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Ordem Paranorma RPG - Guia Rapido de Regras

This document provides an overview of the rules for the Paranormal RPG Order Quick Guide game. It defines important terms like characters, hit points, sanity, attributes, and expertise. Players take on the role of an agent of the Order, with attributes like agility, strength, intellect, presence, and force that determine their abilities. Skills are also important for solving challenges in the game. The rules are still being developed and feedback is welcomed to help improve the final version.

Uploaded by

Arthur Nunes
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© © All Rights Reserved
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Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
3K views35 pages

Ordem Paranorma RPG - Guia Rapido de Regras

This document provides an overview of the rules for the Paranormal RPG Order Quick Guide game. It defines important terms like characters, hit points, sanity, attributes, and expertise. Players take on the role of an agent of the Order, with attributes like agility, strength, intellect, presence, and force that determine their abilities. Skills are also important for solving challenges in the game. The rules are still being developed and feedback is welcomed to help improve the final version.

Uploaded by

Arthur Nunes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

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Machine Translated by Google

Welcome to the Paranormal RPG Order Quick Guide! On these pages you
will find a summary of the rules of the game, with all the material needed to
complete the Thorns of the Scarlet Dawn Quest .
Of course, the full game will bring many more options! Also, it's important to say that the rules are still
being developed, and some may not be completely balanced. We'll keep an eye on your comments on
social media to make the final version of Paranormal Order RPG the best it can be!

IMPORTANT TERMS
I Character. A fictional being played by a player. I Hit Points (HP). Determine the character's
If played by the GM, it is called an NPC. Any physical health . Weapons, Rituals and Hazards
power or ability that affects characters affect can deal damage, which is always subtracted
allies or enemies. from HP. When a character reaches 0 HP, he begins to die.

I Creature. A specific type of character, always played by I Points of Effort (EP). A reserve that the
the GM. Beings created from manifestations of the character can use to perform impressive feats
Entities on the Other Side often appear in the form of according to his Class or Origin.
terrifying monsters . Powers and abilities that affect only
I Sanity (SAN). Measures a character's mental
Creatures do not affect other types of characters.
resilience when dealing with The Other Side.
Effects that deal mind damage reduce your
I Mission, Episode, Scene, Round and Turn. The game SAN. As you lose SAN, your character starts
uses the following fictitious time measures. to go crazy.
. Scene. Every part or moment in the game. I Attributes. Main characteristics of the character,
Scenes can be Action, Interaction or which measure their physical and mental
Interlude , and each has specific mechanics. capabilities. Are they:
Several scenes together create an Episode.
. Agility. Motor coordination, balance, reflex and
. Episode. It starts every time you get together to
precision.
play, and ends when you stop playing or when you
finish the Quest ( whichever comes first). . Strength. Physical strength and muscular capacity.

. Intellect. Reasoning ability and


. Mission. When you get together to play for the first death.
time, the DM will tell you which Quest you need to
solve. . Presence. Mental resilience and skills
social.
. Season. Multiple Quests turn into a Season.
Few powers and abilities make reference . Force. Physical health and ability to resist
to this measure of time. to harm.

. Turns and Rounds. Specific time measures for I Expertise. Characteristics of the character that determine
Action Scenes, which need to be more organized to how well he does certain activities. If a character is
know when each character is acting. These scenes
Trained, he gains a +5 bonus to skill use and can take
are divided into rounds. In each round, each
certain special actions. More training levels are available
character takes his turn, his turn to act. When all
characters have acted, the round ends and a new in the full game Paranormal Order RPG.
one begins.

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ORDER AGENTS
During the adventure, each player will assume the Intellect
role of an Agent of the Order. This character functions
as the player's "avatar", through which he interacts Quick thinking, memory, problem-solving ability, and
with the game world and participates in Quests. general knowledge of a character. Intellect determines
the number of skills a character is Trained in (see
ATTRIBUTES “Classes” below). It also affects your understanding
of the Other Side and your ability to rationalize the
Your character is mechanically defined by his
paranormal, setting the number of Rituals you can
attributes. That says how strong, smart, insightful
learn. A person with high Intellect has quick and
and charismatic he is. Attributes are used to
sharp thinking, broad knowledge about various
determine the amount of dice you will roll when
you make a check, and are critical to measuring subjects and skills that involve study, such as
how well your character is at a given task. scientific knowledge.
The tests are explained in detail on page 3.
Each attribute is represented by a number. This
number is the additional twenty- sided dice (d20) Presence
you must roll when making a check involving that Social skills and mental-emotional resilience.
attribute. A character with Strength +2 will roll 3 A character with a high Presence score knows how
dice, for example. The higher the attribute value, to use words well to steer the conversation to his or
the better your character is in that aspect, gaining her advantage using excellent language, and is also
advantage on rolls. shrewd and difficult to deceive. It can be more cool
Below we list each of the attributes, how they help and playful, or serious and resolute.
describe your character and how they are used in
Presence also affects your Willpower, which
tests. Remember that when creating your character
determines your mental resilience to deal with stress
you start with all attributes at 0 and have two points
and normal Para, as well as granting additional Effort
to distribute between them, with +2 being the
maximum value you can have in an attribute (and Points per Level of Exposure (NEX).
you can choose to put -1 in an attribute to receive an additional point).
Force
Agility Physical resilience, affecting your Hit Points (HP)
Balance, precision, motor coordination and reaction and also your Fortitude rolls. The higher your
speed. In combat, it affects your ranged weapon Stamina, the tougher and tougher you are, being
attacks , your Initiative (which determines the order able to take more injuries before falling in .
in which player characters act), and also your Reflex aware.
saves, important for situations where you need to
dodge danger. Someone with a high Agility score
has quick reflexes and keen accuracy.
EXPERTISE
Skills are the most common character abilities ,
important for solving physical, mental, and social
challenges.
Force
Muscle power and general athletic ability. This When choosing your class, you get a number of
attribute will influence rolls related to your physical trained skills from your class list and additional
prowess, in addition to affecting your melee attacks. skills (which don't have to be from your class
A character with high Strength has great physical list ). It is important to understand what each skill does
ability, whether through constant training, magical before choosing your class and making your choice of

modification, or genetic predisposition. skills and powers.

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TABLE 1. EXPERTISE 4. The player must roll a d20 number equal to 1


Only Charge + the attribute used in the test. At this point ,
Expertise Trained? penalty? you must announce whether you have extra
Athletics - Yes dice for powers or abilities.
News — — 5. The player announces his skill modifier used
in the check. This is where he should
Science — —
announce any increase or decrease in his
Diplomacy — — modifier.
deception — — 6. The player rolls the d20 and announces the
Fortitude — — highest value if his attribute is positive, or the
Stealth — Yes lowest if it is negative.

Intimidation — — 7. The GM compares the announced result with


the TD modified by the player's skill.
Intuition — —
Investigation — — Skill check = 1d20 + 1d20 per skill point
fight — — attribute used vs. DT
Medicine Sim -
Example. the Agents must pass through a ten-
Occultism Sim - foot-tall gate that blocks the way to the cursed
mansion. Mauro decides to climb holding the
perception — —
gate bars and go over.
piloting Sim -
The GM determines that the challenge is to lift
Marksmanship — — one's own weight, so Mauro must climb using
Sleight of Hand — Yes the Athletics skill with the Strength attribute.
Profession Sim -
Since the gate is relatively high, the GM sets
the TD at 20, without announcing it to the players.
Reflexes - Yes
Because he has Strength +2, Mauro adds two
religion — — dice to his roll, rolling a total of 3d20.
tactic Sim - The highest d20 dropped to 16, but Mauro is
Sim - trained in Athletics, so he adds +5, for a total of
Technology
21, overcoming the TD and getting a success.
will — —
The Master narrates the success and how Mauro
manages to climb the gate and reach the other side.

USING SKILLS Training Degree. It's an indication of how good you


are at using that skill, gradually increasing from
Whenever you try to take an action whose Untrained to Trained, then Competent , then Expert.
outcome is uncertain, you roll. Tests use basic
In Trained skills, you get a +5 bonus on rolls.
game mechanics . In summary, whenever you Competent and Expert levels appear in the full
do a test, follow the sequence: Paranormal Order RPG game.
1. The player says what his character is going to
do, such as “climb the wall”.
Testing and Training
2. The GM announces which skill and attribute
are involved in the test. He chooses an Some skills can only be used when you are Trained
in them and/or have specific uses if you are Trained
appropriate DT for the roll (but keeps it secret).
in them. For example, if you are not Trained in
For example, climbing a wall would be an
Driving, you do not have the necessary knowledge
Athletics check using Strength. to drive a vehicle, regardless of your level or Agility.
3. In some cases, the player can argue with the When the word “trained” appears after the skill name,
GM to change the attribute involved in the you can only use it if you are Trained in it.
test, but the GM always has the final say,
unless it is some character ability that changes Some special uses of skills require you to be
the attribute. Competent or Expert in the skill.

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Cargo Penalty Diplomacy


Some skills require freedom of movement. You use talk and argumentation to convince others.
When the word “Charge” appears after the skill
name , you apply your total Charge Penalty to
Change Attitude. You can change someone's
the skill check. See page 10 for more details.
attitude toward you or another person once a
day (see Attitude Categories, below).
DESCRIPTION OF EXPERTISE Your roll is opposed by the target's Will roll. If you pass, you
change the target's attitude by one category, for better or
Athletics load worse. If it passes 10 or more, it changes the attitude in up to
This skill is used to perform athletic feats, such two categories. If it fails by 5 or more, the target's attitude shifts
as climbing a wall, jumping obstacles, or running one category in the opposite direction. The test takes one
great distances. minute. You can do this as a full action (to avoid a fight, for
Trained example), but you suffer a –10 penalty.

Get Up Quickly (DT 20). If prone, you can make


an Athletics check as a free action to stand. You Ask Please. You can ask a favor of a target of indifferent
can only attempt this once per round. attitude or better. The DT is 20 for an indifferent target , 15
for a friendly target, and 10 for a helpful target. Simple orders
(“Where is the nearest store ?”) do not require testing. Costly
news orders (like providing a vehicle) have DT +5. Dangerous
requests (like helping out in a fight) have DT +10 or
You are a scholar of general subjects such as politics,
arts, literature and entertainment. automatically fail. Asking for a favor takes at least one full
action, but may take longer, according to the GM.
General knowledge. You can answer questions regarding
general matters. The DT is 10 for simple questions, such as
remembering the name of an author of a book, 20 for complex
Trained
questions, such as knowing a company's founding history, and
Calm down (DT 20). You can, as a standard action , attempt
30 for more specific information, such as remembering a
to stabilize an adjacent character who is Freaking out,
country's specific law.
returning him to 1 Sanity Point. The DT increases by 5 for each
roll made on the same character during

Science trained the same dinner.

You have knowledge in an area of science, such


Attitude Categories
as biology, chemistry, linguistics, or history. Each
I Helpful. He's willing to help, even in danger. Can accompany
time you learn this skill, you choose a different
area of knowledge. the character and fight alongside him.

Evaluation. You can analyze an object or


I Friendly. He wishes the character well, but will not take any
character that is related to a scientific field that
chances to help him. May give advice and provide limited
you are familiar with. The DT is 10 for publicly
help.
known information (the chemical composition of
a known substance), 20 for very precise I Indifferent. Don't care about the character,
will treat you normally.
information (details of how radar equipment
works) or DT 30 for classified information I Unfriendly. He wishes the character ill, but not
(assessing the ability to protect a newly created to the point of risking harm. It can deceive the
metal alloy). character, create intrigue about him...
Information. You can answer questions regarding I Hostile. He wants to harm the character, even if he has to
general matters. The DT is 10 for simple questions, take risks to do so. Can attack or sabotage the character.
20 for complex questions, and 30 for mysteries and riddles.

