Table 3 - Skills & Genres
Dexterity Skills |
Fantasy & Medieval Genre |
Modern & Historical Genre |
Science Fiction |
Acrobat |
X |
X |
X |
Archery |
X |
||
Brawl |
X |
X |
X |
Dodge |
X |
X |
X |
Firearms |
X |
X | |
Hide |
X |
X |
X |
Melee |
X |
X |
X |
Missile Weapons |
Siege Weapons |
X |
X |
Riding |
X |
X |
X |
Running |
X |
X |
X |
Sneak |
X |
X |
X |
Pickpocket |
X |
X |
X |
Throw |
X |
X |
X |
Strength Skills |
Fantasy & Medieval Genre |
Modern & Historical Genre |
Science Fiction |
Climb |
X |
X |
X |
Grapple |
X |
X |
X |
Jump |
X |
X |
X |
Lift |
X |
X |
X |
Push-Pull |
X |
X |
X |
Stamina |
X |
X |
X |
Swim |
X |
X |
X |
Persona Skills |
Fantasy & Medieval Genre |
Modern & Historical Genre |
Science Fiction |
Artisan |
X |
X |
X |
Bargain |
X |
X |
X |
Command |
X |
X |
X |
Con |
X |
X |
X |
Disguise |
X |
X |
X |
Gambling |
X |
X |
X |
Intimidation |
X |
X |
X |
Languages |
X |
X |
X |
Persuasion |
X |
X |
X |
Willpower |
X |
X |
X |
Intellect Skills |
Fantasy & Medieval Genre |
Modern & Historical Genre |
Science Fiction |
Academics |
X |
X |
X |
Aliens |
Creatures |
X |
X |
Astrography |
X |
X | |
Business |
X |
X |
X |
Culture |
X |
X |
X |
Law |
X |
X |
X |
Medicine |
Healing |
X |
X |
Politics |
X |
X |
X |
Search |
X |
X |
X |
Streetwise |
X |
X |
X |
Survival |
X |
X |
X |
Tactics |
X |
X |
X |
Aptitude Skills |
Fantasy & Medieval Genre |
Modern & Historical Genre |
Science Fiction |
Armor Repair |
Armor Smithing |
X |
X |
Comms |
Argot |
X |
X |
Cybernetics |
X | ||
Drive Repair |
X | ||
Engineering |
X |
X |
X |
First Aid |
X |
X |
X |
Navigation |
X |
X |
X |
Piloting |
X |
X |
X |
Power Armor Ops |
X |
X | |
Security |
Sentry Evasion |
X |
X |
Sensors |
X |
X | |
Shields |
X | ||
Ship Gunnery |
Nautical Gunnery |
Vehicle Gunnery |
X |
Weapon Repair |
Weapon Smithing |
X |
X |
Table 4 - Special Abilities
General |
Genres |
Prerequisites |
Cost |
Effects |
Abnormal Size |
All |
Can take this Special Ability only on Character Creation |
5 |
+2d to Dexterity or Strength, 2d Max Attribute on Opposite Attribute: Dexterity or Strength |
Adrenaline Junkie |
All |
Can take this Special Ability only on Character Creation |
5 |
See Description |
Ambidextrous |
All |
Can take this Special Ability only on Character Creation |
5 |
No DR change for offhand, without the DR level increases by one level |
Capital |
All |
5 |
See Description | |
Card Shark |
All |
5 |
+4d Gambling | |
Concentration |
All |
Can take this Special Ability only on Character Creation |
5 |
See Description |
Crack Pilot |
All |
Can take this Special Ability only on Character Creation |
5 |
Permanent, The DR for using your Character’s Piloting Skill is always one level less than dictated by the GM |
Criminal Contacts |
All |
5 |
+3d Streetwise to contact Criminal Underworld | |
Empath |
All |
10 |
+2d Persuasion, Search | |
Ersatz |
All |
5 |
+4d Con | |
Fame |
All |
Cannot take the Special Ability Forgettable |
5 |
+4d Persuasion when the Character is recognized |
Favor |
All |
5 |
See Description | |
Fellowship Member |
All |
5 |
See Description | |
Forgettable |
All |
