is ducking or dodging -2 Attacking for limited damage -1 (See below) Attacking for minimal damage -2 (See below)Some attacks can be used via two or more skills; for example, a longbow might be used via the Marksman or Martial Arts skill, a club via the Brawling or Melee Weapons skill. Use whichever skill is best. If all else fails weapons may be used via characteristic rolls; these are usually poorer than skills.
Defences may also be based on skills or characteristics; for example, someone might try to avoid an arrow by ducking (BODY versus the attacking skill), by hiding (Stealth skill), or by use of the Martial Arts skill to catch it! If no better skill is available, the basic defending value is 6.
If the result of any attack is a success, some damage occurs. Roll for damage as described below.
All attacks have an Effect number. For hand-to-hand weapons, martial arts, and other unarmed combat skills it is either the skill level or the user's BODY plus a bonus; for example, a club gains most of its power from the user's strength, and has an Effect equal to the user's BODY +1. A fencing foil, like all swords and daggers, has an Effect equal to Melee Weapon skill. For firearms the Effect number is usually intrinsic to the weapon, and thus independent of the user's skill or BODY.
Damage is determined by using the Effect number to attack the target's body. The result of this roll will sometimes be a failure; this is interpreted as minimal damage for the weapon, from column A of the weapons table. While this is always preferable (for the victim!), many weapons have a flesh wound or worse as their minimal damage.
If the result is a success, but more than half of the result needed for a success, check column B of the weapon table.
If the result is a success, and the dice roll is less than or equal to half the result needed for a success (round DOWN), check column C of the weapon table. If in doubt, use this table to calculate which damage column is used:
Roll Needed Column A Column B Column C
if result if result if result
2 3-12 2 -
3 4-12 2-3 -
4 5-12 3-4 2
5 6-12 3-5 2
6 7-12 4-6 2-3
7 8-12 4-7 2-3
8 9-12 5-8 2-4
9 10-12 5-9 2-4
10 11-12 6-10 2-5
11 12 6-11 2-5
Machine guns use a special rule. If they are used on more than one
target, the Effect is reduced by 2. The attacker must roll separately
to hit each target, and to damage the victim if the attack is
successful. It's easy to abuse machine guns; players often say that
they are trying to shoot at victims in two or three different areas,
which should not be allowed. Shooting at several targets in one
direction (such as a group of men running along a corridor) is
acceptable, but the targets in front will conceal those behind, or at
least reduce the Effect. They are powerful weapons, but not
all-powerful.
It isn't possible to limit damage with shotguns, machine guns, or area effect weapons such as explosives or flame throwers, or with ANY attack on multiple targets.
Location Skill modification Effect Random hit ------------------------------------------------------ Head -2 +2 2 Arms -1 -1 3 Right, 4 left Torso No modification 0 5-9 Legs -1 -1 10-12This rule makes it harder to hit if you are aiming at someone's limbs or head, but increases the likelihood of serious damage from a head injury.
Someone who is rolling to hit a target without trying to hit a specific area should roll 2D6 for a random hit location as indicated above, and modify the Effect accordingly.
It is not possible to attack a specific hit location with machine guns or area effect weapons such as grenades, or while performing any form of multiple attack. Damage from these weapons should attack random hit locations.
Bulletproof vest: -4 Effect on projectile and blade attacks
Kevlar body armour: -6 Effect on projectile and blade attacks
Bullet Proof glass: -4 Effect on all projectile attacks
Medieval Plate Mail: -4 Effect on all melee weapon attacks
Motorbike leathers: -2 Effect on all impact weapons (eg clubs)
WW1 Steel Helmet: -3 Effect on all attacks to head
Crash Helmet: -2 Effect on all impact damage to head
Abbreviations: B = Bruise, F = Flesh wound, I = Injury,
C = Critical, KO = Knockout, K = Kill
M.Arts = Martial Arts
I+KO = Injured AND knocked out.
Some of the weapons shown have very high effect numbers, which go well
off the "attack versus defence" table. This usually indicates an
attack which will do maximum damage unless a 12 is rolled, or the
effect number is somehow reduced; for example by distance
(explosives), by the damage being spread to cover several targets
(mini gun), or by armour.
