TEXT:  
  Presents: 
  INTERLOCK REVISED, REPAIRED, AND RE-EXAMINED 
  A FAN PROJECT FOR FANS - THIS VERSION UPDATED 2-13-12 
  
   
  Written by Deric Bernier  
  (droc@mc2k.com) and R.Talsorian 
  Games (with permission) 
   
  Art by Deric Bernier  
  (droc@mc2k.com) and R.Talsorian 
  Games (with permission) 
   
  Contributions by: Joe Klemann, Ross 
  Wynn, Cameron Jacobs, James Bernier, 
  Brandon Fleming, Jesse Miller, Richard 
  Balmer, Jason Parent, Ted Salonich, Paul 
  Romine, Richard Harris, Gary Astleford, 
  Tom Mosely, Trentin C Bergeron, Jim 
  Lawrie, Mike Van Atta, David Pietz, 
  Steven Rennie, Dan Winemiller, David 
  Simpson, James Durand, Richard 
  Glendinning, Mark Cook, Karsten Voigt, 
  Seth Skorkowsky, C. Jacob Maddox 
   
  Playtesters: 
  Jeff Gray 
  Matt Baldwin 
  Andrew Steel 
  Al Bob 
  Christian Conkle 
  Gary Washington 
  James Carpio 
  Jose LacCario 
  Kelvin Hall 
  Peter Boddy 
  Michael Fry 
  Ron Beck 
  Markus Muehlbauer 
  William Barg 
  Mike Fulghum 
  Dennis Kadera 
  Tony Love 
  Mat Wisniewski 
  Abe Spalding 
  Daniel Muresan 
   
  You can find other Interlock Unlimited 
  resources as well as a host of supplements 
  for the Cyberpunk 2020 Role-playing 
  Game on Datafortress 2020, the largest, 
  most Comprehensive Cyberpunk 2020 
  site in the world. 
  Visit it at: 
  http://datafortress2020.oliwy.net/ 
   
  Or you can discuss and even get involved 
  with Interlock Unlimited directly by 
  joining the  
  Datafortress 2020/Interlock Unlimited 
  Forums where the latest projects and 
  ideas for the Interlock Unlimited System 
  are developed. 
   
  Interlock, Mekton, Teenagers From Outer 
  Space, Cyberpunk, and Cyberpunk:2020 are 
  a Registered Trademark of R.Talsorian 
  Corporation. Original Cyberpunk:2020 
  material Copyright 1989, 1990, 1991, 1992, 
  1993, 1994,1995,1996,1997, 1998, 1999, 
  2000,2001,2002,2003, 2004, 2005, 2006, 2007, 
  2008, 2009, 2010, 2011, by R.Talsorian 
  Corporation. All Rights Reserved. Used with 
  permission. Any use of R.Talsorian 
  Corporation's copyrighted material or 
  trademarks in this archive should not be 
  viewed as a challenge to those copyrights or 
  trademarks. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      
      
      
      
      
   
  Table of Contents: 
  Introduction  
  1. Part 1: The Basics  
   Statistics 
  2. Character Identity and Roles 
  Standard Roles 
  Multiple Roles 
  Role Descriptions 
  3. Skills 
  Learning New Skills 
  IP Distribution  
  Skill list by era/setting  
  Skill Descriptions 
  Languages 
  Martial Arts 
  Skills And Task Resolution 
  4. Breathing Life Into Your Character 
  Origins And Personal Style    
  Motivations  
  Life Events 
  Friends & Enemies 
  Romantic Life 
  Misc. Character Generation Rules 
  5. Getting Started 
  Starting Funds 
  6. Weapons & Armor 
  Melee Weapon Options & Types 
  Firearms  
  Armor 
  7. Combat 
  Basics 
  Actions & Combat Actions 
  Ambushes & Backstabs 
  Line Of Sight/Facing 
  Damage 
  Hit Locations 
  Critical Wounds 
  Bludgeon Damage 
  Armor 
  Hard And Soft Armor 
  Armor & Bludgeoning Damage 
  Layering Armor 
  Maximum Armor 
  Proportional Armor 
  Armor Piercing Rounds 
  Staged Penetration 
  Cover 
  Making Attacks 
  Ranged Weapon Combat 
  Ranged Definitions 
  Aiming  
  Modifiers 
  Critical Success 
  Fumbles 
  Automatic Weapons 
  Full Auto/multiple Targets 
  Fire Corridors & Grazing Fire 
  Grace Under Fire 
  Complex Actions 
  Morale 
  Seeking Cover 
  Facing Vehicles 
  Recoil 
  Unusual Ranged Weapons 
  Beam Weapons 
  Bows And Crossbows 
  Area Effect Weapons  
  Explosives    
  Pg 1 
  Pg 2 
  Pg 2 
  Pg 3 
  Pg 3 
  Pg 3 
  Pg 3 
  Pg 5 
  Pg 5 
  Pg 5 
  Pg 7 
  Pg 8 
  Pg 14 
  Pg 15 
  Pg 16 
  Pg 17 
  Pg 18 
  Pg 19 
  Pg 20 
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  Pg 30 
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  Pg 31 
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  Pg 33 
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  Pg 33 
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  Pg 34 
  Pg 34 
  Pg 34 
  Pg 34 
  Pg 34 
  Pg 34 
  Pg 35 
  Pg 35 
  Pg 35 
  Pg 36 
  Pg 36 
  Pg 36 
  Pg 36 
  Pg 36 
  Pg 36 
  Pg 36 
  Pg 36 
  Pg 37 
  Pg 37 
  Pg 37 
  Pg 39 
  Indirect Fire 
  Reloads Carried 
  Melee Combat 
  Key Attacks 
  Moving Attack Maneuvers 
  Counter Attack 
  Melee Damage 
  Improvised Weapons 
  Hand To Hand Penalties 
  Friendly Fighting 
  Incapacitation/Nerve Clusters 
  Death & Maiming 
  Called Shots 
  Surprise Melee Attacks 
  Other Combat Rules 
  Chink In The Armor 
  SP and Its Relation To SDP 
  Taking It Like A Man 
  Falling Damage 
  Impact Damage 
  Hard Road (vehicle rules) 
  Vehicle Damage Locations 
  Vehicle Damage & Effects 
  Vehicular Combat 
  Aircraft Rules 
  Other Transportation 
  8. The Med Side 
  Body Type Modifier 
  Taking Wounds 
  Wound Effect 
  Stun/Shock Saves 
  Death Saves 
  Stabilization 
  First Aid 
  Medical Tech 
  Surgery Codes 
  Healing 
  Recovery 
  Death State 
  Infection 
  Burn Damage 
  Electrical Damage 
  Poison & Drugs 
  Starvation/Dehydration 
  10. Other Rules 
  Different Races/Animals 
  Environmental Rules 
  Extreme Cold 
  Extreme Heat 
  Underwater Rules 
  Space/Vacuum Rules 
  Humanity Loss 
  Social Rules 
  Interpersonal Skill Modifiers 
  Conducting Interviews 
  Seduction 
  Streetwise & Networking 
  Resource Requisition 
  Generating Contacts 
  Technology Rules 
  New Technology 
  Computers 
  Computer Programs 
  Computer Virus 
  Hacking & Net Combat 
  Computer Combat 
  Virtual Reality 
  Pg 40 
  Pg 40 
  Pg 41 
  Pg 41 
  Pg 44 
  Pg 44 
  Pg 44 
  Pg 44 
  Pg 45 
  Pg 45 
  Pg 45 
  Pg 45 
  Pg 46 
  Pg 46 
  Pg 47 
  Pg 47 
  Pg 47 
  Pg 47 
  Pg 47 
  Pg 47 
  Pg 48 
  Pg 51 
  Pg 51 
  Pg 52 
  Pg 54 
  Pg 55 
  Pg 56 
  Pg 56 
  Pg 56 
  Pg 56 
  Pg 56 
  Pg 57 
  Pg 57 
  Pg 57 
  Pg 57 
  Pg 58 
  Pg 58 
  Pg 58 
  Pg 58 
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  Pg 60 
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  Pg 62 
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  Pg 65 
  Pg 66 
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  Pg 72 
  Pg 73 
  Pg 73 
  
  1  
  INTRODUCTION: 
  I was first introduced to gaming in 1983, at the tender age of 11, when 
  my grandmother, knowing my love for Conan, the Dungeons and Dragons cartoon, 
  and all things fantasy, gave me the Basic Dungeons and Dragons box set for 
  Christmas.  The rules were completely over my head, and I didn’t know anyone 
  who played, still the books themselves were treated like treasures.  Particularly, the 
  equipment sections and the small blurbs of examples of play enthralled me.  It 
  would be another 3 years before I got to play, and that experience was so 
  disappointing that I lost interest completely.   
   
   
  Then in late 1989, early 1990, a friend of mine attending the Kansas City 
  Art Institute invited me to come play Dungeons and Dragons with him.  I conceded, 
  though honestly it was more just to hang out with him, than over any excitement for 
  the game.  Things didn’t work out as planned though; instead what happened would 
  change the course of my life and interests from then on.  We didn’t play Dungeons 
  and Dragons, instead we played this new game I had never heard of called 
  Cyberpunk by R. Talsorian Games.  It was like a light went on, an incredible neon 
  green light that would outshine every other interest /(except girls and sex) I had 
  ever had up until that point. 
   
   
  I had already been a fan of the genre, without knowing what it actually 
  was.  The very first VHS tape I purchased with my own money was Bladerunner, 
  and I had discovered manga and anime very early on in 1986, when you could only 
  get 18th generation straight Japanese pirate videos at comic conventions.  Shows 
  like Bubblegum Crisis, Cyber City, Grey: The Digital Target, and books like 
  Xenon: Heavy Metal Warrior, Cyber 7, Akira, and most importantly Appleseed 
  were already often viewed favorites in my personal library.  Cyberpunk struck that 
  still forming nerve with a dose of chrome infused steroids.  I immediately bought all 
  the books I could, and finally with a name for the genre, I poured myself into any 
  and all inspiration I could find.  Then Cyberpunk 2020 was released, and everything 
  became… Perfect. 
   
  While I eventually started playing other games, for years Cyberpunk 
  2020 was the only game I would even consider running, and have done so steadily 
  for almost 20 years now.   
   
  Around 1996, I finally got my hands on the internet.  The first thing I 
  looked up?  You guessed it, Cyberpunk 2020.  There wasn’t much back then, but 
  most of what was available was pure gold, Particularly Imagines Cyberpunk 2020 
  Site, Christian Conkle’s Seattle 2020, Kingfishers UK 2020, and of course, the first 
  mega-site, Mockery’s Cyberpunk 2020 Page.  Very shortly I discovered other sites, 
  and more and more kept popping up.  Most of them were little more than reprinted 
  or mirrored articles from books or other sites, or just one little yahoo page 
  promising future updates, but one site stuck out.  Paul Minor’s Datafortress 2020.  
  We became friends, and I began submitting articles to him, the very first one was 
  the Appleseed Sourcebook (still one of the most popular articles on the site).  
  Shortly thereafter Paul asked me to take over the site, real life was getting in the 
  way of his fun.  I have run Datafortress 2020 ever since, updating steadily and as 
  frequently as I can, building it bigger and bigger and hopefully better. 
   
  While I still hold that Cyberpunk 2020, and its Rules system is the most 
  perfect “out of the box” system I have ever seen, after 20 years of playing and 12 
  years of writing for Datafortress 2020, it was hard to miss that Interlock did have 
  some flaws, or at least ideas that could have been better executed.  That’s where this 
  book comes in. 
   
  Interlock Unlimited is the culmination of all those years, as well as the 
  collective experience of the online community.  In addition to my own house rules 
  and replacements, I scoured the net for the best ideas and house rules available.  
  Compiling them into one place it soon became apparent that what had always been 
  missing was a basic set of rules, one usable for any genre, any setting.   
   
  Many systems used Interlock, or a slightly modified version of it.  
  Cyberpunk, Cyberpunk 2020, Dream Park, Mekton, and Teenagers From Outer 
  Space.  R. Talsorian eventually noticed the flaws themselves and worked with Hero 
  Games to create Fuzion, which they use as standard now, to power Cyberpunk V3, 
  Bubblegum Crisis, Dragonball Z, and their other newer releases.  But Fuzion didn’t 
  really address the issues I had problems with, and instead created new problems.   
  But it was their attempt to make Interlock the truly Universal system it should have 
  been presented as from the start.  And some of the ideas were pure gold, and have 
  been incorporated here. 
   
  While I would like to claim that this, Interlock Unlimited, is perfect, and 
  you will never have a problem using it, it would be ludicrous of me to do so.  Just as 
  with the original Interlock, no system, no matter how thought out, no matter how 
  well conceived and orchestrated, is perfect.  Inevitably, you will find that something 
  doesn’t work for you.  My advice, is, change it to something that does work.  If it 
  works really well, send it to us, and maybe it will get incorporated in a future 
  Revision.  And while this system may in fact not be perfect, I do believe, and for 
  myself and my group at least, that this is about as close as it is possible to get in a 
  medium that interprets every human action into something that can be measured by 
  a few numbers and resolves outcomes with a die roll.  In the end, rules are just 
  tools, to be used or not, and should not inhibit reasonable fairness, realism, or fun.
   
  INTERLOCK UNLIMITED is a re-imagining of R.Talsorians Interlock Rules System and as such was designed not only to cover any 
  genre, setting, or situation, but remain fully compatible with all games built on the Interlock System.  R. Talsorians newest system, 
  Fuzion, is based heavily on Interlock, and as such should be easily compatible with Interlock Unlimited, requiring minimal conversion. 
  GAMES WHICH USE INTERLOCK INCLUDE: 
  Cyberpunk 
  Cyberpunk 2020 
  Cybergeneration 
  Mekton II and Mekton Zeta 
  Gundam Senki 
  And loosely Teenagers From Outer Space 
  These games should be fully compatible with Interlock Unlimited 
   
  GAMES WHICH USE FUZION INCLUDE: 
  Cyberpunk V3 
  Bubblegum Crisis 
  Champions: The New Millenium  
  Artesia 
  Guardians Of The Universe 
  Lightspeed 
  Sengoku 
   
  Usagi Yojimbo 
  Teenagers From Outer Space V2 
  Dragonball Z 
  Victoriana 
  These games should be compatible with Interlock Unlimited with minimal conversion 
  Due to space limitations, and avoidance of redundancy, the Interlock Unlimited Rules don’t quite cover everything.  Luckily most of 
  what it doesn’t cover is already available and fully compatible. 
   
  Martial Arts Unlimited is available as a free Rules Expansion 
  download at the Datafortress 2020 Interlock Unlimited File Project. 
   
  Interlock Unlimited Rules for Magic, Psionics, and Superpowers are 
  available as Expansion Rules. 
   
  Space Travel and Starship Construction rules, as well as rules for 
  Mecha, Mecha Combat, and Mecha Construction are available in the 
  Mekton rulebooks Mekton Zeta and Roadstriker 2 from R. Talsorian 
  Games.   
   
   
   
  Rules for Civilian Vehicle Construction are available as an IU Rules 
  Expansion, which also include advanced rules for vehicular combat.  
  Military Vehicle Construction and combat can be found in The 
  Cyberpunk 2020 Sourcebook Maximum Metal from R. Talsorian 
  games. 
   
  Feel free to use the prices and availability of gear and equipment from 
  lists provided in other game systems, since all you need is to know 
  what you can get your hands on and how much it costs, you should 
  have several resource s to choose from for any setting imaginable.  
  NOTE: As much as I hate to mix the two, this book uses U.S. Standard for distance, and Metric for everything else.  However, for the purposes of this 
  game, meters and yards are identical (for my European friends). 
  
   
  3
  PART 1: THE BASICS 
  STATISTICS  
  Each character has 9 Statistics - values representing the level of native ability of the character in specific areas of activity. These Stats 
  are rated from 1 to 10, with 1 worst possible, 10 being the best possible, and the average falling at about 5 or 6. Divide the characters 
  total number of Stat Points between each of the 9 Stats, adjusting the amounts in each one as you think best describes the character's 
  natural abilities.   No beginning character’s Statistic may be 3 or less or greater than 10. 3 or less is generally considered handicapped, 
  while 10 or more is generally considered superhuman. 
   
  Intelligence (INT): This is a measure of the characters problem 
  solving ability, general awareness, and to remember information. 
  Almost every character type can benefit from a high INT. 
   
  Reflexes (REF): This is a combined index, covering not only the 
  characters physical dexterity, but also how their level of physical 
  coordination will affect skills and abilities.  Characters who intend 
  to engage in great deal of combat should invest in a high REF. 
   
  Cool (CL): This index measures how well the character stands up 
  to stress, pressure, physical pain and/or torture. It determines their 
  willingness to fight on despite wounds, also called “coolness”, 
  Cool is essential. It is the measure of how "together" a character is 
  or how formidable they appear to others. 
   
  Stun Save Number: Your character's Stun Save Number is a 
  value equal to your CL Type. To make saves, you must roll a value 
  on 1D10 equal or lower than this number.  
   
  Stun Saves: When they character takes damage, or has 
  been exposed to knockout drugs, they are required to 
  make a Stun Save. If the character fails a Stun Save, they 
  will automatically be knocked out of combat and be 
  unable to recover until a successful Stun Save is made in 
  a following combat turn. A character may make one Save 
  roll every turn until they succeed.  
   
  Technical Ability (TECH): This is an index of a characters 
  manual dexterity and how he can relate to hardware and other 
  technically oriented things.  TECH will be the Stat used when 
  manipulating or repairing technology.  
   
  Luck (LK): This is the intangible "something" that throws the 
  balance of events into your favor. Luck represents how many 
  points the player may use each game to influence the outcome of 
  any event. To use Luck, a player may add any or all the points of 
  luck a character has to any die roll. Use of Luck must be declared 
  before the roll is made. Luck is expended when all of the player’s 
  points have been used for that session. Luck is always restored at 
  the end of each game session. Expending all a characters Luck at 
  once (meaning no luck has been used prior in a session) 
  automatically equates to a success.  Luck may also be used to 
  negate a Fumble, though using it in such a way only spends one 
  point of Luck, and no more may be added to that roll.  Anytime the 
  use of luck is declared, the character must spend at least one point. 
   
  Attractiveness (ATTR): This is how physically attractive a 
  character is.  While Seduction and Intimidation are EMP based 
  skills, every  point over 6 ATTR gives a +2 modifier to seduction, 
  and every point below 5 gives a +2 to Intimidation.   
   
  Movement Allowance (MA): This is the index of how fast a 
  character can run.  The higher a characters MA, the more distance 
  they can cover in a Round or Turn.  Every point of Athletics will 
  modify: Run, Leap, and Lift distances per round by 5%. 
   
  Run: To determine how far a character can run in a single combat 
  round (3.3 seconds) in yards, multiply the characters MA by 3. The 
  character can then run x3 this distance in a full 10-second turn. 
  Write this in the RUN section on your Character Sheet. (For 
  example: MA of 7 would write 21/63 
   
  TERRAIN MODIFIERS 
  Easy (sidewalk, plains) ........ No reduction 
  Rough (wooded, sand) .................. 1/2 MA 
  Very Rough (marsh, snow) ............. 1/4 MA 
  WEATHER MODIFIERS 
  Light rain, flurries .................. No reduction 
  Steady rain, heavy snow ................. 1/2 MA 
  Blizzard ........................................... 1/4 MA 
   
  Leap: To determine the distance of a characters standing jump, 
  divide the characters RUN by 4, this is how many feet the 
  character can jump.  For a running jump, divide the characters full 
  10-second Turn Run by 4, this is how far the character can jump in 
  feet.  Vertical Distance is ½ standing jump.   
   
  OPTIONAL RULE: 
  For characters with full cybernetic conversion, or for Wuxia type 
  effects, leaps are measure in yards, not feet. 
   
  Climbing: Characters can climb a number of yards equal to their 
  MA in one round. An Average Athletics check should be made 
  every Turn spent climbing. If failed. an Average Strength Feat 
  check should be made for the character to hang on, climbing can 
  resume next round. The movement rate when climbing without aid 
  of a rope is MA/2 yards. The GM should assign a difficulty 
  number for Athletics or Strength Feat checks according to the 
  sheerness and angle of the surface being climbed. 
   
  Empathy (EMP): This Stat represents how well a character relates 
  to society, affecting both charisma and sympathetic emotions. 
  EMP is critical when leading, persuading, seducing, or perceiving 
  emotional undercurrents. Cybernetic Implantation, Drug Use, some 
  types of Mental Illness, Magic, Psionics, and Superpowers, may 
  degrade a characters EMP. 
   
  RULE FOR GAMES WHERE CYBERNETICS, MAGIC,  
  PSIONICS, OR SUPER POWERS, ARE ALLOWED: 
  Humanity: This is a measure of the toll that being more (or less) than 
  human takes on a characters ability to relate to society. The  characters 
  EMP x10 determines how many Humanity points they have. Write the 
  result in a box on the Character Sheet. For every 10 points of Humanity 
  Loss (HL), the character will automatically lose 1 point of EMP. This can 
  have serious effect on any EMP related Skills, as well as forcing you 
  towards Disassociative Psychosis (also called Cyber-psychosis, Mage 
  Madness, or simply the Rage). 
  
   
  3
  Body Type (BOD): Strength, Endurance and Constitution are all 
  based on the character's BOD. BOD determines how much damage 
  the character can take in wounds, how much they can lift or carry, 
  how far they can throw, and how much additional damage they 
  cause with physical attacks.  For every point of the Strength Feat 
  skill, a character may modify his carry weight, dead lift weight, 
  and his Throw distance by 5%.  Difficulty modifier for doing this 
  successfully is 15, +3 for every 10% in kg over what is normally 
  allowed. 
   
  Body 
  Type 
  Strength 
  BTM 
  STR 
  Bonus 
  RAM 
  Throw 
  Distance 
  1-2 
  3-4 
  5-6 
  7-8 
  9-10 
  11-12+ 
  Very Weak 
  Weak 
  Average 
  Strong 
  Very Strong 
  Superhuman 
  -0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -1 
  0 
  +1 
  +2 
  +3 
  +4 
  1D6-2 
  1D6 
  2D6 
  2D6+1 
  2D6+2 
  3D6+4 
  10 yards 
  20 yards 
  40 yards 
  60 yards 
  80 yards 
  100 yards 
  Carry = 10x BT in kg.  
  Dead lift = 40x BT in kg. 
   
  Death Save Number: Your character's Save Number is a value 
  equal to your BOD. To make saves, you must roll a value on 1D10 
  equal or lower than this number.  
   
  Death Saves: When a character has been Mortally 
  Wounded, or when they have encountered certain types of 
  poisons, they will need to make a Save against Death. On 
  a failed roll, the character dies. 
   
  Take a moment to find the Death Save box on your Character 
  Sheet and fill it in. 
   
  Body Type Modifier (BTM): Not all people take damage the 
  same way. For example, it takes a lot more damage to stop Arnold 
  The Terminator than it does Arnold The Nerd. The Body Type 
  Modifier reflects this.  BTM is a special bonus used by your 
  character to reduce the effects of damage. The BTM is subtracted 
  from any damage your character takes in combat.   
   
  For example, say the character took ten points of damage. If 
  they were a Very Weak Body Type, you would take the full ten. 
  But with a Very Strong Body Type, you'd only take (10-4=6) 
  six points of damage. 
   
  Find the Body Type Modifier (BTM) box on the Character 
  Sheet and fill it in.  
   
  The BOD Stat does not represent how big a characters is, merely 
  how well developed their muscles are.  I think we can all agree that 
  Arnold Schwarzenegger represents a 10.  And when we think of a 
  10 BOD, it is usually that build we associate with it.  However, 
  Sumo wrestlers are often just as strong, but they are built 
  drastically different. Bruce Lee could lift as much as Arnie, but he 
  was a little bitty skinny guy.  So how do you resolve this?  Its 
  simple, just allow your players to decide the body style of their 
  characters for themselves. 
   
  Endurance: Endurance Checks must be made on 3 different levels 
  of activity.  Light Activity, Medium Activity, and Heavy Activity.  
  Each requires Endurance Checks based off differing levels of time 
  spent on the activity.  The amount of time one can go without 
  making an endurance check is based off the characters BOD + 
  Endurance Skill. 
  Activity 
  Level 
  Requires Check at 
  each Increment: 
  Examples: 
  Light 
  BOD + Endurance 
  = x2 Hours 
  Driving, Working on 
  Computer, Walking, Guard 
  Duty, Paperwork,  
  Medium 
  BOD + Endurance 
  = x10 Minutes 
  Manual Labor, Jogging, 
  Climbing, Heavy Lifting 
  (Carry Max), 
  Heavy 
  BOD + Endurance 
  = x2 Rounds 
  Fighting, Running, Extreme 
  Lifting  
  (Dead Lift Max) 
  Any time a character exceeds the amount of time allowed for 
  an activity, he must make an Endurance Check at a difficulty 
  of 10.  For every Increment after, (Light = Hours, Medium = 
  Minutes, Heavy = Rounds) the difficulty of the check raises 
  by +1 modified by the following conditions: 
  Sample Conditions 
  Modifiers 
  Under Pressure  
  -3 
  Unskilled at Activity (0 skill level) 
  -3 
  Lightly Skilled (1-3 Skill Level) 
  0 
  Moderately Skilled (3-5 Skill Level) 
  +1 
  Highly Skilled at activity (6-8) skill level) 
  +2 
  Expertly Skilled at activity (9-10 Skill Level) 
  +3 
  Combat Situation 
  -1 
  Adverse Conditions (mild rain, slightly hot or 
  cold, sand, snow, etc…) 
  -2 
  Severe Conditions (Heavy Rain, Extreme Heat 
  or Cold, mud, ice, etc…) 
  -4 
  Exceeding Weight allowance 
  -4 
  In some instances, Cool may replace BOD for purposes of 
  Endurance Checks, at GM’s Discretion 
   
  DETERMINING STATISTICS 
  Stat points are the cash of character creation – they are used to 
  purchase the various mechanical aspects of the character, like 
  good looks, a strong, hard body, unshakable cool and street 
  smarts (but not Skills). We've given you three ways to generate 
  Stat Points: 
   
  1) Random: Roll 9D10 and total. The character has this many Stat 
  Points to distribute as they see fit amongst the 9 stats. 
   
  2) Fast: Roll 1D10 for each Stat (9 in all), re-rolling scores of  3 
  (As stated prior, 3 or less in any Stat is considered handicapped, 
  and while a player may choose this for role playing purposes, it is 
  not recommended) or less. Place rolls in each Stat as desired. 
   
  3) Cinematic: This option is for Referees only. As the designer of 
  the adventure, the GM has the option of choosing the number of 
  points for character based scale of campaign being run. 
   
  Epic Level                            75 pts 
  Mighty Level                       70 pts 
  Heroic Level                        65 pts 
  Street Level                          60 pts 
  Gutter Level                         55 pts 
   
   OPTIONAL RULE: 
  In realistic campaigns, 10 is generally the absolute maximum Stat a 
  human can achieve.  However, in certain cases a human may push the 
  boundaries of human limit, and in cases of Fantasy, Superhero, or 
  Supernatural campaigns the characters may or may not be strictly 
  human.  At the GM’s discretion, some characters may increase their 
  Stat past ten, but every point past ten costs double. 
  
   
  4
  PART 2: CHARACTER IDENTITY AND ROLES 
  STANDARD ROLES 
  Roles represent your characters chosen career(s), they are a simple way for a character to identify himself from the herd and represent 
  a dedication to the characters chosen profession mirrored in the Special Ability (SA) that the Role provides him.  Roles are available to 
  anyone, and someone can have as many roles as they wish, and the special abilities that go with them. 
   
  Rules for Multiple Roles 
  A. Characters may have only one primary Role (Solo, Cop, etc...).   
   
  B. No special ability can rise higher or equal to that of the characters 
  primary Role/Special Ability. (A Solo can’t have a Streetdeal higher than 
  his Combat Sense.) 
   
  C. Characters can only start out with one single special ability (their 
  Primary) no higher than 5. Or they may choose multiple Roles, with a 
  limit of 5 points to be spent on Special Abilities, and their Primary must 
  be 1 point higher than any others chosen. (GM’s who wish to run higher or 
  lower level campaigns may alter this SA cap to fit the needs of their 
  game.) They can gain more Special Abilities down the road, but none must 
  ever advance higher than their primary.   
   
  D. If a character takes multiple roles that grant level bonuses to the same 
  Skill, the bonuses do NOT stack, the character must use the most 
  appropriate bonus as determined by the GM, in any case where the most 
  appropriate Role is not easily determined, the role with the higher bonus is 
  used. 
   
   
   
  E. A character may choose to switch Primary roles if the secondary role is 
  within one point of his Primary, but doing so incurs a penalty of  -1 to that 
  characters SA associated with his former Primary Role (so a Solo with a 
  Combat Sense of 6 with a Fixer secondary role and a Streetdeal of 5 could 
  switch Primaries to Fixer when he has enough Points of IP towards his 
  Streetdeal to raise him to a 6, but doing so drops his Combat Sense down 
  to 5). 
   
  F. To gain a new Role during play, the character must have current In-
  Game experience, which would directly and realistically correlate to that 
  role, as determined by the GM.  It involves more than simply using the 
  related skills or a brief foray into the career… it requires total immersion.  
  For example, going to see the Grateful Dead won’t make you a Nomad, 
  spending a year following them on tour might.  In game terms, a character 
  must have at least a 4 in any and all Skills the Special Ability provided by 
  the Role would infer a bonus to.   
    
  G. Only the GM can raise Special Abilities, and experience earned or 
  given towards them is at his discretion (based on character usage and 
  implementation).  General IP may NOT be used to raise Special Abilities. 
   
  STANDARD ROLES (These roles are appropriate for nearly any setting, genre, or era of game, though the limits of the 
  special ability will be determined by the setting.  The name is followed by alternative names or concepts which fit under the role, a 
  brief description, and the special ability it provides) 
  ANIMAL EMPATH 
  (Trainer, Shepherd, Breeder, Rancher, 
  Wrangler, Game Preserver) 
  You connect with animals, you understand 
  them and can train them to obey. 
  SA - Animal Bond: Adds to Animal 
  Handling and Teaching when dealing with 
  animals. 
   
  ARTISTE 
  (Painter, Novelist, Musician, Sculptor, 
  Director) 
  You create works of wonder and beauty to 
  share with the world 
  SA - Masterpiece: This SA adds to a 
  characters Play Instrument, Paint or Draw, 
  Sculpt, Perform, Photo and Film, Storytelling,  
  Dance or whatever medium they use. (2 
  mediums may be chosen at time of taking 
  role.)  An Artiste can also choose to employ 
  his EMP in place of Tech when using his 
  chosen Skills. 
   
  ATHLETE 
  (Martial Artist, Sport Star, Acrobat) 
  You have trained your body to the pinnacle of 
  perfection.  Your grace, strength, and agility 
  are a wonder to behold. 
  SA -  Prowess : Adds to 2 of the following 
  skills (Chosen when taking the special ability)  
  Athletics, Strength Feat, or Endurance as 
  representation of a perfectly trained body. 
   
  BOUNTY DOG 
  (Bounty Hunter, Repoman) 
  This role is dedicated to tracking down and 
  apprehending those who do not wish to be 
  apprehended, or their property. 
  SA -  Trace : Adds to 2 of the following skills 
  (Chosen when taking the special ability) 
  Library Search, Human Perception or 
  Interview when tracking a subject. 
   
  CORPORATE  
  (Executive, Officer, Union Rep, Stock 
  Trader, Bureaucrat, Manager)   
  You are a company man, you are an expert at 
  promoting and utilizing the resources your 
  employer or business allows you.  You are the 
  Power Broker, the CEO, the VIP. 
  SA - Resources: This Special Ability adds to 
  Networking and Business Sense. 
   
  COP 
  (Police Officer, Guardsman, MP, Sheriff, 
  Peacekeeper, Lawman) 
  You uphold the law, you have the authority to 
  arrest lawbreakers, question anything you find 
  suspicious, and use force to protect yourself 
  and others. 
  SA - Authority: This SA is added to 
  Interrogate and Intimidate.  
   
   
   
   
  EDUCATOR 
  (Teacher, Sensei, Philosopher) 
  You devote your life to the art pursuit of 
  knowledge, and bestowing that knowledge on 
  those who would hear it. 
  SA - Mold: This special ability represents a 
  dedicated Educators ability to bestow 
  knowledge, and make his message 
  understood.  He adds it to his Teaching skill 
  and Oratory. 
   
  FIXER  
  (Drug Dealer, Arms Merchant, Pimp, 
  Mafioso, Oyabun, Talent Scout, Black 
  Marketeer, Loan Shark, Fence) 
  You can get what people need, and you can 
  get rid of it when they don’t want it anymore.  
  You are the go to guy, some do it legally, 
  some don’t, but regardless if someone wants 
  something hard to find, they go to a Fixer to 
  get it. 
  SA – Streetdeal: This Special Ability adds to 
  both Streetwise and Persuasion/Fast Talk 
   
  GRIFTER 
  (Con Artist, Snake Oil Salesman, Card 
  Shark, Hustler,) 
  You make your living comvincing people that 
  up is down, green is blue, the hand is quicker 
  than the eye, the pea is under cup number 3, 
  and you will sell them the bridge for $200.  
  SA - Grift: Adds level to both Persuasion/ 
  Fast Talk and Human Perception. 
  
   
  5
  INFILTRATOR 
  (Spy, Actor, Undercover Agent, Espionage 
  Operative) 
  You can get in anywhere and blend in, even 
  becoming a trusted member of your enemies 
  organization.  Your skill at covering your 
  identity and true purpose is paramount. 
  SA – Chameleon: An Infiltrator adds this SA 
  to his Disguise and Perform checks. 
   
  INSTIGATOR 
  (Activist, Politician, Priest, Wise Man, 
  Revolutionary, Shaman, Guru, Cult 
  Leader, Rockerboy) 
  You are a leader of the people.  They listen to 
  you and follow your leadership.  You hold 
  sway the hearts and minds of your followers, 
  and attempt to convert those to your way of 
  thinking everywhere you go.  You hold 
  influence, and you know how to use it. 
  SA - Charismatic Leadership: This SA is 
  added to Oratory and Leadership. However 
  this skill, similar to a Medias Credibility, is 
  tenuous and if the rocker is perceived as 
  betraying his own words or following a 
  different agenda, his SA will drop accordingly 
  as he loses influence. 
   
  INVESTIGATOR 
  (Detective, PI, Slueth) 
  You solve mysteries. You examine evidence, 
  clues, and facts.  You talk to experts and 
  witnesses, and you get to the truth behind 
  situations. 
  SA – Deduction: This SA is added to 
  Awareness/Notice and Human Perception for 
  the purposes of finding clues or detecting 
  falsehoods. 
   
  MUNDIE 
  (Clerk, Data Entry, Fast Food Employee, 
  Stockboy, Salaryman, Stableboy, Waitress, 
  Dishwasher, Paige, etc… ) 
  You are one of the drones, but you are also 
  the backbone of society.  Most hate it but are 
  ill equipped for anything else, but some 
  actually prefer this life. 
  SA – Conform: You can move from one part 
  time job to the next with ease, instantly 
  finding a stride there.  The SA itself is rather 
  subjective, adding to Resist Torture.  It 
  determines how long you can maintain 
  employment given low pay, bad conditions, 
  and lack of respect from superiors and 
  customers.  At GM discretions it might also 
  add to 1 skill directly correlated to the current 
  employment.  For instance someone working 
  at a Pawn Shop could add it to Appraise.    
   
  MEDIA 
  (Reporter, Journalist, Expert, Lawyer, 
  Correspondent, Crier) 
  You find the facts and report them; your 
  audience knows and respects you for your 
  ability to tell them what is going on in the 
  community and the world. 
  SA – Credibility: This SA is representative 
  of your credentials and reputation for honesty 
  and integrity.  It is added to the Medias 
  Interview, and Composition.  However, it is a 
  tenuous skill that must be maintained through 
  honesty and non-bias.  For every serious case 
  of bias, dishonesty, or false presentation of 
  facts you committed made public, your 
  Credibility will drop by a point of Skill.  
  However, with individuals who hold the same 
  political or social bias, your credibility will 
  retain its full value. 
   
  MED TECH  
  (Doctor, Medic, Nurse, Healer, Medicine 
  Man, Pharmacist, Biologist, Surgeon, 
  Veterinarian) 
  You have devoted your life to healing others; 
  the secrets of flesh and blood are open to you. 
  SA - Medical Tech: This SA is added to First 
  Aid and one other chosen Med Skill. 
   
  NETRUNNER – Post Modern Age Only 
  (Hacker, Digital Cowboy, Comm. 
  Specialist) 
  You have mastered computers and 
  communications, you use them to infiltrate 
  secure information, take over other machines, 
  and cruise the hidden alleys and portals of the 
  vast information highway. 
  SA - Interface: Netrunners may add this to 
  their Programming, and System Knowledge, 
  as they pertain to computers and 
  communications 
   
  NOMAD 
  (Gypsy, Tribesman, Carnie, Pirate, Gang 
  Member) 
  You are a member of an extended family, 
  always on the move.  You are one of your 
  people, you live and die for them, and they for 
  you.  They are your strength and your 
  weakness; the family and its needs always 
  come first. 
  SA – Family: The Family SA is added to 
  your Networking and Survival (chose one 
  type, Wilderness, Desert, Arctic, Sea, etc…) 
   
  RUNNER  
  (Driver, Pilot, Mariner, Rider)  
  You live your life behind he wheel (or stick, 
  or even reigns).  Your chosen type of 
  transportation has become an extension of 
  your body, allowing you to make unparalleled 
  maneuvers and push it past the normal limits 
  SA - Vehicle (or Animal) Zen: Adds to 
  Awareness/Notice and Maneuver rolls in the 
  characters chosen type of transportation (Car, 
  Cycle, Heavy Equipment, Aircraft, Watercraft 
  large or small, Submersible, Spacecraft, 
  Animal Mount, etc.).   
   
  SAVAGE  
  (Barbarian, Berzerker, Neanderthal, Pict, 
  Barfighter) 
  When you enter battle, all that matters is 
  sating the bloodlust within you.  You feel no 
  pain, friend and foe become a blur, all you 
  feel is the weight of the weapon in your hand 
  and the wet sticky spray of your foes blood.  
  A savage may choose to use his BOD instead 
  of REF to determine his Brawl/Melee attack. 
  SA - Rampage: Adds level to Intimidate and 
  to hand-to-hand damage only when using 
  Brawling/Melee and CANNOT be used with 
  Martial Arts. 
  SCOUT 
  (Tracker, Ranger, Hunter, Guerilla, 
  Mountain Man) 
  You are at home in the wild, you can follow 
  your prey over any terrain, you live for the 
  hunt. You are keenly aware of everything that 
  goes on in your domain. 
  SA - Track: In chosen Environment adds 
  level to Awareness Notice, and Survival. 
   
  SHADOW  
  (Assassin, Ninja, Commando,  
  Cat Burglar,) 
  This role relies on stealth to infiltrate the 
  enemies and accomplish the objectives.  
  SA - Sneak: Adds level to both 
  Stealth/Evasion and Shadow/Track. 
   
  SOLO 
  (Fighter, Mercenary, Bodyguard, Soldier, 
  Muscle, Swat Member, Warrior, Outrider 
  etc…)  
  This is the basic combat dedicated career; you 
  make your living being the toughest, baddest 
  guy around.  
  SA - Combat Sense: Adds to both Awareness 
  and Initiative. 
   
  TECHIE  
  (Mechanic, Inventor, Engineer, Smith, 
  Tradesman, Pharmacist, Chef, Chemist, 
  Alchemist) 
  Brilliant with all things mechanical in nature, 
  you are more than a handyman, you are what 
  keeps the gear functioning as well as building 
  and creating the equipment necessary for any 
  situation. 
  Adept: This SA is added to your Jury Rig 
  skill and one single Tech skill of your choice.   
   
  VAMP 
  (Vixen, Prostitute, Gigolo, Escort, 
  Concubine) 
  You use your good looks, sexual prowess, and 
  other wiles like a hitman wields a gun.  You 
  use the tools god gave you and your natural 
  ability to influence those attracted to you to 
  get your way. 
  SA- Allure: This SA is added to a Vamps 
  Seduction, Personal Grooming and Wardrobe 
  and Style. 
   
  Alternate Rule: 
  GM’s who wish may either forego the use 
  of Roles and Special Abilities altogether, 
  limit them, or create new ones as he sees fit.  
  The formula for creating Special Ability is 
  simple; it adds its level to 2 existing Skills.  
  Be very careful when assigning Skills to 
  SA, avoid anything that would unbalance 
  the game. 
   
   
   
   
   
   
   
  
   
  6
  PART 3: SKILLS 
  Learning New Skills and Improving Old Ones 
   
  To determine the amount of skills a beginning character 
  receives, add up the characters STATS.  This number is equal 
  to the amount of Skill Points a character receives to start off 
  with.  Some GM’s may wish to raise or lower the amount of 
  Basic Skill points depending on the level of the game they wish 
  to run.  At character creation skills cost a flat 1 Skill Point per 
  point of Skill.  Additionally, every character gets their native 
  language at an 8 for free.   
   
  During the game, Players can improve their skills (and Special 
  Abilities) or begin new ones by accumulating Improvement 
  Points (IP). As you gain more IP, you'll record these points in 
  the area next to the skills listing on your Character Sheet. 
  When the character has collected enough Improvement Points 
  in a skill, the skill's level increases by one. 
   
  The first level of a skill will always cost 10 IP. To determine 
  how many points are required to raise a skill higher than this, 
  multiply the current level of skill by 10. This is how many 
  points are required to raise a simple (IP multiplier=1) skill to 
  the next level. 
   
  Example: My Brawling skill is +4. To move from +4 to +5 will 
  require 40 IP. To move from +5 to +6 will require 50 IP. 
   
  Alternatively, one could undergo Training.  Training a new 
  skill gives a character the equivalent of 1/24 of a point of IP per 
  hour spent learning it.  So 24 hours would be required to learn 
  one point.  Or, say a character spent 40 hours a week (8 hours 
  a day with time off for the weekend), it would take him 5 years 
  and 4 months to go from 0 to 10 in a skill.  For a brief 
  rundown, the chart is as follows.  (Having a teacher cuts this 
  time in half.) 
   
  SKILL 
  LEVEL 
  HRS. 
  REQUIRED 
  40HR WEEK / 60HR 
  WEEK 
  1 
  240 
  6 WKS / 4 WKS 
  2 
  240 
  6 WKS / 4 WKS 
  3 
  480 
  12 WKS / 8 WKS 
  4 
  720 
  18 WKS / 12 WKS 
  5 
  960 
  24 WKS / 16WKS 
  6 
  1200 
  30 WKS / 20 WKS 
  7 
  1440 
  36 WKS / 24 WKS 
  8 
  1680 
  42 WKS / 28 WKS 
  9 
  1920 
  48 WKS / 32 WKS 
  10 
  2160 
  54 WKS / 36 WKS 
   
  CHARACTER POINTS 
  Character Points are the running total of all a characters skill 
  points.  This number is equivalent to a characters “level”, and 
  helps not only to measure progress of the character, but allows 
  GM’s to determine an average number of skill points to assign 
  new or replacement characters who join in after a campaign 
  has begun.   
   
  Guidelines For GM Distribution of IP 
  1. At the end of a session, one by one have the players 
  give a play by play of their character’s actions and 
  contributions to the game and give IP where it is due. 
  For example: Bob has a character named Joe, at the 
  end of the night we review what happened to him. Bob 
  says, "Okay first I negotiated my way out of that mess 
  with the Voodoo Boyz, then I jumped out the window 
  from the second floor onto the roof of the bus to 
  escape the cops."  The GM might then award, 3 points 
  to Persuasion fast talk, and 3 points to Athletics.  Get 
  the idea? This is done for two reasons;  
  A. It helps players to develop their 
  characters by making them 
  remember what happened, it also 
  makes sure they pay attention.  
  B. It also is a way to realistically 
  increase their skills and lets the GM 
  keep track of them easier, instead of 
  just throwing out a lump sum and 
  watching them dump it all into one 
  skill you make sure the points get 
  distributed where they are deserved. 
  2. Give a small amount of general IP simply for 
  surviving. General IP can be used for anything except 
  special abilities.  If a character does something simply 
  extraordinary or creative, the GM might want to give 
  them a little extra bonus, which will in turn promote 
  like behavior with the rest of the group and ensure a 
  more creative game dynamic. 
  An Alternative method is to have players, on a 
  separate index card, scratch sheet of paper, or the IP 
  TRACKING CARD, keep track of the skills they use 
  during a session, and the GM can then compare it to 
  the following chart.        
  SKILL CHECK 
   
  IP PER USE 
  RESULT 
  FUMBLE 
  -1 point 
  FAILURE 
  0 points 
  SUCCESS 
  1 point 
  CRITICAL SUCCESS 
  2 points 
  Skill Level 
  1 2 3 4 
  5 
  6 
  7 
  8 
  9 
  10 
  IP Cost 
  10 10 20 30 40 50 60 70 80 90 
  Total IP Cost 10 20 40 70 110 160 220 290 370 460 
  Optional Rule:  
  GM’s may wish to limit the level of skill a player can 
  take during character creation.  For instance he may 
  wish to only allow characters to take 2 skills above a 
  5.  Or he may wish to REDUCE the Starting Skill 
  Point total by 10% for every Age prior to modern he 
  wishes to run a campaign in, both to represent the 
  limits of education and to preserve balance among 
  the diminished skill lists. 
   
  
   
  7
  Skills Introduced by Era/Setting 
  5301 BC- (Prehistoric/Savage) 
  SPECIAL ABILITIES 
  Adept (Techie) 
  Allure (Vamp)  
  Rampage (Savage) 
  Combat Sense (Solo) 
  Family (Nomad)  
  Mold (Educator) 
  Sneak (Shadow) 
  Track (Scout) 
   
  ATTR 
  Wardrobe & Style  
  Personal Grooming 
   
  BODY 
  Endurance  
  Rowing 
  Strength Feat 
  Swimming 
   
  COOL 
  Intimidate  
  Leadership 
  Resist Torture/Drugs 
   
  EMP 
  Animal Handling  
  Human Perception 
  Parenting 
  Seduction 
  Sing 
  Social  
  Storytelling 
   
  INT 
  Awareness/Notice  
  Expert: (Subject)  
  Gardening/Farming  
  Language: (Basic or Primitive)  
  Navigation 
  Shadow/Track 
  Survival: (Environment)  
  Teaching 
   
  REF 
  Athletics 
  Brawling/Melee 
  Dance  
  Initiative 
  Pilot: Animal 
  Stealth/Evasion  
  Weapon: Archery 
   
  TECH 
  Cooking 
  Disguise  
  Paint or Draw 
  Jury Rig 
  Sculpt  
  Sewing  
  Tattooing (Hand-Pick) 
  Traps and snares 
   
   
   
   
   
   
   
   
   
   
   
   
   
  5,300 BC+ (Historical or 
  Fantasy, Ancient Egypt and 
  Asia, Dark Ages, Middle Ages) 
  SPECIAL ABILITIES 
  Animal Bond (Animal Empath) 
  Authority (Cop)  
  Chameleon (Infiltrator)  
  Charismatic Leadership (Instgator)  
  Conform (Mundie) 
  Credibility (Media)  
  Deduction (Investigator) 
  Grift (Grifter) 
  Masterpiece (Artiste) 
  Medical Tech (Medtech) 
  Prowess (Athlete) 
  Resources (Corporate) 
  Streetdeal (Fixer)  
  Trace (Bounty Dog) 
  Vehicle Zen (Runner) 
   
  BODY 
  Fitness/Body Building 
   
  COOL 
  Interrogation  
  Oratory  
  Streetwise  
   
  EMP 
  Design 
  Hypnotism/Brainwashing 
  Interview  
  Lip Reading  
  Massage 
  Networking 
  Perform  
  Persuasion & Fast Talk  
   
  INT 
  Accounting  
  Appraise  
  Business Sense  
  Composition  
  Diagnose Illness  
  Education & General Knowledge  
  Gamble  
  Language: (Choose One) 
  Library Search 
   
  REF 
  Acrobatics 
  Blind Fighting 
  Juggle 
  Martial Arts: (Style)  
  Pilot: Sail Driven  
  Weapon: Heavy Weapons 
   
  TECH 
  Calligraphy (European/Chinese)  
  Demolitions  
  Forgery  
  Glass blowing 
  Jeweler 
  Origami  
  Med: First Aid 
  Med: Pharmaceuticals  
  Med:Surgery 
  Pick Lock  
  Pick Pocket/Sleight of hand 
  Play Instrument  
  Rope Use 
  Stage Magic 
  Tech: Basic  
  Tech: Carpentry  
  Tech: Chemistry 
  Tech: Metal Smith 
  Tech: Weaponsmith  
   
  1500+ (Renaissance, 
  Elizabethan, Age of Pirates) 
   REF 
  Pilot: Dirigible 
  Weapon: Handgun 
  Weapon: Rifle 
   
  TECH 
  Demolitions 
  Makeup/Special effects 
   
  1800+ (Victorian, Old West) 
  REF 
  Pilot: Heavy Machinery 
   
  TECH 
  Photography & Film 
   
  1900+ (Pulp Era) 
  COOL 
  Skydiving 
   
  REF 
  Pilot: Car/Truck 
  Pilot: Fixed Wing 
  Pilot: Glider  
  Pilot: Motorcycle 
  Pilot: Sub (Large/Small)  
  Weapon: Sub Machinegun 
   
  TECH 
  Typing 
  Tattooing (Electric) 
  Tech: Electronics  
  Tech: Marine/Underwater Equip 
  Tech: Pressure Suit 
  Tech: Submarine 
   
  1960+ (Modern Era)  
  SA 
  Interface (Netrunner) 
   
  INT 
  Programming  
  Library Search 
  S.C.U.B.A. 
  System Knowledge  
   
  REF 
  Pilot: EVA 
  Pilot: Gyro 
  Pilot: OTV 
  Pilot: Remote 
  Pilot: Space Plane/Shuttle 
  Pilot: Vectored Thrust 
  Skate/Ski/Surf 
  Underwater Maneuver 
  Zero-G Maneuver 
   
  TECH 
  Electronic Security  
  Tech: Aero  
  Tech: AV  
  Tech: Cyber 
  Tech: Gyro 
  Tech: Spacecraft  
  Video Manipulation 
   
  Future+ (Tomorrow & Beyond) 
  REF  
  Pilot: ACPA 
   
  TECH 
  Cryotank Operation 
  Tech: Cyberdeck Design 
  Tech: Powered Armor  
  Tech: Wetware 
  
   
  8 
  SKILL DESCRIPTIONS 
   
  SPECIAL ABILITIES 
   
  Adept (Tech) - This SA is added to your Jury Rig skill and one single 
  Tech skill of your choice.   
   
  Allure (Vamp) - This SA is added to a Vamps Seduction, Personal 
  Grooming, and Wardrobe and Style 
   
  Animal Bond (Animal Empath) - Adds to Animal Handling and 
  Teaching when dealing with animals. 
   
  Authority (Cop) - This SA is added to Interrogate and Intimidate. 
   
  Chameleon (Infiltrator) - An Infiltrator adds this SA to his Disguise 
  and Perform checks. 
   
  Charismatic Leadership (Instigator) - This SA is added to Oratory 
  and Leadership. However this skill, similar to a Medias Credibility, is 
  tenuous and if the rocker is perceived as betraying his own words, or 
  following a different agenda, his SA will drop accordingly as he loses 
  influence. 
   
  Combat Sense (Solo) - Adds to both Awareness and Initiative. 
   
  Sneak (Shadow) - Adds level to both Stealth and Shadow/Track, 
   
  Conform (Mundie) - You can move from one part time job to the next 
  with ease, instantly finding a stride there.  The SA itself is rather 
  subjective, and adds to your Resist Torture.  It determines how long you 
  can maintain employment given the low pay, bad conditions, and lack of 
  respect from superiors and customers.  At GM discretions it might also 
  add to 1 skill directly correlated to the current employment.  For instance 
  someone working as a Secretary could add it to Typing.    
   
  Credibility (Media) - This SA is representative of your credentials and 
  reputation for honesty and integrity.  It is added to the Medias Interview, 
  and Oratory.  However, it is a tenuous skill that must be maintained 
  through honesty and non-bias.  For every serious case of bias, dishonesty, 
  or false presentation of facts you committed made public, your Credibility 
  will drop by a point of Skill.  However, with individuals who hold the 
  same political or social bias, your credibility will retain its full value. 
   
  Deduction (Investigator) - This SA is added to Awareness/Notice and 
  Human Perception for the purposes of finding clues or detecting 
  falsehoods. 
   