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Cheat stealth load


You deceive people with bluffs, lies, forgeries and You can hide in the shadows, walk quietly, follow
disguises. someone without being noticed, etc.
Bluff. You make a person believe something that is Hide Item. When trying to hide an item, make a
not true. His check is opposed by the victim's Insight Stealth check. Discrete or small objects give +5
check. Lies the person wants to believe (“I'm sure you to the roll; clunky or large objects impose –5. The
dropped that money on the floor. Isn't that yours?”) Master notes the result.
provide a +5 on the Deception check. Very implausible When a character attempts to search for the item
lies impose a –10 penalty (“Why do I have this bag of or investigate where it is hidden, the GM must
money from the gang boss? Why, because he asked buy the Perception or Investigation check result
me to take it to him!”). with the Stealth score noted earlier.
hide. Make a Stealth check opposed to the Perception
Insinuation (DT 20). You can say something to a
checks of anyone who might notice you. Characters
person without other people in the same environment
that fail cannot perceive you (you have full camouflage
understanding what you are talking about. If you pass,
against them).
the receiver understands your message. If you fail by
5 or more, you imply something other than what you Hide is a move action, but you must end your turn
intended. Other characters can make an Insight check with cover or camouflage —darkness, foliage, other
opposed to your Deception check. people you can blend in with, etc. If Trained in Stealth,
If they pass, they understand what you are saying. you can hide as a free action.

Intrigue. You can plant information. DT varies


according to how hard it is to believe their intrigue. 20 You can move at half your speed without penalty or
for probable intrigue, 25 for unlikely intrigue, and 30 your normal speed at a –5 penalty on the check (if
for almost impossible intrigue. This use requires at you are hiding in a crowd, you can move at its speed
least a day, but may take longer , according to the without penalty). If he attacks, casts a Ritual, or takes
GM. If you fail by 5 or more, the target of your intrigue another flashy action, he takes a –20 penalty (and, if
discovers that you are trying to plant information about he was already hidden, he must reroll at this penalty).
him. Even if you pass, a person can investigate the
source of the intrigue and reach you. This requires an
Investigation check on her part, with a DT equal to Follow. Make a Stealth check opposed to the
her intrigue check result. person being followed's Perception check. You
suffer a –5 penalty if you are in a place without
movement or hiding places, such as an open
Trained
field, a deserted street, etc. The victim gains +5 to his roll.
Feint. You can spend a standard action and make a
of Perception if you have reason to think you are
Deception check opposed to a character's Reflex
being followed and are taking precautions (such
check at short range. If you pass, it is off guard
as occasionally looking back). If you pass, follow
against your next attack, but only until the end of your
the person until they reach their destination. If it
next turn.
fails, the person realizes it halfway through.

Fortitude Bullying
Your acquired stamina and stamina.
You can scare or coerce other people.
Resistance. You use Fortitude to resist effects
Scare. As a standard action, make an Intimidation
that affect your health or vitality, such as poisons
check opposed by a character's Will save at short
and diseases. DT is determined by effect.
range. If you pass, she is shaken for the rest of
Stamina (DT 5 +5 per Test Performed). You the scene (non-cumulative).
use Fortitude to keep your breath when you are If you pass 10 or more, she is terrified .
running or not breathing. for one round and then shaken for the rest of the scene.

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Coerce. You force a person to do something. Make an


Fight
Intimidation roll opposed by the victim's Will roll. If you
His ability to fight hand to hand, whether with
pass, she collaborates for a scene.
After that time, it becomes hostile. If you fail by 5 or more,
melee weapons or unarmed.
she doesn't obey or does the opposite of command. If you Melee attack. To make a melee attack , you
tell the person to do something dangerous or against their make a Fighting check. The DT is the target's
nature, they get +5 on the check or automatically pass. Defense. If you hit, it deals damage according to
This usage takes one minute. You can coerce as a full
the weapon used. See page 13 for modifiers
action, but suffer a –10 penalty on the check. Bonuses or
applicable to attack rolls.
fear immunity apply against Intimidation.
Trained
Block. When targeted by a melee attack that deals physical
Intuition damage, you can use your reaction to Block, adding your

Your ability to perceive the intentions of Fighting bonus to your Defense for that attack only. You
others, your “sixth sense”. must announce a Block before the attacker rolls his attack
roll. See “Combat” on page 23 for details.
Realize Bluff. You find out if someone is lying
(see the Deception skill).
Feeling. You analyze a person, to get an idea
of their temperament, or character, or a situation,
to notice any strange behavior that is happening Medicine trained
(for example, if the patrons of a bar are very You know how to treat wounds, diseases and poisons.
quiet, because they are under threat). This
First Aid (DT 20). You can, as a standard action, attempt
usage only indicates strange behavior; to find
to stabilize a dying character, bringing him back to 1
out what's going on, look at the Investigation
Health. The DT increases by 5 for each roll made on the
skill. This use can only be attempted if you are
same character during the same scene.
Trained in Intuition.

Investigation
You know how to find clues and information. Occultism trained
Knowledge of the Other Side, occult sciences
Get information. You can find out information
and supernatural phenomena.
by questioning people or by going to a busy
place and keeping your ears open. Identify Creature (DT 20). As a full action, you can identify
General information (“What is the name of the owner of a supernatural creature , as well as its powers and
this restaurant?”) has DT 10. Specific information (“Who is
weaknesses. If it passes, it resembles a Creature trait,
the delegate in charge of this case?”) has DT 20. Restricted
such as a power or vulnerability. For every 5 points by
information, which few people know about, has DT 25.
which the test result beats the DT, you remember another
Finally , protected information, which could jeopardize the
trait. If it fails by 5 or more, it draws the wrong conclusion
answerer, has DT 30.
(eg, believing that a Creature is vulnerable to Death, when
in fact it is vulnerable to Energy).
To search for. You can examine a site to see useful
details. Scanning a 5-foot area takes a full action. DT
depends on what you 're looking for. A specific item inside
a full chest (DT 10), a secret door (DT 20), a very well Identify Paranormal Object. You can spend an
hidden secret door (DT 30). You can also find traps; the hour studying a haunted or cursed item and
DT varies according to the trap. identifying its powers, including how to activate it
and how much EP is left (if any), or what Ritual
the object contains. DT is 20 for items

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smaller, 25 for medium and 30 for larger items. terrestrial; calm weather, for water or air vehicles),
You may suffer a –10 penalty on the check to 15 for bad conditions (smooth terrain, rain or wind)
decrease the time for a full action. and 20 for terrible conditions (terrain with obstacles,
Identify Ritual (DT 10 +5 per Circle above 1st). storm), which can increase the difficulty in extreme
cases.
When someone does a Ritual, you can guess which
one it is from their gestures, words, and components.
This usage is a reaction. Load|trained sleight of hand
Do you have the manual skills to handle
Information. You can answer questions concerning
the Other Side, cursed objects, supernatural
mechanical devices or to simply clean someone's
phenomena, runes, prophecies, planes of existence, pockets?
etc. The DT is 10 for simple questions, 20 for break-in. You can use a full action to try to
complex questions, and 30 for mysteries and riddles. open a mechanical lock. This skill does not work
on electronic locks (for that see Technology)
Perception
You notice things using your senses.
Hide Item. You hide an object in your body. As a
Observe. You may notice hidden things. The roll is standard action, make a Sleight of Hand check
opposed to the character's Stealth trying not to be opposed by the Perception check of anyone who
seen. Sometimes the target is not intentionally can see you. Discrete or small objects give +5 to
hiding, but it still requires a Perception check to the roll; clunky or large objects impose –5. If a
notice. In these cases, the difficulty varies from 5 (a person searches you, you gain +10 to the
person in a square with little movement) to 20 (a Perception check.
specific soldier in the middle of a uniformed
steal. You can pilfer objects from other people (or
battalion). You can also perceive disguises and
plant objects in their possessions). As a standard
forgery (see the Deception skill) and read lips (DT
action, make a Sleight of Hand check. If it passes,
20).
you take (or put in) what you wanted. The victim is
Listen. You can hear subtle noises. A close casual entitled to an opposing Perception check. If you
conversation has DT 0 — that is, unless there is a pass, she notices your attempt, whether you succeed or not.
penalty, you automatically pass . Hearing people
whispering has DT 15. Hearing from the other side Profession trained
of a door increases the DT by +5. You can make
You know a technical trade, whether by training or
Perception checks to hear even when sleeping, but
experience, as a mechanic, electrician, or even a gunsmith.
suffer a –10 penalty; a success wakes you up.
Perceiving characters that cannot be seen has DT To repair. Repairing a broken item related to
20, or +10 to the character's Stealth check, your craft has the same DT as crafting it. Each
whichever is greater. Even if you pass the test, you attempt consumes an hour of work and a sixth
still suffer normal penalties for fighting without of the item's original price. On failure, time and
seeing the enemy. money are lost (but you can try again). Simple items
(like a car tire or hammer) have DT 15. Complex
piloting trained items (like a rifle) have DT 20.
You know how to operate common vehicles such as motorcycles,
cars, speedboats and even horses.
Identify. You can identify an item linked to your
Lead. Driving a vehicle requires a move action and Craft. The DT is 10 for common items and 20 for
a Driving check per turn. DT is 10 for good conditions rare or exotic items. If it passes, you discover the
(one road, for vehicles item's properties and its price.

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Aim Technology
Your ability to aim and shoot with thrown weapons or You know how to operate and hack into objects and
firearms. technological systems. If you do not have physical
access to a computer system's user interface, you
Ranged attack. To make a ranged attack , you make
must use a hacking kit to access and manipulate the system.
a Marksmanship check. DT is Defense
of the target. If you hit, it deals damage according to Computers are configured to give “access ” to
the weapon used. See Chapter 2. Playing for modifiers one or more authorized users, allowing them to
applicable to attack rolls. access any information or computer function as
a standard action, without the need for a
Trained
computer scan. the firewalls
To aim. You use a move action to aim at a target
can lock down specific sections of a computer
you can see within range of your weapon. When
and grant different users access to those sections.
taking this action, you cancel the -5 penalty on
Marksmanship checks against that target if it is The base DT for many of the technology tasks is 15.
engaged in melee combat. Aim has no effect on This DT can be lowered or raised by the GM depending
melee attacks. on the difficulty of access or complexity of the task.

reflexes Access an unsecured system. You can try to access


Its ability to avoid threats that require quick reaction. the most basic functions of an unsecured computer
You use Reflexes to resist sudden and area effects. system. The DT for accessing information or functions
DT is determined by the effect you are resisting. from a public computer without defenses or firewalls is
10. Unlike other uses of Technology, you can attempt
Trained to access a public system without training if it takes at

Dodge. When targeted by a physical attack, you least 10 minutes. Protected computer systems and

can use your reaction to Dodge, adding your protected sections of an unsecured system can be

Reflex bonus to your Defense for that attack only. accessed by making a hack check (see below).

You must announce a Dodge before the attacker


rolls his attack roll. See “Combat” on page 23 for Trained
details. Destroy or repair a system. You may use Technology
to damage a computer system or repair a system or
Religion trained device that has been damaged. The DT is 10 + 5 per
You have knowledge of the world's religions. item Prestige, and the process takes 10 minutes per
item Prestige.
Nurturing (DT 20). See the “Calm” use of the
Hack. You can hack into a secure system to
Diplomacy skill.
steal information or use system functions as if
Information. You can answer questions concerning you were an authorized user. The DT for hacking
gods, prophecies, planes of existence, etc. The DT a system or device is 10 + 5 per item Prestige.
is 10 for simple questions, 20 for complex questions,
It also serves to hack electronic locks.
and 30 for mysteries and riddles.
Will
tactic trained This skill involves your concentration and willpower.
You were educated in tactics, strategy and logistics.
When you take damage while performing an action
Analyze Terrain (DT 20). As a move action, you that requires concentration, you must make a Will save.
can observe the battlefield. You also use Will to resist mental effects, from
If it passes, it discovers an advantage, such as cover, paranormal exposure to Rituals that attack the mind.
camouflage, or high ground, if any. DT is determined by effect.

