Master Book EZ25
Master Book EZ25
5 (EZier)
VERSION OF THE MASTERBOOK UNIVERSAL RULES SYSTEM
What is MasterBook ?
This game system lets you adventure in any imaginable setting. Flexible and
easy to learn, the rules can be adapted to everything from science fiction to
high fantasy, from pulp adventure to dark horror. Add the critically-acclaimed
MasterDeck cards to enhance the action with more excitement and more drama,
and your imagination is the only limit.
What is MasterBook ?
This is the introductory version of MasterBook. It is fully functional and ready
to run, but like any lite version of a game, the mechanics have been distilled
to their most-basic components for simpler and faster play. Two 10-sided dice
are required. Once comfortable with MasterBook , keep using it or step
up to MasterBook for the full experience. Note that some of the rules in
this version are prototypes for a future edition, so they are slightly
different from those in the Classic MasterBook Game System.
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Creating a Character LIST OF SKILLS
Players can create their own characters from scratch. Prowess Skills
It is assumed that each player has a character concept • Acrobatics • Beast Riding
in mind—a general idea of who the character is and how
• Boating • Dodge
he fits into the world. Characters are described using
attributes, skills, and special attributes. • Driving • Energy Weapons
• Fire Combat • Gunnery
Attributes
Characters possess five primary attributes to which • Lock Picking • Melee Combat
each player assigns a total of 34 points among them. No • Melee Parry • Missile Weapons
attribute can have a rating less than 5 or greater than 13
• Piloting • Prestidigitation
(values over 13 are considered to be of superhuman ability).
• Stealth • Unarmed Combat
• Prowess measures physical grace and hand-eye
coordination. • Unarmed Parry
• Brawn measures physical power and muscle. Brawn Skills
• Insight measures deductive reasoning, learning • Climbing • Lifting
ability, and intuition. • Resist Pain • Running
• Wits measures charisma and confidence. • Swimming • Thrown Weapons
2 MasterBook
LIST OF SPECIAL ATTRIBUTES DIFFICULTY SCALE CHART
Beneficial Special Attributes Simple Routine Complex Challenging Inconceivable Inexplicable
• Accelerated Healing • Additional Attribute Point ③ 2 ➙ 5 ➙ 10 ➙ 12 ➙ 18 ➙ 25+
• Additional Skill Adds • Authority
• Blur • Combat Sense ③ Modifiers
• Contacts • Cultures The gamemaster may assign modifiers to the difficulty
• Enhanced Senses • Equipment number to reflect special circumstances, such as poor
weather or tactical advantages. Note that a negative
• Fame • Fast Reactions
modifier is considered a bonus and a positive one is
• Law Enforcement • Natural Hand Weapon considered a penalty. The chart below provides the
• Natural Ranged Weapon ③ • Night Vision ③ recommended modifiers for various degrees of advantage
• Patron • Submariner and impediment.
• Toughened Skin • Wealth
DN MODIFIER CHART
Detrimental Special Attributes Slight Significant Decisive Huge Extreme
• Achilles’ Heel ③ • Age ±1 ➙ ±3 ➙ ±5 ➙ ±7 ➙ ±10
• Bad Luck • Cultural Unfamiliarity
• Debt • Dependency Relevant Attribute and Skill
• Employed • Enemy One attribute and one skill appropriate to the task must
• Flawed Special Attribute • Handicap be chosen. Sometimes there is no skill that covers the
• Illiterate ② • Infamy task—just the attribute is used in this case.
• Learning Curve ② • Language Gap ② The Dice Chart
• Minor Stigma ③ • Phobic Two ten-sided dice are rolled. If a 10 is rolled and the
• Prejudice • Poverty ① character’s skill rating is 1 or more, roll the die again; if a
• Price • Reduced Attribute ③ subsequent 10 is rolled, repeat this process. A player may
• Sense of Duty • Stutter also spend one Life Point to roll both dice again in this
manner; this expenditure also means that the character
need not have a skill rating of 1 or more in order to re-
Life Points roll a 10. Another character can also spend a Life Point
Characters begin the game with 4 Life Points, and can to cancel this special re-roll. Compute the sum of all dice
never have more than 10. Life Points are used to increase rolled and reference this value on the Dice Chart (see
die rolls, cancel their use by other characters, and reduce below) to determine a dice number. For rolls above 45, the
damage. Their use is further explained later in this book. dice number is increased by one for every five result points
(51 would be 16).