Weapon Multiple Effect Damage Notes
Targets A B C
-------------------------------------------------------------
Fist No [1] BODY [2] B B KO
Kick No [1] BODY [2] B B F
Wrestling No BODY [2] B KO KO/I
Animal bite No BODY+2 F I C
Animal claw No BODY+1 F I C
Animal horns No BODY+2 F I C/K
[1] Using the Martial Arts skill it is possible to perform one fist
and one kick attack in a single round against one target, or against
two targets that are close together. Against two targets the attacks
are at -2 Effect.[2] Users of the Martial Arts skill can use BODY or Martial Arts for Effect in these attacks, whichever is better.
Club Max 2 [3] BODY+1 B F KO/K Eg cricket bat Spear No Melee F I C/K Any type Axe No BODY+2 F I C/K Sword Max 2 [3] Melee+1 F I C/K Dagger No Melee+1 F I I/K Eg flick knife Whip No Melee/2 B B F Chair No Brawl B F I/KO Broken bottle No Brawl+1 F F I Nunchuks Max 2 [3] M. Arts B F KO/K Martial Artist ONLY Staff Max 3 [3] Melee+2 F I KO/C[3] Targets must be within 5ft. Multiple attacks are at -2 Effect. Multiple attacks are available with the Martial Artist skill ONLY
Range: For all melee weapons, targets are TOO CLOSE if they block effective use of the weapon; within a couple of feet for swords and axes, within 6 ft for whips (a lousy weapon, despite Indiana Jones), and so forth.
Weapon Multiple Effect Damage Notes
Targets A B C
---------------------------------------------------------------
Spear No Melee F I C/K Thrown
Axe No BODY+1 F I C/K Thrown
Dagger No Melee F I I Thrown
Shuriken Max 3 M.Arts B F F Thrown
Boomerang No Marksman B F KO/I Thrown
Cricket ball No Marksman B F KO/I Thrown
Longbow No [4] BODY+1 F I C/K A hunting bow
Crossbow No 7 F I C/K A military bow
[4] Maximum 2 targets if attacking with Martial Arts skill.
Small handgun Max 2 [5] 4 F F I/C eg .22 revolver Big handgun Max 2 [5] 6 F I C/K eg .38 revolver Huge handgun Max 2 [5] 8 I I C/K eg .45 revolver Small rifle No 5 F F I/C eg .22 rifle Big rifle No 7 F I C/K eg Winchester Huge rifle No 9 I C K eg Elephant gun Small shotgun Max 2 [5] 4 F I I 1 barrel Small shotgun No 8* / 4 I I C Firing both barrels Large shotgun Max 2 [5] 7 F I C/K 1 barrel Large shotgun No 14* / 7 I C K Firing both barrels* At SHORT range ONLY
Machine pistol Yes [6] 7 F I C/K eg Schmeisser Submachine gun Yes [6] 9 F I C/K eg Tommy Gun Machine gun Yes [6] 11 F I C/K eg Gatling Gun Harpoon No 15 I C C/K Non-explosive whaler Harpoon No 25 C C K Explosive harpoon[5] Hand guns can be used to fire at two targets, or twice at one target. If firing at two separate targets each attack is at -2 to hit. If firing two shots at one target there is no modifier. Each attack is resolved separately. Shotguns can fire twice at one target (no modifier to hit, small effect), fire at two different targets (modifier -2 to hit, small effect), or fire both barrels at once (+1 modifier to hit, big effect at SHORT range ONLY). In all but the last case the two shots are resolved separately.
[6] Reduce Effect by 2 if fired at additional targets
Ammunition: As a rule of thumb six shots for all rifles and handguns, and three bursts or twenty single shots for machine guns, should be satisfactory in most campaigns. Your referee will tell you if more detail is required.
Range: Normal range for all hand-thrown weapons, handguns, machine pistols, and submachine guns is 10-20 ft; normal range for bows, rifles, machine guns, and mini guns is 50-100 ft. Anything closer is at short range, anything further away at long range. Targets are too close if they are closer than the end of the weapon.
Weapon Damage Effect Damage Notes
Radius A B C
---------------------------------------------------------------
Stun grenade 6ft 8 B KO I+KO
Hand grenade 10ft 10 F I C/K
Dynamite 10ft 10 F I C/K +2 effect/stick
Mortar shell 10ft 12 I C K
Howitzer shell 10ft 15 I C K
Anti-tank mine 10ft 20 I C K
Car bomb 20ft 15 I C K
Truck bomb 20ft 20 I C K
Flame thrower 10 ft 10 I I C/K No damage outside 20ft
Exotic Weapons: Things that might conceivably come into play in a
campaign, in no specific order:
Weapon Multiple Effect Damage Notes
Targets A B C
---------------------------------------------------------------
Radium gun No 8 F I C/K Burroughs' Mars
Stun gun Area 3ft 8 B KO KO Most SF
Disintegrator Yes [6] 15 I C K Most SF
Heat Ray Area 75ft 30 C K K War Of The Worlds
Black smoke Area 500yd 10 C K K War of the Worlds
Hydrogen bomb Area 1 ml 40 C K K Not recommended!