Can take this Special Ability only on Character Creation, Cannot take the Special Ability Fame |
5 |
+4d Disguise |
Information Store |
Modern & Science Fiction |
5 |
+4d Academics | |
Martyr |
Modern & Science Fiction |
Can take this Special Ability only on Character Creation, Cannot take the Special Ability Prenatal Nanotech Surgery |
5 |
Permanent, The Player may at will take Damage and surrender one (1) Hit Point and in return get one (1) Character Point |
Meditation |
All |
5 |
+4d Stamina | |
Natural |
All |
Available only once, only affects a one Skill |
10 |
Permanent, Half the Character Point cost to raise this Skill |
Nimble |
All |
Can take this Special Ability only on Character Creation |
5 |
+2d Acrobat, Sneak, and Persuasion |
Observant |
All |
Can take this Special Ability only on Character Creation |
4 |
+4d Search |
Organization Leader |
All |
Fellowship Member |
20 |
See Description |
Photographic Memory |
All |
Can take this Special Ability only on Character Creation |
5 |
+2d to Intellect to recall anything; previously viewed places, objects, etc. even details not previously noticed |
Pluck and Tuck |
All |
5 |
+3d Pick Pocket, Hide | |
Prenatal Nanotech Surgery |
Modern & Science Fiction |
Can take this Special Ability only on Character Creation, Cannot take the Special Ability Martyr |
5 |
+2d Hit Points to Heal wounds with each Character Point spent |
Refined |
All |
15 |
+2d Dexterity | |
Religious Zeal |
All |
20 |
+2d to any roll, May be combined with any bonus | |
Reputation |
All |
10 |
+2d Persuasion with allies | |
Secret Base |
All |
5 |
See Description | |
Serpent Tongue |
All |
Can take this Special Ability only on Character Creation |
5 |
+4d Persuasion |
Space Borne |
Science Fiction |
Can take this Special Ability only on Character Creation |
5 |
+4d Astrography |
Steamworks |
All |
10 |
+4d Engineering | |
Steel Will |
All |
Can take this Special Ability only on Character Creation |
5 |
Permanent, No roll required, Immune to Mental Attacks |
Time Sense |
All |
Can take this Special Ability only on Character Creation |
5 |
Permanent, No roll required |
Combat |
Genres |
Prerequisites |
Cost |
Effects |
Danger Sense |
All |
50 |
Permanent, the Character never suffers Sneak damage, and always rolls Initiative even when ambushed | |
Expose Fault |
All |
5 |
With a successful Tactics roll, DR Moderate and immediately following up with a successful attack, the Character deals +3d extra damage | |
Missile Catch |
All |
Weapon Catch |
10 |
Throw is used as an alternative to Dodge for missile weapons |
Quickdraw |
All |
May be taken twice; once for Firearms, once for Melee |
5 |
+2d Select Melee or Firearms |
Tempo Fighting |
All |
20 |
+2d to any successive Attack roll following a successful attack | |
Weapon Affinity |
All |
5 |
+2d to Attack roll with any weapon of the specific type | |
Weapon Catch |
All |
5 |
Permanent, Throw is used as an alternative to Dodge for thrown weapons. | |
Weapon Mastery |
All |
Quickdraw, Weapon Affinity |
15 |
+2d to Attack roll with any weapon of the specific type, stacks with Weapon Affinity and Quick Draw |
Weapon Redirect |
All |
Weapon Catch |