DICE CHART
DIE 9 11 21 26 31 36 41
ROLL 2 3 4 5 6 7 8 10 12 13 14 15 16 17 18 19 20 25 30 35 40 45 +5
DICE NUMBER -10 -8 -7 -6 -5 -3 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 +1
MasterBook 3
Each degree of success represents the following: A modifier is applied to the opposing skill total for ranged
1. Bare Success means that the task hardly succeeded; weapons, depending on the distance to target (point blank,
only the most minimal of effects apply or it took short, medium, long, or extreme; see table below). Other
longer than normal to accomplish. modifiers may also be applied to the opposing skill total,
such as for cover (+3DN to +7DN) and surprise (-2DN to
2. Solid Success describes a task that was performed -5DN).
completely, but without frills; the job got done.
3. Good Success indicates that the outcome was better RANGED DIFFICULTIES CHART
than necessary with possible added benefits. PB S M L E
4. Superior Success is likely to have added benefits, DN -2 — +1 +2 +4
such as being done better, faster, or more adeptly than
expected. WEAPON RANGES CHART
Weapon PB S M L E
5. Spectacular Success represents a task accomplished
Pistols 0–3 4–10 11–25 26–50 51–150
with added benefits, and appearing to be done with Rifles 0–4 5–15 16–50 51–150 151–250
ease or grace. Shotguns 0–4 5–20 21–30 31–75 76-125
6. Awesome Success means that the task was handled Submachine Guns 0–4 5–10 11–20 21–50 51–75
better than intended and with added benefits, likely Assault Rifles 0–3 4–15 16–40 41–75 76–150
amazing everyone witnessing it. Machineguns 0–5 6–15 16–75 76–150 151–500
Grenades 2 brawn-4 brawn-3 brawn-2 brawn-1
Combat Knives/Stars/Darts
Slings
0–2
0–3
3–5
4–6
6–8
7–15
9–15 —
16–20 21–30
When physical conflict occurs, actions are performed
Small Bows 0–3 4–10 11–20 21–30 31–50
during turns, each representing ten seconds of time. Large Bows 0–3 4–15 16–30 31–50 51–100
A complex action requires a skill roll, which may fail. A Crossbows 0–4 5–10 11–20 21–40 41–75
simple action does not require a roll and should almost
always succeed, but it may affect the performance of other
actions. A character can perform one complex action per Defending
turn, but as many simple actions the gamemaster deems The target character’s skill total is assigned as the
appropriate. Examples of simple actions include: difficulty number—this is a passive defense. Characters can
also perform active defenses, which represent concentrated
• Reloading or drawing a weapon
efforts to avoid attacks. Active defenses are considered
• Running, swimming, climbing, or jumping complex actions; they can be declared when attacked, but
• Communicating briefly with nearby characters before any other actions are performed. Once declared,
• Glancing around and assessing the basic situation a dice number is rolled and added to the opposing skill
total—the minimum applied is +3.
Examples of complex actions are:
• Anything that requires a skill roll Damage
If an attack is successful, the damage value of the strike
• Spending the entire turn communicating complex must be determined. This value varies by the type of attack/
ideas with nearby characters weapon (see next page). The damage value is added to the
Initiative attack’s result points. Also add the attacker’s Brawn rating
Characters must act in a specific order during each turn. for Brawn-powered weapons (those preceded by a +). This
This order is determined by a few factors. First, each total is then reduced by the target’s Toughness rating. It is
character rolls a dice number (see Dice Chart), which is also reduced further by any armor worn by the target (see
added to his Prowess rating. The characters act in order the Armor Chart).
of highest value to lowest. Since these actions are not A player may spend one Life Point to perform up to two
simultaneous, a character that is eliminated or otherwise deductions of any combination for his character:
prevented from performing an action when it is his turn • Cancel one wound.
does not get to act. • Cancel three shock points.
Attacking • Cancel a knockdown.
Specific skills are used for attacking. Those necessary for The number of shock points that the character sustains
determining the opposing skill total are provided below. is equal to the attack’s success bonus. Shock represents
• Close Combat: melee combat, unarmed combat, minor exhaustion, scrapes, and bruises. When a character
or agility receives an amount of shock equal to his endurance, he
loses consciousness—reduce one shock every ten seconds;
vs. melee parry, unarmed parry, or agility he wakes when all shock is removed. A character’s shock is
• Ranged Combat: fire combat, energy weapons, otherwise reduced by one for every six turns (one minute)
gunnery, missile weapons, or thrown weapons of inactivity. Note that shock is not reduced when mortally
vs. dodge or agility wounded.
