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1X

A GENERIC RPG



The 1X RPG is a generic roleplaying game designed to be quickly learned and very simple to use.
It offers players the chance to create any type of character without being limited by such concepts as
character class, skill lists, and attributes. The game allows the GM to concentrate on the plot
and characters, without being bogged down by charts and mathematical equations.

THE RULES

TESTS
The game requires a single six sided die.
Tests are made using either the chance (a number selected by the GM) or an EXTRA.
EXTRAS (or X for short) represent the unique aspects of the character, such as certain areas
of knowledge, the ability to use magic, some sort of special skill or a unique power of some kind.
X tests occur when the particular extra comes into play.

To make a test, a player rolls 1D. The result must be less than or equal to the chance
(as defined by the GM) or the level of the appropriate extra.
The typical chance is 3, so tests usually require a roll of 3 or less. Occasionally, the GM may define
the chance as less (such as 2 or 1) for difficult actions, or more (such as 4 or higher) for
easy actions.
The level of an extra varies (see the section on extras for details). Extra levels may also be modified
by the GM to account for unique circumstances.

Occasionally, the margin of success becomes important to a test. This is determined by subtracting
the result from the chance or level. For example, a roll of 1 on a chance of 3 gives a success
margin of 2.
Success margins are used when an action is especially difficult or to determine the precise effects
of an action. For example, a character trying to force open a stuck, heavy door might need a success
margin of 1 to be successful. Alternatively, a character trying to do something quick might
be allowed to subtract the success margin (converted to minutes) from the time taken to perform the task.

LUCKY 1
Test rolls of 1 always indicate success for actions where there is at least some chance of success.

CHARACTERS

EXTRAS
Extras are what makes a character unique. An extra can be any sort of ability, knowledge, power
or skill. Players are encouraged to create their own extras, using the examples given
later as a guide.
There are two factors that must be considered when creating extras. Firstly, it must not be so
potent that it adversely affects the game. Thus, an extra that made a character invincible
would not be appropriate for most games. Secondly, the extra must be appropriate to the
game genre. This means that creating an extra that gives the character the ability to fly,
for example, while appropriate for a superhero game, would not be suitable for a purely
historical game.
Extras do not have to be fair. As long as both the players and GM are happy with the arrangement,
there is no reason why it isn’t possible to have an unbalanced array of
characters, possessing extras that bestow both great and minor benefits.

Characters can begin with several extras, the precise number is up to the GM. If desired, players
can roll 2D3 for the number of extras the character has.
Each extra begins with a level of 1D3+2.

Example:
A player is creating a character for a modern horror game. He decides to call the character Zed,
and describes him as a criminal with an interest in the bizarre. The player chooses the
following extras-

Criminal contacts (Zeds knowledge of drug dealers, fences, thieves and thugs).
Knife fighting (Zed can handle himself in a fight using knives, daggers and similar weapons).
Forteana (Zed has an array of knowledge on Fortean subjects, knowing a little about such things as
UFOs, alien abductions, weird cults, folklore, ghosts and so on).
Fetishism (Zeds taste for the bizarre extends to knowledge of the BDSM scene, fetishes, alternative
clubs, suppliers of bondage gear and so on).
The player now rolls 1D3+2 for the level of each extra, ending up with these scores:

Criminal contacts 3 Knife fighting 4 Forteana 4 Fetishism 5

OTHER CHARACTER DETAILS
In addition to defining the characters name, age and sex, players may wish to include other details.
These include background, occupation, race, a physical description and so on.
FLAWS
Flaws are weaknesses and drawbacks, useful in creating a more realistic and well rounded character.
A character can have several flaws, or none at all, though it is suggested that characters
have at least one.
Flaws can be simple skill deficiencies, such as being a poor swimmer, or they can be more exotic,
such as being cursed. As with extras, players are encouraged to create their own flaws.
Examples are included with the character types listed.
Generally, flaws reduce the success chance of a test by 1. For example, the warrior adventurer is
described as noisy, and could be penalised when sneaking. Likewise, the rogue is
disrespectful, and would get a penalty to tests when trying to persuade anyone in authority
(such as a guard or noble).
Others flaws may have different effects, such as the dwarf miner being likely to attack a goblin
(which could occur if a test with the normal chance of 3 fails).