10 |
Throw is used to catch then redirect and throw a weapon, no secondary roll is required |
Magic |
Genres |
Prerequisites |
Cost |
Willpower DR & Effects |
Arrow |
Fantasy |
5 |
To Hit: Willpower +1d, Range: 10/20/30, Damage: Willpower +2d/+1d/0 | |
Blast |
Fantasy |
Arrow |
10 |
To Hit: Willpower +2d, Range: 5/10/15, Damage: Willpower +4d/+ 3d/+2d |
Shield |
Fantasy |
5 |
Willpower DR Easy, Armor +3d vs. Missile Weapons, Duration: 1d6 rounds | |
Barrier |
Fantasy |
Shield |
10 |
Willpower DR Moderate, Armor +5d vs. All Damage, Duration: 1d6 rounds |
Heal |
Fantasy |
5 |
Willpower DR: Effortless: +1 Hit Point, Easy: +3 Hit Points, Moderate: +1d6 Hit Points or Cures a Disease, Hard: +2d6 Hit Points or Removes a Poison or Plague, Complex: +3d6 Hit Points or Cures an Incurable or Magical Illness, Epic: +4d6 Hit Points or Grow Back Severed, Duration: Immediate | |
Stricken |
Fantasy |
Heal |
10 |
Willpower DR after touch, bypasses non-magical Armor (Brawl or Grapple): Effortless: +1 Damage, Easy: +3 Damage, Moderate: +1d6 Damage or Inflict a Disease, Hard: +2d6 Damage or Inflict a Poison or Plague, Complex: +3d6 Damage or Inflict an Incurable or Magical Illness, Epic: +4d6 Damage, Duration: Immediate |
Levitate |
Fantasy |
5 |
Willpower DR Easy, Levitate: Move Self or Target Up (up to 100kg) +15, Duration: 1 round | |
Fly |
Fantasy |
Levitate |
10 |
Willpower DR Moderate, Fly: Move Self or Target (up to 100kg) +50, Duration: 1d6 rounds |
Traverse |
Fantasy |
Fly |
15 |
Willpower DR Hard, Teleport: Limited to line of sight of extremely familiar locations, Move Self or Target (up to 100kg) +500,000, Duration: Immediate |
Conjure Element |
Fantasy |
5 |
Willpower DR Easy, Creates 1 gallon of distilled water, a small flame, a bucket of dirt, a spark of lightning, or a small bubble of air, Duration: 1d6 rounds, except water which is Permanent | |
Summon |
Fantasy |
Conjure Element |
10 |
Willpower DR Moderate, Summons an Elemental being, Duration: 3d6 rounds |
Alchemical Conjuration |
Fantasy |
Summon |
15 |
Willpower DR Hard, Conjure a potion magically with imbued effects, Duration: Permanent until consumed |
Illuminate |
Fantasy |
5 |
Willpower DR Easy, Causes light, 50m radius, Duration: 3d6 rounds | |
Darken |
Fantasy |
Illuminate |
10 |
Willpower DR Moderate, Causes darkness, 50m radius, Duration: 3d6 rounds |
Purify |
Fantasy |
5 |
Willpower DR Easy, Removes all Spellbinding, Purifies Food and Water, Duration: Immediate | |
Spellbind |
Fantasy |
Purify |
10 |
Willpower DR Target’s Resist, Inflicts a Spellbinding on a target, Target’s Willpower to resist, Duration: Permanent until Purified |
Repel |
Fantasy |
Spellbind |
15 |
Willpower DR Moderate, Repels most creatures and undead, 500m radius, Duration: 1d6 days |
Inspire |
Fantasy |
Spellbind |
15 |
Willpower DR Hard, +2d to all Allies rolls, 500m radius, Duration: 1d6 rounds |
Revulsion |
Fantasy |
Inspire |
20 |
Willpower DR Hard, +4d to all Allies Intimidation Skill, 500m radius, Duration: 1d6 rounds |
Speed |
Fantasy |
5 |
Willpower DR Easy, Doubles Number of Actions, Duration: 1 round | |
Slow |
Fantasy |
Speed |
10 |