4 MasterBook
The number of wounds sustained by the attack is equal
to its success bonus less two. For every result point above WEAPONS DAMAGE CHART
20, the character sustains one extra wound. Wounds are Damage Value Brawn-Powered Weapons
cumulative. A modifier is applied to certain rolls, depending +1 Small Rock, Pocket Knife
on the number of wounds that a character has sustained. +2 Big Rock, Small Knife
Once a character receives six wounds, he is dead, but may +3 Blackjack, Large Knife
be revived within one turn. Any further wounds leave no +4 Dagger, Small Club, Brass Knuckles
doubt that he is dead. +5 Short Sword, Baseball Bat, Nunchuk,
The various wound levels represent the following: Slingshot, Short Bow
1. Light Wounds consist of minor sprains and lacerations. +6 Quarterstaff, Rapier, Mace, Medium Bow,
Throwing Axe, Bolo
2. Moderate Wounds consist of muscle tears, deep
+7 Light Sword, Spiked Mace, Warhammer,
lacerations, dislocated joints, and minor fractures;
+2DN on all physical rolls. Spear, Composite Bow
+8 Broadsword, Hand Axe, Long Bow
3. Heavy Wounds consist of broken bones, gaping
+9 Morningstar, Pike, Light Crossbow
injuries, and concussions; +4DN on all physical rolls
+10 Two-Handed Sword, Battle Axe,
and +2DN on all other rolls.
Heavy Crossbow
4 Incapacitating Wounds consist of multiple
+11 Compound Bow
fractures, lacerations in vital areas, and serious
Damage Value Self-Powered Weapons
concussions; +8DN on all rolls.
15 Light Pistol, Laser Pistol
5. Mortal Wounds consist of any combination of the 16 Light Rifle, Repeating Laser Pistol
above, as well as internal injuries; the character
17 Pistol
is unconscious and sustains one shock point every
18 Light Submachinegun, Blaster Pistol
turn—if he receives an amount of shock equal to his
toughness rating, the character dies. 19 High-Powered Pistol, Laser Rifle
20 Heavy Submachinegun, Repeating Laser Rifle
6. Deadly Wounds consist of broken necks, punctured
21 Shotgun, Heavy Rifle
lungs, and evisceration. The character is dead.
22 Assault Rifle
Knockdowns 23 Heavy Assault Rifle, Fragmentation Grenade
If the character receives any wounds from damage, he 24 Machinegun, Blaster Rifle
must make a Brawn roll to prevent falling to the ground. 26 Chain Gun
The difficulty varies by his current number of wounds (see
Knockdown Chart). Failure means that he loses balance
ARMOR CHART
Armor Value Weapons
and is temporarily knocked down or stunned, suffering
1 Rugged Clothing
+4DN on all physical rolls for the rest of the turn, after
2 Soft Leathers, Weak Cover
which he recovers.
3 Padded Leathers, Metallic Woven Fabrics
4 Hard Leathers, Moderate Cover
KNOCKDOWN CHART
5 Metal-Linked Leather Armor
Light Moderate Heavy Incapacitating Mortal Deadly
6 Chain Mail, Plasteel Armor, Strong Cover
9 11 15 20 × ×
7 Scale Link Armor, Light Kevlar Armor
8 Plated-Chain Armor, Flak Jacket
Healing Wounds 9 Plate Mail, Heavy Kevlar Armor
First aid can be applied to wounded characters. The
10 Plated Armor, Ceramic Armor
difficulty varies by number of wounds sustained (see the
12 “Impenetrable” Cover
First Aid Chart). Another character can attempt a first
aid or medicine roll; if successful, he removes one wound.