DEVELOPMENT
Extra levels can fluctuate over time (just as in real life people gain experience in some areas and
neglect others). To represent this, after each scenario or major section of a game
(as determined by the GM) roll 1D for each extra. If the roll equals or exceeds the current extra level,
it increases by 1 point. If the roll is less than half (round down) the current level it decreases
by 1 point. Any other result indicates no change to the level. For example, a level of 5 increases
on a roll of 5 or 6, decreases on a roll of 1 and remains the same on a roll of 2, 3 or 4.

The maximum level possible is thus 7 (which gives the character very good success margins even
though a roll of 6 still indicates a test failure). A character can acquire additional extras as a
result of game events. This must be discussed with the GM and, if he agrees, the character
acquires the new extra at a level of 1D3+2.

Example: Zed spends a couple of weeks in hospital recovering from his wounds. With nothing to do,
Zed is forced to read a lot of romance novels. The GM decides Zed gains the extra
- Barabara Cartland novels: 3...

CHARACTER EXAMPLES - FANTASY GENRE

To help with creating extras and flaws the following character examples are provided.
Players and GMs can use these characters as is, or modify them to suit their taste.

THE WARRIOR ADVENTURER
-Swordsman (uses an array of swords to attack and defend)
-Identify beast (can determine the type of creature or monster and gain an insight into its
strengths and weaknesses).
-Tough (adds the level in this extra to survival chance)
-Repair (can fix armour, sharpen weapons and so on)
Flaw: Noisy (a heavy step and clanking weapons)

THE ROGUE
-Dagger (can attack and defend with daggers, throw knives etc)
-Shadow (skilled at sneaking in shadow and tailing victims)
-Cut purse (can steal purses, pocket small items)
-Threaten (able to intimidate effectively)
Flaw: Disrespectful (doesn’t deal well with authority)

THE ELF ARCHER
-Archer (can use bows, fletch arrows)
-Identify plants (knows the names and uses of a variety of herbs and plants).
-Woodland stealth (can hide and move quietly in woods)
-Attractive to humans (humans find the character attractive and charming).
Flaw: Dislikes dwarves (will avoid dealing with them)

THE DWARF MINER
-Pick (can fight with a pick, as well as use it for excavation)
-Detect Gems & Ores (can sense nearby gems and ore deposits)
-Navigate underground (can find his way around most dungeons and caves)
-Mason (can carve stone)
Flaw: Hates goblins (likely to attack them)

THE MAGICAL ELF
-Slinger (skilled with slings and stone throwing)
-Plant magic (can make plants grow, twist, wither and change)
-Enchanting song (sings magical songs that calm and sooth)
-Tree climber (skilled at climbing and swinging through trees and on vines).
Flaw: Dislikes enclosed spaces (will avoid them if possible)

THE DWARF TRAVELLER
-Hack (uses the traditional dwarf weapons of axes and hammers)
-Trader (knows how to transport goods, haggle, find bargains)
-Evaluate treasure (can appraise the value of gems, jewellery and so on).
-Demolish (knows how to undermine structures and find their weaknesses)
Flaw: Dislikes magic (won’t allow spells to be used on him)

THE THIEF
-Pick locks (can open locks)
-Climb walls (skilled at climbing walls and fences)
-Sneak (can move quietly)
-Contortion (able to crawl through gaps, hide in small spaces)
Flaw: Greed (can’t resist easy thefts)

THE ADVENTURING PRIEST
-Sense undead (can sense the presence of the undead)
-Banish undead (able to destroy, or cause to flee, undead creatures)
-Doctrine (knowledge of the Gods, religious practices, scriptures and so on).
-Preach (can coerce or instil fear through oratory)
Flaw: Superstitious (obeys all the typical superstitions)

THE ANCIENT SORCEROR
-Enchanted curios (can instil magic in items, making them move, glow, open, close,
vanish, speak and so on)
-Transformation (can alter the appearance of himself or others, to make them look older, younger,
attractive, ugly, green, hairy, toadlike etc)
-Arcane runes (able to read ancient runes and magical texts)
-Command (has a powerful voice that can intimidate others into obeying orders).
Flaw: Cursed (weird effect when using magick and a roll of 6 occurs)

THE SORCERORS LACKEY
-Scrounge (can find useful items, scraps of food, lost coins etc)
-Cower in shadow (can conceal self in shadowy nooks)
-Gaoler (can bind, manacle, torture and mock victims)
-Whips (able to fight with a whip or chain)
Flaw: Hunchback (considered to look strange or ugly by many)

