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| Item: | Description: | ||
| Quick
Fantasy Races Updated January 7, 2006 |
This
two page printout tells
you how
to add non-human races to any Pocket Universe campaign, and provides
complete
rules for over 10 fantasy races! Adobe Acrobat reader required. |
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| Combat
Record Sheet June 9, 2005 (Link Updated JUne 20, 2007) |
'Manda
created a wonderful new Combat Record Sheet for PU. Like the old one
(see below), it's a printable .pdf file. |
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| Paper
Model Page 1 Page 2 Feb 15, 2005 |
Print
, cut, fold & glue this 28mm scale paper model of a Hobgoblin's
house from Quicksilver. Also
suitable for Pocket Universe fantasy campaigns. Created by 'Manda! |
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| Poison! Updated August 16, 2004 |
This snazzy little printout gives you complete rules for handling poisons in Pocket UniverseTM! | ||
| Bonus
Rule: Archaic Firearms August 1, 2004 |
Archaic Firearms follow
all of the standard rules for Missile Weapons. They also take a full
move and action to reload after every shot. Pistols Cost Hit Dmg Range PHYS Flintlock Pistol $30 +1 5/7/9 18 7 Rifles Cost Hit Dmg Range PHYS Flintlock Rifle $60 0 6/8/10 24 9 Blunderbuss $75 -1 5/7/9 12 9 A blunderbuss has a 3-space diameter area of effect (TDS 5.9, p. 12). Targets that aren't in the center space only take 2/4/6 damage. |
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| Creature
Conversion August 16, 2003 |
Too many d20 sourcebooks collecting dust on your gaming shelf? This extremely handy .pdf printout shows how to convert creature statistics from the d20 system to Pocket Universe! | ||
| Bonus
Rule: Martial Arts Skill August 16, 2002 |
Martial Arts* (DEFT/-4): This skill represents knowledge of an advanced unarmed combat technique. You must specify a martial arts style when you purchase this skill (Kung Fu, Wrestling, Tae Kwon Do, etc). The character's skill plus is added to their damage, skill roll, or PHYS level (never more than one at a time) when performing maneuvers in the specified style. For example, a character who punches for 1/2/3 damage can do 2/4/6 damage if they buy Martial Arts: Fung Fu at +2. A character who grapples with a PHYS Roll of 1/2/3 can roll 2/4/6 if they buy Martial Arts: Wrestling. The character's overall Martial Arts skill can also be used for any maneuver that is not covered by the standard combat skills. | ||
| Bonus Rule: Automatic Weapons August 15, 2002 |
When firing an automatic
weapon, you
may trade in damage levels to spread your attack across multiple
targets.
An autofire burst only counts as one action no matter how many targets
are included.
You must declare all of your targets before opening fire; each target after the first reduces the weapon's damage level on ALL of the targets by 1. For example, a light automatic rifle can attack a single target for 4/6/8 damage, or two adjacent targets for 3/5/7 damage, or three adjacent targets for 2/4/6 damage (and so on). The targets must be within 1 movement space of each other, though you may spray across empty spaces (and suffer the damage penalty) in order to hit multiple targets that aren't adjacent. Roll to hit each target separately. You may combine the autofire rules with the normal multiple attack rules if you want to make multiple multi-target bursts in the same turn. Use the firearm statistics in PU, but halve the range of automatic weapons and double their cost. |
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| Bonus Rule: Holding Your Breath August 14, 2002 |
Characters can hold their
breath for
1 combat round per point of WILL Value if they take a deep breath
first.
If they have no time to prepare, the time limit is halved. If they take
a minute to prepare, the time limit is doubled. Here's a new Advantage:
Lung Capacity (1): Add 1 to the character's WILL when calculating how long they can hold their breath. Lung Capacity can only be taken once. |
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| Quick
Magic Character Sheet January 8, 2002 |
This is an updated version of the Pocket Universe character sheet, with places to record the PSYC Attribute and NRG points form the Quick Magic expansion. | ||
| Optional Rule: WILL Enhancement December 28, 2001 |
Here's a handy optional rule that you may want to implement in your Pocket Universe campaign. Apply the character's WILL Modifier when checking to see if they fall unconscious, get knocked out, resist drugs like truth serum, etc. For example, a character with 10 Hit Points normally gets knocked out if he takes 6 points of damage or more. With this rule, if his WILL is 11 then it takes 7 points to knock him out. Or if his WILL is 9, then it only takes 5 damage to knock him out. Cool, huh? | ||
| Character
Sheet October 23, 2001 |
Because other people demanded it! Here's a printable .pdf version of the same Pocket Universe character sheet you get with the Basic Rules. | ||
| Character
Counters September 4, 2001 |
Download and print out this sheet of inch-square game counters. An inexpensive alternative to miniature figures, each counter comes with a pre-drawn face and unobtrusive outlines of the head and shoulders allowing you to draw in your own hair and costume details. | ||
| Quick
Magic System July 15, 2001 (Updated Dec. 28, 2003) |
This two page printout provides a complete magic system for Pocket Universe! New magical skills and 27 spells plus a new Psychic Ability (PSYC) Attribute. Quick Magic first appeared as a free handout at Origins 2001. This version is slightly improved over that one. | ||
| Combat
Record Sheet June 16, 2001 |
A printable .pdf file that organizes the most important NPC combat stats at your finger tips. | ||
| Creatures
Latest Update: June 10, 2002 |
A cavalcade of creatures for your Pocket UniverseTM campaign. Okay, it's not quite a cavalcade yet. But it's getting there! | ||
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This page and all related pages are (c) 2001 UNIgames. Pocket Universe is a trademark of UNIgames.