Note that a character with a deadly wound can only be
given first aid within the same or following turn that it
was sustained. Wounds can also heal naturally. Consult the
FIRST AID CHART
Light Moderate Heavy Incapacitating Mortal Deadly
Natural Healing Chart for the frequency and difficulty at
which a Brawn roll can be made to remove one wound. 9 11 12 14 18 22
MasterBook 5
Character Improvement SKILL DIFFICULTY CHART 1
Life Points can be earned during adventures, generally Acrobatics DN
one to two between acts and potentially more once the Swinging on a rope over pit 6
adventure is completed. No more than six should be Back flip 12
awarded at the end of the adventure; three to four is the
Driving, Piloting, Boating, Beast Riding DN
average amount. Life Points can be exchanged for skill
points—one Life Point equals three skill points. Unusual vehicle or animal +9 to +13
The ratings of existing skills can be increased by one, but Lock Picking DN
the cost in skill points is equal to one plus the skill’s current Interior door 9
rating (double this cost for academic skills). Gaining a new Padlock 12
skill costs four skill points (for a rating of 1; again, double Wall safe or deadbolt 15
this cost for academic skills). Most new skills should only Vault 22
be available to characters who would have some knowledge Poorly-constructed lock -3
of how they work. A skill can never be raised by more than Well-constructed lock +1
one between adventures, but more than one skill can be Military or security lock +3
improved or a new one gained. No time limit -2
Attribute ratings can also be increased by one. The No tools +8
cost is equal to three times the current rating, plus one Blueprints and diagrams for lock -2
(3 × rating +1). Toughness should be recalculated, if
applicable. Prestidigitation DN
Base: Target’s Insight/Perception
Confused or distracted target -2
Skill Descriptions Simple act -1 to +5
Prowess Skills Difficult act +1 to +5
Acrobatics: Maneuvers and gymnastics, in more of a Suspicious target +1
theatrical manner than combative. Watchful target, waiting for trick +5
Beast Riding: Riding horses, ponies, mules, and the like. Stealth DN
Boating: Operation of sail and motor boats. Base: Target’s Insight/Perception
Heavy rain or snow -1
Dodge: Avoiding ranged attacks.
Darkness -3
Driving: Operation of motorcycles, cars, and trucks. Dense concealment -3
Energy Weapons: Use of laser, blaster, plasma, and Many distractions -3
sonic weapons. Attentive observer +3
Fire Combat: Use of modern pistols, rifles, shotguns, Open terrain +3
and machineguns. Good lighting +4
Gunnery: Use of large, vehicle-mounted weapons. Climbing DN
Lock Picking: Defeating traps and alarm systems Using ladder 0
around locks. Climbing tree 5
Melee Combat: Attacking with melee weapons, like Climbing rock 15
swords, knives, and axes. Climbing smooth stone or metal 21
Slick surface +2
Melee Parry: Defending with melee weapons, like
swords, knives, and axes. Rain +5
Darkness +5
Missile Weapons: Attacking with mechanical and
strength-powered projectile weapons, like bows, Lifting DN
slings, and crossbows. 60kg 9
Piloting: Operation of aircraft, from airplanes to 100kg 10
helicopters. 150kg 11
250kg 12
Prestidigitation: Misdirection and sleight of hand.
400kg 13
Stealth: Hiding, sneaking, and following.
600kg 14
Unarmed Combat: Brawling, kicking, and even biting.
Unarmed Parry: Defending an attack without a weapon.
6 MasterBook
Brawn Skills
Climbing: Scaling vertical or near-vertical surfaces.
SKILL DIFFICULTY CHART 2
Resist Pain DN
Lifting: Power lifting and bench-pressing loads.
Light wound 9
Resist Pain: Ignoring the detrimental effects of wounds Moderate wound 11
in combat. Reduce wound level by the success bonus
Heavy wound 15
for the purposes of determining wound modifiers.
Incapacitating wound 20
Running: Pushing oneself to run farther. Mortal wound 26
Swimming: Pushing oneself to swim farther and avoid
Running DN
drowning.
Base: Half of Running Distance
Thrown Weapons: Attacking with throwing weapons,
Rough terrain +2
like grenades, daggers, and rocks.
Obstructions +2
Insight Skills Uphill +3
Artist: Painting, drawing, composing, and writing. Swimming DN
Business: Analyzing financial records and the stock Base 3
market, and negotiating contracts. Rough water +2
Camouflage: Hiding an object from view; difficulty to Undercurrent +3
spot the character is equal to his result points. Not dressed for swimming +2
Computer Ops: Operating and programming computers. Carrying a lot +4
Demolitions: Using, setting, and defusing explosives. Trying to save conscious character +6
Has swimming gear -1 to -5
Forgery: Creating fake documents to pass as real;
difficulty to detect a forgery is equal to result points. Can breathe water -3
First Aid: Treating characters to keep them alive on the Camouflage DN
battlefield. Human-sized 2
Linguistics: Analyze languages and codes. Car-sized 6
Medicine: Treating characters to heal wounds and Darkness -3
keep them alive; add the success bonus to healing Dense concealment -3
character’s skill total. Attentive observer +3
Navigation: Estimate locations in the wilderness and at sea. Open terrain +3
Good lighting +4
Perception: Detect ambushes, find clues, and stay aware.