THE NECROMANCER
-Animate dead (can animate dead creatures to do his bidding)
-Speak to the dead (can communicate with spirits)
-Resist disease (has built up a resistance to diseases and illnesses)
-Smell decay (can detect remains, rotting, nearby graveyards)
Flaw: Taint (causes plants to wither and drink to sour when near them)

CHARACTER EXAMPLES - MODERN OCCULT HORROR GENRE

THE OCCULT SCHOLAR
-Arcane research (can find and understand archaic documents and scripts)
-Artefacts (can identify strange artefacts, structures and so on)
-Occult (has a wide knowledge of occult subjects, such as witchcraft, the kabbalah, tarot etc).
-Monologue (can talk at length, confusing others with complex arguments)
Flaw: Unhealthy (prone to coughs, colds and so on)

THE WEIRD SCIENTIST
-Science (has a good knowledge of physics, chemistry and so on)
-Psyche (knows how the mind works, has a good grasp of psychology and behaviour)
-Weird (not easily shcoked or disturbed by the bizarre and unnatural)
-Gadget (can quickly produce useful gadgets, such as makeshift flashlights, lockpicks, explosives etc)
Flaw: Forgetful (often forgets arrangements, names etc)

THE MEDIUM
-Commune with spirits (can talk to the spirits of the dead)
-Sense spirits (able to feel the presence of a spirit)
-Interpret phenomena (can explain weird phenomena suchas cold spots and object movement)
-Banish spirits (can will spirits to depart)
Flaw: Possession (is prone to become possessed by spirits)

THE UNSTABLE AUTHOR
-Writing (can write fiction, non-fiction, sell manuscripts)
-Weird contacts (has an array of strange friends and relatives to assist him, such as uncles that
dabble in the occult, friends that collect artefacts and aunts that read tarot)
-Delve (able to find secret panels, forgotten tombs, hidden artefacts)
-Insight (able to glean clues from seemingly mundane events)
Flaw: Unstable (prone to breakdowns and insanity)

THE FORMER CULTIST
-Obscure lore (knows of ancient Gods and forbidden places)
-Ritual (knows arcane ceremonies to summon demonic entities)
-Blades (can wield viscious knives and cleavers)
-Unease (always alert and looking for danger)
Flaw: Enemies (dangerous cultists)

CHARACTER EXAMPLES-MODERN VAMPIRE GENRE

Flaw - (all vampires): Vampire weaknesses (1 damage per minute from sunlight, 1 per turn from
fire, immobilised if staked through the heart, fear of holy symbols)

THE STALKER VAMPIRE
-Bite (drain a victims blood, damage equals success margin, which heals the characters own wounds)
-Tough (adds the level in this extra to survival chance)
-Summon rats (can call forth a swarm of rats to do the characters bidding)
-Spider (climb sheer surfaces, along ceilings etc)

THE HUNTER VAMPIRE
-Bite (drain a victims blood, damage equals success margin, which heals the characters own wounds)
-Tough (adds the level in this extra to survival chance)
-Primal (can use claws in a fight, treat as +2 weapons)
-Endure (adds the level in this extra to the time the character can withstand sunlight and fire)

THE VAMPIRE GUARD
-Bite (drain a victims blood, damage equals success margin, which heals the characters own wounds)
-Tough (adds the level in this extra to survival chance)
-Power (add this level to strength feats and melee damage)
-React (acts first in a combat turn, or in order of highest React level, can attack twice)

THE VAMPIRE MAGICIAN
-Bite (drain a victims blood, damage equals success margin, which heals the characters own wounds)
-Tough (adds the level in this extra to survival chance)
-Vapour (can momentarily become vapour to pass through small holes)
-Drain (drain a victims blood at a distance, damage equals success margin, half of which heals the
characters own wounds)

THE VAMPIRE LORD
-Bite (drain a victims blood, damage equals success margin, which heals the characters own wounds)
-Tough (adds the level in this extra to survival chance)
-Stare (hypnotise a target with a stare, causing them to freeze)
-Sneer (can resist the fear of holy symbols)

CHARACTER EXAMPLES-MODERN SURVIVAL HORROR

THE SPECIAL FORCES AGENT
-Firearms expert (can use all types of handguns, submachine guns, rifles)
-Tactics (can plan assaults, ambushes, organise teams)
-Security (knowledge of security devices, electronic locks, alarms etc)
-Recover (the level of this extra is subtracted from the time spent unconscious)
Flaw: Gung ho (impetuous risk taker)