  Family (Nomad)  - The Family SA is added to your Networking and 
  Survival (chose one type, Wilderness, Desert, Arctic, Sea, etc…) 
   
  Grift (Grifter) - Adds level to both Persuasion/Fast Talk  and Human 
  Perception. 
   
  Interface(Netrunner) - Netrunners add this to their Programming, and 
  System Knowledge, as they pertain to computers and communications. 
   
  Masterpiece (Artiste) - This SA adds to a characters Play Instrument, 
  Paint or Draw, Sculpt, Perform, Photo and Film, Storytelling,  Dance or 
  whatever medium they use. (2 mediums may be chosen at time of taking 
  role.)  An Artiste can also choose to employ his EMP in place of Tech 
  when using his chosen Skills. 
   
  Medical Tech (Medtech) - This SA is added to First Aid and one Med 
  Skill chosen upon taking the role. 
   
  Mold (Educator) - This special ability represents a dedicated Educators 
  ability to bestow knowledge, and make his message understood.  He adds 
  it to his Teaching skill and Oratory. 
   
  Prowess (Athlete) - Adds to 2 of the following skills (Chosen when 
  taking the special ability)  Athletics, Strength Feat, or Endurance as 
  representation of a perfectly trained body. 
   
  Resources (Corporate) - This Special Ability adds to Networking and 
  Bureaucracy. 
   
  Rampage (Savage) - Adds level to Intimidate and to hand to hand 
  damage only when using Brawling/Melee (NOT martial arts). 
   
  Streetdeal (Fixer) - Added to your Cool/Will Stat, this Special Ability 
  adds to both Streetwise and Persuasion/Fast Talk 
   
  Trace (Bounty Dog) - Adds to 2 of the following skills (Chosen when 
  taking the special ability) Library Search, Human Perception or Interview 
  when tracking a subject. 
   
  Track (Scout) - In chosen Environment adds level to Awareness Notice, 
  and Survival. 
   
  Vehicle Zen (Runner) - Adds to Awareness/Notice and Maneuver rolls 
  in the characters chosen type of transportation (Car, Cycle, Heavy 
  Equipment, Aircraft, Watercraft large or small, Submersible, Spacecraft, 
  Animal Mount, etc.).   
   
  ATTR 
   
  Personal Grooming - This is the skill of knowing proper 
  grooming, hair styling, etc., to maximize your physical 
  attractiveness. Use of this skill allows players to increase their 
  Attractiveness, and thus their chances of successful Relationships 
  or Persuasion. A basically good-looking person would be at +2. A 
  fashion model might have a Personal Grooming of +5 or +6. At +8 
  or better, you could be major fashion model, film star, or 
  trendsetter. You are always "together". And know it. 
   
  Wardrobe & Style - The skill of knowing the right clothes to 
  wear, when to wear them, and how to look cool even in a 
  spacesuit. With Wardrobe +2 or better, you are good at choosing 
  clothes off the rack. At +6, your friends ask you for wardrobe tips, 
  and you never buy anything off the rack. At +8 or better, you are 
  one of those rare people whose personal style influences major 
  fashion trends. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  9
  BODY 
   
  Endurance - This is the ability to withstand pain or hardship, 
  particularly over long periods of time, by knowing the best ways to 
  conserve strength and energy. Endurance Skill checks would be 
  made whenever a character must continue to be active a long 
  period without food, sleep or water. This skill also determines how 
  long a character can hold his breath.  At +2 a character can hold his 
  breath for an addition minute, at + 5 it increases to 2 minutes, +8 
  three minutes, and +10 4 minutes.  These extra minutes are added 
  to the “no activity” category of breathing based on body types, and 
  will suffer the same of greater air consumption penalties during 
  activity. 
   
  Fitness/Body Building - with this skill a character can increase 
  one aspect of their BOD, REF, TECH, or MA Stat by 1 point (max 
  of 10) for every 2 points of this skill earned. (Only one Stat may be 
  raised at a time, if the skill diminishes, the Stat will be reduced to 
  fit, although it will not drop below the original rolled Stat.) (GM’s 
  may choose to allow this skill to increase stats past 10, but after 10 
  IP cost is x2 the normal formula.) 
   
  Rowing – The ability to row vessels, such as rowboats, canoes, 
  kayaks, Viking long ships, etc… (Also includes pole pushed 
  vessels ) 
   
  Strength Feat - The user of this skill has practiced the art of 
  bending bars, crushing objects, ripping phone books apart and 
  other useful parlor tricks. At +3, no phonebook is safe, you can 
  bend thin rebar, and snap handcuffs. At +10, you can bend prison 
  bars, rip up the Gutenberg Bible, and dent car fenders with one 
  blow.  For every point of the Strength Feat skill, a character may 
  modify his carry weight, dead lift weight , and his Throw distance 
  by 5% in kg.  Difficulty modifier for doing this successfully is 15, 
  +3 for every 10% kg over what is normally allowed 
   
  Swimming - This skill is require to know how to swim (see 
  Athletics for more details). 
   
  COOL 
   
  Interrogation - The skill of drawing information from subject and 
  forcing his secrets into open An Interrogation of +2 or better will 
  allow to infallible find out if your boyfriend is lying to you. A +5, 
  you are professional level interrogator - equivalent to skilled 
  detective grilling a suspect. Mike Wallace 60 Minutes has an 
  Interrogation +9, allowing him to make even most powerful people 
  squirm. 
   
  Intimidate - The skill of getting people to do what you want by 
  forcing personality or physical coercion. At +3, you can frighten 
  almost any typical citizen, politician or low-level thug. At +6, you 
  can intimidate Sylvester Stallone or any moderate "tough guy". At 
  +9, you could intimidate Arnold Schwarzenegger.  Every point of 
  a characters ATTR  below 5 on gives a +1 to Intimidation.  
    
  Leadership - The skill of leading and convincing people to follow 
  you. A leader with a skill +2 can manage a small office 
  successfully and be respected for it. A leader with skill +4 or better 
  can lead a small band of troops into battle and not get backshot. A 
  leader with a skill of +7 or better can lead the entire Gamelon 
  Empire into battle and look good doing it.  
   
  Oratory - The skill of public speaking. At +2, you can wing high 
  school contests. At +6, you can be paid speech in public. At +10, 
  you are capable of delivering a speech to rival Kennedy's "Ichn Bin 
  Ein Berliner" or Lincoln's Gettysburgs Address. Rockers with 
  Oratory Skill of +6 or better can add +1 when using their 
  Charismatic Leadership ability.  This also covers the use of 
  Rhetoric. 
   
  Resist Torture/Drugs - Characters with this skill are especially 
  toughened against interrogation, torture and mind control drugs. A 
  successful use of this skill will automatically increase the difficulty 
  of any Interrogation attempt made by another guy by one level. 
   
  Skydiving - the skill of remaining calm enough to pull your 
  ripcord, while plummeting towards the earth at terminal velocity. 
   
  Streetwise - The knowledge of the "seamy" ways of life - where to 
  get illegal and contraband things, how to talk to the criminal 
  environment, and avoiding bad situations in bad neighborhoods. 
  With Streetwise of +3 or better, you can get "hot" items, drugs, etc. 
  With a Streetwise of +5 you know how to arrange a murder 
  contract, you know a few mobsters who might owe you, and be 
  able to call on muscle when you need it. At +8 or better, you could 
  become a major crimelord yourself.  (See page 68) 
   
  EMP 
   
  Animal Handling – The ability to care for, train, and control 
  animals.  Includes knowing what food they eat, their space 
  requirements, common temperament and behavior, and how to 
  groom them. 
   
  Design - the ability to visualize the proper placement of things for 
  maximum aesthetic and function. 
   
  Human Perception - The skill of detecting any evasions, moods 
  and other emotional clues from others. At +2, you can usually feel 
  when you're not getting the whole truth. At +6, you can detect 
  subtle evasions and mood swings. At +8, you can not only detect 
  subtle emotional clues, but can usually tell what the subject is 
  hiding in a general way. 
   
  Hypnotism/Brainwashing - the ability to put another person into 
  a trance, and cause them to be under your control. 
   
  Interview - The skill of eliciting interesting anecdotes from 
  interview subject. This information will be of a more non-specific 
  and personal nature rather than specific knowledge (distinguishing 
  this skill from the skill Interrogation, where the user is trying to 
  extract exact information. (Example: Barbara Walters interviews, 
  Mike Wallace interrogates). At +3 or better, the subject will 
  usually tell you only information relating to what he/she is well 
  known for. At +6 or better, the subject will tell you anecdotes 
  about the past, pontificate about favorite interests and philosophies, 
  etc. At +9 or better, he/she tells you everything - including 
  personal information about their illegitimate son, the time they 
  stole a cookie at age +4, and the fact that no one ever loved them. 
   
  Lip Reading – The ability to decipher what someone is saying 
  merely by watching their mouth as they are speaking. 
   
   
  
   
  10
  Massage - The ability through physical manipulation, to relax 
  another. (While some would place this skill under TECH, I feel 
  that more than anything else it has to do with the level of trust, and 
  comfort between 2 people. Someone who is not comfortable 
  around people, will not be able to perform a very good massage. 
  The art of massage is all about radiating trust and comfort, and 
  therefore is an EMP based skill.) 
   
  Networking - The skill of recognizing useful people and the 
  services they can provide, and cultivating a mutually beneficial 
  relationship.  In short it allows you to form and utilize connections 
  through common goals, services, and requirements.   (See page 68) 
   
  Parenting - The ability to successfully raise and nurture children. 
   
  Perform - The skill of trained acting, singing, etc. A trained 
  performer of +4 or greater can successfully perform on stage for 
  payment at small theaters or bit parts in film or television. 
  Performers of +6 or greater will be considered to be of professional 
  caliber, and may have lucrative contacts and fans. Performers of +9 
  or greater are of "star: caliber, have a large number of fans, and 
  may be recognized on the street. 
   
  Persuasion & Fast Talk - The ability to talk others into doing 
  what you want. This may be used individually or on large groups. 
  At +3, you can win most debates or convince your girlfriend the 
  blonde you were with was your sister. At +5, you are a smooth 
  talker of professional caliber. Ronald Reagan had a Persuasion of 
  +7, Hitler a Persuasion of +9.  (See page 66) 
   
  Seduction - The skill of forming and maintaining romantic 
  relationships (this includes your abilities as a lover). This skill may 
  be used to determine whether or not players can form relationships 
  with other non-players characters and the intensity of these 
  relationships.  Every point of a characters ATTR over 6 gives a +1 
  modifier to seduction.  (See page 67) 
   
  Social - The ability to deal with social situations, like knowing the 
  right fork to use or when not to tell the joke about farmer's 
  daughter and the traveling salesman. A Social skill of +2 or better 
  will allow you to get by at any fine restaurant or social function. At 
  +5, you can lunch with the President with aplomb. No social 
  situation will faze you , no matter what. At +8 or above, you can 
  lecture Emily Post on what's proper. 
   
  Storytelling - the skill of telling a compelling story. 
   
  INT 
   
  Accounting  - The ability to balance books (or create false books), 
  juggle numbers, create budgets and handle day to day business 
  operations. 
   
  Appraise - the skill of determining the monetary worth of an item. 
  (See page 68) 
   
  Awareness/Notice - This is equivalent of a "trained observer" 
  skill, allowing characters to notice or be aware of clues, shadows 
  and other events. With an Awareness of +2 you will usually spot 
  small pieces of paper with noted on them, doors left ajar , and 
  obvious expressions of lying or dislike. An Awareness of +5 or 
  better allows you to spot fairly well hidden clues, and fairly 
  sophisticated attempts to "shadow" you. With an Awareness of +8 
  or greater, you routinely perform the sorts of deductive reasoning 
  seen in the average TV cop show ("The murder was left handed 
  because this knife has a specialized handle"). Sherlock Holmes has 
  a +10 Awareness. Players without skill may only use their 
  Intelligence Stat.  Players of any Role should get a bonus if the 
  Awareness task directly relates to their Special Ability; if a 
  Medtech gets a fairly good Awareness roll, they may not realize 
  they are walking into an ambush, but they will notice that the 
  "Judas" is sweating profusely. 
   
  Bureaucracy – The skill of maneuvering through, and laying 
  down, the confusing, frustrating, and time consuming channels of 
  bureaucracy. 
   
  Business Sense – The ability to read the stock market for 
  fluctuations, enabling a trader to recognize the right time to buy 
  and sell commodities.  It also allows a character to know what is in 
  demand, and recognize current trends in consumer habits and 
  requirements. 
   
  Chemistry - The required skill for mixing chemicals various 
  compounds. A level +2 Chemistry is equal to high school 
  chemistry. A level +4 is equal to a trained pharmacist or college 
  level chemist. A +8 is a trained laboratory chemist.  This also 
  covers Alchemy. 
   
  Composition - The required skill for writing songs, articles, or 
  stories. A Composition Skill of +4 or greater gives your character 
  the ability to produce salable work. A Skill of +8 or more produces 
  work of such a high caliber that the creator may have a strong 
  literary following and not a little critical acclaim. 
   
  Med: Diagnose Illness - The skill of clinically diagnosing 
  symptoms and medical problems. A +3 is the equivalent of a high 
  school nurse - you can recognize most common injuries and 
  complaints. At +6, you would be equivalent to a trained intern; you 
  can recognize many uncommon illnesses and know how to treat 
  most common ones. A +9 is equivalent to you to get a diagnosis. 
   
  Education & General Knowledge - This skill is the equivalent of 
  a basic school education, allowing you to know how to read, write, 
  use basic math, and know enough history to get by.  In effect, it is 
  a "lore" or trivia skill. A skill of +1 is a basic grade school 
  education. A skill of +2 is equal to a high school equivalency.  A 
  Knowledge Skill of +3 is equal to a college education, +4 or higher 
  is equal to a Masters or Doctorate. At +7, you are an extremely 
  well educated person, and are asked to play Trivial Pursuit a lot. At 
  +9 and above, you are one of those people who know a lot about 
  everything (hopefully with the good sense to keep his mouth shut). 
   
  Expert: (Subject) - You may use this skill to be an expert on one 
  specific subject, such as rare postage stamps, obscure weapon, a 
  foreign language, etc. At +3, you are the local expert. At +6, you 
  know enough to publish a few books on the subject. At +8 or 
  better, your books are recognized as major texts on the subject, and 
  you could do the talk-show circuit if you wanted to.  Additionally, 
  any character may treat any of their regular skills as an expert skill 
  at half level for the purposes of identifying the make and model, 
  general knowledge, country of origin, etc., by replacing the normal 
  stat associated with the skill for their INT stat. 
   
  For example: Jerry the solo with a minor gun fetish really likes the 
  weapon he sees in the guards holster, He rolls his Handgun using 
  INT (Instead of REF) to realize it’s a an H&K VP-70. 
  
   
  11 
  EXAMPLES OF EXPERT SKILLS 
  Expert: Anthropology  
  Expert: Archeology 
  Expert: Architecture 
  Expert: Astrology 
  Expert: Astronomy 
  Expert: Bank Systems 
  Expert: Biology 
  Expert: Biotech 
  Expert: Braindance/VR  
  Expert: Climatology 
  Expert: Communications  
  Expert: Computer Design  
  Expert: Construction  
  Expert: (Corporation) Operations  
  Expert: Corp. Procedures  
  Expert: Economics  
  Expert: Electronic Warfare  
  Expert: Etiquette 
  Expert: Executive  
  Expert: Forensic Science 
  Expert: Geology 
  Expert: Graphology  
  Expert: History  
  Expert: Holistic Medicine  
  Expert: Intelligence Analysis  
  Expert: International Business  
  Expert: Law  
  Expert: Logistics  
  Expert: Mathematics 
  Expert: Marine Biology  
  Expert: Marine Technology  
  Expert: Military Hardware  
  Expert: Military History 
  Expert: Military Procedures  
  Expert: Military Weapons  
  Expert: Naval Operations  
  Expert: Oceanography  
  Expert: Poisons  
  Expert: Politics  
  Expert: Physics 
  Expert: Pop Culture  
  Expert: Production 
  Expert: Psychology 
  Expert: Robotics  
  Expert: Runic Lore  
  Expert: Seamanship 
  Expert: Sports 
  Expert: Small Arms  
  Expert: Sociology 
  Expert: Software  
  Expert: Special Operations  
  Expert: Supernatural Lore 
  Expert: Tactics  
  Expert: Strategy  
  Expert: Theology 
  Expert: Torture  
  Expert: Underwater Materials  
  Expert: US Naval Operations  
  Expert: Veterinary Medicine  
  Expert: Wargames  
  Expert: Weaponry 
  Expert: Zoology 
   
  Gamble - The skill on knowing how to make bets, figure odds, and 
  play games of chance successfully. As any professional gambler 
  knows, this is not a luck skill. At +2, you are the local card shark at 
  the Saturday night poker game. At +6, you can make a living at the 
  tables in Vegas or Monte Carlo. At +9 or better, you take on James 
  Bond at roulette and stand a good chance of breaking the bank. 
   
  Gardening/Farming -  Ability to successfully grow plants/ crops. 
   
  Language: (Choose one) - The knowledge of foreign tongue. At 
  +2, you can "get by" with speaking the language. At +3, you can 
  actually read a written from of it. At +6 and above, you are fairly 
  fluent, although no naive will be fooled by your ability. At +8 and 
  above, you speak and read language like a native. 
   
  Each language known requires a separate Know Language Skill 
  (see list of languages), however, one may use the knowledge of a 
  particular Language with up to half (round down) proficiency with 
  any language in the same linguistic family (example: knowing 
  Cantonese at +4 will give you the ability to understand and speak 
  Mandarin at +2). Basic language has no alphabet, and is usually is 
  only able to express simple ideas in grunts and gestures.  Primitive 
  language is not written, but can be advanced and able to express 
  complicated ideas and thought. (See page 15) 
   
  Library Search - The skill of using databases, DataTerms™, 
  libraries and other compiled information sources to find facts. With 
  a skill of +2 you can use most simple databases. With a skill of +6, 
  you can easily access the Library of Congress. At +9, you can 
  comprehend near any public databases and find very obscure facts. 
   
  Magic (Stage Magic) – The skill of illusion, prestidigitations.  The 
  ability to perform magic tricks. Fun at parties. 
   
  Navigation - The ability to determine your location, and course of 
  travel.  (Taking an Expert Skill in an “unusual” environment, such 
  as Space, Undersea, or even Astral Planes, will allow you to use 
  Navigation in said environment). 
  Programming - The required skill to write programs and re-
  program computer system. This skill does not allow players to 
  actually do repairs on a computer (this requires Electronics). With 
  a Programming Skill of +1, you can do simple E-BASIC programs. 
  A Programming Skill of +3 or better allows you to know some 
  higher level languages and he able to write reasonably complex 
  programs (including video games). Players with Programming 
  Skill +6 or better are considered to be professionals, who can build 
  operating software, design mainframe systems, and hold down a 
  steady job at your average Silicon Valley firm. With a 
  Programming Skill of +9 or better, other programmers speak your 
  name with reverence ("You invented Q? Wow!"), young hackers 
  set out to crack your systems, and any computer software you 
  design instantly gets used by every business application in wide 
  world.  This is a required skill for Hacking/Netrunning. 
   
  S.C.U.B.A. - The skill of using and SCUBA gear. (It is not 
  necessary to have swimming to use this skill, but it is highly 
  recommended.) 
   
  Shadow/Track - The skill of shadowing/following people. This 
  skill is used in urban/inhabited areas rather than in the wilderness 
  (where the skill Survival incorporates tracking game in the wild). 
   
  Survival – The required skill for knowing how to survive in a 
  given environment such as Wilderness, Jungle, Desert, Arctic, 
  Urban, Sea, Underwater, Space. Typical applications include how 
  to forage for wood, build shelters, what plants are safe to eat, what 
  to do in an emergency, and make fires. The average Boy Scout has 
  a Survival of +3. A Special Forces Green Beret has a Survival of 
  +6 or above. Grizzly Adams, Mountain Man of the Wilderness, 
  would have +9 or +10 Survival Skill.  While each environment is 
  its own skill, you can use your chosen survival at half its level in 
  other environments at the GM’s discretion determined by 
  similarity of environment. (Example Wilderness Survival would 
  allow the character to use half his skill in a Jungle or Urban 
  environment, while Space or Desert would provide no bonus at all) 
   
  System Knowledge - Basic knowledge of the geography of the 
  Net, it's lore and history, as well as knowledge of the important 
  computer systems, their strengths and their weaknesses. At +2, you 
  can generally navigate around the Net and know where all the local 
  places are. At +6, you know the locations of most places in the 
  Net, and have a working understanding of its largest and most well 
  know systems. At +9, you know the entire Net like the back of 
  your hand, know the general layouts of the important systems cold, 
  and are aware of the layouts for the rest of them.  This is a required 
  skill for Hacking/Netrunning. 
   
  Teaching - The skill of imparting knowledge to someone (if you 
  don't think this is skill, you ought tot try is someone). Players may 
  not teach any skill unless they have higher skill levels, in both 
  teaching, and the skill(s) being taught, than the student. The 
  training chart determines length of time it takes to teach a skill, 
  though a truly gifted teacher may be able to do it faster or more 
  effectively, at GM’s discretion.  At a Teaching Skill of +3 or 
  better, you can professionally teach students up to High School. At 
  +6, you can teach at a college level.  At +9 or greater, you are 
  recognized by others in the field as good enough to guest lecture at 
  MIT or Cal Tech; your texts on the subject are quoted as a major 
  references.  A successful teaching roll, will allow over the course 
  of time, a student to raise a specific skill as if it were 1 level lower 
  (ie to go from 5-6 will only cost as much IP as to go from 4-5). 
  
   
  12 
  REF 
   
  Athletics - This skill is required for accurate throwing, climbing, 
  and balancing. It combines the basic elements of any high school 
  level sports program. At +3 and above, you are the equivalent of a 
  real high school "jock". At +5 and above, you can perform in 
  college level competitions. At +8 and above, you are of Olympic 
  or Professional caliber.  Every point of Athletics will also modify: 
  a characters: Run, Leap, and Climb distances by 5% a round. 
   
  Blind Fighting - The ability to defend and attack without the use 
  of your eyes. For every 3 levels of this skill taken, the penalty for 
  fighting while blinded is reduced by 1. 
   
  Brawling/Melee – Brawling is the skill of fighting man to man 
  with fist, feet and other parts of the body, it also covers Melee 
  which is the ability to use knives, axes, clubs and other hand to 
  hand weapons in combat. Brawling is not a trained skill - it is the 
  basic skill of defending oneself. Unlike Martial Arts, there are no 
  specialized attacks and no damage bonus per level.  It does allow 
  for all the same maneuvers as a Martial art, but provides no bonus 
  to any of them.   If the character has the Savage Role, he may add 
  +1 per level of Rampage to Brawl/Melee damage. 
   
  Dance - The specific skill needed to become a professional dancer. 
  A trained dancer +4 or greater can successfully dance for payment 
  in small clubs or dance troupes. Dancers +6 or greater will be 
  considered to professional caliber, and regularly give performances 
  and have fans. Dancers +9 or greater are of "star" caliber, have a 
  large number of fans, and may be recognized on the street. 
   
  Initiative - This skill determines how quickly you react to your 
  environment and situations.  It also determines how many actions 
  you may perform in a combat round.  (See Multiple Actions in 
  Combat Rules) 
   
  Juggle - the ability to toss multiple objects into the air and prevent 
  them from hitting the ground by catching and re-tossing them in 
  succession. 
   
  Martial Arts: (Style) - This skill covers any type of trained 
  fighting style using hands, feet, or specialized "martial arts" 
  weapons. You must elect a style of martial art and take a separate 
  skill for each style (for example, you would have to take Karate 
  and Judo separately, spending points for each one. Difficulty 
  modifiers are listed in () next tot each skill listed below. 
  The primary advantage to martial arts styles is that each one has 
  what are called key attacks; attacks that reflect particular strengths 
  of style. When a key attack is used, there is to-hit bonus based on 
  the attack type and martial arts style. A full table of key attacks is 
  listed in Martial Arts. 
   
  The second advantage to martial arts styles is that there is a 
  damage bonus on attacks equal to half the level of the Martial Arts 
  skill; for example, a master with a +10 Kung Fu Skill would add 5 
  points to his damage. This can be formidable advantage, although 
  bludgeoning head strikes do NOT double damage.   
   
  Pilot: Animal - The ability to control and ride animals. 
   
  Pilot Car/Truck - This skill allows you to pilot all ground 
  vehicles like cars, trucks, and hovercraft. This skill is not usable 
  for piloting aircraft. A skill +3 is equal to that of a very good non-
  professional driver. A skill of +6 allows you to drive with the skill 
  of a moderately skilled race driver. A driver with skill of +8 or 
  greater will be nationally ship races, and possibly have access to 
  the most advanced ground vehicles available (as long as he makes 
  an endorsement). 
   
  Pilot: Deep Dive Suit – The ability to pilot and control powered 
  deep sea diving rigs. 
   
  Pilot: Dirigible - The ability to pilot all lighter than air vehicles, 
  including cargo dirigibles, blimps and powered balloons. 
   
  Pilot: EVA – How to use EVA packs, hand held thrusters, and 
  other personal propulsion devices in space. 
   
  Pilot: Fixed Wing - The ability to pilot fixed wing jets and light 
  aircraft. Ospreys may be flown with this skill, but not only in the 
  straight ahead (non-hover) mode. 
   
  Pilot: Glider – The ability to glide and control a hang glider, 
  parasail, or glider. 
   
  Pilot: Gyro - The ability to pilot all types of rotorwing aircraft, 
  including gyros, copters and Ospreys. 
   
  Pilot: Heavy Machinery - The required skill to operate tractors, 
  treaded vehicles, extremely large trucks and construction 
  equipment.  
   
  Pilot: Motorcycle - The required skill to operate motorcycles, and 
  other two and three-wheeled vehicles. 
   
  Pilot: OTV – The Ability to pilot OTV’s and other small cargo or 
  personal type spaceraft. 
   
  Pilot: PA – The ability to pilot and control Heavy Powered Armor. 
   
  Pilot: Remote – The ability to control remote operated vehicles. 
   
  Pilot: Sailing – The skill required to pilot a wind driven vessel of 
  any type, be it windsurfer, sailboat, or large ship 
   
  Pilot: Ship - The ability to pilot large surface ships 
   
  Pilot: Space Plane/Shuttle – The ability to pilot spacecraft. 
   
  Pilot: Sub (Large/Small) – The ability to pilot a submersible 
  craft. 
   
  Pilot: Vectored Thrust - The skill of piloting all types of vectored 
  thrust vehicles, and AV-4, 6 and 7 vehicles. 
   
  Pilot: Watercraft – The ability to pilot powered boats and 
  personal watercraft. 
   
  Skating/Skateboarding – The Ability to ride a Skateboard, 
  Roller-skates, or alternatively a snowboard, surfboard or boogie 
  board.  Skiing, either water or snow, also falls under this skill. 
   
  Stealth/Evasion - The skill of hiding in shadows, moving silently, 
  evading guards, etc. A Stealth Skill of +1 is about the level of a 
  very sneaky 10 year old stealing cookies. At +3, you are able to get 
  past most guards, or your parents if you've been grounded. At +6, 
  you are good enough to slip smoothly from shadow and not make 
  
   
  13 
  any noise. At +8, you are the equal of most Ninja warriors. At +10, 
  you move as silently as a shadow, making the Ninja sound like 
  elephants.  
   
  Underwater Maneuver - The ability to fight underwater.  
   
  Weapon: Archery - The skill required to use bows, crossbows and 
  other arrow-based ranged weapons. See Handgun for details. 
   
  Weapon: Handgun - You must have this skill to effectively use 
  handguns of any type, including cyberware types. At +2, you ca 
  use a handgun on a target range, through combat will still rattle 
  you. At +5, you are as skilled as most military officers of fancy 
  shooting you see on TV, and have begun to get a reputation of 
  being "good with gun". A +8, you are a recognized gunslinger with 
  a "rep". The very sound of your name makes some people back 
  down in fear. At +10, you are a legendary gunslinger, feared by all 
  except the stupid young punks who keep trying to "take" you in 
  innumerable gunfight challenges. 
   
  Weapon: Heavy Weapons - The required skill for using grenade 
  launchers, autocannon, mortars, heavy machine guns, missiles and 
  rocket launchers. A level +5 skill would be equivalent to a general 
  military "Heavy Weapons" training course, giving the user the 
  ability to use any or all of these weapon types. 
   
  Weapon: Rifle - You must have this skill to use rifle/shotguns 
  effectively (see Handgun limitations and modifiers). 
   
  Weapon: Sub Machinegun - You must have this skill to use any 
  type of submachine gun effectively (see Handgun for limitations 
  and modifiers). 
   
  Zero-G Maneuver - The ability to move around with the aid of 
  gravity. 
   
  TECH 
   
  Calligraphy (European/Chinese) – The art of writing beautifully, 
  there are two styles, Asian and European, both must be learned as 
  separate skills. 
   
  Cooking – The ability to prepare food. 
   
  Demolitions - This skill allows the character to be knowledgeable 
  in the use of explosives, as well as knowing the best explosives to 
  use for which jobs, how to set times and detonators, and how much 
  explosives to use to accomplish a desired result. 
   
  Disguise - The skill of disguising yourself to resemble someone 
  else, whether real or fictitious.  
   
   
  Electronic Security - The skill of installing or countering 
  electronic eyes, electronic locks, bugs and tracers, security 
  cameras, pressure plates, etc. At level +3, you can jimmy or install 
  most apartment locks and security cams. At +6, you can override 
  most corporate office locks and traps. At +9, you can enter most 
  high security area with impunity. 
   
  Forgery - The skill of copying and creating false documents and 
  identifications. This skill Forgery also be applied to the detection 
  of same; if you can fake it, you can usually tell a fake as well. 
  Glass Blowing - The skill of using heat and air to shape glass. 
   
  Jeweler - The ability to cut and polish stones and gems and create 
  jewelry from precious metals and stones. 
   
  Jury Rig – This skill allows you to repair or construct equipment using 
  items and supplies from salvaged parts and junk most people would not 
  think to use.   
   
  Makeup/Special effects - The art of creating a desired effect 
  through the use of make-up, people with this skill can add it to 
  their disguise. 
   
  Med: Cryotank Operation - The required skill for operating, 
  repairing and maintaining life suspension and body chilling 
  devices. A minimum skill of +4 is required to chill down a healthy 
  person. A minimum skill of +6 for chilling a wounded person. 
   
  Med: First Aid - This skill allows the user to bind wounds, stop 
  bleeding, and revive a stunned patient. (See Trauma Team for 
  details). 
   
  Med: Pharmaceuticals - The skill of designing and manufacturing 
  drugs and medicines. A minimum Chemistry skill of +4 is 
  required. At +4, you can make aspirin. At +6, you can make 
  hallucinogenics or antibiotics. At level +9 you can build designer 
  drugs tailored to individual body chemistries. 
   
  Med: Surgery - The ability to cut into a living thing and remove, 
  implant, or make repairs. 
   
  Origami - The art of folding paper to look like other things. 
   
  Paint or Draw - The skill of producing professional drawings. A 
  skill of +3 allows you to produce salable "modern" art. A Skill of 
  +6 will produce artwork that is recognized end extremely pleasant 
  to eye - as well as salable. An artist with a Skill of +8 or greater 
  will be nationally known, have exhibitions in galleries, and have 
  other lesser artists studying his style in art. 
   
  Photography & Film - The skill of producing professional caliber 
  photographs or video. A skill of +2 allows you to make decent 
  home movies. A Skill +4 or better creates work capable of winning 
  amateur contests. A Skill of +6 or better will produce work of the 
  level of the average magazine cover or rock video. A photographer 
  or cinematographer with a Skill of +8 is known and probably 
  famous. 
  Pick Lock - The skill required to pick locks and break into sealed 
  containers and rooms. At +3, you can jimmy most simple locks. At 
  +6 you can crack most safes. At +9 or better, you have a rep as 
  master crackman, and are known to all the major players in the 
  Cyberpunk world. 
   
  Pick Pocket/Sleight Of Hand - The required skill for picking 
  pockets without being noticed, as well as "shoplifting" small items. 
  For ideas on levels of ability see Pick Lock. This also covers 
  Sleight of Hand, the skill of making small objects disappear and re-
  appear by using misdirection, nimble hand and finger movements, 
  and other tricks. 
   
  Play Instrument - The skill of knowing how to play a musical 
  instrument. You must take this skill separately for each type of 
  instrument played. A skill of +4 or higher will qualify your 
  character to play professional "gigs". A Skill of +8 and above will 
  
   
  14 
  gain some professional acclaim, possibly with recording contracts 
  and command performances. At +10, you are widely acclaimed, 
  have lots of Grammy’s, and regularly jam with the very best. 
   
  Rope Use - The ability to use a rope effectively, tie knots, etc... 
   
  Sculpt – The ability to create 3-dimensional works of art. 
   
  Sewing – The art of using needle and thread to make clothing, 
  blankets, etc…  Knitting, quilting, crocheting, and weaving also 
  fall under this skill. 
   
  Tattooing (Electric/Hand-picked) – The art of using needle and 
  ink to decorate or mark the body. 
   
  Tech: Aero - The required skill for repairing fixed wing aircraft, 
  including Ospreys, jets, and light aircraft. With a Skill of +3, you 
  can perform most routine maintenance tasks. With a Skill of +6, 
  you can do engine tear downs and major structural repairs. With a 
  Skill +9 or better you are capable of designing and building your 
  own aircraft. 
   
  Tech: AV - The required skill for repairing all aerodyne vehicles. 
  At +3, you can perform routine maintenance. At +6, you can tear 
  down engines and modify an AV. At +10, you can design your 
  own AV’s on common airframes. 
   
  Tech: Basic - The required skill for building or repairing simple 
  mechanical and electrical devices, such as car engines, Toasters, 
  etc... With a Basic Tech Skill of +3, or better, you can fix minor 
  car problems, repair basic wiring, etc. A Basic Tech Skill of +6 or 
  better can rebuild an engine, etc. A Basic Tech Skill of +9 or better 
  can put together a race car engine, and maintain industrial 
  machinery. However, they do not know enough specialized 
  knowledge to apply it to complex things such as aircraft (just like 
  Mr. Goodwrench) doesn't know how to build and service an F-16). 
   
  Tech: Carpentry – The ability to cut, mold, and utilize wood for 
  construction or aesthetic purposes. 
   
  Tech: Cyber - The required skill for repairing and maintaining 
  cyberware. At level +2, you can keep your cyberware turned up 
  and replace its power batteries. At level +6, you can strip down 
  most cyberware and even make simple modifications. At level +8, 
  you can design your own cyberware to order.  This skill also 
  covers Robotics. 
   
  Tech: Cyberdeck Design - The required skill for designing 
  cyberdecks. At level +4, you can modify an existing cyberdeck for 
  greater speed or memory. At level +6, you can design a deck equal 
  to most existing designs. At +8, you can design decks that are 
  substantially improved over existing designs. 
   
  Tech: Electronics - The required skill for maintaining, repairing 
  and modifying electronic instruments such as computers, personal 
  electronics hardware, electronic security systems, cameras and 
  monitors. 
   
  Tech: Gyro - The skill or repairing and maintaining rotorwing 
  aircraft such as helicopters and ospreys. 
   
  Tech: Metal Smith - Forging, and shaping metal objects, includes 
  metallurgy, or the ability to mix ores to create the most suitable 
  metals. 
   
  Tech: Marine - Ability to repair boats, ships, docks S.C.U.B.A. 
  gear, and other marine equipment. 
   
  Tech: Powered Armor - The ability to repair Powered Armor and 
  Linear Frames. 
   
  Tech: Pressure Suit - The skill required to repair a pressure suit. 
   
  Tech: Spacecraft - The ability to repair spacecraft. 
   
  Tech: Submarine - The ability to maintain and repair 
  submersibles of all types. 
   
  Tech: Weaponsmith - The skill for repairing and maintaining 
  weapons. At level +2, you can do repairs and field stripping. At 
  level +6, you can repair all types of weapons and make simple 
  modifications. At level +8 you can design your own weapons to 
  order. 
   
  Tech: Wetware Design – The ability to design and create direct 
  neural interface cyber and bioware. 
   
  Traps and Snares - The ability to create booby traps, snares, and 
  other nasty surprises. 
   
  Typing - The skill of using a type writer, word processor, or 
  keyboard, skill x 10 determines amount of words per minute typed. 
   
  Video Manipulation – The skill of altering video or photographs, 
  or using the computer as an artistic medium. 
   
   
   
   
  
   
  15 
  LANGUAGES 
   
  Expanded Language Groups 
  Once you've learned one language in a linguistic family, you may 
  learn any other language in that family at -1 to the normal IP cost. 
  The values in parentheses are the IP multipliers for learning 
  languages in that family. Each language requires a separate Know 
  Language Skill, however one may use the knowledge of a 
  particular Language with up to 1/2 (round down) proficiency with 
  any language in the same linguistic family, and also can act as an 
  Expert: Social at half value for the language group. 
   
  Albanian  
  Armenian  
  Australian Aboriginal  
  Baltic: Latvian (Lettish), Lithuanian 
  Basque 
  Celtic: Breton, Irish Gaelic, Manx, Scottish Gaelic, Welsh 
  Creole & Patois: French Creole, Rasta-Patois 
  Dravidian: Gondi, Kannada, Kurukh, Malayalam, Tamil, Telugu, 
  Tulu 
  Esperanto 
  Finnic: Cheremis, Estonian, Finnish, Karelian, Lapp (sami), 
  Livonian, Mordvin, Veps, Votyak, Zyrian 
  Germanic: Afrikaans, Danish, Dutch, English (Australia, Canada, 
  USA, UK), Flemish, Frisian, German (Germany, Austria, 
  Switzerland), Icelandic, Norwegian (Bokmal & Nynorsk), 
  Swedish, Yiddish 
  Greek  
  Hamitic: Beja, Berber, Galla, Hausa, Somali, Tuareg 
  Indic: Assamese, Bengali, Bhili, Gujarati, Hindi, Konkani, 
  Marathi, Oriya, Punjabi, Rajasthani, Sindhi, 
  Sinhalese, Urdu 
  Indo-Iranian: Baluchi, Kurdish, Farsi (Persian), Pushtu 
  Japanese  
  Khoisan: Bushman, Hadza, Hottentot, Nama, Sandawe 
  Korean  
  Loglan/Logical Language  
  Malayo-Polynesian/Pacific Island Group: Bahasa, Cebuano, 
  Ilocano, Javanese, Kiriwina, Madurese, Malayan, Maori, 
  Melanesian, Micronesian, Misima, Panay-Hiligaynon, Polynesian, 
  Samar-Leyte, Samoan, Sundanese, Tagalog (Filipino), Taluga 
  Mon-Khmer/Annamite: Cambodian (Khmer), Mon, Vietnamese 
  (Annamese) 
  Mongolic: Khalkha (Mongolian) 
  Niger-Kordofanian/African: Anyi, Ashanti, Azande, Bantu, 
  Bassa, Baule, Bemba, Birom, Bulu, Efik, Ewe, Fang, Fante, Fula, 
  Ganda, Ibo, Igbo, Kikuyu, Kituba, Kongo, Kpele, Kru, Luba, 
  Lunda, Makua, Mande, Mbundu, Mende, More, Mossi, Ngala, 
  Ngbaudi, Nyamwezi-Sukuma, Nyanja, Rundi, Rwanda, Shona, 
  Sotho, Sukuma, Swahili, Temme, Tiv, Tswana, Twi, Wolof, 
  Xhosa, Yao, Yoruba, Zande, Zulu 
  Nilotic: Bagirmi, Dinka, Fur, Kanembu, Kanuri, Koman, Luo, 
  Maban, Masai, Nuer, Sango, Shilluk, Songhai, Wadai 
  Papuan: Dayak, Negrito, Papu 
  PC-Speak: Based on corp's native language 
  Romantic: Catalan, French (French, Canada), Galician, Italian, 
  Latin, Portuguese (Portugal, Brazil), Provencal, Romanian, 
  Sardinian, Spanish 
  Semitic: Amharic, Arabic, Harari, Hebrew, Neo-Aramaic, Tigré, 
  Tigrinya 
  Sign Language: Hand Jive, American SL, English SL, Japanese 
  SL, Russian SL, Danish SL, French SL, German SL, Norwegian 
  SL, Swedish SL  
  Sino-Tibetan (3): Burmese, Cantonese, Hakka, Hmong, Kashmiri, 
  Lao, Mandarin, Min, Nepali, Shan, Siamese, Thai, Tibetan, Wu, 
  Yueh 
  Slavic: Bulgarian, Balarusian, Czech, Georgian, Macedonian, 
  Polish, Russian, Serbo-Croatian, Slovak, Slovene, Ukrainian 
  Streetslang: 1/2 level when used in a foreign country 
  Turkic: Azerbaijani, Chuvash, Kazakh, Kirghiz, Tatar, Turki, 
  Turkish, Uzbek, Yakut 
  Ugrian: Hungarian (Magyar), Ostyak, Vogul 
  Native American Languages 
  Algonquian: Algonkin, Arapaho, Blackfoot, Cheyenne, Cree, 
  Micmac, Mohican, Obibwa, Shawnee, Wiyot, Yurok [Subarctic 
  Canada, East, South West, Great Plains] 
  Athabascan: Apache, Chipewyan, Navaho [Subarctic Canada, 
  SW] 
  Caddoan: Caddo, Pawnee, Wichita [Great Plains] 
  Haida  [NW Coast] 
  Inuit (Eskimo-Aleut)  [Arctic coast & Greenland] 
  Iroquoian: Cayuga, Cherokee, Erie, Huron, Iroquois, Mohawk, 
  Onandago, Oneida, Seneca, Tuscarora [East] 
  Macro-Chibchan: Guaymi, Paez, Warao [Central] 
  Mayan: Guatemala, Kekchi, Mam, Quiché-Tzutujil-Cakchique, 
  Yucatan [South and Central America] 
  Muskhogean: Chickasaw, Choctaw, Creek, Seminole 
  Otomanguean: Mixtec, Otomi, Zapotec [Central America, 
  Mexico] 
  Salishan: Chehalis, Okanagon, Salish [NW Coast] 
  Siouan: Catawba, Crow, Dakota, Hidatsa, Lakota, Omaha, Osage 
  [Great Plains] 
  South American Indian: Arowakan, Aymara, Cariban, Guarani, 
  Mapuche, Quechua, Tupi-Guarani 
  Tlingit [NW Coast] 
  Uto-Aztecan/Shoshonean: Aztec, Comanche, Hopi, Nahuatl, 
  Paiute, Papago [SW], Pima [SW], Shoshoni, Ute [Great Basin, 
  Mexico, Central America] 
   
   
   
   
   
   
  
   
  16
  MARTIAL ARTS STYLES 
   
  STYLE BONUSES  
  This is a list of bonuses provided by each martial art, as well as the IP modifier required to learn them.  The IP modifier is what you 
  multiply your Earned or General IP by in order to increase the skill, Thus to go to level 1 in a martial art with an IP modifier of 3 
  would cost 30 points instead of 10, while to go from 5 to 6 would cost 150 points instead of 50.  This list is merely a very small sample, 
  intended for beginners, or for GM’s who wish to keep things simple.  For a much more expansive and complete list please see The 
  Ultimate Martial Arts list Available at Datafortress 2020.   
   
  Sample Style 
  IP  
  Mod 
  Strike/  
  Cast 
  Punch 
  Kick 
  Disarm 
  Sweep 
  Block 
  Dodge 
  Grapple 
  Throw 
  Hold 
  Choke 
  Escape 
  Ram 
  Brawling/Melee 
  (1) 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Martial Art 1 (Offensive) 
  (2) 
  - 
  2 
  3 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  Martial Art 2 (Defensive) 
  (2) 
  - 
  - 
  - 
  - 
  - 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  - 
  Martial Art 3 (Weapon) 
  (2) 
  3 
  - 
  - 
  1 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
   
  STYLE DESCRIPTION  
  Brawling/Melee - This is not really a martial art, it is untrained 
  fighting, included here to show the difference.  While it has no IP 
  modifier to learn, it also does not provide any bonuses to 
  maneuvers or damage.   
   
  Martial Art 1 (Offensive) - This basic martial art is centered 
  around attacking and doing as much damage as possible, with the 
  most emphasis on kicks and punches. This style is indicative of 
  Muay Thai, Tae Kwan Do, and other “Hard” styles. 
   
  Martial Art 2 (Defensive) - This basic martial art focuses entirely 
  on defense.  Its main goal is to avoid being hit and centers around 
  the Block and Dodge maneuvers, as well as disarming your foe.  It 
  is indicative of the “Soft” styles, such as Judo and Aikido. 
   
  Martial Art 3 (Weapon) - This martial art is focused on weapon 
  training, and as such is geared towards both offense and defense 
  with the chosen weapon(s).  Examples of similar styles include 
  Kendo, Escrima, and Agrippa.  
   
  CREATING YOUR OWN MARTIAL ARTS:   
  No martial art has less than a (2) IP modifier.  This reflects the 
  physical, mental, and spiritual dedication necessary to learning a 
  martial art.  The formula for creating the existing martial arts 
  presented above, and for creating your own new martial arts is: 
   
  MARTIAL ARTS DIFFICULTY MODIFIERS: 
  DIFFICULTY MODIFIER (2)= 1+1D6 in MArt bonuses 
  DIFFICULTY MODIFIER (3)= 7+1D6 in MArt bonuses 
  DIFFICULTY MODIFIER (4)= 13+1D6 in MArt bonuses 
  DIFFICULTY MODIFIER (5)= 19+1D6 in MArt bonuses 
   
  So a martial art with a +4 Kick, a +2 Punch, and a +1 Block would 
  have an IP modifier of 2, while a martial with a Block +5, a Dodge 
  +4, a Sweep +3, a Hold +2, a Grapple +1, and a Throw +1 would 
  have an IP modifier of 6.   
   
  ATHLETICS AND ENDURANCE:  Having skill in Endurance 
  AND Athletics allows you to drop the Difficulty modifier by 1 
  point (minimum +2 modifier).  However this only works as long as 
  your Athletics and Endurance skills are equal or higher than your 
  martial arts skill.  If your Martial art skill rises higher than these 
  two skills the difficulty modifier reverts to normal.    
   
  MULTIPLE MARTIAL ARTS: When reading the rules you may 
  say to yourself, "What's the point, you can only use one at a time 
  anyway, so one offensive and one defensive is all I need, its all I 
  can use anyway right?" Well… kind of. True if you have a 4 in one 
  and a 2 in another you can't add them together to get a 6 when 
  trying to kick someone, but what you can do is take the highest  
   
  value bonus from your various martial arts.  Say you have a martial 
  art with a punch of 4 and a block of 1, and you take another martial 
  art with a punch of 2 and a block of 3, you keep the punch of 4 
  from the first martial art, and use the block of 3 from the second, 
  so you keep the highest bonus given of any martial art you know, 
  though you must use the martial art that provides that bonus.  If 
  you already know a Martial Art (including Brawl/Melee) you may 
  reduce the IP modifier of learning a new Martial Art by 1 
  (minimum of 1) until the new Art reaches the same level as the old.  
  If the new Martial Art has a lower IP modifier than the old one, 
  you may reduce the modifier by 2 (minimum of 1), this effect 
  stacks with the modifier reduction from Athletics and Endurance. 
   
  DAMAGE: Damage is figured by adding HALF the level of your 
  martial arts skill (only the applicable one) to your BOD damage 
  modifier and the roll of the dice. Unlike actual martial arts, Brawl 
  Melee users do not get a bonus to damage (unless the character has 
  Rampage which gives a bonus equal to the Special Ability level).   
   
  WEAPONS: Depending on the martial art learned, it also might 
  teach the use of a variety of weapons.  Anything with a strike 
  bonus offers weapons training.  For every point of Martial Art skill 
  you have (providing it has a strike bonus, or is somehow otherwise 
  tied to a weapon) you may choose 2 melee weapon types to 
  master.  Alternatively, you may choose Weapon Master, which 
  only allows for 1 weapon to be learned at every level, but gives 
  you a +1 to your Strike/Cast bonus, or you may choose to be a 
  Weapon Specialist, which limits you to 1 weapon every 2 levels, 
  but provides a +1 to Strike/Cast and a +1 to Block when using a 
  weapon. Using a melee weapon type untrained results in a -3 to hit.   
   
  WHY TAKE A MARTIAL ART: With all the rules and 
  complications associated with martial arts, you may be asking 
  yourself “why not just take brawling/melee?”  The answer is 
  simple, you can just take Brawling/ Melee, but it considered an 
  untrained form of fighting, and as such it provides none of the 
  bonuses to maneuvers that the martial arts do, nor does it provide 
  the full bonus to damage.  With Brawling/Melee the only damage 
  to bonus you receive is the one derived from your strength (unless 
  the character has the Savage Role which gives them a bonus equal 
  to their Rampage).  Martial Artists add half their level to damage.  
  They spend years training; they know where to hit, and how to hit.  
  They learn how to effectively maneuver their bodies to escape, and 
  to use their opponent’s strength and momentum against them.  
  They train their bodies to instinctively react to situations.  Brawlers 
  on the other hand simply swing away.  For characters that only 
  fight as a last resort, Brawling/Melee is good to have so they are 
  not completely defenseless, but anytime they go up against 
  someone who has been trained to fight, they are going to be in a 
  world of hurt 
  
   
  17 
  NON COMBAT TASK AND SKILL RESOLUTION 
   
  The use of most skills is fairly self-explanatory, how to implement 
  non-combat skills however, can be somewhat tricky, relying on a 
  great deal of both GM and Player interpretation.  To make it just a 
  bit easier, here is a simple table you can use to determine the 
  relative difficulty of any given task. 
   
  TASK DIFFICULTIES 
  Easy .......................... 10 
  Average .................... 15 
  Difficult .................... 20 
  Very Difficult ........... 25 
  Nearly Impossible ... 30 
   
  Of course the difficulty can be modified by countless conditions.  
  The next table provides a few examples of Task Difficulty 
  Modifiers, and may provide an invaluable resource to GM’s in 
  determining the relative difficulty of any given task. 
   
  DIFFICULTY MODIFIERS 
  Complex repair .....................................  +2 
  Very complex repair .............................  +4 
  "It's never been done before" ..............  +6 
  Don't have the right parts ....................  +2 
  Don't have the right tools .....................  +3 
  Unfamiliar tools, weapon, vehicle ........  +4 
  Under stress ....................................…...  +3 
  Under attack ...................................  +3 to 4 
  Wounded ........................................   +2 to 6 
  Drunk, drugged or tired .......................  +4 
  Hostile environment ..............................  +4 
  Lack of instructions for task ................  +2 
  Other characters "kibitzing" ...............  +3 
  Has never performed task before ….....  +1 
  Difficult acrobatics involved .................  +3 
  Very difficult acrobatics involved …..... +4 
  Impossible acrobatics involved .............  +5 
  Information hidden, secret, obscure …   +3 
  Well-hidden clue, door, panel ...............  +3 
  Complex program .................................   +3 
  Very complex program .........................   +5 
  Complex lock ........................................    +3 
  Very complex lock ................................    +5 
  Target on guard or alerted .................     +3 
  Brightly lit area ....................................    +3 
  Insufficient light ...................................    +3 
  Pitch blackness .....................................    +4 
  Secretive task under observation ........    +4 
  Add LUCK points ........................   -1 to -10 
  Manipulation with natural claws .…....   +3 
  Cybercontrols ............................…..........  -2 
  Mag-Duct spots & cybercontrols ............ -1 
  Model 100 plugs & cybercontrols .......... +2 
  Excellent tools/ equipment .............. -1 to -2 
  Excellent conditions ....................…. -1 to -2 
  Rushing the task ............................….....  +2 
   
  Finally this last table gives a small sample of the time it may take 
  to complete any given task. 
   
  HOW LONG WILL IT TAKE? 
  Fix simple electronic device or gun .. 5 min 
  Fix complex electronic device ......... 20 min 
  Fix a laser, taser, or maser ............. 10 min 
  Fix a tire .......................................... 5-6 min 
  Fix an engine ..........................…. 10-20 min 
  Rebuild an engine ........................…. 2 days 
  Look for hidden object ................... 2-5 min 
  Open simple mechanical lock ....… 1-2 min 
  Open complex mechanical lock …5-10 min 
  Open simple electronic lock .........   3-4 min 
  Open complex electronic lock .....  5-10 min 
  Search a database ......................    5-20 min 
  Design a computer .....................    1-3 days 
  Put on a disguise .............................    3 min 
  Decryption ...............................  100hrs/skill 
   
  From here a GM and/or Player should be able easily determine the 
  necessary requirements for most tasks and situations that might 
  come up in the course of a game. 
   