Research: Culling information from various sources. Forgery DN
Intimately familiar with documents -5
Scholar: General knowledge; basic chemistry,
criminology, physics, and sociology. Somewhat familiar with documents -2
From descriptions only +2
Science: Applying knowledge to build, create, and analyze
Guessing +8
things; archaeology, electronics, and mechanics.
All necessary tools available -5
Tracking: Follow trails left in the environment.
Missing important tools +5
Wits Skills Linguistics DN
Charm: Using flattery, bribery, and other means to get Different dialect of own language 3
someone on the character’s side. Derived from common language 10
Con: Using elaborate deception and planning to trick Foreign language 15
someone into action. Alien language 25
Disguise: Altering features to make one unrecognizable; Simple concepts -3
difficulty to recognize him is equal to result points. Complex concepts +3
Etiquette: Knowledge of social graces. Alien concepts +7
Interrogation: Forcing others to divulge information. Medicine DN
Intimidation: Frightening someone to relent. Assist in healing light wound 10
Streetwise: Acquiring information and goods from others. Assist in healing moderate wound 12
Assist in healing heavy wound 13
Survival: Scavenging and building necessities for
survival in the wild. Assist in healing incapacitating wound 15
Assist in healing mortal wound 17
Willpower: Resisting browbeating, cajoling, and mental
attacks.
MasterBook 7
Special Attribute Descriptions SKILL DIFFICULTY CHART 3
Research DN
Beneficial Special Attributes Common Knowledge 7
Accelerated Healing: The character heals more easily; Requires various sources 10
+1 skill total to healing rolls for each grade of this Varying reliability sources 15
special attribute. Rare information 20
Additional Attribute Point ③: Increase an attribute Hurried +2
rating by one, as well as its maximum permitted Tracking DN
value. Three grades of this special attribute must be Base 8
chosen in order to provide any benefit.
Aging trail +2 to +8
Additional Skill Adds: Increase a skill rating by one for Inclement weather +5
each grade of this special attribute. Tracking in mud or snow -5
Authority: The character has some influence over select Per person being tracked -1
groups of people. One grade of this special attribute
Charm DN
affects his local jurisdiction, two grades affects a small
number of troops or small company, and three grades Base: Target’s Wits/Willpower
affects a political body or large company. Target is agreeable -1 to -3
Target is hostile +5 to +10
Blur: The character is quick; +1 skill total to dodge and
stealth rolls for each grade of this special attribute. Intimidation DN
Combat Sense ③: The character can never be surprised in Base: Target’s Wits/Willpower
combat. Three grades of this special attribute must be Target in weakened position +3
chosen in order to provide any benefit. Target is helpless +5
Contacts: The character knows someone or a group. One Target is in control -6
grade of this special attribute represents contacts Interrogation DN
that helps him when in need, usually after getting in Base: Target’s Wits/Willpower
touch and for a fee, but not when their own life is as Target in weakened position -3
stake; two grades represents contacts that are easily Target is helpless -5
accessible, providing aid at no cost; and three grades Target is in control +6
represents contacts that are supernatural in nature
or capable of influencing the world. Con DN
Base: Target’s Insight or Wits/Willpower
Cultures: The character is knowledgable of a specific
culture. One grade of this special attribute provides Disguise DN
+1 skill total when dealing with an easy-to- Specific person +8
understand culture; two grades provides +1 skill Other sex +4
total when dealing with a culture that is completely Different race +3
different from his own; and three grades indicates Age difference +3
that the character is native to an unusual culture or Disguising self unaided +2
has gained its respect for a great sense of rapport.
Untrained +5
Enhanced Senses: One of the character’s five senses is
Streetwise DN
heightened; +1 skill total for each grade of this special
attribute when using this sense. Large city 8
Small city 10
Equipment: Gain a piece of equipment not normally
Town 12
available. One grade of this special attribute
Settlement 14
represents items that are expensive or rare; two
grades represents items that are almost impossible Legal information -4
to acquire due to price, availability, or illegality; and Semi-legal information -2
three grades represents items that cannot be found Illegal information +2
elsewhere. Prohibited information +4 to +8
Fame: The character is well-known. One grade of this Survival DN
special attribute indicates that his popularity is due to Easy environment 3
a specific reason (a dice number of 4 or more means Moderate environment 6
that he is well-received); two grades indicates that he Tough environment 8
is very popular, almost always recognized, and well- Barren environment 12
received within his own culture (a dice number of Inhospitable environment 15
4 or more means that he is recognized by those of
Hostile environment 22
another culture); and three grades indicates that he is
8 MasterBook
extremely popular (a dice number of -1 or more means Detrimental Special Attributes
that he is recognized). Achilles’ Heel ③: The character is vulnerable to a particular
Fast Reactions: The character gains +1 when rolling for form of attack, providing a bonus of +4 to the skill total
initiative for each grade of this special attribute. of someone striking him with that attack. Three grades
Law Enforcement: The character is associated with the of this special attribute must be chosen.