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For example, if a Combatant uses Power Attack


SKILLS and fails the attack roll, he still spends Effort Points.
Each character has a variety of special abilities.
Each one has a specific use, such as increasing
EP cost reductions are not cumulative. A skill can
the damage of an attack or rerolling one of the
dice of a test. In the full game of Paranormal never be reduced to less than 1 EP in cost.
Order, new abilities are acquired as the character
progresses.
For starting characters, the maximum EP spend
The following are the rules for using abilities and powers.
per skill use is 1. In the full game of Paranormal
Order RPG, as your character progresses it
NECESSARY ACTION
becomes possible to spend more EP per use.
The skill description determines the action required
to use it. If nothing is described, using the ability
is a free action. SKILLS THAT
NECESSARY CONDITION AFFECT TESTS
In the case of abilities activated by another event Abilities that provide a bonus to a check must be
(such as making an attack), the ability can only
used before rolling the die. Skills that give
be activated once per instance of the event.
additional dice (+1d, for example) must be used
SPENDING POINTS before you roll the dice.

EFFORT Abilities that allow you to reroll the


data must be used before you declare the re
When using an ability that costs Effort Points,
you spend EP even on failure. Per final result.

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EQUIPMENTS Thus, a character with Strength 2 can carry up to


15 spaces without penalty, and up to 30 spaces
Weapons, technological devices and cursed items when overloaded. He cannot carry more than 30
are part of the inventory of every Agent of Order item slots.
who intends to face the Paranormal and his minions. The rule assumes that you have a backpack or
The Order is able to supply its Agents with a range any other type of object on which to carry your
of resources and equipment, but there are rules and gear, and the backpack itself does not take up a space.
regulations on using these items in Quests. Similarly, containers whose only function is to carry
Operators have their performance evaluated for another item do not take up space. For example ,
each Mission and receive Prestige levels, which the holster for carrying a pistol is included in the
space occupied by the pistol. However, containers
determine their access to the rarest and most powerful equipment.
that provide benefits of their own, such as an ammo
bandolier, can take up space.
INVENTORY
Equipment is extremely useful, but there is a limit Usage Limits
to how many items you can have available to take Some items need to be wielded to be used. This
on the Quest, and how many you can carry and includes weapons and tactical equipment such as
use at the same time. flashlights. You can only wield one item in each
hand, that is, you can wield a maximum of two
Load Limits items at the same time (assuming you have two
The amount of equipment you can carry is measured hands...). You can holster a wielded item as a
in item slots. The vast majority of items, by default, move action and drop it to the ground as a free
take up one (01) space. However, there are exceptions: action. Items that are not wielded need to be worn.
I Items of negligible volume and weight, such as a
pen or notebook, do not take up space. You can receive the benefits of a maximum of four
I Two-handed weapons of any type (and firearms items worn simultaneously — there is a limit to how
that must be operated with both hands), medium many items a character can handle at the same
protection, Tiny characters, and other heavy or time. If you wear a fifth outfit, it will not provide any
bulky items occupy two (02) spaces. benefits. You can store or drop a worn item as a
move action.
I Heavy protection, Small characters, and other
very heavy or bulky items, such as a barrel, take
up five (05) spaces.

I Extremely heavy or bulky items, such as a Medium


LIMIT OF ITEMS
character (eg to carry an unconscious ally ), All Order items and equipment have a minimum
take up ten slots. Prestige rating. This means that in order to take
Even larger items may take up more space or that item on a Quest, you must have the access
be impossible to carry, at the GM's discretion. or Prestige indicated on the item.

You can carry a number of item slots equal to 5, There is a limit to the number of items of the same
plus 5 for each positive Strength point. If you Prestige you can take on a Quest. For example, an
exceed this limit, you are encumbered, suffering a Operator Rank character can have up to three (03)
-5 penalty on Athletics and Stealth checks, and a Prestige I items and up to one (01) Prestige II item
-3m reduction to your speed. . The maximum slots in their inventory, regardless of the space they
you can carry is double your default carry limit. occupy in the inventory. There is no limit to items
without a Prestige value.

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PRESTIGE TABLE 2. PRESTIGE POINTS BY MISSION

Being an Agent of the Order is a dangerous and Event Prestige Points

difficult job, but it has its perks. Even newly case solution +10
recruited Agents have their essential cost of living — as
Additional clue found +2
shelter, food and work equipment — fully funded
by the Order's resources, so that they can death of innocent -2

dedicate themselves fully to the Missions. -5


dead group member
Even members who live undercover in double lives
or undercover in ordinary jobs use their job only as The GM is free to grant (or withdraw) additional
a front, and often their cover-up is part of some Prestige Points if he feels the party deserves it for
larger plan. some reason, but this should be done with caution.
Although vast, these resources are not infinite, so As you accumulate PP and reach the minimum
not all Operators can enjoy them in the same way. required value for the next level (indicated in table
State-of-the-art equipment and large expenditures 2-1) you move up in Rank, receiving the benefits
such as international travel are only available to of the new Rank for your next Quest. For example,
higher-ranking Agents, as the Order cannot afford you had 44 PP and received 14 PP at the end of
to waste its resources. This access is measured the Quest, giving you a total of 58 PP. Your rank went up
through Prestige. from Agent to Operator, which means that on
In Paranormal RPG Order, Prestige defines what your next Quest, you can take one Prestige III
equipment is available to you, and how many items item and up to three Prestige II items, but your
your character can have in their Inventory during a Credit Limit will remain the same.
Quest. Prestige also sets the limit of Credit the If you lose enough PP to fall below the minimum
character can spend. required for your current Rank your Rank will be
Unlike NEX, which measures a character's lowered for the next Quest. You will need to return
individual power level , Prestige represents your any item that your new rank does not have access
respect and importance as an Agent within the to, but you can get it back if you re-Rank up.
Order, which increases as you solve cases and
gather clues. Each Prestige Level is represented
by a Rank. Patent
The table below shows the total Prestige Points Members of the order are classified into different
to reach each Rank and the Credit and Item Ranks that correspond to their Level of Prestige
Level limits for each. within the institution. Most characters start the
game with the Recruit Rank, and advance their
Prestige Points Rank as they earn Prestige Points by completing
Whenever you finish a Quest and return to the Quests , following the table below. However, the
Order's headquarters, the group will be evaluated GM is free to assign any starting prestige Rank to
on their efficiency in solving the case and collecting characters in a new series, starting from the
clues, earning (or losing) Prestige Points according minimum total required to be at the indicated level.
to the following table.

Prestige Points Patent Credit limit IP items Items P II Items P III Items P IV

0 Recruit Short 2 — — —

20 Agent Medium 3 1 — —

50 Operator Medium 3 2 1

11 Veteran High 3 3 2 1

200 Elite Unlimited 3 3 3 2

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Recruit. Newly recruited by the order, In game terms, the Credit system
still inexperienced in Quests. allows players to not worry about
Agent. He already has some experience and
managing money, currency or basic
has solved some paranormal cases. Patent of
resources in detail, focusing on the
most members of the Order. game in the Mission. The GM always has
the final word on where a good or service
Operator . Experienced agent called in
falls in relation to the Prestige Rank purchase
to solve more difficult and complex cases,
limits.
which normally require great knowledge
and ability. Short. You are approved to buy basic
supplies such as food, clothing and medicine
Veteran. With dozens of cases resolved,
if needed during the Quest. You can also
these Operators are deployed to missions
buy public transport tickets, such as a bus,
of high importance and danger.
subway or train, rent common vehicles and
Elite. The great legends of the Order, the rare use private transport services, such as a
Agents who survived the war against the Other taxi. You can stay in simple accommodations
Side for many years. The best of the best,
(normal rest), such as guesthouses and
called upon by the Order to solve cases
hotels with three stars or less.
involving dangers on a global scale.

Finally, you can use emergency services


Credit limit such as mechanic or medical assistance.

Members of the Order need not worry about Medium. You have access to airline
money to meet their basic needs, such as tickets, good quality accommodation
housing, clothing, or meals. Many even prefer ( comfortable rest) and you can pay for
not to bother with this sort of thing, and make any common product or service you need.
the Order's own headquarters their permanent
High. This limit may cover any expense
home.
necessary, as long as it is not absurd or
However, it is often necessary to purchase too luxurious, at the GM's discretion.
supplies or hire services during a Quest. To
Unlimited. Elite Teams have virtually
this end, the Order provides a Credit system,
unlimited access to the Order's
which can be used by any member to make
purchases in any currency, anywhere in the resources, as they are often sent on
world. How this system works is a well-kept missions of extreme importance.
secret of the order, available only to the few However, they are still limited to the
Agents that make up the “Administration”, the availability of necessary products and
same group responsible for evaluating Field services, and cannot purchase anything illegal using Credit.
Agents and controlling Prestige assignments.

PRESTIGE ABOVE IV
The type and price of goods and services that
an Operator can access in a Quest vary with Some powers and abilities can
lower an equipment's effective
their Prestige, and any attempt to exceed this
Prestige . This means that a
limit is blocked immediately . The order also character with these abilities can
has full control over everything being purchased effectively craft a prestige item
through Credit, and holds Agents accountable above IV and reduce its final
for attempting to acquire unauthorized products value to IV or less.
or equipment.

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Simple Weapons
EQUIPMENT This group encompasses all objects that can be used
INITIAL as weapons, whether melee or ranged, divided by
their Merit (improvised, common, or special) and how
Every character starts their Quests in the Order with
they are used (light, one-handed, or two-handed).
access to all items of their Rank, and can build their
Weapon proficiency and damage dealt is determined
first Inventory for the Quest following the Charge limits.
by combining the two categories, as shown in the
table below.
It may seem tempting to fill up your Inventory before SIMPLE WEAPONS.
heading out on a Quest, but remember that adding
HAND TO HAND OR DISTANCE
any items found during the Quest will make you feel
overwhelmed! Light / One hand / Two hands
Pitch Pitch / Shooting
impromptu d4 d6 d8
WEAPONS
Ordinary d6 d8 d10
Weapons are classified into two major groups. d8 d10 d12
Special
Simple Weapons and Firearms, both with their
own subdivisions. All characters know how to use simple weapons. Im
Proficiency Penalty. If you attack with a weapon provisional. Any object that can be used as a weapon
you are not proficient with, you suffer -1d to to attack someone, but is not specially designed for it.
attack rolls. A piece of pipe or wood, a cooking knife, a slingshot,
reach. Ranged weapons can be used for ranged and most sporting items — such as a baseball bat or
attacks. Range categories are Short (9m, or 6 competition bow — fall into this category.
squares on a map), Medium (30m or 20 squares),
and Long (90m or 60 squares). You can attack
Ordinary. Objects constructed with the primary
within range without taking penalties.
function of being used as weapons, but do not
You can attack up to twice the range, but suffer -5 to
attack rolls. require any special training. Includes combat
knives, martial arts weapons and most bows and crossbows
Critical. When you hit an attack by rolling a made for hunting.
natural 20 (that is, the attack roll die shows a
20), you make a critical hit. In this case, increase Special. Specially manufactured weapons, made
the damage by one die of the same type. by a renowned professional, built with some very
Numerical bonuses and extra dice (such as from high quality material, unique prototypes of
the Sneak Attack skill) are not multiplied. For advanced technology or equipment that requires
example, 1d8+3 damage becomes 2d8+3 on a specific training to be used. All Special Weapons
critical hit. In general, unless influenced by some are Prestige I items.
Ability, all Simple Weapons follow this rule.
Body to body. Melee weapons can be used to attack
Some Firearms crit at a margin greater than 20 or
adjacent targets and are subdivided into light, one-
increase damage by more than one die. Effects that
handed, and two-handed.
increase the threat range decrease the number needed
to get a critical hit. Effects that increase critical damage To attack with a melee weapon, make a Fighting
are added to the number of additional Dice. check. When you attack with a melee weapon,
add your Strength to your damage rolls.
19. The weapon makes a critical hit on a roll of 19 or 20.
Light. This weapon is used with one hand and allows
18. The weapon makes a critical hit on a roll of 18, 19, or 20. you to use Agility instead of Strength on Fighting rolls.
2d. On a critical hit, roll two additional damage dice. Unarmed strikes and natural weapons are always
Light Weapons.

3d. On a critical hit, roll three additional damage dice. One hand. This weapon is used with one hand, leaving
the other hand free for other purposes.

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Two hands. This weapon is used with two hands.