Willpower DR Easy, Halves Number of Actions, Duration: 1 round |
Breach |
Fantasy |
5 |
Willpower DR Moderate, Summons a random creature, Duration: Permanent | |
Detain |
Fantasy |
Breach, Spellbind |
25 |
Willpower DR Hard, Summons and Spellbinds a random creature, Willpower DR Hard to resist, , Duration: Summoning Permanent, Spellbinding Permanent until Purified |
Rupture |
Fantasy |
Breach |
10 |
Willpower DR Epic, Rips open a gate to another realm, Duration: Permanent |
Spell Storm |
Fantasy |
Blast, Summon |
35 |
Willpower DR Moderate, Hits all enemies in Range: 10/15/25, Damage: Willpower +3d/+2d/+1d, Duration: 1 round |
Side Step |
Fantasy |
10 |
Willpower DR Easy, Instantly step into the Slip Realm for 2d6 rounds, x2 Move while in Slip Realm, returning to Reality forces a Search roll, DR Moderate to reorient or be stunned for a round | |
Reality Peak |
Fantasy |
Side Step |
15 |
Permanent, With a successful Search roll, DR Hard, the Character may effectively peak into Reality before re-entry to avoid surprises |
Dust Lord |
Fantasy |
Reality Peak |
20 |
Willpower DR Moderate, While in the Slip Realm: x10 Move, x5 Move for Climbing, Jumping, and Swimming |
Spell Triggering |
Fantasy |
5 |
Creates a spell trigger for a single magical effect, Duration: Trigger lasts 1d6 days | |
Spell Expansion |
Fantasy |
5 |
Expands a single magical effect from one person up to 6 people, Duration: Immediate | |
Spell Extension |
Fantasy |
5 |
Doubles a single time period or duration of a magical effect, Duration: Doubled | |
Elemental Union |
Fantasy |
5 |
Weave an elemental effect into a magical effect, Duration: Immediate | |
Spell Bleed |
Fantasy |
5 |
Spells cause a blatant aftereffect both drawing attention to and rejuvenating the caster, Duration: Permanent | |
Transgenics |
Genres |
Prerequisites |
Cost |
Effects |
Seduction Genome Therapy |
Science Fiction |
Money 15,000 |
35 |
+4d Persona |
Transgenic Polymorphism |
Science Fiction |
Varies |
See Description | |
Cybernetics |
Genres |
Prerequisites |
Cost |
Effects |
Biosynth |
Science Fiction |
10 |
Permanent, +1d Armor | |
Exoskin |
Science Fiction |
10 |
Permanent, +1d Armor | |
Gleam |
Science Fiction |
5 |
+4d Search | |
Light Diffraction Array |
Science Fiction |
30 |
+4d Sneak, Hide | |
Mass Assault Rifle Mechanism |
Science Fiction |
25 |
Mass ARM, Missile Wpn, Damage: 6d/5d/4d, Range: 2/5/9, Ammo: 1, Takes 1 Round to charge | |
Supernatural |
Genres |
Prerequisites |
Cost |
Effects |
Ardent Lycanthropy |
Any |
5 |
Permanent, Regeneration +1d6 Hit Point per Round except Damage dealt by Silver | |
Lichdom |
Any |
5 |
Permanent, +8d Willpower when using any Magic | |
Vampirism |
Any |
5 |
Permanent, Regeneration +1d6 Hit Points per Round except Damage dealt by Sunlight. A Stake through the heart of beheading kills instantly | |
Wild Lycanthropy |
Any |
N/A |
Permanent, Regeneration +1d6 Hit Points per Round except Damage dealt by Silver, Shapeshifting not controlled and occurs at random | |
Zombie Infected |
Any |
N/A |
Undead, Character no longer in control once the Infection completes, No known cure (Magic may cure on Healing DR Epic, GM’s Discretion), Zombies only die by destroying their brain |