law. One grade of this special attribute represents a Age: The character is below or above his prime—youthful
deputy with limited privileges; two grades represents characters are often not taken seriously, while older
a police officer that is capable of making arrests, as ones are viewed as fragile. A second grade of this
well as reasonable searches and seizures; and three special attribute indicates that he is even younger or
grades represents a federal agent with authority over older—youthful characters are treated like children,
local law enforcement. while older ones are viewed as infirm and senile.
Natural Hand Weapon: The character has claws or Bad Luck: Something bad occasionally occurs, from a
some other form of natural close combat weapon; setback to a distraction. One grade of this special
the weapon inflicts +1 damage for each grade of this attribute indicates that something bad happens when
special attribute. two ones are rolled; two grades sparks this bad luck
Natural Ranged Weapon ③: The character has some with double ones, double twos, or double threes; and
sort of natural weapon with a range the same as three grades sparks it with double ones, double two,
grenades and damage value of 14. Three grades of this double threes, or double fours.
special attribute must be chosen in order to provide Cultural Unfamiliarity: The character is outside his
any benefit. cultural element and lacking knowledge about it. A
Night Vision ③: The character can see in the dark. Three second grade of this special attribute means that he
grades of this special attribute must be chosen in order is far removed from his cultural element, constantly
to provide any benefit. making social gaffes (+4DN for all streetwise rolls)
and a third grade indicates that he is an alien in
Patron: The character enjoys a backer for funding. One
all respects and never fits into the culture, even in
grade of this special attribute provides funding for one
appearance (+6DN for all streetwise rolls).
expedition, business deal, or invention in exchange
for the bulk of the proceeds; two grades provides Debt: The character owes money or something of value
limited funding for only a little in return; and three with arduous payments, preventing him from getting
grades provides a limited stipend and paid expenses, credit and earning much money. A second grade of
but the backer has the option to purchase whatever this special attribute means that the creditor is
the character acquires. dangerous, forcing him to take orders and a third grade
means that he must turn over anything he earns or
Submariner: The character is comfortable in the water.
finds at the end of an adventure.
One grade of this special attribute provides +1 skill
total to swimming rolls; two grades provides +2 skill Dependency: The character is addicted to a substance
total to swimming rolls; and three grades provides +2 or event; failure to indulge on a regular basis makes
skill total to swimming rolls, as well as the ability to him irate. One grade of this special attribute means
breathe underwater, avoiding drowning. that this failure causes +1DN on all interaction rolls,
two grades causes +2DN on all interaction rolls, and
Toughened Skin: The character has natural armor; +1
three grades causes +2DN on all rolls.
toughness for each grade of this special attribute. One
relatively-common type of damage (bullets or fire, for Employed: The character has a job that requires him to
instance) must be specified to ignore this bonus. fulfill his obligations to it. One grade of this special
attribute means that he can take off by using sick days,
Wealth: One grade of this special attribute represents
but could lose the job when they are all expended or
that the character belongs to the upper-middle class
he is found not to be sick; two grades means that the
with access to considerable amounts of cash, two
job runs much of his life, so getting time off requires
grades represents that he belongs to the upper class
lots of red tape; and three grades means that he is
and does not need to worry about everyday costs, and
essentially a slave, doing whatever he is told.
three grades represents that he belongs to the elite
class and can afford most purchases that are available Enemy: The character is haunted by an individual or
to him. group that despises him. One grade of this special
attribute indicates an enemy that harasses, railroads,
and otherwise obstructs him; two grades indicates an
enemy constantly trying to foil his plans and even get
him arrested; and three grades indicates an enemy
trying to kill or otherwise remove him from the
equation.