Supporting it on the ground to free one hand is a free action. Firearms
Wielding it again is a move action. Modern projectile weapons vary enormously
Two-handed weapons add double Strength on between models and styles, but they all work by
damage rolls and critically 20/+2d. propelling encapsulated ammunition using
gunpowder and pressurized gases. In game terms,
Ranged attack. Ranged weapons can be used to Firearms are divided into short weapons and long
attack adjacent or non-adjacent targets and are weapons, and have two main variations. the type of
subdivided into throwing or shooting.
weapon and the caliber of its ammunition.
To attack with a ranged weapon, make a
Short Weapons. Lighter, more portable weapons
Marksmanship check. When you attack with a
with a shorter barrel that can be used with just one
thrown weapon, add your Strength to your damage
hand. Pistols, revolvers and submachine guns are
rolls. When attacking with a shot weapon, it does
short firearms.
not add any stats to damage rolls.
Long Weapons. Weapons with barrel model
. Pitch. The weapon itself is thrown, like a brick,
elongated shooting that require the use of both hands.
knife or spear. Drawing a thrown weapon is
a move action. Thrown weapons have Short Carbines, shotguns, rifles and machine guns are
range. long weapons.

. shot. The weapon fires a projectile, like a bow Type. Firearms are classified into general groups,
shoots arrows. Drawing ammunition from a regardless of their specific model.
shooting weapon is a free action. Shooting The types are pistol, revolver, carbine, shotgun,
Weapons have a range defined by their submachine gun, assault rifle, sniper rifle, and
quality. Improvised weapons have Short heavy machine gun.
range, Simple weapons have Medium range Prestige. Weapon type prestige level or
and Special weapons have Long range. ammunition caliber for the purpose of inventory
Shooting Weapons need Shooting Ammo, a item limits.
separate item that takes up 1 Inventory
Space. Reloading a Shotgun is a free action. spaces. The total number of spaces occupied by the weapon
in the inventory.
Damage. The type of die rolled to define the
damage dealt by a simple weapon is defined by recharge. Indicates the number of attack actions
the combination of its characteristics, as shown in you can take before needing to reload the weapon,
the table. For example, a Light Improvised weapon and the action required for reloading. You must
does 1d4 damage, regardless of its description, have ammo of the weapon's type in your inventory
while a Common Two-Handed weapon does 1d10
to be able to reload.
damage. Unless otherwise specified, all Simple
weapons deal physical damage. Carbine. A modern descendant of muskets, the
carbine is a firearm a little shorter than a rifle,
Damage steps. Some effects can increase or measuring approximately one meter, often used for
decrease weapon damage by one or more "steps". hunting or sport shooting. Most have manual lever
When this happens, consider the weapon to be of
action, which needs to be reloaded after each shot.
a higher Quality to determine its damage.
It needs to be wielded with both hands.
For example, a common shooting weapon (1d10
damage) that has its damage increased by one Shotgun. Explosive action firearm that fires multiple
step deals damage as if it were a Special weapon metallic slugs or shells in a large dispersion area,
(1d12 damage). which hits all characters in a 6m (4q) cone. It needs
to be a fist with both hands.
If an effect exceeds the maximum stipulated in the
table, such as increasing the damage of a Special
weapon, add one Die of the same type to the total Assault Rifle. Weapon of choice among military
damage — a Light Special weapon with the damage forces, the assault rifle, also known as an automatic
increased by two steps would now deal 3d8 damage rifle, is a long rifled barrel weapon, usually equipped
(1d8 for the Quality and an additional 2d8). with a stock, which can vary between

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FIREARMS

Guy Prestige spaces Scope recharge Special Critical


Short Weapons
Pistol 1 Short 5 / Mov 19 Discrete
Revolver 1 Short 2 / Complete 20 / 2d Discrete
Submachine gun I 2 Medium 5 / Mov 20 / 2d Rajada
Long Weapons
Shotgun I 2 6m 2 Cone / Standard — Area

Carbine I 2 Medium 1 / Mov 19/2d Mira Book

Assault Rifle yl 2 Medium 5 / Mov 19 / 2d Rajada


Sniper Rifle yl 2 Long 1 / Mov 18/3d Mira Book

heavy machine gun yl 5 Medium 10 / Completa 20 / 3d Rajada

1.2m and 1.5m. Unlike the carbine, it features semi- invented repetition and revolutionized the war history, still
automatic or fully automatic being one of the most reliable and versatile firearms . It
shot. It needs to be wielded with both hands. can be wielded with a single hand, but this use does not
allow the Aim action.
Precision Rifle. Longer and more powerful than an
assault rifle, this type of weapon has a longer barrel and
balanced frame with the intention of hitting priority targets Special Qualities of
at great distances with high caliber ammunition. Usually
equipped with a long stock and a telescopic sight. It needs
Firearms
Each of the types of firearms has a special quality,
to be wielded with both hands.
and others can be gained through modifications.
Area. The weapon hits all characters within a
Heavy Machine Gun. One of the first automatic certain range, defined in its description, making
weapons developed, the submachine gun has a a single attack roll against the Defense value
rate of fire that easily exceeds the hundreds of of all targets.
rounds per minute mark. Its operation is more Discreet. The weapon is small and easy to hide
similar to that of the revolver than the assault under heavy clothing, increasing the DT of
rifle, being fed by an ammunition belt, which Perception checks to determine if you are armed by 10.
consists of several projectiles attached in a row. Free sight. The weapon has some aiming system that
It needs to be wielded with both hands. facilitates the acquisition of targets, making the Aim with
the weapon a free action.
Gun. The most popular of the handguns,
designed for personal use. It has technology that Gust. The weapon has a fully automatic firing
facilitates firing and reloading, as well as allowing capability . You can take a full action to receive an
ample ammunition capacity, making it a favorite additional attack when you attack with
this weapon.
of police forces. It can be wielded with a single
hand, but this use does not allow the Aim action.
Ammunition
Submachine gun. Also known as the light The ammo type defines the damage dealt by the weapon.
machine gun, this portable version of the military Ammunition is divided into Small (CP), Medium (CM)
machine guns, usually of a smaller caliber, and Coarse (CG) caliber, with one ammunition of
each caliber considered a separate item in the inventory.
prioritizes mobility over accuracy, maintaining a
high rate of automatic fire. It needs to be held The weapon type defines what type of ammunition it can
with both hands. carry, according to the table below. The weapon's ammo
caliber is set at the time it is found or chosen for the
Revolver. The father of handguns, developed by Quest, and cannot be changed.
Samuel Colt in 1836. It was the first handgun

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AMMUNITION CALIBER
rifle rifle Machine gun

Caliber Damage Prestige Pistol Revolver Carbine Shotgun


Assault
Submachine gun Precision heavy

Small 2D4 ÿ ÿ ÿ ÿ

Medium 2D6 I ÿ ÿ ÿ ÿ ÿ ÿ

Coarse 2D8 yl ÿ ÿ ÿ ÿ ÿ

For example, a revolver can be of Small, Medium May your ammo run out when you need it most!
or Thick caliber . If the character chooses a Thick Whenever you roll a Disaster ( d20 result 1)
Caliber Handgun as a Quest item, that handgun when you make a ranged attack with a firearm ,
becomes a Handgun (CG), and can only be you lose one ammo of that weapon's type.
reloaded with Thick caliber ammo. Experienced agents learn to carry extra ammo
Damage. The damage dealt by the ammo when or weapons with different calibers so as not to be
you land a shot with the weapon. at the mercy of luck.
Prestige. Each ammo caliber counts as a
separate item in your Inventory. Medium Caliber
Ammo is a Prestige I item, while Large Caliber
EQUIPMENT OF
ammo is a Prestige II item. COMBAT
Damage steps and caliber. When an effect In addition to weapons, the Order has an arsenal
changes a firearm's damage steps, it deals of combat equipment, divided into tactical
damage as if it were of a higher caliber. For equipment and explosives.
example, a Pistol (CP) with increased damage
Name Prestige spaces
by two steps now deals 2d8 damage. Following
the original rule, a Heavy Machine Gun with Tactical Equipment
damage increased by one step gains +1d, now Tranquilizer dart I 1

dealing 3d8 damage. M9 flamethrower I 2

Running out of ammo. In Paranormal Order Grenade launcher I


*

RPG you just have to have ammo in your Taser 1

inventory to be able to use your firearm. However, 1


Pepper Spray
to add more drama to Action Scenes, you can
explosives
stun grenade 1

1
Fragmentation large
FIREARMS AND THE LAW
smoke grenade 1

In many countries, including Brazil, the possession, Carcase 1

possession and sale of firearms and ammunition is 1


anti-personnel mine
extremely restricted and controlled, even being illegal in
most circumstances.
This means that characters carrying weapons in an
Tactical Equipment. Special items and ammunition
ostensible way will usually be confronted by the police commonly used to gain a tactical advantage in combat.
and will cause some strangeness for the population. It Explosives. Grenades of various types and anti-
also makes it very difficult to access firearms and ammo
personnel explosive devices.
during a Mission, as it is not possible to simply “buy them
in a shop” as is the case in many games. Many Agents Tranquilizer dart. Projectiles loaded with a
even use forged documents to justify carrying their potent sleeping liquid with a sharp javelin, which
weapons and avoid problems with security agencies and can be used as Ammo in Small caliber weapons,
the law. following the normal reload rules. Instead of
taking damage, a target hit by the dart must make
a DT 10 Fortitude (VIG) roll. If it fails, it is knocked
unconscious until the end of the scene. If it
passes, it is slowed and off guard for one turn.

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grenades. Grenades are explosive devices with a built- Taser. Electroshock device capable of stunning
in timer for controlled detonation. or even incapacitating a target. To use a taser,
There are several types of grenades, for many different you need to be wielding the item and making a
uses. To use a grenade, you need to pick it up and melee attack. Instead of taking damage, a target
spend a standard action to pull the safety pin and throw hit by the taser must make a Fortitude (VIG) saving throw.
it at a point in Short range. Characters within 6m of this DT 10. If failed, knocks unconscious until end of
point suffer the effects of the grenade. A grenade's DT scene. If it passes, it becomes weak for one turn. A
is the user's total marksmanship bonus, plus any taser cannot be blocked.
additional bonuses for explosives.
Pepper Spray. Pepper gas or OC gas (Oleor
Resin Capsicum) is a tear gas (chemical
Stun Grenade. A character hit must make a compound that irritates the eyes and causes
Fortitude save. If it fails, it is stunned for until tearing, pain and even temporary blindness),
the end of its next turn. usually used by security forces to control civil
If it passes, it is dazzled and deafened for one round. disturbances or in some countries for self-
defense. . Spraying an adjacent target is a
Fragmentation grenade. Characters in the area
take 6d6 physical damage. A Reflex save reduces standard action. The target makes a Fortitude save (DT 10); if
the damage by half. for 1d4 rounds.

Smoke grenade. The area (6m³) is filled with


thick smoke. Characters within the area are EQUIPMENT OF
considered blind, but are under Full Camouflage. PROTECTION
Carcase. Characters in the area take 3d6 damage There are two types of protection. light and heavy. Most
and are ablaze. A Reflex save halves the damage and civilians and characters with no combat training wear
avoids the condition. ordinary clothing, which offers no protection from
weapons or accidents.
M9 flamethrower. Military use equipment that squirts
Protection statistics are in the following table.
pressurized incandescent flammable liquid with high
precision and control. Firing a flamethrower at a target
TABLE 3-2. PROTECTIVE EQUIPMENT
requires a ranged attack with a Short range. On a hit,
Defense Prestige spaces
the hit target takes 1d6 points of damage and is ablaze.
Light +5 I 2
The M9 flamethrower uses no ammunition, but runs out
heavy +10 yl 2
of fuel in the event of a Disaster on an attack roll.
Reloading an empty flamethrower requires an upkeep
action during an Interlude. You need to use both hands Light Protection. Lightweight ballistic vests,
to operate the flamethrower. commonly used by private security and police
forces, are often coated with Kevlar, a flexible
polymer that is stronger than steel.
Grenade launcher. Attachment that can be attached
Heavy Protection. Restricted use tactical or military
to a long firearm to throw a grenade with greater force
equipment for police and army special forces. It usually
and accuracy, increasing the range of grenades to comes with a helmet, shoulder pads, knee pads and
Medium. Firing a grenade using a launcher follows shin pads, in addition to a heavy vest with several
normal grenade rules. Increases the weapon's inventory layers of kevlar and reinforced with steel and ceramic
space by 1. plates inside. In addition to the Defense bonus , heavy
Anti-Personnel Mine. Unlike land mines protection provides Ballistic and Physical Resistance 2.
Three conventional, with pressure detonators,
this type of mine is activated by remote control, Defense. The additional Defense value provided by
using a reaction. When it explodes, it fires 700 the protection type.
steel balls in a 20-foot cone, dealing 6d6 ballistic Prestige. Weapon type prestige level or
damage to all characters in the affected area (a ammunition caliber for the purpose of inventory
DT 15 Reflex save halves the damage). item limits.
The user sets the cone's direction when placing the spaces. The total number of spaces occupied by the weapon
mine on the ground. in the inventory.