  
   
  18 
   PART 4: BREATHING LIFE INTO YOUR CHARACTER 
  LIFEPATH 
  Lifepath is a flowchart of "plot complications", designed to help you give your character an authentic background. Its seven sections 
  cover national and ethnic origins, your family, friends, enemies, personal habits and even key events on a yearly basis. It's intended 
  primarily as a guide; if you encounter something you don't think fits the character you've envisioned feel free to change the path as you 
  see fit. Use the back of your Character Sheet to record your Lifepath. Remember; the game hinges on role-playing, so make use of the 
  information in your Lifepath run. The following is a basic Lifepath, suitable for any setting or genre.  For additional Lifepath charts 
  for a specific setting/genre please refer to supplements or products geared towards those lines (Cyberpunk 2020 Ultimate Character 
  Generation available at Datafortress 2020, and other setting specific supplements from R. Talsorian Games).  You may also easily 
  create your own.   
   
  Origins and Personal Style 
  What do you look like and where do you come from? 
   
  DRESS & PERSONAL STYLE 
  Roll 1D10 three times (once per column) to decide what your style 
  is.  Or simply decide for yourself, Lifepath is a guideline not a rule. 
  Die 
  Roll 
  Clothes 
  Hairstyle 
  Affectations 
  1 
  Leather  
  Mohawk 
  Tattoos 
  2 
  Casual  
  Long & Ratty 
  Glasses, Goggles 
  or Mask 
  3 
  Uniform 
  Short & Spiked 
  Scars 
  4 
  Comfortable  
  Wild  
  Gloves 
  5 
  Robes or Dresses 
  Bald 
  Nose Rings 
  6 
  High Fashion 
  Striped 
  Earrings 
  7 
  Armor 
  Tinted 
  Long fingernails 
  8 
  Common Attire 
  Neat, short 
  Odd Footwear 
  9 
  Nude 
  Short, curly 
  Pendant or 
  Medallion 
  10 
  Second Hand  
  Long, straight 
  Rings 
   
  ETHNIC ORIGINS 
  Where you come from determines your native language, custom 
  and allegiances.  In settings that allow for multi-cultural/ethnic 
  backgrounds, in this situation choose one of the Countries and 
  Languages from the main list in the skill section.  This is your 
  native language, which you speak at +8. In addition, you also 
  automatically know how to read and write this language, unless the 
  setting, character concept, or GM forbids it. 
   
  FAMILY BACKGROUND 
  Who are you, and where did you come from? Everybody has a 
  story and past they're trying to live with. What's yours? 
   
  FAMILY RANKING Choose or roll one: 
  1 
  Wealthy Family 
  2 
  Middle Class 
  3 
  Laborers 
  4 
  Wandering Family 
  5 
  Sailors or Fishermen 
  6 
  Bandits or Outlaws 
  7 
  Urban Criminals 
  8 
  Peasants 
  9 
  Destitute and Homeless 
  10 
  Communal 
  Go to PARENTS 
   
  PARENTS Choose or roll one: 
  1-6 
  Both parents are living. Go to FAMILY STATUS 
  7-10 
  Something has happened to one or both parents. Go to 
  SOMETHING HAPPENED TO YOUR PARENTS 
  SOMETHING HAPPENED TO YOUR PARENTS Choose or 
  roll one: 
  1 
  Your parent(s) died in warfare 
  2 
  Your parent(s) died in an accident 
  3 
  Your parent(s) were murdered 
  4 
  Your parent(s) have amnesia and don't remember you 
  5 
  You never knew your parent(s) 
  6 
  Your parent(s) are in hiding to protect you 
  7 
  You were left with relatives for safekeeping 
  8 
  You grew up on the Street and never had parents 
  9 
  Your parent(s) gave you up for adoption 
  10 
  Your parent(s) sold you for money 
  Go to FAMILY STATUS 
   
  FAMILY STATUS Choose or roll one: 
  1-6 
  Family status in danger, and you risk losing everything 
  (if you haven't already). Go to FAMILY TRAGEDY 
  7-10 
   
  Family status is OK, even if parents are missing or 
  dead. Go to CHILDHOOD ENVIRONMENT 
   
  CHILDHOOD ENVIRONMENT Choose or roll one: 
  1 
  Spent on the Street with no adult supervision 
  2 
  Spent in a safe middle class area 
  3 
  In a Nomadic group wandering from palce to place 
  4 
  In a decaying, once upscale neighborhood 
  5 
  In a defended area of a the large City 
  6 
  In the heart of a ghetto 
  7 
  In a small village or town  
  8 
  In a large commune 
  9 
  In the sea 
  10 
  On a farm 
  Go to SIBLINGS 
   
  FAMILY TRAGEDY Choose or roll one: 
  1 
  Family lost everything through betrayal 
  2 
  Family lost everything through bad management 
  3 
  Family exiled or otherwise driven from their original 
  home 
  4 
  Family is imprisoned and you alone escaped 
  5 
  Family vanished. You are only remaining member 
  6 
  Family was murdered/killed and you were only survivor 
  7 
  Family is involved in long term conspiracy, organization 
  or association, such as a crime family or revolutionary 
  group 
  8 
  Your family was scattered to the winds due to misfortune 
  9 
  Your family is cursed with a hereditary feud that has 
  lasted for generation 
  10 
  You are the inheritor of a family debt; you must honor 
  this debt before moving on with your life 
  Go to CHILDHOOD ENVIRONMENT 
  
   
  19
   
  SIBLINGS 
  You may have up to 7 brothers/sisters. Roll 1D10. 1-7 is equal to 
  the number of siblings you have. On 8-10, you are an only child. 
  For each brother or sister: 
   
  1) Roll 1D10. Even: the sibling is male. Odd: the sibling if 
  female. 
  2)  Roll age, relative to yourself  
  1-5 =        older 
  6-9 =   younger 
  10 =         twin 
  For each sibling, choose or roll their feelings about you: 
  1-2          Sibling dislikes you 
  3-4              Sibling likes you 
  5-6                 Sibling neutral 
  7-8   They hero worship you 
  9-10          They are hate you 
   
  Go to MOTIVATIONS 
    
  MOTIVATIONS AND LIFE EVENTS 
  What makes you tick? Will you back up your friends or go for the 
  main chance? What's important to you? 
   
  PERSONALITY TRAITS Choose or roll one: 
  1 
  Shy and secretive 
  2 
  Rebellious, antisocial, violent 
  3 
  Arrogant, proud and aloof 
  4 
  Moody, rash and headstrong 
  5 
  Picky fussy and nervous 
  6 
  Stable and serious 
  7 
  Silly and fluffheaded 
  8 
  Sneaky and deceptive 
  9 
  Intellectual and detached 
  10 
  Friendly and outgoing 
   
  PERSON YOU VALUE MOST Choose or roll one: 
  1 
  A parent 
  2 
  Brother or sister 
  3 
  Lover 
  4 
  Friend 
  5 
  Yourself 
  6 
  A pet 
  7 
  Teacher or mentor 
  8 
  Public figure 
  9 
  A personal hero 
  10 
  No one 
   
  WHAT DO YOU VALUE MOST Choose or roll one: 
  1 
  Money 
  2 
  Honor 
  3 
  Your word 
  4 
  Honesty 
  5 
  Knowledge 
  6 
  Vengeance 
  7 
  Love 
  8 
  Power 
  9 
  Having a good time 
  10 
  Friendship 
   
  HOW DO YOU FEEL ABOUT MOST PEOPLE Choose or 
  roll one: 
  1-
  2 
  Neutral 
  3 
  I like almost everyone 
  4 
  I hate almost everyone 
  5 
  People are tools. Use them for your own goals and 
  discard them 
  6 
  Every person is a valuable individual 
  7 
  People are obstacles to be destroyed if they cross me 
  8 
  People are untrustworthy. Don't depend on anyone 
  9 
  Wipe'em all out and give the place to the cockroaches 
  10 
  People are wonderful 
   
  YOUR MOST VALUED POSSESSION Choose or roll one: 
  1 
  A weapon 
  2 
  A tool 
  3 
  A piece of clothing 
  4 
  A photograph 
  5 
  A book or diary 
  6 
  A recording 
  7 
  A musical instrument 
  8 
  A piece of jewelry 
  9 
  A toy 
  10 
  A letter 
  Go to Life Events 
   
   
   
   
   
   
   
   
   
   
   
  
   
  20 
  LIFE EVENTS 
  You know where you came from and what you look like. Now let's take a look at the major events that made you what you are. Roll 2D6+16 to 
  determine your character's age, or pick any age 16 or greater. For each year of your character's life past age 16, roll 1D10, check the chart 
  below, and go to that section of the Lifepath. What happens there is the major event that shaped your character's life for that year. When you're 
  done, come on back here and roll the next year's main event. 
  1-3             Big Problems, Big Wins 
  4-6                     Friends & Enemies 
  7-8                Romantic Involvement 
  9-10     Nothing Happened That Year
   
  BIG PROBLEMS BIG WINS 
  Living on the Edge means taking big risks. This year, you took some serious chances. Did it pay off or did you go down in the street? Roll 
  1D10. On an even roll, you scored big. On an odd roll, you took a hit. 
   
  DISASTER STRIKES! Roll 1D10: 
  1 
  Financial Loss or Debt: Roll 1D10x100. You have lost this 
  much money. If you can't pay this now, you have a debt to 
  pay, in cash - or blood. 
  2 
  Imprisonment: You have been in prison, of possibly held 
  hostage (your choice). Roll 1D10 for length of 
  imprisonment in months. 
  3 
  Illness or addiction: You have contracted either an illness 
  or drug habit in this time. Lost 1 pt of REF permanently 
  as a result. 
  4 
  Betrayal: you have been backstabbed in some manner. 
  Roll another D10. 1-3, you are being blackmailed. 4-7, a 
  secret was exposed- 8-10, you were betrayed by a close 
  friend in either romance or career (you choose). 
  5 
  Accident: You were in some kind of terrible accident. Roll 
  1D10. 1-4, you were terribly disfigured and must subtract 
  -5 from your ATT. 5-6, you were in recovery for 1D10 
  months that year. 7-8, you have lost 1D10 months of 
  memory of that year. 9-10, you constantly relive 
  nightmares (8 in 10 chance each night) of the accident and 
  wake up screaming. 
  6 
  Lover, friend or relative killed: You lost someone you 
  really cared about. 1-5, they died accidentally.  6-8, they 
  were murdered by unknown parties. 9-10, they were 
  murdered and you know who did it. You just need the 
  proof. 
  7 
  False Accusation: You were set up. Roll 1D10. 1-3, the 
  accusation is theft. 4-5 it's cowardice. 6-8 it's murder. 9 
  it's rape. 10, It's lying or betrayal. 
  8 
  Hunted by the Law: You are hunted by the law (for 
  crimes you may or may not have committed (your choice). 
  Roll 1D10. 1-3, only one or two police or guards want you. 
  4-6, it's the entire local authority.  7-8 it's the regional 
  authority.  9-10, you are wanted nation wide. 
  9 
  Hunted by a Private Force: You have angered some 
  Militia or Military. Roll 1D10. 1-3, it's a small, local 
  group. 4-6, it's a larger group with influence. 7-8, it's a 
  regional group controlling a wide area. 9-10, it's a 
  national group. 
  10 
  Mental or physical incapacitation: You have experienced 
  some type of mental or physical breakdown. Roll 1D10. 1-
  3, it's some type of nervous disorder, probably from a 
  disease - lose 1 pt. REF. On 4-7, it's tome kind of mental 
  problem; you suffer anxiety attacks and phobias. Lose 1 
  pt from your CL stat. 8-10, it's a major psychosis. You 
  hear voices, are violent, irrational, depressive. Lose 1 pt 
  from your CL, 1 from REF. 
  Go To WHAT ARE YOU GOING TO DO ABOUT IT? 
   
   
  WHAT ARE YOU GOING TO DO ABOUT IT? Choose or 
  roll one: 
  1-2 
  Clear your name 
  3-4 
  Live it down and try to forget it 
  5-6 
  Hunt down those responsible and make them pay! 
  7-8 
  Get what's rightfully yours 
  9-10 
  Save, if possible, anyone else involved in the situation 
  Go back to LIFE EVENTS AND ROLL THE NEXT YEAR 
   
  YOU GET LUCKY! Roll 1D10: 
  1 
  Make a Powerful Connection in City Government. Roll 
  1D10. 1-4, it's with Law Enforcement 5-7, it’s with the 
  Prosecutors. 8-10, it's with the Mayor's Office. 
  2 
  Financial Windfall: Roll 1D10x100 for monetary amount. 
  3 
  Big Score on job or deal! Roll 1D10x100 for monetary 
  amount. 
  4 
  Find a Sensei (teacher). Begin at +2 or add +1 to a Martial 
  Arts Skill of your choice. 
  5 
  Find a Teacher: Add +1 to any INT based skill, or begin a 
  new INT based skill at +2. 
  6 
  Powerful Merchant or Bureaucrat owes you one favor. 
  7 
  Local Nomadic Group befriends you. You can call upon 
  them for one favor a month, equivalent to a Family 
  Special Ability of +2. 
  8 
  Make a Friend on the Police or Guard Force. You may 
  use him for inside information at a level of +2 Streetwise 
  on any police related situation. 
  9 
  Local criminal organization likes you. You can call upon 
  them for 1 favor a month, equivalent to a Family Special 
  Ability of +2. But don't push it. 
  10 
  Find a Combat Teacher. Add +1 to any weapon skill with 
  the exception of Martial Arts or Brawling, or begin a new 
  combat skill at +2. 
   
  Go back to LIFE EVENTS AND ROLL THE NEXT YEAR 
   
   
   
   
   
   
   
   
   
   
   
  
   
  21 
  FRIENDS AND ENEMIES 
  Living on the Edge means you don't do things halfway. Your 
  friends are tight, and your enemies ruthless. If you're here, it's 
  because your social life took a major turn (for the worse?) this 
  year.  
   
  Roll 1D10. On a 1-5, you made a friend. On a 6-10, you made 
  an enemy. 
   
  MAKE AN ENEMY 
  You've gotten in someone's face. Enemies are a way of life, so 
  don't skip this step. For each enemy, choose or Roll sex on 1D10. 
  EVEN =    Male 
  ODD    = Female 
  This enemy is (choose or roll One): 
  1 
  Ex friend 
  2 
  Ex lover 
  3 
  Relative 
  4 
  Childhood enemy 
  5 
  Person working for you 
  6 
  Person you work for 
  7 
  Partner or co-worker 
  8 
  Booster gang member 
  9 
  Corporate Exec 
  10 
  Government Official 
  Go to THE CAUSE 
   
  THE CAUSE 
  This enmity started when one of you (choose or roll one): 
  1 
  Caused the other to lose face or status 
  2 
  Caused the loss of a lover, friend or relative 
  3 
  Caused a major humiliation 
  4 
  Accused the other of cowardice or some other personal 
  flaw 
  5 
  Caused a physical disability: (Roll 1D6. 1=2 lose eye. 3-
  4=lose arm. 5-6=badly scarred) 
  6 
  Deserted or betrayed the other 
  7 
  Turned down other's offer of job or romantic involvement 
  8 
  You just didn't like each other 
  9 
  Was a romantic rival 
  10 
  Foiled a plan of the other's 
  Go to WHO'S MAD 
   
  WHO'S MAD? Choose or roll one: 
  1-4 
  They hate you 
  5-7 
  You hate them 
  8-10 
  The feeling's mutual 
  Go to WHAT ARE YOU GOING TO DO... 
   
   
  WHAT ARE YOU GOING TO DO ABOUT IT? 
  If the two of you met face to face, the injured party would most 
  likely (Choose or roll one): 
  1-2 
  Go into a murderous killing rage and rip his face off! 
  3-4 
  Avoid the scum 
  5-6 
  Backstab him indirectly 
  7-8 
  Ignore the scum 
  9-10 
  Rip into him verbally 
  Go to WHAT CAN HE... 
   
  WHAT CAN HE THROW AGAINST YOU? 
  What kind of forces can your enemy put on the table to stop 
  you? (Choose or roll one): 
  1-3 
  Just himself 
  4-5 
  Himself and a few friends 
  6-7 
  An entire Gang 
  8 
  A small Corporation 
  9 
  A large Corporation 
  10 
  An entire Government Agency 
  Go back to LIFE EVENTS AND ROLL THE NEXT YEAR 
   
  Who is this person? Move over to Personal Style and Motivations 
  and make a few rolls to find out what your friend or enemy is like. 
   
  MAKE A FRIEND 
  You lucked out and made a new friend (a rare occurrence In the 
  Cyberpunk world). For each new friend, choose or roll sex on 
  1D10: 
  EVEN =     Male 
  ODD  = Female 
   
  Choose or roll your relationship to this friend: 
  1 
  Like a big brother/sister to you 
  2 
  Like a kid sister/brother to you 
  3 
  A teacher or mentor 
  4 
  A partner or co-worker 
  5 
  An old lover (choose which one) 
  6 
  An old enemy (choose which one) 
  7 
  Like a foster parent to you 
  8 
  A relative 
  9 
  Reconnect with an old childhood friend 
  10 
  Met through a common interest 
   
   
   
  Go back to LIFE EVENTS AND ROLL THE NEXT YEAR 
   
  Who is this person? Move over to Personal Style and Motivations 
  and make a few rolls to find out what your friend or enemy is like. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  22
  Romantic Life 
  There's more to life than just combat and bad breaks. Romance is 
  also part of living on the Edge. If you're here, romantic action was 
  your major event this year. Start with HOW IT WORKED OUT: 
   
  HOW IT WORKED OUT Roll one, then go to that section: 
  1-4 
  HAPPY LOVE AFFAIR (go back to LIFE EVENTS) 
  5 
  TRAGIC LOVE AFFAIR 
  6-7 
  LOVE AFFAIR WITH PROBLEMS 
  8-9 
  FAST AFFAIRS AND HOT DATES (Go back to LIFE 
  EVENTS) 
  10 
  COMPLICATED LOVE AFFAIR 
   
  LOVE AFFAIR WITH PROBLEMS Choose or roll one: 
  1 
  Your lover's friends/family hate you 
  2 
  Lover's friends/family use any means to get rid of you 
  3 
  Your friends/family hate your lover 
  4 
  One of you has a romantic rival 
  5 
  You are separated in some way 
  6 
  You fight constantly 
  7 
  You're professional rivals 
  8 
  One of you is insanely jealous 
  9 
  One of you is "messing around" 
  10 
  You have conflicting backgrounds and families 
  Go back to LIFE EVENTS AND ROLL FOR NEXT YEAR 
   
  TRAGIC LOVE AFFAIR Choose or roll one: 
  1 
  Lover died in accident 
  2 
  Lover mysteriously vanished 
  3 
  It didn't work out 
  4 
  A personal goal or vendetta came between you 
  5 
  Lover kidnapped 
  6 
  Lover went insane 
  7 
  Lover committed suicide 
  8 
  Lover killed in a fight 
  9 
  Rival cut you out of the action 
  10 
  Lover imprisoned or exiled 
  Go To MUTUAL FEELINGS 
   
  COMPLICATED LOVE AFFAIR Choose or roll one: 
  1 - 2 
  Someone got preg and now you have a kid 
  3 
  Your old lover just secretly showed up 
  4 
  Their old Lover just secretly showed up 
  5-7 
  One of you had a kid in the past , they just showed up 
  8 
  You have a terrible secret you’re hiding from them 
  9 
  An old enemy of yours just showed up 
  10 
  An old enemy of theirs just showed up 
  Go To MUTUAL FEELINGS 
   
  MUTUAL FEELINGS Choose or roll one: 
  1 
  They still love you 
  2 
  You still love them 
  3 
  You still love each other 
  4 
  You hate them 
  5 
  They hate you 
  6 
  You hate each other 
  7 
  You're friends 
  8 
  No feeling's either way; it's over 
  9 
  You like them, they hate you 
  10 
  They like you, you hate them 
  Go back to LIFE EVENTS AND ROLL FOR NEXT YEAR 
    
  Was it worth the pain? Move over to the Personal Style and 
  Motivations Sections and make a few rolls to find out what your 
  lover was like and whether you'd do it all over again if he/she 
  walked back into your life.  
  MISCELLANEOUS CHARACTER CREATION 
  RULES  
  These are optional rules; their inclusion is at GM discretion.    
    
  Innate Abilities  
  Characters may possess natural traits that make them just a bit 
  special. Luck can be used to modify the die roll. 
   
  Ambidexterity: to determine whether a character is Ambidextrous 
  or not, roll above an 80% on a percentage roll. An Ambidextrous 
  character can use both hands with equal proficiency, and takes no 
  penalty for doing so.  It also allows the character to take an extra 
  20 skill points (usable only on TECH or REF skills) during 
  character generation. 
   
  Eidetic Memory: to determine if a character has a photographic 
  memory roll above a 90% on a percentage roll. A character with 
  Eidetic Memory has a 20% chance to recall anything he has seen, 
  heard, or read. It also allows the character to take an extra 20 skill 
  points (INT skills only) during character generation. 
   
  Eidetic Reflexes: (the ability to copy any physical act once it has 
  been observed) roll above a 99% on a percentage roll. A character 
  with Eidetic Reflexes can learn Martial Arts, Dance, or Brawl/ 
  Melee as though they were one level lower (IE: he can raise a skill 
  from 5 to 6 by only paying the cost required to raise it from 4 to 5.) 
   
  Double Jointed: roll above 80% (plus 4% for every point of BOD 
  over 5) on a percentage roll.  A Double Jointed character gets an 
  automatic +4 to all Grapple, Hold, and Escape attempts, they may 
  also fit themselves into places considered too small for normal 
  humans, within reason. 
   
  Bloodlust: Roll above 50% (plus 5% for every point of EMP). 
  This allows a character a -4 to their Stun Save (but not death save) 
  to remain conscious, and treats wounds as –4 for the purpose of 
  determining effects from damage (if the character takes 9 points of 
  damage, putting him in critical condition, he will fight as though 
  he has only taken 5 points and is instead in serious). This effect 
  lasts for a number of rounds equal to  the characters Endurance  
  Skill level x2, When the Bloodlust comes to an end the character  
  must make a stun save at +4 in addition to whatever modifiers he 
  has accrued due to damage.. 
   
  Age 
  Playing characters that are younger or older than the norm is 
  possible.  A characters age will affect him in a great many ways.  
  A younger Character won’t have learned as much as an older one.  
  An elderly character won’t be as strong or fast as he was when he 
  was 20.  To compensate for this refer to the following: 
    
  A.  For every 2 years before the age of 16, subtract 1 point from 
  the following Stats:  BOD, REF, MA, TECH, and COOL (for 
  characters older than 4 years old, these cannot drop below a 3).  
  Further more, characters under the age of 16 can add +1 to their 
  EMP (no higher than 10).  Also, characters under the age of 16 
  will earn twice the IP for their skills, but will have -5 points for 
  their starting skills for every year under the age of 16. 
   
  B.  For every 10 years over the age of 40, a character will lose 1 
  point off their BOD, REF, MA, and ATTR skills.  However, as a 
  character becomes older he learns more, and becomes wiser.   
  Generating characters at the age of 20+, and every 10 years 
  above receive an extra 10 IP to startup skills.  
   
  C. Skills degrade without practice.   If a skill is not applied at 
  least once every year of game time, it will begin to drop in levels 
  by one point for every 6 months of in-game time it goes 
  unpracticed.  
  
   
  23 
  PART 5: GETTING STARTED 
  STARTING FUNDS 
  So how much do you start with? Well, that depends on your job.  How good a job you currently have is based on the level of your Special 
  Ability. For example, an Instigator with a Charismatic Leadership of  2 isn't going to draw crowds like Martin Luther King. This means he'll be 
  reduced to speaking his mind wherever he can get an audience; small churches, bar-mitzvahs, weddings, bar fights, street corners; you name it. 
   
  Take a quick jump to the Occupation Table. Find your Primary Role (or the role closest to it), cross-reference it to your current Special Ability 
  level, and that'll give you a monthly salary. For characters with more than one Role, only their Primary is counted.  Multiply this amount by a 
  1D6/3 to determine the number of months you've currently been employed, and that gives you the total monetary amount your character starts 
  with.  This occupation table represents a modern age, American or European setting and is measured in dollars.  Other settings and locations 
  may be vastly different.  For example, in a Pulp Setting with a stable economy, divide the amounts by 5, in a similar Old West setting divide by 
  10, in a setting prior to that divide by 100.  Space settings may use a vastly different form of commerce, as such it is up to the GM’s discretion, 
  but it should be indicative of the society players find themselves in (in other words don’t limit your characters to next to nothing while 
  everyone around them is outfitted to the hilt).  In a pre-historic or savage society, there is no concept of money though trade is probably present 
  in some form.  Also the form of currency is going to change according to setting and genre.  Gold pieces are the standard for anything up to an 
  Old Western setting, afterwards becomes dollars, Euros, Eurobucks, or whatever the standard world currency may be. 
   
  Exactly how you earn your money is up to you; the categories are deliberately vague to give you plenty of role-playing room. Maybe as a 
  "Level 7" Solo, you don' t want to work for a military; no problem. It's only a general description of where you fit on the Solo hierarchy. For all 
  we know, you work on an extraction team for Amnesty International or maybe you are the personal bodyguard of an important Nobleman.  The 
  Occupation table is for beginning characters, and represents a baseline of what the characters have been able to save, after play begins the 
  characters are generally expected to negotiate their own wages and salaries.  One last thing. Roll one more D6.  If you roll higher than a four, 
  you just got unemployed. Congratulations.   
   
  OCCUPATION TABLE 
                           SPECIAL ABILITY LEVEL 
  ROLE 
  1-5 
  6 
  7 
  8 
  9 
  10 
  ANIMAL 
  EMPATH 
  800 / MONTH 
  1600 / MONTH 
  2400 / MONTH 
  6000 / MONTH 
  9,000 / MONTH 
  11,000 / 
  MONTH 
  ARTISTE 
  400 / MONTH 
  1000 / MONTH 
  2000 / MONTH 
  5000 / MONTH 
  10, 000 / 
  MONTH 
  15,000 / 
  MONTH 
  ATHLETE 
  700 / MONTH 
  1400 / M ONTH 
  2800 / MONTH 
  6000 / MONTH 
  11,000 / 
  MONTH 
  17,000 / 
  MONTH 
  BOUNTY DOG 
  1200/ MONTH 
  1500 / MONTH 
  1800 / MONTH 
  3500 / MONTH 
  7000 MONTH 
  10,000 / 
  MONTH 
  CORPORATE 
  1000 / MONTH 
  2000 / MONTH 
  4000 /MONTH 
  6000 / MONTH 
  10,000 / 
  MONTH 
  16,000 / 
  MONTH 
  COP 
  900 / MONTH 
  1200 / MONTH 
  1500 / MONTH 
  2000 / MONTH 
  3000 / MONTH 
  5000 / MONTH 
  EDUCATOR 
  700 / MONTH 
  1000 / MONTH 
  1300 / MONTH 
  1500 / MONTH 
  2000 / MONTH 
  4000 / MONTH 
  FIXER 
  1500 / MONTH 
  2000 / MONTH 
  3000 / MONTH 
  6000 / MONTH 
  9000 / MONTH 
  12,000 / 
  MONTH 
  GRIFTER 
  1000 / MONTH 
  1200 / MONTH 
  1800 / MONTH 
  3000 / MONTH 
  6000 / MONTH 
  9000 / MONTH 
  INFILTRATOR 
  1100 / MONTH 
  1600 / MONTH 
  2000 / MONTH 
  5000 / MONTH 
  8000 / MONTH 
  10,000 / 
  MONTH 
  INSTIGATOR 
  400 / MONTH 
  1000 / MONTH 
  1800 / MONTH 
  3500 / MONTH 
  8000 / MONTH 
  16,000 / 
  MONTH 
  INVESTIGATOR 
  1000 / MONTH 
  1400 / MONTH 
  1900 / MONTH 
  2500 / MONTH 
  3500 / MONTH 
  7000 / MONTH 
  MUNDIE 
  500 / MONTH 
  800 / MONTH 
  1200 /MONTH 
  1600 / MONTH 
  2000 / MONTH 
  3000 / MONTH 
  MEDIA 
  900 / MONTH 
  1500 / MONTH 
  2000 / MONTH 
  2800 MONTH 
  5000 / MONTH 
  8000 / MONTH 
  MEDTECH 
  1200 / MONTH 
  1800 / MONTH 
  25000 / MONTH 
  3000 / MONTH 
  6000 / MONTH 
  12,000 / 
  MONTH 
  NETRUNNER 
  1000 / MONTH 
  2000 / MONTH 
  3000 / MONTH 
  5000 / MONTH 
  7000 / MONTH 
  9,000 / MONTH 
  NOMAD 
  600 / MONTH 
  800 / MONTH 
  1100 / MONTH 
  1300 / MONTH 
  1800 / MONTH 
  2800 / MONTH 
  RUNNER 
  700 / MONTH 
  1500 / MONTH 
  2000 / MONTH 
  3500 / MONTH 
  5000 / MONTH 
  8000 / MONTH 
  SAVAGE 
  200 / MONTH 
  400 / MONTH 
  800 / MONTH 
  1200 / MONTH 
  3000 / MONTH 
  7000 / MONTH 
  SCOUT 
  900 / MONTH 
  1200 / MONTH 
  1700 / MONTH 
  2000 / MONTH 
  4000 / MONTH 
  6000 / MONTH 
  SHADOW 
  1800 / MONTH 
  2300 / MONTH 
  3000 / MONTH 
  4000 / MONTH 
  6000 / MONTH 
  11,000 / 
  MONTH 
  SOLO 
  800 / MONTH 
  1300 / MONTH 
  2000 / MONTH 
  3000 / MONTH 
  5000 / MONTH 
  8,000 / MONTH 
  TECHIE 
  700 / MONTH 
  1000 / MONTH 
  1500 / MONTH 
  2000 / MONTH 
  3500 / MONTH 
  7000 / MONTH 
  VAMP 
  1400 /MONTH 
  2000 / MONTH 
  3000 / MONTH 
  4000 / MONTH 
  5000 / MONTH 
  6000 / MONTH 
   
  
   
  24 
  PART 6 WEAPONS AND ARMOR 
  The first thing your characters are going to want to do is get themselves outfitted with weapons and equipment. 
   
  Weapons break into seven types: 
   
  Pistols (P) are any type of single shot (or semiautomatic) weapon 
  that may be accurately fired with one hand. 
   
  Submachineguns (SMG) are any type of weapon that may fire 
  either automatically or semi automatically, using only pistol 
  ammunition. 
   
  Shotguns (SHG) are any weapon that fires pellets or other small 
  particles instead of a solid slug. 
   
  Rifles (RIF) include assault rifles, carbines, and fully automatic 
  rifles. These weapons always fire rifle type ammunition. 
   
  Heavy Weapons (HVY) include missiles, grenades, heavy 
  cannon, etc. 
   
  Melee Weapons (MELEE) include swords, daggers, knives, 
  martial arts weapons, polearms, etc. 
   
  Exotic Weapons (EX) these are lasers, flechette pistols, airguns 
  and microwave weapons - the real "sci-fi" weapons.  Bows and 
  Crossbows, as well as slings and other odd weapons types fall 
  under this category as well. 
   
  Weapon Codes: 
  Each weapon is represented by certain characteristics, such as 
  its type, damage, range, accuracy, concealability, availability 
  and cost. These factors are recorded as a weapon code - a 
  profile of the weapon in order of: 
   
  Name · Type · Accuracy · Concealability · Availability · 
  Damage/Ammunition · Number of Shots · Rate of Fire · 
  Reliability 
   
  For an example, a weapon with the code: 
  Minami 10 - SMG - 0 - J - E - 2D6+3 (10mm) - 40 - 20 - VR 
  would be a Minami 10 Submachinegun (SMG) of average 
  Accuracy (0) which can be hidden under a jacket (J), with 
  excellent availability (E), fires 10mm ammunition, has a 40 shot 
  magazine, can fire up to 20 rounds per combat round on full auto, 
  and is very reliable.  
   
  Descriptions of Weapon Codes follow: 
  Accuracy: This is how good the weapon really is. Weapons are 
  rated from -3 to +3 on accuracy, with 0 being an average level of 
  accuracy. 
   
  Concealability: How easily they can be hidden until needed (an 
  important factor in combat weapons). A smart combat gunner 
  doesn't want to walk into a bar with a shotgun protruding from 
  underneath his coat - it's going to cause trouble. He also needs to 
  be able to carry "holdouts" in the event of capture or disarmament. 
  Pocket, Pants Leg or Sleeve         (P) 
  Jacket, Coat or Shoulder Rig      (J) 
  Long Coat                                      (L) 
  Can't be Hidden                            (N) 
   
   
   
  Availability: This is how difficult the weapon is to find on the 
  open market.  This will often vary wildly depending on setting and 
  genre. 
  Excellent (E) Can be found almost anywhere. 
  Common (C) Can be found in most sports & gun stores 
  or on the Street. 
  Poor (P) Specialty weapons, black market, stolen 
  military. 
  Rare (R) Stolen, one of a kind, special military issue, 
  may be highly illegal. 
   
  Damage: This is the amount of damage a weapon does, measured 
  in the number of dice, either 6-sided (D6) or 10-sided (D10) die.  
  Example: if a weapon damage is 2d6, you roll 2 six sided die. 
   
  Number of Shots: This is how many shots are held in the standard 
  clip, magazine or cylinder for the weapon type. 
  . 
  Rate of Fire: This is how many shots the weapon can fire in a 
  single combat round by holding down the trigger (3.3 seconds).  
  Weapons with multiple modes of fire such as single shot, 3-round 
  burst, and full auto, will have this broken up like this 1/3/20. 
   
  Reliability: This is how reliable the weapon is in combat - its 
  chance of jamming while on autofire, etc.  
   
  Unreliable      (UR) 
  Standard        (ST) 
  Very Reliable (VR) 
  MELEE WEAPON RULES 
  Melee weapons are assumed to be of standard quality, however 
  you can upgrade or degrade the quality. 
  A weapon with a quality of 1 is 1/5th the price listed. 
  A weapon with a quality rating of 2 drops the weapon price by ½. 
  A weapon with a quality rating of 3 is standard. 
  A weapon with a quality rating of 4 raises the weapon price x3 
  A weapon with a quality rating of 5 raises the weapon price x10 
  (Certain weapons, especially improvised ones such as most glass 
  bottles have a quality rating of zero and break upon impact) 
   
  All hafted weapons can also do damage as a Jo or Bo staff, 
  depending on length. 
  Weapon Pommels can be used to make bludgeoning attacks and do 
  1/2 D6 damage. 
  Improvised weapons are to be compared to the above list using 
  common sense to figure out what would be the best category of 
  comparison for the improvised weapon.  For really odd 
  bludgeoning weapons, damage is figured at ½ d6 for every 2 lbs. 
  of weapon weight. 
  You can throw any weapon, but throwing any weapon not 
  specifically designed for it results in a -2 to hit. 
  
   
  25
  MELEE WEAPON OPTIONS 
   
  Jagged, spikey, edges add +3 damage to bladed weapons, cost an 
  extra 20% of weapon cost. Spikes add +3 damage to any bludgeon 
  weapon.  Spiked or jagged edge weapons remove an extra point of 
  SP to soft armor, regardless of whether the attack does damage 
  equal to 50% of the SP value.  Attacks that do penetrate lose an 
  additional point of SP for every penetration increment. 
   
  Mono-Blades add 1d6 to damage of bladed weapons, weapon cost 
  x5, drop quality down to 1, if orbital crystal is used cost is x7 and 
  quality only drops to 2. For x10 weapon cost you can have only the 
  edge of a bladed weapon covered with Mono-Crystal, even if the 
  mono-edge shatters the weapon will still have a working blade.  
  Using this method only the actual edge of the blade suffers a 
  quality loss. (This can be done to any bladed weapon; orbital 
  crystal can be used for x15 the cost of the weapon). This option is 
  only available in near future and beyond settings.  The damage 
  from a mono blade comes from its sharpness, as such a monoblade 
  will allow its user to increase his base damage limit by 1d6 (up to 
  weapons max damage) for the purposes determining maximum 
  damage for quick, normal and full actions.  For example, a Mono-
  Katana does 4d6 damage, normally a normal action limit for 
  damage is 2d6, with a mono blade the weapon will do 3d6. 
   
  For every 50 years of age of the weapon, add $100 to the price. 
   
  If a known Mastersmith created the weapon, add $1,000 to price, 
  and improve weapon quality by one rank.  You can do this up till 
  you achieve Masterwork quality. 
   
  A knuckle guard (+$25) or handbasket (50eb SP:6) can be added to 
  any melee weapon, protecting the hand and allowing for 1D6 
  bludgeon damage. 
   
  You can add 10% extra weight to the end of a weapon for an 
  additional 20% of the weapon cost. This gives an additional 1 point 
  of damage for every weight increase up to a maximum of 5. 
   
  Custom Engraving, precious metal inlay, gem setting, and special 
  material handles (such as bone or ivory) are possible, at a steep fee 
  (determined by GM) 
   
  Many weapons can be used to entangle, Hook swords, tonfa, 
  Jitte's, whips, chains.... even a towel.  Weapons such as these 
  provide a +1 to grapple, hold, and choke check 
   
  To make the life of GM's far easier, here is an extensive list of 
  melee weapons.  However, with this list the weapons will be 
  classed by type.  So as opposed to having stats for each and every 
  weapon, it will merely be giving damage based of the general type 
  of groups of weapons, along with rules for customization, options, 
  and quality, and all the things that that entails.  Hopefully the 
  following lists, while not complete by any means, will give you 
  enough to place any other weapons you might be curious about. 
   
  1. BLADED WEAPONS 
  UlLTRALIGHT KNIVES = 1 point of Damage, general cost  $10 
  Pocket Knives, Scalpels, Pen Knives, Boxcutters, Knitting 
  Needle, Ice Pick 
   
  EXTRA LIGHT KNIVES = 1/2 D6 Damage, general cost  of  $25 
  Steak Knife, Balisong, Fillet Knife, Small Throwing knife, Boot 
  Knife, Stilleto, Small Kris, Push Knife, Folding Knife, Dirk, 
  Bagh Nahks, Teko, Ashiko, 
   
   
   
  LIGHT KNIVES = 1D6 Damage, general cost of  $50 
  Combat knife, Hunting knife, Butcher knife, Tanto, Bowie, 
  Dagger, Large Throwing Knife, Large Kris 
   
  LIGHT SWORD = 2D6 Damage, general cost of  $100 
  European Short Sword, Tai Chi Sword, Wakizashi, Daab, 
  Machete, Kuhkri, Ninja-to, Gladius, Large Survival Knife, 
  Large Bowie, Butterfly knife, Chinese War Sword, Epee', Foil, 
  Barong, Sword Cane, 
   
  MEDIUM SWORD = 3D6 Damage, general cost of $200 
  Katana, Broadsword, Dao, Chinese Hook Sword, Tachi, 
  Cavalry Saber, Scimitar, Cutlass, Longsword, Rapier, 
  Shamshir, Small Scimitar,  
   
  HEAVY SWORD = 4D6 Damage, General cost of  $300 
  Claymore, Zweihander, No-Dachi, Bastard Sword, 
  Greatsword, Flamberge, Executioners Sword, Large Scimitar, 
   
  UlLTRALIGHT THROWN WEAPON = 1 point Damage, 
  general cost of  $5 
  Bar Dart, Shuriken, Asian Throwing Spike, Hyo,  
   
  EXTRALIGHT THROWN WEAPON = 1/2 d6 Damage, 
  general cost of  $10 
  Small Throwing Knife, Heavy Shuriken, Boot knife, Bowie 
  Knife, 
   
  LIGHT THROWN WEAPON = 1D6 Damage, general cost of 
  $20 
  Heavy Throwing Knife, Tomahawk, Throwing Ax, Chakram, 
   
  MEDIUM THROWN WEAPON = 2D6 Damage, General cost 
  of  $40 
  Heavy Throwing Axe, Mongwanga, Spear, Javelin, Lawn Dart 
   
  LIGHT AXE = 1D6 Damage, general cost of $20 
  Hatchet, Tomahawk, Hand Axe, Hunga Munga, Kama 
   
  MEDIUM AXE = 2D6 Damage, general cost of $40 
  Mongwanga, Battleaxe, Woodsmans Axe, Splitting Axe, 
  Carvers Axe, 
   
  HEAVY AXE = 3D6 Damage, general cost of  $60 
  Great Axe, Executioners Axe, Double Bit Axe 
   
  LIGHT POLEARMS = 3D6 Damage, general cost of  $50 
  Spear, Hook Spear, Imperial Polearm, Asegai, Boar Spear, 
  Samburu Spear, Zulu Spear, Native American Spear, Wu Cha 
   
  HEAVY POLEARMS = 4D6 Damage, general cost of $100 
  Naginata, Kwan-Do, Lance, Halberd, Poleaxe, Yari 
   
   
  
   
  26
  2. BLUDGEONING WEAPONS 
  ULTRALIGHT BLUDGEONING = 1D6 Damage, general cost 
  of  $0-30 
  Short club, sap, Escrima Stick, Brass Knuckles, Weighted 
  Gloves, 
   
  LIGHT BLUDGEONING = 2D6 Damage, general cost of  $50 
  Tonfa, Club, Cudgel, Cane, Nightstick, Small Mace, Baton, Jo-
  Staff, Sai, Jitte, Hanbo 
   
  MEDIUM  BLUDGEONING = 3D6 Damage, general cost of 
  $25-75 
  Baseball bat, Nunchaku, Flail, Mace, Bo-Staff, Large Club, 
  Heavy Pommeled Cane, 
   
  HEAVY BLUDGEONING = 4D6 Damage, general cost of  
  $100 
  Heavy Mace, Heavy Flail, Great Club, 3 Sectional Staff,  
   
  3.  FLEXIBLE WEAPONS 
  LIGHT FLEXIBLE WEAPON = 1/2 D6 Damage, general cost 
  of $30 
  Riding Crop, Kangaroo Rat, Switch Whip, Bamboo Whip, 
  Weighted Sleeve or Sash,  
   
  MEDIUM FLEXIBLE WEAPON = 1d6 Damage, general cost 
  of  $50 
  Short Bullwhip, Cat-O-nine-tails, Bicycle chain,  
   
  HEAVY FLEXIBLE WEAPON = 2d6 Damage, general cost of 
  $100 
  Bullwhip, Heavy Chain, Manrikigusari, Jie Jui Ban, 
  Monowhip 
   
  MELEE WEAPON QUALITY 
  0 
  Fragile, breaks on any fumble, 50% chance of breaking during 
  use. 
  1 
  Cheap, breaks on a roll of 4 or lesson a 1D10 after any fumble  
  2 
  Poor Quality-breaks on 2 or less on a 1d10 after a fumble  
  3 
  Standard Quality, hard to damage, breaks only on a critical 
  fumble 
  4 
  High Quality, long lasting, can take abuse, military quality tool, 
  almost impossible to damage without specifically intending to. 
  5 
  Masterwork Quality, even trying, it is near impossible to 
  damage.  Only the finest weapons can achieve this. 
   
  A Poor quality weapon suffers a -1 to Accuracy and a Cheap 
  quality weapon receives a -2 to Accuracy due to inferior 
  construction and balance.  A High quality weapon receives a 
  +1 and a Masterwork quality weapon receives a +2 to accuracy 
  due to superior craftsmanship and balance. 
   
   
   
  Throwing Weapons 
  These weapons use the character’s Martial Arts (+Cast bonus), or 
  Brawling/Melee Skill. Thrown objects may not be larger than 2 
  yards square and can only be thrown as far as allowed by the 
  strength of the thrower: 
   
  BODY TYPE 
  MAX DISTANCE 
  1-3 
  10 yards 
  4-5 
  20 yards 
  6-7 
  40 yards  
  8-9 
  60 yards 
  10-11 
  80 yards 
  12-13 
  100 yards 
  14-15 
  120 yards 
  Values shown above are for baseball-sized objects weighing no 
  more than 1kg. For every additional kilogram, subtract 2 from 
  the Body Type score used to calculate throwing distance.  This 
  chart is also used for grenades, which use the Athletics skill in 
  place of Martial Arts or Brawl/Melee.  5% can be added to 
  distance per point of Strength Feat. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  27
  FIREARMS Damage/Ammunition:  
  For modern firearms each weapon is rated as to the type of 
  ammunition it carries, and the damage of that ammunition (in Dice 
  Increments).  In settings from Late Old West and beyond, Weapon 
  damage is based on ammunition type of the weapon.  The Chart 
  below details the most common types of modern ammunition and 
  the damage related to them.  Cost is per box of 50 cartridges. 
  Ammo Type 
  DAMAGE Cost  Notes 
  5mm 
  1d6 
  5  
   
  .25 ACP 
  1d6+1 
  7  
   
  .22 Long Rifle 
  1d6 
  6 
   
  6mm 
  1d6+1 
  8  
   
  7mm 
  1d6+2 
  9 
   
  .38 
  1d6+2 
  10 
   
  9mm  
  2d6+1 
  12 
   
  .41 CL  
  2d6+1 
  14 
   
  .45 Cal ACP 
  2D6+2 
  15 
   
  10mm 
  2d6+3 
  16  
   
  Militech 88 ISTS 
  3d6 
  20 
  8.8mm Necked-Down 10mm  
  .338  
  3d6 
  17 
   
  .357 Magnum  
  3d6+1 
  18 
   
  .45ACP 
  2d6+2 
  18 
   
  .400 Cor-Bon 
  3d6 
  22 
  Necked-Down .45ACP 
  .40S&W 
  2d6+3 
  18 
   
  11mm 
  3d6 
  20 
   
  CA 10.4mm 
  3d6+3 
  35 
  Necked-Down 11mm round 
  .408 Magnum 
  3d6+2 
  25 
   
  .41 Magnum 
  3d6+2 
  24 
   
  12mm 
  4d6+1 
  30 
   
  .44 Magnum 
  4d6 
  35 
   
  .454 Casull 
  4d6+3 
  40 
   
  .50AE (12.7mm) 
  4d6+2 
  42 
  Desert Eagle & Jericho load 
  .44 Cor-Bon Magnum 
  4d6+3 
  55 
  Necked-Down .50AE round 
  .525 Magnum Express 
  5d6 
  55 
   
  .577 Boomer Magnums  5d6AP 
  60 
   
  14mm Malorian Short 
  6d6 
  70 
   
  RIFLE AMMO 
   
   
   
  4.5mm Liquid Prop 
  4d6 
  50 
   
  5.5mm Chinese 
  4d6+2 
  40 
   
  5.56mm NATO 
  5d6 
  35 
   
  5.54mm PACT 
  5d6 
  40 
   
  5.7mm Caseless 
  3d6 
  25 
   
  6mm Caseless 
  5d6 
  40 
   
  7mm Fed. Caseless 
  5d6 
  30 
   
  .30-06 
  6D6 
  25 
   
  7mm Can Long 
  6d6-2 
  40 
   
  7.62mm Sov Short 
  5d6+2 
  45 
   
  7.62mm Sov Long 
  6d6 
  50 
   
  7.62mm NATO Long 
  6d6+2 
  65 
   
  6.5CL Hybrid 
  6d6-1 
  50 
   
  9mm CL Long 
  2d6+4 
  20 
   
  Arasaka 10mm Rifle 
  8d6 
  80 
   
  .300 Winchester Mag. 
  7d6+3 
  100 
   
  12.7mm /.50 BMG 
  6d10 
  100 
   
  20mm Reduced 
  4d10 
  75 
   
  14.5mm 
  7d10 
  100 
   
  15mm BMG 
  7d10 
  110 
   
  15mm Kurz 
  4d10+3 
  150 
  Available in KTW & Explosive  
  20mm 
  8d10 
  200 
  Available in EHI 
  30mm 
  10d10 
  500 
  Available in EHI 
  SHOTGUN AMMO 
  * 
   
   
  .20 Gauge 
  3d6/2d6/1d6 
  35 
  *indicates damage at close, 
  medium, and long ranges 
  .12 Gauge 
  4d6/3d6/2d6 
  40 
   
  .10 Guage 
  5d6/4d6/3d* 
  50 
   
  For periods before the late 1800’s, when science had escalated to 
  the assembly line and exact uniform measurements for 
  manufacturing of weapons and ammunition, it is advised that you 
  use a simpler scale, based off the RELATIVE size of the firearm 
  and its ammunition.  This chart is as follows: For far flung future 
  settings, a similar chart can be used, modifying the dice value as 
  the setting or GM requires.  (Simplest solution is adding 1d6 to 
  each category) 
   
  Pistols 
  RIFLES 
  Light 
  Medium 
  Heavy 
  Light 
  Medium 
  Heavy 
  1d6 
  2d6 
  3d6 
  2d6 
  3d6 
  4d6 
   
  Sample Firearms 
  1500 -1800 
  Weapon 
  Type Acc. Conc. Avail. 
  Damage 
  Shots ROF Rel. 
  Flintlock Pistol* 
  Pist 
  -3 
  J 
  P 
  1D6 
  1 
  1 
  UR 
  Musket* 
  Rif 
  -2 
  N 
  P 
  2D6 
  1 
  1 
  ST 
  Blunderbuss* 
  SHT +2/-3 
  L 
  P 
  5D6/3D6/1D6 
  1 
  1 
  UR 
  1800 - 1900 
  Weapon 
  Type Acc. Conc. Avail. 
  Damage 
  Shots ROF Rel. 
  Derringer ** 
  Pist 
  -2 
  P 
  P 
  1D6 (.22 cal) 
  2 
  1 
  UR 
  Peacemaker*** 
  Pist 
  -1 
  J 
  E 
  2D6+2 (.45 cal) 6 
  1 
  VR 
  Navy Dragoon 
  ***# 
  Pist 
  -1 
  L 
  C 
  2d6+2 (.44 cal) 
  5 
  1 
  ST 
  Winchester Rifle 
  **** 
  Rif 
  +1 
  N 
  E 
  2D6+2 (.45 cal) 8 
  1 
  VR 
  Double Barrel 12-
  gauge** 
  SHT 
  +2/0 
  N 
  E 
  4D6/3D6/2D6 
  (12 ga.) 
  2 
  1/2 
  VR 
  1900 – 1960 
  Weapon 
  Type Acc. Conc. Avail. 
  Damage 
  Shots ROF Rel. 
  Colt 1911A1 
  Pist 
  0 
  J 
  E 
  2D6+2 (.45 cal) 7 
  1 
  VR 
  Walther P-38 
  Pist 
  +2 
  J 
  C 
  2D6+1 (9mm) 
  8 
  1 
  ST 
  Police Special 
  (revolver) 
  Pist 
  +2 
  J 
  E 
  1D6+2 (.38) 
  6 
  1 
  VR 
  Thompson  
  Sub machinegun 
  SMG 
  -1 
  L 
  C 
  2D6+2 (.45 cal) 20 
  1/20 
  ST 
  M-1 Garand 
  Rif 
  +2 
  N 
  E 
  6D6 (.30-06) 
  8 
  1 
  VR 
  12-Gauge Pump 
  **** 
  SHT +2/+1 
  N 
  E 
  4d6/3d6/2d6 
  (12 ga.) 
  7 
  1 
  VR 
  1960 - PRESENT 
  Weapon 
  Type Acc. Conc. Avail. 
  Damage 
  Shots ROF Rel. 
  Baretta M-92 
  Pist 
  +1 
  J 
  E 
  2D6+1 (.9mm) 15 
  1 
  VR 
  Smith & Wesson 
  M-29 (revolver) 
  Pist 
  +2 
  L 
  C 
  4D6 (.44 mag) 
  6 
  1 
  VR 
  UZI 
  SMG 
  +1 
  L 
  C 
  2D6+1 (9mm) 
  30 
  1/3/25 ST 
  M-16 
  Rif 
  +2 
  N 
  C 
  5D6 (5.56mm) 30 
  1/3/25 ST 
  Franchi-Spas -12 
  **** 
  SHT +3/+2 
  N 
  P 
  4D6/3D6/2D6 
  (.12 gauge) 
  8 
  1 
  VR 
  Near Future 
  Weapon 
  Type Acc. Conc. Avail. 
  Damage 
  Shots ROF Rel. 
  Armalite .44 
  Pist 
  0 
  J 
  E 
  4D6+1 (12mm) 
  8 
  1 
  ST 
  FN-RAL 
  Rif 
  -1 
  N 
  C 
  6D6+2 
  (7.62mm) 
  30 
  30 
  ST 
  Far Future 
  Weapon 
  Type Acc. Conc. Avail. 
  Damage 
  Shots ROF Rel. 
  Blaster Pistol 
  Pist 
  0 
  J 
  E 
  3D6 
  50 
  1 
  VR 
  Blaster Rifle 
  Rif 
  +2 
  N 
  E 
  5D6 
  100 1/3/10 ST 
  *Flintlock/Muzzle Load weapons take 15 rounds / -1 round per point of Weapon Skill 
  to reload 
  **Dual or multiple barrel weapons take 1 round to reload per 2 barrels 
  *** Single action revolvers take 2 rounds to reload and take 2 Quick Actions to fire, 
  though “fanning the hammer” allows for x2 Quick Action attacks at a –2 to hit (some 
  revolvers have removable cylinders or speedloaders, allowing for reloads in 1 round 
  ***# Cap and ball weapons take double the time to reload as normal bullets 
   **** Tube fed weapons take 2 rounds to reload per 8 shots (round up) 
   
  For a far more detailed look at the firearms of antiquity and the far 
  future, including detailed Stats, 3G3’s Guns, Guns, Guns, is an 
  excellent resource, and more than capable of fulfilling your needs, 
  especially in conjunction with the rules as given here.  For modern 
  weapons, R. Talsorian’s Edge of The Sword: Compendium of Modern 
  Firearms is recommended.  Both books have stats for Interlock.
  