THE ROOKIE COP
-Handguns (can use most types of pistols)
-Surveillance (perceptive, able to conduct effective stakeouts)
-Law (knows all the cop rules and procedures)
-Paperwork (knowledge of admin and research methods)
Flaw: Naive (too trusting and gullible)

THE YOUNG KID
-Escape (can find the escape routes and hiding places)
-Small & quick (able to defend by dodging, keeping small and agile)
-Helpless (can engender pity and gain assistance from others)
-Tech (can work out hi-tech electronics and computers like they’re the latest video game)
Flaw: Scared (tends to run off when scary things happen)

THE STREETWISE SCIENTIST
-Cutting edge (knows about the latest science theories and technology)
-Electronics (can build, alter and understand complex electronics)
-Slick (can impress others with his sharp suits and cool demeanour)
-Stress addict (can work fast under pressure)
Flaw: Personal problems (divorced, recovering alcoholic, you name it)

THE ZOMBIE VICTIM
-Immunity (cannot be poisoned, immune to disease)
-No fear (able to stay calm, has no fear of pain or intimidation)
-Junk fighter (can use tools and scrap as weapons)
-Unstoppable (subtract the level of this extra from damage received)
Flaw: Rotting (slowly becoming a zombie, can’t heal)

COMBAT

A combat turn represents a few seconds of activity. In a turn a character may make one action.
Actions occur in the order specified by the GM based on his appraisal of the situation.

When a character attacks a test is made. If an extra applies its level is used, otherwise the
character has a chance of 3. The damage caused by an attack equals the success margin plus the
weapon bonus. The target of the attack likewise gets a test to defend, and reduces the
damage by the success margin (plus bonuses for armour and cover, if any). Note that
an attack roll must be a success for damage to be caused, no matter how high the weapon bonus.
This is not true of defence, however - armour and cover applies even if a target fails to defend.

Example: Zed gets involved in a firefight and takes cover behind some flimsy crates, which the
GM determines give 1 point cover. One of the antagonists shoots at Zed and gets a success
margin of 1, plus his weapon bonus of 2 for 3 total. Zed, with a chance of 3 gets a defence
roll of 5, a failure.
Normally, Zed would take the 3 points damage. However, the cover still counts so damage is
reduced to 2 points.

INJURY
A characters normal survival chance is 6, and if completely healthy the character
has no chance of becoming unconscious or dying. However, once total damage exceeds this
chance it begins to be reduced by an amount equal to the excess. For example, a character with
total damage of 7 has his survival chance reduced to 5.
Whenever a character is injured, a test on the survival chance is required. If the test is a failure,
the character falls unconscious (for a number of minutes equal to the total damage).
As soon as a character falls unconscious, another test is required. If this test also fails, the character dies.

Example: Zed has been shot again, bringing his total damage to 8. This is two points over his
survival chance, which means it is reduced to 4. Zeds player makes a test and rolls 6,
a failure. Thus, Zed falls unconscious. The player must make another test to see if Zed dies.
He rolls a 4, so Zed survives (barely). Zed will be unconscious for 8 minutes...

Extras may benefit a characters survival, as judged by the GM.

WEAPONS
Weapons are defined by a bonus, which is a number added to the damage caused by an attack.
Unarmed attacks have no bonus, while weapons have bonuses usually in the range of +1 to +4.

+1 weapons include-
cudgels, iron bars, knives, daggers, chains, whips and rocks.
+2 weapons include-
axes, hatchets, swords, cleavers, maces, shovels, hammers, slings, bows, small calibre firearms.
+3 weapons include-
large axes, large swords, spears, polearms, picks, medium calibre firearms, shotguns
+4 weapons include-
large calibre firearms, some explosives.
Military heavy weapons and hi tech weapons may have bonuses beyond this range.

ARMOUR
Armour is also defined by a bonus, and helps to reduce damage. Armour bonuses usually
range from +1 to +4.
+1 armour includes-
leather, cuirboilli, flak vests
+2 armour includes-
chain, studded, ringed, kevlar vests
+3 armour includes-
plate, banded, full kevlar coats
+4 armour includes-
hi tech and highly specialised armour.
Shields count as +1 armour, and may be used in conjunction with worn armour.