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You can receive bonuses from up to four outfits


EQUIPMENT OF at the same time.
INVESTIGATION Regardless of its type, equipment that grants
Agents of the Order rely on their intuition, bonuses to the same skill does not stack.
creativity, and courage to face the dangers of the
Other Side and unravel its mysteries, but they Modifying Research
can always count on the help of their equipment. Equipment
You can carry any number of common items the GM You can improve your investigation equipment by adding
deems plausible, such as a notepad, pen, or even a modifications. Each modification adds nothing to the
regular cell phone. Although the simplest of cell phones same equipment increases its Prestige by I. For example,
today is capable of making and receiving audio and to create a “smarthpone hacker”, we might start with a
video calls, exchanging messages, taking pictures, gadget that grants +1d to Knowledge, with custom apps
recording videos and even being used as a flashlight, if to hack other gadgets, providing +1d to Technology tests
the cell phone does not provide any type of bonus, it is (additional use, Prestige II) and functions as a Technology
not considered within the Inventory limit. Kit (additional type, Prestige III).

Only items that directly interfere with the game (either


through bonuses or specific functions) are considered Enhanced. An Improved Equipment bonus
Investigation Equipment. By default, an item can belong increases by +1d (for a total of +2d).
to one of three types.
Higher. Superior equipment grants a +5 bonus to
Expertise Kit. It covers a series of equipment a skill that it also grants at least +1d.
that together make up a kit of a specific skill.
Some skills (or skill uses) can only be used if the
Additional Type. Equipment receives an
character has a kit. The skill kit takes up 1 Space and is
additional type of Skill Kit, Utensil, or Garment.
not consumed when used.
Additional Use. Equipment grants +1d to an
Utensil. A common item that has a specific function or
additional skill of your choice, still subject to GM
utility, such as a pocket knife, flashlight, smartphone, or approval.
notebook. A tool grants +1d to a skill check of your
choice (except Fighting and Marksmanship), which Specific Equipment
cannot be changed once defined. For example, a Some special equipment often used by agents in
smartphone can be used to access the internet and investigations that do not fit into the standard
provide bonuses on Knowledge tests, while a notebook types. All occupy 1 Space, and some can function
computer can be prepared for system intrusions and as utensils or clothing, but grant no skill bonus.
used in Technology tests. You can even come up with
less realistic items, like a “tactile lie detector ” that gives
+1D to Insight checks, but the GM has the final say as Source of Light. Emits light strong enough to be able
to whether the gadget provides an appropriate bonus or to see perfectly in dark places at Short range, and with
not. Utensils always take up 1 Space and must be difficulty (-1d on rolls ) at Medium range or higher. It can
wielded for the bonus to apply. be a utensil, such as a flashlight, or a garment, such as
a spotlight mounted on a vest. can re

receive modifications.
clothing. Like utensils, but need to be dressed
for your bonus to work. For example, a pair of Spy Apparatus. A wiretap or miniature camera

military boots might give you +1d Athletics, while that can be placed in any room or creature to
smart clothes give you +1d Diplomacy. Garments capture the surroundings. Comes with a receiver.
always take up 1 Space and cannot provide If it has both functions (audio and video capture) it
bonuses to Fighting or Marksmanship. becomes a Prestige I item.

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In the case of Rituals that run longer than a full


RITUALS action, you are off guard while casting the Ritual.

In the Paranormal Order universe , Rituals are


like a language. Each symbol represents a Scope
specific phrase or “order”. As in any language,
the same sentence can be interpreted in different Indicates the maximum distance from the caster that
ways, and the same Ritual symbol can result in the Ritual reaches. However, if any part of the Ritual's
different consequences. Rituals follow the same area or effect is beyond range, the area is affected
normally.
pattern of rules as other powers.
Cost in PE. Casting a Ritual requires an action, the Personal. Affects only the caster and/or objects
type of which is indicated in the Ritual, and an EP. they are carrying. It can also be an area Ritual
The full Paranormal Order RPG game includes that starts from the character, usually without
higher circle Rituals, which cost more EP. affecting them.
Focus on Ritual. While casting the Ritual, the Touch. The caster must touch the character or
character focuses on the knowledge gained from object to affect it, but does not need to spend an
the Other Side and, making use of the Symbol action or roll to do so (touching the target is part
and components, manifests that paranormal power. of the Ritual action).
A character who finds himself in a difficult situation
Short. Affects targets at Close range (up to 30 feet
or takes damage during his concentration must
make a Will save. If it fails, the Ritual fails and the or 6 squares on a map).
EPs are lost. If the character takes damage AND Medium. Affects targets at Medium range (up to 30m
is in an unfavorable condition, use the highest DT. or 20 squares).
I Be injured on the turn you focused. Long. Affects targets at Long range (up to 90m or 60
DT equals damage. This can happen through squares).
ongoing effects, such as a character on fire or
under another effect. Another way to be hurt is to be Unlimited. Reaches anywhere in the same world .
attacked during a spellcasting. Some characters Most Rituals with this range require you to know and/
may have abilities that are reactions to Ritual or have been to the Ritual's point of origin.
castings.

I Bad Condition. DT 15 + Ritual EP cost. It is made


Examples include vigorous movement (such as Some Rituals hit one or more targets. Others affect an
inside a moving vehicle), lying on the ground, or area (and everyone within it). And others create or
during a severe storm. invoke things, rather than affect those already in existence.
I Terrible Condition. DT 20 + Ritual EP cost.
Target. It has one or more targets, which can be
Examples include violent movement (such as
characters or objects. You cast the Ritual directly at
inside a speeding vehicle), grabbing
the targets. You must be able to perceive the target.
by another character or during an earthquake.
A Ritual cast on the wrong type of target automatically
fails.
FEATURES Area. Affects an area. You decide a point you
The main characteristics of Rituals are execution, can see from which the Ritual begins, but you
range, effect, duration and resistance. don't control which characters or objects are
affected — anything within the area is subject
Execution to the effects (including you). At the GM's
The action required to cast the Ritual. For Rituals discretion, you can cast a Ritual in an area
with free action, only one can be cast per round. This you can't perceive with a Conjuration roll (DT
includes Rituals affected by abilities such as 10 +5 per Ritual circle). In general, areas fall
Accelerated Ritual. into one of the following categories.

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I Cylinder. It appears at the intersection of four


squares, extending horizontally for the indicated
Duration
width and rising to the end of the indicated height, The duration indicates how long the Ritual retains
its effect. When he finishes, the Other Side's energy
or until it is interrupted by a barrier capable of
dissipates, and the Ritual ends.
blocking it.
Instant. The energy of an Instant Ritual appears and
I Cone. Appears adjacent to you and dashes in the
dissipates the moment it is cast, but its consequences
chosen direction, growing wider with distance. Its
can last longer.
final width will be equal to its reach.
A Healing Ritual works instantly, but wounds
I Cube. It appears in the chosen square or squares, continue to heal. instant rituals
occupying the indicated volume. cannot be dispelled (but can be countered).
I Sphere. It appears at the intersection of four Scene. The Ritual lasts for an entire scene, fading
squares, extending in all directions to the limit of when that moment in the story ends. A scene does
its radius. not have a fixed measure. It can be a few rounds (a
combat), a few minutes (a conversation between
I Line. Appears adjacent to you and advances straight
characters), hours (crossing a forest) or even days (a
to end of range. Unless otherwise noted, a line is
trip without incident).
1.5m wide.
sustained. Ritual needs a steady stream of effort.
I Others. Some Rituals may have specific areas, The caster must spend 1 EP as a free action at the
explained in their description. start of their turns to keep the effect active. If you
All areas advance to their limit or until they are don't, the Ritual ends. You can only maintain one
interrupted by a barrier capable of blocking them. Ritual sustained at a time.

It is made. Some Rituals create or summon things. Defined duration. Duration can be measured in
The caster decides where these things will appear rounds, minutes, hours, days or other units.
and must have a line of effect to that location (see Permanent. The Ritual remains active indefinitely.
below). Once created or invoked, the effect can move A permanent Ritual can still be dispelled.
outside the line of effect. For example, you cannot
Targets, Effects, and Areas. If the Ritual
summon a Creature inside a closed room. But once
directly affects characters, its effects follow the
summoned, the Creature can enter the room—even if
target for the duration of the Ritual. If the Ritual
you still can't see inside.
creates an effect, it lasts for the duration of the
Ritual. The effect can move or remain immobile.
Effect Line. It is a direct and unobstructed path to These effects can be destroyed before their duration ends.
where the Ritual can take effect. A character must If the Ritual affects an area, its effects remain in that
have a line of effect for any target or area he wants to area for the duration of the Ritual. Characters become
affect or for any space he wants to create an effect. targets of the Ritual when they enter its area of effect,
Any solid barrier, visible or not, nullifies the line of ceasing to be when they leave.
effect.
download. Some Rituals last until they are
Redirecting Effects. Some Rituals allow you to activated or discharged. The Ritual remains "pain
redirect their effect to new targets or areas after mind" until a certain event occurs, at which point
being cast. When this is possible, redirecting a it is activated, or until its duration has elapsed, at
Ritual is a standard action. which point it dissipates without any effect.

Objects and Sizes. Some Rituals refer to objects in Closing your Rituals. A spellcaster can dispel one
terms of weight. Other Rituals refer to objects in terms of his Rituals at will. Doing so is a free action, but the
of size categories. In this case, the GM must arbitrate caster must be within range to dispel it.
the size of objects by comparing them to characters.
For example, a dagger is a Tiny object, a car is a Death and Duration. A caster's death has no
Huge object, and a warship is a Colossal object. effect on their Rituals (except sustained) — they
last until their duration ends.

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Resistance valid for characters. We describe each Element


in more detail in the full Rulebook, but below is
Most harmful Rituals allow their targets to make a a quick description of each.
saving throw to avoid the effect or part of it. The
type of roll (Fortitude, Reflexes, or Will) and the way BLOOD. The entity of feeling. He seeks intensity:
it alters the effect are described in the text. Rituals pain, obsession, passion, love, hunger, hate -
that do not allow saving throws do not include this anything that involves feeling extreme emotion
snippet. pleases the Blood entity.
Difficulty. The save DT against a Ritual is Occult DEATH. The time spiral entity. It seeks the lived
+ 5 for each point of Presence. For example, an moments, distorting the egoic perception of each
Occultist Competent in Occultism with +2 Presence individual's existence for its own pleasure.
casts Rituals at DT 20.
cancels. The Ritual has no effect on a target that KNOWLEDGE. The entity of consciousness.
succeeds on its saving throw. Discover , learn, know, decipher. Having one's
disbelieve. If a character interacts with the own perception of the Other Side and its entities
Ritual (by examining it closely or touching it; just pleases the Knowledge element.
observing it from afar is not enough) they are
ENERGY. The entity of chaos. Everything that cannot be
entitled to a roll to realize that it is not real. The
controlled, the intangible, the anarchy. The constant
Ritual continues to work even if a character has
change, the heat and the cold. Everything that involves
realized that it is not real; the character can warn
the unexpected and transformation pleases the Energy entity.
his companions as a free action, allowing them
to make checks to disbelieve. FEAR. The entity of the Other Side itself. fear is
Partial. The Ritual's effect is less on a target that
passes the check.
Halve. The Ritual's effect is halved on a
successful target (applied before damage Relationship Between Elements
resistance). The elements have a relationship with each other,
being more or less effective according to the type of
Special Costs relationship. This is relevant in two scenarios: when
Most Rituals only require the expenditure of effort a Ritual is used against a Creature; when a Ritual is
points. But some more powerful effects come with used against another Ritual.
costs. Each Element is effective against another and less
Material Component. Some Rituals require effective against itself. This means that if you use a
certain substances to cast. These ingredients Death Ritual on a Blood Creature, it will suffer more
must be in the caster's hand and are consumed from its effects. If you use a Blood Ritual against the
by the Ritual's energies (even if it fails). same Creature, it will be more resistant.
PE penalty. Some Rituals reduce their maximum I Blood is effective in Knowledge.
EP while they are active. You cannot regain I Knowledge is effective in Energy.
these EPs until the Ritual's duration runs out or
you decide to end it. I Energy is effective in Death.
I Death is effective in Blood.
EP sacrifice. Certain very powerful Rituals come IO Fear is neutral.
at an even higher cost. you must permanently
sacrifice a certain amount of EP to cast them.
Element vs. Creature
When an Element is used against a Creature it can
ELEMENTS be more or less effective. If the Element used is
There are 5 Elements that guide the Other Side effective against the Creature's Element, the
and manifest in Rituals. Are they. Knowledge, Creature takes a -1d penalty to resist the Ritual's
Energy, Death, Blood and Fear. Each of these effect and takes double any damage from that
Elements has its own characteristics and Element.
manifests itself in Reality in different ways. A If the Creature is of the same element used against
Ritual will always have at least one Element (or it, it gains +1d on the saving throw and takes half
more than one, but it will always have a Core Element).any
thedamage
same isfrom that element.