   
  28 
  This is the next most important purchase for the well-dressed character. Each armor has an Encumbrance Value (EV) which is subtracted from 
  your character's REF, and a Stopping Power (SP), which refers to the ability of the armor to stop damage. The Stopping Power is subtracted 
  from the amount of damage done by the hit. Armor includes:
   
  Standard Armor 
  Heavy leather (Jacket or Pants)                         SP: 4  
  Chain Mail (Shirt or Pants)                                SP: 10 
  Banded Mail (shirt or pants)                              SP: 8  
  Half Plate (armor plates added to leather  
  or chain shirt or jacket)                                       SP: 12 
  Full Pate (includes helmet and gauntlets, 
  Covers from head to toe)                                     SP: 15 
  Hide Shield (Leather stretched across sticks)     SP: 4 
   
   
   
   
  Wooden Shield                                                   SP: 8 
  Steel Shield                                                         SP: 15 
  Leather Helmet                                                  SP: 4 
  Steel Helmet                                                       SP: 15 
   
  Modern Armor 
  Kevlar T-Shirt/Vest                                           SP=10  
  Kevlar Armor Jacket              SP: 14 (Lt), 18 (Med) or 20 (Hvy) 
  Personal protection for the fashion conscious, these lightweight 
  Kevlar jackets have nylon coverings that resemble normal jackets. 
  Helmet                                             SP: 14 (Steel) or 20 (Nylon) 
  Flack Vest/Pants                                                SP: 20  
  Doorgunner's Vest                                            SP: 25  
  MetalGear™                                                      SP: 25 
   Laminated Epoxide plate armor. Bulky and designed in modular 
  sections, with helmet, arm & leg coverings, torso and back 
  clamshell. 
   
  As with weapons, by spending more money you can increase the 
  quality of any armor.  Spending x2 the cost removes +1 point of 
  EV, x4 removes 2 points, and x6 removes 3 points. 
   
  ARMORED CLOTHING, LAYERS, & ENCUMBRANCE 
  Humans can only wear so many layers of differing thicknesses of 
  clothing without being so stiff that they can't move. Penalties are 
  assessed for the Torso and Legs; your torso including arms and 
  head (as both need considerable leeway to move freely). Layers are 
  not interchangeable! (i.e. 2x Lights do not equal a Heavy!) Also, 
  EV penalties from over-layering are in addition to those for 
  armoring clothing.  
   
  Layering: 
  Torso: 1 layer Light clothing, 1 layer Heavy clothing. 
  Legs: 1 layer Medium or Heavy clothing. 
   
  Penalties for extra layers: 
  Type: 
  Extra Torso Layer 
  Extra Leg Layer 
  Light 
  -1EV 
  -1EV 
  Medium 
  -3EV 
  -2EV 
  Heavy 
  -4EV 
  -3EV 
   
  When wearing body armor, add up the total of EV's (listed in the 
  Armor Table), and subtract this from your character's REF Stat  
   
   
   
   
   
  Material Weights Per Clothing Type 
   
  Natural: Anything that provides natural protection, such as the 
  cybernetic options Skinweave or Subdermal Armor, or magical or 
  Psionic effects that provide a natural armor bonus, do NOT count 
  as a layer. 
   
  Light: Shirts, scarves, bandannas, dresses, jumpsuits, gloves, hats, 
  ties, sweaters, thin skirts, shades. 
   
  Medium: Pants, cloth or light leather jackets and coats, light 
  leather pants, heavy skirts, shoes, soft boots, some chaps. 
   
  Heavy: Heavy leather jackets and coats, hard leather and synthetic 
  boots, heavy belts, most chaps. 
   
  FIREPROOFING 
  Giving clothing the equivalent of SP20 vs. flame damage adds to 
  the price. For shirts, +100-300%; for pants/skirts, +100-200%; for 
  jackets, +50-100%.  
   
  GROUNDED ARMOR 
  Most armors are not grounded vs. electrical impulse, this adds 50% 
  to the armor cost, and negates electrical weapons, such as a taser or 
  stun gun. Untreated Ballistic Crabshell Armor reduces damage 
  from electrical attacks by 50%. 
   
  HELMETS 
  All helmets (unless specifically designed) reduce sight Awareness 
  checks by -1 and hearing Awareness checks by -3. They're also hot 
  and fatiguing; it's inadvisable to wear other head covering under it 
  (such as bandannas or ski masks) for any length of time. If you do, 
  expect Awareness penalties to be doubled (GM's call).  
   
  SHIELDS 
  Shields protect the arm they are worn on, small shields, like 
  bucklers, don’t protect anything else and are mean only for 
  parrying and blocking.  Medium shields, like battle shields, protect 
  the arm and the torso or any part of the body they are held in front 
  of.  If the character is crouching they may also provide partial 
  protection to the head and legs depending on the size and shape of 
  the shield.  Tower and other large shields, will protect the torso, 
  most of the legs, and the head provided the character keeps his 
  head low.  Some tower shields actually have window slits so the 
  character may see what’s in front of him. 
   
   
   
   
   
   
   
   
   
   
  Armor 
  
   
  29
  ARMOR 
  Type of Armor 
  Covers 
  SP* 
  EV** 
  Cost 
  Heavy leather 
  Arms, Torso, possibly legs 
  4 
  +0 
  50.°° 
  Chain Mail# 
  Arms, Torso, possibly legs 
  10 
  +1 (+2 if arms are covered, +1 for 
  leggings) 
  100.°° 
  Banded Mail# 
  Arms, Torso, possibly legs 
  8 
  +0 (+1 if arms are covered, +0 for 
  leggings) 
  75.°° 
  Half Plate# 
  Arms, Torso, possibly legs 
  12 
  +2 (+3 if arms are covered, +2 for 
  leggings) 
  100.°° 
  Full Pate# 
  Head, Arms, Torso, Legs, Hands, 
  Feet, 
  15 
  + 4 
  400.°° 
  Hide / Lexan Shield Small 
  Arm 
  4/10 
  +0 
  10.°°/ 20.°° 
  Hide or Lexan Shield 
  Medium 
  Arm +1 location * 
  6/12 
  +0 
  15.°°/ 40.°° 
  Hide or Lexan Shield 
  Large 
  Arm +2 locations * 
  6/15 
  +1 
  20.°°/ 80.°° 
  Wooden Shield Small 
  Arm 
  8 
  +0 
  15.°° 
  Wooden Shield Medium 
  Arm +1 location * 
  10 
  +1 
  30.°° 
  Wooden Shield Medium 
  Arm +1 locations * 
  12 
  +2 
  50.°° 
  Steel Shield Small 
  Arm 
  15 
  +1 
  25.°° 
  Steel Shield Medium 
  Arm +1 location * 
  20 
  +2 
  50.°° 
  Steel Shield Large 
  Arm +2 location * 
  25 
  +3 
  100.°° 
  Leather Helmet 
  Head 
  4 
  +0 
  5.°° 
  Steel Helmet 
  Head 
  15 
  +1 
  40.°° 
  Kevlar T-Shirt, Vest 
  Torso, possibly Legs, Arms, 
  10 
  +0 
  100.°° 
  Kevlar Armor Jacket 
  Arms, Torso,  
  14/18/ 
  20 
  +1/+2/+3 
  150.°° / 200.°° / 
  250.°° 
  Helmet Steel or Nylon 
  Head 
  14 / 20 
  +1 / +0 
  20.°° / 100.°° 
  Flack Vest/Pants 
  Torso / Legs 
  20 
  +1 
   
  Doorgunner's Vest 
  Torso 
  25 
  +3 
  250.°° 
  MetalGear™ 
  Head, Arms, Torso, Legs, Hands, 
  Feet, 
  25 
  +2 
  600.°° 
   
  • 
  Stopping Power (SP) refers to the ability of the ability of the armor to stop damage.**AP rounds: treat all Armor as 1/2xSP V-
  Edged weapons treat SP as half t (EV) Encumbrance values should be added together and subtracted from character's total 
  REF stat.  
   
  * See Shields. 
   
  # Considered archaic armor, treated 
  as half against modern firearms. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  30
  PART 7: COMBAT 
  COMBAT RULES 
  Combat is the backbone of any role-playing game, and the main 
  focus of its rules system.  This game is no different.  
   
  THE BASICS 
   
  Rounds & Turn Order 
  Combat is divided up into rounds, each representing 3.3 seconds. 
  Every round, each player gets to do something. The order of the 
  round is based on an initiative roll of 1D10 plus the players REF 
  stat + the players Initiative Skill, with highest rolls moving first to 
  lowest rolls moving last.   Anything that boosts a character’s REF 
  or Initiative is added to this roll where applicable.  Initiative is 
  rolled at the start of every combat, determining order of player 
  actions, and lasts until the end of combat. 
   
  INITIATIVE = ROLL 1D10+REF+INITIATIVE SKILL. 
  HIGH ROLL FIRST. 
   
  Example: Players A, B and C all have REF stats of 10. A rolls a 
  5, B rolls an 8, and C rolls a 2. Turn order will be B, A, then C. 
  Optional Initiative Rules (used at GM discretion) 
  Roll Initiative as normal, characters with the lowest score declare their 
  actions first, allowing the characters who rolled highest on initiative to 
  react to the other characters and NPC actions. 
   
  Wait For Your Turn 
  You can elect to act later in the round, stepping in at any point to 
  act. If you have elected to wait until another player's turn has come 
  up, you will be able to act after they have taken their turn in the 
  round.  Characters may reposition their place in Initiative order by 
  holding action.  If they do decide to hold action but do nothing 
  with their turn, they default to last place in Initiative order. 
   
  Example: Turn order is player A, then B, then C. Player A 
  decides to wait until player C has moved from cover, then take 
  his shot. By waiting, the new turn order will be B, C then A. 
   
  ACTIONS 
  During your part of the round, you may perform one of the 
  following actions without penalty: 
   
  Move up to your full Movement (3x your Movement Allowance 
  In yards) per round.   Actions (such as reloading, defending, or 
  Combat Actions) made during the full movement are possible, 
  but incur a –3 penalty. Or move up to 1yard and perform any 
  other action.    
   
  Reload or change weapons. 
   
  Mount/dismount from a vehicle or stand from a prone position. 
  Making an additional action (reloading, defending, or Combat 
  Actions) is possible, but it will incur a –3 penalty. 
   
  Escape a hold or trap or Dodge/Block a melee attack.  
  Everyone gets one free dodge per round, after that any 
  Dodges/Blocks are considered part of the characters Combat 
  Actions. 
   
  Aim (gaining +1 to hit every round of aiming up to 3 rounds)  
   
  Perform a non-combat task. 
   
  Make your maximum allowable number of Combat Actions  
   
   
  COMBAT ACTIONS 
  To determine a characters number of Combat Actions: 
   
  A) Add your Initiative skill+Combat Sense+any other Initiative modifiers 
  applicable, the final result is known as the Reaction Total (RT).   
   
  B) Add your RT to your Applicable Combat Skill (Handgun, Submachine 
  Gun, Rifle, Heavy Weapons, Archery, Martial Arts, and Brawling/Melee) 
  to determine your maximum number of Combat Actions (CA) allowed in 
  a round with that skill.  
   
  C) There are 3 types of CA’s, Quick, Normal, and Full.  To determine 
  the number of actions allowed by each type, consult the following. 
    
  Quick Combat Actions: (RT+Skill divided by 5) Firing a semi-
  automatic weapon (Handgun, Submachine Gun, Rifle, Heavy Weapons), a 
  Quick Melee punch, kick or strike, Cast an ultra/extra-light weapon, and 
  Block/Parries,  
   
  Normal Combat Actions: (RT+Skill divided by 10) Nock/fire an Arrow 
  on a Bow, fire a 3-round burst, fire and re-chamber a Pump, Bolt, Lever, 
  or Single Action weapon, ,Sweeps, Disarms, Escapes, Grapples, Holds, 
  Breaks, Throws, 1 normal Melee Punch, Kick or Strike, Cast a Light 
  Weapon, Fast Draw (-3 to hit), and Dodges,  
   
  Full Combat Actions: (RT+Skill divided by 15) Single Shot or Fully 
  Automatic Weapons, Choke, Crush, Ram and a Full Melee Punch, Kick or 
  Strike, Cast a medium or larger weapon, and drawing a weapon 
   
  Example: Jim has an Initiative skill of 3, Combat Sense 3.  Jim’s  RT=6 
  (Initiative + Combat Sense) 
  With Rifle he will have:  (RT + Rifle Skill) 5+6 = 11 (CA). He has 2 Quick 
  Actions, 1 Normal Action, or 1 Full Action 
   
  The player must specify the number of shots or maneuvers to be 
  performed before the first dice (after initiative) is rolled per round. 
   
  If attacking more than one target regardless of your RT, you lose a Quick 
  Action, this effect is cumulative.  In Close Quarters situations, using any 
  weapon with a Conceilability rating of N, you lose a Normal action (2 
  Quick Actions) every time you change targets. 
   
  Regardless of RT or Skill level, only a character’s first shot can be a 
  Called Shot per round.  This rule also applies to martial arts and melee 
  attacks but only within normal striking range.  More than 1 yard of 
  movement limits a character to 1 Martial Art attack per round. (For 
  example if a character has to close distance, or wants to perform a running 
  attack, he only gets the 1 attack). 
   
  After the first combat action, all following Combat Actions allowed take a 
  cumulative -1.  Combat Actions taken beyond those allowed by your RT 
  acquire a -3 cumulative penalty, on top of the penalty already acquired. 
  Maximum number of additional Combat Actions is x2 what is allowed. 
   
  If the weapons BOD minimum is higher than the characters BODY, divide 
  the number of Combat Actions allowed by Half, (rounding down). 
   
  Different types of Combat Actions may be performed.  A full Combat 
  Action = 1 Normal CA and 1 Quick CA, or 3 Quick CA’s.  A Normal CA 
  = 2 Quick CA’s.  A character may even use 2 separate skills to perform 
  multiple Combat Actions, however the number of actions are determined 
  by the LOWEST skill being used. 
   
  (When applying this rule be sure to use discretion, common sense will 
  tell you if what a character is attempting is feasible.) 
   
  Two weapon attacks can be made at a -3 penalty on both 
  weapons used.  If a character is Ambidextrous (as per the 
  optional Innate Ability rule) he may ignore this penalty. 
   
   
   
  
   
  31 
  Ambushes & Backstabs 
  Sometimes, the best way to deal with a very powerful opponent is 
  to get the drop on him from behind; in short, setting an ambush. 
  Ambushes gain a +5 to hit advantage. You may ambush or 
  backstab by announcing your intent to hide or lie in ambush for a 
  target. You can elect to set up an ambush any time: 
   
  A) The opponent is unaware of your location and your intention to 
  attack. This can be accomplished by setting up a hiding place 
  ahead of time or taking advantage of a melee to get under cover 
  and waiting for a shot. A victim of an ambush must make an 
  Awareness roll greater than your Stealth Skill + INT + 1D10, or 
  you have automatically succeeded. 
   
  B) The opponent's attention is on another situation, such as another 
  attack or a task requiring great concentration. This can be 
  accomplished by creating a distraction for your opponent, or by 
  sneaking up on him while he is in combat with another combatant. 
   
  AMBUSH = +5 TO ATTACK FOR 1 ROUND 
   
  An ambush doesn't mean you act first - it just means you have an 
  attack advantage. Initiative for the round is made as usual, and the 
  ambushing character can spring the trap on his part of the round or 
  can wait to see what develops before making his attack. Until the 
  attack is made, his opponent may not attack him, because he 
  doesn't know he's in danger. An ambush may only be used for one 
  attack; another ambush must be set up before the bonus can be 
  employed again. 
   
  Example: Jack sets up an ambush in a dark alley. He rolls his 
  Stealth Skill + lnt + 1D10 for a total of 18. Along come Scarr 
  and Hargan, his mortal enemies. At the start of the combat 
  turn, Initiative is Scarr, Jack and Hargan. As they enter the 
  trap, both Scarr and Hargan make Awareness Rolls. Scarr's 
  roll is 12; Hargan's is 20. "It's a trap'' yells Hargan, but too 
  late; Scarr didn't know what was coming and couldn't declare 
  an attack or defense. Jack pegs him with a shot from his H&K 
  Hellfire, using the +5 Ambush bonus. He won't get the bonus 
  on Hargan, because he made his Awareness roll and spotted 
  him. His 2nd shot misses, and Horgan throws himself down 
  behind a wrecked car and opens up with his 20mm 
  autocannon. Scarr fades away to set another trap. 
   
  Facing and Line of Sight 
  Facing: is the direction a character is pointing. Since most 
  roleplaying games are played “in head” (without maps), the rule of 
  thumb is that you can clearly face and attack anything that is 
  positioned forward of your shoulders and unblocked. When using a 
  standard gaming hex map, characters “face” through any three 
  adjacent sides of the hex they are standing in. You may move in 
  any direction at any time (one of the big advantages to being a 
  biped). 
   
  Line of Sight: If your character can see something with the naked 
  eye or the scope of a weapon, you can interact with it. This is 
  called your Line Of Sight. If there’s anything in the way, it’s 
  considered to be BLOCKED and you can’t interact with it. 
   
  DAMAGE 
  Damage in combat is determined by rolling groups of six-sided 
  (D6) or ten-sided (D10) dice. If a rule says, "roll 2D6", for 
  example, you would roll two six sided dice, total the results, and 
  apply the total to the target you were attacking. If the rule said "roll 
  2D6+1", you would roll as above, then add 1 to the total. 
  So much for creating damage. Let's take a step-by-step look at how 
  to apply it. 
   
  Hit Location 
  The first step in applying damage is to figure out where to apply it. 
  Most combat attacks are just barely aimed; you're looking for an 
  opening, your opponent slips up, and you take it. This means that 
  unless you attempt to aim your shot at a specific location (and take 
  the -4 penalty for this), you will have to determine where you hit 
  on a random basis.  Damage that penetrates armor to the head will 
  always do double damage (unless it is bludgeoning). 
   
  The Basic and Expanded Location Tables are designed for this; the 
  Basic Location Table lists all general body areas with a value from 
  1 to 10 written underneath. The Expanded Location Table lists the 
  areas inside that general location with 1-6 spread. 
   
  When your character hits someone, roll 1D10 to determine Basic 
  location and 1d6 to determine Expanded location.  For minor 
  combats, or to save time, you can opt to just use the Basic Location 
  Table. 
   
  BASIC LOCATION CHART 1D10 
  Location 
  Head 
  Torso 
  R.Arm 
  L.Arm 
  R.Leg 
  L.leg 
  D10 
  1 
  2-4 
  5 
  6 
  7-8 
  9-0 
   
  EXPANDED LOCATION TABLE 1D6 
  D6 
  HEAD 
  TORSO 
  ARM 
  LEG 
  1 
  Skull 
  Neckline 
  Shoulder 
  Hip 
  2 
  R/L Cheek/ 
  Back of Skull 
  Chest/ 
  Upper Back 
  Upper Arm 
  Thigh 
  3 
  R/L Eye / 
  R/L Ear 
  Sternum/ 
  Spine 
  Elbow 
  Knee 
  4 
  Nose/ 
  Back of Skull 
  Ribs 
  Forearm 
  Calf/ 
  Shin 
  5 
  Mouth 
  Back of Skull 
  Stomach/ 
  Lower Back 
  Wrist 
  Ankle 
  6 
  Neck 
  Groin 
  Hand 
  Foot 
   
  If you hit a body location that is behind cover, do not re-roll, keep 
  it and hope your weapon does enough damage to penetrate the 
  cover, if not, tough luck.  The GM may decide allowances are in 
  order, but only within reason. 
   
  
   
  32
  Track each wound separately, on a scratch piece of paper, or on 
  your Character Sheet.  The wounds must be treated individually.  
  Tracking each wound separately has the benefit that many small 
  wounds will heal faster than few large ones.  For overall damage 
  and effects however, you are required to track your overall damage 
  through your wound tables.  This allows you to know instantly 
  where your character stands as far as what state of overall injury he 
  is in and any applied penalties for his Wound State. 
   
  CRITICAL WOUNDS 
  Any character amassing 10 points in one area will have it rendered 
  useless.  10 points in the head or torso means the character goes 
  into a coma for 1D10 days and must pass a mortal 1 death save 
  every day. 
   
  CRITICAL WOUNDS 
  10 points in an arm or leg means it cannot be used until 
  medical attention is sought.  Single wounds causing 10 or 11 
  points of damage to one area cause critical effects as follows: 
  10 points in the head requires an instant Mortal 4 save and in any 
  case renders the victim into a coma lasting 2D10 days. A mortal 3 
  death save must be passed every day for the first half of this time. 
  There is a 50% chance of brain damage. This is permanent and 
  reduces INT by D6/2. 
  10 points in the torso, requires a single mortal 1 save, (death and 
  stun) and needs a save each minute after the wound at one mortal 
  level greater, (i.e. 2 then 3 then 4 then 5 etc...). This continues till 
  the patient is stabilized, healed or dies.... 
  10 points to any arm or leg will break it, immobilizing it so it 
  cannot be used until it has been re-set, (this means it cannot be 
  used for 1D10 weeks from when it is re-set). 
  Single wounds causing 12 or more points of damage will cause 
  a mortal effect as described below: 
  12 points to the head, (after doubling), will kill the character 
  outright. They automatically drop to death state 10 as their head is 
  literally blown off!!!! 
  12 points to the torso, (14 for decentralized heart), will 
  automatically put the victim at death state 1 regardless of wounds, 
  this increases as per normal. This represents major internal organ 
  damage. 
  12 points to any arm or leg will either mangle it or sever it 
  completely. This means the victim must make a mortal 0 stun and 
  death save, with another save one level more each turn, (i.e. mortal 
  1, then 2 then 3 etc...).   
   
  BLUDGEON DAMAGE 
  Bludgeon damage is a tricky thing, because there are so many 
  kinds.  Whether using hands, feet, and elbows, or that lead pipe 
  you are generally thought to be doing bludgeon damage.  This is 
  usually thought of as simply whacking someone with a large heavy 
  object.  But less physically damaging effects are also covered 
  under bludgeon like stings and pinches. 
   
  It is important to remember that when dealing with this, that any 
  amount of pain, whether it be physically debilitating or not, will 
  effect your decision-making and reactions.  Sure there’s no way 
  getting pinched will kill you, but it hurts like hell.  Getting 
  whacked with a wire hanger generally won't cause you to fall 
  unconscious, but it stings like mad.  Too many GM's and players 
  overlook the effects of pain, thinking that if it doesn't kill the 
  character then it is not worth noticing.   
   
  For game terms make your players roll a resist torture drugs test, 
  difficulty varying on the amount of pain inflicted.  If they fail they 
  lose any actions other than Escape attempts for the round and/or 
  are under the attackers influence.   
   
  Also remember that it is difficult to die from bludgeon damage, 
  and it will generally heal much faster than a penetrating wound.  
  For game purposes any bludgeon wound that does not break a 
  bone, or cause internal bleeding (IE. does more than 10 points of 
  damage with a single attack), will heal at 1 point a minute, 
  although there might be bruising or soreness (GM's discretion).  
  Head damage from bludgeoning is NOT doubled.  Bludgeoning 
  damage that does not incur a death save unless an single attack that 
  does more than 10 points (after BTM) of damage is taken.  For the 
  purposes of the game, stun rounds such as baton or bean bag 
  rounds inflict bludgeoning damage. 
   
  ARMOR 
  Armor is what stops targets from taking the damage you just 
  located. The Armor SP section is directly under the Location 
  section on the Hardcopy. Write the Armor Stopping Power (SP) 
  value for each body area in the space corresponding to that body 
  area. 
   
  Stopping power (SP) refers to the ability of armor to stop damage. 
  Each type of armor has it's own Stopping Power. When the armor 
  is struck by a round, the armor's SP "is subtracted from the total 
  amount of damage done by the hit. The remaining damage is then 
  applied to the target area. If the damage done is less than the SP of 
  the armor, no damage is done. However, for Soft armor that takes a 
  hit, every D6 increment of damage results in 1 point of Bludgeon 
  damage, Hard armor is 1 point for every 3D6 damage increment 
  (round up).  Weapons doing D10 increments of damage follow the 
  same rule, however they double the effect for 2 points of each 
  increment.  This is caused by the impact of the round or weapon, 
  which the armor disperses enough that it just causes bruises, and 
  pain, though in extreme cases broken bones, internal damage and 
  head trauma may occur, which can result in death or prolonged 
  impediment, as the rules for critical damage still apply. Layers of 
  armor reduce this damage by half. 
   
  Example: Jack is wearing a Kevlar jacket with an SP of 18. A 5.56 
  round (5D6) strikes him in the chest, causing 14 points of damage. 
  The armor's higher SP thwarts the attack. But it hits hard and causes 
  5 points of bludgeon damage.  The next shot does 22 points of damage. 
  The armor reduces this by 18 points, but 4 points get through to cause 
  Jack harm. 
   
  Hard and Soft Armors 
  Body armors are divided up by whether or not the majority of their 
  protection is based on rigid metals/ceramics/composites, or on 
  softer, more flexible ballistic fabrics. This is done for layering 
  purposes and for some weapon damage effects.  
   
  HARD ARMORS 
  SOFT ARMORS 
  Ballistic Crabshell Armor 
  Heavy Armor jacket 
  Police Riot Armor 
  Med. Armor jacket 
  Door Gunner's Vest 
  Police patrol armor 
  Steel or Nylon Helmet 
  Light Armor jacket 
  Full Plate 
  Kevlar T-shirt/vest 
  Half Plate 
  Heavy Leather 
  Wooden or Steel Shield 
  Chain or Banded Mail 
   
  Armor and Bludgeoning Damage 
  Soft armor is treated as having 1/2 its SP value to deal with 
  bludgeoning damage, however as it disperses the impact 
  effectively it also treats any bludgeon damage that gets through as 
  1/2 real, 1/2 stun.  Hard Armor has no penalty to SP. 
  
   
  33
  Layering Armor  
  "What a concept", you think, shrugging into a bulletproof T-shirt, 
  bulletproof vest and a Kevlar armor jacket. Theoretically, one 
  should be able to layer protection upon itself until he becomes 
  invulnerable. Wrong.  
   
  First of all, let's look at reality. If the average cop could stack 
  layers of armor on himself before tackling a domestic disturbance 
  call, you can bet he'd do it. But doesn't, because it just isn't 
  practical. Here's why.   
  When you layer flack jackets, you aren't invulnerable; you're just 
  immobile. While modern armor isn't as heavy as old-fashioned 
  armor plate, it's very encumbering from the movement angle.  
  Straps, buckles, padding and stiff plastic add up to restrict arm 
  movement, chafe the torso, and weigh down the legs.  
  Pillsbury-doughboy padded arms don't lift guns very well, and 
  well-stuffed legs aren't much for bending, climbing and running. 
  For this reason, every armor type has an encumbrance value (EV). 
  When wearing body armor, add up the total of EV's (listed in the 
  Armor Table), and subtract this from your character's REFLEX 
  stat. Even if you're strong like Hulk, a lot of armor is going to cost 
  you. 
   
  Maximum Armor 
  In addition to Encumberance Values, only a maximum of 3 layers 
  of Armor can be worn at any one time; no more than one of these 
  layers can be Hard Armor (see Hard/Soft Armors Table). The 2nd 
  layer has an extra EV penalty of -1; the 3rd layer, an additional 
  penalty of -2. Anything that changes your natural armor but does 
  not provide an EV penalty, such as the cybernetic options Light 
  Skinweave, and light Subdermal Armor, do not count as a layer.  
  Anything that does provide an EV penalty, such as the cybernetic 
  options Body Plating, and heavier Skinweave or Subdermal Armor 
  do count as a layer. 
   
  Proportional Armor 
  When layering armor, or wearing armor behind an obstacle or 
  cover, subtract the smaller SP from the larger one. Find the 
  difference on the table below and read across to the other column. 
  This is the bonus number you add to the larger SP to determine 
  overall protection from the armor/armor, or armor/cover 
  combination. If you have three or more layers of protection, 
  calculate in pairs from the inside out (example: For armors A, B, 
  C, you compare A and B; determine the bonus number, and then 
  compare the new strength of the larger of the pair to armor C.) 
   
  PROPORTIONAL ARMOR TABLE 
  Difference in SPs 
  Bonus Number 
  0-4 
  +5 
  5-8 
  +4 
  9-14 
  +3 
  15-20 
  +2 
  21-26 
  +1 
  27+ 
  +0 
   
  Armor Piercing Rounds 
  There's another reason why armor isn't the universal cure for flying 
  lead, and it's called Armor Piercing (AP) rounds. These are bullets 
  designed to deliver their full impact to a single point, instead of 
  mushrooming out like a normal bullet. They don't cause as much 
  damage as a standard lead or hollow point round (1/2 normal 
  damage), but they cut through armor like a hot knife through 
  cheese. As a result, whenever AP rounds are encountered, armor 
  will have one half its total SP value. 
   
  For example, say a 5.56 AP round does 30 points of damage. It hits 
  SP 10 armor, which reduces it by 5 (10/2=5) The remaining 25 
  points ore further reduced to 12 (25/2= 12.5, rounded down to 12), 
  based on an AP round's lower damage capacity. 
   
  The same is true of knives, swords, arrows, and other edged 
  weapons. Soft Armors are at half SP effectiveness against edged 
  weapons.  Hard Armors retain full value. 
   
  The smart solution in a combat situation is to rely on the lightest 
  armor you think you can get away with unless you're planning to 
  take on a stationary position or go up against very heavy firepower. 
   
  Staged Penetration  
  Armor doesn't just keep absorbing damage indefinitely. Every time 
  the armor is hit by an attack that exceeds half it’s SP rating, it is 
  reduced by one point of SP.  Each time the armor is struck by a 
  penetrating attack (i.e. an attack that actually exceeds the armor's 
  SP), it's SP is reduced by an additional 1 point for every 4 points of 
  penetration (before halving for Armor Piercing and the like).  
  When the SP reaches 0, the armor will no longer stop damage. 
   
  Use Cover 
  You don't have to lug around an armor jacket with you - often the 
  best armor is what you can find around you. Cover allows you to 
  move from place to place, letting something else soak up the 
  gunfire. 
    
  COMMON COVER SP/SDP 
  Office/Sheetrock Wall 
  5/15-sq yard 
  Concrete Block Wall 
  10/30-sq yard 
  Reinforced Wall 
  20/60-sq yard 
  Brick Wall 
  25/75-sq yard 
  Stone Wall 
  30/90-sq yard 
  Reinforced Wall 
  40/120-sq yard 
  External Wall 
  50-150-sq yard 
  Floor / Ceiling 
  25/75-sq yard 
  Heavily Reinforced Floor 
  100/300-sq yard 
  Office/Wood Door 
  5/15 
  Heavy Wood Door 
  15/45 
  Concealed Security Door 
  15/45 
  Steel/Security Door 
  25/60 
  Reinforced Steel Door 
  50/150 
  Plexiglas Windows 
  12/15-sq yard 
  Bulletproof Glass 
  15/45-sq yard 
  External Windows 
  25/75-sq yard 
  Car Body, Door 
  5/20 
  Data Term 
  25/75 
  Mailbox 
  10/55 
  Curb 
  25/25 
  Armored Fridge 
  90/30 
  Weapon Emplacement 
  30/90 
  Tree, Phone Pole 
  90/50 
  Concrete Utility Pole 
  85/85 
  Engine Block 
  55/40 
  Hydrant 
  35/65 
  Armored Car Body 
  25/80 
  AV-4 Body 
  40/60 
  Jersey Barrier 
  120/120 
  
   
  34
  MAKING ATTACKS 
  This section covers the basics of how to make attacks. There are 
  two parts to this section: RANGED WEAPON COMBAT and 
  MELEE COMBAT. 
   
  RANGED WEAPON COMBAT 
   
  Ranged Weapons 
  Ranged weapons are anything that is shot or thrown over a 
  distance at the target. To make a ranged weapon attack (guns, 
  bows, thrown objects, etc.) you must roll a combination of your: 
   
  REF STAT + WEAPON SKILL + 1D10 
   
  equal to or greater than a specific hit number. The range between 
  you and your target determines the hit number. 
   
   RANGE DEFINITIONS 
   
  Point Blank: The weapon is 
  very close to or in physical 
  contact with the target. It will 
  almost always hit, doing 
  maximum damage. 
  Close: The weapon is 
  attacking at ¼ th the listed 
  range. 
  Medium: The weapon is 
  attacking at ½ listed range for 
  its type. 
  Long: The weapon is 
  attacking at listed range for its 
  type. 
  Extreme: The weapon is 
  attacking at x2 listed range for 
  its type. 
   
  AIMING 
  One way to improve your 
  chance to hit is to aim. Each round of aiming adds +1 to your 
  Attack, up to three rounds. Aiming assumes steady position, no 
  movement, and a clear chance to track your target. 
   
  MODIFIERS 
  When making your roll, you must add any and all modifiers that 
  apply to the combat situation to your final Attack Roll. There are 
  modifiers for Target, Aiming, Weapon Type, Type of Firing, 
  Position and Movement.  Be sure to take into account all modifiers 
  and stack them appropriately. 
   
  RANGED COMBAT TO-HIT NUMBERS 
  Point Blank (Touching to 1 yard).. ...………………………..... 10 
  Close (1/4 Long range) ..............……………………………..... 15 
  Medium (1/2 Long range) .......…………………………...….... 20 
  Long (Full range)..............……………………………..…... … 25 
  Extreme (2x Long range) ........…..…………………………..... 30 
  LINE OF SIGHT AND COVER MODIFIERS 
  Target silhouetted ............................. +2 
  Target crouched/kneeling .....…........ -1 
  Target prone ....................................... -2 
  Half body visible ................................ -2 
  Head and shoulders only visible ....... -3 
  Blinded ……………….. ..................... -5 
  Head only ............................................ -4 
  Behind someone else .......................... -4 
  RANGED COMBAT TO-HIT MODIFIERS 
  Extra actions .............…………………………..... -3/extra action 
  Using off hand ...............…………………………...................... -3 
  Using two weapons ..........…………………………..... -3 on both 
  Firing while running .................…………………………......... -3 
  Firing a shoulder arm from hip ..…………………………...... -2 
  Fast draw/Snapshot ....................…………………………........ -3 
  Ambush/Surprise attack ..........…………………………......... +5 
  Silencer/Suppressor ..................………………………….......... -1 
  Aimed shot at vitals ..........………………………….................. -6 
  Aimed shot at head, hands, feet …….……………………........ -4 
  Aimed shot at stomach .............……………………………...... -3 
  Aimed shot at arms, thighs ......………………………….......... -2 
  Aimed shot at chest ...................………………………….......... -1 
  Bipod (stationary & braced) …………………………...... +1 to 2 
  Gyro-Mount ...………......…………………………................... -1 
  Turning to face target .................... ………………………….... -2 
  Ricochet or indirect fire ........… …………………………........ -5 
  Loser of Facedown ..........…......... …………………………...... -3 
  Target immobile ................…………………………................. +4 
  Moving target..... -1 (additional -1 per  2 points of MA above 5) 
  Tiny target (bullseye, eye, vital area) ……………………….... -6 
  Small target (body location, <1m) …………………………......-4 
  Large target (car, large animal) .…………………………...... +2 
  Very large target (truck, wall) ....…………………………...... +4 
  Aiming (max +3) ..............………………………….......... +1/turn 
  Laser sight .....................…………………………......…........... +1 
  Telescopic sight ........………………………….... +2 Ext, +1 Med  
  Targeting scope ............……………………………….............. +1 
  Scopesight .....…………………………...... +2 Long/Ext, +1 Med 
  Computer Sights …………………………. +3 Long/Ext,+2 Med 
  Smartgun .............…………………………............................... +2 
  Smartgoggles ......…………………………................................ +2 
  Three round burst (Close/Medium)………………………….. +3 
  Full auto, Close ..............………………………….......+1/10 rnds 
  Full auto, all other .......…………………………......... -1/10 rnds 
  Autoshotgun .........………………………….....-2/additional shot 
   
  CRITICAL SUCCESS 
  On a natural roll of 10, you have had a critical success. Roll an 
  additional 1D10 and add it to your original roll.  Then Re-roll the 
  die one more time, if you roll a 9 or 10 you have critically 
  succeeded, refer to table: 
   
  Choose  
  or roll           CRITICAL SUCCESS EFFECT 
  1 
  Weapon does x2 damage 
  2 
  Weapon does Maximum Damage as if from a point blank  
  3 
  You may choose Hit Location instead of rolling (Head, Arm, 
  etc.)In case of called shot, you may choose specific location (Eye, 
  Finger, Groin, etc) 
  4 
  Weapon hits weak spot in opponents armor (view slits, joints, 
  between seams) armor is treated as being at 1/4th   
  5 
  Weapon hits 2 targets (via ricochet, over penetration, etc.) 
  second target takes half damage 
  6 
  Weapon hits something explosive or flammable (explosives, 
  ammo, fuel, etc.) on opponent or target, and detonates or ignites 
  (only applicable if something of this nature is available) 
  7 
  Impact from your weapon automatically disarms opponent 
  8 
  Blood, Shrapnel, or other substance released from your weapons 
  damage gets into targets eyes, blinding him for 1 round 
  9 
  Weapon shocks enemy more than normal, stun save at –2 
  10 
  Weapon knocks opponent off his feet. 
   
   
  BASIC WEAPON RANGES 
  Handguns  
  Submachineguns  
  Shotguns  
  Assault/Battle Rifles  
  Sniper/Hunting Rifles 
  Throwing (-10m/kg>1) 
  50yards 
  50yards 
  25yards 
  250yards 
  500yards 
  3y x BOD 
  ADVANCED RANGES 
  Pocket Handgun  
  Subcompact Handgun 
  Compact Handgun  
  Full Frame Handgun 
  Long-barrel Handgun 
  Sawn Off Shotgun 
  Tactical Shotgun  
  Full Frame Shotgun 
  Short SMG 
  Full Frame SMG  
  Long Barrel SMG 
  Short Barrel Rifle 
  Full Frame Rifle/LMG  
  Long Barrel Rifle/MG 
  Grenade Launcher  
  Rocket Launcher 
  10yards 
  20yards 
  30yards 
  40 yards 
  50 yards 
  20 yards 
  30 yards 
  40 yards 
  30 yards 
  50 yards 
  60 yards 
  100 yards 
  250 yards 
  500 yards 
  250 yards 
  100 yards 
  
   
  35 
  FUMBLES 
  On a natural die roll of 1, you have potentially fumbled. You must 
  roll an additional 1D10, rolling at or under the applicable skill for 
  the task you are trying to accomplish.  If you succeed you treat the 
  attack as simply rolling a 1.  If you roll over you have fumbled and 
  need to check the result against the Fumble Table to see what 
  happens. Fumbles can encompass a wide variety of effects. Most 
  weapon fumbles include jamming or misfires. Automatic weapons 
  have the highest chance of fumbling, and will jam based on the 
  Reliability of the weapon: When a fumble is rolled while using an 
  automatic weapon and roll a value on 1D10 higher than the 
  Reliability value for the weapon. 
   
  FUMBLE TABLES 
  REFLEX - Combat 
  1-4 No fumble. You just screw up. 
  5 You drop your weapon. 
  6 Weapon discharges or strikes something harmless. 
  7 Weapon jams or imbeds itself in the ground for one turn. 
  8 You manage to wound yourself. 
  9-10 You wound a member of your party. 
  REFLEX - Athletics 
  1-4 No fumble. Make an idiot of yourself. 
  5-7 Fail miserably. 1 point of damage (sprain, fall), make a Stun Save. 
  8-10 Fail abysmally. If a physical action, take 
  1D6 damage, make Stun Save -1. 
  TECH - Repair or create 
  1-4 No fumble. You can't get it together. 
  5-7 You make it worse, +5 Difficulty for next attempt. 
  8-10 You damaged the device or creation beyond repair. 
  EMP - Convince, Fast Talk, Seduce 
  1-4 No fumble. They just won't buy it. 
  5-6 You not only don't convince them, they are left totally cold (-4 to next 
  roll). 
  7-10 They are violently opposed to anything you want. Roll 1D10, on a  
  1-4 they attempt to do you physical harm. 
  INT - Figure out, Notice, catch a clue 
  1-4 No fumble. Don't know how to do it, or what's going on. 
  5-7 You don't know anything about what's going on. Fast Talk -2 to see if 
  anyone else notices how dumb you are. 
  8-10 You not only don't know what's going on or anything about the 
  subject, but everyone knows how ignorant you are. 
   
  RELIABILITY TABLE 
  Weapon Jams on 
  Very Reliable 3 or lower 
  Standard 5 or lower 
  Unreliable 8 or lower 
  It takes 1D6 turns to unjam a jammed weapon. 
   
  AUTOMATIC WEAPONS 
  There are three ways to use automatic weapons. The three round 
  burst is used to put multiple shots on a single target at any range. 
  Full Auto is used to deliver a lot of bullets at close range to one or 
  more targets. Suppressive fire is used to force an opponent to keep 
  his head down or risk taking a slug. Each form has its own 
  advantages and disadvantages in combat, and the smart street 
  warrior knows when to use the right technique for the right job. 
   
  Three Round Burst:  The three round burst is a setting used on 
  most automatic weapons to conserve ammunition and improve 
  accuracy. The three round burst gives you an automatic +3 to hit 
  advantage at certain ranges. The attack is made as one action. If 
  successful, roll 1D6/2 to see how many rounds actually hit the 
  target. This technique may only be used against single targets. 
   
  3 ROUND BURST = +3, CLOSE & MEDIUM ONLY 
  Full Auto: This attack is best used to cover a wide range of targets 
  or to make sure a single target is dead, dead, dead. A weapon on 
  full auto is a bucking bronco, hard to hold on a target more than a 
  few yards away. Using a scope or taking aim is also impossible. 
  Therefore, range is critical in the full auto technique. 
   
  The full auto option is based on the rate of fire (ROF) of the 
  weapon.  
   
  FULL AUTO RULES 
  At Close Range: 
  For every 10 rounds fired at Close range, add 1 to your Attack 
  Total. 
  At Medium, Long and Extreme Ranges: 
  For every 10 rounds fired at Medium, Long and Extreme ranges, 
  subtract 1 from your Attack Total. 
   
  For every point of success over the required to Hit roll, 1 round 
  hits the target, up to the maximum ROF for the weapon. 
   
  NUMBER OF HITS = # POINTS > THAN TO HIT NUMBER 
   
  Suppressive Fire:  Suppressive fire is used to cover an area 
  (called a fire zone) with bullets, making the area hazardous to pass 
  through. All targets entering or crossing the fire zone during this 
  attack must make a "save" against taking a bullet by rolling their 
  Athletics Sklll + REF + 1D10 and beating a save number. A failed 
  Save means the target takes 1D6 rounds, each randomly located. 
  This save number is determined by dividing the total number of 
  bullets fired by the width of the fire zone. 
   
  Example: 64 rounds into a 2-yard area would require a save of 
  32 or higher. 64 rounds into a 5-yard area would require a save 
  of 12 or greater. 
   
  SAVE = NUMBER OF ROUNDS DIVIDED BY THE WIDTH 
  OF THE FIRE ZONE IN YARDS 
   
  You may overlap the fire zones of more than one weapon, dividing 
  the total number of shots to determine the save number. For 
  example, two Uzis with an ROF of 32 would place 64 bullets into 
  the fire zone. 
   
  Two rules are immediately apparent with suppressive fire. First, it's 
  only useful when you can fire a LOT of rounds into a small space. 
  This means teams should coordinate their actions and fire at the 
  same time, placing the maximum number of rounds into the fire 
  zone. Also, the fire zone should be a tight as possible (the 
  minimum width of a fire zone is two yards). 
   
  FULL AUTO AT MULTIPLE TARGETS 
  If attacking more than one target, roll to hit once.  GM determines 
  difficulty as normal for each target, but each target after the first 
  gains a consecutive +3 difficulty.  As usual, every point of success 
  per target results in that many bullets hitting the target, however, 
  the ROF is divided by the total number targets, -1 bullet for every 
  yard of distance between first target and last.  Hit Locations and 
  damage rolls as normal, though to speed things up it may be 
  advisable to only roll damage once, and apply the same number to 
  all hits. 
   
   
   
  
   
  36 
  FIRE CORRIDORS & GRAZING FIRE 
  A fire corridor is where you plot an area where the enemy can 
  advance, then set up a machine gun, or other automatic weapon, to 
  cover it with sweeping fire. That way you don't have to aim when 
  the enemy starts moving through it, you just hold down the trigger 
  and sweep. This Ambush doesn't grant +5 to Attack rolls, but +10 
  to Initiative. Grazing fire is where you set the machinegun at knee 
  level and fire; this way, you usually hit not-so-well-armored legs. 
  Grazing fire is considered a use of Suppressive Fire that only hits 
  legs. 
   
  GRACE UNDER FIRE 
   
  Complex Actions: During combat, the referee should evaluate 
  each action that a character (PC or NPC) wants to do, and decide 
  whether the proposed action is simple enough for the character to 
  do it without having to think too much. Simple actions are: shoot at 
  someone, duck for cover, run, attack, reload, etc. More complex 
  actions, requiring more complex thought, require that the character 
  ignore the stress and keep his head clear.  
   
  Simulate this with a COOL+1D10 roll, against a Difficulty 15+. If 
  the character succeeds, he is free to perform the proposed complex 
  action. If he fails, he has to do something simple that still fits the 
  situation instead. 
   
  Morale: When a character is hit and wounded, trapped, or 
  outnumbered/out-gunned, or when a vehicle a character is in is 
  damaged, a COOL+1D10 roll against a Difficulty 15+ (or more, 
  depending on the situation) is necessary to see if the character 
  continues to fight. If failed, the character will try to seek cover, or 
  even flee if the roll is fumbled. In cases where regimented teams 
  are involved, the team leader's Leadership skill can be added to 
  each member's roll if they are in contact or line of sight of him. 
   
  Seeking Cover: Unless a character has been properly trained to 
  seek cover (or go prone if no cover is available) when a firefight 
  starts, make a COOL + 1D10 roll at Difficulty 13+. If the character 
  fails the roll, they look around to see what's happening instead, or 
  shoot back, if so disposed. Suppressive Fire: Realistic referees 
  should require COOL + Combat Sense + 1D10 rolls at Difficulty 
  15+ before allowing a character (NPC or PC) to put himself in 
  danger by exposing himself to suppressive fire. Characters who 
  can't be hurt by the suppressive fire are exempt. 
   
  Facing Vehicles: Make PCs and NPCs roll COOL + 1D10 against 
  a Difficulty 15+ to stand and face an APC, IFV, MBT or other 
  large vehicle.  
   
  RECOIL 
  A character compares his BOD stat to the BOD Minimum 
  (calculated using the table below) of the weapon he is firing. If his 
  BOD is equal to or higher than his weapon's BOD Min, he may 
  fire without penalty; if the character's BOD is at least 2 points 
  greater than a semi-auto weapon's BOD Min, he may fire it at a 
  ROF of 2 rather than 1. However, if the firer's BOD is less than the 
  BOD Min, penalties are based on the firer's BOD minus the 
  weapon's BOD Min (referred to as Difference Factor or D-fac). 
  If the firer's BOD is lower than his weapon's BOD Min, he may 
  only fire at a ROF of 1/2, with WA reduced by -2 per 1 point of D-
  fac, and must make a (BOD+Strength Feat+1d10) roll vs the (BOD 
  Min x2). If this roll is failed, the firer takes 1 point of damage per  
   
   
  point of D-fac to his firing arm; critical failure means the weapon 
  is also dropped. Any weapon with a BOD Min of 9 or less is 
  assumed to be fireable by anyone, but you have the option of using 
  the BOD Minimum restrictions for all weapons. 
   
  Weapon Type Base BOD Min 
  D6 weapons .......................…..................(Max Damage/6) 
  D10 weapons ....................….................. (Max Damage/5) 
  Shotguns ..........................…....Max SHOT Damage x0.25 
  Grenade launchers ........................ (Diameter in mm) x0.3 
  Modifiers Multiply all mods together 
  1-handed (handgun) ...........................................……..x2.0 
  2-handed, no brace* (SMGs & shotguns) ..........…...x1.0 
  2-handed & brace* (rifles, MGs, other SMGs) ........x0.5 
  High-pressure/high-velocity grenades ......................x1.5 
  EAP (railguns) ..........................................…..............x1.8 
  ROF 1-3 (semiauto) ..................................…..............x1.0 
  ROF 3-16 ..................................................…........... x1.75 
  ROF 16-30 ................................................…..............x2.0 
  ROF 31-60 ..................................................…............x2.5 
  ROF 61-120 ................................................…............x3.0 
  ROF 121+ ...................................................…............x3.5 
  *Brace=stock, arm brace, shoulder strap, harness, sling, 
  mono/bi/tripod, gyro-mount, etc. 
  In near future and beyond settings,  
  A Cyberarm acts as BOD 12 for pistol recoil purposes. 
  A Powered Exo-Mount has BOD 18 for recoil purposes. 
   
  UNUSUAL RANGED WEAPONS 
  Normally available only in near future and beyond settings, these 
  weapons are often used for crowd control, stealth missions and 
  other situations where you want killing to be only one of the 
  options, or want a limited number of targets eliminated quietly. 
   
  Airguns:  These are advanced versions of the "paintball" guns of 
  the 1990's. Airguns can be loaded with poison, marking paint, 
  drugs or acid. 
   
  Paint: Bruise damage only. Head hits have a 5/10 chance 
  of blinding the target for 3 rounds with paint in the eyes, 
  and a 4/10 chance of permanently destroying the eye. 
   
  Poison & Drugs: To avoid the effects, the character must 
  make a save roll. On a successful save, damage is reduced 
  by half.  See poison effects table:  
   
  Acid: Acid causes 1D6/2 in acid damage per pellet. 
  Although armor will stop this, the acid will eat away at 
  the armor, reducing its SP by 1D6/2 per round, for a total 
  of 3 rounds. 
   
  Example: Jack hits armor SP 15 with two pellets. He roils 2D6 
  for a total of 7 points of damage. The first turn, the armor's SP 
  is reduced to 8. The next turn, it's reduced to 1. The next turn, 
  6 points get through the armor and sear into the target's skin 
   
  DRUG & POISON EFFECTS 
  Type 
  Effect 
   Damage 
  Hallucinogen 
  Confusion  -4 INT 
  Nausea Drugs 
  Illness 
   -4 REF 
  Sleep Drugs 
  Sleep**  None 
  Biotoxin I 
  Death 
   4D6 
  Biotoxin II 
  Death 
   8D6 
  Nerve toxin/gas 
  Death 
   8D10 
  ** Half effect it drowsiness, -2 to all stats. 
  
   
  37
   Dart and Needleguns:  Dartguns can be loaded with poison or 
  drugs. Each hit does 1D6/2, plus effect of the drug or poison used 
  (see Airguns, above). 
   
  Power Squirtguns:  Power squirtguns can be loaded with drugs or 
  acids. Effects are as with Airguns (above), with each "squirt" equal 
  to 2 pellets. 
  . 
  Tasers:  Tasers require the victim to make a save against stun and 
  typically do 1-2D6 stun damage (treated as Bludgeon for the 
  purposes of healing and recovery). The save number is reduced by 
  -2 for every successive shot in a three-turn time period. Tasers can 
  be recharged from wall current, taking 1 hour to reach full charge. 
   
  Bows, Crossbows, Spears & Thrown Weapons:  These weapons 
  are either thrown using the character's Brawling/Melee or Martial 
  Arts skill (+ Cast modifier) for shuriken, darts, knives and spears, 
  or fired (using Archery Skill).  
   
  BEAM WEAPONS 
  Beam Weapons include lasers and microwave weapons.  
   
  Lasers:  Lasers have a rechargeable powerpack holding a total of 
  10 six sided dice of damage. You can use as little as 1D6 or as 
  much as 5D6 in a single shot, until you have used all 10 dice. 
  Lasers recharge from wall current at a rate of 1D6 per hour. 
  Example: Jack has recently captured a laser from a guard. He has 
  10D6 to work with; he dials the power up to 5D6 and fires. At this 
  rate, he'll only have one more shot before it's recharge time. 
   