Table 5 - Props
Props |
Weight |
Conceal Rating |
Cost |
Authorization Coding |
Adventuring Kit |
24kg |
Complex |
1,000 |
I |
Altimeter Watch |
.3kg |
Effortless |
200 |
C |
Backpack, Leather |
4kg |
Hard |
50 |
C |
Backpack, Nylon |
4kg |
Hard |
50 |
C |
Backpack, Synthetic Spider Silk |
1kg |
Effortless |
1,000 |
C |
Bucket Plastic |
1.1kg |
Moderate |
20 |
C |
Bucket, Wooden |
3.3kg |
Hard |
25 |
C |
Construction and Repair Tools |
12kg |
Hard |
500 |
I |
Crampons |
3.1kg |
Easy |
50 |
C |
Crash Kit |
5kg |
Hard |
750 |
M |
Datapad |
1.5kg |
Easy |
3,000 |
C |
Digital Camera |
.8kg |
Easy |
300 |
C |
EM Detector |
2.5kg |
Easy |
350 |
I |
Emergency Survival Kit |
10kg |
Hard |
150 |
C |
First Aid Kit |
2kg |
Moderate |
35 |
C |
Fission Pack |
2.7kg |
Moderate |
100 |
I |
Flashlight, Cranked |
1.3kg |
Easy |
20 |
C |
Flint and Steel |
.5kg |
Effortless |
5 |
C |
Folding Saw |
1.6kg |
Effortless |
15 |
C |
Gasoline Container, 5 gal. |
5kg |
Hard |
40 |
C |
Glow Rod |
2.3kg |
Moderate |
150 |
C |
Grappling Hook |
3.2kg |
Moderate |
25 |
C |
Hand Radio, Wideband |
3kg |
Easy |
75 |
C |
Inductor |
.2kg |
Effortless |
25 |
C |
Lantern |
5.4kg |
Moderate |
50 |
C |
Laptop |
8kg |
Hard |
1,500 |
C |
Lighter |
.6kg |
Effortless |
20 |
C |
Long Range Tracking Device |
2kg |
Effortless |
450 |
I |
Magic Amulet |
1kg |
Effortless |
1,000 |
X |
Magic Ring |
.3kg |
Effortless |
1,000 |
X |
Medipak |
1kg |
Easy |
25 |
C |
Metal Mirror |
.2kg |
Effortless |
5 |
C |
Personal Comm |
1.1kg |
Effortless |
100 |
C |
Plasma Torch |
7.7kg |
Hard |
265 |
I |
Portable Sensor |
2kg |
Moderate |
250 |
C |
Portable Trauma Pack |
8kg |
Hard |
85 |
C |
Rations, Dry |
1kg |
Effortless |
5 |
C |
Rations, MRE |
2kg |
Easy |
25 |
C |
Rations, Nutrient Stick |
.3kg |
Effortless |
30 |
C |
Repair Kit |
15kg |
Hard |
110 |
C |
Repelling Cord, 50m |
20kg |
Hard |
200 |
C |
Rope, 50m |
25kg |
Easy |
10 |
C |
Sack, Cloth |
1kg |
Effortless |
10 |
C |
Sack, Leather |
3kg |
Effortless |
35 |
C |
Silacord, 50m |
10kg |
Moderate |
400 |
C |
Smart Phone |
.6kg |
Effortless |
135 |
C |
Smithing Tools |
8kg |
Hard |
50 |
I |
Telescope |
.4kg |
Effortless |
200 |
I |
Torch |
2kg |
Moderate |
10 |
C |
Universal Solar Charger |
.4kg |
Effortless |
50 |
C |
Walking Stick |
2.2kg |
Moderate |
50 |
C |
Wand |
1kg |
Effortless |
500 |
X |
Water Flask, Leather |
1.2kg |
Effortless |
25 |
C |
Water Flask, Plastic |
1kg |
Easy |
10 |
C |
Water Flask, Silicon |
.3kg |
Easy |
20 |
C |
Table 6 - Melee Weapons
Melee Weapons |
Type |
Damage |
Scale |
Conceal Rating |
Cost |
Authorization Coding |
Knife |
Knife |
Str+1d/x2 |
Character |
Effortless |
10 |
C |
Dagger |
Knife |
Str+1d/x2 |
Character |
Easy |
25 |
C |
Short Sword |
Sword |
Str+2d/x2 |
Character |
Moderate |
50 |
C |
Long Sword |
Sword |
Str+3d/x2 |
Character |
Moderate |
100 |
C |
Two Handed Sword |
Sword |
Str+5d/x2 |
Character |
Hard |
200 |
M |
Scimitar |
Sword |
Str+4d/x2 |
Character |
Moderate |
250 |
M |
Asian Sword |
Sword |
Str+3d/x2 |
Character |
Moderate |
400 |
M |
Chainsaw Sword |
Sword |
Str+4x/x3 |
Character |