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DESCRIPTION OF RITUALS
curse weapon Fortification Disturbance
Element: choose 1 sensory KNOWLEDGE
Circle: 1st BLOOD
Element: Knowledge
Cost: 1 PE
Circle: 1st Circle: 1st
Material Components: ?
Execution: movement Cost: 1 EP Cost: 1 EP
Scope: Touch Material Components: ? Material Components: ?
Target: 1 weapon that deals physical damage
Execution: standard action Execution: standard
duration: scene
Range: short
Range: personal
You touch a weapon that deals
target: you Target: 1 character
physical damage to curse it with
an element of your choice, duration: scene Duration: 1 round
causing it to deal more damage. Resistance: Will (nullifies)
You heighten your senses, gaining
+1d on Investigation , Fighting, You send command words to the target's
When learning this Ritual,
choose an element. you touch a gun Perception, and Marksmanship checks. mind, which must take an action of your
choice.
that deals physical damage to curse it
with the chosen element. Projected Image You give an irresistible order, that the
Until the end of the scene, it deals +1d6 ENERGY KNOWLEDGE target must be able to or come (but
damage from the chosen element. does not need to understand). On a
Circle: 1st failed save, he must obey the command
Healing Cost: 1 EP on his own turn as best he can.
DEATH
Material Components: broken
Choose one of the effects.
Circle: 1st mirror ?
Cost: 1 EP Range: Personal run away. The target spends its turn
Material Components: ? target: you moving away from you (using all of its
Execution: standard action actions).
duration: scene
Scope: touch
You create 2 illusory copies of Drop it. The target drops any items it is
Target: one character
holding and cannot pick them up again
duration: instant yourself. Copies hang around
until the start of its next turn. As this is
You touch a character, quickly you , copying your actions and
a free action, he can still perform other
closing wounds. making it difficult to determine who you are.
You gain +10 Defense. Each actions (except to pick up what he
The target regains 2d8+2 HP. dropped).
time an attack against you
Decadence misses, one of the copies
DEATH disappears and your defense bonus decreases
Stop. Thebytarget is stunned (cannot
5. If you are invisible, or the take actions except reactions).
Circle: 1st
attacker closes his eyes, you do
Cost: 1 EP sit down As a free action, the target
not receive the bonus (but the
Element: Death (Blood) sits on the ground (if it was hanging
attacker still suffers normal from or flying, it drops to the ground).
Material Components: ashes from an
penalties for not seeing).
animal or a human organ. He can take other actions, but not get
Execution: standard action up until the start of his next turn.
Range: short
Target: one character
Come. The target spends its turn
duration: instant
approaching you (using all of its actions).
Endurance: Fortitude (half)
You touch the character and
accelerate his body in time,
dealing 2d8+2 Death damage.
A successful Fortitude save
halves the damage.

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PRICES
A scene is a measure of narrative time within Step 4. When all characters have their turn, the round ends.
Paranormal Order RPG, a kind of informal time Another round begins, with all characters acting again, in
unit that divides the story into distinct chunks. A the same order. Even those who were surprised can now
fight is a scene. An interrogation session that act.
lasts through the night is a scene.
A car chase through the streets of a large city is one scene.
Whenever characters make an Initiative check , it is
determined that a new scene has begun. The cutscene
The GM decides when a scene begins and ends. ends when combat ends, which usually happens when one
In general, a scene begins when a new place or situation is
side is defeated. This combat structure never changes so it
introduced and ends when the characters leave that place
is important that some terms and conditions are clear.
or come to a resolution to the situation. A scene can be
interrupted to make way for another scene without any of
this happening.
For example, if the characters are interrogating a suspect INITIATIVE
and are suddenly attacked, the argument scene ends and a
new scene begins—combat. Every character involved in combat must make an Initiative
check to determine when to act in the round. Some abilities
There are three different scene types: Action, may allow the character to make a check with another skill,
Interaction or Interlude. but before combat begins everyone involved will have an
initiative score.
ACTION SCENES
There are times when direct combat is the only way to The GM must roll initiative for each enemy involved in
resolve a situation. At such times, it is necessary to suspend battle or in groups (occultists and soldiers, for example).

the game flow and enter a more tactical state. Some


timekeeping rules also need to be respected, so that each The GM then determines the Initiative order , placing those
player has a turn to declare their characters' actions. with the highest scores at the beginning and those with the
lowest scores at the end (descending order).

It is not necessary to make an Initiative check each round.


STRUCTURE OF ONE A character who enters combat midway through
a round also makes an Initiative check. If its
COMBAT
initiative value is greater than the value of the
All combat begins and unfolds with the same next to act in the initiative order, it takes its turn
structure. Therefore, it is essential that the GM and the immediately. Otherwise, he must wait his turn.
players are familiar with this walkthrough and with the main
rules of combat.
ROUND
Step 1. Each character makes an Initiative check.
After the GM determines the initiative order,
Step 2. The GM says which characters are aware combat can begin and the GM begins the first
of their enemies. Those who are unaware of the round. A round is made up of individual turns of
presence of enemies begin the fight in surprise. those involved in combat. Once all characters
A surprised character is unprepared have taken their turns, the round ends and the
and does not act in the first round. next one can begin.
Step 3. All characters take their turn in Initiative Some effects may start or end at the beginning or end of a
order (except those surprised, who do not act round. If an effect happens at the start of the round, it
in the first round). happens before the first

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character act on his turn. If it happens at the end


Standard Stocks
of the round, it happens after the last character
ends his turn. Attack. Attacking is perhaps the most common
action characters will take during combat. When
Despite being made up of several turns and many taking the attack action, you make a melee or
things happening in a round, it lasts between 6 ranged attack, or make a combat maneuver.
and 10 seconds within the game's narrative . It
I coup. You make an attack with a melee weapon
may not seem like much, but many things can
against an enemy within your range (5 feet or
happen in a short period of time.
greater, depending on weapon and abilities or
powers). Make a Fighting (STR) roll and
SHIFT compare the result with the target's Defense.
Within a round, each character takes their turn. If equal or greater, you hit and deal damage
During a turn, the character can take three (see “Damage” below).
actions, in addition to free actions (see “Actions” below).
I Shot. You make a ranged weapon attack
Effects that last until end of turn happen until against an enemy within the weapon's range.
the character takes three actions or passes. Make a Marksmanship (AGI) check and
Effects that last until the start of the next turn compare the result with the target's Defense. If
happen until before the character starts to act on his turn.it's equal or greater, you deal damage.
I Combat Maneuver. You perform a special
ACTIONS maneuver against the target so as to do
During your turn, each character can take a something other than deal damage. You can
standard action and a move or two move actions, disarm, knock down or push the target, for
plus an unlimited number of free actions. Some example. To perform a maneuver, make an
powers and abilities can be used as reactions, opposing attack roll with the target (you cannot
which are special forms of free actions. perform maneuvers with ranged attacks). Even
if she is using a ranged weapon, she must
Free Action. A free action takes no time or takes make the check using her Fighting value. In the
so little time that it is negligible within the event of a tie, the character with the highest
narrative . A character has no limit on how many bonus wins. If the bonuses are equal, another
free actions he can take on his turn, although roll must be made. In general, you can use any
melee weapon to perform combat maneuvers.
some abilities and powers limit how many times
you can take a given action. . Grab. You use one hand to hold a character
Reaction. It is a special type of free action that (by their arm, their clothing, etc.).
takes place in response to other actions or events, A grappled character is unaware and
which may be caused by other characters or immobile, suffers –5 to attack rolls, and
factors in the environment. You can take a single can only attack with light weapons. It can
reaction per round. break free as a standard action, winning
an opposing maneuver check. While
grabbing a character, you keep one hand
ACTING occupied and move half your normal
During your turn, each character can take a speed (but dragging the grappling
standard action and a move or two move actions, character). You can release it as a free
plus an unlimited number of free actions. Actions action. You can attack a grappled
are usually in no definite order, so the character character with your free hand. If you
can arrange them as he sees fit. Others (such as prefer, you can replace an attack with a maneuver check
“Aim”) have a specific order that must be respected If it wins, it deals impact damage equal to
(otherwise, the character takes the action but an unarmed strike. It means you are
does not receive its benefits). crushing or suffocating the enemy. You can
only grapple with an unarmed strike. One

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character making a ranged attack against cover, the actions “Aim” and attack from a
a target involved in the Grab maneuver distance cause you to automatically move out
has a 50% chance to aim at the wrong target! of cover. See more about Coverage under “
. To tear down. You drop the target . This Special Situations” ahead.

fall normally does no damage. If you win Aim (Trained in Marksmanship). See the
the opposing roll by 5 points or more, you Marksmanship skill .
knock your opponent down so hard that Withdraw or Save an Item. You keep an item
you also push them one square in a you are wielding, or you draw an item and switch
direction of your choice. If this throws him to wielding it.
over a ledge or precipice, he can make a
Reflex save (DT 20) to grab a ledge. Complex Actions
. Disarm. You drop an item the character is Some activities are more complex and may
holding. Usually the item drops where the require more than one action to be performed.
target is (unless the target is flying, over a Actions that involve interacting with a more
bridge, etc.). If you win the opposing roll by complex mechanism or that require more time
5 points or more, you drop the item so hard may require more actions from a character. In
that it also pushes it one square in a this case, the GM declares how many actions are
direction of your choosing. needed to perform the activity.
Sometimes the character can finish the activity
. To push. You push the character 1.5m. For on a future turn. In this case, it is up to the GM
every 5 points difference between rolls, and the player performing the action to keep
you push the target another 5 feet. track of how many actions were spent on that activity.
You can spend a move action to advance
along with the character (up to your speed MAKING ATTACKS
limit).
. To break. You hit an item the character is Defense and Reactions
holding. See further on “Breaking Objects”. defensive
A character has three Defenses listed on his
sheet. your Passive Defense, your Dodge Defense
Cast a Ritual. Casting a Ritual is a special action.
and your Block Defense. Passive Defense is the
For more information, see page 19.
default Defense value when no defensive reaction
has been used. It is calculated as 15 + Agility +
Movement Actions Armor, Skill, or Ritual bonuses.
Interact with the Environment. Some actions
When you are attacked, if you are Trained in Fighting
such as opening a door, knocking over a table, or
or Reflexes, you can choose to defend yourself as
searching your bag for a specific object are
performed as a move action. However, some
more complex interactions, such as hacking a
camera during combat, may require more MOVING ON TRAY
character actions (see “Complex Actions” below). Although not necessary, some groups
prefer to use a board (or grid) and
Rise. You get up off the floor.
thumbnails to better visualize combat. If
this is the option, consider that each space
To move. You move your speed (usually 10 feet).
or square represents 1.5m of distance.
Some conditions can reduce your displacement ,
so it's important to be aware. Diagonal moves cost twice as much
movement (running two squares diagonally
I Coverage. If you finish moving adjacent to a would be the equivalent of covering a
space that provides cover, you can enter or distance of 6m, for example).
exit cover. while under