  OPTIONAL RULE 
  To get a “Star Wars” Blaster type field, you may want to simply 
  treat them like standard handguns in terms of damage, size, and 
  pricing, and give them x3 shots, or you can use the following table 
  and modify the die value up or down as the GM sees fit.  
   
  Microwavers:  Microwavers are fired like any other ranged 
  weapon, delivering 1D6 in bum damage. In addition, any target 
  within 1 yard of the path of the beam must roll 1D6 on the 
  microwaver side effects table to determine if there are electrical 
  side effects on exposed electronics or cyberwear. Shielded 
  cyberwear is not affected by electrical side effects. 
   
  Like lasers, microwavers recharge from a wall socket, taking one 
  hour to reach a usable charge. 
   
  MICROWAVER SIDE EFFECTS ON CYBERNETICS 
  1.  Cyberoptics short for 1D6 turns. 
  2.  Neural pulse! if character has interface plugs, reflex boosts 
  or other hardwiring, REF stat reduced by 1D6/2 until 
  repaired. 
  3.  Cyberaudio shorts for 1D6 turns. 
  4.  Cyberlimb malfunction: Lose all use of cyberlimb for 1D10 
  turns. Roll 1D6 for limb, re-rolling if no cyberlimb limb is 
  present: 
  1-2  Right Arm 
  3  Left Leg 
  4  Right Leg 
  5-6  Left Arm 
  5.  Total Neural breakdown! Character reduced to twitching, 
  epileptic fit for 1 D6/3 turns. 
  6.  No Effect. 
   
  BOWS & CROSSBOWS 
  The bow or crossbow is fired using the Archery Skill. Bows are a 
  special category of ranged attack because they are BT-based 
  ranged attacks. Compound bow BT is treated as half due to the 
  pulley mechanism that distributes the draw resistance and 
  maximizes release). Every 1 point of BT = 10 yards range. 
   
   BT is the measurement of the strength required to pull back the 
  string of the bow or crossbow.  It adds a damage bonus equal to the 
  Strength Damage Bonus derived from a BOD of the same level.  
  BT damage is a fixed number of the weapon, indicating the tension 
  setting of the bow/crossbow, not the users Body.   
   
  ARROW & BOLT DAMAGE 
  Arrow/BOLT size 
  Damage 
  Short Bow / Hand Crossbow 
  1d6 + BT damage 
  Medium Crossbow 
  2D6 + BT damage 
  Long Bow / Heavy Crossbow 
  3d6 + BT damage 
  Different arrow heads may increase or decrease damage 
  Examples include: 
  Armor Piercing 
  ½ damage 
  Broadhead 
  + 1D6 
  Razor Tipped 
  + 1D6 
  Blunt 
  Stun Only 
  Barbed Arrows do an additional d6 damage when removed unless a 
  successful first aid check is made at a difficulty = to 5 + damage taken 
  Arrows that miss have a 50% chance of breaking 
   
  Shortbows have a maximum BT of 6 
   
  Longbows have a maximum BT of 10.  
   
  Compound Bows have a maximum BT of 16. 
   
  Crossbows can use the Archery skill as well, however hand 
  crossbows can be fired with the Handgun Skill at ½ value, larger 
  crossbows can be fired with the Rifle Skill at ½ value as well.  Any 
  Crossbow with a BT above 7 will usually have a stirrup of other 
  mechanism to hold it in place so it can be drawn and cocked, in 
  addition any crossbow with a BT above an 8 will often have a 
  detachable winch to cock the weapon. The number of rounds it 
  takes to reload a crossbow is 2 rounds and an additional round for 
  every 2 BT over 5 (round up). 
   
  Hand Crossbows have a maximum BT of 5. 
   
  Compound Hand Crossbows have a maximum BT of 10. 
   
  Medium and Larger Crossbows have a maximum BT of 10. 
   
  Medium and Larger Compound Crossbows have a maximum 
  BT of 20 
   
  AREA EFFECT WEAPONS 
  Area Effect weapons are fired just like any other type of ranged 
  weapon. However, they are capable of covering more than one 
  target at a time with a cloud of pellets, flame, explosive force or 
  gas. Area effect weapons include shotguns, grenades & explosives, 
  flamethrowers, missiles & rockets, mines, molotov cocktails and 
  rocket powered grenades (RPGs). 
   
  Attacks are made as with other ranged weapons, with the center of 
  the area effect falling on the designated target, and anything within 
  the area of effect taking damage as well. If the target is missed, the 
  true center of the attack must be determined. When calculating 
  where a grenade or other. Area weapon has hit, roll 1D10 to 
  determine the direction on the Grenade Table, then roll a second 
  D10 to see how many yards away it hit. 
  
   
  38
  Shotguns:  Shotguns fire a cloud of small metal pellets called a 
  "pattern". The width of the pattern is based on the distance 
  between the attacker and the defender. Any target in a straight path 
  between attacker and intended target is also considered to be in the 
  area of effect. Note: if something is between the path of the 
  shotgun and its intended target, the intervening spaces behind that 
  object are considered to be exempt from the effects of fire. 
  Buckshot however, is extremely ineffective against armor, and 
  treats it as having 50% more SP. For a standard 12 .ga : 
   
   
  Due to the spread of pellets from a standard 
  shotgun round, shotguns get a +1 at Close 
  range, +2 at medium range, +4 at long 
  range, and +5 at extreme. This only counts 
  towards standard shotgun rounds, Sabot, stun, slug, etc... rounds 
  are treated as normal. Specialty rounds are subject to GM 
  discretion. At medium range and extreme range, a shotgun hit will 
  hit 2 main locations locations. At Close range it will hit 2 
  sublocations. Roll once for location, the apply equal damage to that 
  location and one location adjacent 
   
  Example: Jack opens up his shotgun on a boosters at medium range 
  (pattern width=2m). He hits the 1st booster dead on, the booster is hit 
  in his left arm and torso. 
   
  Shotguns are a very effective weapon in situations where aiming 
  isn't critical. For instance, in 6ft hallways, there would be no way 
  for a target to escape taking wounds no matter how much his 
  reflexes were boosted. However, shotguns are also limited to 
  relatively short ranges and don't do a lot of damage on the 
  individual pellet level.  A blunderbuss is an early version of the 
  shotgun, however it’s damage differs due to poor construction.  At 
  Close and Point Blank it does 5d6, medium 3d6, and at long 1d6. 
   
  The Armor-Piercing Effects of Shotgun Slugs 
  These projectiles have normal AP ability vs. all armors. Damage 
  that penetrates Hard armor is not halved. Damage that penetrates 
  Soft armor is halved as normal. This represents the concussive 
  results of mass and impact by finned/saboted slugs. Slugs are 
  considered to have x2 range and x2 cost, Saboted Round range is 
  x5 and cost is x3 
   
   
  Grenades: 
  Grenades come 
  in fragmentation, 
  incendiary, stun, dazzle, sonic, concussion and gas varieties. Each 
  type has its own area of effect, usually between 2 to 5 yards. 
  Grenades and explosives can be detonated using timers, radio 
  controls, tripwires or remote detonators. All grenade types are 
  available in hand or rifle-propelled versions, and are described in 
  the Area Effect Weapons & Grenade Table. Grenades may be 
  thrown the same distance as a cast weapon (see table below) or 
  launched to a range of 225 yards.  For every 2 points of failure on 
  the required Athletics Roll to throw the grenade (or other thrown 
  explosive), it lands 1 yard off target.  2m can be added to distance 
  per point of Strength Feat. 
   
  BODY TYPE 
  MAX DISTANCE 
  1-3 
  10 yards 
  4-5 
  20 yards 
  6-7 
  40 yards 
  8-9 
  60 yards 
  10-11 
  80 yards 
  12-13 
  100 yards 
  14-15 
  120 yards 
  Values shown above are for baseball-sized objects weighing no 
  more than 1kg. For every additional kilogram, subtract 2 from 
  the Body Type score used to calculate throwing distance.  This 
  chart is also used for grenades, which use the Athletics skill in 
  place of Martial Arts or Brawl/Melee. 
   
  AREA EFFECT TABLE 
  Type 
  Blast Radius 
  Grenades 
  1yard per Die of damage 
  Gas Grenade 
  3 yards 
  Molotovs 
  2 yards /liter 
  Flamethrower 
  2 yards 
  Cyberlimb flamethrower
  1 yards 
  Mine 
  2 yards 
  Claymore 
  6 yard line from explosion
  C-4 
  5 yards /kg 
  RPG 
  4 yards 
  Missile 
  6 yards 
  Shotgun (Close) 
  1 yards 
  Shotgun (Med) 
  2 yards 
  Shotgun (Lng/Ext) 
  3 yards 
  Micromissile 
  2 yards each 
   
  “Cooking Off” A Grenade: Most hand grenades have a 4-5 
  second fuse.  With training you can “cook off” a grenade.  In other 
  words, you can hold on to the grenade long enough for the fuse to 
  run down before throwing it, so that hopefully it will explode on 
  impact or at other desired time or distance.   
   
  Every second a character cooks off a grenade adds a cumulative -3 
  to hit on the athletics roll required to hit your target.   
   
  If you don’t cook the grenade not only is there a chance it could be 
  picked up and thrown back at you before it detonates, but it will 
  also bounce upon hitting the target and land 1d6/2 yards away 
  from the target point.  Consult Grenade Table to determine 
  direction and distance: 
   
  GRENADE TABLE 
   
   
  Roll 1D10 to determine Point Of Explosion. 
   
  EXPLOSIVE DAMAGE: To determine effects and damage for 
  anyone caught in the Blast Radius of an Explosion, first determine 
  the targets distance from the center of the blast.  Next figure the 
  Area Of Effect Range.   
   
  Targets that are hit directly by explosives, or are in point blank 
  range of detonation, take maximum damage 
   
  For every yard away from the Point Of Explosion damage is 
  reduced by 1 Die increment (shaped or directional charges are 
  reduced by 2 Die increments).   
   
  Explosive damage is taken to 1 location for every 2 Die of damage 
  (round up) the character(s) in the Blast Radius receives.  
  SHOTGUN TABLE 
  Range 
  Damage 
  Close, PB 
  4D6 
  Medium 
  3D6 
  Long 
  2D6 
  Shotgun Slug/Saboted Round Damage 
  10ga. slugs 
  5D10AP 
  12ga. slugs 
  4D10AP 
  20ga. slugs 
  3D10AP 
  
   
  39
  For Example: Jack throws a grenade at a group of enemy 
  soldiers, trying to hit the center of the group.  He rolls his 
  athletics to hit and gets an 18, the grenade hits dead center but 
  rolls 2 yards to the north before exploding because Jack gets 
  nervous about holding onto live explosives.  The grenade 
  exploded right at one soldiers feet, doing 7D6 damage to 4 
  locations (both legs, his torso, and an arm).  That soldier 
  disappears in a fine red mist.  One of the other soldiers is only 
  a yard away, he takes 5D6 damage to 3 locations (head, right 
  arm, torso), killing him as well.  Another soldier was at the 
  edge of the blast 5 yards away, he only takes 2d6 damage to 1 
  location, his left leg.  He is alive, but in pain.  The last soldier 
  was clear of the Blast Radius and is coming after Jack hard. 
   
  For every point the shot misses by, it lands one yard away from the 
  intended target. For each range increment greater than "Close", 
  multiply the distance by 2. 
   
  So at close range, missing by 1 point means you land the explosive 
  1yard away, while a miss of 10 points means the shot misses by 
  10yards. At medium this becomes 2 yards/20 yards... At long it 
  becomes 4 yards and 40 yards, at extreme it becomes 8/80... 
   
  Gas: Gas differs from other grenade effects in that it moves 
  around. To use gas, first determine the Point of Explosion. All 
  targets within 3 yards are immediately affected. 
   
  On the next turn, determine which way the wind is blowing by 
  rolling again on the Area Effect Table. Place the new area of 
  effect. Any target within the first and second areas of effect must 
  save vs. the gas, as well as any targets in a straight line the width 
  of the gas cloud between the two points. On the third turn, the gas 
  dissipates. 
   
  Gas grenades have either fatal or incapacitating effects. To avoid 
  the effects, the character must make a save; armor doesn't help 
  (although filters or gas masks will). On a successful Save, he will 
  take half effects (a -2 REF reduced to -1, 4D6 reduced to 2, etc.). 
   
  GAS EFFECTS 
   Type 
   Effect 
   Damage 
   Nausea 
   Illness 
   -4 REF 
   Teargas 
   Tearing 
   -2 REF 
   Sleep Drugs 
   Sleep** 
   None 
   Biotoxin I 
   Death 
   4D6 
   Biotoxin II 
   Death 
   8D6 
   Nerve Gas 
   Death 
   8D10 
   **Half effect is drowsiness, -2 to all stats.
   
  Flamethrowers:  Flamethrowers are much like other area effect 
  weapons, with one difference; they can be "swept" between two 
  points. When using flame throwing weapons, you may decide both 
  a starting point and an ending point; then roll to Hit, determining if 
  you're on target. Missed rolls refer to the Grenade scatter chart. 
  Anything caught in the sweep between the two points is ignited. 
  Using these weapons usually requires the Heavy Weapons Skill. 
  Damage is 2D1O the 1st turn, 1D1O and 1D6 the following two 
  turns. Hard armors protect normally. Soft armors must be >15SP to 
  protect the target, and are damaged 2pts/hit. 
   
   
   
  Mines:  Mines come in two types; standard land mines and 
  "claymore" antipersonnel mines. A land mine is designed to stop 
  vehicles or other heavy objects; it is easily detected with most 
  magnetic sensors (7 in 10 chance). You step on it and it blows up, 
  simple. Damage is 4D10. 
   
  A claymore is designed to stop people, not vehicles. Claymores 
  can be triggered by tripwires, time delays, or remote switches. 
  Claymore mines have an hourglass shaped area of effect, rather 
  than a circular one (see illustration). The dimensions of the "front" 
  cone of destruction are 6 yards wide by 75 yards long; the 
  dimensions of the "rear" cone of destruction are 6 yards wide by 6 
  yards long. At the juncture of the two cones is a 6 yard wide circle. 
  Damage is 4D10. 
   
   
   
  Rocket Powered Grenades:  Rocket Powered Grenades (RPGs) 
  are a hybrid of grenade and rocket projectile, with far greater range 
  and accuracy. They are also easier to acquire than missiles. With 
  the exception of the disposable Armbrust RPG, most have the 
  disadvantage of backblast, making them impossible to fire in a 
  confined space. RPGS are fired as with other grenade launchers or 
  shoulder arms, using the character's Heavy Weapons Skill. 
  Damage is generally 6D10. 
   
  Missiles:  Missiles and Rockets include radar and optically guided 
  missiles, mini-rockets and shoulder rocket launchers. Using 
  missiles requires use of the Heavy Weapons Skill. When firing 
  missiles and rockets, treat them as rifle-fired grenades with longer 
  ranges and larger areas of effect; otherwise, all damage goes to the 
  target vehicle’s SP/SDP. 
   
  Average Missiles, Rockets, And Torpedos 
  Type 
  Blast Radius 
  Damage 
  Rocket 
  5 yards 
  13d6 
  Missile 
  4 yards 
  12d6 
  Torpedo 
  10 yards 
  13d6 
  * underwater only 
  Note: for Rockets and Missiles: If a rocket or missile has an Armor-
  Piercing warhead, the armor's SP is halved, but the damage that 
  penetrates is not. 
   
  Missiles and Rockets move slow enough to be seen, thus they 
  move slow enough to be reacted to. Versus vehicles, the attacker 
  rolls directly against the defenders Pilot Skill. In the case of guided 
  missiles, the missile itself rolls an opposed check vs. the targets 
  pilot skill.  Versus humans the target may roll his Dodge. 
   
  Explosives: 
  Explosives vary from grenades in that the more you use, the bigger 
  the blast area, the bigger the bang. Explosive amounts are defined 
  as units; one unit of TNT would equal one stick; one unit of 
  Plastique would be an ounce, etc.  For every unit of explosive 
  used, add full damage value and 50% to the area of effect.  So 
  using 6 kg of Plastique would do 42D10 over a 24-yard area.  (7y 
  + 7x5y /2 [35y/2 =17]).  Tying 5 sticks of TNT together would 
  create a 20d10 explosion covering a 12 yard (4y + 4x4y/2 [16y/2 = 
  8) area of effect.  Explosive charges can be shaped, (demolitions 
  roll 20) which minimizes the area of effect by 2/3rds, and doubles 
  damage. 
   
  
   
  40
  EXPLOSIVE RANGES 
  Explosive 
  Unit 
  Area 
  Damage 
  Plastique 
  1kg 
  7y 
  7D10 
  C6 
  1kg 
  8y 
  8D10 
  TNT 
  1 stick 
  4y 
  4D10 
  Take the area covered by one unit of explosive and multiply this by the total 
  number of units. 
   
  Molotov Cocktails:  Molotov cocktails are the favorite of would 
  be terrorists and people with a lot of gasoline, rags and empty 
  bottles around. A Molotov covers 2 yards for every liter of fuel 
  used (a standard soft drink bottle would cover 2 yards). Damage 
  (3D6 burn damage) is applied to the overall body, rather than to a 
  location. 
   
  WORKING WITH EXPLOSIVES 
  An unskilled attempt that results in failure becomes a Fumble; a 
  further roll of 8-10 means the explosive goes off "in your face" 
  (a further Fumble roll of 8-10 means the same thing for a character 
  with Demolitions). A roll of 1 means it goes off automatically. 
   
  EXPLOSIVES RULES 
  Use grenade to damage structure .....….. 20 
  Use explosive as thrown bomb ........….. 15 
  Tamping an explosive (5 min+) ......…... 15 
  Minimize C-6+ shockwave (33%) …..... 20 
  Enhance C-6+ shockwave (+100%) ..…. 20 
  Shaping charge (1/3rd AOE,x2 damage)…30 
  EVALUATE STRUCTURE FOR WEAKNESS 
  x2 damage ............................................. 20 
  x3 damage ............................................. 30 
  x1 .................................................... Failure 
  x1/3 ................................................ Fumble 
  MAKING EXPLOSIVES 
  Nitroglycerine (lab, 24eb/kg) ................. 15 
  Guncotton (lab, 10eb/kg) ....................... 15 
  TNT (full lab, 20eb/kg) ........................... 20 
  Plastique (full-lab, 50eb/kg) ...............…. 25 
  C6 (full-lab, 75eb/kg) .........................….. 35 
  Chemical delay fuses (25eb-75eb) .……... 20 
   
  INDIRECT FIRE 
  Indirect fire requires a spotter, who can see the target, and relay 
  information back to the firer. If the firer can see the target, use the 
  normal rules for direct fire. Unless the spotter has the firing 
  weapon right next to him, he must know where he is, and must 
  know where the target is. This requires a map and a Difficulty 15+ 
  Wilderness Survival roll, or a satellite, or a computer 
  Navigation/GPS system. 
   
  Mortars and launched grenades travel at 400y per turn, and 
  artillery shells travel at 600y per turn. At those speeds, some 
  distant indirect fire may take several turns to reach the target. At 
  the end of the turn when the shells reach the target, after everybody 
  has moved and taken their actions, roll for the artillery to hit. The 
  difficulty is 25+, and the only modifiers to the D10 roll are: 
   
  INDIRECT FIRE MODIFIERS 
  Spotter's Heavy Weapons+INT)/2 
  Firer's Heavy Weapons/2 
  Visibility Modifiers that apply to the Spotter 
  +3 per turn (max 4 turns) of spotted fire at the same target area, not 
  at the same target. This bonus can only be gained after the first 
  shot(s) hit, since it simulates the spotter correcting the fire. 
   
  If the shot hits, roll on the Grenade Table to see just where it hits 
  and work out damage as usual. Once a shot hits, the To-Hit# drops 
  to 10 and the weapon(s) can continue to fire at that location for as 
  long as desired without a need for a spotter to correct fire. If the 
  shot misses, it does so by (range/100y) x the number of points 
  missed by, in a direction determined by the Grenade Table. A 
  spotter can only spot and correct for one target location at a time, 
  but there is no limit to the amount of weapons one spotter can spot 
  for, as long as they're shooting at the same target.  
   
  SHOOTING INTO A CROWD 
  When engaging an enemy in a crowd with ranged weapons, hitting 
  innocent bystanders is almost a sure thing.  For some characters 
  this isn't a problem, but for others this can be a real downer.  When 
  fighting in a crowded situation, and a shot misses, roll under your 
  LUCK and apply the following: 
   
  SIZE OF THE CROWD 
  1-5 people 
  -1 
  6-10 people 
  -2 
  10 -15 people 
  -3 
  15-25 people 
  -4 
  25-50 people 
  -5 
  50-100 people 
  -6 
  100-200 people 
  -8 
   
   And remember, even when the players are not in a crowd, there is 
  always the chance of a stray shot hitting someone. 
   
  RELOADS CARRIED 
  This is so overlooked in many games, but can become very 
  necessary, particularly in combat or when supplies are limited.   
   
  A) Mark on your Character Sheet how many reloads are carried for 
  each weapon.  For situations where the characters are gearing up 
  for a larger conflict than normal and are carrying extra ammo, 
  make sure they write it down on a scrap piece of paper. 
   
  B) On a scrap piece of paper, keep track of every shot fired. 
   
  
   
  41
  MELEE COMBAT 
  Melee attacks include clubs, knives, swords, axes, chainsaws, 
  sledgehammers, martial arts weapons, hand-to-hand attacks, bites, 
  and grapples. 
   
  Melee attacks differ from ranged attacks in that you are opposing a 
  person, instead of a target. To make a melee attack, the formula 
   
  ATTACKER: REF+Skill+Bonuses/Penalties+1D10 
  VS. 
  DEFENDER: REF+Skill+Bonuses/Penalties+1D10 
   
  If there's a tie the defender wins. 
   
  A character may make as many Melee Attacks or Maneuvers = his 
  number of Combat Actions per round.  These Attacks and 
  Maneuvers can be offensive, defensive, or a combination of both.  
  In cases where a character is attempting to use more than one skill 
  (such as if he is using more than one Martial Art) average the 
  Martial Art that has the lowest skill level determines the number of 
  Combat Actions. In addition, every character gets one free Dodge 
  or Block per round. 
   
  STR DAMAGE MODIFIERS TABLE 
  BODY 
  Hand to Hand STR 
  Cast Weapon STR 
  1 -2 
  -1 
  -1 
  3-4 
  0 
  0 
  5-6 
  +1 
  +1 
  7-8 
  +2 
  +1 
  9-10 
  +3 
  +1 
  11-12 
  +4 
  +2 
  13-14 
  +6 
  +3 
  15+ 
  +8 
  +4 
  Key Attack 
  +1/2 MArt Skill Level 
  +1/2 MArt Skill Level 
   
  HAND TO HAND RANGES 
  RANGE 
  MODIFIER 
  KEY ATTACKS 
  Casting 
  -0 
  Block, Dodge, Jump Kick 
   
  Various 
  Cast, Ram 
  Hitting 
  +5 
  Polearm Strike 
   
  +3 
  Normal Weapon Strike 
   
  -0 
  Punch, Kick, Disarm, Ram, 
   
   
  Sweep, Block, Dodge 
   
  -3 
  Grapple 
   
  -5 
  Cast 
  Grabbing, 
  -0 
  Disarm, Grapple, Throw 
   
   
  Hold, Choke, Escape 
   
  -3 
  Punch, Kick, Sweep, Block 
  Dodge 
  -5 
  Normal Strike 
   
  REQUIREMENTS FOR RANGE CHANGE 
  Casting to Hitting:  
  If you have the greater Martial Art you 
  may be able to enter Hitting range. 
  Hitting to Grabbing: 
  Make Grapple roll. 
  Grabbing to Hitting: 
  Make Parry or Dodge roll. 
  Hitting to Casting: 
  If you have the greater Martial Art you 
  may be able to enter Casting range. 
   
   
   
   
   
  KEY ATTACKS 
  See the Martial Arts listing for a guide to the Key Attacks of each 
  martial art.  The bonuses each style provides are added to the To-
  Hit roll for that Maneuver or Attack.  Some Maneuvers and 
  Attacks inflict damage on the opponent, others are meant to hold or 
  entangle, and others are used to prevent you from being hit 
  yourself.  If the Martial Art does not have a bonus to something, 
  you may still attempt that maneuver, you just don’t get any extra 
  points to add to the To-Hit roll.  However you can take multiple 
  Martial Arts to give yourself as wide a range as possible.  When 
  taking multiple Martial Arts you take the highest value bonus from 
  your various Martial Arts.  So if you have a Martial Art with a 
  punch of 4 and a block of 1, and you take another Martial Art with 
  a punch of 2 and a block of 3, you keep the punch of 4 from the 
  first martial art, and use the block of 3 from the second, so you 
  keep the highest bonus given of any martial art you know. To 
  determine what Martial Art to use, you use the one that provides 
  the highest bonus for whatever maneuver you are attempting.  You 
  may choose to use a different martial art to hit, but regardless of 
  which art you choose to hit with, you MUST use the skill level of 
  the art with the highest bonus in that Attack or Maneuver to figure 
  in the damage bonus provided by skill level.  Also, if you choose 
  not to use the art with the highest bonus for any given Maneuver or 
  Attack, you do NOT gain IP to either.  
   
  Brawling/Melee is an untrained skill compared to martial arts, it 
  allows a user to attempt all the same Attacks or Maneuvers as a 
  Martial Art, but provides no bonuses to them or to damage.  A 
  bonus to damage is given to anyone using Brawl/Melee if they 
  have the Rampage Special Ability (+1 per point of Rampage). 
   
  RUNDOWNS FOR EACH KEY MANEUVER: 
   
  STRIKE: Strike is any attack made with a Melee weapon, such as 
  a sword, staff, axe, knife, sharpened stick, or big rock.  Strike basic 
  damage is that of the weapon + STR bonus + ½ the Applicable 
  Martial Arts Skill Level.  Defenders against a Strike may use their 
  Martial Arts, or Brawling/Melee skill to Dodge the Strike, or they 
  may use Martial Arts, Brawling/Melee (if they are holding a 
  weapon) to try to block or parry it.  To perform a Strike you use 
  the following formula: 
   
   
  REF + Martial Arts or Melee + Key Strike +1D10  
   
  (When using two hands to attack with a weapon, Body Damage 
  Modifier is doubled.) 
   
  CAST:  Cast is any attack made with thrown or hurled objects, be 
  they throwing knives or axes, shuriken, spears, darts, rocks, or 
  baseballs.  Cast basic damage is that of the weapon + Your STR 
  bonus / 2 + ½ the Applicable Martial Arts Skill Level.  Defenders 
  against a Cast may use their Martial Arts, Brawling/Melee skill to 
  Dodge the Cast weapon, or they may use Martial Arts, or 
  Brawling/Melee (if they are holding a weapon) to try to Block or 
  Parry it.  To perform a Cast you use the following formula: 
   
  REF + Martial Arts, Melee or Athletics + Key Strike + Range 
  Penalty + 1D10 
   
  RANGE PENALTY FOR 
  CASTING 
   
  BODY 
  TYPE 
  MAX 
  DISTANCE 
  RANGE  
  PENALTY 
  1-3 
  10y 
  Hitting  
  -5 
  4-5 
  20y 
  Close  
  -0 
  6-7 
  40y 
  Medium  
  -5 
  8-9 
  60y 
  Long  
  -10 
  10-11 
  80y 
  Extreme  
  -15 
  12-13 
  100y 
   
   
  14-15 
  120m 
   
  
   
  42 
  PUNCH: Punch encompasses punching, knife hand strikes, pokes, 
  chops, elbow attacks, bites and head butts.  Punch basic damage is 
  1D6/2 + Your STR + ½ the Applicable Martial Arts Skill Level.  
  Weapons which are worn, natural, or implanted on the hands, 
  elbows, or forehead add their damage in place of the 1D6/2 
  provided by the bare hand.  Defenders against a Punch may use 
  their Martial Arts, or Brawling/Melee skill to Dodge the punch, or 
  they may use Martial Arts, or Brawling/Melee to try to Block or 
  Parry it.  To perform a Punch you use the following formula:  
   
  REF + Martial Arts or Brawling/Melee + Key Attack + 1D10 
   
  KICK: Kick is any attack made using your legs, knees, or feet.  
  Kick basic damage is 1D6 + Your STR + ½ the Applicable Martial 
  Arts Skill Level.  Weapons which are worn, natural, or implanted 
  on the legs, knees, or feet add their damage in place of the 1D6 
  provided by the bare leg.  Defenders against a Kick may use their 
  Martial Arts, or Brawling/Melee skill to Dodge the punch, or they 
  may use Martial Arts, or Brawling/Melee to try to Block or Parry 
  it.  To perform a Kick you use the following formula: 
    
  REF + Martial Arts or Brawling/Melee + Key Attack + 1D10 
   
  DISARM: Disarm is a maneuver designed to remove or break a 
  weapon or item from your opponent’s possession.  Taking his gun, 
  knocking his sword from his hand, or grabbing the rock from his 
  palm, or snaking the cigarette hanging from his lips are all 
  considered disarm Maneuvers.  In a disarm, both attacker and 
  defender get to add their Body Type Modifier in addition to 
  whatever other bonuses they are using.  The defender may even 
  choose to roll a Strength Feat in order to keep hold of his weapon.  
  Disarm does no damage, though you can sometimes use it with a 
  Choke Attack.  In addition, you must add in the size penalty of the 
  defenders weapon, as smaller objects are harder to make someone 
  let go of than larger objects.  To break a weapon or item you must 
  Roll the target number (provided on the Break Chance table) or 
  under on a 1d10.  To perform a Disarm you use the following 
  formula: 
   
  REF + Martial Arts, or Brawling/Melee + Key Attack  + BT 
  Damage Mod + 1D10 
   
  DEFENDERS WEAPON SIZE PENALTY FOR DISARM 
  Very Heavy: Great Sword 
   
  Heavy: Rifle, Long Sword 
  0 
  Medium: Pistol, SMG, Large Knife 
  -3 
  Light: Shuriken, Small Knife, Derringer 
  -6 
   
   
  SWEEP/TRIP: Sweep is a Maneuver to attempt to trip or other 
  wise knock your opponent’s feet from underneath him.  Defenders 
  against a Kick may use their Martial Arts, or Brawling/Melee skill 
  to Dodge the Sweep, or they may use Martial Arts, or 
  Brawling/Melee to try to Block it.  To perform a Sweep/Trip you 
  use the following formula: 
   
  REF + Martial Arts or Brawling/Melee + Key Attack + 1D10 
   
  BLOCK/PARRY: Block/Parry is any attempt to avoid being hit 
  by your opponent or his weapon by intercepting it with your arms 
  and legs or a weapon or shield of your own.  It is possible to 
  successfully block or parry a weapon with your arms and legs, 
  however doing so is difficult, and unless you beat your attackers 
  roll by 5 points you will take damage from the weapon to whatever 
  limb you were using to Block/Parry, if you beat the attackers roll 
  by 5 points or more, you take no damage.  You must declare which 
  weapon or limb you are attempting to Block or Parry with before 
  the die is rolled.  To perform a Block/Parry use the following 
  formula: 
   
  REF + Martial Arts, or Brawling/Melee + Key Defense + 1D10 
   
  PARRYING OR BLOCKING A WEAPON MAY ALSO 
  CAUSE YOU TO BREAK YOUR OWN WEAPON 
   
  The Following Chart may also be used in purposeful attempts 
  to break an opponent’s weapon with a Strength Feat check, 
  every 5 points above 15 results in a +1 to the Break Chance. 
   
  Attackers 
  Weapon 
  Chance Defenders Weapon Breaks 
  On A D10 
  Very 
  Heavy 
  Very Heavy 
  1 
  Heavy 
  1-2 
  Medium 
  1-3 
  Light 
  1-4 
  Heavy 
  Very Heavy 
  0 
  Heavy 
  1 
  Medium 
  1-2 
  Light 
  -3 
  Medium 
  Very Heavy 
  0 
  Heavy 
  0 
  Medium 
  1 
  Light 
  1-2 
  Light 
  Very Heavy 
  0 
  Heavy 
  0 
  Medium 
  0 
  Light 
  1 
  Very Heavy 
  Weapon 
   Maul, Great Axe, Great Sword, 
  Sledgehammer, Polearm 
  Heavy Weapon 
   Battle Axe, Longsword, Steel Staff, Rifle 
  Medium 
   Shortword, Axe, Spear, Pistol, Machete, Large 
  Knife, Nunchaku, Rapier 
  Light 
   Small Knife, Dagger, Derringer, Foil, Blowgun 
  Weapons made of wood are automatically treated as being no 
  higher than Medium, this includes wooden shafts (Just the wooden 
  part) on spears or polearms.  Weapons made of Monocrystal or 
  leather are automatically treated as being light.  Anything more 
  fragile (such as glass) will break on any parry attempt. 
   
  Weapon quality can modify the category for the purpose of 
  Break Chance. 
   
  MELEE WEAPON QUALITY 
  0 
  Fragile, breaks on any fumble, 50% chance of breaking during 
  use. 
  1 
  Cheap, breaks on a roll of 4 on a 1D10 after any fumble. 
  Weapons of this quality are treated as being 2 categories lower 
  on the Break Chart 
  2 
  Poor Quality-breaks on 2 or less on a 1d10 after a fumble. 
  Weapons of this quality are treated as being 1 category lower on 
  the Break Chart  
  3 
  Standard Quality, hard to damage, breaks only on a critical 
  fumble 
  4 
  High Quality, long lasting, can take abuse, military quality tool, 
  almost impossible to damage without specifically intending to. 
  Weapons of this quality are treated as being 1 category higher 
  on the Break Chart 
  5 
  Masterwork Quality, even trying, it is near impossible to 
  damage.  Only the finest weapons can achieve this. 
  Weapons of this quality are treated as being 2 categories higher 
  on the Break Chart 
   
  
   
  43 
  DODGE: Dodge is an attempt to avoid an attack completely by 
  ducking, sidestepping, swaying, or jumping out of the way.  To 
  perform a dodge use the following formula: 
   
  REF + Martial Arts, or Brawling/Melee + Key Defense + 1D10 
   
  Characters get one free Dodge OR Block attempt per round of 
  melee combat.  This does not count towards their actions for 
  the round. 
   
  ALL-OUT PARRY: When you declare this as your action, it 
  takes up all of your actions for the round.  To use this option you 
  Roll your Parry once, with a +4 modifier (representing your 
  dedication to the task).  The final result is your Parry Roll against 
  any attempt to attack you for the round, and will function for as 
  many attacks as you have actions allotted by your skill, and 
  provided your parrying weapon holds up to the abuse. 
   
  ALL-OUT DODGE: Like All-Out Parry when you declare this as 
  your action, it takes up all of your actions for the round.  To use 
  this option you Roll your Dodge once, with a +4 modifier.  The 
  final result is your Dodge Roll against any attempt to attack you 
  for the round, and will function for as many attacks as you have 
  actions allotted by your skill. 
   
  GRAPPLE: Grapple is the Maneuver used to grab or entangle an 
  opponent using either bare hands or a suitable weapon.  You must 
  make a successful grapple before you can attempt a Hold, Break, 
  Throw, Choke or Crush.  Defenders may use the Martial Art 
  Maneuvers of Escape, Block, Dodge, or Grapple, or they may use 
  Brawling/Melee skill to oppose the attempt.  Once a grapple is 
  successful you may attempt to Hold, Break, Throw, Choke or 
  Crush. To perform a Grapple use the following Formula: 
   
  REF + Martial Arts or Brawling/Melee + Key Attack + 1D10 
   
  THROW: A Throw can only be attempted if the opponent is 
  successfully grappled.  It covers throws, flips, bodyslams, 
  Piledrivers, tosses, and takedowns.  A defender can only use his 
  Escape or Brawling to avoid being thrown.  Basic Throw damage 
  is 1D6+ STR + ½ the Applicable Martial Arts Skill Level.  Like 
  Falling, Armor does not protect against damage from a throw.  To 
  perform a Throw use the following formula: 
   
  REF + Martial Arts or Brawling/Melee + Key Attack + 1D10 
   
  HOLD/BREAK: A Hold or Break can only be attempted if the 
  opponent is successfully grappled.  A Hold is any Maneuver to 
  immobilize your opponent, degree of success determines how 
  much of your opponent you have immobilized.  For every 2 points 
  above your opponents defense roll, you may immobilize one of his 
  limbs, once a limb is held it remains held until you either release 
  him, or he escapes, and every round you have him held you may 
  try and immobilize him further.  For every round an opponent is 
  held, he is at a –2 to oppose you.  A defender against a hold may 
  only use his Escape, Brawling/Melee or Strength Feat. Once Held, 
  you may also choose to perform a Break, using your position of 
  control to attempt to damage the limb you are holding.  To oppose 
  a Break, a defender may only use his Escape or Strength Feat.  
  Break basic damage is 1d6 + STR + ½ the Applicable Martial Arts 
  Skill Level.To perform a Hold or Break use the following formula: 
   
  REF + Martial Arts or Brawling/Melee + Key Attack + 1D10 
   
   
  CHOKE/CRUSH: A Choke or Crush can only be attempted if the 
  opponent is successfully grappled.  A Choke is a Maneuver to 
  either control a persons head or use pressure on the neck to force 
  them unconscious, and is treated like a Hold.  A Crush is a bit 
  more sinister, from the Choke it is intended to damage the neck, to 
  the point of killing the opponent.  Escape and Strength Feat are the 
  only means of defending against these maneuvers.  Basic damage 
  for Crush is 1d6 + STR bonus.  Remaining conscious during a 
  Choke or Crush is determined by rolling an Endurance check, DC 
  set by damage done, failure indicates unconsciousness.  To 
  perform a Choke or Crush use the following formula: 
   
  REF + Martial Arts or Brawling/Melee + Key Attack + 1D10 
   
  ESCAPE: Escape is a Martial Art maneuver to free yourself from 
  grapples, holds, breaks, chokes, crushes, or throws.  You must 
  successively Escape a situation.  If you are the target of a Break or 
  Crush, you may Escape to a Hold or Choke.  If you are the target 
  of a Hold or throw, you may Escape to a Grapple, from which you 
  can either choose to engage your opponent in a Grapple, or Escape 
  again out of Grabbing range.  To perform an Escape use the 
  following formula: 
   
  Break /Crush to Hold/Choke/ to Grapple to Grabbing range 
  REF + Martial Arts, Brawl/Melee + Key Defense + 1D10 
   
  RAM: Ram is an attack where you use your entire mass to attack 
  your opponent, Tackles, Bodychecks, Clotheslines, and things of 
  that nature.  These attacks can be incredibly damaging, though 
  opportunities to implement them are somewhat rare.  Basic ram 
  damage is BOD Damage (see chart) + ½ the Applicable Martial 
  Arts Skill Level.  Defenders can use Dodge, or Brawling/Melee 
  skill to move out of the way of a Ram.  To perform a Ram use the 
  following formula: 
   
  REF + Martial Arts or Brawling/Melee + Key Attack + 1D10  
  - Dash penalty 
   
  KNOCKDOWN SAVE: Defender's BODY + Strength Feat + 
  1D10 vs. Damage 
   
  RAM DAMAGE CHART 
  BODY 
  DAMAGE 
  1-2 
  1D6-2 
  3-4 
  1D6 
  5-6 
  2D6 
  7-8 
  2D6+1 
  9-10 
  2D6+2 
  11-12 
  3D6+4 
  13-14 
  3D6+6 
  15-16 
  3D6+8 
  17-18 
  4D6+8 
  19-20 
  5D6+8 
   
  JUMP KICK: Like a normal kick, only you leap into the air to 
  perform it, adding +5 to your basic 1D6 damage.  To Perform a 
  Jump Kick use the following formula: 
   
  REF + Martial Arts or Brawling/Melee + Key Attack + 1D10 
   
   
   
   
  
   
  44
  MOVING ATTACK MANEUVERS 
  While Ram and Jump kick can be performed from a standing 
  position, performing them while running increases the damage 
  dramatically.  When performing a running attack, it expends all 
  other actions that round including your free Dodge/Block (you can 
  make subsequent actions, but penalties apply).  The further you run 
  (up to your Max MA allowance) the more damage you do, but also 
  the easier it is for your opponent to dodge the attack. 
   
  DASH MODIFIER TABLE 
  Dashing Distance 
  Damage 
  Penalty To Hit 
  None (up to 2y) 
  -0 
  -0 
  5y 
  +1/4 of MA 
  -2 
  10y 
  +1/3 of MA 
  -4 
  15y 
  +1/2 of MA 
  -6 
  20y 
  + MA 
  -8 
  25y 
  + 1 ¼ MA 
  -10 
  30y 
  + 1 1/3 MA 
  -10 
  The penalty to hit stops at –10, anyone who can run faster than that is going to 
  be too quick to react any more than that. 
   
  COUNTER ATTACK 
  Provided you have attacks still available in the round, you may 
  attempt a counter attack (in place of your free dodge) anytime your 
  opponent fails by more than 5 points or anytime he fumbles, 
  representative of him leaving himself open.  Counter Attack 
  options are as follows: 
   
  COUNTER ATTACK TABLE 
  OPPONENTS ATTACK 
  DEFENDERS COUNTER 
  Strike 
  Strike, Sweep, Kick, Punch, 
  Punch 
  Punch, Kick, Sweep, Grapple 
  Kick 
  Kick, Sweep, Punch 
  Sweep 
  Kick, Punch 
  Grapple 
  Grapple, Punch, Kick 
  Ram 
  Sweep, Jump Kick*, Throw# 
  Jump Kick 
  Throw#, Sweep, Kick, Punch 
  *You may only attempt the Jump Kick from a standing position 
  #In situations where your opponent is already moving, it is possible to throw 
  him without first making a grapple, as you use his own momentum against 
  him. 
   
  If your counter attack succeeds, you have ended his attack options 
  and begun your own.  However if you leave yourself open 
  positions could very well reverse again. 
  . 
  MELEE DAMAGE 
  When making melee attacks with a weapon, the total damage is the 
  damage listed as part of the weapons description plus the bonus 
  provided by half the characters Martial Art skill level (or equal to 
  the Rampage special ability of the Savage Role if used in 
  conjunction with Brawl/Melee). 
   
  When making a melee attack, you must also add a damage 
  modifier based on your character's body type to any damage. This 
  damage modifier is listed in the Damage Modifier Table below. 
   
  However, the type of Combat Action being performed also 
  modifies damage.  A melee attack, like a regular attack, can be 
  either Quick, Normal, or Full Combat Action.  Some melee attacks 
  can be any of the attacks, some melee attacks may only allow for 
  one or two types of Combat Actions.  The amount of Damage done 
  in a melee attack is directly related to both the weapon being used 
  (including hands and feet) and the type of Combat Action being 
  performed.  If an attack is performed as a quick action, such as 
  throwing a quick jab, or rapidly stabbing, then the weapon can do 
  up to 1d6 damage, but never exceeding its Listed Die damage.  
  Because of the rapid nature of the attack, a character attempting to 
  attack in this way can also only add half his Strength Bonus.  If the 
  character attacks with a Normal Combat Action, he may do up to 
  2d6 in damage and adds his full applicable Strength Bonus.  If the 
  character takes a Full Combat action to hit, he does the full Die 
  damage listed for the weapon, adds his STR x 1.5.  Defending 
  against a Normal or Full attack provides a +1/+2 bonus do dodge 
  or block due to the extra time taken by the attacker  to perform 
  such a maneuver.  Mono-Edged weapons allow for 1d6 damage 
  more than what is allowed for each category. 
  COMBAT 
  ACTION 
  MAX DIE 
  DAMAGE 
  BONUS DAMAGE 
  DEFENSE 
  MODIFIER 
  QUICK 
  1D6- 
  ½  STR Bonus* 
  +0 to Block/Dodge 
  NORMAL 
  2D6 
  Full  STR Bonus* 
  +1 to Block/Dodge 
  FULL 
  3D6+ 
  X1.5 STR Bonus* 
  +2 to Block/Dodge 
  Regardless of Combat Action used to perform the attack, a melee weapon 
  (including Punches and Kicks) will never do more than its listed damage.  IE 
  an Extralight Dart will never do more than 1D6/2 in damage, a Medium Sword 
  will never do more than 3D6, even if a full action is taken to attack with them. 
  *This is in addition to adding half the Mart Skill in damage. 
   
  MELEE DAMAGE STR BONUS 
  1-2 (Very Weak) ................................. -1 
  3-4 (Weak) .......................................... -0 
  5-6 (Average) ...............….................. +1 
  7-8 (Strong) ........................................ +2 
  9-10 (Very Strong) ............................. +3 
  11-12 ................................................... +4 
  13-14 ................................................... +6 
  15+ ..................................................… +8+ 
  HAND-TO-HAND COMBAT MODIFIERS 
  Blinded by light or dust ..................... -3 
  Double-Jointed (grapple/escape/hold) +1 
  Half body visible ................................ -1 
  Head and shoulders only visible ....... -1 
  Head only visible ................................ -2 
  Behind someone else .........…............. -2  
  Aimed Strike at head/limb………. -1/-2* 
  Aimed strike at vitals ..................... -3/-4*  
  Aimed Strike at Nerve Cluster……. . -6 
  Improvised weapon ............................ -2 
  *Martial Artist/Brawler 
   
  IMPROVISED WEAPONS 
  Too many times characters are oblivious to their surroundings, and 
  neglect to look around for a weapon, preferring to resort to fighting 
  with their fist when the bullets have run out.  Unfortunately in 
  many cases this is as much the GM's fault as it is the players.  But I 
  bet if you look around your room as you read this you can find at 
  least ten items that can immediately be used as a melee weapon.  
  When a character picks up any item to use as a melee weapon that 
  was not designed to be a weapon, his melee drops to half.   
   
  SAMPLE IMPROVISED WEAPONS: 
   
  Soda Can (unopened) - 1D6/2 (can be effectively thrown)  
  Rolled up towel- dry 1D6/3-2, wet 1D6/3+2 
  Pencil or pen - 1D6/3 (can be effectively thrown) 
  Chopsticks - same as a pencil, but can also be used as a 
  grappling weapon (to lock wrists, etc...) 
  Pool cue- to hit someone 1D6, stabbing 1D6+2 (can be 
  effectively thrown like a spear) 
  Billiard ball- 1D6 (can be effectively thrown) 
  Telephone- home phone blunt 1D6/2, (can also be used to 
  Entangle) Pay phone can be used the same way, but 
  generally only the receiver can be utilized, limiting range 
  extremely due to the fact that its rather difficult to rip out 
  a pay phone) 
  Bottle- unbroken blunt 1D6/2 (has a 60% chance of 
  breaking, Broken Bottle -slashing 1D6 +2 
  Stepladder- bludgeon 1D6+3 
  Chair- bludgeon 2D6 
  Wire Hanger- 1pt, can also be used to entangle 
  Clothing or drapery- can be used to entangle 
  
   
  45
  HAND-TO-HAND PENALTIES 
  Athletics and Dodge/Escape are poor skills to use in combat, and 
  are considered a last-resort skill for avoiding being hit in melee 
  combat. To reflect this, penalize the character using Athletics or 
  Dodge/Escape instead of a normal combat skill by halving the 
  effective Athletics or Dodge/Escape skill level. 
   
  FRIENDLY FIGHTING 
  When in a fistfight, often the goal is to incapacitate rather then to 
  kill.  Bar room brawls in some seedy dive can be considered a 
  normal night for your solo or nomad.  But how do you keep your 
  character from inadvertently killing some poor schmuck just 
  because he spilled beer on your shoes?  And what do you do when 
  you just want to knock someone out so you can extract them, or 
  when your teammate has been shot full of drugs and is now on a 
  rampage?  If all your character has is brawl, this generally isn't a 
  problem, as he isn't trained to do enough damage to kill someone.  
  For a martial artist it can be a very real problem.  To counter this, 
  the character must state one of two intentions before they role the 
  dice: 
   
   DRUNKEN GOOD FUN - The character divides all his 
  damage by two, this allows for those drunken brawls and 
  fights between characters over who gets to escort that 
  sexy young corporate to her dinner party, and who gets to 
  act as support on the cold rooftop.  This option does not 
  eliminate the possibility of killing your opponent, but it 
  does make the chances drastically less significant.  This 
  also works well for quick showing off during an audition.   
  This works in both hand to hand and melee situations. 
   
  KNOCKOUT - This attack requires concentration by the 
  character, as he attempts put purposely knock his 
  opponent unconscious with one blow.  And works either 
  empty handed or with a melee weapon.  The character 
  must first forfeit initiative (unless he is performing a 
  surprise attack), and will spend the first part of the round 
  concentrating.  If he is struck during this round he loses 
  his attack.  If he hasn't been hit then he will strike at a -3 
  to his opponent.  If the strike is successful he has willed 
  himself to do just enough damage to knock his opponent 
  out.  No damage is rolled, and no damage is taken, the 
  opponent is simply knocked unconscious for 1D10 x2 
  minutes.   The opponent does get a chance to avoid being 
  knocked out by rolling under his save at –5 
   
  INCAPACITATION AND NERVE CLUSTERS 
  Anyone with a brother or sister knows how Nerve clusters can be.  
  Whether you were on the giving or receiving end, you are aware of 
  the pain caused by the nerves of the neck being pinched.  There are 
  a lot more of these cluster scattered all over the body, and if the 
  attacker is knows them, he can cause either great pain, or even 
  render the area useless for a period of time.  (IE- a knife fist to the 
  deltoid nerve cluster of the inner arm might render it useless for 
  hours.)  Masters of this attack can affect entire body functions, and 
  even your state of consciousness.  Knowledge of these areas can be 
  beneficial as well.  Masseurs and masseuses, as well as 
  acupuncturists are adept at manipulating the nerve clusters, some 
  can even heal with their knowledge.  A successful nerve attack will 
  either immobilize the limb struck.  An immobilized limb will 
  remain immobile for a number of minutes equal to the number of 
  points the attackers roll succeeded by (if the success is greater than 
  5 points this becomes hours).  To perform this attack the character 
  must be trained in a martial art that specifically deals with nerve 
  strikes and making such an attack incurs a -6 penalty to hit.  (GM 
  may allow for other effects with different modifiers) 
  DEATH AND MAIMING 
  In most fights your character will get into as a professional, things 
  won't be as friendly.  That's when your goals become a bit more 
  sinister.  In some cases you will simply want to take the bastard 
  out, in other cases you are going to want to make him regret he 
  pissed you off for the rest of his life. 
   
  To perform the following attacks, the character must first roll 
  above his EMP with the following calculations: 
   
  SAVE MODIFIERS TO PERFORM UNARMED KILL  
  If the character's general feelings towards people is that of a 
  very negative nature, (IE- hates everybody, wipe em out and 
  leave the place for the roaches,) then they get a -2 toEMP. 
  If the opponent is a mortal enemy, has committed or plans to 
  commit a heinous act, (IE- the opponent is going to blow up a 
  school bus full of children, or has released a bio-toxin into the 
  cities drinking water, or just murdered the characters lover) 
  then the character gets a -2 to his EMP.  (GM's this can be 
  cumulative, use extreme discretion though.) 
  If the character's general feelings are of a very positive nature, 
  (IE- loves everybody, the world is full of shiny happy people, 
  etc...) the character gets a +2 to his EMP. 
  If the opponent is known to be innocent, or is helpless (IE- 
  unarmed and surrendering) then they get a +2 to his EMP. 
  (Note:  this won't work in all situations, but it will provide a means to keep 
  your players from abusing this rule.  Extreme GM discretion is advised.) 
   
  If the character makes his roll successfully, he may then attempt to 
  maim or kill his opponent with one blow.  To do this he must first: 
   
  ATTEMPTING TO KILL IN ONE BLOW 
  A) Declare his intention, whether he is planning to maim or kill the 
  opponent, before rolling the dice. 
  B) Must declare exactly what area of the body of his opponent he 
  is trying to attack.  (It must be feasible, if the character is face to 
  face with the opponent he can't very well target the spine can he!) 
  C) The character must then make a called shot, with an additional 
  –6 to the regular penalties.  This attack is a Full Combat Action.   
  D) If the character succeeds making the called shot, damage is x2.   
    
  We are all aware that there are certain places you can hit a person 
  that can kill or maim them very easily, such as an open palm to the 
  nose, sending the opponents cartilage into their brain, or a punch to 
  the throat, collapsing their windpipe.  The following charts detail 
  information on the weak spots of the human body and the amount 
  of damage it takes to kill an opponent utilizing this area. 
   
  The following are for unarmed or blunt weapon combat only. 
   
  HEAD: It takes 8 points of damage to send the cartilage 
  of the nose into the brain.   
   