COVER
Cover is treated in a similar manner to armour, and must be rated by the GM based on its
toughness and the extent of the body concealed.
AUTOFIRE & SHOTGUNS
When attacking with autofire a player rolls 3D for the number of rounds shot. For every full 4
rounds fired 1 is added to the characters attack chance. The same roll is made for
shotgun attacks, though only 1 shell is actually used.
RANGE
Attacks beyond the listed range of a weapon reduce the characters attack chance to half (rounded up).
Thrown weapons have a range in metres equal to the chance times three.

SCENARIO

THE SECRET OF BLACKWART

This is a simple introductory scenario designed for fantasy characters (such as those given above for the
fantasy genre). With a little modification it could be used for a modern horror setting.

The characters have formed an adventuring band and are wandering the country in search of work.
Their travels have taken them into heavily forested terrain, and they have been following one of the
many narrow winding tracks through the woods. One of the characters has a rough map of the area,
but the tracks are not clearly marked and the party are not sure of their precise location.
The characters have been on the road for several days when they arrive at the village of Blackwart.
Curiously, none of the characters have heard of the place, and it is not marked on their map. It is late at
night when they enter the village, and amongst the few small houses they see the Black Toad inn.
The inn is the only place to stay in the village, and seems comfortable, if a little gloomy.

The owner is called Volmar, a gaunt and serious looking man with a quiet, deep voice. Volmars wife is
Vimia, a pallid and sour faced woman. Apart from these two, the inn seems empty. Volmar will
show the characters to their rooms, which are comfortable but dusty, as if they haven’t been used
in quite some time. If the characters request drink, they find it to be watery and unpleasant,
while food tastes stale. Both Volmar and Vimia seem uncommunicative, their responses
typically involving as few words as possible.

THE SECRET

The village of Blackwart was abandoned many years ago, when a plague killed the few villagers the lived
there. A few months ago, a necromancer discovered the village, and thought it an excellent
place for him to conduct his gruesome research. The necromancer, a short and twisted man known
as Vemnon, used the crypt beneath the ruined church as his home while he set about
re-populating the village with zombies. His zombies are created from the remains of the villagers
and the occasional victim that wanders into the village, and he has managed to instil a reasonable
level of intellect into a few of them. Amongst these intelligent zombies are Volmar and Vimia, whom
the necromancer has commanded to remain in the inn and delay visitors. Then, the necromancer
is alerted so that he can send his other zombies to capture the travellers, providing more bodies
for his work.

During the night, while the characters sleep, Vimia will sneak out of the inn and go to the church to alert
Vemnon. Volmar stays in the main room of the inn (near the entrance door), lurking in
shadows. One of the characters should be woken by the sound of a slamming door (as Vimia sneaks
off). If this character looks out of the small shuttered window in his room, he will see a dark
figure shuffling from the inn, heading to the church.
Should this character go downstairs, he will be confronted by Volmar holding a meat cleaver. In this case,
the noise of a fight will no doubt alert other characters. After a few minutes, Vimia returns
with a group of less intelligent, shambling zombies. They will enter the inn and proceed to the
characters rooms, attempting to grab the characters and drag them off to the church (dead or alive,
it makes little difference to the necromancer). If the characters destroy or escape this
zombie group, they will no doubt attempt to seek refuge in another house or the church itself.
In the peasant houses the characters will soon discver that inside the rooms are disused and
ransacked. Several of them contain human remains, while some contain zombies.

If the characters enter the church, they can find records of the plague that struck the village in a journal
kept by the village priest. They will also encounter the necromancer and his guards, emerging
from the crypt below. If the characters manage to defeat the necromancer and his minions, they
can gain access to the crypt where they will see the evidence of Vemnons research, -piles of
bodies and writhing body parts in cages. The characters will also discover many books and grimoires
written in obscure languages (which are valuable if sold to scholars).

VEMNON: Use the sample necromancer character and roll 1D3+4 for the level of each extra.
He is armed with a viscious curved long dagger (+2).

ZOMBIES: Use the sample zombie victim character and roll 1D3+2 for the level of each extra.
The intelligent zombies (Volmar, Vimia and the necromancers guards) will be armed with cleavers,
daggers, axes or cudgels. The unintelligent zombies are unarmed. Zombies do not fall unconscious - a failed
survival test means they are destroyed.




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