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a reaction. In the case of Fighting, it is a Block


defense , applicable only to melee attacks. In the case
DAMAGE
of Reflexes, it is a dodge defense, applicable to all When an attack exceeds a target's Defense, it
types of attack. Characters cannot dodge bullets, but normally takes damage. The attacker rolls the dice
a Dodge action against a shot means the character and gets a result; this is the damage of the attack.
saw the movement before the trigger was pressed From this total any Resistance of the target against
and moved out of the way. the attack's damage type is subtracted. The remaining
damage is subtracted from the target's Health Points.
Block. When targeted by a melee attack that deals
physical damage, you can use your reaction to Block,
adding your Fighting bonus to your Defense for that
Resistances
Equipment and abilities can give you Resistance to
attack only. You must announce a Block before the
one or more types of damage. This means that when
attacker rolls his attack roll. You can only Block if you
taking damage of the indicated type, you reduce your
are Trained in Fighting. When you block an attack,
resistance value from the damage taken. Resistance
you only take the attacker's Strength damage. When
Ballistics 5, for example, decreases damage from
it fails a block , it still reduces its Strength value from
ballistic-type attacks by 5 points, but has no effect
damage taken.
against attacks of other types.
Dodge. When targeted by an attack, you can use
your reaction to Dodge, adding your Reflex bonus Types of Damage
to your Defense for that attack only. The types of damage are:
You must announce a Dodge before the attacker
Ballistic. Damage inflicted by firearm projectiles
rolls his attack roll. You can only Dodge if you are
and takes HP. Normally unable to Block attacks
Trained in Reflexes and are aware of the attack.
that deal ballistic damage.
Counterattack. When a character misses a
Physicist. Damage dealt by melee and ranged
melee attack, the target can use its reaction to
weapons, or by common events such as falling
counter with a melee attack. from a high place. You can always attempt to
It is not possible to block, dodge or counter a Block or Dodge attacks that deal physical
counterattack. damage, unless the effect says otherwise.

Defensive Skills Mental. Damage caused by effects that afflict the


psyche or mental health. This type of damage
There are three defensive skills used to resist
affects Sanity Points, rather than Hit Points; see
various effects. Fortitude, Reflexes and Will. Despite
further.
being reactions, checks for these skills do not count
towards the reaction limit per round. Paranormal. damage caused by effects created
by the Paranormal Elements between Knowledge,
Fortitude. effects that affect the body directly.
Energy , Death and Blood. Skills and equipment
Fortitude rolls always use Stamina Dice.
can provide Paranormal Resistance against a
Characters Trained in Fortitude passively reduce the specific type of element, which means that the
DT of rolls and recover more HP when resting. indicated value is only reduced if the damage is
caused by an effect directly linked to the indicated Element.
reflexes. effects that can be deflected. Reflex
rolls always use Agility Dice. Reflex Trained INJURIES AND DEATH
characters passively reduce roll DT and can do
As seen above, when a character takes damage, he
Dodge.
loses Life Points. As long as the amount of Life Points
Will. effects that affect the mind. Willpower rolls is below its total but above 0, the character is injured
always use Presence Dice. Characters Trained but still active. When the character reaches zero Hit
in Will passively reduce DT from rolls and recover Points, however, he begins to die.
more SAN when resting.

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A character may be dying for three rounds , This makes mental damage highly lethal, as there
during which time some other character may try are few ways to lessen mental damage . Take this
to save him. At the beginning of the fourth round, into account when creating your
however, there is no more salvation. The character.
character is dead and its hit points can no longer be restored.

If a recovered character starts dying again in the INSANITY


same scene, he has only two rounds to save, dying A character who takes a lot of mental damage
at the start of the third round. If it manages to begins to go insane. This process is due to the
recover and starts dying a third time, the character mental stress of trying to understand the Other
has only one round to save, dying at the beginning Side, and the mind is constantly in conflict between
of the second round. what is Reality and what is Paranormal (coming
If it starts dying for the fourth time, the character is from the Other Side). When this happens, the mind
dead immediately. can begin to deteriorate and the distinction between
the two worlds becomes blurred, with the character
HEALTH having difficulty discerning reality.
In mechanical terms, this translates into three
The human mind is capable of incredible feats, conditions. disturbed, maddened and insane .
but it has limits. Our mind was developed to deal These conditions and the mechanics behind
with the characteristics and problems of Reality them are explained further in Chapter 4, but there
and we use our experience and intellect to interact are some narrative implications that are interesting
with the world as we know it. Our mind was not made
for players who are playing their characters and
to deal with the Other Side, and as we interact for GMs who are conducting scenes.
with the Entities, Elements and Creatures our
When the character is disturbed, that is, with
mind languishes. Our mental vigor is called
less than half SAN, he starts to be affected by
Sanity, and the loss of Sanity can be the end of
the Other Side and Reality starts to get a little
an Agent of Order.
confused. The perception of things around him is
Paranormal Order RPG characters start with a altered, with the character seeing things that are
fixed Sanity value and receive a not there that way, smelling strange smells and
additional per NEX according to its Class. The class generally perceiving reality in a different way.
with the lowest Sanity score is Combatant, followed
It's interesting that players incorporate this into their
by Specialist and then Occultist. Contact with occult
interpretations, to give the scenes a little more
materials and dealings with the Other Side make flavor and make them even more interesting. In
the Occultist the class with the highest Sanity score. In mechanical terms, however, this has no game
effects. The character will have no penalties on
checks or anything like that (although some
MENTAL DAMAGE Creatures can benefit from this…).
In a way, Sanity works similarly to HP and EP, If you want to add a little flavor to your
serving as both resilience and power reserve. Some performance, you can develop a temporary
effects and Creatures deal damage of a different insanity effect. The first time you become
type, called mind damage. Whenever a character disturbed during a scene, roll 1d20 and refer to
takes mental damage he loses SAN instead of HP. the following table. As long as you are disturbed,
you will be perceiving the world differently, as
described in the table.
Mental damage can be reduced if the character has
Mental Toughness. The simplest way to acquire But Insanity can go even deeper.
Mental Toughness is Transcending, which can be When a character reaches 0 or less SAN he
performed in the normal Order Para full game. It becomes crazed. Once a character is in this
may be that some Cursed Objects or other effects condition, the insanity effect that was previously
increase the Resistance value, but keep in mind temporary (until the end of the scene) will last until
that this is rare. the end of the Quest.

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The maddened condition is dangerous, as the unplayable. The player must deliver his character
character must be stabilized in three rounds or sheet to the GM, who can use the character as
go insane. A character who goes insane he sees fit. In a way, going insane is the
has a completely deteriorated mind and becomes equivalent of dying.
TABLE 2. INSANITY EFFECTS
1d20 Insanity Effect

1
You seek pain. Whether feeling pain or causing pain.
2 When you look at another person's face you see the image distorted, with pieces of animals or monsters on people.

3 All voices are distorted, as if spoken by a monster.


4 You keep hearing a voice in your head that constantly repeats that you are lying.

5 Your blood feels hot, as if it wants to get out of your body.


6 You see human and monstrous faces in the shadows, as if they were looking at you.

7 A constant hunger grips your body, as if you cannot be satiated.

8 A permanent taste of iron dominates your palate. Almost like your mouth is taken
by blood...

9 Light bothers your eyes to the point that you have to hide them all the time. It's like your eyes are burning.

10 Talking is practically impossible. It's as if something outside is controlling what you say.
11 His eyes itch violently, and they only seem to stop when they're ripped from his head.
12 Your memory starts to fail, slowly. Anything that happened more than 1 hour ago starts to get hazy.

13 Emotions begin to become confused. Something happy awakens anger and something painful awakens happiness.

14 You feel the constant need to describe all actions as grotesquely as possible.
15 There are worms inside your head, running through your body. Are you sure about that. You feel it under your skin.

16 You think you are constantly under the influence of a Ritual that makes you more powerful.
17 His hands are pierced and things fall out of his pockets.

18 You purely believe that everything is the result of chaos, leaving your decisions to chance.
19 Things are boiling, but I like the pain.

20 Only the end of things should be celebrated. And I need to end it.

MULTIPLE INSANITY EFFECTS


It is interesting to note that a character can have multiple insanity effects in the same Quest.
Let's say Lizard, a Combatant of the Order, got upset in a fight against an Energy Wraith. As soon as this happens, he acquires
an Insanity Effect. A few rounds later, he becomes maddened and the effect will now last until the end of the Quest. A few scenes
later, the characters interact with a book cursed with Knowledge. Lizard reads some excerpts from the book and suffers a lot of
mental damage, becoming disturbed again, acquiring another insanity effect. Lizard now has two effects at the same time and his
mind is slowly deteriorating…

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Based on the player's description, the GM


DINNERS OF determines which attribute to use in the skill check
and what DT to achieve. If successful, the
INVESTIGATION character discovers a Complimentary Clue.
In this type of scene, the characters must interact
The TD varies according to the complexity of the
with the environment and NPCs involved to
action and the player's justification. If it is very
uncover clues about the Quest. To do so, they
plausible (like using Tech to scour a computer) the
take investigation actions (see below) and use DT is Low. If it's only plausible, as in the example
their skills and equipment, as well as the player's creativity.
of interrogating a witness using Diplomacy, the DT
As with Action Scenes, the GM determines when is Medium. If the justification is implausible or very
an Investigation Scene begins. It should make it vague, such as simply using Perception to look for
clear to the players that the scene has started, “something strange” in the place, the DT can be
and clearly describe the important objects and High or Very High.

people that are in the scene to be explored. If the narrated action is too absurd and is clearly not
going to result in clues, such as using Fight to break
Of course, the GM will not be able to describe the vases in the room, the GM simply narrates the
each of the objects in the scene, and players can failure without requiring rolls and the character
freely ask if something or someone is present in spends his action for the round.

the scene and is possible to interact with. The GM Each character can only use a skill once per scene
should encourage good ideas, such as using a to Search for Clues, and cannot repeat the same
cell phone to photograph evidence or calling skill check, even if it was a failure.
someone who can help with an answer.

Facilitate Investigation. Instead of Searching for


ACTING DURING A Clues, a character can use a skill to perform an
action that modifies the scene and facilitates the
RESEARCH SCENE party's investigation. The player declares a support
Characters do not need to make initiative rolls, action, such as using Athletics to open the windows
as there is no exact order of action, but game time at the top of the shed and light the place. The test
is still measured in rounds. DT is 15 for ideas that make sense, and 30 for
absurd ideas. As with Search for Clues, ideas that
Each round, each character can take one of the
are too far-fetched result in automatic failure and
actions below. Round count is important so that
loss of the round.
each player has their turn to act. Once all
characters in the scene each perform one action, If the character succeeds, each ally receives a
the round ends. +5 bonus to their next Search for Clues check.
Use Equipment and Abilities. Some skills,
Investigation Actions powers and equipment can be used in
Search for Clues. the player chooses one of the Investigation Scenes. Abilities and equipment
skills available to his character, and then that interact directly with investigation actions
describes how his character uses the chosen skill resolve normally.
to look for clues in the scene. For example, a However, players can find creative uses for
player might choose to use the Technology skill to skills and equipment that do n't normally interact
sift through a computer for information, or use with investigation. For example, a character who
Diplomacy to converse with a witness who is at wants to Facilitate Investigation using Fight to
the scene. destroy the wood covering the windows

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from a location, when making the test, you can use


the Power Attack ability and receive bonuses on the
URGENCY
test, spending your EP normally. Some investigation situations are more difficult and
tense than others. It is possible that an Investigation
Abilities that take a single action to activate (either
Scene is particularly complex, with some external
standard or movement) can be used in conjunction factor putting pressure on the characters. A fire
with the Search Clue or Facilitate Investigation taking over the place or a horde of zombies invading
check, but are subject to GM approval. the building are pretty obvious examples of outside
pressure, but simple things like the arrival of the
police at a crime scene or a call from someone in
Creatively using an Ability that does not grant a
trouble can serve as a more subtle kind of urgency.
direct bonus to the check is also possible. If the
GM approves, it grants a +5 bonus to the check. In any case, when starting an Investigation
Scene, the GM must determine its urgency, that
Give Help. A character may choose to spend is, the maximum number of rounds the players
his Aid action for another character's check. In can act in that scene before an event occurs that
this case, one character (usually the one with pressures the characters to abandon the local
the highest bonus) is considered the leader, and investigation or suffer . dire consequences.
makes the normal check, while each sidekick The following table presents the different degrees
makes a check against of urgency and also the maximum number of
rounds before the event takes place. The higher
DT 10 (using the same skill or one that makes
the urgency, the fewer the number of rounds
sense). A helping roll grants the leader a bonus
required for the event.
of +1, and an additional +1 for every 10 points
above the DT (+2 for a result of 20, +3 for a 30, TABLE 3. URGENCY
and so on). In many cases, outside help is of no Maximum number of
rounds before event
benefit—you can't help a teammate to be quieter Urgency
on their Stealth check. Or else Low 4

only a limited number of helpers can assist


Average 3
someone at the same time (there is no room for
many people around the same lock). The GM High 2

limits help as he sees fit, according to the task and


Very tall 1

conditions.