  THROAT: A blow to the throat that inflicts over 8 points 
  of damage will collapse the windpipe.  An attack 
  inflicting 6 points of damage has a 50% chance of 
  damaging the voice box. 
   
  SPINE: Any attack inflicting over 12 points directly to 
  the spine will cause it to break, there is a 50/50 chance 
  that this will either kill, or paralyze the opponent. 
   
  KNEECAP: If the opponent takes enough damage to 
  successfully break the leg, and a called shot has been 
  made to the kneecap.  The opponent’s knee has been 
  broken, and even after medical attention he will be 
  handicapped for the rest of his life, suffering a permanent 
  -2 to his MA.  
  
   
  46
  To instantly kill with a bladed weapon is far easier: 
   
  HEAD: This one is self-explanatory. 
   
  THROAT/ARTERY: If a major artery is cut, (called shot 
  inflicting more than 5 points of damage) then the character will 
  bleed to death in 1D6 minutes. 
   
  EYES: Any stabbing attack that does more than 5 points of 
  damage directly to an eye will pass though the eye into the 
  brain.  If under five points the character is blind in the attacked 
  eye. 
   
  SPINE: See above 
   
  MAJOR ARTERY: Wrist's, inner thigh's, the insides of the 
  upper arm, and on men the penis, all contain major arteries.  If 
  these arteries are cut (same rules as that of the throat), the 
  character will bleed to death in 1D6x3 minutes. 
   
  HEART AND LUNGS: If the heart is pierced (called stabbing 
  shot inflicting more than 12 points of damage) then the character 
  will die within 1D10 rounds.  (If the weapon remains imbedded 
  in the victim, there is a chance he will survive long enough to 
  receive medical attention.)  If the lungs are pierced, the character 
  will die in 1D10x2 minutes. 
   
  KNEECAP: Same as above 
   
  ANKLE: If the Achilles tendon is severed (called shot inflicting 
  5 points of damage), then the character will suffer a permanent -
  2 to MA and must either wear a brace, or walk with a cane for 
  the rest of his life.   
   
          And of course you can always sever a limb. 
   
  CALLED SHOTS 
  In hand to hand and melee, called shots are necessary, especially if 
  you are a martial artist.  It is assumed in melee combat that any 
  attack is a called shot, otherwise what you are essentially doing is 
  flailing your arms wildly like a spastic just hoping to hit 
  something.  As such, if no location is called before the dice are 
  rolled the default location is Torso, which incurs no penalty.  For 
  attacking a specific limb or the head, a Martial Artist incurs a -1 
  modifier to hit, a Brawl/Melee user incurs a -2 penalty.  For 
  specific locations (such as eyes, nerve clusters, groin) the penalty 
  becomes -3 for Martial Artists and a -4 for Brawlers. 
   
  ALL OUT MELEE ATTACK 
  At the beginning of every round, before they make any roll, a 
  combatant may choose to take All Out Melee Attack.  Doing so is 
  a full round action, and no other attack or defense rolls regardless 
  of quick actions.  By taking All Out Melee Attack the attacker is 
  able to add x2 his STR bonus, and gets a +2 to attack, the attacker 
  can choose to target general areas, incurring the standard -2, 
  penalty to hit, but cannot target specific locations such as eyes, 
  groin, etc. 
   
  ALL OUT MELEE DEFENSE 
  At the beginning of every round, before they make any roll, a 
  combatant may choose to take All Out Melee Defense.  Doing so 
  gives the defendant a +4 to Block or Dodge, but he is unable to 
  make an attack that round.   
   
  ROLLING WITH THE PUNCHES 
  A character that fails their Block or Dodge in a hand to hand or 
  melee weapon attack, but comes within 3 points of what they 
  would need to succeed, may Roll With The Punch, allowing them 
  to only take half damage.   
   
  SURPRISE MELEE ATTACKS 
  A successful surprise melee attack automatically does Maximum 
  Damage.  To make a surprise Melee attack, your target must be 
  unaware of your presence or at the very least not see you as a 
  threat.  If he is aware of your presence, he is allowed a Human 
  Perception roll versus your Perform, with modifiers based on 
  attitude and circumstance.  Success of a human perception means 
  the character will be on guard, he won’t know you intend to attack, 
  but he won’t ignore you either.  Failure means he does not consider 
  you a threat and your attack will come as a surprise.  Regardless of 
  him being aware of your presence or not, at the moment of attack 
  he is allowed an Awareness/Notice roll to sense or detect the attack 
  itself, versus your stealth. 
   
  Surprise Attack Modifiers 
  Circumstance 
  Modifier to Human 
  Perception 
  In the Heat of Battle 
  +5 
  Neutral Environment 
  +1 
  Peaceful Environment 
  -1 
  In Public or Crowded Place 
  -1 
  Isolated Location 
  +2 
  Enemy Territory 
  +3 
  Home or Safe Haven 
  -2 
  Attacker is an enemy 
  +5 
  Attacker is a Stranger or Neutral 
  +1 
  Attacker is a Friendly Acquaintance 
  0 
  Attacker is a Trusted Friend, lover, or 
  Family Member 
  -5 
  Defender Perceives Attacker as 
  Helpless or Incapacitated 
  -2 
  Other Situational Modifiers* 
  Varies* 
  Attacker is a Child or Elderly 
  -2 
  * Any situation which would change the defenders perception 
  of the attacker, such as a heated argument, a friend acting 
  strangely, or a friend being influenced by another, may result 
  in a GM set modifier of a positive or negative value between –5 
  and +5. 
   
   
  
   
  47
  OTHER COMBAT RULES 
   
  CHINK IN THE ARMOR 
  Everything has a weak spot, but the trick is determining it.  When 
  trying to determine an opponent’s weak spot in combat, (IE- trying 
  to figure out the best place to hit that APC that's coming at you, or 
  trying to determine the location of the gas tank on that truck that 
  just ran over your homie). You must roll a very difficult 
  Awareness/Notice (28).  Searching for the opponent’s weak spot 
  requires you to spend 3 rounds observing it, during which no 
  actions can be taken.  If the character has some knowledge of the 
  offending target, he can apply half his skill to this roll.  Success 
  means he has found a location in the opponents armor where SP 
  has half value (or possibly less, determined by the GM by 
  situation.)  Hitting this vulnerable location will always incur at 
  least the standard -4 penalty for a called shot. 
   
  For example:  if the character is being attacked by a Tank, and has 
  Basic Tech, or Pilot Heavy Machinery as a skill, he can add half of 
  that skill to his awareness notice roll.  Success may determine he has 
  spotted the tanks viewport, or perhaps a damaged tread. 
   
   
  SP AND ITS RELATION TO SDP: 
  The Definition of SP and SDP can get a little blurry sometimes.  In 
  most cases it works well, but in some it just needs to be a little 
  more defined.  SP is strictly a measure of how much damage an 
  item can take before the bullet or projectile passes though it.  SDP 
  is strictly a measure of how much damage an item can take before 
  it is considered inoperable.  With me so far?  Ok here is where it 
  gets confusing.  Take a computer; if you hide behind it, you are 
  using it as protection.  Someone shoots it so what do you do? 
  Technically the computer is not armored, but it still provides an SP 
  value.  So what do you do now, and how do figure out where SDP 
  starts and SP ends.... 
   
  If the object is hollow, then it has (such as a pipe, or a box) 2 SP 
  ratings.  And if it is hollow and contains something (like the 
  computer mentioned before, or a box of tools) then it gets a third 
  SP rating.  For a projectile to pass through it must defeat all the SP 
  ratings.  It is not however, always necessary for it to beat the SDP 
  of an object.  If the object is by itself, or contains a mechanical 
  device, or electronics, then the object also gets an SDP rating. 
   
  If the device is one solid piece (like a log or a solid steel door) then 
  it only gets one SP rating.  If this device serves a function (like a 
  support beam, or a brace) then it too will have an SDP. 
   
  SP is determined by the density and thickness of an object.  A car 
  engine is very dense, and very thick, giving it a high SP.  An 
  aluminum can is not very dense at all, and is extremely thin, there 
  fore it has a very low SP. 
   
  SDP is determined by the intricacy and delicacy of the item.  A 
  computer is very fragile, and very intricate.  If you damage even a 
  small piece of it, chances are you are going to destroy it.  While a 
  car engine is much less fragile, and if you shoot it you most likely 
  won't do it much damage.  Even if you do, because it is less 
  intricate, the engine has a good chance of remaining functional.  
  The SPD of an object will vary with intricacy and durability. 
  In the case of the SDP of a solid object, the object must take 4 
  times its SP in damage before it becomes inoperable. 
   
  TAKING IT LIKE A MAN 
  Whenever a character who is holding anything is hit, they must 
  make an additional Cool/Will Save roll (with appropriate penalties 
  due to damage or circumstance), if the character fails the save, they 
  drop their weapon or item.  This is done in addition to any 
  Cool/Will roll they have to make as a Stun/Shock save.   
   
  This rule can also be used when the character is climbing, or doing 
  anything where a sudden loss of concentration can have an 
  effect…   
   
  ALL OUT EVASION 
  A character may declare an All Out Evasion.  This is a full round 
  action during which the character runs full out while weaving and 
  juking, and focuses entirely on making himself a hard to hit target.  
  While taking an All Out Evasion, the character adds +1 for every 
  point of Athletics skill he has to the Movement Allowance based 
  hit penalty afforded him for being a moving target.  During an All 
  Out Evasion a character may not make an attack, nor make any 
  action that requires him to move in a way that can be anticipated or 
  hampers his speed (such as climbing a ladder, or running in a 
  straight line) however he can make acrobatic moves, provided he 
  succeeds in his Athletics check.   
   
  FALLING DAMAGE 
  Damage from a fall is determined at a rate of 1d10 per ten feet 
  (ignore the first 10 feet, An Athletics roll is permissible, with the 
  difficulty raising by 5 for every ten foot increment of fall.  For 
  every point over success, the character may ignore 5 feet of the 
  fall.  Soft armor is completely ineffective against falling damage, 
  Hard armor is ½. 
   
  IMPACT DAMAGE 
  Impact Damage is determined at a rate of 1d10 per 10 MPH, if two 
  objects collide head on, both objects take the combined damage 
  determined by the speed of each object.  If collision occurs from a 
  forward angle, the damage is reduced by 25%, damage from the 
  side is at half to both objects but only the impacting object 
  determines damage, and damage from a rear angle or from behind 
  is reduced by 75%, again only the impacting object determines 
  damage. 
   
  Impact Damage is also modified by weight.  For every 50% weight 
  difference, modify damage up or down by 50%.   
   
  HUMAN SHIELDS 
  A human, such as a corpse or hostage, when used as a shield, will 
  have an SP equal to their BOD for their torso, while their head and 
  limbs will have an SP equal to their BTMx2. 
   
   
  
   
  48
  HARD ROAD 
  These Traffic and Chase rules give detail to every possible aspect 
  of overland travel, from random traffic generators to the reactions 
  of other drivers, to common road hazards. Vehicles imply modern 
  day transportation, but in pre-modern settings it also includes 
  horses, carts, carriages, etc.  With slight tweaking and common 
  sense, certain parts of these rules may even be used to give 
  additional flavor to pedestrian chases. 
   
  VEHICULAR MANEUVER DIFFICULTY TABLE 
  Difficulty Level: 
  DC Modifier 
  (base 10) 
  Driving at Speed Limit 
  0 
  Driving over speed limit/safe driving speed 
  +1 per 5mph 
  No traffic 
  -1 
  Light traffic (1-6 vehicles) 
  +1 
  Medium Traffic 
  +2 
  Heavy Traffic 
  +3 
  Extreme Traffic 
  +4 
  Attempting a turn traveling faster than vehicles top speed 
  for degree of turn.  Usually involves a “drift” or “power 
  slide” maneuver 
  +1 per 2mph 
  over turn top 
  speed  
  Driving in reverse 
  +1 per 5mph 
  Driving under fire 
  +4 
  Driver distracted (talking on hand held phone, eating) 
  +2 
  Recovering from loss of control (ignore 1 10mph increment 
  for every +1 of maneuverability, if the vehicle has negative 
  maneuverability, add a 10mph increment for every –1) 
  +1 per 10mph  
  Vehicle traveling faster than 80% of listed top speed 
  +3 
  Vehicle traveling more than 80 mph regardless of top speed 
  (Add or reduce 10mph to the 80 for every bonus or minus to 
  maneuverability a vehicle possesses.) 
  +3 every 20mph 
  over 80 (round 
  up) 
  Making a full deceleration 
  +1 
  Slamming on the brakes 
  +3 
  Doing something crazy, like attempting a jump, driving 
  under a truck, driving in oncoming traffic or other insane 
  stunt. (May be modified by circumstance at GM discretion) 
  +6 
  Recovering from a sideswipe or a ram from behind (either 
  as attacker or target) 
  +2 
  Recovering from impact from side or behind greater than 10 
  degrees 
  (either as attacker or target) (receives additional +1 for 
  every 10 degrees up to 90) 
  +3 
   
  Driving with flat tire (non steering tire) 
  (vehicles with more than 2 non steering tires reduce this 
  penalty by half) 
  +2 difficulty (per 
  flat tire) 
  Driving with flat tire (steering) 
  +3 
  Treaded vehicle 
  -3 
  Driving blind 
  +10 
  Extra actions w/ cybercontrols (Near Future+ settings only)  
  -1/action 
  DRIVING OFF-ROAD 
  Fairly flat field 
  +2 
  Partially wooded, rocky, and/or hilly terrain 
  +4 
  Densely wooded, very rocky, and/or steep hills 
  +6 
  Flat, hard packed desert 
  0 
  Loose sand 
  +3 
  High dunes, drifting sands 
  +6 
  Off-road capable vehicles treat off-road conditions as having a 2 point lower 
  modifier 
  Treaded vehicles treat off-road conditions as having a 4 point lower modifier 
   
  RANDOM TRAFFIC GENERATOR 
  1d10 
  # OF VEHICLES 
  1 
  Road Clear 
  2-6 
  Light Traffic 1d6 Vehicles 
  7-9 
  Medium Traffic 2d6 Vehicles 
  10 
  Heavy Traffic 3d6 Vehicles 
  Default is for Daytime, (normal hours 5-7AM, 9AM-3PM, and 6PM to 
  9PM) 
  Rush Hour (7AM-9AM and 4PM-6PM) doubles the number of vehicles 
  rolled 
  Night time (9PM-12PM) 1/2 of the vehicles rolled (round down) 
  Late night/early morning (12pm-5am) 1/3 of vehicles rolled, (round down) 
  High population Area = x2 Vehicles rolled 
  Rural Area = 1/2 vehicles rolled (round down) 
  Desolate area (interstates between cities, extreme back roads, etc...) = 1/4 
  vehicles rolled (round down)  
  Dirt Roads raise difficulty modifier level by 1 
  Road in severe disrepair raise difficulty modifier level by 2 
  Light rain, snow, = -10% of vehicles on road (round down), treat speed 
  limit as if -10mph posted, increases difficulty modifier level by 1  
  Heavy Rain, Snow, Ice, fog, and Sandstorm  = -50% of vehicles on road 
  (round down), treat speed limit as if half posted, and Difficulty Modifier 
  level raises by 2  
  For every 2 vehicles over 5 per lane in an increment, treat posted speed 
  limit as being 10% lower in that lane 
  Roll on the table above once for traffic moving in your direction, and 
  again for the traffic in the oncoming lanes. 
  The default is for a 4-lane road (2 lanes moving your direction, 2 lanes 
  oncoming).  For every additional lane add 1d6 vehicles,   
   
  Traffic Random Vehicle Generator: 
  1D10 
  VEHICLE 
  1-2 
  Motorcycle 
  2-3 
  Compact Car, Midsize, Car Sedan,  
  6 
  Luxury Vehicle, Sportscar 
  7-8 
  SUV, Pickup Truck, or Minivan 
  9 
  Large SUV, Van, or Light Truck 
  10 
  Semi Truck or Large RV 
   
  For the purposes of any situation where it would be required to 
  represent the movement of vehicles in relation to stationary or slow 
  moving objects/people the formula is simple.  For every 1 mph an 
  object, vehicle, or person is traveling, they move 1 yard.  For 
  instance, a vehicle moving at 20 mph can move 20 yards per 3 
  second turn. 
   
   
  
   
  49 
  TRAFFIC: Traffic is always assumed to be going the posted 
  speed limit (or the speed limit as modified by road, traffic, and 
  weather conditions).  Individual traffic however, may deviate by 
  1d10 mph over or under the posted speed limit for an addition 
  realistic touch). 
   
  For every 5mph difference over the posted speed limit, drop the re-
  roll time by 1 round (3.3 seconds), to a minimum of 1 round.  
  Meaning if you are going the posted speed limit of 40mph, then 
  you only re-roll the traffic generator every 10 rounds (equal to 30 
  seconds game time).  However, if you are doing 70 in a 40mph 
  zone, then you re-roll traffic every 3 rounds (12 seconds).  If you 
  are doing 95 or more in a 40mph zone, you re-roll every round (3.3 
  seconds), the same as if you are doing 125mph in a 70mph zone. 
   
  MPH over 
  posted speed 
  re-roll times 
  modified by 
  speed 
  MPH over 
  posted speed 
  re-roll times 
  modified by 
  speed 
  Posted speed 
  10 rounds (30 
  seconds) 
  +25 mph 
  5 rounds (15 
  seconds) 
  +5 mph 
  9 rounds (27 
  seconds) 
  +30 mph 
  4 rounds (12 
  seconds) 
  +10 mph 
  8 rounds (24 
  seconds) 
  +35 mph 
  3 rounds (9 
  seconds) 
  +15 mph 
  7 rounds (21 
  seconds) 
  +40 mph 
  2 rounds (6 
  seconds) 
  + 20 mph 
  6 rounds (18 
  seconds) 
  +50 mph 
  1 rounds (3 
  seconds) 
   
  MPH to KM/H Simple 
  Conversion 
  5 mph = ~10 km/h 
  10 mph = ~15 km/h 
  15 mph = ~25 km/h 
  20 mph = ~30 km/h 
  25 mph = ~40 km/h 
  30 mph = ~50 km/h 
  35 mph = ~55 km/h 
  40 mph = ~65 km/h 
  45 mph = ~70 km/h 
  50 mph = ~80 km/h 
  60 mph = ~100 km/h 
  70 mph = ~115 km/h 
  80 mph = ~130 km/h 
   
  OTHER TRAFFIC AND ROAD RULES: 
   
  Random side street availability, for every traffic re-roll 
  increment :  
  (Roll for traffic at each street only if characters are turning or 
  that street has right of way)  
  Roll 
  1d6 
  CITY 
  URBAN 
  HIGHWAY 
  RURAL 
  HIGHWAY 
  RURAL ROAD 
  (50% CHANCE SIDE 
  ROAD IS DIRT) 
  1 
  NO 
  NO 
  NO 
  NO 
  2 
  1 
  NO 
  NO 
  NO 
  3-4 
  2 
  1 EXIT RAMP 
  NO 
  1 ROAD 
  5 
  3 
  1 EXIT RAMP 
  NO 
  2 ROADS 
  6 
  4 
  2 EXIT 
  RAMPS 
  1 EXIT RAMP 
  3 ROADS 
   
  CHASE POSITION: For every 10mph over the speed of traffic 
  an individual vehicle is traveling, it may pull ahead at 1 car length 
  per round.  For vehicles involved in a chase or race, this rule only 
  counts towards vehicles moving at the posted (modified) speed 
  limit.    
   
  Vehicles involved in a chase move relative to traffic, individual 
  speed, acceleration, and other modifiers determine their position 
  relative to each other. 
   
  ROUND BY ROUND 
   
  ACCELERATION:  Roll a drive check, on a successful roll, 
  every point over the target difficulty allows you to accelerate 
  5mph.  Failure of this roll indicates a character has become 
  nervous or unsure, and decelerates by 5mph instead.  Alternatively, 
  at any time a character may opt to decelerate safely at up to half his 
  listed deceleration.   
   
  Making a full deceleration requires a roll  +1 difficulty higher than 
  the standard for driving (with modifiers for speed, weather, road 
  conditions and traffic included).  Slamming on the brakes (x2 
  deceleration speed) incurs a +3 difficulty and also forces any 
  vehicles behind you and within your threat range, to make an 
  immediate maneuver roll with additional modifiers due to distance 
  included.  
   
  THREAT RANGE: Threat range is the area behind a vehicle 
  where any other vehicle following is forced to make a maneuver 
  check in case the vehicle ahead of them decelerates suddenly.  
   
  THREAT RANGE 
  Every ten mph a vehicle is traveling increases the threat range 
  by 1 vehicle length 
  Vehicles in a threat range have their difficulty modifier 
  increased by +3 (for the purposes of avoiding collision in case 
  car ahead slams on brakes or decelerates suddenly) for every 
  vehicle length they are nearer to the vehicle in front of them. 
   
  TURNING: This is the speed your vehicle must reduce to in order 
  to turn without penalty, for every point of maneuverability 
  bonus/penalty; you may increase/decrease this speed by 5 mph (for 
  the purposes of this, count all 0's as being –10mph consecutively).  
  If top speed is zero, the vehicle effectively comes to a complete 
  stop. 
   
  TOP TURNING SPEED 
  Radius Top Speed 
  Radius Top Speed 
  15 degree 70 mph 
  105 degree 10 mph 
  30 degree 60 mph 
  120 degree 0 
  45 degree 50 mph 
  135 degree 0 
  60 degree 40 mph 
  150 degree 0 
  75 degree 30 mph 
  165 degree 0 
  90 degree 20 mph 
  180 degree 0 
    
   
   
   
   
   
   
  
   
  50
  Roll 1d10 on the following chart whenever an involved vehicle 
  makes any maneuver that would cause a non-involved vehicle to 
  react. 
   
   
  INTERSECTIONS: At every city or rural side street encountered 
  roll 1D10 (If you are currently on a main thoroughfare, re-roll a 3-
  5 once and keep result.) 
   
  RANDOM INTERSECTION TABLE 
  1-2 
  Side streets have stop signs 
  3  
  You have stop sign 
  4-5 
  4-way stop sign 
  6-10 
  Stop light 
  For a stop light roll 1d6 
  1-3 green, 4 yellow, 5-6 red (if yellow it will change to red in 1d6/3 
  rounds (3-6 seconds)   
  For every 15 seconds it takes you to reach the intersection, there is a 
  25% chance a light will change color. 
   
   
   
   
  RANDOM ROAD OCCURRENCES 
  (roll once every ten increments of random traffic, only during 
  actual chases, or alternatively, a GM may simply use these 
  instances as a guide for adding flavor a chase) 
  1D100 
  RESULT 
  1-3 
  Driver ahead slams on brakes 
  4-10 
  Opening in traffic, Road clear ahead for 2 increments 
  (comes in to play next increment) 
  11-20 Vehicles ahead of you are side by side and blocking you 
  from passing 
  21-24 
  Opportunity for cinematic maneuver (ramp allowing 
  for jump, vehicle with loose cargo, etc...) (comes into 
  play next increment) 
  25-29 As you move to pass a vehicle it suddenly swerves into 
  your lane (18 difficulty to avoid 
  30-35 
  Traffic closes behind you, hindering pursuit for 2 
  increments 
  36-38 
  Animal, person runs out into road ahead of you (18 
  difficulty to avoid) 
  39-42 
  Vacant lot, open field on side of road 
  43-45 
  Something falls from a vehicle in front of you (20 
  difficulty to avoid) 
  46-50 Emergency vehicle, lights and siren on, pulls onto road 
  ahead of you, moves 20mph faster than posted speed 
  limit, stays on road for 2d10 rounds 
  51-55 Collision between one or more vehicles in front of you 
  (23 to avoid) 
  56-60 
  Road ends in a T-Junction (if on rural road, road 
  becomes dead end, if on interstate, ignore and re-roll) 
  61-65 
  Road Damage (large potholes, etc..) 
  65-72 
  Road changes size (even larger, odd smaller), Roll 
  1D6/2 to determine additional lane increase/decrease.  
  Even numbers always result in the lanes distributed 
  equally to both outbound and inbound lanes, if the roll 
  is odd, the GM determines placement of the lane (if the 
  road gets smaller and decreases to 1 lane, the road 
  becomes 1-way).   
  73-78 
  Oil, Ice (15 difficulty to keep control, or glass, nails, 
  debris, etc.. (10% chance of blowout) 
  79-84 Sharp Curve ahead, increases difficulty modifier by one 
  level. 
  85-87 
  Driver from side street runs light or stop sign (24 
  difficulty to avoid) 
  88-93 Traffic Jam ahead, all traffic comes to a complete stop 
  94-96 
  Oncoming traffic suddenly swerves into your lane 
  (difficulty 26 to avoid) 
  97-
  100 
  Vehicle broken down in middle of the road 
  For every  increment of random traffic rolled, there is a 10 
  percent chance of police presence 
   
   
   
   
   
   
  REACTIONS OF NON INVOLVED DRIVERS TO 
  VEHICLES INVOLVED IN CHASE 
  1D10 
  REACTION RESULT 
  1 
  Driver panics, loses control of vehicle (roll on vehicle fumble 
  table) 
  2 
  Driver not paying attention, cannot react or evade 
  3 
  Road Rage, driver purposely does whatever he can to hinder 
  involved vehicle, 20% chance he will join chase 
  4 
  Driver Speeds up 
  5-6 
  Driver slows down 
  7 
  Driver moves out of way violently, if driver is in outside lane he 
  will move onto shoulder or sidewalk, if he is in inside lane he 
  will move into oncoming traffic, if multiple lane, he will move 
  into adjoining lane regardless of traffic. 
  8 
  Driver slams on breaks 
  9-10 
  Driver moves out of way easily 
  
   
  51 
  The GM should assign all primary vehicles (Character Vehicles, 
  involved NPC vehicles, etc.) a quality rating. 
   
  VEHICLE QUALITY RATING 
  Breakdown chance is rolled once per day vehicle is used.  There is 
  ALWAYS at least a 1% chance of vehicle breakdown. 
  For every 20% of SDP damage taken a vehicle drops one category and 
  must make an immediate breakdown chance roll. 
  Quality Rating 
  Chance of breakdown per day 
  Last Legs 
  20% 
  Used and Abused 
  15% 
  Normal 
  10% 
  Maintained 
  5% 
  Showroom Quality 
  1% 
  Other quality rating  modifiers 
  New vehicle (1 year old or less) 
  - 10% 
  Used (2-10 years old) 
  +5% 
  Well Used (11-20 years old) 
  +10% 
  Classic (21-30 years old) 
  +15% 
  Antique (31+ years old) 
  +20% 
  Standard Maintenance 
  0 
  Well Maintained 
  -5% 
  Lovingly Maintained by Top Grade Professional mechanics 
  -10% 
  No Maintenance 
  +10% 
                                                                                                           
  In a crash, the vehicle skids its current speed in yards forward, 
  hitting anything in the way (See impact rules). If the vehicle has 
  not been trashed, the driver has to succeed at a Driving roll vs. 
  Difficulty 20 to regain control in the following turn, -5 Difficulty 
  per successive turn. 
  In a spin, an air vehicle plummets down 25m per turn. If this loss 
  of altitude brings it to ground level, the vehicle is destroyed. As 
  above, the pilot must succeed at a Piloting roll vs. Difficulty 20 to 
  regain control. 
  Weapons fire is not possible while the vehicle remains out of 
  control. 
  CONTROL LOSS / CRASH! 
  Total up the amount by which you missed the Driving/Piloting roll, 
  and apply below: 
  1-5 
  Vehicle slews briefly out of control. Weapons fire at -5 this turn. 
  6-9 
  Vehicle slews out of control. All weapons fire at -10 this turn and 
  next. 
  10+ 
  Vehicle crashes. No weapons fire from this vehicle. 
   
  LOCATING VEHICLE DAMAGE 
  When you attack a vehicle, you will subtract the vehicles armor SP 
  from the damage, then roll 1D10 to determine where the round 
  went if it got through the armor: 
   
  VEHICLE DAMAGE 
  Vehicles have both SP values and Structural Damage Points 
  (SDP). If armored, the vehicle’s SP is subtracted from the damage 
  taken, with the remaining damage subtracted from the vehicle’s 
  SDP. When a vehicle is reduced to 0 SDP, it is considered to be 
  destroyed or inoperable. 
   
  VEHICLE HIT LOCATION TABLE 
  D10 
  Civilian Ground Vehicle Location 
  1 
  Tire track (unless otherwise noted tire is 5 SP / 3 SDP Wheel 
  is full SP/SDP) 
  2-3 
  Engine (full SP/ x3SDP) 
  4-6 
  Driver, crew, or passenger (unless otherwise noted glass is 4 
  SP / 2 SDP) 
  7-9 
  Vehicle body (Full SP/SDP) 
  10 
  Cargo 
  D10 
  Military Ground Vehicle Location 
  1 
  Tire/GE skirt/track (unless otherwise noted tire is 5 SP / 3 
  SDP Wheel is full SP/SDP) 
  2-3 
  Engine (full SP/ x3SDP) 
  4 
  Driver or crew (unless otherwise noted glass is 4 SP / 2 SDP) 
  5 
  Subsystem.  
  6-8 
  Vehicle body (full SP/SDP) 
  9-10 
  Turret (body if not present) ( turret is full SP / 1/3 SDP) 
  D10 
  Aircraft Location 
  1-2 
  Engine (full SP/ x3SDP) 
  3 
  Pilot or crew (unless otherwise noted glass is 5 SP / 3 SDP) 
  4-5 
  Wings/rotors/fans (unless otherwise noted ½ SP / full SDP) 
  6 
  Subsystem.  
  7-10 
  Vehicle body (full SP/SDP) 
   
  DAMAGE EFFECTS 
  Vehicle Body: When the vehicle has taken its total SDP in damage 
  (from any combination of locations) the vehicle is rendered 
  inoperable. 
   
  Motive Gear: 1/3 total SDP. When the motive systems (tires, 
  treads, wings) have sustained 1/2 of their SDP, the vehicle's top 
  speed is halved, and it suffers a -3 maneuverability modifier. When 
  the motive systems have lost all their SDP, the vehicle is 
  immobilized (aerial vehicles crash). 
   
  Engine: 1/3 total SDP. If it takes over 1/2 its SDP top speed is 
  halved, and it suffers a –1 maneuverability modifier. When it has 
  lost all its SDP it is immobilized (aircraft may try to glide). Once 
  the engine has taken over 50% of its SDP in damage, there is a 1 in 
  10 chance of a fuel explosion - roll this each time the engine takes 
  damage. If the fuel explodes, the vehicle is destroyed. 
   
  Pilot or crew: Roll randomly for the crewman hit. Apply the 
  damage to the person, subtracting personal armor SP from the 
  damage. An unconscious or dead crewmember can't operate the 
  vehicle; most vehicles tend to crash when the driver is 
  incapacitated. 
   
  Subsystem: Roll 1D10: 
  1 - 3 Weapon ammo: Unless otherwise noted, weapons 
  have 10 SDP. When a weapon has taken damage to all its 
  SDP, it is destroyed. When a weapon is destroyed, there's 
  a 1 in 10 chance that it will explode, doing the full 
  damage of one shot to the part of the vehicle to which it is 
  attached. If it doesn't explode, the magazine for one 
  random weapon is destroyed. 
  4 - 6 Cargo: Minor hit destroys 1 item, a Major or 
  Catastrophic hit destroys all cargo. 
  7 Communications: Lose all radio or other onboard 
  comm. systems. 
  8 ECM/HUD systems: lose all targeting and defensive 
  jammers.  
  10 Passengers: (Defender rolls to see who gets it) If more 
  than one, divide the damage between them as evenly as 
  possible. 
  
   
  52 
  Turret: Have 1/3 the vehicle's total SDP. When the turret loses 
  any SDP, there's a 2 in 10 chance that one of the weapons mounted 
  there will be rendered useless. When the turret takes damage to all 
  its SDP, it and all equipment in it are no longer functional. 
   
  VEHICULAR COMBAT FACTORS & CALCULATION 
  (FOR USE AS AN ALTERNATIVE ONLY WHEN DEALING 
  WITH HEAVY WEAPONS VS. VEHICLES) 
  Maximum Damage/20 for anti-armor explosives, projectiles, 
  and artillery (projectile weapons above 30mm, Anti-Armor 
  rockets, missiles, shaped charge explosives, Railguns, anti-
  vehicle mines, HEAT, etc...) 
  Maximum Damage/40 for all anti-personnel weapons 
  (projectile weapons 30mm or below, Anti-personnel rockets, 
  thrown andlaunched grenades, unshaped explosives, anti-
  personnel mines, etc...) 
  Multiply x1.5 for standard AP or API 
  Multiply x2 HEAT, DU, HEDP, HESH, or APFSDS, APDS 
  Multiply x4 for tandem heat 
  divide by 2 for weapons doing damage in D6 
  Divide by 2 for hollowpoint or flechette 
  Divide by 4 for buckshot (including fragmentation weapons) 
  Round up at the end for weapons measured in d10 increments 
  Round down at the end for weapons measured in D6 
  increments 
   
  Armor Value: SP/20, round off. 
  Body Value: SDP/20; round off. 
  COMBAT PROCEDURE 
  1. Roll normally for to-hit. 
  2. Figure Penetration and Armor Modifiers 
  PENETRATION MODIFIERS 
  Per 10 points above target number …. +1/2 
  Per additional round ........................... +1/4 
  Long Range ......................................... -1/4 
  Extreme Range .................................... -1/2 
  ARMOR MODIFIERS 
  Hitting vehicle from side ....................... 3/4 
  Bottom, back, or top .............................. 1/2 
  3. Subtract Armor Value from Penetration. 
  If the result is 0 or more, go to step 4. If not go to step 6. 
  4. Roll 1D10 and add positive difference between Penetration 
  and Armor Value. 
  5. Subtract the target's Body Value, and refer to table below: 
  DAMAGE TABLE 
  Die Roll ........................................... Result 
  0 or less ............ Surface Damage (step 6) 
  1-5 ...................................... Minor Damage 
  6-9 ...................................... Major Damage 
  10+ ......................... Catastrophic Damage 
  6. Surface Damage: Roll 1D10.  On a 7-10, one random 
  unprotected/exposed piece of equipment has been damaged. If 
  the weapon that damaged it has a base Penetration of 3+, the 
  item is destroyed. If the weapon's Penetration is 2 or less, the 
  item has a 50% chance of surviving in repairable condition. 
  7. Other Damage: Roll on Vehicle Hit Location Chart to see 
  what was hit, then check below for effects of damage. 
   
   
   
   
   
  HULL/TURRET SUBTABLES 
  Roll 1D10 (+1 if shooting at front, -1 if back) 
  Roll ............................ Hull/Turret Location 
  0-2 .................................... Cargo or Ammo 
  3-4 ......................................... Engine/Crew 
  5-7 ......................................................Crew 
  8 ............................................... Equipment 
  9 ................................................... Weapon 
  10-11 ...................... Empty Space/Weapon 
   
  EFFECTS 
  Cargo: Minor hit destroys 1 item, a Major or Catastrophic hit 
  destroys all cargo. 
   
  Ammo: If it doesn't explode, the magazine for one random weapon 
  is destroyed. 
   
  Engine: A damaged or destroyed engine immobilizes the vehicle. 
   
  Empty Space: The shot passes through harmlessly. 
   
  MINOR DAMAGE 
  Equipment, system or weapon: 20% chance that it is destroyed. 
  If not destroyed, it will not work until repaired. 
   
  Fuel: 25% chance of catching on fire (3d6 to each crewmember 
  and 25% chance of exploding each turn it is on fire). Fire 
  extinguishers and damage-control systems reduce the chance of 
  fire or explosion to 5%. 
   
  Crew: Each applicable crewmember sustains 4D6 damage to a 
  random location. Body armor will reduce damage as normal. 
  MAJOR DAMAGE 
  Equipment, system or weapon: 90% chance that it is destroyed. 
  If not destroyed, it will not work until repaired. 
   
  Engine/Explosive Ammo: 50% chance it will explode 
  demolishing the target. Fire extinguishers and damage-control 
  systems reduce the chance of explosion to 10%. 
   
  Fuel: 50% chance of catching on fire (3d6 to each crewmember 
  and 25% chance of exploding each turn it is on fire). Fire 
  extinguishers and damage-control systems reduce the chance of 
  fire or explosion to 10%. 
   
  Crew: Each applicable crewmember sustains 6D6 damage to a 
  random location. Body armor will reduce damage as normal. 
   
  CATASTROPHIC DAMAGE 
  Equipment, system or weapon: Item destroyed, must be replaced. 
   
  Engine/Explosive Ammo: 90% chance it will explode 
  demolishing the target. Fire extinguishers and damage-control 
  systems reduce the chance of explosion to 30%. 
   
  Fuel: 50% chance of catching on fire (3d6 to each crewmember 
  and 25% chance of exploding each turn it is on fire). Fire 
  extinguishers and damage-control systems reduce the chance of 
  fire or explosion to 30%. 
   
  Crew: Each applicable crewmember sustains 10D6 damage to a 
  random location. Body armor will reduce damage as normal. 
   
   
   
  
   
  53 
  TIRES, TREADS AND TURRETS 
  Exposed objects, such as turrets, on a vehicle can be targeted. 
  Other items, including exposed crew and passengers, are too small 
  to target with vehicle weapons; small arms may shoot at these 
  targets normally. 
   
  Wheel: Small target. 1/3 vehicles SDP & SP. 
  Tracks: Normal target. 1/2 SDP & SP. 
  1/2 Space Turret: Small. Full SP, 1/4 SDP. 
  1-3 Space Turret: Normal. Full SP, 1/2 SDP. 
  4+ Space Turret: Large. Full SP, 3/4 SDP. 
   
  ANTI-VEHICLE WEAPONS VS 
  PERSONNEL 
  1. Roll normally to hit. 
  2. Victim makes LUCK test 15+. This does not use up any LUCK 
  points, unless the victim wants to add points to the roll. Success 
  indicated that he takes 5D6 damage to a random location. Armor 
  works at half SP.  
  3. If the LUCK test failed, divide average Armor SP by 20 to get 
  the Armor Value. Subtract this from the weapon's Penetration. A 
  result of 0 or less, the victim takes 2D6 impact damage and loses 
  10SP of armor for every point of Penetration stopped. Multiply 
  results of 1+ by 10 to find the damage the victim receives, his 
  armor is also destroyed. 
   
  SAMPLE VEHICLES 
  (Note: The following vehicles are merely examples for quick 
  reference.  Feel free to tailor them to suit your game needs.  
  Converting real world vehicles to Interlock Unlimited is very easy, 
  auto magazines and website list the important stats, such as top 
  speed, weight, etc…) 
   
  Motorcycle 
  Top Speed: 
  120 mph 
  Acc/Decc: 
  25/45 
  Crew: 
  1 
  Range: 
  375MI 
  Passengers: 
  2 
  Cargo: 
  0KG 
  Maneuver: 
  +3 
  SDP: 
  15 
  SP: 
  0 
  Type: 
  cycle 
  Mass: 
  65kg 
  Cost: 
  $6,800 
   
  Compact Car 
  Top Speed: 
  80 mph 
  Acc/Decc: 
  10/30 
  Crew: 
  1 
  Range: 
  335mi 
  Passengers: 
  3 
  Cargo: 
  400KG 
  Maneuver: 
  +2 
  SDP: 
  35 
  SP: 
  10 
  Type: 
  car 
  Mass: 
  1700kg 
  Cost: 
  $11,000 
   
  Sedan 
  Top Speed: 
  100 mph 
  Acc/Decc: 
  15/40 
  Crew: 
  1 
  Range: 
  340mi 
  Passengers: 
  4 
  Cargo: 
  700KG 
  Maneuver: 
  +1 
  SDP: 
  45 
  SP: 
  20 
  Type: 
  car 
  Mass: 
  2000kg 
  Cost: 
  $19,000 
  Sports Car 
  Top Speed: 
  140 mph 
  Acc/Decc: 
  28/45 
  Crew: 
  1 
  Range: 
  340mi 
  Passengers: 
  3 
  Cargo: 
  800KG 
  Maneuver: 
  +2 
  SDP: 
  45 
  SP: 
  10 
  Type: 
  car 
  Mass: 
  2300kg 
  Cost: 
  $25,000 
   
  Limousine 
  Top Speed: 
  100 mph 
  Acc/Decc: 
  15/40 
  Crew: 
  1 
  Range: 
  340mi 
  Passengers: 
  4 
  Cargo: 
  800KG 
  Maneuver: 
  -2 
  SDP: 
  40 
  SP: 
  25 
  Type: 
  car 
  Mass: 
  2600kg 
  Cost: 
  $99,000 
   
  Pickup Truck 
  Top Speed: 
  100 mph 
  Acc/Decc: 
  15/30 
  Crew: 
  1 
  Range: 
  280mi 
  Passengers: 
  4 
  Cargo: 
  6600KG 
  Maneuver: 
  0 
  SDP: 
  45 
  SP: 
  5 
  Type: 
  car 
  Mass: 
  2800kg 
  Cost: 
  $19,500 
   
  SUV 
  Top Speed: 
  100 mph 
  Acc/Decc: 
  10/40 
  Crew: 
  1 
  Range: 
  350mi 
  Passengers: 
  5 
  Cargo: 
  800KG 
  Maneuver: 
  -1 
  SDP: 
  50 
  SP: 
  15 
  Type: 
  car 
  Mass: 
  2200kg 
  Cost: 
  $29,000 
   
  Van 
  Top Speed: 
  100 mph 
  Acc/Decc: 
  15/40 
  Crew: 
  1 
  Range: 
  350mi 
  Passengers: 
  6 
  Cargo: 
  900KG 
  Maneuver: 
  -2 
  SDP: 
  60 
  SP: 
  10 
  Type: 
  car 
  Mass: 
  2900kg 
  Cost: 
  $26,000 
   
  18-Wheeler 
  Top Speed: 
  80 mph 
  Acc/Decc: 
  10/30 
  Crew: 
  1 
  Range: 
  500mi 
  Passengers: 
  1 
  Cargo: 
  40,000KG  
  (TRAILER) 
  Maneuver: 
  -3 
  SDP: 
  200 
  SP: 
  20 
  Type: 
  truck 
  Mass: 
  8tons 
  Cost: 
  $110,500 
   
  
   
  54
  AIRCRAFT RULES 
   
  AERIAL VEHICLE TERRAIN 
  Diff 
  Open Sky  
  0 
  Hazardous (within 300m of ground)  
  +5 
  Very Hazardous (nape of Earth)  
  +10 
  AERIAL MANEUVERS 
  Hard banks (up to 45º)  
  +3 
  46-90 degree banks  
  +5 
  Controlled skids (sideways drift)*  
  20 
  Emergency deceleration (x2 Dec rate) 
  +6 
  Bootlegger reverses (-1/2 speed)  
  +5 
  Rapid dives and climbs  
  +3 
  Loops (reverse direction) ** 
  +2 
  Corkscrew**  
  20 
  *Can’t be done by Fixed Wing Aircraft 
  **Can’t be done by non-fixed wing aircraft 
   
  Jinking (reduce chance of being hit) ..... 20 
   
  Stress Take-off (under fire, danger) ...... 10 
   
  Stress Landing (under fire, danger) ..... 15 
   
  Rapid Direction Change .................. 20-25 
   
  Moving Pivot (hovers, AVs, helis) ........... 15 
   
  DOGFIGHTING 
  Each contestant declares the maneuver they wish to make that 
  turn and which particular target he's dogfighting. All 
  contestants make appropriate skill tests. Count the difference 
  between the skill roll and the difficulty and compare below, 
  subtracting lower differences from higher: 
  Difference  
  Result 
  -10 or more  
  You can't get a shot 
  -9 to -2  
  Only use turret weapons at -5 
  -1 to +1  
  Shoot at normal WA 
  +2 to +9  
  +3WA vs chosen target 
  +10 or more 
  +5WA vs chosen target 
   
  BOMBING 
  Deviate 10 yards on the Grenade Table per point the To-Hit roll is 
  missed by, x height/100 yards. 
   
  Hitting with a bomb: Diff 25+. Fall at 175 yards/ turn. Guided 
  bombs can correct their point of aim 100 yards/turn. 
   
  Dive-bombing: Diff 25+. Aircraft has to dive at the target for at 
  least one turn; diving for more than one turn counts at aiming (+1 
  WA/turn, max +3). When a bomb is released it has the aircraft's 
  speed, but will lose half its speed every turn after the first until it 
  reaches 175yards/turn. 
  Helicopters advanced hovers, and Aerodynes must adhere to the 
  same penalties applied to ground level traffic when in an urban 
  metropolis environment and involved in a chase.  While aircraft 
  have the luxury of traveling above the rooftops in normal 
  situations, when involved in a chase, to be effective they must 
  follow the streets that the vehicles they are pursuing are on.  This is 
  really only important in a metropolis type setting, where 
  skyscrapers and other tall buildings are prevalent.  In a smaller 
  town, or even in a heavily urbanized area where the buildings are 
  rarely more than 4 stories tall, Aircraft are not constrained by these 
  rules.  Alternatively, even in an urban metropolis, the Aircraft may 
  gain elevation to escape the close confines, but this will take him 
  out of attack range of the ground, and it will add two levels of 
  difficulty to all rolls attempting to spot and follow the ground 
  vehicles due to distance and altitude.  If the chase is between 
  aircraft alone, then rules apply as normal.  All air traffic is to be 
  treated as if having rolled 1D6 less than the result on the random 
  traffic generator.  
  A BRIEF WORD ON AERODYNES (Near future and beyond 
  settings only) 
  All AV's are equipped with a GPS linked Collision Avoidance 
  (CAV) system.  This system is one of the most advanced 
  navigation systems in the world and monitors the activities 
  (altitude, speed, and direction) of all aerodynes, helicopters, 
  dirigibles, and other aircraft within a 5 mile radius (the military 
  version is good to ten miles).  Police Aerodynes and some ground 
  vehicles can scan for the system, and every landing pad in the city 
  is set up to detect the CAV System as well.  Driving an AV in an 
  urban environment (defined by law as any population center with 
  at least 5,000 citizens in a ten mile radius) without the CAV 
  system is a felony punishable by up to 20 years in prison.  Also, 
  since all AV's are required to have the system installed during 
  manufacture, it requires an illegal modification (High Difficulty) to 
  remove it.  Though scratch building an AV without it is possible.  
  Due to power lines, bridges, overpasses, streetlights, walkways, 
  and the like, it is extremely inadvisable for any aircraft to even 
  attempt to operate lower than 50 feet from the ground in an urban 
  environment.  Doing so immediately raises the Difficulty Modifier 
  level for the AV to Very Difficult, in addition to whatever 
  modifiers it may be facing. 
   
  SAMPLE AIRCRAFT  
   
  Helicopter 
  Top Speed: 
  200mph 
  Acc/Decc: 
  30/30 
  Crew: 
  1 
  Range: 
  1500 mi 
  Passengers: 
  5 
  Cargo: 
  500 KG 
  Maneuver: 
  +1 
  SDP: 
  100 
  SP: 
  20 
  Type: 
  aircraft 
  Mass: 
  1 ton 
  Cost: 
  $320,000  
   
  Lear Jet 
  Top Speed: 
  600mph 
  Acc/Decc: 
  35/35 
  Crew: 
  2 
  Range: 
  700 mi 
  Passengers: 
  12 
  Cargo: 
  1000 KG 
  Maneuver: 
  +2 
  SDP: 
  150 
  SP: 
  10 
  Type: 
  aircraft 
  Mass: 
  12 tons 
  Cost: 
  $2,102,000  
   
  Small Prop Driven Plane 
  Top Speed: 
  400mph 
  Acc/Decc: 
  40/30 
  Crew: 
  1 
  Range: 
  800 mi 
  Passengers: 
  1 
  Cargo: 
  200 KG 
  Maneuver: 
  +3 
  SDP: 
  60 
  SP: 
  10 
  Type: 
  aircraft 
  Mass: 
  .8 tons 
  Cost: 
  $120,000 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  55
  OTHER MEANS OF TRANSPORTATION 
   
  HUMAN POWERED TRANSPORTATION 
  Bicycles, roller skates, skateboards and other means of human 
  powered conveyance follow simple rules.   
  SAMPLE OF HUMAN POWERED TRANSPORT 
  TYPE 
  Cruising 
  Sprinting 
  Bicycle 
  MA x2 
  MA x3 
  Skates 
  MA x1.5 
  MA x2 
  Skateboard 
  MA x1 
  MA x1.5 
  Cross-Country Skis 
  MA +1 
  MA +3 
  For human (or animal) powered travel uphill, speed is reduced 
  by 1 point for every 20 degrees of incline. 
  When traveling downhill speed will increase (unaided) in MPH=BOD 
  per round.  Aided speed (such as by pedaling, or pushing) adds ½ MA 
  per round until MAX Sprint sped has been reached, then travel will 
  accelerate at normal unaided speed. 
  Every 5mph over sprint speed adds a cumulative -3 to all maneuver 
  rolls. 
  Arm powered conveyance such as wheelchairs, rowboats, kayaks, and 
  rafts are will substitute MA for BOD at half value. 
   
  MOUNTS AND ANIMAL DRIVEN CONVEYANCE 
  There are many types of Mounts, the most common is of course 
  the horse, but donkeys, mules, elephants, and even buffalo are 
  frequently used in areas the animals are indigenous. 
   
  An even wider variety of animals can be used to pull vehicles, 
  tools, and farm implements, or simply used as cargo haulers.  
  Included in this category are horse buggies, chariots, carriages, 
  carts, coaches, dog sleds, plows, pack animals, etc… 
   
  The simplest formula is this, for every 10 percent over an animals 
  Carry Rating (determined by BOD, the same way as that of a 
  character) in weight the animal is expected to haul, pull, or push, 
  its MA is reduced by a cumulative –1. 
   
  To offset this, you can always add extra animals, and drive a team, 
  but the MAX speed will be determined by the average (round 
  down) for all animals involved.   
   
  Example: If you have a dog sled with 4 dogs, and the dogs have 
  MA stats of  4,7,9,and 10, the average would be an MA of 7. 
   
  WIND POWERED TRANSPORTATION 
  Vehicles driven by the wind, both on land and at sea are 
  immensely varied to the point that attempting to create and fit all 
  the rules necessary for construction and performance here would 
  be extremely difficult and unnecessary.  Things like size, weight, 
  draft, displacement, sail size and number, crew, etc… would all 
  have to be taken into consideration.  And unless your game is 
  going to be taking place primarily at sea, such exact mechanics are 
  uncalled for.  Instead here is a small assortment of sample vessels.  
  Hopefully we will be able to tackle waterborne vessels in a follow 
  up supplement.  Alternatively, with a little research you should be 
  able to derive any necessary stats from real life examples fairly 
  easily. 
   
  For all wind propelled vehicles, at least one sail is required.  Sails 
  are generally considered immune to damage by gunfire, as the hole 
  created is too small to have much effect.  However slashing the 
  sails, or setting them on fire are extremely effective, as will 
  severing the rigging.  SDP given for the following vehicles does 
  not include the sail. 
  SAMPLE WIND DRIVEN CONVEYANCES 
   
  Sail Car 
  Top Speed: Wind Speed –5mph Acc/Decc: Wind Speed / 2 
  Crew: 
  1 
  Range: 
  unlimited 
  Passengers: 
  0 
  Cargo: 
  0kg 
  Maneuver: 
  -1 
  SDP: 
  15 
  SP: 
  5 
  Type: 
  Sail car 
  Mass: 
  80kg 
  Cost: 
  $600-8000 
   
  Windsurfer 
  Top Speed: Wind Speed –10mph Acc/Decc: Wind Speed / 2 
  Crew: 
  1 
  Range: 
  Unlimited 
  Passengers: 
  0 
  Cargo: 
  0kg 
  Maneuver: 
  +2 
  SDP: 
  5 
  SP: 
  2 
  Type: 
  Surfboard 
  Mass: 
  35kg 
  Cost: 
  $300-2000 
   
  Small Sailboat 
  Top Speed: Wind Speed –15mph Acc/Decc: Wind Speed / 3 
  Crew: 
  1 
  Range: 
  Unlimited 
  Passengers: 
  2-5 
  Cargo: 
  50kg 
  Maneuver: 
  +1 
  SDP: 
  20 
  SP: 
  10 
  Type: 
  Sailboat 
  Mass: 
  35kg 
  Cost: 
  $400-5000 
   
  Small Catamaran 
  Top Speed: Wind Speed –15mph Acc/Decc: Wind Speed / 2 
  Crew: 
  1 
  Range: 
  Unlimited 
  Passengers: 
  1-3 
  Cargo: 
  50kg 
  Maneuver: 
  +1 
  SDP: 
  20 
  SP: 
  5 
  Type: 
  Sailboat 
  Mass: 
  35kg 
  Cost: 
  $400-5000 
   
  Yacht 
  Top Speed: Wind Speed –15mph Acc/Decc: Wind Speed / 3 
  Crew: 
  2-5 
  Range: 
  Unlimited 
  Passengers: 
  5-20 
  Cargo: 
  200kg 
  Maneuver: 
  0 
  SDP: 
  70 
  SP: 
  20 
  Type: 
  Sailboat 
  Mass: 
  800kg – 1 ton 
  Cost: 
  25,000-100,000 
   
  Large Sailing Ship 
  Top Speed: Wind Speed –10mph Acc/Decc: Wind Speed / 4 
  Crew: 
  5-20 
  Range: 
  Unlimited 
  Passengers: 
  30-100 
  Cargo: 
  2-10 tons 
  Maneuver: 
  0 
  SDP: 
  150 
  SP: 
  30 
  Type: 
  Ship 
  Mass: 
  5-20 tons 
  Cost: 
  80,000-5million 
   
   
  
   
  56
  PART 8: THE MED SIDE 
  Wounds, Stabilization, Healing, Recuperation, and Death 
   
  The Body Type Modifier 
  The next step after Armor is to apply your character's Body Type 
  Modifier to the damage. This is a special bonus that reduces the 
  effects of damage, reflecting the stamina and general toughness of 
  the character. Each time your character takes damage; subtract 
  your Body Type Modifier (BTM) from the total amount of damage 
  before applying it to your character. 
   