MasterBook 9
Flawed Special attribute: One of the character’s Phobic: The character is afraid of a particular object,
beneficial special attributes is accompanied by a action, or creature; a Wits/Willpower roll is required
flaw. When it involves a bonus, he receives an equal to avoid curling up or running away in terror. One
penalty on his next roll; when it involves information, grade of this special attribute has a difficulty of 8, two
he forgets an important detail; when it involves aid, grades have a difficulty of 13, and three grades have
there are always strings attached; when it involves a difficulty of 16.
equipment, it is unreliable or not fully functional; Prejudice: The character is unfairly judged. One grade
when it involves money, the character must jump of this special attribute indicates that it is because
through hoops to get it. Three grades indicates that of his appearance and/or speech patterns; +2DN
the beneficial special attribute is so flawed that its for normal interaction rolls involving those not
effects are negated for a number of turns equal to a directly associated with the character or belonging
rolled dice number. Either one or three grades of this to his culture. Two grades indicates that he is part
special attribute must be chosen. of an oppressed group; +2DN for normal interaction
Handicap: A physical or mental disability inflicts a penalty rolls involving those not directly associated with the
of +1DN for each grade of this special attribute character or belonging to his culture. Three grades is
when performing certain actions. The nature of the same as two, except that the modifier is +4DN.
the disability determines the its scope; examples Poverty ①: The character’s only possessions are the
include bad knee (acrobatics, running, swimming), clothes he is wearing and possibly a few pieces of
trick shoulder (unarmed combat, melee combat, cheap gear.
climbing, thrown weapons, and missile weapons), and
unobservant (perception, linguistics, lock picking, and Price: One of the character’s beneficial special attributes is
tracking). accompanied by a price—each time it comes into play,
he must pay a monetary fee, replace a consumable,
Illiterate ②: The character cannot read. Two grades of or pay back favors. Two grades doubles the amount
this special attribute must be chosen. of payback required or 3 Life Points may instead be
Infamy: The character is well-known and despised. One spent at the end of an adventure. Three grades triples
grade of this special attribute indicates that his infamy the amount of payback required or 5 Life Points may
is due to a specific reason (a dice number of 4 or more instead be spent at the end of an adventure.
means that he faces hostility and prejudice; +2DN Reduced Attribute ③: One of the character’s attributes
for these interactions); two grades indicates that he is is permanently reduced by one point, and it may not
wanted for a serious crime (a dice number of 4 or more be increased during play. Three grades of this special
means that he is recognized for that reason, facing attribute must be chosen.
hatred and fear; +2DN for all these interactions);
and three grades indicates that he is almost always Sense of Duty: The character is compelled to perform
recognized and practically hated to the point of certain specified actions out of a perceived duty, even
violence (+4DN for all these interactions). if he finds these acts to be morally questionable. Two
grades of this special attribute indicates that he also
Learning Curve ②: When the character attempts to learn attempts to persuade others of the righteousness
a new skill or improve an existing one, the associated of his beliefs, which play a role in his everyday life.
cost is doubled. Two grades of this special attribute Three grades indicates that his belief is so strong, he
must be chosen. is willing to die for it.
Language Gap ②: The character cannot understand the Stutter: When under pressure or a “mood” hits the
language of the area in which he spends most of his character, he suffers +2DN to all interaction rolls for
time. Two grades of this special attribute must be each grade of this special attribute.
chosen.
Minor Stigma ③: There is a specific action that the
character cannot do without first performing the
proper rituals. Three grades of this special attribute
must be chosen.
10 MasterBook
MasterBook MasterBook Companion
The full version of MasterBook provides even more The add-on book for MasterBook provides yet more
content and options. Note that some of the rules in content and options. These include:
this version are prototypes for a future edition, so • More skills
they are slightly different from those in the Classic
MasterBook Game System. • More advantages and compensations
Some of the difference are: • Useless skills: free traits that are automatically
successful in most cases
• The four primary attributes are expanded to eight:
Prowess = Agility and Dexterity • Vehicle combat
Brawn = Strength and Endurance • Guide to magic and abusing it
Insight = Mind and Intellect • Guide to world creation
Wits = Charisma and Confidence
• Guide to mixing characters from different genres
• More skills are available; characters can also specialize
in certain aspects of skills, focusing their capabilities.
• Advantages and compensations replace special
Bloodshadows
A war between Chaos and Order ripped through the land
attributes.
of Marl centuries ago, wiping out some species, creating
• Expanded success chart for social interaction and new ones, and introducing magic. The development of
pushing oneself. technology slowed as the pursuit of magic rose. Now
• Characters can also receive KO effects along with everybody knows what sorcery is, and most everyone
shock points and wounds. knows a spell or two. Doors are warded with magical seals,
• Combat options: multi-actions, coordinated actions, light is provided by glowstones, the waitress in the local
many-on-one actions, damage caps, non-lethal attacks, diner can warm your cup of joe in the palm of her hand,
and bleeding. and the police have forensic mages who help solve crimes.