Complex |
1,000 |
M |
Monomolecular Sword |
Sword |
Str+6d/x2 |
Character |
Moderate |
2,000 |
X |
Laser Sword |
Sword |
Str+7d/x2 |
Character |
Easy |
4,000 |
M |
Hatchet |
Axe |
Str+2d/x2 |
Character |
Easy |
30 |
C |
Axe |
Axe |
Str+4d/x2 |
Character |
Moderate |
50 |
C |
Broad Axe |
Axe |
Str+6d/x2 |
Character |
Hard |
100 |
M |
Pole Axe |
Axe |
Str+7d/x2 |
Character |
Complex |
200 |
M |
Power Axe |
Axe |
Str+8d/x2 |
Character |
Complex |
1,500 |
M |
Whip |
Lash |
Str+1d/0 |
Character |
Easy |
35 |
C |
Flail, Ball |
Lash |
Str+3d/x3 |
Character |
Moderate |
100 |
M |
Flail, Spiked |
Lash |
Str+4d/x3 |
Character |
Moderate |
150 |
M |
Laser Whip |
Lash |
Str+7d/x2 |
Character |
Easy |
1,000 |
X |
Stun Baton |
Club |
Stun: Str+7d |
Character |
Easy |
500 |
I |
Baton |
Club |
Str+2d/x2 |
Character |
Easy |
100 |
C |
Quarterstaff |
Club |
Str+3d/x2 |
Character |
Complex |
250 |
M |
War Staff |
Club |
Str+5d/x2 |
Character |
Complex |
400 |
M |
Power Staff |
Club |
Str+6d/x2 |
Character |
Complex |
1,000 |
M |
Gravity Hammer |
Club |
Str+9d/x2 |
Character |
Epic |
5,000 |
X |
Brass Knuckles |
Brawler |
Str+1d/0 |
Character |
Effortless |
20 |
X |
Spiked Gloves |
Brawler |
Str+1d/x2 |
Character |
Effortless |
50 |
X |
Fighting Gloves |
Brawler |
Str+2d/x2 |
Character |
Effortless |
70 |
X |
Shock Gloves |
Brawler |
Stun: Str+5d |
Character |
Effortless |
200 |
X |
Table 7 - Ranged Weapons
Ranged Weapons |
Type |
Damage |
Range |
Ammo |
Fire Control |
Scale |
Conceal Rating |
Cost |
Authorization Coding |
Short Bow |
Bow |
8d/7d/6d |
100/200/300 |
1 |
0 |
Character |
Moderate |
75 |
C |
Long Bow |
Bow |
9d/8d/7d |
200/300/500 |
1 |
0 |
Character |
Hard |
150 |
C |
Cross Bow, Light |
Bow |
8d/7d/6d |
80/160/270 |
1 |
0 |
Character |
Effortless |
200 |
C |
Cross Bow, Heavy |
Bow |
9d/8d/7d |
100/200/300 |
1 |
0 |
Character |
Hard |
500 |
M |
Composite Bow |
Bow |
10d/9d/8d |
300/500/800 |
1 |
0 |
Character |
Complex |
1,000 |
M |
Auto Bow |
Bow |
7d/6d/5d |
40/100/250 |
7 |
2d/1d/0 |
Character |
Moderate |
900 |
X |
Flintlock Pistol |
Pistol |
7d/6d/5d |
20/50/100 |
1 |
0 |
Character |
Easy |
200 |
C |
Shock Pistol |
Pistol |
Stun: 10d |
10/20/30 |
∞ |
0 |
Character |
Effortless |
500 |
I |
Revolver, Small Caliber |
Pistol |
6d/5d/4d |
25/50/75 |
6 |
0 |
Character |
Easy |
700 |
C |
Revolver, Large Caliber |
Pistol |
8d/7d/6d |
20/40/60 |
5 |
0 |
Character |
Moderate |
900 |
C |
Semi-Auto Pistol, Small Caliber |
Pistol |
6d/5d/4d |
25/50/75 |
13 |
0 |
Character |
Easy |
800 |
C |
Semi-Auto Pistol, Large Caliber |
Pistol |
8d/7d/6d |
20/40/60 |
9 |
0 |
Character |
Moderate |
1,000 |
C |
Machine Pistol |
Pistol |
7d/6d/5d |
15/30/50 |
22 |
2d/1d/0 |
Character |
Moderate |
2,500 |
X |
SMG |
Pistol |
8d/7d/6d |
20/30/55 |
40 |
2d/2d/0 |
Character |
Hard |
3,500 |
M |
Concussive Pistol |
Pistol |
9d/8d/7d |
15/30/50 |
∞ |
0 |
Character |
Easy |
5,000 |
M |
Laser Pistol |
Pistol |
10d/9d/8d |
25/50/80 |
∞ |
0 |
Character |
Easy |
6,000 |
X |
Carbine |
Carbine |
7d/6d/5d |
40/80/120 |
15 |
0 |
Character |
Moderate |
300 |
C |
Concussive Carbine |
Carbine |
10d/9d/8d |
25/50/100 |
∞ |
0 |