  BODY TYPE MODIFIER TABLE 
  Very Weak 
  -0 
  Weak 
  -1 
  Average 
  -2 
  Strong 
  -3 
  Very Strong 
  -4 
  Superhuman 
  -5 
   
  For example, say you took ten points of damage. If you were a 
  Very Weak Body Type, you would take the full ten. But with a 
  Very Strong Body Type, you'd only take (10-4=6) six points of 
  damage. 
   
  Occasionally, you'll encounter a situation where the combination 
  of Armor and BTM will seem to reduce the damage done to zero 
  or less. A BTM may never reduce damage to less than one, in these 
  cases, the character will automatically take 1 point of damage. 
   
  TAKING WOUNDS 
  Okay, so the Armor didn't stop all of the damage, and your BTM 
  wasn't enough to shrug off the rest.  It's time to take a Wound. 
   
   
   
  The Wound section of the Character Sheet is used to record 
  damage. For each point of damage taken, check off one box, 
  moving from left to right, top to bottom. The top line of this 
  section (marked LIGHT, SERIOUS, CRITICAL, MORTAL, etc.) 
  tells the overall state of the character's health. 
   
  WOUND EFFECT 
   
  At a LIGHT wound level, a character suffers no penalties to his 
  activities. He just hurts a lot ("it's only a flesh wound.") 
   
  For every category after LIGHT the character takes a cumulative 
  –2 to all actions and a –1 to all Stun Saves). 
   
  For every category after CRITICAL the character will also take 
  an additional point of damage every minute until stabilized due to 
  blood loss and/or other repercussions of the wound. 
   
  Once the character has reached the MORTAL category, he must 
  now begin making Death Saves every minute until stabilized or 
  dead. The category of Mortal determines the Death Save penalty 
  (0-6). 
   
   
  Special Wound Cases 
   
  Limb Loss: If a character takes more than 10 points of damage to 
  a limb area in any one attack, the area is broken. 12 points in any 
  one attack severs or crushes or destroys the location in question. 
  The character must make an immediate Death Save at Mortal 0. A 
  head wound of this type will kill automatically.  It is the for this 
  reason, that regardless of damage rolled, 12 points is the maximum 
  amount of damage (after armor and BTM) a human can receive 
  from any individual attack.  Every 4 points of damage in a limb 
  results in a-2 penalty to any actions involving that limb, if a leg is 
  hit, it also results in a 50% MA reduction. 
   
  Head Hits: A head hit always doubles damage any damage that 
  gets through armor, after BTM. Except for bludgeoning damage, 
  which is treated normally. 
   
  STUN/SHOCK SAVES 
  Every time a character takes damage, he must make a save against 
  the effects of pain, shock, fear and blood loss. This is what you see 
  in most Hollywood gunfights when the bad guy gets hit - 
  staggering, falling back and so on, all caused by pain and shock. 
   
  The Stun Shock Save is a serious thing, because it can put an 
  opponent out of the picture faster than the actual damage from the 
  wound. Police officers have actually died from the shock of a 
  minor bullet wound in the foot (but we won't do that to your 
  character). Other people have taken as many as thirty or forty 
  gunshots and managed to keep moving for up to ten minutes before 
  their minds got the message their bodies were telling them ("Hey 
  Bob, you're dead!").  Stun Saves are made anytime a character 
  takes a wound that puts him past the LIGHT category. 
   
  The Stun Save is equal to your character's COOL Stat value, minus 
  any penalty based on his current Wound State. 
   
  WOUND EFFECTS 
  Light (1) .......................................... 0 
  Serious (5) .....     -2 to all Actions/-1 Stun Saves 
  Critical (9) .....     -4 to all Actions/-2 Stun Saves 
  Mortal (13) ......   -6 to all Actions/-3 Stun Saves/-0 Death Saves 
  Mortal 1 (17) …  -8 to all Actions/-4 Stun Saves/-1 Death Saves 
  Mortal 2 (21) …-10 to all Actions/-5 Stun Saves/-2 Death Saves 
  Mortal 3 (25) …-12 to all Actions/-6 Stun Saves/-3 Death Saves 
  Mortal 4 (29) …-14 to all Actions/-7 Stun Saves/-4 Death Saves 
  Mortal 5 (33) …-16 to all Actions/-8 Stun Saves/-5 Death Saves 
  Mortal 6 (37) …-18 to all Actions/-9 Stun Saves/-6 Death Saves 
   
  A failed roll means the character is out of combat. You can add the 
  special effects yourself: 
   
  HOLLYWOOD OVERACTING EFFECTS 
  1 ........... Screams, windmills arms, falls 
  2 ..................... Crumples like a rag doll 
  3 ................. Spins around in place, falls 
  4 .... Clutches wound, staggers and falls 
  5 ... Stares stupidly at wound, then falls 
  6 ............... Slumps to ground, moaning 
   
  A Stun/Shock roll can be recovered from by rolling a successful 
  check in a subsequent turn.  If successful, the character does not 
  have to make another save for 1d6 Rounds x his Cool.  Once 
  
   
  57 
  medically treated, the character no longer has to make Stun saves 
  unless he takes damage again. 
   
  Whenever a character's Wound State drops to MORTAL, he has a 
  pretty good chance of dying. But when? Each time you are at a 
  MORTAL wound state, you must make a Death Save to avoid 
  dying. To make the Save, roll a 1D10 value lower than your 
  character's Body Type, subtracting the level of Mortality from your 
  base chance to save. Each turn, you must make another death save 
  to see if the character makes it through another turn. On a 
  successful roll, you make it; on a failed roll, you will die at the end 
  of the turn in which the roll was made. 
   
  For example, Savage has a Body Type of 10 (Very Strong) and 
  takes a Mortal 4 wound. He must roll lower than (10-4)=6 to stay 
  alive. The first turn he rolls a 5. Whew. The next turn, he rolls a 7 
  and expires. Immediately, his mates start fighting over his boots. 
   
  Get the point? Sooner or later, you'll fail a roll and die. The only 
  way out is stabilization. 
   
  Very Important: Death Saves 
  Unless you have taken a Mortal Wound, your character is in no 
  danger of dying; he only needs to make his initial Stun save to 
  remain conscious. But if the wound is a MORTAL one, he has a 
  chance of dying. Determining whether he survives requires that a 
  Death Save be made, with a new save required every turn that the 
  character remains untreated. 
   
  Like a Stun Save, a Death Save requires that you roll a value on 
  1D10 equal to or lower than your character's Body Type score, 
  subtracting the level of severity for the wound from your base 
  chance to save. Mortal Wounds are rated from 0 to 8. 
   
  Example: Morgan is Very Strong and takes a Mortal 4 wound. 
  He must roll lower than (10-4)=6 to stay alive 
   
  Each turn, you must make another Death Save to see if you survive 
  to the next turn. On a successful roll, you make it; on a failed roll, 
  you will die at the end of the turn in which the roll was made. 
  Sooner or later, you'll fail a roll and die. The only way out is 
  stabilization. 
   
  Stabilization 
  Stabilization means the patient is no longer losing blood and that 
  his major damage has been contained through use of drugs, 
  battlefield surgery, and/or wound dressing. A stabilized character 
  will no longer be required to make Death saves each turn. Anyone 
  (except the patient himself) can attempt to stabilize a mortally 
  wounded character; it just works better if the physician has had 
  some medical training, a lot better. 
   
  A successful stabilization is made by rolling: 
   
  TECH+First Aid Skill+1D10 
   
  Success requires a result equal to or higher than the total 
  number of damage points the patient has taken. 
   
  For example: Jack has taken 20 points of damage, placing him in a 
  Mortal I Wound State. To stabilize him will require a roll of 20 or 
  greater. Once stabilized, the character is no longer in danger of 
  dying unless another wound is taken.  
   
  The chances of a successful stabilization roll can be increased by 
  the following modifiers, added to your die roll. 
   
  STANDARD STABILIZATION 
  MODIFIERS 
  Doctor or Healer’s Bag………..... +2 
  Medieval Physician’s Lab ................. +1 
  Witchdoctor or Shaman’s kit ........... +1 
  MODERN+ STABILIZATION  
  MODIFIERS 
  Full Hospital & Surgery ................... +5 
  Trauma Team Ambulance ............... +3 
  Life Suspension Tank ....................... +3 
  Clinic………………………………… +2  
  Veterinary clinic…………………. ... +2 
  Portable Intern Unit ......................... +1 
  Blood Substitute ................................ +1 
  First Aid Kit……………………….…+1 
  Full Field Trauma Kit……………… +2 
   
  First Aid 
  First Aid involves cleaning and dressing the wounds, administering 
  medication, setting broken limbs and putting on splints. When a 
  character makes a successful First Aid skill check, the patient will 
  recover at the rate of 0.5 points per day. Example: A Light wound 
  would be healed in 8 days. A Critical wound would heal in 24 
  days, a Mortal 3 wound in 56 days. Only one check need be made. 
  You may (within reason and at Referee's discretion), perform first 
  aid on yourself. On an unsuccessful roll, the patient regains no 
  points. New attempts may be made once per day until a successful 
  roll is made. 
   
  Medical Tech 
  Medical Tech skills assume that the character has studied medicine 
  in a professional setting. This gives him the ability to perform 
  surgery, prescribe drugs, and know the proper treatment of injuries. 
  He can replace damaged organs with donor material (Or in the case 
  of near future and beyond settings, graft on new limbs, or install 
  cyber-limbs). You can only perform Medical Tech skills on 
  yourself with a –5 penalty and will be susceptible to all pain and 
  damage induced Saves, which will probably knock you out and 
  you will bleed out on the table.. 
   
  A character with Medical Tech skills makes a check using the First 
  Aid skill, however, with Medical Tech, the patient will recover at 
  the rate of 1 point per day.  
   
  Example: a light wound would be healed in 4 days. A Mortal 3 
  wound would heal in 28 days. 
   
  Using Medical Tech skills adds to the use of First Aid skills; a 
  patient on whom both have been successfully performed regains 
  points at the rate of 1 per day, not 1.5! As with First Aid, the 
  patient regains no points until a successful roll has been made. 
  However, second attempts may be made once per day until a 
  successful roll is made. 
   
   
   
   
   
   
   
  
   
  58 
  Surgery Codes 
  Each type of medical procedure has a Surgery Code. This code 
  represents the minimum level of medical care required the length 
  of surgical time required, the cost of the surgery, the damage taken 
  in surgery and the Difficulty of the installation procedure. 
   
  Negligible Required: Small clinic or other drop-in service 
  Surgical Time: 1 hr.Surgical Damage: 1 point  
  Surgical Costs: $100 DIFF = Easy (10) 
   
  Minor Required: Medical center or surgical clinic. 
  Surgical Time: 2hrs.Surgical Damage: 1D6+1 
  Surgical Costs: $500 DIFF = Simple (15). 
   
  Major Required: Full hospital with surgery center. 
  Surgical Time: 4 hrs.Surgical Damage: 2D6+1 
  Surgical Costs: 1,500ebDIFF = Trained (20) 
   
  Critical: Required: Full hospital surgery center. 
  Surgical Time: 6 hrs.Surgical Damage: 3D6+1 
  Surgical Costs: $2,500eb DIFF = Difficult (25) 
   
  Healing 
  In order to recover from damage, characters must make some type 
  of medical skill check. Otherwise, the patient continues to take 
  damage (from infection and system shock) at the rate of 2 points 
  per day. If the patient is at a Mortal Wound State, he must make a 
  daily Death Save as well as taking this damage. Without medical 
  aid, you're going to run out of luck pretty soon. This is probably 
  why humans invented medicine in the first place. 
   
  To make a successful medical skill check, you must roll a value 
  (using TECH, your medical Skill and 1D10) greater than the total 
  number of points of damage the patient has taken. Medical skill 
  checks are made with two skills, First Aid or Medical Tech. 
   
  Recovery 
  The first thing to remember is that after a First Aid or Medical 
  Tech roll is made, the patient still has to actually recover.  Each 
  Wound State imposes certain limits on the character: 
   
  Light Wound: The patient is fully ambulatory; he can go about his 
  business with a minor amount of pain. 
   
  Serious Wound: The patient is ambulatory, but will need his 
  dressings changed once a day, and will be at -2 REF for all actions. 
   
  Critical Wound: The patient must spend at least half of his day in 
  bed in order to regain any lost points of damage. Other activities 
  must be limited at simple tasks, at a -4 REF to all actions. 
  Dressings must be changed twice a day, and nursing care of some 
  sort must be available. 
   
  Mortal Wound: The patient is bedridden. At Mortal Wounds 3 
  and above, he is probably comatose (50%) most of the time, and 
  wired into all kinds of machinery for life support. He requires 
  constant care during the entire process, although he will not have 
  to make Death Saves (he's been stabilized). 
   
  A Sample Medical History 
  Jack takes a gunshot wound (25 points total) to the gut, reducing 
  him to Mortal 3. His partner has a high First Aid skill and makes a 
  Stabilization roll to save him. So far, so good. 
   
  As soon as Jack is stabilized, his partner calls in the ambulance. 
  Four minutes later, the EMS team arrives. The Ambulance Medic 
  makes a Medical Tech check on Jack. The roll is successful. The 
  EMS team takes Jack to Night City General Hospital and checks 
  him into Emergency. 
   
  As a Mortal 3 patient, it will take Jack 13 days to recover enough 
  to reach a Critical Wound state. During this time, he will be in a 
  hospital bed, wired to life support, and out of it on drugs (when he 
  reaches Mortal 2, the doctors can take him off the drugs and life 
  support). At Critical, Jack is able to hobble around the ward for a 
  couple hours at a stretch, while the nurses look after him. In 4 
  more days, he's able to leave the hospital as long as he gets his 
  dressings changed once a day. In 4 more days, he's nearly up to full 
  function. It's taken him 21 days to get back on the Street. Now he 
  can start earning enough money to pay off his medical bills. 
   
  Speed Healing Drugs 
  In a Near Future and beyond or Fantasy settings, drugs can be used 
  to speed the healing rate by 1 additional point per day. Expensive 
  and often prescribed, these drugs have a neural side effect of 
  reducing the patient's REF stat by 1D6/3 for a week after use. 
  Speedheal costs $1650 per treatment.  In a setting that allows for 
  Fantasy elements, magical potions might have similar effects. 
   
  DEATH STATE 
  But let's say your doctor had a Medical Tech Skill of 2... 
  They can do some pretty amazing things in Modern and beyond 
  settings. They can grow skin, blood, organs, limbs and muscle 
  tissue in collagen-saccharide tissue tanks. Other parts, like toes, 
  fingers, eyes and internal organs can also be purchased from the 
  local Body Bank and grafted on with advanced micro-surgery.  In 
  Fantasy allowed games, potions and spells, can accomplish the 
  same things.   What they can't do is re-grow souls. Once you're 
  dead, you're dead. 
   
  Let's amend that: there are an established ten levels of death, each 
  succeeding level a measure of how difficult it will be to revive the 
  patient. This measuring system is called Death State. For every 
  minute (six turns) that you are clinically dead, your death state 
  increases by two levels. Example: I am killed at 9:00. Three 
  minutes pass before the Trauma Team™ AV-4 arrives. I am now 
  at Death State 6. 
   
  This is of critical importance to the dead character. When the 
  Trauma Team, doctor, cleric, witchdoctor, or schmuck with a first 
  aid kit arrives, a roll must be made to determine if the patient can 
  be revived. This roll, on 1D10, must be higher than the current 
  Death State number, or the patient is a candidate for the Body 
  Bank. On a successful roll, the patient is stabilized at his last 
  Wound State and the process of healing can begin. 
   
  Bodysculpting 
  Generally for Modern and beyond settings only.  The art of body-
  sculpting includes skin tints, hair and eye color changes, breast 
  enlargement and reduction, and general all-over bodywork. You 
  can have bone and muscle removed to become shorter, or have 
  grafts added to become taller. Excess fat can be suctioned away, 
  and collagen implants can smooth wrinkles, add weight, and 
  change contours. Bodysculpting is readily available in a number of 
  body salons.   Body sculpting includes appearance changes, 
  appearance enhancement, and exotic fashion. 
   
  
   
  59 
  Change Appearance:. The cost of an appearance change is based 
  on how convincing that change is. 
   
  At $1,200, you look sort of like you wanted to; a casual 
  observer could spot the difference on an AVERAGE 
  Notice check. 
   
  At $2,400, you look very much like you wanted; it would 
  take a DIFFICULT Notice check to spot the sculpt job. 
   
  With $3,600, you would look exactly as you wanted to 
  look; spotting the sculpt would take a VERY DIFFICULT 
  Notice check. 
  At the top end ($5,000), it would require a NEARLY 
  IMPOSSIBLE check to spot the body-sculpt from your 
  original face. 
   
  Increase Attractiveness: Style always goes to the extremes - 
  you're either really ugly or very good-looking. One way to increase 
  your Attractiveness is to have your body re-designed at the local 
  'sculpt clinic. The process is expensive, granted, but many people 
  think having the right "look" for that year is worth a few thousand 
  euro. Cost is $600 per Attractiveness point gained. For example, to 
  raise my appearance four points would cost $2,400. 
   
  Want to decrease your Attractiveness? A straight razor costs fifty-
  nine cents. 
   
  INFECTION 
  Infection is a serious risk.  If characters have been shot, and can't 
  get to hospital immediately, or worse, if they have been wounded 
  in a filthy place, like the sewer, they are at high risk for developing 
  infection.  In some cases infection can set in quick, and if 
  unchecked an infection can become gangrene, resulting in 
  amputation.  Tetanus is another killer, particularly in pre-modern 
  settings. 
   
  For every wound a character takes, or anytime the character with 
  an open wound enters a potentially risky environment, consult the 
  following table: 
   
  INFECTION CHANCE TABLE 
  SITUATION 
  SAVE 
  MODIFIER  
  Untreated wound in a filthy environment 
  -5 
  Untreated wound in a Normal Environment 
  -3 
  Untreated Wound in a clean environment 
  -2 
  Untreated wound in a Sterile Environment 
  -1 
  Treated Wound in a Filthy Environment 
  -3 
  Treated Wound in a Normal Environment 
  -2 
  Treated Wound in a clean environment 
  0 
  Treated Wound in a Sterile Environment 
  +2 
  Wounded by Filthy object 
  -2 
  Wound is a burn 
  -3 
  Wound is from Laser 
  +1 
  Wound is left untreated 
  0 
  Wound is cleaned and dressed regularly 
  +3 
  Light Wound 
  0 
  Serious Wound 
  -1 
  Critical Wound 
  -2 
  Mortal Wound 
  -3 
  Every day that a wound is left untreated, roll a BOD save including 
  the above modifiers until the wound heals.  Treated wounds only 
  need to roll once a week. 
   
  IF the Wound gets infected, the following occurs (please note this 
  is an extremely simplistic mechanic solely for game purpose, and 
  is not intended to correctly mirror real life or the variety of 
  infections and problems that can occur): 
   
  Day 1: Pus forms at wound site, wound is sore and irritated or 
  itchy. 
   
  Day 2: Pus Increases, soreness spreads resulting in a –1 to MA (if 
  in legs), a –1 to REF and Tech (if in Arms), a –1 to Cool (if in 
  Torso), or a –1 to INT if in head. 
   
  Day 3: Pus takes on a slight foul odor, wound is very painful, 
  penalties become –2 
   
  Day 4: Puss Odor becomes Strong, penalties become –3 
   
  Day 5: Puss odor overwhelming, infection spreads throughout 
  limb, Penalties become –4 (if the character is not treated 
  professionally now, any effective treatment will result in 
  amputation of limb from wound site to nearest joint. 
   
  Day 6: Character undergoing massive fever and hallucinations.  
  Penalty to limb becomes –5 and infection spreads to torso (if in 
  torso already, spreads to organs) from this point the infection does 
  1D6 damage per day until the character is either treated 
  professionally or he dies.  If the character is not treated 
  professionally now, any treatment he receives will also result in 
  amputation of entire limb. 
   
  Day 7: Limb turns black, smells of gangrene. Infection has spread 
  further.  Regardless of where the original wound is located, he is at 
  a cumulative –1 to REF, BOD, INT, MA, and COOL, per day until 
  professionally treated. 
   
  If at any point the characters BOD or INT drop below 1, he dies. 
   
  Treatment for infection up to day for requires a successful first aid 
  or Medtech roll to clean and sterilize the wound, clean dressing 
  must be applied, and changed regularly.  After day 4 the character 
  will need much more serious medical attention.  Alternatively, if 
  absolutely no Medical professionals or treatment is available, atany 
  point up to day 5, amputation of the limb will stop the spread of 
  infection (though there is always the possibility of new infection 
  spreading). 
   
  Treatment removes the penalties to stats at a standard ratio of 1 
  point each per day (adjustable with near future and beyond drugs 
  or magic). 
   
   
   
   
   
   
   
   
   
   
   
  
   
  60 
  BURN DAMAGE 
  Burn and Electrical damage heals at 1/4th the rate of normal 
  damage, and can be measured in terms of severity.  BTM does not 
  reduce burn or electrical damage. 
   
  Degree 
  Damage 
  Progressive Effects Per Location of Burn 
  1st 
  Light 
  Redness and Pain 
  2nd 
  Medium 
  Blistering 
  3rd 
  Serious 
  Scarring (-1 ATTR) Epidermis burned away 
  4th 
  Critical 
  Severe Scarring (-2 ATTR) Ligaments and 
  Tendons burned, (-2 to all physical actions 
  with limb) 
  5th 
  Mortal 0 
  Hideous Scarring (-3 ATTR) Possible Limb 
  Loss (Burned to Muscle Tissue) 
  6th 
  Mortal 1 
  Limb Loss or Death 
  (burned down to bone) 
   
  In addition, burns are twice as likely to become infected (save 
  modifier doubles on infection chart). 
   
  ELECTRICAL DAMAGE 
  Electricity goes straight to your nervous system, as such armor has 
  no effect (unless it is specifically shielded against electrical 
  attacks).  As such, all electrical damage is treated as an immediate 
  stun attack (requiring the character to make a Stun Save + Resist 
  Torture/Drugs Vrs. the Electrical Damage taken (Stun Save 
  modified by damage).  Electrically Shielded armor will negate up 
  to 20 points of Electrical Damage. This shielding can be layered, 
  but every layer after the first counts incurs a + encumbrance value. 
   
  Source 
  Damage 
  Average Taser 
  1D6 
  Powerful Taser 
  2D6 
  Car Battery 
  2D6 
  Electrical Outlet 
  3D6 
  Transformer 
  4D6 
  Lightning Strike 
  6D6 
   
  Special Note for  Near Future or Beyond settings: 
  In a Cyberpunk or beyond type setting where full conversion cyborgs 
  exist, they take damage from electricity the same way a human does, 
  as such their Stun Save still applies, unless shielded.  The 
  encumbrance penalty for additional layers on a cyborg applies fully. 
   
   
  POISON AND DRUGS 
  Like electricity, Poison & Drugs are ranked by the power of the 
  drug or poison. Damage from poison and drug effects occur each 
  minute, not phase, while for illness damage occurs over days.  
   
  POISON/DRUG/DISEASE DAMAGES 
  TYPE 
  MILD 
  STRONG 
  POWERFUL 
  Damage 
  1-4 D6 
  5-10 D6 
  11-20 D6 
  Poison 
  Belladonna 
  Arsenic 
  Stonefish Venom 
  Drug 
  Alcohol 
  Sodium 
  Pentathol 
  LSD 
  Illness 
  Measles 
  Pneumonia 
  Plague 
   
  Example: The Referee rates Militech’s new poison agent as 
  equivalent to Stonefish Venom. This means its damage will be 
  in the 11-20 D6 range. 
   
  A drug or poison need not be fatal; sleep or “truth drugs” also 
  work by accumulation; “damage” can be subtracted from different 
  point pools depending on the type of effect.  
   
  Example: Morgan administers a strong dose of Mind Control 
  Serum (DC5) to Jake, hoping to find out Megatechnix’ secrets. 
  Each turn, the drug does 5 to 30 points to Jake’s Resistance. At 0, 
  he gives in. 
   
  POISON AND DRUG “DAMAGE” EFFECTS 
  EFFECT 
  TAKEN FROM 
  Sleep Inducing 
  STUN (SAVE ) 
  Poisons 
  WOUNDS 
  Mind Effecting 
  RESISTANCE 
   
  Resistance is determined by: 
   
  Cool Will + Resist Torture Drugs+1d10 vs. Damage dealt by 
  drugs 
   
  STARVATION/DEHYDRATION 
  While most people can go days without food, sometimes even 
  weeks, going without water for more than a week will generally 
  kill anyone.  And just because you aren’t dead yet, doesn’t mean 
  you won’t suffer ill effects of malnourishment and dehydration. 
   
  For every 2 days spent without food or water consult the following 
  table: 
   
  STARVATION/DEHYDRATION TABLE 
  Days 
  Without Food 
  Without Water 
  Without Either 
  2 
  Discomfort 
  -1 Cool 
  -1 Cool 
  -1 Bod 
  4 
  -1 Cool, -1 BOD 
  -2 Cool, -1 BOD 
  -1 INT 
  1D6 Damage 
  -3 Cool, -2 BOD 
  -1 INT 
  1D6 Damage 
  6 
  -2 Cool,  -2 BOD 
  -1 INT 
  1D6 Damage 
  -3 Cool, -2 BOD 
  -2 INT, -1 MA 
  1D6 Damage 
  -4 Cool, -3 BOD 
  -2 INT, -1 MA 
  1D6 Damage 
  8 
  -3 Cool, -3 BOD 
  -2 INT, -1 MA 
  1D6 Damage 
  -4 Cool, -3 BOD 
  -3 INT, -2 MA 
  1D6 Damage 
  -5 Cool, -4 BOD 
  -4 INT, -3 MA 
  2D6 Damage 
  10 
  -4 Cool, -4 BOD 
  -3 INT, -2 MA 
  1D6 Damage 
  -5 Cool, -4 BOD 
  -3 INT, -2 MA 
  1D6 Damage 
  -6 Cool, -5 BOD 
  -4 INT, -3 MA 
  2D6 Damage 
  12 
  -4 Cool, -4 BOD, 
  -3 INT, -2 MA 
  1D6 Damage 
  -6 Cool, -5 BOD 
  -3 INT,-2 MA 
  1D6 Damage 
  -7 Cool, -6 BOD 
  -5 INT, -4 MA 
  2D6 Damage 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  61 
  PART 10: OTHER RULES 
  EVERYTHING ELSE YOU MIGHT NEED TO KNOW 
   
  NON-STANDARD CHARACTERS AND 
  CREATURES 
   
  Size And Health Difference 
  Depending on the setting and genre of your game, it may 
  occasionally be necessary to deal with Races and creatures that 
  deviate from normal human size.  Up until now, it has been 
  assumed that all characters would be standard humans.  However 
  in a fantasy campaign with orcs, trolls, pixies, giants, dragons, 
  halflings, dwarves, and the like, or even in a realistic setting where 
  young children, or individuals suffering from dwarfism or extreme 
  giantism may be present, it becomes necessary to reflect the basic 
  differences brought on by size.   
   
  Instead of giving a large list of example races, what follows is a 
  simple formula for determining that difference.  The biggest 
  difference in sizes is the number of boxes per wound class, human 
  being the standard receive 4 boxes every wound category, but 
  larger or smaller creatures will reflect differently.  Maximum 
  strength is also a factor.  Size difference is given in both height and 
  weight, to determine which category a race or creature might fall 
  under use the one that most closely matches the next higher size 
  category.  Some creatures may deviate slightly from the formula. 
   
  Tiny* – (1 inch – 1foot or below 20lbs) 
   = 1 Wound Box / –5 BOD  (5 Maximum) 
   
  Diminutive – (1-3 feet tall or between 20-50lbs)  
  = 2 Wound Boxes / –3 BOD  (7 Maximum) 
   
  Small – (3-4 feet tall or between 50-100lbs) 
   = 4 Wound Boxes / –1 BOD  (9 Maximum) 
   
  Standard – (4-7 feet tall or between 100-300lbs)  
  = 4 Wound Boxes 
   
  Large – (7-10 feet tall or between 300-500lbs)  
  = 5 Wound Boxes / +2 BOD  (12 Maximum) 
   
  Huge – (10-15 feet tall or between 500-1000lbs)  
  = 6 Wound Boxes / +5 BOD  (15 Maximum) 
   
  Giant – (15-25 feet tall or between 1000-2500lbs)  
  = 7 Wound Boxes / +10 BOD  (20 Maximum) 
   
  Colossal – (25-50 feet tall or between 2500-5000lbs)  
  = 8 Wound Boxes / +15 BOD  (25 Maximum) 
   
  Gargantuan – (50-100 feet tall or between 5000-10,000lbs)  
  = 9 Wound Boxes / +20 BOD  (30 Maximum) 
   
  Titanic* – (100-200 feet tall or between 10,000-20,000lbs)  
  = 10 Wound Boxes / +30 BOD (40 Maximum) 
   
  * Anything smaller or larger continues via the same formula 
   
  Sample Animal Stats 
   
  The following is an extremely simplified list of example animals 
  and their prime stats, for more information see the Interlock 
  Unlimited Bestiary, and for fictional races and creatures see the 
  Interlock Unlimited Race and Monster Compendiums. 
   
  SAMPLE ANIMALS 
  Animal 
  INT 
  REF 
  COOL 
  MA 
  BOD 
  EMP 
  Instinct 
  Small Dog 
  1 
  7 
  5 
  6 
  1 
  12 
  15 
  Medium Dog 
  1 
  6 
  7 
  10 
  2-3 
  12 
  15 
  Large Dog 
  1 
  7 
  6 
  10 
  5-9 
  12 
  17 
  Wolf 
  1 
  7 
  8 
  11 
  9 
  10 
  20 
  Housecat 
  1 
  10 
  7 
  8 
  1 
  8 
  18 
  Large Cat 
  1 
  9 
  8 
  9 
  3-4 
  5 
  18 
  Leopard 
  1 
  10 
  9 
  10 
  8 
  5 
  20 
  Cheetah 
  1 
  8 
  8 
  30 
  7 
  5 
  20 
  Tiger/Lion 
  1 
  9 
  10 
  20 
  20 
  5 
  20 
  Bear 
  1 
  5 
  8 
  12 
  20 
  8 
  18 
  Large Bear 
  1 
  5 
  7 
  15 
  30 
  6 
  16 
  Chimp 
  3 
  7 
  5 
  6 
  12 
  10 
  14 
  Baboon 
  2 
  7 
  6 
  9 
  10 
  6 
  15 
  Orangutan 
  3 
  6 
  7 
  5 
  15 
  12 
  12 
  Gorilla 
  2 
  6 
  8 
  6 
  16 
  12 
  12 
  Monkey 
  2 
  7 
  5 
  9 
  5 
  10 
  16 
  Dolphin 
  3 
  8 
  8 
  10 
  10 
  12 
  18 
  Seal 
  1 
  6/8 
  5 
  2/7 
  4 
  10 
  16 
  Otter 
  2 
  7/9 
  3 
  4/8 
  3 
  10 
  16 
  Small Fish 
  1 
  9 
  1 
  8 
  1 
  1 
  10 
  Large Fish 
  1 
  7 
  3 
  6 
  5-10 
  1 
  10 
  Shark 
  1 
  6 
  3 
  10 
  9-15 
  1 
  16 
  Small Whale 
  2 
  6 
  8 
  10 
  15 
  12 
  16 
  Large Whale 
  2 
  4 
  10 
  8 
  25 
  10 
  12 
  Small Bird 
  1 
  9 
  3 
  6 
  1 
  10 
  20 
  Large Bird 
  2 
  8 
  5 
  8 
  2 
  8 
  18 
  Small Raptor 
  1 
  9 
  7 
  9 
  3 
  6 
  20 
  Med. Raptor 
  1 
  8 
  8 
  10 
  4 
  6 
  22 
  Large 
  Raptor 
  1 
  7 
  9 
  12 
  5 
  6 
  23 
  Bat 
  1 
  5 
  4 
  6 
  1 
  7 
  16 
  Squirrel 
  1 
  8 
  3 
  7 
  1 
  8 
  20 
  Mouse 
  1 
  6 
  4 
  3 
  1 
  5 
  16 
  Rat 
  1 
  5 
  6 
  5 
  1 
  6 
  16 
  Rabbit 
  1 
  8 
  3 
  10 
  1 
  4 
  18 
  Ferret 
  1 
  5 
  5 
  5 
  1 
  8 
  15 
  Light Horse 
  1 
  6 
  5 
  25 
  15 
  10 
  12 
  Racing 
  Horse 
  1 
  7 
  5 
  30 
  10 
  10 
  12 
  Heavy Horse 
  1 
  5 
  8 
  20 
  20 
  10 
  10 
  Mule/Donkey 
  1 
  5 
  7 
  5 
  15 
  8 
  8 
  Buffalo/Ox 
  1 
  5 
  8 
  15 
  20 
  7 
  12 
  Elephant 
  1 
  5 
  9 
  8 
  40 
  10 
  14 
  Small Snake 
  1 
  10 
  3 
  6 
  1 
  1 
  18 
  Med. Snake 
  1 
  9 
  4 
  5 
  2-3 
  1 
  19 
  Large Snake 
  1 
  6 
  5 
  4 
  6-10 
  1 
  17 
  Deer 
  1 
  10 
  4 
  10 
  6 
  6 
  20 
  Moose 
  1 
  5 
  9 
  7 
  12 
  8 
  12 
  Small Gator 
  1 
  7/8 
  6 
  5/8 
  3-6 
  1 
  15 
  Large Croc 
  1 
  5/6 
  10 
  4/10 
  12 
  1 
  15 
  Stats with 2 number signify performance on land/water 
  Instinct replaces intelligence for any rolls to hunt, detect danger, 
  track, find water, or any basic animal survival skills. 
  
   
  62
  ENVIRONMENTAL RULES 
   
  Extreme Cold Rules 
  Cold weather is dangerous, and requires heavy preparation.  Extra 
  clothes are the most obvious.  And for excursions of more than a 
  day in this weather, tents and sleeping bags are a must. 
   
  Sleeping in these temperatures is risky, but in some cases 
  necessary.  To safely do so, it is advised that you get into your 
  sleeping bag in the nude, or at least in just your underwear, this 
  helps to most evenly distribute your body heat.  If it is extremely 
  cold, sharing your sleeping bag to conserve body heat is 
  recommended.  Sleeping should be done in shifts, so that one 
  character can monitor the others while they sleep to ensure they 
  don't freeze to death as they sleep.  
   
  HYPOTHERMIA 
  The effects of frostbite can be severe.  Initially frostbite feels like 
  an intense burning, and a severe itching at the same time.  The best 
  way to treat frostbite is to run cold water over it, increasing the 
  temperature gradually.  In severe cases of frostbite, the affected 
  limd must be amputated, so act quickly.  Hypothermia is a straight 
  killer.  Its effects are categorized by involuntary shaking, the lips 
  will turn blue, and the skin will become very pale.  What is 
  basically happening, is that the body has gone into shock.  At the 
  same time, the circulatory system is kicked into overdrive to bring 
  the bodies temperature up.  
   
  Hypothermia Count Modifiers: 
  • Base chance of hypothermia is 10% for every 10 degrees 
  below 50 Fahrenheit.  For every hour spent in this 
  environment, add 5%. 
  • Proper clothing will reduce chance by 10 percent in any 
  situation. 
  • Direct skin contact with water or snow adds 20% for 
  every limb thusly exposed, immersion in water doubles 
  chances. 
  • Piercings add 10%, 25% is mounted in the skull.  
  • Wind chill adds 10 to 20%.  
  • Resting outside without proper protection, such as a 
  survival dome, adds 10% to the count.  
  • Using snowmobiles, dog sleds, or other open vehicles 
  increases the wind chill. Add 10% to any passengers, and 
  5% to the driver. Proper clothing has no effect, but if 
  passengers are enclosed they are not affected. 
  • Soaked or wet clothing adds 15%. 
   
  Stage Symptom & Effects Check cumulative every 2 hours 
  1 Numbness of extremities REF -1 
  2 Stiffness or joints, limbs REF -1 
  3 Shivering BODY -1 
  4 Thought becomes disjointed INT test -1 
  5 Balance goes, walking REQ Difficult Athletics test 
  6 Person must sleep, Diff.  Endurance test to stay awake 
  7 Person will die (test hourly) BOD test cumulative -1 
   
  SNOWBLINDNESS 
  In snow bound areas caution must be taken to avoid snow 
  blindness.  Snow blindness is caused by the glare of the sun off the 
  snow (20 percent chance of getting snow-blind for every hour the 
  character spends in bright sunlight and snow without eye 
  protection).  To prevent this, wear sunglasses or tinted ski goggles 
  (anti-dazzle works also).  Snow blindness lasts 1d6 days, and in 
  some extreme cases is permanent (5% chance). 
   
   
  Extreme Heat  Rules 
   
  HEATSTROKE 
  While not as dangerous as extreme cold, extreme heat is also a 
  killer.  In temperatures  above 90 degrees Fahrenheit, heat stroke 
  can occur. To combat this keep sodium tablets handy and drink lots 
  of water.  Do not substitute water for soda or alcoholic beverages.   
   
  Condition 
  % Chance per hour of Heatstroke Modifiers 
  90 degrees Fahrenheit 
  +5 
  95 degrees Fahrenheit 
  +10 
  100 degrees Fahrenheit 
  +15 
  105 degrees Fahrenheit 
  +20 
  110 degrees Fahrenheit 
  +30 
  115 degrees Fahrenheit 
  +40 
  Sodium Tablets 
  -5 
  Staying Hydrated 
  -10 
  Resting 
  +0 
  Light Activity 
  +5 
  Heavy Activity 
  +10 
  Shade 
  +0 
  Direct Sunlight 
  +10 
  Every  year  below 16 or above 40 
  +2% 
   
  SUNBURN 
  Sunburn is also a hazard and can be quite damaging.  Extreme 
  cases can result in third degree burns.   
   
  For every 2 hours spent outside (even when it’s over cast you may 
  develop sunburn), you will accrue 1 point of burn damage to all 
  exposed areas.  Like burn damage, BTM does not reduce damage 
  from sunburn, however wearing sunscreen or clothing will prevent 
  sunburn, and having dark skin or a tan will reduce your chances of 
  getting burned due to increased melanin (1 point for every 4 hours 
  for Hispanics, Polynesians, Native Americans and Indians, 1 point 
  every 6 hours for Blacks).  Albinos on the other hand, due to lack 
  of melanin, will accrue 1 point an hour.  Latitude and altitude may 
  also play important factors, between the Tropic of Capricorn and 
  the Tropic of Cancer, or at 600 feet above sea level damage from 
  exposure happens twice as fast, in Arctic and Antarctic regions 
  (past latitude 60 degrees on either hemisphere) damage from 
  exposure occurs at half the rate.   
   
  Underwater Rules 
   
  HOLDING YOUR BREATH 
  No Activity: BODY x 30 seconds 
  Normal Activity or Swimming: BODY x 20 seconds 
  Hyper Activity or Sprints: BODY x 10 seconds 
   
  After the player runs out of air, he must make a Save vs Stun every 
  10 seconds, or fall unconscious and drown. Every 30 seconds the 
  player remains unconscious, he suffers 1 point of permanent 
  Intelligence loss. Once 4 minutes have passed or when the player 
  goes unconscious, he must make a Death Save every 30 seconds. 
  Every time the player is required to make a Stun or Death Save 
  roll, he does so at an increased difficulty of -1. The time 
  underwater can be expended by 30 seconds if the character uses 
  controlled hyperventilation. 
   
  WATER PRESSURE (33ft PER ATMOSPHERE) 
  A person or object can function easily underwater in an 
  atmosphere value double their Body Type. A person can survive an 
  atmosphere value up to four times his Body Type before they 
  begin to suffer 1 point of damage for every 5 atmosphere levels 
  they go beyond their maximum.  
   
   
   
  
   
  63 
  ADDITIONAL PRESSURE RULES 
   
  SQUEEZE 
  Squeeze include ear squeeze (water pressure against the eardrum), 
  tooth squeeze (air trapped in a filling), intestinal squeeze, and mask 
  squeeze. Most of the time the squeeze will merely cause pain and 
  require a slow ascent. Other times it can shatter the eardrum or 
  cause damage to the tissue around the eyes. Any player trying to 
  complete an action whilst suffering from severe squeeze suffers a 
  +5 difficulty modifier. 
   
  Beyond three atmospheres equipment has a 5% cumulative chance 
  of malfunctioning per atmosphere, unless it is wet proofed or 
  otherwise modified.  
   
  OXYGEN POISONING 
  At 2 atmospheres (33 ft) pure oxygen becomes toxic. Normal air 
  becomes toxic at 10 atmospheres (297 ft). Symptoms include 
  nausea, twitches, fatigue, confusion, labored breathing, anxiety and 
  loss of fine motor control. A 1d10 check vs. Cool is required to 
  overcome these symptoms. A failure indicates that panic, fatigue 
  or confusion are clouding the judgment of the diver while he heads 
  deeper or ascends too quickly. To alleviate these symptoms, the 
  diver needs only return up to the surface or reduce the oxygen 
  mixture in his air supply. 
   
  THE BENDS / DECOMPRESSION SICKNESS 
  This occurs when a person goes from a high-pressure environment 
  to a low or normal pressure environment too quickly. A sudden 
  decrease in pressure causes nitrogen to expand, forming tiny 
  bubbles in the blood and tissue. Once a person is hit with the 
  bends, it will take 1d10 hours for the symptoms to manifest. Once 
  that occurs, the GM should roll 1d6 for location of excess nitrogen 
  pockets. 
   
  THE BENDS / DECOMPRESSION SICKNESS 
  Roll 
  Location 
  Symptoms 
  1 
  Brain: Blindness, paralysis, dizziness, convulsions and 
  unconsciousness. 
  2 
  Joints, Muscles or Bones: Pain, +10 difficulty. 
  3 
  Bloodstream: block circulation rendering certain areas useless. 
  4 
  Spine: paralysis and loss of sensation. 
  5 
  Lungs: choking and death by asphyxiation. 
  6 
  Skin: rash and itching (reroll a secondary symptom) 
   
  A person afflicted with the bends can recover if he is taken to a 
  recompression chamber in time. However, for every hour that a 
  person has decompression sickness, including the 1d10 hour grace 
  period, he suffers a 5% cumulative chance of having permanent 
  effects. 
   
  UNDERWATER ADJUSTMENT 
  Characters without extensive experience underwater suffer -3 on 
  Initiative rolls and -1 on skill rolls while submerged . For PCs that 
  operate EVPA suits, submarines, or scuba equipment, the Initiative 
  penalty drops from -3 to -1, with no skill penalty. 
  To determine the duration of underwater adjustment, roll 1D6, add 
  or subtract the appropriate modifiers, then compare the result on 
  the chart below.  
   
  Adjustment Time 
  0 After a month, you still suffer -2 to Initiative. 
  1-2 1d6/2 weeks, -1 Initiative for another 1d6/3 weeks. 
  3-4 1d6/3 weeks, no further penalty afterwards. 
  5-6 1d6 days, -1 Initiative for another 1d6/3 days. 
  7+ 1d6/3 days, no further penalties. 
   
  Modifiers 
  If you have Swimming skill .......................................... +1 
  If you have Swimming skill at +5 or more ............…... +2 
  If you have no Swimming or Nuscuba skill ................... -2 
  Each defensive Martial Art of 5+ .................................. +1 
  Great instructor (veteran diver or Navy SEAL) ............ +1 
   
  MAXIMUM DIVE DEPTH (MDD) 
  All SCUBA and underwater equipment has a manufacturer's 
  recommended Maximum Dive Depth (MDD) rating. For each ten 
  yards past the MDD, there's a 10% cumulative chance of failure. [ 
   
  Common Depths 
  SCUBA down to 200m 
  Hardshell down to 2000m 
  Extra-Vehicular Powered Armor depths over 2000m 
   
  SCUBA DEPTH PROBLEMS 
  If a character should have to surface or sink suddenly (greater than 
  3m during a round) they should roll against their BOD. If they fail, 
  there is a 1 in 10 chance they will have a terrible ringing or roaring 
  in the ears (-3 Initiative and Awareness) if they are ascending, as 
  well as pain in the teeth regardless of the direction. These effects 
  last for 1D6 hours, although repeated incidents may lead to hearing 
  loss. If a character rises or sinks more than 5 yards during a 
  round and fails a roll against BOD, they suffer the effects above, 
  plus a tremendous pain in the chest. Unless they wait 1D6 phases 
  to equalize, their lungs hemorrhage, causing 1D6 internal damage 
  (-3 stun/shock roll). All these effects are cumulative and incur a 
  consecutive –1 to the BOD roll. So if you rise 5 yards per phase for 
  three rounds, you must roll your BOD-3 at the end of the third 
  phase. 
   
  If using a SCUBA suit with a Nitrogen/Oxygen air mix at depths 
  of greater than 30m, there is a high probability of nitrogen 
  narcosis. This happens regardless of the character's BOD stat, 
  although if a character has Resist Torture/Drugs, they may try a 
  Very Difficult roll to avoid the narcosis. Symptoms include hyper 
  excitability, impaired intelligence and perception, euphoria, and 
  hallucinations. Helium/oxygen and helium/nitrogen/oxygen mixes 
  do not run the risk of nitrogen narcosis, although all produce a 
  slight euphoric feeling past 30 yards. Nitrogen binders can avoid 
  some of these problems. 
   
  UNDERWATER COMBAT 
  If everyone is in SCUBA, hardshell, or EVPA suits, they're equally 
  affected by the water, and have no additional Initiative Modifiers. 
   
  Personnel inside a pressurized static environment (platforms, subs, 
  etc) or on the surface, gain +3 to Initiative and +2 to Hit any target 
  less than a yard below the surface or outside the pressurized 
  environment. Firing at characters submerged between 1 and 3 
  yards is a -3. Firing at characters submerged greater than 3 yards, 
  uses the Scatter chart. Submerged characters firing out of the water 
  suffer -2 to Hit at depths of 3m or less, and when firing from water 
  deeper than 3m, use the Scatter chart. 
   
  Submerged characters also suffer a -3 cumulative to-Hit modifier 
  when firing at two or more targets. 
   
  Optional Sight Based Modifiers 
  If you have Swimming skill ......................…................... +1 
  No Face Mask or Optical Mod…........ -5 Awareness & WA 
  Face Mask or Optical Mod .....…...... +5 Awareness, -2 WA 
  Below 60ft without a light .................. -5 Awareness & WA 
  A light source shines up to 40ft .…... Depends on Turbidity 
  Turbidity ...................................…...................…..... Varies 
   
  
   
  64 
  Cased Ammo Firearms 
  Can be exposed to SCUBA depths, but lose one category of 
  Reliability for every hour they spend underwater, until UR is 
  reached. To waterproof cased ammo fire arms requires a Diff 25 
  Streetwise check to find a capable gunsmith, and can cost from 
  65% to 200% of the weapon's original cost. When firing such a 
  weapon underwater, roll against the Reliability table for each 
  round; a jammed round requires twice the normal amount of time 
  to remove underwater. 
   
  Caseless-Ammo Firearms 
  Most caseless weapons can be exposed to SCUBA depths 
  (200y) without stress. If exposed to Hardshell depths the 
  Reliability drops one category each time it is subjected to such 
  pressure and there's a 25% chance of a misfire (1/2 weapons 
  damage within a 1m radius). If weapon Reliability is reduced 
  below UR, it is considered unusable, with a 95% chance of misfire. 
   
  If fired with a "wet" barrel, Reliability drops a category and range 
  is reduced by 25%. A barrel "cap" ($70) prevents water from 
  entering down to 200y, and can be fired through.  Caseless 
  weapons can be reinforced to withstand depths of up to 2000y (-1 
  from WA, +1kg to weight, SP 15). If you plan to fire the weapon 
  underwater, you need sealed ammunition (2x cost, P availability), 
  or the bullet's propellant block will dissolve within ten minutes. A 
  field kit, 1d10 minutes, and an Average (Diff 15) Weaponsmith 
  roll will extract the round from the weapon. If the weapon is fired 
  without being cleared of dissolved propellant (requires repair 
  facilities and solvent to remove), there is a 60% chance for every 
  round fired of igniting the residue and causing an explosion 
  (weapon's full damage within 1y radius). If fired on full-auto, 
  there's automatically an explosion. 
   
  Recoil 
  When firearms are used underwater, the shooter suffers a 
  cumulative -1 penalty for each shot fired per turn, or a –1 per ten 
  shots fired on full-auto. 
   
  Electrothermally-Enhanced Weapons  
  When fired discharge a plume of electrically-charged plasma into 
  the water, causing a charged steam explosion 1m wide and 1-3m 
  long. If touched by the cloud, make a BOD save or be stunned for 
  1d6x10 seconds. 
   
  Exotics 
  Microwavers can be used underwater is waterproofed and tuned 
  (200% of weapon's cost, Diff 25 Streetwise check to find someone, 
  or Diff 30 Weaponsmith to do it yourself).  
   
  Tasers will electrocute everyone,  
   
  Power Squirt, and paintball weapons are ineffective.  
   
  Needleguns, and flechette weapons need to be waterproofed (same 
  cost and Diff as cased ammo weapons). 
   
  Bows and crossbows are reduced to 25% range. 
   
  Gyrojets and Rocket-Launching Weapons suffer no recoil or 
  accuracy penalties, but must be waterproofed. 
   
  Flamethrowers work 50% of the time if loaded with phosphorous, 
  or napalm gel (and can be ignited). Damage is halved and range is 
  reduced to 5m.  
   
  Grenades, mines, and C-6 function as normal with a waterproof 
  detonator. 
   
  RPGs, missile, and auto-grenade launchers have a 50% misfire 
  chance per round. 
   
  Laser weapons must be waterproofed in a clean lab, and its optics 
  must be optimized for use underwater. 
   
  MARTIAL ARTS UNDERWATER 
  Offensive martial arts (e.g. karate, kick boxing, etc) used at 
  SCUBA depth levels face the following modifiers:  
   
  Strike -2, Kick -3, Block -1, Dodge 0, Throw - Impossible, Hold 0, 
  Escape 0, Choke -1, Sweep - Impossible, Grapple -1. 
   
  Defensive martial arts (e.g. aikido, tai chi, judo) are more useful at 
  SCUBA depths, and give the following modifiers: 
   
  Strike -2, Kick -2, Block +2, Dodge +1, Throw - Impossible, 
  Hold +3, Escape +1, Choke +3. 
   
  Using any martial arts below SCUBA depths is not possible 
  because of the bulky dive suits and water resistance. 
   
  HPNS 
  There is a 5% chance that characters can develop High Pressure 
  Nervous Syndrome due to rapid pressurization. The eventual 
  effects of this will be similar to psychosis, causing the affected 
  character to overreact to any emotional situation.  
   
  EXPOSURE 
  Unprotected Diver 
  Below 60ºF the player may properly operate in cold conditions for 
  current ºF temperature x 2 minutes before suffering from 
  Hypothermia. After this time, the player has an extra three minutes 
  of activity per point of Body, based on the Chills explanation of 
  Unprotected Diver at Work. Beyond this point the player is 
  required to make Saves vs Stun every 5 minutes or go unconscious. 
   
  Cold 88ºF/31ºC: -5 to INT & REF. 
  Shivering 86ºF/30ºC: -10 to INT & REF, -1 BOD. 
  Chills 78ºF/25ºC: 1-2 hours. -15 INT & REF, -2 BOD. 
   