Mini gun Yes [6] 15 I C K See Terminator 2
Falling: The damage hits automatically; the Effect number is 1 plus 1 per storey fallen, to a maximum of 20. For example, someone tripping and falling to the ground risks damage with Effect 2; someone falling 20,000ft takes damage with Effect 20. Note that falls of less than 10ft are a common cause of accidental death in the home.
Car Crash: Effect 1 plus 1 per 10 MPH. Halve the Effect if wearing a seat belt or protected by an air bag.
Run Over: Effect 2 plus 2 per 10 MPH, to a maximum of 10.
Poison: Effects vary with type of poison as below. Some gases have an increasing effect with time as shown.
Electrocution: The effect varies with voltage as below.
Drowning, suffocation, etc: Characters can hold their breath without harm for BODY x 20 seconds; after that take damage with Effect 1, +1 per 20 seconds submerged. If the character survives, any damage (other than death) is cleared in a few hours, not the days required for other forms of damage.
Exposure to vaccuum is faster and much more deadly. Brief exposure may result in skin lesions, more than a few seconds in space will result in ruptures and decompression injuries or serious damage to the lungs etc. Damage heals normally, not at the accelerated rate for drowning and suffocation.
Fire: Effect varies with severity of fire, starting at 1 (a match) and working up to 7 (a petrol bomb or flamethrower) and onwards. The effect increases for each round of exposure after the first.
Effect Damage
Cause of Damage A B C
--------------------------------------------------
Falls 1+1/storey B I C/K
Car crash (passenger/driver) 1+1/10MPH F I C/K
Run over 2+2/10MPH F I C/K
"Micky Finn" 8 KO KO C/K
A small amount of strychnine 6 I C K
A lot of cyanide 10 C K K
A tiny amount of arsenic 3 * - I C/K
A lot of arsenic 6 * I C K
Cobra venom 8 ** I C K
Chloroform or ether 6+1/round KO KO C/K
Martian Gas 5+1/round F C K (Astronef world)
Chlorine (WW1 poison gas) 7+1/minute I C K
Gas chamber (execution) -- Automatic kill --
* It is possible to build up an immunity to some forms of arsenic
with repeated small doses, reducing the Effect of large doses. It
is also possible to kill yourself trying this stunt.** The cobra must attack successfully first!
Electric Cattle fence 4 - B F 110 V (US mains) 6 F I C/K 220/240 V (European mains) 8 F I C/K Electric fence (5000 Volts) 15 C K K Electric chair (execution) - Automatic Kill - Drowning / suffocation 1+1/30 sec I I C/K * Exposure to Vacuum 6+1/5 sec F I C/K Match 1+1/round F F F Candle flame 2+1/round F F F Bonfire 4+2/round F I I Petrol bomb 7+3/round I C C/K Blast furnace 10+10/round C K K Volcano 20+10/round C K K
For he might have been a Roosian,
A French, or Turk, or Proosian,
Or perhaps Itali-an,
But in spite of all temptations,
To belong to other nations,
He remains an Englishman!
Hurrah!
For the true born Englishman!
This disrespect for foreigners was true of most nations, especially
Britain, while harsh treatment and exploitation of "savages" was
typical wherever "civilised" nations were expanding into "primitive"
lands; in India and Africa, the Middle East, North and South America,
Australia, and the Pacific.
....he brushed off the confetti, and swept her into his arms.
* * * * * * * * * *
The next morning there were kippers for breakfast....
The row of stars is the nearest these stories come to a lurid sex
scene. All indelicacies, whatever their nature, should occur well
off-stage.
Finally, here are three examples of good and bad roleplaying in the context of these rules. Can you tell them apart?
"I say, old chap, can you direct me to the station?" "Yo dude, where do I catch the iron horse?" "Excuse me, my Lord, a gentleman from the police is at the door." "Hey boss, it's the pigs." "I'm afraid we're in a bit of a hurry. May we get by, please?" "Out of the way, you ***ing scumbags, we're on a mission from God!"Your referee may have more to say on these and other topics.