• Expanded social interaction for intimidating, If the idea of playing a wisecracking, trenchcoat-wearing
taunting, tricking, conning, charming, persuading, werewolf who talks like Bogart and can light his cigarette
and interrogating. with his fingertip appeals to you, grab your fedora and
• Value system to quantify weights, distances, and enter the world of Bloodshadows. This world book for
other measures; these can also translate into difficulty MasterBook, in where fantasy is wed to film noir.
numbers.
• MasterDeck card deck for more cinematic and dramatic MasterWorld
play—faster, action-packed, and more exciting play The MasterWorld Open Supplement License lets you
can result. create and publish your own compatible material for
• Rules to create custom special effects for magic, MasterBook, even commercial publications.
miracles, psionics, and more.
MasterBook 11
©2013, 2015, 2016, 2020 Precis Intermedia.
MasterBook EZ is a trademark of Precis Intermedia.
WWW.PIGAMES.NET
DIFFICULTY SCALE
Simple Routine Complex Challenging Inconceivable Inexplicable
2 ➙ 5 ➙ 10 ➙ 12 ➙ 18 ➙ 25+
WEAPON RANGES
DN MODIFIERS Weapon PB S M L E
Slight Significant Decisive Huge Extreme Pistols 0–3 4–10 11–25 26–50 51–150
±1 ➙ ±3 ➙ ±5 ➙ ±7 ➙ ±10 Rifles 0–4 5–15 16–50 51–150 151–250
Shotguns 0–4 5–20 21–30 31–75 76-125
DEGREE OF SUCCESS Submachine Guns 0–4 5–10 11–20 21–50 51–75
0 1–4 5–8 9–12 13–16 17+ Assault Rifles 0–3 4–15 16–40 41–75 76–150
Bare Solid Good Superior Spectacular Awesome Machineguns 0–5 6–15 16–75 76–150 151–500
+1 +2 +3 +4 +5 +6 Grenades 2 brawn-4 brawn-3 brawn-2 brawn-1
Knives/Stars/Darts 0–2 3–5 6–8 9–15 —
FIRST AID CHART Slings 0–3 4–6 7–15 16–20 21–30
Light Moderate Heavy Incapacitating Mortal Deadly Small Bows 0–3 4–10 11–20 21–30 31–50
9 11 12 14 18 22 Large Bows 0–3 4–15 16–30 31–50 51–100
Crossbows 0–4 5–10 11–20 21–40 41–75
NATURAL HEALING CHART -2DN — +1DN +2DN +4DN
Light Moderate Heavy Incapacitating Mortal Deadly
10 12 14 16 18 ×
ARMOR
1 Day 1 Day 3 Days 3 Days 1 Day × Armor Value Weapons
1 Rugged Clothing
DAMAGE MODIFIERS 2 Soft Leathers, Weak Cover
Wounds Severity Modifiers 3 Padded Leathers, Metallic Woven Fabrics
1 Light Wound none 4 Hard Leathers, Moderate Cover
2 Moderate Wound +2DN physical rolls 5 Metal-Linked Leather Armor
3 Heavy Wound +4DN physical rolls 6 Chain Mail, Plasteel Armor, Strong Cover
+2DN other rolls 7 Scale Link Armor, Light Kevlar Armor
4 Incapacitating Wound +8DN all rolls 8 Plated-Chain Armor, Flak Jacket
5 Mortal Wound Unconscious 9 Plate Mail, Heavy Kevlar Armor
+1 shock per turn 10 Plated Armor, Ceramic Armor
6 Deadly Wound Dead 12 “Impenetrable” Cover
DICE CHART
DIE 9 11 21 26 31 36 41
ROLL 2 3 4 5 6 7 8 10 12 13 14 15 16 17 18 19 20 25 30 35 40 45 +5
DICE NUMBER -10 -8 -7 -6 -5 -3 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 +1
12 MasterBook
Character Name������������������������������������������
Player Name����������������������������������������������
BRAWN ARMOR
2 Moderate +2DN physical rolls
SKILL POINTS
3 Heavy +4DN physical and
+2DN all other rolls
INSIGHT 4 Incapacitating +8DN all rolls
5 Mortal Unconscious
+1 shock per turn
WITS
6 Deadly —
DICE CHART
DIE 9 11 21 26 31 36 41
ROLL 2 3 4 5 6 7 8 10 12 13 14 15 16 17 18 19 20 25 30 35 40 45 +5
DICE NUMBER -10 -8 -7 -6 -5 -3 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 +1
©2013, 2015, 2016, 2020 Precis Intermedia. MasterBook EZ is a trademark of Precis Intermedia. www.pigames.net