  After 1 hour the player must make a Stun Save vs the cold every 
  15 minutes or lose all Body and fall asleep. Even if he makes the 
  Stun Save he still loses a point of Body every 15 minutes. The 
  number of times a person is allowed to make a Save vs Stun is 
  equal to his Body Type (Very Weak 1 roll, Weak 2, Average 3, 
  Strong 4, Very Strong 5). 
   
  Protected Diver 
  For every 5ºF below suit's standard, the player uses the time limit 
  chart for 'Unprotected Diver'. 
  Wet Suit: Affords protection from 70-60ºF or 21-16ºC with no 
  penalties to actions. 
  Dry Suit: Affords protection from 60-45ºF or 15-7ºC with no 
  penalties to actions. 
  Hot Water (Unisuit): Affords protection from 45ºF or 7ºC all the 
  way down to the freezing point of either sea water or fresh water 
  with no penalties to actions.  
   
  Space/Vacuum Rules 
  RUNNING OUT OF OXYGEN 
  One hours worth left: Air is hard to breathe. INT, REF, COOL 
  are temporally by -3. 
   
  Five minutes left: Every 3 minutes after this characters will lose 1 
  point of INT. All but 1D6/2 points (round down) of this lost INT is 
  regained when the oxygen level is restored. 
   
  All oxygen gone: All characters automatically pass out, and lose 
  1D6 points of INT per turn in addition to whatever INT they may 
  have previously lost. 1D10 minutes after INT reaches zero, 
  characters are Dead.  
   
  
   
  65 
  VIOLATING PRESSURE & EVACUATION TIME 
  For every point of penetration damage a 2 cm diameter hole is 
  opened.  For every 2 cm hole, you will lose six cubic yards of air 
  per turn. To work out how many cubic yards of air are in an 
  enclosed environment use one of the formula below: 
   
  Cube: height x width x length = cubic yards 
  Cylinder: 3.14 x length x (radius²) = cubic yards 
  Half Volume: The air is becoming thin and hard to breathe.  Characters must 
  make a difficulty 15 BOD check, or pass out until pressure is restored. 
  Quarter Volume: Characters must make a difficulty 25 BODY check every 
  turn to remain conscious. After three minutes, they lose 1 point of INT for 
  every additional 3 minutes of 1/4 volume. When pressure is restored, all but 
  1D6/2 points (round down) will be restored with proper therapy. In addition, 
  characters suffer 1D6/2 damage every turn from "the bends" as nitrogen boils 
  out of the blood, unless character is in a helium/oxygen atmosphere. If 
  pressure restored, character permanently loses 1D6/2 points of BOD. 
  Zero Volume: The compartment is airless, if the character is still conscious 
  he has only 5D6 seconds of consciousness left. They suffer an additional 1D6 
  damage per turn, and lose an additional 1D6 points of INT per turn. After 
  1D10 turns at zero INT, the character has reached Death State 10 and is Dead. 
   
  Usually in space habitats when 1/4th of the total pressure has been 
  lost, automatic sensors will seal off the area and sound an alarm. 
  Goop balls, slap patches, and makeshift items can be used to seal a 
  hole. One goop ball will cover a 5 cm hole, a slap patch will cover 
  a 30 cm x 30 cm area. 
   
  SPACE ADAPTATION SYNDROME 
  Symptoms similar to flu. Within 3 hours of attaining zero-gee, roll 
  1D10.  
   
  1D10 Result 
  1-2 You don't suffer from it this flight. Immune if first flight. 
  3 Slightly queasy, get better in 1D10 hours. 
  4-9 Suffer full effects for 1D6/3+(half roll) days (3.3-6.5 days; keep fraction). 
  10 You will never fully recover until you are in a gravity environment again; 
  a large centrifuge will suffice. 
  Roll Modifiers 
  Born in space ..........................................................…... -4 
  Got it on your first flight ............................................... +1 
  Didn't get it on your first flight ...................................... -1 
   
  COMBAT IN ZERO-GEE 
  Any player firing a recoiling weapon must make roll a 1D10 + 
  REFLEX + Zero-G Combat roll higher than 15 or be knocked off 
  his feet. For every point the player failed by, he is pushed back 
  0.5y/sec in the direction opposite of that in which the weapon was 
  fired. If a wall is hit, the character will take 1D6 bludgeon damage 
  for every 2y/sec or fraction of recoil speed. The character is also 
  thrown into an uncontrolled spin (recovery takes an Average Zero-
  Gee Maneuvering roll).  
   
  Weapon Difficulty Modifier 
  Small Caliber (.22, .32) ............................................... +2 
  Medium Caliber (9mm, .38) ........................................ +5 
  Heavy Caliber (.45, .44, .357) ................................... +10 
  Any Rifle Caliber ...................................................... +10 
  Any Automatic Burst ................................................ +10 
  Braced Stance ............................................................ -4 
  Velcro Soled Shoes ..................................................... -2 
  Body Type is Strong .................................................... -2 
  Body Type is Very Strong ............................................ -4 
  Magnetic Boots ........................................................... -4 
   
   
   
   
  Miniatures And Movement 
  On a standard 1-inch square grid or hex battlemap, every 
  square/hex represents 1 yard/meter for the purposes of determining 
  movement rates.  For vehicles or fast moving persons or objects 
  movement is calculated at a rate of 1 yard/meter per round for 
  every 1 mph in speed an object is moving. 
   
  Humanity Loss 
  Humanity is derived by multiplying the characters Emp x10. Loss 
  to humanity does not effect the characters EMP. As humanity 
  decreases, the character will find himself having a harder and 
  harder time connecting, and being connected to, those around him. 
  With Cybernetics this is even more pronounced as the nueral 
  connections that allow a character to control their cybernetic 
  implants cause feedback and over stress the synaptic systems of the 
  brain, the combination of these two things eventually leads to a 
  condition known as Cybernetic Induced Disassociative Disorder, 
  or the more popular term, Cyberpsychosis. This disorder acts 
  similarly to an artificially induced rabies or steroid rage. 
   
  It is also possible to lose Humanity points due to critical fumbles 
  while using Magic, Psionics or Super Powers, though this is a 
  much slower process as it only effects the characters sense of 
  connection, and not the neural connections. In settings where this 
  is allowed, the term will be "Mage Madness", "Psipsychosis", or 
  "Meta-Dimentia", or simply “The Rage”, but the effect is the same. 
   
  Regardless of how Humanity is lost, the effects remain the same. 
  As the subject moves deeper into Cyberpsychosis, his chances of 
  having a "Mental Break" increase, resulting in an episode. The 
  lower the characters Humanity, the greater the chance he will have 
  to make a save against a "Mental Break'. 
   
  The chances of  "Mental Break" are determined by the following: 
   
  Until the character's humanity drops below 50% he is only 
  required to make a save when new cyber is installed. For every 
  10% below 50, the amount of stress the character is able to endure 
  before making a save lessens by one category. 
   
  Under times of stress, the character must roll under his Cool or 
  suffer a "Mental Break" 
   
  For every 10% below your original Humanity you lose, you suffer 
  a -1 penalty to your cool for the purposes of the save. 
   
  Humanity Loss Stress Categories  
  (situations that require character to make save) 
  50% - Critical Stress (No sleep for 48+ hours, Severely Wounded, Gravely 
  Ill, Severe Migraine, Loved one Just killed, Substance Withdrawal, Loud 
  Erratic Noice, severe argument)  
  60% - Serious Stress (No Sleep For 24+ Hours, Wounded, Ill, Headache, 
  Loved one Just wounded, Loved one killed recently, Erratic Noise, Just 
  Fired, argument) 
  70% - Medium Stress (Less than 5 hours sleep per 24 hours, Lightly 
  wounded, Minor Illness, Loved one wounded recently, Loved one killed 
  within year, Recently unemployed, minor arguement) 
  80% - Light Stress (Brief Argument, Traffic jam, Loved one ill, 
  Unemployed for more than 6 months) 
  90% - Minor Stress (Insulted, busy traffic, work stress, late for  
  appointment) 
  100% - No Stress (at this point you are set off by the most minor 
  annoyances, a mosquito bite, stubbed toe, microwave taking to long) 
   
  Characters should never have to make more than one save per day, 
  unless the GM deems an extreme situation warrants it. However 
  once the character is Reduced by 100% practically anything will 
  set the character off. 
   
  
   
  66 
  The severity of a break is determined by the number of points the 
  save is failed by. 
   
  Mental Break Episode Severity 
  1 - Character becomes withdrawn and quiet for 1d10 hours 
  2 - Character becomes easily annoyed, avoids others for 1d10 hours 
  3 - Character becomes agitated easily, snaps at others, moves into next 
  lower stress category For 2d10 hours (further stress may invoke another 
  save) 
  4 - Character beomes agressive, loses temper easily, may resort to 
  violence, moves 2 stress categories lower for next 24 hours (further stress 
  may invoke another save) 
  5+ - Character has Psychotic break, flies into violent rage, unable to tell 
  friend from foe, will immediately attack the source of the break and 
  anything that further antagonized him/her. Rage will not stop until 
  Character loses consciousness or is killed. 
   
  As with all Interlock Rules, Humanity Loss, in any setting, is 
  entirely optional, and is included both to provide balance, and a 
  role-playing tool. 
   
  SOCIAL RULES 
   
  INTERPERSONAL SKILL ROLLS 
   
  STABILITY 
  Stability=COOL x 2.5. Stability is the difficulty number that represents how 
  difficult a person is to sway when using Persuasion, Interview, Leadership, 
  Interrogation, and Intimidation.  The target may roll an opposed check or Human 
  Perception may be rolled instead. 
  STABILITY MODIFIERS (add to actor's skill roll) 
  Subject 
  Humiliated if they give in -1 
  Holds a "trump card" in the situation -2 
  Has a melee weapon -2 
  Has a ranged weapon -4 
  On psychoactive drugs +/-STR 
  Actor 
  On his home turf +1 
  Bigger than subject +1 
  Much bigger than subject +2 
  Brandishing a melee weapon +2 
  Brandishing a ranged weapon +4 
  Has backup (1st goon) +2 
  Additional goons (max +5) +1 
  On psychoactive drug +/-STR 
  Has a Reputation for X +1/2 Rep 
  NPC REACTIONS 
  Roll on the table below for reaction results upon the first encounter between any 
  character and NPC. 
  1D100 
  RESULT 
  01-05 Blind Hatred: The NPC hates the character and will act in the worst 
  possible way. No cooperation is possible. Will attack if possible. 
  06-15 Hatred: The NPC hates the character and may betray the character if 
  possible. 80% chance of attacking if possible. 
  16-24 Strong Dislike: The NPC may act against the character if profitable, but 
  otherwise will ignore the character. 30% chance of attack. 
  25-35 Dislike: The NPC is not impressed, but may help the character if profitable. 
  However, if possible, he may betray the character.  
  36-65 Neutral: The NPC doesn't really care one way or the other. May or may not 
  help. 
  66-80 Probably won't betray the character. 
  81-95 Strong Like: The NPC really likes the character and will try to help as 
  much as possible within reason. He will be very loyal. 
  96-00 Love: The NPC will either fall in love with or strongly like the character. 
  The NPC will do practically anything for the character. 
  Reaction Modifiers 
  -20% ......................... In combat situation 
  +5% ..........................Character seems very powerful 
  -10% .........................Character has bad REP 
  +5% .......................... Per 1 Character's ATT>8 
  -5% ........................... Per 1 Characters ATT<4 
  +10% ........................Character has good REP 
   
  CONDUCTING INTERVIEWS 
  When trying to obtain information from an interviewee, the 
  character chooses the skill to be used (Interview, Persuasion & 
  Fast Talk, Intimidate, Interrogate, Oratory, Seduction), then makes 
  a skill check. The amount of information divulged is determined 
  by the results given below: 
   
  INTERVIEW 
  Roll 
  Interview Results 
  1 
  Automatic failure, no interview 
  2-9 
  Refuses to talk 
  10-14 
  Tight-lipped 
  15-19 
  Average interview 
  20-24 
  Good interview 
  25-29 
  Excellent interview 
  30+ 
  Tells everything s/he knows 
  During an interview with a particular character, a news team may 
  attempt any two of the above skills without penalty. If they attempt 
  a third technique, a -5 penalty is applied to the result. Each 
  subsequent attempt results in an additional, cumulative, -5 penalty.  
   
  CULTURAL SIMILARITY TABLE 
  Same (0) 
  Similar (10) 
  Different (15) 
  Alien (20) 
  American 
  Germanic 
  Russian 
  Highrider 
  English 
  French 
  Israeli 
  Zulu 
  Australian 
  Finnish 
  Jamaican 
  Aboriginal 
  Canadian 
  Swedish 
  Colombian 
  Japanese 
  Situations requiring a Culture roll: First encounters, Reputation style facedown, 
  use of Authority, Charismatic Leadership, Credibility, Wardrobe/Style, Oratory, 
  Streetwise, Interview, Leadership, Persuasion, Perform, Education, History (cultural 
  perception), Seduction, Human Perception, Disguise, Teaching. 
  No interpersonal communications skill can be used at a level greater than the 
  speakers skill in that language. 
  SOCIAL FUMBLE TABLE 
  1D10 
  RESULT 
  1-4 
  Minor error of etiquette. -7 to your skill rolls. 
  5-7 
  Obvious error. You come off as a simple minded foreigner. -7 to your skill 
  rolls, and -1 to any culture rolls with the same party. 
  8-10 
  Major insult. You totally blew it. You are a barbarian who cannot be dealt 
  with. Don't bother making the skill roll, and add -3 to any future Culture 
  rolls. 
   
   
  
   
  67 
  SEDUCTION 
  Part of being human is the desire to form relationships of an 
  intimate nature with others.  Seduction isn’t always about sex; 
  often it is more about gaining the intimate trust of others, often for 
  the purposes of gaining favors, goods, or information. Most often 
  however, particularly when dealing with members of the opposite 
  gender (or whichever gender the target is romantically attracted 
  too), the implication of possible sex is the most effective means of 
  seduction.  Human Perception opposes attempts at Seduction, and 
  the target of the attempt may choose to use either their Cool or INT 
  in place of EMP when opposing the Seduction.  Whenever a 
  character attempts to seduce another person, consult the following 
  chart:  In place of Human Perception the target can instead use 
  their Stability, which is their Cool x2.5. 
   
  SEDUCTION TABLE 
  Situation 
  Modifier 
  Seducer Attractive 
  +2 per ATTR over 6 
  Seducer Unattractive 
  -1 per point under 5 
  Target Attractive 
  -2 per ATTR over 6 
  Target Unattractive 
  +2 per point under 5 
  Target Drinking /Using Drugs 
  +3 
  Target attracted to Seducer 
  +3 
  Target friendly to Seducer 
  +1 
  Target Stranger 
  -1 
  Target Distrustful of Seducer 
  -3 
  Target Hates Seducer 
  -5 
  Target Vulnerable (mourning, on rebound, etc…) 
  +2 
  Romantic Moment (pretty sunset, at party, etc…)  
  +1 
  Inappropriate Moment 
  (being arrested, during sensitivity seminar, etc…)  
  -2 
  Seducer is famous, Powerful, or Wealthy 
  (in relation to Target) 
  +3 
  Seducer is poor (in relation to target) 
  -3 
  Target morally/spiritually/intellectually opposed 
  -4 
  Target open and free thinking in regards to sex 
  and relationships (swinger, promiscuous, etc...) 
  +3 
   
   PERSUASION 
   Persuasion will likely play a 
  large part in any game, as it is 
  the mechanic for convincing 
  people to alter their view of a 
  given situation to the characters 
  own.  Talking your way out of a 
  speeding ticket, haggling down 
  the price of an engine part, 
  convincing the bouncer at the 
  door you really are on the guest 
  list, and negotiating for a bigger 
  pay rate.  These all fall under 
  Persuasion/Fast Talk.   The 
  target can attempt to oppose 
  with Human Perception.  In place of Human Perception the target 
  can instead use their Stability, which is their Cool x2.5. 
   
  REPUTATION 
  Reputation is the measure of how famous or infamous a character 
  is, and it is divided into 2 categories, Professional and Personal. 
   
  Professional reputation is how well you are known in your given 
  field of expertise.  Personal Reputation is how well you are known 
  for areas outside your profession.  For instance a high level 
  Bodyguard might have a Professional reputation for his toughness, 
  but might also have a Personal Reputation for his artistic ability or 
  his humanitarian efforts, or even as an alcoholic or spousal abuser. 
  Both categories are measured with a score between –10 to +10.   
  The extremes at both ends denote international renown.   
   
  REPUTATION TABLE 
  +/- 10 
  Known Everywhere, even in remote 3rd world villages 
  +/- 8-9 
  Known Internationally 
  +/- 6-7 
  Known Nationwide, may have been heard of Internationally 
  +/- 5-6 
  Known State/Region wide, may be heard of in rest of the Country 
  +/- 3-4 
  Known City/County wide, may be heard of in  rest of State/Region 
  +/- 1-2 
  Known in Neighborhood/Immediate Area, may be heard of in the rest 
  of City/County 
  0 
  Unknown. 
    
  A negative reputation is earned when the character is known for 
  incompetence, failure or something generally deemed as weak or 
  bad.  Examples include Joseph Hazelwood, who would have a -7 
  Professional Reputation as the Incompetent Captain of the Exxon 
  Valdez but a +5 Personal Reputation, and Gary Glitter who would 
  have a +6 Professional reputation for his Glam Rock days, but a 
  Personal Reputation of –8 as a pedophile. 
   
  A positive reputation is earned when the character is known for his 
  competence, success, or something generally deemed as beneficial 
  or strong.  Bono has a +10 Professional Reputation for his band 
  U2, and a +8 personal reputation for his humanitarian work. 
   
  In some situation, a High Rep at either end of the spectrum can be 
  added to Interpersonal Skill rolls, for example a character who is 
  known citywide as being a tough martial artist (+3 Rep) can add 
  his Rep to his Intimidate.  However a character known for 
  snitching (-3 rep) would take a -3 modifier to any Persuasion, 
  Streetdeal, or Interview checks.   
   
  Reputation modifiers only come into play if the target (or 
  immediate and present allies) has heard of the character.  To 
  determine if a target has heard of the character, roll under the 
  Targets Intelligence, with a +modifier equal to half the Characters 
  Reputation (ignoring +/-).  Every category closer to the characters 
  home base the target is, add a Recognition Modifier of +1.   
   
  Reputation is a fickle thing; it requires that people are talking about you.  
  For any reputation above city level, media coverage is required.  If the 
  target holds similar professional or personal interests as what the character 
  is known for (such as a street gang member of cop being aware of the 
  Local Martial Arts legend), his reputation category is treated as two levels 
  higher.  But for every 3 months that pass without the character being 
  mentioned in the media, or doing something else that gets him attention, 
  his Reputation will drop by 1 category. 
   
   
   
  PERSUASION MODIFIERS 
  Actor Knows Subject Intimately +2 
  Actor Familiar With Subject +1 
  Subjects Customs/Laws Totally 
  Unknown To Actor -2 
  Actors Rep Known (+1 per point) 
  Subject Drunk +1-+2 
  Subject Loves Actor +3 
  Subject Likes Actor +2 
  Subject Dislikes Actor -2 
  Subject Hates Actor -3 
  Actor Holds Authority +1 
  Subject Holds Authority -1 
  Story/Request Benefits Subject +1 
  Story/Request is Unreasonable -2 
  Story/Request is Extremely 
  Unreasonable -4 
  
   
  68 
  STREETWISE AND NETWORKING 
   
  INFORMATION GATHERING TIME TABLE 
  Research Time Spent 
  Roll 
  1 hour 
  35+ 
  1 day 
  30 
  1 week 
  25 
  1 month 
  20 
  6 months 
  15 
   
  Every 5 points roll exceeds the Diff. rating, reduce time category. 
   
  ACQUIRING MERCHANDISE DIFFICULTY 
  Everyday item 
  10 
  Common 
  15 
  Not Very Common 
  20 
  Poor Availability 
  25 
  Exotic/Rare 
  30 
  Extremely Rare / Unique 
  35 
   
  FALSIFICATION  AND FORGERY TABLE 
  Streetwise Roll 
  Reliability 
  Diff to spot 
  30+ 
  95% 
  30 
  28-29 
  90% 
  28 
  26-27 
  85% 
  26 
  25 
  75% 
  25 
  23-24 
  60% 
  20 
  21-22 
  40% 
  15 
  0-20 
  15% 
  10 
   
  DRUG PURITY CHECK 
  Purity Check: 1D10 lower than Pusher's Streetdeal 
  Optional: Pusher's Streetdeal+buyer's LUCK+1D10 vs.15 
  Failed Drug's Purity 
  1-2 A Bit Low; duration reduced by 1/3 
  3-4 Poor; duration is 1/2, STR -1 
  5-6 Bad; duration 1/3, STR -2, BOD 10+ or be sick 
  7-8 Real Bad; duration 1/3, STR -3, BOD 15+ or sick 
  9-10 The Worst; either does nothing or causes some kind 
  of physical or mental damage. 
   
  Buying and Selling 
  An average Edgerunner spends his money on: 
  30-40% Food, crash space, clothing. 
  30% Work stuff. 
  20-30% Maintaining their Reputation. 
  10% Saved in gold, opals, stones, metals. 
   
  BLACK MARKET PRICE MODIFIERS 
  CONDITION/AVAILABILITY 
  COST 
  Used Item 
  Half Price 
  Legal Stuff Food, consumer goods 
  Half Price 
  Grey Market Legality,  
  -25% 
  Untraceable 
  +100% 
  Illegal Merchandise (controlled substances, contraband,) 
  + 50% 
  Custom, Unique 
  +200% 
  Highly Illegal (military weapons, explosives) 
  +200% 
   
  FENCING 
  Base price 30% 
  Minimum price 10% 
  Maximum price 50% 
  Fenced items are usually sold at 
  50% of their normal value. 
  Contraband can sell for up to 10x 
  legitimate market value. 
  Locally unavailable items are bought for a small percentage and 
  sold for 1/2 price and up. 
   
   
   
   
   
   
   
   
  APPRAISING 
  The base difficulty depends on the Fixer's area of expertise. 
  Figuring out the exact price rather than a ballpark figure increases 
  the difficulty by 5. 
   
  HAGGLING/NEGOTIATION 
  COOL+PERSUASION+1D10 
  Vs 
  COOL+PERSUASION+1D10  
  (Or Stability) 
  Each point of success results in a 2% change of price in favor of 
  the winner. When a Fixer haggles with a non-fixer his advantage 
  becomes 5%. Under normal circumstances, the price will never 
  deviate by more than 50% either way. 
   
  MONEY & FACTORS 
  Money exchange: 3-10% processing fee for cash. 
  Money laundering: Up to 50% of the total. 
   
  RESOURCE REQUISITION 
  Whenever a character attempts to requisition resources outside of 
  their area or outside of their normal operating parayards, roll 1D10 
  (Fixers and Corporates may add their special ability) on the table 
  below.  
   
  RESULT 
  REQUISITION 
  1 
  Nothing, period. 
  2-4 
  Sure, but it'll take a day or two. 
  5-7 
  1D10 hours before it'll be ready. 
  8-9 
  No problem, but I'll need you to fill out these forms. 
  10. 
  Cleared, no questions asked. 
   
  GENERATING CONTACTS 
  Anyone whose primary Role is Fixer, Corporate, or Nomad, may 
  generate a number of Contact Points equal to his Special Ability 
  x2, multiplied by his Special Ability x2 multiplied times 10, as 
  representative of their Streetwise or Networking ability.  If those 
  roles are secondary, Character Points are determined merely by 
  their SA x SA x 10.  If a character has a mix of the above roles, he 
  may generate separate contacts for each role within that 
  community, so a Fixer/Nomad would have a Streetdeal list for the 
  street, as well as a Family list of contacts from the nomad 
  community. 
   
  Anyone with Streetwise or Networking skills may generate their 
  own list of contacts, the number of Contact Points they generate is 
  their skill x2 x 10 (can be used separately on both skills). 
   
  Once the number of Contact Points is determined, you build your 
  Contacts one at a time.  (After Contact generation is complete, it is 
  advisable to further flesh out each contact with skills, Lifepath, and 
  personality traits.) 
   
  The Capability of each Contact is determined by the Contact Points 
  (CP) you spend on them.  For each contact roll 1D10, the result 
  adds to the Capability Score, this is used to determine the number 
  of points you may divide between the Contacts Primary Stat and 
  applicable Skill for the contacts area of specialty. 
   
  CP COST 
  CONTACT CAPABILITY 
  5 
  Snitch (good for basic information/services, but has a 50% chance of lying 
  or just being stupid) Capability 5+ 1D10 
  10 
  Incapable (lowest level dreg in whatever his field of specialty is) 
  Capability 10+ 1D10 
  15 
  Capable (contact is competent and about his field of specialty) Capability 
  15+ 1D10 
  20 
  Very Capable (contact is a mover in his field of specialty) Capability 20+ 
  1D10 
  25 
  Super Capable (contact is an expert in his field) Capability 25+ 1D10 
   
   
   
  EQUIPMENT QUALITY 
  Reliability 
  Cost 
  Malf. 
  UR 
  50% 
  30% 
  ST 
  100% 
  20% 
  VR 
  150% 
  10% 
  EX 
  300% 
  5% 
  
   
  69 
  Contact Reliability 
  Sometimes contacts can help you, sometimes they can’t.  Maybe 
  they don’t like you; maybe they’re even working for the other guy 
  against you. Loyalty is as much a commodity as goods. Ensuring it 
  and keeping it can be both time-consuming and expensive.  For 
  each contact consult the chart below. 
   
  CP COST  
  LOYALTY LEVEL 
  Unreliable 
  Cost x.5 
  This guy has no loyalty, and will work for whoever pays him, if he 
  can get away with it he will work for both sides in a struggle.  
  Reliable 
  Cost x1 
  He is loyal, but not above deceiving you for more money, or even 
  selling you faulty goods or information if he thinks he can get away 
  with it. 
  Very 
  Reliable 
  Cost x1.5 
  He may not always get what you want, but he won’t betray you or 
  knowingly sell you damaged goods unless you wrong him. 
  Super 
  Reliable 
  Cost x2 
  Unless you betray him, he will NEVER make a move against you or 
  give you up, and if he unknowingly sells you damaged good or info, 
  he will do his best to make up for it, he not only considers you a 
  contact, but a friend. 
   
  Contact Availability 
  Contacts have lives of their own, and may not place as much 
  importance on being your go-to-guy as you do.  They are going to 
  have their own families, jobs, social engagements, and hobbies.  
  Some of them might not even like you very much.    
   
  Availability/CP Cost Multiplier 
  % Chance of Answering 
  Rarely Available / x.5 
  25% 
  Sometimes Available / x1 
  50% 
  Usually Available / x1.5 
  75% 
  Always Available / x2 
  90% 
   
  Contact Access 
  Each of the Contacts will have their own amount of influence and 
  access within their chosen field expertise.   Some contacts, 
  regardless of capability, only operate within a narrow field of 
  influence while others may oversee entire operations and be privy 
  to expanded areas of knowledge, resources, and influence. 
   
  Level/Cost 
  Access and Influence 
  Specialist 
  Cost x.5 
  This Contact is involved in a very narrow field of expertise; outside 
  his immediate specialty he is uninformed and powerless.  For 
  example a Corp contact would only be privy to the project he is 
  working in, and wouldn’t have access outside it. 
  Typical 
  Cost x1 
  This Contact has a bit more access, but still only within his field of 
  expertise, for instance a Cop might be Homicide detective with 
  access across the whole department, but with little or no influence 
  outside it, say in Vice or Special Victims 
  Mid-Level 
  Cost x1.5 
  This Contact is in a managerial position, and as such is privy to all 
  the departments under his command, for instance a corporate might 
  be in charge of the entire R&D department, with access to all 
  projects underneath him, as well as having some influence with 
  other departments or possibly other corporations. 
  Upper 
  Echelon 
  Cost x2 
  Executive level, this contact is at the top levels of his profession, for 
  example he might be a Mafia boss, privy to every nuance of his 
  operations and has influence outside his own organization. 
   
  Contact Reimbursement 
  Contacts don’t work for free, some require favors, some work on 
  retainer, some want cash up front for any given service.  To 
  determine the monetary cost of your contacts, add up the total 
  amount of Contact Points spent on each Contact.  This will 
  determine the monetary amount each Contact requires for their 
  help.  (GM’s may feel free to determine other means of payment or 
  arrangements, the following is merely a guideline). These prices 
  can be modified, (never lower than the minimum) to account for 
  additional circumstances, and negotiation is not to be discouraged. 
   
  For Information, the cost is a minimum of 20 dollars (or monetary 
  standard), or the cost of their total Contact Point Value x 5, 
  whichever is greater. 
   
  For Goods the cost is that of goods (negotiable of course) plus a 
  kicker equal to 10% of the cost of the goods. 
   
  For services the cost is going to be a minimum of 50 dollars (or 
  standard monetary units) or their total Contact Point Value x 10, 
  whichever is greater.  For services that are illegal or somewhat 
  dangerous (like stealing a car, committing assault on someone, 
  etc…) the cost is x20, highly illegal or dangerous services (murder, 
  kidnapping, etc…) has a cost of x50. 
   
  COMBINED SKILL ROLLS 
  There are occasions when a particular task is so complicated or 
  involved that a single character cannot do it alone. The task might 
  be writing a program, creating a pharmaceutical, building an 
  engine, or any other difficult task. In those cases, two or more 
  characters can team up for a combined skill roll. All participants 
  must have the required skill needed, and must also be fully 
  involved in the task. 
   
  To combine a skill roll the participants must first choose the 
  'Primary'. This will be the character that actually makes the roll. 
  The Primary does not necessarily have to be the highest level. 
  They may be a student or simply requiring help from a more highly 
  skilled player or NPC. The other participants are the 'Assistants'. 
  Assistants can add one half of their combined skill level, rounded 
  down, to the Primary's skill roll. The maximum number of 
  Assistants a Primary can have is limited by their level in the 
  particular skill. 
   
  EXAMPLE: Jack has a Programming skill 6 but needs help with a 32 
  Difficulty program. He solicits help from three other programmers, 
  levels 5, 4, and 2 (11 points). Jack can add one half their total levels, 
  rounded down (5) to his skill roll. Jack can have up to 3 more 
  Assistants if he needs, but never more than his level of 6. 
   
  Some particular tasks as so complicated (building an office 
  building, designing new tech, etc.) that it can be broken into 
  several distinct parts. Building a house for example requires 
  plumbers, framers, electricians, roofers, etc. In those cases it can 
  be split into multiple parts. Each part has a Primary and Assistants. 
  They each make their rolls. Once done, the Primaries all come 
  together and then form the Assistants to the overall project's 
  Primary (Foreman, Lead Designer, etc). The head Primary then 
  rolls using his Assistants, in putting all the pieces together. In these 
  cases it is up to the GM to determine if a project can be broken into 
  parts, and how many..   
   
   
  
   
  70 
  TECHNOLOGY RULES 
   
  MECHANICAL DEVICES AND MAINTENANCE 
   
  NEW TECHNOLOGY 
  When creating new technology, or modifying old equipment, roll 
  the appropriate Tech Skill 
   
  Creating New Tech 
  Difficulty 
  Lasts for 
  Improvement, Modifications 
  15+ 
  Damaged 
  Innovation, Radical Improvement 
  25+ 
  1 year 
  Invention, Truly Original Tech 
  20-30+ 
  5 years 
   
  MODIFICATION 
  In the virtually ever-increasing realm of technology in the year 
  2020 anything can be made smaller or larger for a cost. 
   
  The cost for reducing the size and/or weight of a current (in 
  relation to game setting) technological device is x3 the cost of the 
  object per every 15% reduction. This cost is multiplied 
  consecutively, and takes a tech skill of at least 8 or above to 
  accomplish. And after the item has been reduced by 30% it loses 
  20 percent of its effectiveness for every additional 15% reduction. 
  (For cybernetics and vehicles this rule is used to reduce the space 
  an object takes up) On the other hand the bigger you make 
  something the more objects you can cram into it. The cost remains 
  the same but instead of losing, you gain 20% effectiveness for 
  every 15% increase.  As technology increases, it will miniaturize 
  on its own on an industrial scale, and will not suffer the loss of 
  effectiveness, and in fact will most likely gain in effectiveness as 
  well as secondary functions (like a cell phone with camera, mp3 
  and video player, GPS system, etc…) 
   
  (Obviously this rule won't work for everything, like weapons or 
  vehicles, GM's should use their discretion.) 
   
  GMs may fear this rule will unbalance their game but only the 
  most wealthy and powerful people can afford these technological 
  wonders. In fact the only people who will usually be able to afford 
  these things would be the people hunting down the PCs. 
   
  Because of the smaller size of the miniaturized item many things 
  can be disguised much more easily. A cellular communicator can 
  be disguised as earrings, armor can be almost as light and flexible 
  as silk, smart goggles can be made that look exactly like 
  sunglasses, the potential is unlimited. Use your imagination, but 
  always under the supervision and discretion of your GM. 
   
  CHANCE OF MALFUNCTION 
  Item Cost is the multiplier applied to the cost of the item. 
  Malfunction is the annual chance that the item will malfunction; 
  proper maintenance cuts this in half. It's also the 
  chance that an item will malfunction if handled in such a 
  way that it could be damaged.  
   
  Reliability 
  Item Cost 
  Malfunction 
  Unreliable(UR) 
  50% 
  30% 
  Standard (ST) 
  100% 
  20% 
  Very Reliable (VR) 
  150% 
  10% 
  Excellent (EX) 
  300% 
  5% 
   
   
   
  MALFUNCTIONS 
  If a piece of equipment is subject to unusual cirumstances, (e.g. 
  being dropped from a moving vehicle, in an explosion, or left out 
  in the rain) the referee should call for a malfunction test. A well-
  maintained item only has half its given percentage chance of 
  malfunction. For the purposes of malfunction, a simple item is one 
  so interconnected that a malfunction either makes little difference, 
  or degrades operation so much that it becomes useless (e.g. hand 
  computers, simple tools, and firearms). Complex items are made 
  up of sub-machine assemblies, where one sub-assembly might 
  cease working but its loss would degrade performance, not stop it 
  entirely (e.g. automobiles). 
   
  D10 
  Effects 
  1-4 
  Simple items cease function 30% of the time. 
  Complex items have performance degraded by 30%. 
  5-8 
  Simple items cease function 60% of the time. 
  Complex items have performance degraded by 60%. 
  9-10 
  Simple and complex items cease function. 
   
  REPAIR & MAINTENANCE COSTS 
  Routine Annual Maintenance (Parts) ........... 1D10% Base 
  Parts Minor Malfunction (Simple) .......…...1D6x5% Base 
  Minor Malfunction (Complex) ....…….... 1D10x3% Base 
  Major Malfunction (Simple) ......….…… 1D6x10% Base 
  Major Malfunction (Complex) .....……... 1D10x5% Base 
  Catastrophic (Simple) ........……….......... 3D6x10% Base 
  Catastrophic (Complex) ..........……….. 1D10x10% Base 
  Repair Labor ........................................... 100-150% Parts 
   
   
   
   
  
   
  71 
  COMPUTERS 
  Computer Technology evolves at an exponential rate.  In the 60’s 
  the most advanced computers in the world took up entire rooms, 
  while in the 90’s laptop computers outperformed them in every 
  conceivable way.  Because of the rapid acceleration of technology, 
  there is simply no way to take into account each and every system 
  available, and trying to guess at what the future holds in terms of 
  computer tech is nearly impossible. 
   
  So instead of creating rules and stats for every five years of the 
  modern age and beyond, here is a simple solution.   
   
  Determine the setting and era for the game you are playing in.  The 
  computers of the time will be rated in Cost, CPU, Memory Units, 
  Speed, and Datawalls. 
   
  Cost: this is how much the computer costs. (The base price for a 
  computer is determined in dollars (or the monetary Standard) by 5 
  year increments. 
   
  TIME 
  PERIOD 
  BASE  
  COST 
  Minimum 
  SIZE 
  Max 
  CPU 
  Max 
  SPEED 
  1951-
  1955 
  250,000 
  Takes up an 
  entire building 
  1 
  -10 
  1956-
  1960 
  100,000 
   
  1 
  -9 
  1961-
  1965 
  75,000 
  Takes up a 
  large room 
  1 
  -7 
  1966-
  1970 
  50,000 
   
  1 
  -5 
  1971-
  1975 
  25,000 
  Takes up Half 
  room 
  1 
  -4 
  1975-
  1980 
  10,000 
  Size of a large 
  bookshelf 
  1 
  -2 
  1981-
  1985 
  5000 
  First Desktop 
  Sized 
  Computers 
  1 
  -1 
  1986-
  1990 
  2500 
   
  2 
  0 
  1991-
  1995 
  1000/5000 
  PC’s get 
  smaller/First 
  Laptops 
  2 
  +1/0 
  1996-
  2000 
  500/2500 
  PC/Laptop 
  2 
  +2 
  2001-
  2005 
  250/1000 
  PC/Laptop 
  2 
  +3 
  2006-
  2010 
  200/500 
  PC/Laptop 
  3 
  +5 
  2011-
  2015 
  200/400/10,000 
  PC/Laptop/First 
  Cybermodem 
  4 
  +7 
  2016-
  2020 
  200/400/5000 
  PC/Laptop/ 
  Cybermodem 
  4 
  +10 
  2021+ 
  200/400/2000 
  PC/Laptop/ 
  Cybermodem 
  5 
  +15 
   
  CPU: This is the intelligence rating of the computer, every CPU 
  the computer contains raises its intelligence by 3 points. Increasing 
  the CPU of a computer costs x10 the computer cost cumulative per 
  point, to a maximum of +50% the base max CPU. 
   
   
   
   
  Memory Units: This determines the amount of memory a 
  computer has (programs cost memory units), and therefore how 
  many programs your computer can run, each MU allows for 10 
  current programs. (Older programs take up 50% as much space for 
  every 5 years, new programs take up twice the space for every 5 
  years). Increasing the MU of a computer is 25% of the computer 
  price per MU.   
   
  Speed:  This is the speed at which your computer processes 
  information.  It also determines initiative in computer combat and 
  hacking.  You may increase your computer speed at a cumulative 
  cost of x2 the cost of the basic computer for every 1-point increase 
  in speed to a maximum of x2 the base speed. 
   
  Datawalls:  This is the amount of built in protection your 
  computer has from hackers, viruses, and other threats.  You may 
  increase the number of Datawalls at a cumulative cost of x2 the 
  cost of the basic computer to a maximum of 10 (any more than that 
  and they basically prevent your computer from functioning as they 
  see everything, including the computers data, as hostile).  Every 
  Datawall represents a +3 protection modifier, and takes up 5 
  program spaces.  (All computers past 1960 have 1 built in Datawall 
  that does not detract from spaces, nor can it be removed to make 
  room for more programs) 
   
  Buying computers from a previous time period (or technological 
  equivalent) reduces the price by 10% per 5-year increment, 
  however computers are only capable of accepting programs and 
  peripherals to a maximum of 10 years older and 10 years newer.  
  This means that if you are in a game that takes place in 1993, and 
  you buy a brand new computer, it will run new programs and add-
  ons for 5 years before it’s tech is so obsolete newer items will no 
  longer function on it.  However it will also only be able to run 
  programs that attach peripherals that are up to 10 years old. 
   
  Before 1980, hacking was virtually unheard of, computers were 
  simply too slow, too stupid, and too rare, It wasn’t until the 80’s 
  when home computers arrived on the scene that hacking really 
  became possible.  In Near Future and beyond games, hacking 
  requires a Cybermodem, a dedicated mini-computer that allows for 
  Direct Neural Interface into the net and computer systems via 
  Virtual Reality. 
   
  PROGRAMS 
  There are programs for a wide variety of tasks and functions, 
  everything from basic calculators to Graphic Animation design.  
  Some programs are larger than others, depending on what they do.  
  The size of programs will also vary a great deal by the level of 
  technology.  A minimum of research on computers of any given 
  era should give you a basic idea of the types of programs available 
  and what they are able to accomplish.  At any rate, for the purposes 
  of the game, the only programs that matter are those that may add 
  something specific to the game.  At GM discrimination, a program 
  may allow a character a bonus to a skill when being used, for 
  example an Artiste musician may use a computer to compose, 
  arrange, and edit his music, or he may use it to add effects to his 
  performance on stage, such as controlling lights and pyrotechnics, 
  adding sound effects or custom distortion.  In such a situation a 
  GM might allow the program to give the character a +1 or +2 to 
  his perform.  Basic programs that provide a +1 to a skill will have 
  a cost of $200 (or monetary standard), better programs are 
  probably available, at a rate of x5 the cost for every +1 it provides.  
  Programs that do provide bonuses to skills also cost 2 program 
  spaces for every +1 they provide. 
  
   
  72 
  COMPUTER VIRUS 
  Creating a computer virus is hard work.  Viruses have functions, 
  some eat data, some set up back doors for easy access, some 
  transmit data, some monitor user activities and so on.  To create a 
  virus, you first have to determine its strength.  The virus strength is 
  determined by a Programming check, for every 5 points past 15, 
  the virus will be immune to one level of Datawall protection.  A 
  second Programming roll will determine the speed at which the 
  virus will destroy data. 
   
  DC 
  Virus Destroys 
  15 
  1 program per month 
  20 
  1 MU per month 
  25 
  1 MU per Week 
  30 
  1 MU per day 
  35 
  1 MU per hour 
   
  For any virus not meant to destroy the computer, and instead 
  transmit data or set up a back door, the DC is a flat 25. 
   
  If someone notices the Data being corrupted fast enough, they may 
  attempt to rid the computer of the virus manually.  This requires 
  the on-site programmer to make an opposed skill check to beat the 
  DC of the Virus. 
   
  Shutting the computer off complete, and leaving it off will prevent 
  the virus from working, the moment it is turned back on again the 
  virus will resume its work.  If the computer is hooked up to a 
  larger network of computers sharing data, the virus will spread to 
  the other computers at the same rate it eats MU. 
   
  HACKING & COMPUTER COMBAT 
  Since the dawn of the computer age (modern age) hacking has 
  proven to be a growing and ever present threat.  Some hackers treat 
  it as a hobby, some have much more serious goals.   
   
  Hacking evolves at the same rate that computers themselves 
  evolve.  And in Near Future and beyond games, where Virtual 
  Reality Interface exists, hacking can actually be quite dangerous. 
   
  Because all computer systems are set up differently in terms of 
  protections, on-site monitoring, and anti-personnel programs, 
  hacking requires the use of Library Search, System Knowledge and 
  Programming.  To Hack, a character must first roll his Library 
  Search (Skill + INT+ D10) to find his target.   
   
  DC 
  Sample Target 
  15 
  Household name Corporation or Establishment Website  
  20 
  Low threat target (School or small business networks) 
  25 
  Personal computer IP’s  
  30 
  Police, Govt. or Corporate networks 
  35+ 
  Top Secret Corporate and Military servers and networks 
   
  Alternatively, if by some chance the Netrunner already knows Net 
  location of his target, (such as a govt. official contacting him, or 
  finding the IP of a personal computer of someone in a chatroom 
  with the player, or if he is attempting to break into the targets 
  hardline on-site) no Library Search roll is necessary. 
   
  Once the Hacker has found the target, he must try to Infiltrate it, 
  this requires a programming role as he tries to guess passwords, go 
  in through backdoors, and circumvent Datawalls.  The process of 
  doing so is made via an opposed roll by the Hacker against the 
  Target computer and its protections.  The formula is as follows: 
   
  Hacker: 
  INT + Programming Skill + Interface + Comp. Speed + 1D10 
  Vrs. 
  Target Computer: 
  Comp. Speed + CPU + Protection (DWx3) 
   
  In near future and beyond settings, hacking into a computer 
  requires the character to Interface Directly via Virtual Reality (as it 
  is assumed that not only have protection programs escalated to a 
  point that typing commands fast enough by hand is virtually 
  impossible, but that the computers themselves process so fast that 
  controlling them any way other than directly via neural interface in 
  also impossible).  This can be quite dangerous.   
   
  Up to the modern era, a failed roll means the Hacker is merely 
  denied access, a failure of more than 5 points means his IP has 
  been logged and he can no longer attempt to gain access, in 
  addition, for every 3 points of failure, there is a 10% chance he 
  was traced to his physical location, to which authorities will be 
  arriving shortly.  In Near Future and beyond settings, not only do 
  those things occur, but when using a Direct Neural Interface when 
  he fails he also takes 1d6 damage and for every 3 points of failure 
  he sets off another Datawall in the target computer (if present) 
  resulting in an additional 1d6 damage each.  This damage is 
  stun/electrical damage and represents electrical feedback.  The 
  damage will heal at the rate of 1 point per minute.  Even though it 
  is taken through direct neural interface at the base of the skull, it is 
  dispersed through the body, therefore is not “doubled” as a 
  headshot. 
   
  For example, little Timmy decided to try and hack into the local 
  video store to erase his late fees. Little Timmy is just getting into 
  the whole hacking scene and doesn’t quite know what he is doing 
  yet.  The owner of the video store however is a little more 
  computer literate, and has set up 2 Datawalls on his system.  
  Timmy attempts to hack in but fails and sets off the computers 
  self-defenses.  Timmy takes 2d6 damage. Little Timmy gets lucky 
  and only takes 4 points, teaching him a lesson about the dangers of 
  Netrunning. 
   
  The amount of points he beats the target computer by determines 
  the mount of time in rounds x2 he has to spend in the target 
  computers system before it detects him as a threat again (requiring 
  him to again oppose the computer).  
   
  For every round a Hacker remains undetected, he may attempt an 
  Infiltration Action.  Infiltration Actions inside a target computer 
  consist of: 
   
  INFILTRATION ACTIONS 
  Rounds 
  Required 
  Sample Actions 
  1 
  Make a System Knowledge check, Delete a File, 
  Copy a small file, take over an automated Process. 
  2 
  Copy or Edit a mid-sized file, plant a virus,  
  3 
  Edit a small Program, perform a Search 
  4 
  Copy or Edit a large file, Perform a Trace 
  5 
  Edit a medium program 
  6 
  Copy or Edit a Huge file 
  7 
  Edit a large program 
  
   
  73
  Regardless of what he has hacked into the system for, be it steal 
  files, take over an automated process, or plant a virus, he must first 
  make a System Knowledge check to determine where in the target 
  computer the data or system he is looking for is located.  
   
   
  DC 
  SampleTarget File or System 
  10 
  Computer Program (start menu) 
  15 
  Common File/Trash (desktop access) 
  20 
  Remote System (security door locks, automated machinery)  
  25 
  Buried Data File or Folder, Secured Remote System 
  30 
  Hidden or Protected Data file or Folder, 
  35+ 
  Top Secret Data, Bank Transaction System, heavily 
  protected automated system 
   
  A Hacker may, at anytime, be noticed as an intruder by a human 
  (or possibly AI) user on the Target System.  Detecting a Hacker 
  requires an opposed check by the User, against the Hacker. The 
  formula is as follows 
   
  USER: 
  INT + Awareness/Notice + Interface + 1D10 
  Vrs. 
  Hacker: 
  INT + System Knowledge + Interface + 1D10 
   
  If the User notices the Hacker, he has some options.  He may 
  confront the Hacker directly, confront him covertly, or simply shut 
  down the Hackers access, booting him from the system 
  immediately.  If he decided to trace, or confront the attacker, he 
  provides the attacker with access to the system, and can no longer 
  simply shut him out of the system (though he can rescind the 
  access, which takes 2 rounds, allowing him once again to simply 
  close his access node). 
   
  If the user decides to go after the Hacker covertly, the Hacker gets 
  to make his own Awareness check as above (Hacker and User 
  switch places for purposes of the check).  If the hacker notices he 
  has been spotted, he can either log out immediately, or enter into 
  Computer Combat.   
   
  If he fails to notice, the User may attempt to either trace the 
  Hacker: 
  User:  
  System Knowledge + Interface + Comp. Speed + 1D10 
  VRS. 
  Hackers original Infiltration check 
   
  Or enter into Computer Combat. If the User is unnoticed, he gets 
  one free attack/action against the Hacker or the Hackers system. 
   
   
  COMPUTER COMBAT 
  Computer Combat is very dangerous for both parties. And consists 
  of the parties actively attacking each other through their 
  computers, trying either to force their opponent offline (takes one 
  additional round, acts as “taking over an automated process”) or in 
  Near Future and beyond games, cause them damage. 
   
  During Computer Combat, participants use their computers for 
  both offense and defense simultaneously.  The do this by turning 
  their Datawalls into offensive, as well as defensive, hardware. 
   
  Inititiative is rolled as normal (in this situation, and this situation 
  only, a Netrunner may add his Interface to his Initiative roll just as 
  a Solo would add his Combat Sense).  When Initiative is 
  determined, proceed as following: 
   
  The winner of Initiative can choose (before he rolls) to either 
  attack, or infiltrate his opponents Cybermodem.  The roll is the 
  same either way 
   
  Attacker: 
  INT + Programming Skill + Interface + Comp. Speed + 1D10 
   
  However, if he decides to attack, he rolls against the Defender (tie 
  goes to defender): 
   
  Defender: 
  INT + Programming Skill + Interface + Comp. Speed + 1D10 
   
  And if he decides to Infiltrate he rolls against the defenders 
  Cybermodem as if it were a normal computer: 
   
  Comp. Speed + CPU + Protection (DWx5) +1d10 
   
  If he attacks, and the defender wins, nothing happens.  If the 
  defender loses, he takes 1d6 damage + another d6 for every 3 
  points of failure on his defense roll as he trips additional 
  Datawalls, max damage in D6 increments set by number of 
  Datawalls in target computer. 
   
  If the Attacker Infiltrates, he may attempt an infiltration action or a 
  trace on his next round.  This can be very dangerous since it 
  prevents the attacker from making any further attacks until he 
  either finishes or abandons his Infiltration.  If the infiltration 
  attempt fails, the Attacker takes 1d6 points of damage and an 
  additional 1d6 points for every 3 points of failure on his defense 
  roll as he trips additional Datawalls, max damage in D6 increments 
  set by number of Datawalls in target computer. 
   
  At any point on their initiative turn, a Computer Combatant may 
  choose simply to log off, ending the combat completely.  
   
  A WORD ON VIRTUAL REALITY 
  In Near Future and beyond games, the Net is vast and infinite.  
  Technology has reached a point where we directly interface with 
  our computers and machines.  The Net has become its own world, 
  ever expanding.  Navigating through it requires a Library Search 
  check, and functions much like any common search program you 
  use for the web in the real world.  There are sites to enter, chats, 
  message boards, forums, databases, libraries, theaters, brothels, 
  television channels, and all the things you can and can’t imagine.   
   
  What the net looks like from the perspective of someone 
  navigating the VR world is ultimately up to the GM, as every site, 
  
   
  74 
  business, forum, whatever, you visit will have it’s own virtual 
  representation.  Some of these representations will be huge, 
  complex, and feature incredibly lifelike graphics and sensory 
  stimulation.  An online casino for instance may be an exact 
  duplicate of Caesar’s Palace, or it could be a castle resting on 
  clouds high above a representation of the world.  A forum may be 
  an immense dining hall, or may be a bunch of small cozy rooms set 
  up like a private café or hotel lobby.  The more money and talent 
  they net address has to throw at it, the better it will be, sometimes 
  real, sometimes, unimaginable. Alternatively, older locations, or 
  locations that don’t have the money to spend, may simply be basic 
  3-d wire-frames.  Heck some places don’t even bother to have full 
  locations, instead having little 2-d kiosks or banners that float free 
  form. 
   
  The net itself imposes no limits on you, your Icon can take on 
  whatever form you desire, if you don’t want to create your own 
  (programming roll to determine the intricacy and complexity) you 
  can always purchase one from one of the millions of Icon Vendors.  
  You can surf freely over the vastness of the net flying effortlessly 
  and weightlessly in any direction, moving at any speed, or instantly 
  transport yourself to your destination.  Some sites, especially game 
  sites, will impose their own physical limits within the parayards of 
  their Virtual World games.  These games are truly amazing. They 
  are worlds within universes within worlds.  The only limit to space 
  is the amount of money and time one is willing to devote.   
   
  And of course, there is always Spam, ever present advertising that 
  by clicking on you are instantly whisked away to their site, and 
  forced (by the agreement made when you clicked) to stay at least 
  until you have heard the speech.  There are filters you can buy to 
  eliminate Spam from showing up on your interface, but some 
  Spam always gets through. 
   
   
   
  
   
  75
   (Created and written by Deric Bernier and R.Talsorian Games (with permission) images from Deric Bernier and R.Talsorian Games.) 
   
  For more of the best Cyberpunk 2020 goodness available, go to 
   
   
   
  http://datafortress2020.oliwy.net/ 
  To e-mail the author: 
  droc@mc2k.com 
   
   
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Datafortress 2020 - Interlock Unlimited - Core Rules 2-13-12.pdf