IT MAY NOT BE URGENCY, BUT YOU NEED COMMON SENSE

Upon reaching the maximum number of rounds, the event that forces the end of the Investigation
Scene can cause players a penalty, usually already planned in advance for the Quest. Some examples
of events are:

I The room is flooded by a leak and can no longer be investigated.


I The Creature to be fought in the final scene gains additional Hit Points, as it has had more time to
be summoned.

I Enemies arriving at the scene had time to call in reinforcements The Action Scene that begins
has two more enemies.
I The characters have spent all night scouring the place, and cannot rest.

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TABLE 4. REST
PRICES Precarious A sleeping bag
INTERLUDE in
a cave
Recovery halved

Peaceful moments are rare in the life of an dark

investigator, but they do happen. Scenes where


Pattern A simple standard recovery
characters are not actively investigating and
fighting the Paranormal are called Interlude Scenes. room with
a bed and
These scenes are like a break between Scenes bathroom
of Action, in which the characters (and players)
Comfortable A hotel or double recovery
can rest their spirits a little and reflect on the clues
inn with amenities
they have discovered so far, in addition to planning
their next steps.
Special Hospital, Double recovery.
The GM defines when an Interlude Scene begins
clinic or Also recovers from a
and ends. It usually involves resting in a safe place, place of non-permanent
such as a hideout or hotel, and lasts long enough treatment. Condition
for characters to recover and prepare for upcoming Includes the
Order's headquarters
scenes, but it has no value measured in preset
hours.
In some cases, players may decide they want to rest conditions, as described in the following table.
retreat from the Quest for a while and force an
Interlude Scene. The GM decides whether or not Maintenance. A Trained Profession character can
this interlude is possible, and what conditions are repair a number of items equal to his Intellect score
available to the players. Forcing too many interludes without having to make a roll (see Repair on page
may, at the GM's discretion, increase the urgency 7). To perform maintenance, the character must
of upcoming Investigation Scenes (see previous section).have a profession kit or have access to a properly
During an interlude, a character can choose to equipped workshop.
take up to two of the actions below, and cannot Relaxation. The character can perform an activity
repeat the actions. that he finds relaxing or enjoyable to rest his mind.
Food. Some food items improve the other interlude He regains one health point per round. For each
actions the character chooses to take during the character that participates in Relaxation together,
same Interlude. Only one such item can be all participants regain 1 more Sanity Point.
consumed by the character during an interlude,
and it needs to be available in your inventory or for Mission Review. The character can review his
purchase at the location where the scene is taking notes and clues he has collected about the Quest
place, such as a nearby grocery store or inn so far. As with Investigation Scenes, the player
restaurant. chooses which Investigation Scene he wants to
I Improve the quality of rest in one step. Poor rest review, narrates how his character studies the
becomes normal, normal rest becomes luxurious, Quest, and chooses an appropriate skill. For
and a luxury rest restores triple points instead example, if he took pictures of the investigated
of double. locations, he might make a Perception check to
find something unusual that he didn't notice before.
I The bonus granted by Quest Review increases
The test DT is determined by the Difficulty Table
for the next two tests.
according to the activity description. If it passes,
I If you take the Relax action, you regain 2 more the character receives a Supplemental Clue that
sanity points.
he missed. If all clues for the chosen Scene have
Rest. The character regains one Hit Points and already been found, the GM confirms that the
one Effort Points per round. This recovery may players have found all clues. A character can
decrease or increase depending on the repeat this action in the same Interlude Scene.

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THE MASTER
Someone needs to take on this role and Mission. Suspects, witnesses and other relevant
characters. It is your role to play these characters
responsibility, to play the game differently from everyone else.
The GM is the one who must create the problems to create interesting moments of interaction
and present them to be solved by the players in between the Agents of the Order and the Mission.
dramatic situations with their characters. This is We call these characters “NPC” (non-playable character).
a role that differs from that of other players, as You don't have to worry about making all
they are interested in facing threats, unraveling characters interesting and highly complex, they
mysteries and solving cases, and you need to should be just that. supporting cast.
prepare for that.
Remember that player characters are the

YOUR ROLE protagonists of the narrative, not yours.

AS MASTER little supporting


As a Master, you will find that your role is multiple.
relevant
Sometimes you will be “playing it alone” while Some characters don't need to be highlighted in
preparing the game session, and other times you the narrative. These are characters that will
will be involved in role-playing scenes with the appear in just one scene or another in just one
players. This multiplicity of roles is one of the main Quest and, therefore, shouldn't require so much
features of the game as a GM. effort on your part when creating or playing them.
In general, you can follow a simple tip that can
CREATE THE MISSION help you a lot when improvising
One of the first roles you must assume as a Master these characters.
is the person who will create and manage the yI am [so-and-so] and I am [function]. My
Mission that will be investigated by the Agents of
involvement with the Mission is [involvement]
the Order. You don't need to worry about this step
and I want [goal]. One outstanding physical
to play Thorns of Scarlet Dawn; the Mission is
ready for you. Just make sure you read it ahead of characteristic I have is [physical characteristic]
time and familiarize yourself with what's going on. and [narrative detail] is an interesting narrative
detail of
my persona.
INTERPRET NPC Writing that sentence, or simply listing the
During the investigation, the Agents of the Order information in braces, can help you quickly
will come across other characters involved in the improvise an interesting character for a scene.

EXAMPLE OF SUPPORTING PDM


I'm in need of a sidekick for an Investigation Scene. The scene takes place in a bakery and the
character is the baker who found the segmented body inside the freshly baked loaves. Using the
structure above, I arrived at the following sentence:
yI am ALBERTO, and I am a BAKER'S ASSISTANT. My involvement with the case IS THAT IT WAS
ME WHO FOUND THE SEGMENTED BODY INSIDE THE BREADS and I want to GO HOME
SOON, BECAUSE I'M VERY SCARED AND TRAUMATED. One outstanding physical
characteristic I have is MY FINGERS, WHICH ARE BURNED FROM THE ARTISAN OVEN WE
USE , and THE WAY I BREATHE BEFORE SAYING SOMETHING TENSE is an interesting
narrative detail of my persona.

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APPENDIX: CONDITIONS
Unless otherwise specified, Fallen. Lying on the floor. O Off guard. Unprepared to react.
conditions end at the end of the character suffers –2D to The character suffers –5 to
scene. melee attacks and his speed is Defense and -2D to Reflexes.
reduced to 5 feet. You are unprepared with
Shaken up. The character suffers
In addition, suffers –5 Defense brings enemies you can't see.
–1D on checks. If he becomes
against melee attacks, but gains Sick. Under the influence of
shaken again, he is terrified +5 Defense against
instead. Fear condition. an illness.
ranged attacks.
stuck. The character is On fire. The character is on
Blind. The character is
unaware and immobile, suffers fire. At the start of its turns, it
unprepared and slowed, cannot
takes 1d6 points of physical
–1D on attack rolls, and can only make Perception checks to
damage. The character can
attack with light weapons. A observe, and suffers –2D to skill
spend a standard action to put
character making a ranged attack checks based on Strength or
out the fire with his hands.
against a target involved in the Agility. All targets of your attacks
Immersion in water also puts out
maneuver gain full concealment. Condition the flames.
grapple has a 50% chance to of senses.
hit the wrong target. Paralysis Seasick. The character can
Confused. The character
condition. take only one standard or move
behaves randomly. Roll 1d6 at the
action (not both) per roll.
broken. The effort point cost start of your turns. 1)
of the character's abilities and Moves in a direction chosen by a
Rituals increases by +1. Mental roll of 1d8; 2-3) Cannot do tangled up The character is
actions, except reactions, and slowed, vulnerable , and suffers
condition.
babbles incoherently; 4-5) Use –1D on attack rolls. Paralysis
terrified. The character suffers the weapon you are wielding to condition.
-2D to skill checks and must flee attack the nearest character, or poisoned. The effect of this
the source of fear as efficiently yourself if you're alone (in that condition varies depending on the
as possible. case, just roll damage); 6) poison. This could be another
If you cannot, you can act, but Condition ends and can act condition (eg, weak or nauseated)
you cannot voluntarily approach normally. or recurring damage (eg, 1d12
the source of fear.
points of damage per round). The
Fear condition. Mental condition. poison's description determines its
Stunned. The character is off weakened. The character duration (if nothing is said, the
guard and cannot take actions. suffers –2D on ability rolls condition lasts for the scene).
Mental condition. physical skills (Agility, Strength
and Stamina). If the character
becomes weakened again, he
is knocked unconscious instead.

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faded. The character suffers – Frustrated. The character paralyzed. The character stands
2D on ability checks suffers –1D on ability checks motionless and helpless and only
(Intellect and Presence). (Intellect and Presence). can perform purely mental
Mental condition. If you get frustrated again actions. Paralysis condition.
te, instead becomes faint. Mental
Exhausted. the character stays stunned. The character
condition.
weakened, slow and vul cannot take actions, except
nervable. if you get exhausted Immobile. all forms of reactions. Mental condition.
again, he is unconscious character's speed are reduced
Petrified. The character is
instead. Fatigue condition. to 0m. Paralysis condition. knocked unconscious and receives Re
Physical strength 10.

Fascinated. With attention Unconscious. The character is Bleeding. with an injury


fixed on something. The character helpless and cannot take actions. open mind. At the start of his
suffers –2D to Perception and Shaking a character to wake him
turns, the character must make a
cannot take actions except to up takes a standard action.
Constitution check (DT 15). If it
observe what fascinated him.
passes, it stabilizes and removes
Any hostile action against the
helpless. The character is this condition. On a failure, it takes
character nullifies this condition.
considered off guard, but 1d6 points of damage and continues
Shaking a fascinated character
suffers –10 to Defense, bleeding.
out of this state takes a standard automatically fails
action. Mental condition. Deaf. The character cannot
Reflexes and may suffer coup de
make Perception checks to hear
grace.
and suffers –2D to Agility checks
fatigued. The character becomes Slow. All forms of des to determine initiative. In addition,
weak and vulnerable. If the
character's location are halved it is considered to be in poor
character get fatigued
(round down to the first 5-foot condition for casting Rituals.
again, he is exhausted
increment) and he cannot run or Condition of senses.
instead. Fatigue condition.
charge.
Weak. The character suffers – Surprised. not aware of
1D on physical ability checks. Paralysis condition.
your enemies. The character is
cos (Agility, Physical and Vigor).
Bruised. The character is below off guard and cannot take actions
If it becomes weak again, it
half of his total hit points. except reactions.
becomes weakened instead.
Vulnerable. The character
Dying. The character is dying suffers –5 to Defense.
(see chapter 2).

overshadowed. The character


suffers –1D on attack and
Perception rolls. Condition of senses.

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