Character |
Moderate |
5,500 |
M |
Laser Carbine |
Carbine |
11d/10d/9d |
40/80/160 |
∞ |
0 |
Character |
Moderate |
6,500 |
X |
Musket |
Rifle |
9d/8d/7d |
50/100/200 |
1 |
0 |
Character |
Hard |
500 |
C |
Hunting Rifle, Small Caliber |
Rifle |
10d/9d/8d |
100/200/400 |
5 |
1d/0/0 |
Character |
Hard |
700 |
C |
Hunting Rifle, Large Caliber |
Rifle |
13d/12d/11d |
200/400/800 |
5 |
1d/0/0 |
Character |
Hard |
900 |
C |
Automatic Rifle, Small Caliber |
Rifle |
10d/9d/8d |
100/200/400 |
20 |
1d/0/0 |
Character |
Hard |
800 |
C |
Automatic Rifle, Large Caliber |
Rifle |
13d/12d/11d |
200/400/800 |
20 |
1d/0/0 |
Character |
Hard |
1,000 |
C |
Sniper Rifle, Scoped and Suppressed, Large Caliber |
Rifle |
14d/13d/12d |
400/800/1.6km |
3 |
3d/2d/1d |
Character |
Complex |
2,500 |
M |
Concussion Rifle |
Rifle |
14d/13d/12d |
50/100/200 |
∞ |
0 |
Character |
Hard |
6,000 |
M |
Laser Rifle |
Rifle |
15d/14d/13d |
160/320/640 |
∞ |
0 |
Character |
Hard |
7,000 |
X |
Shotgun, Shock |
Shotgun |
Stun: 12d |
10/20/30 |
∞ |
1d/0/0 |
Character |
Hard |
600 |
I |
Shotgun, Double Barrel |
Shotgun |
Each Barrel: 10d/9d/8d |
15/30/45 |
2 |
0/1d/1d |
Character |
Hard |
700 |
C |
Shotgun, Pump Action |
Shotgun |
12d/11d/10d |
15/30/45 |
7 |
0/1d/1d |
Character |
Hard |
800 |
C |
Shotgun, Semi-Auto |
Shotgun |
12d/11d/10d |
15/30/45 |
10 |
0/1d/1d |
Character |
Hard |
1,000 |
C |
Shotgun, Automatic |
Shotgun |
12d/11d/10d |
20/40/60 |
30 |
0/1d/1d |
Character |
Hard |
1,250 |
M |
RPG Launcher |
Missile |
Grenade |
200/300/400 |
1 |
0 |
Character |
Complex |
700 |
M |
Rocket Launcher |
Missile |
Rocket |
200/300/400 |
1 |
0 |
Character |
Hard |
900 |
M |
Grenade Launcher, Attached |
Missile |
Grenade |
150/300/600 |
1 |
0 |
Character |
Hard |
300 |
M |
Grenade Launcher, Spooled |
Missile |
Grenade |
150/300/600 |
12 |
0 |
Character |
Complex |
1,400 |
M |
Sonic Gun |
Pistol |
14d/13d/12d |
5/10/30 |
∞ |
0 |
Character |
Easy |
8,500 |
X |
Portable Rail Gun, Rifle |
Rifle |
16d/15d/14d |
1.2km/2.4km/5km |
1 |
2d/1d/0 |
Character |
Epic |
15,000 |
M |
Lightning Gun |
Rifle |
13d/12d/11d |
10/30/50 |
∞ |
1d/0/0 |
Character |
Moderate |
8,500 |
X |
Beam Weapon, Handheld |
Pistol |
15d/14d/13d |
15/30/45 |
∞ |
0 |
Character |
Easy |
9,000 |
M |
Beam Weapon, Rifle |
Rifle |
17d/16d/15d |
30/45/60 |
∞ |
0 |
Character |
Moderate |
9,500 |
M |
Crew Served (2 Person) Gun, Grenade |
Missile |
Grenade |
1km/2km/3km |
50 |
3d/2d/1d |
Character |
Epic |
19,000 |
M |
Crew Served (2 Person) Gun, Missile |
Missile |
Rocket |
1km/2km/3km |
50 |
3d/2d/1d |
Character |
Epic |
20,000 |
M |
Scorpio, Dart Thrower |
Siege |
12d/11d/10d |
500/1km/2km |
1 |
1d/0/0 |
Character |
Epic |
10,000 |
M |
Ballistae |
Siege |
7d/6d/5d |
500/1km/1.5km |
1 |
0 |
Creature |
Epic |
15,000 |
M |
Catapult |
Siege |
8d/7d/6d |
500/1.2km/1.5km |
1 |
0 |
Creature |
Epic |
25,000 |
M |
Trebuchet |
Siege |
8d/7d/6d |
300/800/1.3km |
2 |
0 |
Creature |
Epic |
40,000 |
M |
Polybolos |
Siege |
9d/8d/7d |
500/900/1.4km |
8 |
1d/0/0 |
Creature |
Epic |
100,000 |
M |
Table 8 - Grenades
Grenades |
Type |
Damage |
Blast Radius |
Scale |
Conceal Rating |
Cost |
