Ordem Paranorma RPG - Guia Rapido de Regras
Ordem Paranorma RPG - Guia Rapido de Regras
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.
. 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
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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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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.
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).
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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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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
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
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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.
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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. 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
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
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
1
Fragmentation large
FIREARMS AND THE LAW
smoke grenade 1
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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.
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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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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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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).
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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 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.
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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.
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.
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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.
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conditions.
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 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
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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
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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.
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