Authorization Coding |
Fragmentation |
Grenade, Kinetic |
11d/10d/9d |
1/2/3 |
Character |
Effortless |
200 |
M |
Concussion |
Grenade, Kinetic |
14d/13d/12d |
1/2/3 |
Character |
Effortless |
300 |
M |
QEaQHAG1 |
Grenade, Stun |
N/A |
3/4/5 |
Character |
Effortless |
350 |
C |
EMP |
Grenade, EMP |
EMP: 13d/12d/11d |
2/3/4 |
Vehicle |
Effortless |
500 |
X |
Implosion |
Grenade, Gravity |
14d/13d/12d |
4/5/6 |
Character |
Effortless |
1,000 |
X |
Fusion |
Grenade, Energy |
20d/19d/18d |
8/9/10 |
Character |
Effortless |
5,000 |
X |
Fission |
Grenade, Energy |
10d/9d/8d |
15/16/17 |
Vehicle |
Effortless |
8,500 |
X |
Table 9 - Missiles
Missiles |
Type |
Damage |
Blast Radius |
Scale |
Conceal Rating |
Cost |
Authorization Coding |
Fragmentation |
Missile, Kinetic |
12d/11d/10d |
1/2/3 |
Character |
Effortless |
350 |
M |
Concussion |
Missile , Kinetic |
15d/14d/13d |
1/2/3 |
Character |
Effortless |
400 |
M |
QEaQHAG1 |
Missile , Stun |
N/A |
3/4/5 |
Character |
Effortless |
500 |
M |
EMP |
Missile , EMP |
EMP: 14d/13d/12d |
2/3/4 |
Vehicle |
Effortless |
1,500 |
X |
Implosion |
Missile , Gravity |
15d/14d/13d |
4/5/6 |
Character |
Effortless |
2,000 |
X |
Fusion |
Missile , Energy |
22d/21d/20d |
8/9/10 |
Character |
Effortless |
6,500 |
X |
Fission |
Missile, Energy |
12d/11d/10d |
18/17/16 |
Vehicle |
Effortless |
10,000 |
X |
Table 10 - Armor
Armor |
Protection |
Cost |
Authorization Coding |
Banded Leather, Medieval |
1d |
200 |
C |
Foot Soldier Armor, Medieval |
2d |
500 |
M |
Plated Armor, Medieval |
3d |
1,000 |
M |
Magic Robe, Medieval |
1d |
2,500 |
X |
Magic Armor, Medieval |
4d |
5,000 |
X |
Plated Vest, Kevlar |
1d |
250 |
I |
Flak Jacket |
2d |
750 |
M |
Riot Gear |
3d |
1,500 |
I |
Ballistic Combat Gear |
4d |
4,000 |
M |
Plated Vest, Synthetic Spider Silk |
2d |
1,000 |
C |
Composite Polymer Armor |
3d |
2,500 |
I |
Vacuum Suit |
4d |
8,500 |
M |
Powered Armor |
6d |
13,500 |
M |
Shields |
Protection |
Cost |
Authorization Coding |
Bracers, Leather |
1d |
25 |
C |
Bracers, Steel |
1d |
100 |
I |
Buckler |
1d |
200 |
C |
Medium Shield, Wooden |
1d |
300 |
M |
Large Shield, Wooden |
2d |
500 |
M |
Tower Shield, Metal |
3d |
1,000 |
M |
Riot Shield, Plastic |
4d |
2,500 |
M |
Personal Shield, Energy |
8d |
10,000 |
X |
Table 11 - Vehicle Movement Rates
Movement Rate |
DR |
Move Base |
Effortless |
Move x2 |
Easy |
Move x3 |
Moderate |
Move x4 |
Hard |
Move x5 |
Complex |
Move x6 |
Epic |
Sharp turn |
+1 DR |
Immediate stop |
+2 DR |
Immediate reversal of direction |
+3 DR |
Table 21 - Base Character Scale to Hit or Defend
Character | |
Creature |
+2d |
Ground Vehicle |
+3d |
Star Fighter |
+4d |
Star Freighter |
+5d |
Star Cruiser |
+6d |
Planetary |
+12d |
Table 33 - Base Character Scale for Modifying Damage
Creature |
Ground Vehicle |
Star Fighter |
Freighter |
Cruiser |
Planetary | |
Character |
+2d |
+3d |
+4d |
+5d |
+6d |
+12d |
Table 44 - Character Movement
Movement Type |
Movement Increase |
Stamina DR |
Walking |
Move = Base |
Effortless |
Jog |
Move x2 |
Moderate |
Sprint |
Move x3 |
Hard |
Running under fire |
Any Move |
+1 DR |
Running and firing |
Any Move |
+1 DR |